1. Increase it's health.
2. Spellbooks? Don't completely get what your saying.
with first i can probabley help have u tried going into object editor?is the only way i can think of trying to get the lumber a different amountobject editor - doodad's - (???) Tree - Stats - XX Amount of Lumber
or u can try the game constants ! use your custom constants and set amount of lumber from tree XX amount
Go to Tech
Events
Unit - A unit owned by Player 1 (Red) Starts the effect of an ability
Unit - A unit owned by Player 2 (Blue) Starts the effect of an ability
Unit - A unit owned by Player 3 (Teal) Starts the effect of an ability
Unit - A unit owned by Player 4 (Purple) Starts the effect of an ability
Unit - A unit owned by Player 5 (Yellow) Starts the effect of an ability
Unit - A unit owned by Player 6 (Orange) Starts the effect of an ability
Unit - A unit owned by Player 7 (Green) Starts the effect of an ability
Unit - A unit owned by Player 8 (Pink) Starts the effect of an ability
Unit - A unit owned by Player 9 (Gray) Starts the effect of an ability
Unit - A unit owned by Player 10 (Light Blue) Starts the effect of an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Go to Research Page
(Ability being cast) Equal to Go to Tech Page
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Go to Research Page
Then - Actions
Unit - Remove Go to Research Page from (Triggering unit)
Unit - Remove Tech: Airplanes from (Triggering unit)
Unit - Remove Tech: Infantry from (Triggering unit)
Unit - Remove Tech: Tanks from (Triggering unit)
Unit - Remove Tech: Destruction from (Triggering unit)
Unit - Remove Tech: Towers from (Triggering unit)
Set player = (Owner of (Triggering unit))
Trigger - Run Researches Back <gen> (ignoring conditions)
Else - Actions
Unit - Remove Research Armor from (Triggering unit)
Unit - Remove Research Defense from (Triggering unit)
Unit - Remove Research Grain Farming from (Triggering unit)
Unit - Remove Research Houses from (Triggering unit)
Unit - Remove Research Weapons from (Triggering unit)
Unit - Remove Research Wood Cutting from (Triggering unit)
Unit - Remove Research Health Enchantment from (Triggering unit)
Unit - Remove Research Regeneration from (Triggering unit)
Unit - Remove Research Precision from (Triggering unit)
Unit - Remove Research Building from (Triggering unit)
Unit - Remove Research Movement from (Triggering unit)
Unit - Remove Go to Tech Page from (Triggering unit)
Unit - Add Go to Research Page to (Triggering unit)
If ((Current research level of Tech Infantry for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Infantry to (Triggering unit)) else do (Do nothing)
If ((Current research level of Tech Tanks for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Tanks to (Triggering unit)) else do (Do nothing)
If ((Current research level of Tech Airplanes for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Airplanes to (Triggering unit)) else do (Do nothing)
If ((Current research level of Tech Towers for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Towers to (Triggering unit)) else do (Do nothing)
If ((Current research level of Tech Destruction for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Destruction to (Triggering unit)) else do (Do nothing)
This I found in one old but good map
Code:Go to Tech Events Unit - A unit owned by Player 1 (Red) Starts the effect of an ability Unit - A unit owned by Player 2 (Blue) Starts the effect of an ability Unit - A unit owned by Player 3 (Teal) Starts the effect of an ability Unit - A unit owned by Player 4 (Purple) Starts the effect of an ability Unit - A unit owned by Player 5 (Yellow) Starts the effect of an ability Unit - A unit owned by Player 6 (Orange) Starts the effect of an ability Unit - A unit owned by Player 7 (Green) Starts the effect of an ability Unit - A unit owned by Player 8 (Pink) Starts the effect of an ability Unit - A unit owned by Player 9 (Gray) Starts the effect of an ability Unit - A unit owned by Player 10 (Light Blue) Starts the effect of an ability Conditions Or - Any (Conditions) are true Conditions (Ability being cast) Equal to Go to Research Page (Ability being cast) Equal to Go to Tech Page Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Ability being cast) Equal to Go to Research Page Then - Actions Unit - Remove Go to Research Page from (Triggering unit) Unit - Remove Tech: Airplanes from (Triggering unit) Unit - Remove Tech: Infantry from (Triggering unit) Unit - Remove Tech: Tanks from (Triggering unit) Unit - Remove Tech: Destruction from (Triggering unit) Unit - Remove Tech: Towers from (Triggering unit) Set player = (Owner of (Triggering unit)) Trigger - Run Researches Back <gen> (ignoring conditions) Else - Actions Unit - Remove Research Armor from (Triggering unit) Unit - Remove Research Defense from (Triggering unit) Unit - Remove Research Grain Farming from (Triggering unit) Unit - Remove Research Houses from (Triggering unit) Unit - Remove Research Weapons from (Triggering unit) Unit - Remove Research Wood Cutting from (Triggering unit) Unit - Remove Research Health Enchantment from (Triggering unit) Unit - Remove Research Regeneration from (Triggering unit) Unit - Remove Research Precision from (Triggering unit) Unit - Remove Research Building from (Triggering unit) Unit - Remove Research Movement from (Triggering unit) Unit - Remove Go to Tech Page from (Triggering unit) Unit - Add Go to Research Page to (Triggering unit) If ((Current research level of Tech Infantry for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Infantry to (Triggering unit)) else do (Do nothing) If ((Current research level of Tech Tanks for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Tanks to (Triggering unit)) else do (Do nothing) If ((Current research level of Tech Airplanes for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Airplanes to (Triggering unit)) else do (Do nothing) If ((Current research level of Tech Towers for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Towers to (Triggering unit)) else do (Do nothing) If ((Current research level of Tech Destruction for (Owner of (Triggering unit))) Less than 10) then do (Unit - Add Tech: Destruction to (Triggering unit)) else do (Do nothing)
I think I do some changes and it will work...
Make 3 versions of the building. One with units, one with researches and one with whatever else you want. Then make three abilitys, one for each version of the building and give it to them. Then make a trigger that replaces the building with the other version of it, when the ability is used.
...Wow, that's was kinda long.