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rageair

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I'm not sure what you're referring to here, Market Town levels are not tied to Town Infrastructure. Is it something else you're thinking of?
 

TheDarkMaster

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I'm not sure what you're referring to here, Market Town levels are not tied to Town Infrastructure. Is it something else you're thinking of?

The level 3 market town definitely requires Town Infrastructure. Check the building file. The technology file doesn't reflect this, which is what causes the bug.
 

TheDarkMaster

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On my game computer now, so I can look up the files myself.

Taken from the tribal building file, see TECH_CITY_CONSTRUCTION = 1 as the trigger requirements:

Code:
	tb_market_town_3 = {
		desc = tb_market_town_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		upgrades_from = tb_market_town_2
		gold_cost = 100
		build_time = 365
		
		tax_income = 0.5
		ai_creation_factor = 99
		ai_feudal_modifier = -10
		ai_republic_modifier = 10
		
		extra_tech_building_start = 2
	}
	
	tb_market_town_4 = {
		desc = tb_market_town_4_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		upgrades_from = tb_market_town_3
		gold_cost = 100
		build_time = 365
		
		tax_income = 0.5
		ai_creation_factor = 100
		ai_feudal_modifier = -10
		ai_republic_modifier = 10
		
		convert_to_castle = ca_town_2
		
		extra_tech_building_start = 2.5
	}

And here in the technology file you can see that the buildings are missing from level 1:

Code:
	TECH_CITY_CONSTRUCTION = { #city buildings
		modifier = {
			CITY_TAX_MODIFIER = 0.5
		}
		1 = {
			add_building = ct_marketplace_3
			add_building = ct_barracks_3
		}

The hillforts are not missing from castle construction:

Code:
	TECH_CASTLE_CONSTRUCTION = { #castle buildings
		modifier = {
			CASTLE_TAX_MODIFIER = 0.5
		}
		1 = {
			add_building = ca_militia_barracks_2
			add_building = ca_barracks_3
			add_building = <CULTURE>2
			add_building = tb_hillfort_3
			add_building = tb_hillfort_4
		}