Hey thanks for the feedback!
All of the base factors were adjusted in my mod because the game does wonky things with fractional factor, and I found it to perform better when there is a larger integer spread between buildings. So they are all still balanced against each other, just with a higher initial value.
AFAIK most of the coding requires you to do that sort of nonsense like "Not = { is_capital = yes }", and I don't know why. I just used the modding subforums list of scopes/triggers etc, and saw things like this:
Are you sure this:
Code:
modifier = {
factor = 1.05
allowed_num_of_buildings = 4
}
is proper code?
Ive never seen this used before and its not on the list of triggers in that modding section thread.
(just thinking out loud maybe this is causing the error you got)