Freemasons and superior masonic units can build a wooden camp on certain adjacent tiles (flat or hills, not mountains nor water -nor villages obviously-, whatever if forest present or not).
Objective n°1 : you can only create camps on adjacent ally units, and the camp disappears when the ally unit moves.
If not possible, then objective n°2.
Objective n°2 : the wooden camp can be built on an empty hexagon but lasts (1 * lvl of the mason) turn(s), whether there are unit or not inside this camp.
-> Current (not working) event to remove the fort :
[event]
name=side turn
id={ID}__moveevent
first_time_only=no
{FOREACH pandrea__built_fort_locations i}
#[message]
#message="$pandrea__previous_location[$i].terrain"
#[/message]
[terrain]
terrain=$pandrea__previous_location[$i].terrain
#transforms to whole map into the last pandrea__previous_location
#x=$x1
#y=$y1
#doesn't do anything
x=$x[$i]
y=$y[$i]
[/terrain]
{NEXT i}
[/event]
-> Should allow to build on hexagon without friendly unit, but not if ennemy unit present
This is now working, just need for a filter indicating no unit inside the fort, which I should be able to code
[event]
name=side turn
id={ID}__moveevent
first_time_only=no
{FOREACH pandrea__built_fort_locations i}
[message]
message="$pandrea__built_fort_locations[$i].x,$pandrea__built_fort_locations[$i].y"
[/message]
[terrain]
terrain=$pandrea__built_fort_locations[$i].previous_terrain
x=$pandrea__built_fort_locations[$i].x
y=$pandrea__built_fort_locations[$i].y
[/terrain]
{NEXT i}
[/event]
Fully fonctionnal :
[event]
name=side turn
id={ID}__moveevent
first_time_only=no
{FOREACH pandrea__built_fort_locations i}
[if]
[not]
[have_unit]
x,y=$pandrea__built_fort_locations[$i].x,$pandrea__built_fort_locations[$i].y
[/have_unit]
[/not]
[then]
[terrain]
terrain=$pandrea__built_fort_locations[$i].previous_terrain
x=$pandrea__built_fort_locations[$i].x
y=$pandrea__built_fort_locations[$i].y
[/terrain]
[/then]
[else]
[/else]
[/if]
{NEXT i}
[/event]