I am still working on how to create temporary resources. I came up with a solution:
Event triggered by building of national wonder that is force built by a unit. Then there is a delayed event that removes said building.
Only one problem, the initial event triggers every turn, resetting the event and preventing the removal event.
So I realized if there were 2 buildings. The first built to trigger the event, and the second one to actually provide the resource, AND the first building were removed so it wouldn't trigger the initial event again. That would accomplish my objective.
However, when I tried to do that in the event it did not recognize the second building change and failed to load all of the events.
<BuildingClass>BUILDINGCLASS_FUEL</BuildingClass>
<iBuildingChange>-1</iBuildingChange>
<BuildingClass>BUILDINGCLASS_FUEL_SUPPLY</BuildingClass>
<iBuildingChange>1</iBuildingChange>
Is there another way to do this correctly?
Event triggered by building of national wonder that is force built by a unit. Then there is a delayed event that removes said building.
Only one problem, the initial event triggers every turn, resetting the event and preventing the removal event.
So I realized if there were 2 buildings. The first built to trigger the event, and the second one to actually provide the resource, AND the first building were removed so it wouldn't trigger the initial event again. That would accomplish my objective.
However, when I tried to do that in the event it did not recognize the second building change and failed to load all of the events.
<BuildingClass>BUILDINGCLASS_FUEL</BuildingClass>
<iBuildingChange>-1</iBuildingChange>
<BuildingClass>BUILDINGCLASS_FUEL_SUPPLY</BuildingClass>
<iBuildingChange>1</iBuildingChange>
Is there another way to do this correctly?