diff --git a/common/defines/graphic/spending_graphics.txt b/common/defines/graphic/spending_graphics.txt new file mode 100644 index 0000000..78efff3 --- /dev/null +++ b/common/defines/graphic/spending_graphics.txt @@ -0,0 +1,4 @@ +NGui = { + # Can be deleted to simplify + EVENT_OPTIONS_SHOWN_HIDE_UNAVAILABLE = 8 +} \ No newline at end of file diff --git a/common/on_action/spending_defaults.txt b/common/on_action/spending_defaults.txt new file mode 100644 index 0000000..31f13d1 --- /dev/null +++ b/common/on_action/spending_defaults.txt @@ -0,0 +1,15 @@ +on_character_game_start = { + if = { + limit = { is_player = yes } + # Set the default value if not set yet + if = { + limit = { + NOT = { has_variable = spending_limit } + } + set_variable = { + name = spending_limit + value = monumental_gold_value + } + } + } +} \ No newline at end of file diff --git a/common/scripted_effects/build_scripted_effects.txt b/common/scripted_effects/build_scripted_effects.txt index 049bb17..b51e065 100644 --- a/common/scripted_effects/build_scripted_effects.txt +++ b/common/scripted_effects/build_scripted_effects.txt @@ -1,7 +1,11 @@ clrbnit_magic_add_hillside_grazing_building_effect = { if = { limit = { - prev = { gold > cheap_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = hillside_grazing_01 @@ -17,21 +21,29 @@ building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hillside_grazing_01 - prev = { remove_short_term_gold = cheap_building_tier_1_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_1_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_2_cost } + } has_building = hillside_grazing_01 building_hillside_grazing_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hillside_grazing_02 - prev = { remove_short_term_gold = cheap_building_tier_2_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_2_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_3_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_3_cost } + } has_building = hillside_grazing_02 building_hillside_grazing_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -40,11 +52,15 @@ } } add_building = hillside_grazing_03 - prev = { remove_short_term_gold = cheap_building_tier_3_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_3_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_4_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_4_cost } + } has_building = hillside_grazing_03 building_hillside_grazing_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -53,11 +69,15 @@ } } add_building = hillside_grazing_04 - prev = { remove_short_term_gold = cheap_building_tier_4_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_4_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_5_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_5_cost } + } has_building = hillside_grazing_04 building_hillside_grazing_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -66,11 +86,15 @@ } } add_building = hillside_grazing_05 - prev = { remove_short_term_gold = cheap_building_tier_5_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_5_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_6_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_6_cost } + } has_building = hillside_grazing_05 building_hillside_grazing_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -79,11 +103,15 @@ } } add_building = hillside_grazing_06 - prev = { remove_short_term_gold = cheap_building_tier_6_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_6_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_7_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_7_cost } + } has_building = hillside_grazing_06 building_hillside_grazing_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -92,11 +120,15 @@ } } add_building = hillside_grazing_07 - prev = { remove_short_term_gold = cheap_building_tier_7_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_7_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_8_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_8_cost } + } has_building = hillside_grazing_07 building_hillside_grazing_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -105,7 +137,7 @@ } } add_building = hillside_grazing_08 - prev = { remove_short_term_gold = cheap_building_tier_8_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_8_cost } } } @@ -113,7 +145,11 @@ clrbnit_magic_add_breweries_building_effect = { if = { limit = { - prev = { gold > normal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = breweries_01 @@ -129,11 +165,15 @@ clrbnit_magic_add_breweries_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = breweries_01 - prev = { remove_short_term_gold = normal_building_tier_1_cost } + prev = { remove_treasury_or_gold = normal_building_tier_1_cost } } if = { limit = { - prev = { gold > normal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost } + } has_building = breweries_01 building_breweries_requirement = { NUMBER = 01 } building_requirement_castle_city_church = { LEVEL = 01 } @@ -142,11 +182,15 @@ clrbnit_magic_add_breweries_building_effect = { } } add_building = breweries_02 - prev = { remove_short_term_gold = normal_building_tier_2_cost } + prev = { remove_treasury_or_gold = normal_building_tier_2_cost } } if = { limit = { - prev = { gold > normal_building_tier_3_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost } + } has_building = breweries_02 building_breweries_requirement = { NUMBER = 02 } building_requirement_castle_city_church = { LEVEL = 02 } @@ -155,11 +199,15 @@ clrbnit_magic_add_breweries_building_effect = { } } add_building = breweries_03 - prev = { remove_short_term_gold = normal_building_tier_3_cost } + prev = { remove_treasury_or_gold = normal_building_tier_3_cost } } if = { limit = { - prev = { gold > normal_building_tier_4_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost } + } has_building = breweries_03 building_breweries_requirement = { NUMBER = 02 } building_requirement_castle_city_church = { LEVEL = 02 } @@ -168,11 +216,15 @@ clrbnit_magic_add_breweries_building_effect = { } } add_building = breweries_04 - prev = { remove_short_term_gold = normal_building_tier_4_cost } + prev = { remove_treasury_or_gold = normal_building_tier_4_cost } } if = { limit = { - prev = { gold > normal_building_tier_5_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost } + } has_building = breweries_04 building_breweries_requirement = { NUMBER = 03 } building_requirement_castle_city_church = { LEVEL = 03 } @@ -181,11 +233,15 @@ clrbnit_magic_add_breweries_building_effect = { } } add_building = breweries_05 - prev = { remove_short_term_gold = normal_building_tier_5_cost } + prev = { remove_treasury_or_gold = normal_building_tier_5_cost } } if = { limit = { - prev = { gold > normal_building_tier_6_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost } + } has_building = breweries_05 building_breweries_requirement = { NUMBER = 03 } building_requirement_castle_city_church = { LEVEL = 03 } @@ -194,11 +250,15 @@ clrbnit_magic_add_breweries_building_effect = { } } add_building = breweries_06 - prev = { remove_short_term_gold = normal_building_tier_6_cost } + prev = { remove_treasury_or_gold = normal_building_tier_6_cost } } if = { limit = { - prev = { gold > normal_building_tier_7_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost } + } has_building = breweries_06 building_breweries_requirement = { NUMBER = 04 } building_requirement_castle_city_church = { LEVEL = 04 } @@ -207,11 +267,15 @@ clrbnit_magic_add_breweries_building_effect = { } } add_building = breweries_07 - prev = { remove_short_term_gold = normal_building_tier_7_cost } + prev = { remove_treasury_or_gold = normal_building_tier_7_cost } } if = { limit = { - prev = { gold > normal_building_tier_8_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost } + } has_building = breweries_07 building_breweries_requirement = { NUMBER = 04 } building_requirement_castle_city_church = { LEVEL = 04 } @@ -220,14 +284,18 @@ clrbnit_magic_add_breweries_building_effect = { } } add_building = breweries_08 - prev = { remove_short_term_gold = normal_building_tier_8_cost } + prev = { remove_treasury_or_gold = normal_building_tier_8_cost } } } clrbnit_magic_add_murex_farms_building_effect = { if = { limit = { - prev = { gold > normal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = murex_farm_01 @@ -243,84 +311,116 @@ clrbnit_magic_add_murex_farms_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = murex_farm_01 - prev = { remove_short_term_gold = normal_building_tier_1_cost } + prev = { remove_treasury_or_gold = normal_building_tier_1_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost } + } has_building = murex_farm_01 building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = murex_farm_02 - prev = { remove_short_term_gold = normal_building_tier_2_cost } + prev = { remove_treasury_or_gold = normal_building_tier_2_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_3_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost } + } has_building = murex_farm_02 building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } add_building = murex_farm_03 - prev = { remove_short_term_gold = normal_building_tier_3_cost } + prev = { remove_treasury_or_gold = normal_building_tier_3_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_4_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost } + } has_building = murex_farm_03 building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } add_building = murex_farm_04 - prev = { remove_short_term_gold = normal_building_tier_4_cost } + prev = { remove_treasury_or_gold = normal_building_tier_4_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_5_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost } + } has_building = murex_farm_04 building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } add_building = murex_farm_05 - prev = { remove_short_term_gold = normal_building_tier_5_cost } + prev = { remove_treasury_or_gold = normal_building_tier_5_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_6_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost } + } has_building = murex_farm_05 building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } add_building = murex_farm_06 - prev = { remove_short_term_gold = normal_building_tier_6_cost } + prev = { remove_treasury_or_gold = normal_building_tier_6_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_7_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost } + } has_building = murex_farm_06 building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } add_building = murex_farm_07 - prev = { remove_short_term_gold = normal_building_tier_7_cost } + prev = { remove_treasury_or_gold = normal_building_tier_7_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_8_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost } + } has_building = murex_farm_07 building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } add_building = murex_farm_08 - prev = { remove_short_term_gold = normal_building_tier_8_cost } + prev = { remove_treasury_or_gold = normal_building_tier_8_cost } } } clrbnit_magic_add_pastures_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = pastures_01 @@ -336,11 +436,15 @@ clrbnit_magic_add_pastures_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = pastures_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = pastures_01 building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -349,11 +453,15 @@ clrbnit_magic_add_pastures_building_effect = { } } add_building = pastures_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = pastures_02 building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -362,11 +470,15 @@ clrbnit_magic_add_pastures_building_effect = { } } add_building = pastures_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = pastures_03 building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -375,11 +487,15 @@ clrbnit_magic_add_pastures_building_effect = { } } add_building = pastures_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = pastures_04 building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -388,11 +504,15 @@ clrbnit_magic_add_pastures_building_effect = { } } add_building = pastures_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = pastures_05 building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -401,11 +521,15 @@ clrbnit_magic_add_pastures_building_effect = { } } add_building = pastures_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = pastures_06 building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -414,11 +538,15 @@ clrbnit_magic_add_pastures_building_effect = { } } add_building = pastures_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = pastures_07 building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -427,14 +555,18 @@ clrbnit_magic_add_pastures_building_effect = { } } add_building = pastures_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_hospices_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = hospices_01 @@ -449,11 +581,15 @@ clrbnit_magic_add_hospices_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hospices_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = hospices_01 building_requirement_castle_city_church = { LEVEL = 01 } prev.culture = { @@ -461,11 +597,15 @@ clrbnit_magic_add_hospices_building_effect = { } } add_building = hospices_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = hospices_02 building_requirement_castle_city_church = { LEVEL = 02 } prev.culture = { @@ -473,11 +613,15 @@ clrbnit_magic_add_hospices_building_effect = { } } add_building = hospices_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = hospices_03 building_requirement_castle_city_church = { LEVEL = 02 } prev.culture = { @@ -485,11 +629,15 @@ clrbnit_magic_add_hospices_building_effect = { } } add_building = hospices_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = hospices_04 building_requirement_castle_city_church = { LEVEL = 03 } prev.culture = { @@ -497,11 +645,15 @@ clrbnit_magic_add_hospices_building_effect = { } } add_building = hospices_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = hospices_05 building_requirement_castle_city_church = { LEVEL = 03 } prev.culture = { @@ -509,11 +661,15 @@ clrbnit_magic_add_hospices_building_effect = { } } add_building = hospices_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = hospices_06 building_requirement_castle_city_church = { LEVEL = 04 } prev.culture = { @@ -521,11 +677,15 @@ clrbnit_magic_add_hospices_building_effect = { } } add_building = hospices_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = hospices_07 building_requirement_castle_city_church = { LEVEL = 04 } prev.culture = { @@ -533,14 +693,18 @@ clrbnit_magic_add_hospices_building_effect = { } } add_building = hospices_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_hunting_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = hunting_grounds_01 @@ -556,11 +720,15 @@ clrbnit_magic_add_hunting_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hunting_grounds_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = hunting_grounds_01 building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -569,11 +737,15 @@ clrbnit_magic_add_hunting_building_effect = { } } add_building = hunting_grounds_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = hunting_grounds_02 building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -582,11 +754,15 @@ clrbnit_magic_add_hunting_building_effect = { } } add_building = hunting_grounds_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = hunting_grounds_03 building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -595,11 +771,15 @@ clrbnit_magic_add_hunting_building_effect = { } } add_building = hunting_grounds_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = hunting_grounds_04 building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -608,11 +788,15 @@ clrbnit_magic_add_hunting_building_effect = { } } add_building = hunting_grounds_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = hunting_grounds_05 building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -621,11 +805,15 @@ clrbnit_magic_add_hunting_building_effect = { } } add_building = hunting_grounds_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = hunting_grounds_06 building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -634,11 +822,15 @@ clrbnit_magic_add_hunting_building_effect = { } } add_building = hunting_grounds_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = hunting_grounds_07 building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -647,13 +839,17 @@ clrbnit_magic_add_hunting_building_effect = { } } add_building = hunting_grounds_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_qanats_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = qanats_01 @@ -675,76 +871,108 @@ clrbnit_magic_add_qanats_building_effect = { } } add_building = qanats_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = qanats_01 building_requirement_castle_city_church = { LEVEL = 01 } } add_building = qanats_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = qanats_02 building_requirement_castle_city_church = { LEVEL = 02 } } add_building = qanats_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = qanats_03 building_requirement_castle_city_church = { LEVEL = 02 } } add_building = qanats_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = qanats_04 building_requirement_castle_city_church = { LEVEL = 03 } } add_building = qanats_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = qanats_05 building_requirement_castle_city_church = { LEVEL = 03 } } add_building = qanats_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = qanats_06 building_requirement_castle_city_church = { LEVEL = 04 } } add_building = qanats_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = qanats_07 building_requirement_castle_city_church = { LEVEL = 04 } } add_building = qanats_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_orchards_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = orchards_01 @@ -760,11 +988,15 @@ clrbnit_magic_add_orchards_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = orchards_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = orchards_01 building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -773,11 +1005,15 @@ clrbnit_magic_add_orchards_building_effect = { } } add_building = orchards_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = orchards_02 building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -786,11 +1022,15 @@ clrbnit_magic_add_orchards_building_effect = { } } add_building = orchards_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = orchards_03 building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -799,11 +1039,15 @@ clrbnit_magic_add_orchards_building_effect = { } } add_building = orchards_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = orchards_04 building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -812,11 +1056,15 @@ clrbnit_magic_add_orchards_building_effect = { } } add_building = orchards_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = orchards_05 building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -825,11 +1073,15 @@ clrbnit_magic_add_orchards_building_effect = { } } add_building = orchards_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = orchards_06 building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -838,11 +1090,15 @@ clrbnit_magic_add_orchards_building_effect = { } } add_building = orchards_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = orchards_07 building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -851,14 +1107,18 @@ clrbnit_magic_add_orchards_building_effect = { } } add_building = orchards_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_farm_estates_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = farm_estates_01 @@ -874,11 +1134,15 @@ clrbnit_magic_add_farm_estates_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = farm_estates_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = farm_estates_01 building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -887,11 +1151,15 @@ clrbnit_magic_add_farm_estates_building_effect = { } } add_building = farm_estates_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = farm_estates_02 building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -900,11 +1168,15 @@ clrbnit_magic_add_farm_estates_building_effect = { } } add_building = farm_estates_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = farm_estates_03 building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -913,11 +1185,15 @@ clrbnit_magic_add_farm_estates_building_effect = { } } add_building = farm_estates_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = farm_estates_04 building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -926,11 +1202,15 @@ clrbnit_magic_add_farm_estates_building_effect = { } } add_building = farm_estates_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = farm_estates_05 building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -939,11 +1219,15 @@ clrbnit_magic_add_farm_estates_building_effect = { } } add_building = farm_estates_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = farm_estates_06 building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -952,11 +1236,15 @@ clrbnit_magic_add_farm_estates_building_effect = { } } add_building = farm_estates_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = farm_estates_07 building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -965,14 +1253,18 @@ clrbnit_magic_add_farm_estates_building_effect = { } } add_building = farm_estates_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_military_camps_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = military_camps_01 @@ -988,11 +1280,15 @@ clrbnit_magic_add_military_camps_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = military_camps_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = military_camps_01 building_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1001,11 +1297,15 @@ clrbnit_magic_add_military_camps_building_effect = { } } add_building = military_camps_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = military_camps_02 building_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1014,11 +1314,15 @@ clrbnit_magic_add_military_camps_building_effect = { } } add_building = military_camps_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = military_camps_03 building_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1027,11 +1331,15 @@ clrbnit_magic_add_military_camps_building_effect = { } } add_building = military_camps_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = military_camps_04 building_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1040,11 +1348,15 @@ clrbnit_magic_add_military_camps_building_effect = { } } add_building = military_camps_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = military_camps_05 building_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1053,11 +1365,15 @@ clrbnit_magic_add_military_camps_building_effect = { } } add_building = military_camps_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = military_camps_06 building_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1066,11 +1382,15 @@ clrbnit_magic_add_military_camps_building_effect = { } } add_building = military_camps_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = military_camps_07 building_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1079,14 +1399,18 @@ clrbnit_magic_add_military_camps_building_effect = { } } add_building = military_camps_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_regimental_grounds_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = regimental_grounds_01 @@ -1102,11 +1426,15 @@ clrbnit_magic_add_regimental_grounds_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = regimental_grounds_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = regimental_grounds_01 building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1115,11 +1443,15 @@ clrbnit_magic_add_regimental_grounds_building_effect = { } } add_building = regimental_grounds_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = regimental_grounds_02 building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1128,11 +1460,15 @@ clrbnit_magic_add_regimental_grounds_building_effect = { } } add_building = regimental_grounds_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = regimental_grounds_03 building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1141,11 +1477,15 @@ clrbnit_magic_add_regimental_grounds_building_effect = { } } add_building = regimental_grounds_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = regimental_grounds_04 building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1154,11 +1494,15 @@ clrbnit_magic_add_regimental_grounds_building_effect = { } } add_building = regimental_grounds_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = regimental_grounds_05 building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1167,11 +1511,15 @@ clrbnit_magic_add_regimental_grounds_building_effect = { } } add_building = regimental_grounds_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = regimental_grounds_06 building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1180,11 +1528,15 @@ clrbnit_magic_add_regimental_grounds_building_effect = { } } add_building = regimental_grounds_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = regimental_grounds_07 building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1193,14 +1545,18 @@ clrbnit_magic_add_regimental_grounds_building_effect = { } } add_building = regimental_grounds_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_ramparts_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = ramparts_01 @@ -1216,11 +1572,15 @@ clrbnit_magic_add_ramparts_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = ramparts_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = ramparts_01 building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1229,11 +1589,15 @@ clrbnit_magic_add_ramparts_building_effect = { } } add_building = ramparts_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = ramparts_02 building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1242,11 +1606,15 @@ clrbnit_magic_add_ramparts_building_effect = { } } add_building = ramparts_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = ramparts_03 building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1255,11 +1623,15 @@ clrbnit_magic_add_ramparts_building_effect = { } } add_building = ramparts_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = ramparts_04 building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1268,11 +1640,15 @@ clrbnit_magic_add_ramparts_building_effect = { } } add_building = ramparts_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = ramparts_05 building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1281,11 +1657,15 @@ clrbnit_magic_add_ramparts_building_effect = { } } add_building = ramparts_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = ramparts_06 building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1294,11 +1674,15 @@ clrbnit_magic_add_ramparts_building_effect = { } } add_building = ramparts_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = ramparts_07 building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1307,14 +1691,18 @@ clrbnit_magic_add_ramparts_building_effect = { } } add_building = ramparts_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_curtain_walls_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = curtain_walls_01 @@ -1330,11 +1718,15 @@ clrbnit_magic_add_curtain_walls_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = curtain_walls_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = curtain_walls_01 building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1343,11 +1735,15 @@ clrbnit_magic_add_curtain_walls_building_effect = { } } add_building = curtain_walls_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = curtain_walls_02 building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1356,11 +1752,15 @@ clrbnit_magic_add_curtain_walls_building_effect = { } } add_building = curtain_walls_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = curtain_walls_03 building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1369,11 +1769,15 @@ clrbnit_magic_add_curtain_walls_building_effect = { } } add_building = curtain_walls_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = curtain_walls_04 building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1382,11 +1786,15 @@ clrbnit_magic_add_curtain_walls_building_effect = { } } add_building = curtain_walls_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = curtain_walls_05 building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1395,11 +1803,15 @@ clrbnit_magic_add_curtain_walls_building_effect = { } } add_building = curtain_walls_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = curtain_walls_06 building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1408,11 +1820,15 @@ clrbnit_magic_add_curtain_walls_building_effect = { } } add_building = curtain_walls_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = curtain_walls_07 building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1421,14 +1837,18 @@ clrbnit_magic_add_curtain_walls_building_effect = { } } add_building = curtain_walls_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_watchtowers_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = watchtowers_01 @@ -1444,11 +1864,15 @@ clrbnit_magic_add_watchtowers_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = watchtowers_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = watchtowers_01 building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1457,11 +1881,15 @@ clrbnit_magic_add_watchtowers_building_effect = { } } add_building = watchtowers_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = watchtowers_02 building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1470,11 +1898,15 @@ clrbnit_magic_add_watchtowers_building_effect = { } } add_building = watchtowers_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = watchtowers_03 building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1483,11 +1915,15 @@ clrbnit_magic_add_watchtowers_building_effect = { } } add_building = watchtowers_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = watchtowers_04 building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1496,11 +1932,15 @@ clrbnit_magic_add_watchtowers_building_effect = { } } add_building = watchtowers_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = watchtowers_05 building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1509,11 +1949,15 @@ clrbnit_magic_add_watchtowers_building_effect = { } } add_building = watchtowers_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = watchtowers_06 building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1522,11 +1966,15 @@ clrbnit_magic_add_watchtowers_building_effect = { } } add_building = watchtowers_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = watchtowers_07 building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1535,14 +1983,18 @@ clrbnit_magic_add_watchtowers_building_effect = { } } add_building = watchtowers_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_cereal_fields_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = cereal_fields_01 @@ -1558,11 +2010,15 @@ clrbnit_magic_add_cereal_fields_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = cereal_fields_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = cereal_fields_01 building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1571,11 +2027,15 @@ clrbnit_magic_add_cereal_fields_building_effect = { } } add_building = cereal_fields_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = cereal_fields_02 building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1584,11 +2044,15 @@ clrbnit_magic_add_cereal_fields_building_effect = { } } add_building = cereal_fields_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = cereal_fields_03 building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1597,11 +2061,15 @@ clrbnit_magic_add_cereal_fields_building_effect = { } } add_building = cereal_fields_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = cereal_fields_04 building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1610,11 +2078,15 @@ clrbnit_magic_add_cereal_fields_building_effect = { } } add_building = cereal_fields_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = cereal_fields_05 building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1623,11 +2095,15 @@ clrbnit_magic_add_cereal_fields_building_effect = { } } add_building = cereal_fields_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = cereal_fields_06 building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1636,11 +2112,15 @@ clrbnit_magic_add_cereal_fields_building_effect = { } } add_building = cereal_fields_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = cereal_fields_07 building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1649,14 +2129,18 @@ clrbnit_magic_add_cereal_fields_building_effect = { } } add_building = cereal_fields_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_outposts_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = outposts_01 @@ -1672,11 +2156,15 @@ clrbnit_magic_add_outposts_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = outposts_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = outposts_01 building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1685,11 +2173,15 @@ clrbnit_magic_add_outposts_building_effect = { } } add_building = outposts_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = outposts_02 building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1698,11 +2190,15 @@ clrbnit_magic_add_outposts_building_effect = { } } add_building = outposts_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = outposts_03 building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1711,11 +2207,15 @@ clrbnit_magic_add_outposts_building_effect = { } } add_building = outposts_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = outposts_04 building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1724,11 +2224,15 @@ clrbnit_magic_add_outposts_building_effect = { } } add_building = outposts_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = outposts_05 building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1737,11 +2241,15 @@ clrbnit_magic_add_outposts_building_effect = { } } add_building = outposts_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = outposts_06 building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1750,11 +2258,15 @@ clrbnit_magic_add_outposts_building_effect = { } } add_building = outposts_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = outposts_07 building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1763,14 +2275,18 @@ clrbnit_magic_add_outposts_building_effect = { } } add_building = outposts_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_barracks_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = barracks_01 @@ -1786,11 +2302,15 @@ clrbnit_magic_add_barracks_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = barracks_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = barracks_01 building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1799,11 +2319,15 @@ clrbnit_magic_add_barracks_building_effect = { } } add_building = barracks_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = barracks_02 building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1812,11 +2336,15 @@ clrbnit_magic_add_barracks_building_effect = { } } add_building = barracks_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = barracks_03 building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1825,11 +2353,15 @@ clrbnit_magic_add_barracks_building_effect = { } } add_building = barracks_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = barracks_04 building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1838,11 +2370,15 @@ clrbnit_magic_add_barracks_building_effect = { } } add_building = barracks_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = barracks_05 building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1851,11 +2387,15 @@ clrbnit_magic_add_barracks_building_effect = { } } add_building = barracks_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = barracks_06 building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1864,11 +2404,15 @@ clrbnit_magic_add_barracks_building_effect = { } } add_building = barracks_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = barracks_07 building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1877,14 +2421,18 @@ clrbnit_magic_add_barracks_building_effect = { } } add_building = barracks_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_camel_farms_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = camel_farms_01 @@ -1900,11 +2448,15 @@ clrbnit_magic_add_camel_farms_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = camel_farms_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = camel_farms_01 building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -1913,11 +2465,15 @@ clrbnit_magic_add_camel_farms_building_effect = { } } add_building = camel_farms_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = camel_farms_02 building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1926,11 +2482,15 @@ clrbnit_magic_add_camel_farms_building_effect = { } } add_building = camel_farms_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = camel_farms_03 building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -1939,11 +2499,15 @@ clrbnit_magic_add_camel_farms_building_effect = { } } add_building = camel_farms_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = camel_farms_04 building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1952,11 +2516,15 @@ clrbnit_magic_add_camel_farms_building_effect = { } } add_building = camel_farms_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = camel_farms_05 building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -1965,11 +2533,15 @@ clrbnit_magic_add_camel_farms_building_effect = { } } add_building = camel_farms_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = camel_farms_06 building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1978,11 +2550,15 @@ clrbnit_magic_add_camel_farms_building_effect = { } } add_building = camel_farms_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = camel_farms_07 building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -1991,14 +2567,18 @@ clrbnit_magic_add_camel_farms_building_effect = { } } add_building = camel_farms_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_logging_camps_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = logging_camps_01 @@ -2014,11 +2594,15 @@ clrbnit_magic_add_logging_camps_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = logging_camps_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = logging_camps_01 building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -2027,11 +2611,15 @@ clrbnit_magic_add_logging_camps_building_effect = { } } add_building = logging_camps_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = logging_camps_02 building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2040,11 +2628,15 @@ clrbnit_magic_add_logging_camps_building_effect = { } } add_building = logging_camps_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = logging_camps_03 building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2053,11 +2645,15 @@ clrbnit_magic_add_logging_camps_building_effect = { } } add_building = logging_camps_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = logging_camps_04 building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2066,11 +2662,15 @@ clrbnit_magic_add_logging_camps_building_effect = { } } add_building = logging_camps_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = logging_camps_05 building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2079,11 +2679,15 @@ clrbnit_magic_add_logging_camps_building_effect = { } } add_building = logging_camps_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = logging_camps_06 building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2092,11 +2696,15 @@ clrbnit_magic_add_logging_camps_building_effect = { } } add_building = logging_camps_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = logging_camps_07 building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2105,14 +2713,18 @@ clrbnit_magic_add_logging_camps_building_effect = { } } add_building = logging_camps_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_peat_quarries_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = peat_quarries_01 @@ -2128,11 +2740,15 @@ clrbnit_magic_add_peat_quarries_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = peat_quarries_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = peat_quarries_01 building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -2141,11 +2757,15 @@ clrbnit_magic_add_peat_quarries_building_effect = { } } add_building = peat_quarries_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = peat_quarries_02 building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2154,11 +2774,15 @@ clrbnit_magic_add_peat_quarries_building_effect = { } } add_building = peat_quarries_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = peat_quarries_03 building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2167,11 +2791,15 @@ clrbnit_magic_add_peat_quarries_building_effect = { } } add_building = peat_quarries_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = peat_quarries_04 building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2180,11 +2808,15 @@ clrbnit_magic_add_peat_quarries_building_effect = { } } add_building = peat_quarries_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = peat_quarries_05 building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2193,11 +2825,15 @@ clrbnit_magic_add_peat_quarries_building_effect = { } } add_building = peat_quarries_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = peat_quarries_06 building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2206,11 +2842,15 @@ clrbnit_magic_add_peat_quarries_building_effect = { } } add_building = peat_quarries_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = peat_quarries_07 building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2219,14 +2859,18 @@ clrbnit_magic_add_peat_quarries_building_effect = { } } add_building = peat_quarries_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_hill_farms_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = hill_farms_01 @@ -2242,11 +2886,15 @@ clrbnit_magic_add_hill_farms_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hill_farms_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = hill_farms_01 building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -2255,11 +2903,15 @@ clrbnit_magic_add_hill_farms_building_effect = { } } add_building = hill_farms_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = hill_farms_02 building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2268,11 +2920,15 @@ clrbnit_magic_add_hill_farms_building_effect = { } } add_building = hill_farms_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = hill_farms_03 building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2281,11 +2937,15 @@ clrbnit_magic_add_hill_farms_building_effect = { } } add_building = hill_farms_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = hill_farms_04 building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2294,11 +2954,15 @@ clrbnit_magic_add_hill_farms_building_effect = { } } add_building = hill_farms_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = hill_farms_05 building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2307,11 +2971,15 @@ clrbnit_magic_add_hill_farms_building_effect = { } } add_building = hill_farms_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = hill_farms_06 building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2320,11 +2988,15 @@ clrbnit_magic_add_hill_farms_building_effect = { } } add_building = hill_farms_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = hill_farms_07 building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2333,14 +3005,18 @@ clrbnit_magic_add_hill_farms_building_effect = { } } add_building = hill_farms_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_elephant_pens_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = elephant_pens_01 @@ -2356,11 +3032,15 @@ clrbnit_magic_add_elephant_pens_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = elephant_pens_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = elephant_pens_01 building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -2369,11 +3049,15 @@ clrbnit_magic_add_elephant_pens_building_effect = { } } add_building = elephant_pens_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = elephant_pens_02 building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2382,11 +3066,15 @@ clrbnit_magic_add_elephant_pens_building_effect = { } } add_building = elephant_pens_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = elephant_pens_03 building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2395,11 +3083,15 @@ clrbnit_magic_add_elephant_pens_building_effect = { } } add_building = elephant_pens_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = elephant_pens_04 building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2408,11 +3100,15 @@ clrbnit_magic_add_elephant_pens_building_effect = { } } add_building = elephant_pens_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = elephant_pens_05 building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2421,11 +3117,15 @@ clrbnit_magic_add_elephant_pens_building_effect = { } } add_building = elephant_pens_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = elephant_pens_06 building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2434,11 +3134,15 @@ clrbnit_magic_add_elephant_pens_building_effect = { } } add_building = elephant_pens_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = elephant_pens_07 building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2447,14 +3151,18 @@ clrbnit_magic_add_elephant_pens_building_effect = { } } add_building = elephant_pens_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_plantations_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = plantations_01 @@ -2470,11 +3178,15 @@ clrbnit_magic_add_plantations_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = plantations_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = plantations_01 building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -2483,11 +3195,15 @@ clrbnit_magic_add_plantations_building_effect = { } } add_building = plantations_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = plantations_02 building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2496,11 +3212,15 @@ clrbnit_magic_add_plantations_building_effect = { } } add_building = plantations_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = plantations_03 building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2509,11 +3229,15 @@ clrbnit_magic_add_plantations_building_effect = { } } add_building = plantations_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = plantations_04 building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2522,11 +3246,15 @@ clrbnit_magic_add_plantations_building_effect = { } } add_building = plantations_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = plantations_05 building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2535,11 +3263,15 @@ clrbnit_magic_add_plantations_building_effect = { } } add_building = plantations_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = plantations_06 building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2548,11 +3280,15 @@ clrbnit_magic_add_plantations_building_effect = { } } add_building = plantations_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = plantations_07 building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2561,14 +3297,18 @@ clrbnit_magic_add_plantations_building_effect = { } } add_building = plantations_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_quarries_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = quarries_01 @@ -2584,11 +3324,15 @@ clrbnit_magic_add_quarries_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = quarries_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = quarries_01 building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -2597,11 +3341,15 @@ clrbnit_magic_add_quarries_building_effect = { } } add_building = quarries_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = quarries_02 building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2610,11 +3358,15 @@ clrbnit_magic_add_quarries_building_effect = { } } add_building = quarries_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = quarries_03 building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2623,11 +3375,15 @@ clrbnit_magic_add_quarries_building_effect = { } } add_building = quarries_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = quarries_04 building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2636,11 +3392,15 @@ clrbnit_magic_add_quarries_building_effect = { } } add_building = quarries_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = quarries_05 building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2649,11 +3409,15 @@ clrbnit_magic_add_quarries_building_effect = { } } add_building = quarries_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = quarries_06 building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2662,11 +3426,15 @@ clrbnit_magic_add_quarries_building_effect = { } } add_building = quarries_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = quarries_07 building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2675,14 +3443,18 @@ clrbnit_magic_add_quarries_building_effect = { } } add_building = quarries_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_hill_forts_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = hill_forts_01 @@ -2698,11 +3470,15 @@ clrbnit_magic_add_hill_forts_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hill_forts_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = hill_forts_01 building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -2711,11 +3487,15 @@ clrbnit_magic_add_hill_forts_building_effect = { } } add_building = hill_forts_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = hill_forts_02 building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2724,11 +3504,15 @@ clrbnit_magic_add_hill_forts_building_effect = { } } add_building = hill_forts_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = hill_forts_03 building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2737,11 +3521,15 @@ clrbnit_magic_add_hill_forts_building_effect = { } } add_building = hill_forts_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = hill_forts_04 building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2750,11 +3538,15 @@ clrbnit_magic_add_hill_forts_building_effect = { } } add_building = hill_forts_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = hill_forts_05 building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2763,11 +3555,15 @@ clrbnit_magic_add_hill_forts_building_effect = { } } add_building = hill_forts_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = hill_forts_06 building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2776,11 +3572,15 @@ clrbnit_magic_add_hill_forts_building_effect = { } } add_building = hill_forts_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = hill_forts_07 building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2789,14 +3589,18 @@ clrbnit_magic_add_hill_forts_building_effect = { } } add_building = hill_forts_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_common_tradeport_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = common_tradeport_01 @@ -2812,11 +3616,15 @@ clrbnit_magic_add_common_tradeport_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = common_tradeport_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = common_tradeport_01 building_common_tradeport_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -2825,11 +3633,15 @@ clrbnit_magic_add_common_tradeport_building_effect = { } } add_building = common_tradeport_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = common_tradeport_02 building_common_tradeport_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2838,11 +3650,15 @@ clrbnit_magic_add_common_tradeport_building_effect = { } } add_building = common_tradeport_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = common_tradeport_03 building_common_tradeport_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -2851,11 +3667,15 @@ clrbnit_magic_add_common_tradeport_building_effect = { } } add_building = common_tradeport_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = common_tradeport_04 building_common_tradeport_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2864,11 +3684,15 @@ clrbnit_magic_add_common_tradeport_building_effect = { } } add_building = common_tradeport_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = common_tradeport_05 building_common_tradeport_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -2877,11 +3701,15 @@ clrbnit_magic_add_common_tradeport_building_effect = { } } add_building = common_tradeport_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = common_tradeport_06 building_common_tradeport_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2890,11 +3718,15 @@ clrbnit_magic_add_common_tradeport_building_effect = { } } add_building = common_tradeport_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = common_tradeport_07 building_common_tradeport_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -2903,14 +3735,18 @@ clrbnit_magic_add_common_tradeport_building_effect = { } } add_building = common_tradeport_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_guild_halls_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes has_holding_type = city_holding NOT = { @@ -2926,11 +3762,15 @@ clrbnit_magic_add_guild_halls_building_effect = { has_building_or_higher = city_01 } add_building = guild_halls_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = guild_halls_01 has_building_or_higher = city_01 prev.culture = { @@ -2938,11 +3778,15 @@ clrbnit_magic_add_guild_halls_building_effect = { } } add_building = guild_halls_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = guild_halls_02 has_building_or_higher = city_02 prev.culture = { @@ -2950,11 +3794,15 @@ clrbnit_magic_add_guild_halls_building_effect = { } } add_building = guild_halls_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = guild_halls_03 has_building_or_higher = city_02 prev.culture = { @@ -2962,11 +3810,15 @@ clrbnit_magic_add_guild_halls_building_effect = { } } add_building = guild_halls_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = guild_halls_04 has_building_or_higher = city_03 prev.culture = { @@ -2974,11 +3826,15 @@ clrbnit_magic_add_guild_halls_building_effect = { } } add_building = guild_halls_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = guild_halls_05 has_building_or_higher = city_03 prev.culture = { @@ -2986,11 +3842,15 @@ clrbnit_magic_add_guild_halls_building_effect = { } } add_building = guild_halls_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = guild_halls_06 has_building_or_higher = city_04 prev.culture = { @@ -2998,11 +3858,15 @@ clrbnit_magic_add_guild_halls_building_effect = { } } add_building = guild_halls_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = guild_halls_07 has_building_or_higher = city_04 prev.culture = { @@ -3010,14 +3874,18 @@ clrbnit_magic_add_guild_halls_building_effect = { } } add_building = guild_halls_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } clrbnit_magic_add_castle_building_effect = { if = { limit = { - prev = {gold > main_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_2_cost + }} has_holding_type = castle_holding has_building = castle_01 prev.culture = { @@ -3025,11 +3893,15 @@ clrbnit_magic_add_castle_building_effect = { } } add_building = castle_02 - prev = {remove_short_term_gold = main_building_tier_2_cost} + prev = {remove_treasury_or_gold = main_building_tier_2_cost} } else_if = { limit = { - prev = {gold > main_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_3_cost + }} has_holding_type = castle_holding has_building = castle_02 prev.culture = { @@ -3037,11 +3909,15 @@ clrbnit_magic_add_castle_building_effect = { } } add_building = castle_03 - prev = {remove_short_term_gold = main_building_tier_3_cost} + prev = {remove_treasury_or_gold = main_building_tier_3_cost} } else_if = { limit = { - prev = {gold > main_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_4_cost + }} has_holding_type = castle_holding has_building = castle_03 prev.culture = { @@ -3049,14 +3925,18 @@ clrbnit_magic_add_castle_building_effect = { } } add_building = castle_04 - prev = {remove_short_term_gold = main_building_tier_4_cost} + prev = {remove_treasury_or_gold = main_building_tier_4_cost} } } clrbnit_magic_add_city_building_effect = { if = { limit = { - prev = {gold > main_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_2_cost + }} has_holding_type = city_holding has_building = city_01 prev.culture = { @@ -3064,11 +3944,15 @@ clrbnit_magic_add_city_building_effect = { } } add_building = city_02 - prev = {remove_short_term_gold = main_building_tier_2_cost} + prev = {remove_treasury_or_gold = main_building_tier_2_cost} } else_if = { limit = { - prev = {gold > main_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_3_cost + }} has_holding_type = city_holding has_building = city_02 prev.culture = { @@ -3076,11 +3960,15 @@ clrbnit_magic_add_city_building_effect = { } } add_building = city_03 - prev = {remove_short_term_gold = main_building_tier_3_cost} + prev = {remove_treasury_or_gold = main_building_tier_3_cost} } else_if = { limit = { - prev = {gold > main_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_4_cost + }} has_holding_type = city_holding has_building = city_03 prev.culture = { @@ -3088,14 +3976,18 @@ clrbnit_magic_add_city_building_effect = { } } add_building = city_04 - prev = {remove_short_term_gold = main_building_tier_4_cost} + prev = {remove_treasury_or_gold = main_building_tier_4_cost} } } clrbnit_magic_add_temple_building_effect = { if = { limit = { - prev = {gold > main_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_2_cost + }} has_holding_type = church_holding has_building = temple_01 prev.culture = { @@ -3103,11 +3995,15 @@ clrbnit_magic_add_temple_building_effect = { } } add_building = temple_02 - prev = {remove_short_term_gold = main_building_tier_2_cost} + prev = {remove_treasury_or_gold = main_building_tier_2_cost} } else_if = { limit = { - prev = {gold > main_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_3_cost + }} has_holding_type = church_holding has_building = temple_02 prev.culture = { @@ -3115,11 +4011,15 @@ clrbnit_magic_add_temple_building_effect = { } } add_building = temple_03 - prev = {remove_short_term_gold = main_building_tier_3_cost} + prev = {remove_treasury_or_gold = main_building_tier_3_cost} } else_if = { limit = { - prev = {gold > main_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = main_building_tier_4_cost + }} has_holding_type = church_holding has_building = temple_03 prev.culture = { @@ -3127,14 +4027,18 @@ clrbnit_magic_add_temple_building_effect = { } } add_building = temple_04 - prev = {remove_short_term_gold = main_building_tier_4_cost} + prev = {remove_treasury_or_gold = main_building_tier_4_cost} } } clrbnit_magic_add_monastic_schools_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = monastic_schools_01 @@ -3149,11 +4053,15 @@ clrbnit_magic_add_monastic_schools_building_effect = { has_building_or_higher = temple_01 } add_building = monastic_schools_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = monastic_schools_01 has_building_or_higher = temple_01 prev.culture = { @@ -3161,11 +4069,15 @@ clrbnit_magic_add_monastic_schools_building_effect = { } } add_building = monastic_schools_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = monastic_schools_02 has_building_or_higher = temple_02 prev.culture = { @@ -3173,11 +4085,15 @@ clrbnit_magic_add_monastic_schools_building_effect = { } } add_building = monastic_schools_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = monastic_schools_03 has_building_or_higher = temple_02 prev.culture = { @@ -3185,11 +4101,15 @@ clrbnit_magic_add_monastic_schools_building_effect = { } } add_building = monastic_schools_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = monastic_schools_04 has_building_or_higher = temple_03 prev.culture = { @@ -3197,11 +4117,15 @@ clrbnit_magic_add_monastic_schools_building_effect = { } } add_building = monastic_schools_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = monastic_schools_05 has_building_or_higher = temple_03 prev.culture = { @@ -3209,11 +4133,15 @@ clrbnit_magic_add_monastic_schools_building_effect = { } } add_building = monastic_schools_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = monastic_schools_06 has_building_or_higher = temple_04 prev.culture = { @@ -3221,11 +4149,15 @@ clrbnit_magic_add_monastic_schools_building_effect = { } } add_building = monastic_schools_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = monastic_schools_07 has_building_or_higher = temple_04 prev.culture = { @@ -3233,7 +4165,7 @@ clrbnit_magic_add_monastic_schools_building_effect = { } } add_building = monastic_schools_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } @@ -3241,7 +4173,11 @@ clrbnit_magic_add_monastic_schools_building_effect = { clrbnit_magic_add_windmills_building_effect = { if = { limit = { - prev = { gold > normal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = windmills_01 @@ -3289,91 +4225,123 @@ clrbnit_magic_add_windmills_building_effect = { } } add_building = windmills_01 - prev = { remove_short_term_gold = normal_building_tier_1_cost } + prev = { remove_treasury_or_gold = normal_building_tier_1_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost } + } has_building = windmills_01 building_windmills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } prev.culture = { has_innovation = innovation_crop_rotation } } add_building = windmills_02 - prev = { remove_short_term_gold = normal_building_tier_2_cost } + prev = { remove_treasury_or_gold = normal_building_tier_2_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_3_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost } + } has_building = windmills_02 building_windmills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } prev.culture = { has_innovation = innovation_manorialism } } add_building = windmills_03 - prev = { remove_short_term_gold = normal_building_tier_3_cost } + prev = { remove_treasury_or_gold = normal_building_tier_3_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_4_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost } + } has_building = windmills_03 building_windmills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } prev.culture = { has_innovation = innovation_manorialism } } add_building = windmills_04 - prev = { remove_short_term_gold = normal_building_tier_4_cost } + prev = { remove_treasury_or_gold = normal_building_tier_4_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_5_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost } + } has_building = windmills_04 building_windmills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } prev.culture = { has_innovation = innovation_windmills } } add_building = windmills_05 - prev = { remove_short_term_gold = normal_building_tier_5_cost } + prev = { remove_treasury_or_gold = normal_building_tier_5_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_6_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost } + } has_building = windmills_05 building_windmills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } prev.culture = { has_innovation = innovation_windmills } } add_building = windmills_06 - prev = { remove_short_term_gold = normal_building_tier_6_cost } + prev = { remove_treasury_or_gold = normal_building_tier_6_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_7_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost } + } has_building = windmills_06 building_windmills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } prev.culture = { has_innovation = innovation_cranes } } add_building = windmills_07 - prev = { remove_short_term_gold = normal_building_tier_7_cost } + prev = { remove_treasury_or_gold = normal_building_tier_7_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_8_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost } + } has_building = windmills_07 building_windmills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } prev.culture = { has_innovation = innovation_cranes } } add_building = windmills_08 - prev = { remove_short_term_gold = normal_building_tier_8_cost } + prev = { remove_treasury_or_gold = normal_building_tier_8_cost } } } clrbnit_magic_add_watermills_building_effect = { if = { limit = { - prev = { gold > normal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = watermills_01 @@ -3421,84 +4389,112 @@ clrbnit_magic_add_watermills_building_effect = { } } add_building = watermills_01 - prev = { remove_short_term_gold = normal_building_tier_1_cost } + prev = { remove_treasury_or_gold = normal_building_tier_1_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost } + } has_building = watermills_01 building_watermills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } prev.culture = { has_innovation = innovation_crop_rotation } } add_building = watermills_02 - prev = { remove_short_term_gold = normal_building_tier_2_cost } + prev = { remove_treasury_or_gold = normal_building_tier_2_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_3_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost } + } has_building = watermills_02 building_watermills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } prev.culture = { has_innovation = innovation_manorialism } } add_building = watermills_03 - prev = { remove_short_term_gold = normal_building_tier_3_cost } + prev = { remove_treasury_or_gold = normal_building_tier_3_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_4_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost } + } has_building = watermills_03 building_watermills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } prev.culture = { has_innovation = innovation_manorialism } } add_building = watermills_04 - prev = { remove_short_term_gold = normal_building_tier_4_cost } + prev = { remove_treasury_or_gold = normal_building_tier_4_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_5_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost } + } has_building = watermills_04 building_watermills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } prev.culture = { has_innovation = innovation_windmills } } add_building = watermills_05 - prev = { remove_short_term_gold = normal_building_tier_5_cost } + prev = { remove_treasury_or_gold = normal_building_tier_5_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_6_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost } + } has_building = watermills_05 building_watermills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } prev.culture = { has_innovation = innovation_windmills } } add_building = watermills_06 - prev = { remove_short_term_gold = normal_building_tier_6_cost } + prev = { remove_treasury_or_gold = normal_building_tier_6_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_7_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost } + } has_building = watermills_06 building_watermills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } prev.culture = { has_innovation = innovation_cranes } } add_building = watermills_07 - prev = { remove_short_term_gold = normal_building_tier_7_cost } + prev = { remove_treasury_or_gold = normal_building_tier_7_cost } } else_if = { limit = { - prev = { gold > normal_building_tier_8_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost } + } has_building = watermills_07 building_watermills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } prev.culture = { has_innovation = innovation_cranes } } add_building = watermills_08 - prev = { remove_short_term_gold = normal_building_tier_8_cost } + prev = { remove_treasury_or_gold = normal_building_tier_8_cost } } } @@ -3506,7 +4502,11 @@ clrbnit_magic_add_watermills_building_effect = { clrbnit_magic_add_caravanserai_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = caravanserai_01 @@ -3522,11 +4522,15 @@ clrbnit_magic_add_caravanserai_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = caravanserai_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = caravanserai_01 building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -3535,11 +4539,15 @@ clrbnit_magic_add_caravanserai_building_effect = { } } add_building = caravanserai_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = caravanserai_02 building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -3548,11 +4556,15 @@ clrbnit_magic_add_caravanserai_building_effect = { } } add_building = caravanserai_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = caravanserai_03 building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -3561,11 +4573,15 @@ clrbnit_magic_add_caravanserai_building_effect = { } } add_building = caravanserai_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = caravanserai_04 building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -3574,11 +4590,15 @@ clrbnit_magic_add_caravanserai_building_effect = { } } add_building = caravanserai_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = caravanserai_05 building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -3587,11 +4607,15 @@ clrbnit_magic_add_caravanserai_building_effect = { } } add_building = caravanserai_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = caravanserai_06 building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -3600,11 +4624,15 @@ clrbnit_magic_add_caravanserai_building_effect = { } } add_building = caravanserai_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = caravanserai_07 building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -3613,7 +4641,7 @@ clrbnit_magic_add_caravanserai_building_effect = { } } add_building = caravanserai_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } @@ -3621,7 +4649,11 @@ clrbnit_magic_add_caravanserai_building_effect = { clrbnit_magic_add_wind_furnace_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = wind_furnace_01 @@ -3637,11 +4669,15 @@ clrbnit_magic_add_wind_furnace_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = wind_furnace_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = wind_furnace_01 building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -3650,11 +4686,15 @@ clrbnit_magic_add_wind_furnace_building_effect = { } } add_building = wind_furnace_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = wind_furnace_02 building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -3663,11 +4703,15 @@ clrbnit_magic_add_wind_furnace_building_effect = { } } add_building = wind_furnace_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = wind_furnace_03 building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -3676,11 +4720,15 @@ clrbnit_magic_add_wind_furnace_building_effect = { } } add_building = wind_furnace_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = wind_furnace_04 building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -3689,11 +4737,15 @@ clrbnit_magic_add_wind_furnace_building_effect = { } } add_building = wind_furnace_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = wind_furnace_05 building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -3702,11 +4754,15 @@ clrbnit_magic_add_wind_furnace_building_effect = { } } add_building = wind_furnace_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = wind_furnace_06 building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -3715,11 +4771,15 @@ clrbnit_magic_add_wind_furnace_building_effect = { } } add_building = wind_furnace_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = wind_furnace_07 building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -3728,7 +4788,7 @@ clrbnit_magic_add_wind_furnace_building_effect = { } } add_building = wind_furnace_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } @@ -3736,7 +4796,11 @@ clrbnit_magic_add_wind_furnace_building_effect = { clrbnit_magic_add_smiths_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = smiths_01 @@ -3752,11 +4816,15 @@ clrbnit_magic_add_smiths_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = smiths_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = smiths_01 building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -3764,11 +4832,15 @@ clrbnit_magic_add_smiths_building_effect = { } } add_building = smiths_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = smiths_02 building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -3776,11 +4848,15 @@ clrbnit_magic_add_smiths_building_effect = { } } add_building = smiths_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = smiths_03 building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -3788,11 +4864,15 @@ clrbnit_magic_add_smiths_building_effect = { } } add_building = smiths_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = smiths_04 building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -3800,11 +4880,15 @@ clrbnit_magic_add_smiths_building_effect = { } } add_building = smiths_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = smiths_05 building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -3812,11 +4896,15 @@ clrbnit_magic_add_smiths_building_effect = { } } add_building = smiths_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = smiths_06 building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -3824,11 +4912,15 @@ clrbnit_magic_add_smiths_building_effect = { } } add_building = smiths_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = smiths_07 building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -3836,7 +4928,7 @@ clrbnit_magic_add_smiths_building_effect = { } } add_building = smiths_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } @@ -3844,7 +4936,11 @@ clrbnit_magic_add_smiths_building_effect = { clrbnit_magic_add_workshops_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = workshops_01 @@ -3860,11 +4956,15 @@ clrbnit_magic_add_workshops_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = workshops_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = workshops_01 building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -3873,11 +4973,15 @@ clrbnit_magic_add_workshops_building_effect = { } } add_building = workshops_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = workshops_02 building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -3886,11 +4990,15 @@ clrbnit_magic_add_workshops_building_effect = { } } add_building = workshops_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = workshops_03 building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -3899,11 +5007,15 @@ clrbnit_magic_add_workshops_building_effect = { } } add_building = workshops_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = workshops_04 building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -3912,11 +5024,15 @@ clrbnit_magic_add_workshops_building_effect = { } } add_building = workshops_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = workshops_05 building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -3925,11 +5041,15 @@ clrbnit_magic_add_workshops_building_effect = { } } add_building = workshops_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = workshops_06 building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -3938,11 +5058,15 @@ clrbnit_magic_add_workshops_building_effect = { } } add_building = workshops_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = workshops_07 building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -3951,7 +5075,7 @@ clrbnit_magic_add_workshops_building_effect = { } } add_building = workshops_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } @@ -3959,7 +5083,11 @@ clrbnit_magic_add_workshops_building_effect = { clrbnit_magic_add_stables_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = stables_01 @@ -3975,11 +5103,15 @@ clrbnit_magic_add_stables_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = stables_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = stables_01 building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -3988,11 +5120,15 @@ clrbnit_magic_add_stables_building_effect = { } } add_building = stables_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = stables_02 building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -4001,11 +5137,15 @@ clrbnit_magic_add_stables_building_effect = { } } add_building = stables_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = stables_03 building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -4014,11 +5154,15 @@ clrbnit_magic_add_stables_building_effect = { } } add_building = stables_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = stables_04 building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -4027,11 +5171,15 @@ clrbnit_magic_add_stables_building_effect = { } } add_building = stables_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = stables_05 building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -4040,11 +5188,15 @@ clrbnit_magic_add_stables_building_effect = { } } add_building = stables_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = stables_06 building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -4053,11 +5205,15 @@ clrbnit_magic_add_stables_building_effect = { } } add_building = stables_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = stables_07 building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -4066,7 +5222,7 @@ clrbnit_magic_add_stables_building_effect = { } } add_building = stables_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } @@ -4074,7 +5230,11 @@ clrbnit_magic_add_stables_building_effect = { clrbnit_magic_add_horse_pastures_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = horse_pastures_01 @@ -4090,11 +5250,15 @@ clrbnit_magic_add_horse_pastures_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = horse_pastures_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = horse_pastures_01 building_horse_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -4103,11 +5267,15 @@ clrbnit_magic_add_horse_pastures_building_effect = { } } add_building = horse_pastures_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = horse_pastures_02 building_horse_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -4116,11 +5284,15 @@ clrbnit_magic_add_horse_pastures_building_effect = { } } add_building = horse_pastures_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = horse_pastures_03 building_horse_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -4129,11 +5301,15 @@ clrbnit_magic_add_horse_pastures_building_effect = { } } add_building = horse_pastures_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = horse_pastures_04 building_horse_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -4142,11 +5318,15 @@ clrbnit_magic_add_horse_pastures_building_effect = { } } add_building = horse_pastures_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = horse_pastures_05 building_horse_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -4155,11 +5335,15 @@ clrbnit_magic_add_horse_pastures_building_effect = { } } add_building = horse_pastures_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = horse_pastures_06 building_horse_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -4168,11 +5352,15 @@ clrbnit_magic_add_horse_pastures_building_effect = { } } add_building = horse_pastures_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = horse_pastures_07 building_horse_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -4181,7 +5369,7 @@ clrbnit_magic_add_horse_pastures_building_effect = { } } add_building = horse_pastures_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } } @@ -4189,7 +5377,11 @@ clrbnit_magic_add_horse_pastures_building_effect = { clrbnit_magic_add_warrior_lodges_building_effect = { if = { limit = { - prev = {gold > normal_building_tier_1_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} has_free_building_slot = yes NOT = { has_building = warrior_lodges_01 @@ -4205,11 +5397,15 @@ clrbnit_magic_add_warrior_lodges_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = warrior_lodges_01 - prev = {remove_short_term_gold = normal_building_tier_1_cost} + prev = {remove_treasury_or_gold = normal_building_tier_1_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_2_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} has_building = warrior_lodges_01 building_warrior_lodges_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } @@ -4218,11 +5414,15 @@ clrbnit_magic_add_warrior_lodges_building_effect = { } } add_building = warrior_lodges_02 - prev = {remove_short_term_gold = normal_building_tier_2_cost} + prev = {remove_treasury_or_gold = normal_building_tier_2_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_3_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} has_building = warrior_lodges_02 building_warrior_lodges_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -4231,11 +5431,15 @@ clrbnit_magic_add_warrior_lodges_building_effect = { } } add_building = warrior_lodges_03 - prev = {remove_short_term_gold = normal_building_tier_3_cost} + prev = {remove_treasury_or_gold = normal_building_tier_3_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_4_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} has_building = warrior_lodges_03 building_warrior_lodges_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -4244,11 +5448,15 @@ clrbnit_magic_add_warrior_lodges_building_effect = { } } add_building = warrior_lodges_04 - prev = {remove_short_term_gold = normal_building_tier_4_cost} + prev = {remove_treasury_or_gold = normal_building_tier_4_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_5_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} has_building = warrior_lodges_04 building_warrior_lodges_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -4257,11 +5465,15 @@ clrbnit_magic_add_warrior_lodges_building_effect = { } } add_building = warrior_lodges_05 - prev = {remove_short_term_gold = normal_building_tier_5_cost} + prev = {remove_treasury_or_gold = normal_building_tier_5_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_6_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} has_building = warrior_lodges_05 building_warrior_lodges_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -4270,11 +5482,15 @@ clrbnit_magic_add_warrior_lodges_building_effect = { } } add_building = warrior_lodges_06 - prev = {remove_short_term_gold = normal_building_tier_6_cost} + prev = {remove_treasury_or_gold = normal_building_tier_6_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_7_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} has_building = warrior_lodges_06 building_warrior_lodges_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -4283,11 +5499,15 @@ clrbnit_magic_add_warrior_lodges_building_effect = { } } add_building = warrior_lodges_07 - prev = {remove_short_term_gold = normal_building_tier_7_cost} + prev = {remove_treasury_or_gold = normal_building_tier_7_cost} } else_if = { limit = { - prev = {gold > normal_building_tier_8_cost} + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} has_building = warrior_lodges_07 building_warrior_lodges_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -4296,12 +5516,16 @@ clrbnit_magic_add_warrior_lodges_building_effect = { } } add_building = warrior_lodges_08 - prev = {remove_short_term_gold = normal_building_tier_8_cost} + prev = {remove_treasury_or_gold = normal_building_tier_8_cost} } }add_walls_building_effect = { if = { limit = { - prev = { gold > cheap_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = walls_01 @@ -4311,37 +5535,53 @@ clrbnit_magic_add_warrior_lodges_building_effect = { } } add_building = walls_01 - prev = { remove_short_term_gold = cheap_building_tier_1_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_1_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_2_cost } + } has_building = walls_01 } add_building = walls_02 - prev = { remove_short_term_gold = cheap_building_tier_2_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_2_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_3_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_3_cost } + } has_building = walls_02 } add_building = walls_03 - prev = { remove_short_term_gold = cheap_building_tier_3_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_3_cost } } else_if = { limit = { - prev = { gold > cheap_building_tier_4_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = cheap_building_tier_4_cost } + } has_building = walls_03 } add_building = walls_04 - prev = { remove_short_term_gold = cheap_building_tier_4_cost } + prev = { remove_treasury_or_gold = cheap_building_tier_4_cost } } } clrbnit_magic_add_longhouses_building_effect = { if = { limit = { - prev = { gold > tribal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = tribal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = longhouses_01 @@ -4350,11 +5590,15 @@ clrbnit_magic_add_longhouses_building_effect = { building_requirement_tribal = yes } add_building = longhouses_01 - prev = { remove_short_term_gold = tribal_building_tier_1_cost } + prev = { remove_treasury_or_gold = tribal_building_tier_1_cost } } else_if = { limit = { - prev = { gold > tribal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = tribal_building_tier_2_cost } + } has_building = longhouses_01 building_requirement_tribal = yes OR = { @@ -4363,14 +5607,18 @@ clrbnit_magic_add_longhouses_building_effect = { } } add_building = longhouses_02 - prev = { remove_short_term_gold = tribal_building_tier_2_cost } + prev = { remove_treasury_or_gold = tribal_building_tier_2_cost } } } clrbnit_magic_add_war_camps_building_effect = { if = { limit = { - prev = { gold > tribal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = tribal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = war_camps_01 @@ -4379,11 +5627,15 @@ clrbnit_magic_add_war_camps_building_effect = { building_requirement_tribal = yes } add_building = war_camps_01 - prev = { remove_short_term_gold = tribal_building_tier_1_cost } + prev = { remove_treasury_or_gold = tribal_building_tier_1_cost } } else_if = { limit = { - prev = { gold > tribal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = tribal_building_tier_2_cost } + } has_building = war_camps_01 building_requirement_tribal = yes OR = { @@ -4392,14 +5644,18 @@ clrbnit_magic_add_war_camps_building_effect = { } } add_building = war_camps_02 - prev = { remove_short_term_gold = tribal_building_tier_2_cost } + prev = { remove_treasury_or_gold = tribal_building_tier_2_cost } } } clrbnit_magic_add_palisades_building_effect = { if = { limit = { - prev = { gold > tribal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = tribal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = palisades_01 @@ -4408,11 +5664,15 @@ clrbnit_magic_add_palisades_building_effect = { building_requirement_tribal = yes } add_building = palisades_01 - prev = { remove_short_term_gold = tribal_building_tier_1_cost } + prev = { remove_treasury_or_gold = tribal_building_tier_1_cost } } else_if = { limit = { - prev = { gold > tribal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = tribal_building_tier_2_cost } + } has_building = palisades_01 building_requirement_tribal = yes OR = { @@ -4421,14 +5681,18 @@ clrbnit_magic_add_palisades_building_effect = { } } add_building = palisades_02 - prev = { remove_short_term_gold = tribal_building_tier_2_cost } + prev = { remove_treasury_or_gold = tribal_building_tier_2_cost } } } clrbnit_magic_add_market_villages_building_effect = { if = { limit = { - prev = { gold > tribal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = tribal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = market_villages_01 @@ -4437,11 +5701,15 @@ clrbnit_magic_add_market_villages_building_effect = { building_requirement_tribal = yes } add_building = market_villages_01 - prev = { remove_short_term_gold = tribal_building_tier_1_cost } + prev = { remove_treasury_or_gold = tribal_building_tier_1_cost } } else_if = { limit = { - prev = { gold > tribal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = tribal_building_tier_2_cost } + } has_building = market_villages_01 building_requirement_tribal = yes OR = { @@ -4450,14 +5718,18 @@ clrbnit_magic_add_market_villages_building_effect = { } } add_building = market_villages_02 - prev = { remove_short_term_gold = tribal_building_tier_2_cost } + prev = { remove_treasury_or_gold = tribal_building_tier_2_cost } } } clrbnit_magic_add_scriptorium_building_effect = { if = { limit = { - prev = { gold > normal_building_tier_1_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost } + } has_free_building_slot = yes NOT = { has_building = scriptorium_01 @@ -4473,21 +5745,29 @@ clrbnit_magic_add_scriptorium_building_effect = { building_requirement_castle_city_church = { LEVEL = 01 } } add_building = scriptorium_01 - prev = { remove_short_term_gold = normal_building_tier_1_cost } + prev = { remove_treasury_or_gold = normal_building_tier_1_cost } } if = { limit = { - prev = { gold > normal_building_tier_2_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost } + } has_building = scriptorium_01 clrbnit_magic_building_scriptorium_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = scriptorium_02 - prev = { remove_short_term_gold = normal_building_tier_2_cost } + prev = { remove_treasury_or_gold = normal_building_tier_2_cost } } if = { limit = { - prev = { gold > normal_building_tier_3_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost } + } has_building = scriptorium_02 clrbnit_magic_building_scriptorium_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -4496,11 +5776,15 @@ clrbnit_magic_add_scriptorium_building_effect = { } } add_building = scriptorium_03 - prev = { remove_short_term_gold = normal_building_tier_3_cost } + prev = { remove_treasury_or_gold = normal_building_tier_3_cost } } if = { limit = { - prev = { gold > normal_building_tier_4_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost } + } has_building = scriptorium_03 clrbnit_magic_building_scriptorium_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } @@ -4509,11 +5793,15 @@ clrbnit_magic_add_scriptorium_building_effect = { } } add_building = scriptorium_04 - prev = { remove_short_term_gold = normal_building_tier_4_cost } + prev = { remove_treasury_or_gold = normal_building_tier_4_cost } } if = { limit = { - prev = { gold > normal_building_tier_5_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost } + } has_building = scriptorium_04 clrbnit_magic_building_scriptorium_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -4522,11 +5810,15 @@ clrbnit_magic_add_scriptorium_building_effect = { } } add_building = scriptorium_05 - prev = { remove_short_term_gold = normal_building_tier_5_cost } + prev = { remove_treasury_or_gold = normal_building_tier_5_cost } } if = { limit = { - prev = { gold > normal_building_tier_6_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost } + } has_building = scriptorium_05 clrbnit_magic_building_scriptorium_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } @@ -4535,11 +5827,15 @@ clrbnit_magic_add_scriptorium_building_effect = { } } add_building = scriptorium_06 - prev = { remove_short_term_gold = normal_building_tier_6_cost } + prev = { remove_treasury_or_gold = normal_building_tier_6_cost } } if = { limit = { - prev = { gold > normal_building_tier_7_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost } + } has_building = scriptorium_06 clrbnit_magic_building_scriptorium_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -4548,11 +5844,15 @@ clrbnit_magic_add_scriptorium_building_effect = { } } add_building = scriptorium_07 - prev = { remove_short_term_gold = normal_building_tier_7_cost } + prev = { remove_treasury_or_gold = normal_building_tier_7_cost } } if = { limit = { - prev = { gold > normal_building_tier_8_cost } + prev = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost } + } has_building = scriptorium_07 clrbnit_magic_building_scriptorium_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } @@ -4561,7 +5861,7 @@ clrbnit_magic_add_scriptorium_building_effect = { } } add_building = scriptorium_08 - prev = { remove_short_term_gold = normal_building_tier_8_cost } + prev = { remove_treasury_or_gold = normal_building_tier_8_cost } } } # Capital Bureau auto-upgrade (province-scope safe) @@ -4579,9 +5879,13 @@ clrbnit_magic_add_capital_bureau_building_effect = { NOT = { has_building = capital_bureau_07 } NOT = { has_building = capital_bureau_08 } building_requirement_castle_city_church = { LEVEL = 01 } - province_owner = { gold > normal_building_tier_1_cost } + province_owner = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_1_cost + }} } - province_owner = { remove_short_term_gold = normal_building_tier_1_cost } + province_owner = { remove_treasury_or_gold = normal_building_tier_1_cost } add_building = capital_bureau_01 } # Tier 2 @@ -4596,9 +5900,13 @@ clrbnit_magic_add_capital_bureau_building_effect = { NOT = { has_building = capital_bureau_07 } NOT = { has_building = capital_bureau_08 } building_requirement_castle_city_church = { LEVEL = 01 } - province_owner = { gold > normal_building_tier_2_cost } + province_owner = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_2_cost + }} } - province_owner = { remove_short_term_gold = normal_building_tier_2_cost } + province_owner = { remove_treasury_or_gold = normal_building_tier_2_cost } add_building = capital_bureau_02 } # Tier 3 @@ -4612,9 +5920,13 @@ clrbnit_magic_add_capital_bureau_building_effect = { NOT = { has_building = capital_bureau_07 } NOT = { has_building = capital_bureau_08 } building_requirement_castle_city_church = { LEVEL = 02 } - province_owner = { gold > normal_building_tier_3_cost } + province_owner = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_3_cost + }} } - province_owner = { remove_short_term_gold = normal_building_tier_3_cost } + province_owner = { remove_treasury_or_gold = normal_building_tier_3_cost } add_building = capital_bureau_03 } # Tier 4 @@ -4627,9 +5939,13 @@ clrbnit_magic_add_capital_bureau_building_effect = { NOT = { has_building = capital_bureau_07 } NOT = { has_building = capital_bureau_08 } building_requirement_castle_city_church = { LEVEL = 02 } - province_owner = { gold > normal_building_tier_4_cost } + province_owner = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_4_cost + }} } - province_owner = { remove_short_term_gold = normal_building_tier_4_cost } + province_owner = { remove_treasury_or_gold = normal_building_tier_4_cost } add_building = capital_bureau_04 } # Tier 5 @@ -4641,9 +5957,13 @@ clrbnit_magic_add_capital_bureau_building_effect = { NOT = { has_building = capital_bureau_07 } NOT = { has_building = capital_bureau_08 } building_requirement_castle_city_church = { LEVEL = 03 } - province_owner = { gold > normal_building_tier_5_cost } + province_owner = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_5_cost + }} } - province_owner = { remove_short_term_gold = normal_building_tier_5_cost } + province_owner = { remove_treasury_or_gold = normal_building_tier_5_cost } add_building = capital_bureau_05 } # Tier 6 @@ -4654,9 +5974,13 @@ clrbnit_magic_add_capital_bureau_building_effect = { NOT = { has_building = capital_bureau_07 } NOT = { has_building = capital_bureau_08 } building_requirement_castle_city_church = { LEVEL = 03 } - province_owner = { gold > normal_building_tier_6_cost } + province_owner = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_6_cost + }} } - province_owner = { remove_short_term_gold = normal_building_tier_6_cost } + province_owner = { remove_treasury_or_gold = normal_building_tier_6_cost } add_building = capital_bureau_06 } # Tier 7 @@ -4666,9 +5990,13 @@ clrbnit_magic_add_capital_bureau_building_effect = { NOT = { has_building = capital_bureau_07 } NOT = { has_building = capital_bureau_08 } building_requirement_castle_city_church = { LEVEL = 04 } - province_owner = { gold > normal_building_tier_7_cost } + province_owner = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_7_cost + }} } - province_owner = { remove_short_term_gold = normal_building_tier_7_cost } + province_owner = { remove_treasury_or_gold = normal_building_tier_7_cost } add_building = capital_bureau_07 } # Tier 8 @@ -4677,9 +6005,13 @@ clrbnit_magic_add_capital_bureau_building_effect = { has_building = capital_bureau_07 NOT = { has_building = capital_bureau_08 } building_requirement_castle_city_church = { LEVEL = 04 } - province_owner = { gold > normal_building_tier_8_cost } + province_owner = { + treasury_or_gold > { + value = var:spending_limit + add = normal_building_tier_8_cost + }} } - province_owner = { remove_short_term_gold = normal_building_tier_8_cost } + province_owner = { remove_treasury_or_gold = normal_building_tier_8_cost } add_building = capital_bureau_08 } } diff --git a/common/scripted_effects/spending_effects.txt b/common/scripted_effects/spending_effects.txt new file mode 100644 index 0000000..6c38bbb --- /dev/null +++ b/common/scripted_effects/spending_effects.txt @@ -0,0 +1,9 @@ +# Effect to clear all spending limit status flags. +clear_spending_limit_flags = { + remove_character_flag = limit_active_tiny + remove_character_flag = limit_active_minor + remove_character_flag = limit_active_medium + remove_character_flag = limit_active_major + remove_character_flag = limit_active_massive + remove_character_flag = limit_active_monumental +} \ No newline at end of file diff --git a/events/magic_build_manager.txt b/events/magic_build_manager.txt index 86341fe..c2affb6 100644 --- a/events/magic_build_manager.txt +++ b/events/magic_build_manager.txt @@ -57,8 +57,13 @@ magical_manager.0001 = { remove_character_flag = enable_magic_estates trigger_event = clrbnit_magic.0003 } + # Set Spending Limits Menu + option = { + name = magic_build_manager.0001.set_spending + trigger_event = magical_manager.0002 + } - # About + # About / Credits option = { name = magic_build_manager.0001.about trigger_event = magical_manager.9999 @@ -70,10 +75,123 @@ magical_manager.0001 = { } } +# Setting Spending Limits +magical_manager.0002 = { + type = character_event + override_background = { reference = magical_throneroom } + title = magic_build_manager.0002.t + desc = magic_build_manager.0002.desc + left_portrait = root + + # Tiny Limit Option + option = { + name = magic_build_manager.0002.tiny_limit + trigger = { NOT = { has_character_flag = limit_active_tiny } } + show_as_unavailable = { has_character_flag = limit_active_tiny } + + clear_spending_limit_flags = yes + set_variable = { name = spending_limit value = tiny_gold_value } + add_character_flag = limit_active_tiny + + trigger_event = magical_manager.0002 + } + + # Minor Limit Option + option = { + name = magic_build_manager.0002.minor_limit + trigger = { NOT = { has_character_flag = limit_active_minor } } + show_as_unavailable = { has_character_flag = limit_active_minor } + + clear_spending_limit_flags = yes + set_variable = { name = spending_limit value = minor_gold_value } + add_character_flag = limit_active_minor + + trigger_event = magical_manager.0002 + } + + # Medium Limit Option + option = { + name = magic_build_manager.0002.medium_limit + trigger = { NOT = { has_character_flag = limit_active_medium } } + show_as_unavailable = { has_character_flag = limit_active_medium } + + clear_spending_limit_flags = yes + set_variable = { name = spending_limit value = medium_gold_value } + add_character_flag = limit_active_medium + + trigger_event = magical_manager.0002 + } + + # Major Limit Option + option = { + name = magic_build_manager.0002.major_limit + trigger = { NOT = { has_character_flag = limit_active_major } } + show_as_unavailable = { has_character_flag = limit_active_major } + + clear_spending_limit_flags = yes + set_variable = { name = spending_limit value = major_gold_value } + add_character_flag = limit_active_major + + trigger_event = magical_manager.0002 + } + + # Massive Limit Option + option = { + name = magic_build_manager.0002.massive_limit + trigger = { NOT = { has_character_flag = limit_active_massive } } + show_as_unavailable = { has_character_flag = limit_active_massive } + + clear_spending_limit_flags = yes + set_variable = { name = spending_limit value = massive_gold_value } + add_character_flag = limit_active_massive + + trigger_event = magical_manager.0002 + } + + # Monumental Limit Option + option = { + name = magic_build_manager.0002.monumental_limit + trigger = { NOT = { has_character_flag = limit_active_monumental } } + show_as_unavailable = { has_character_flag = limit_active_monumental } + + clear_spending_limit_flags = yes + set_variable = { name = spending_limit value = monumental_gold_value } + add_character_flag = limit_active_monumental + + trigger_event = magical_manager.0002 + } + + # Clear Limit Option (Only visible/valid if a limit is currently active) + option = { + name = magic_build_manager.0002.clear_limit + trigger = { + OR = { + has_character_flag = limit_active_tiny + has_character_flag = limit_active_minor + has_character_flag = limit_active_medium + has_character_flag = limit_active_major + has_character_flag = limit_active_massive + has_character_flag = limit_active_monumental + } + } + + clear_spending_limit_flags = yes + set_variable = { name = spending_limit value = 0 } + trigger_event = magical_manager.0002 + } + + # Return Button + option = { + name = magic_build_manager.0002.back + trigger_event = magical_manager.0001 + } +} + +# Credits Event magical_manager.9999 = { type = character_event override_background = { reference = magical_throneroom } - title = magic_build_manager.9999.t + title = magic_build_mer.9999.t desc = magic_build_manager.9999.desc theme = stewardship_domain_focus @@ -81,8 +199,8 @@ magical_manager.9999 = { name = magic_build_manager.9999.back trigger_event = magical_manager.0001 } - + option = { name = magic_build_manager.9999.exit } -} +} \ No newline at end of file diff --git a/localization/english/magic_manager_l_english.yml b/localization/english/magic_manager_l_english.yml old mode 100644 new mode 100755 index 6d89a2e..e5229c9 --- a/localization/english/magic_manager_l_english.yml +++ b/localization/english/magic_manager_l_english.yml @@ -38,6 +38,22 @@ magic_build_manager.9999.exit:0 "Exit" magic_build_manager.0001.credits:0 "View Credits" + # New Key for Menu 0001: + magic_build_manager.0001.set_spending:0 "Configure Gold Reserve Limit" + + # Set Spending Limit + magic_build_manager.0002.t:0 "Configure Magic Build Gold Reserve" + magic_build_manager.0002.desc:0 "This feature allows you to set a minimum threshold for your gold reserves (either personal gold or the Imperial Treasury). The Magic Build system will automatically block construction if the cost would reduce your available funds below this reserved amount. This is a safety margin to prevent accidental bankruptcy." + magic_build_manager.0002.back:0 "Back" + + magic_build_manager.0002.tiny_limit:0 "Set Tiny Limit" + magic_build_manager.0002.minor_limit:0 "Set Minor Limit" + magic_build_manager.0002.medium_limit:0 "Set Medium Limit" + magic_build_manager.0002.major_limit:0 "Set Major Limit" + magic_build_manager.0002.massive_limit:0 "Set Massive Limit" + magic_build_manager.0002.monumental_limit:0 "Set Monumental Limit" + magic_build_manager.0002.clear_limit:0 "Clear Limit" + # Terrain Localization clrbnit_magic_Wind_furnace_custom_tooltip:0 "Wind Furnace magical requirements met" clrbnit_magic_Scriptorium_custom_tooltip:0 "Scriptorium magical requirements met"