template.txt

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;	
;	This file is a template for how a world specification file is laid out. The world specification is one
;	of the more complex script files used by Romans - it basically initialises the world into a given 
;	state by adding first independent items such as the date, buildings and roads, then starts adding 
;	factions and within each faction adds armys and within each army adds units. 
;
;	At the bottom of the world specification, a section called 'battle' can be placed, in which a battle 
;	can be specified, which will commence immediately when the game starts running. This is the way to 
;	create a very limited world spec for a given historical battle.
;	
;
;	;						indicates a comment ;-)
;
;	>>>> start of global items section <<<<
;
;	landmarks				landmark type, strat map position
;							Mausoleum at Halicarnassus
;							Temple of Artemis at Ephesus
;							Statue of Zeus at Olympia
;							Pharos at Alexandria
;							Pyramids of Giza
;							Sphinx		
;
;	resources				resource type, level, strat map position
;							gold, silver, copper, tin, iron, marble
;
;
;	date					starting data, stored as a year since the founding of Rome and 
;								either 'summer' or 'winter'
;
;							from the founding of Rome ( c.753 BC)... the main campaign will 
;							start about 300 BC, which is year 453 AUC in the Roman calender, 
;							and the finishing date for the campaign would be about 25 BC, 
;							which is year 728 AUC. This equates to 550 turns.
;
;
;	>>>> start of factions section <<<<
;
;	faction					adds a new faction to the world, valid factions are:
;
;							denari
;							poll_tax
;
;								romans julii, romans brutii, romans scipii, denmark, 
;								egypt, scotland, aztecs, mongols, turks, france,  
;								hre, england, portugal, poland, illyria, moors,  
;								russia, spain, hungary, slave
;
;	NB. when a faction is created it must have a faction head named character to exist
;
;   settlement				beginning 'settlement', with a brace-delimited section (each brace on its own line)
;							parsed as specified by settlement_db:
;				settlement
;				{
;(required:)
;					level city
;					next_building_id 1
;					fortification 0
;					population 1000
;					settlement_tax 5
;					plan_set <plan_set_id>
;					tile	x z
;					name	i
;(optional:)
;					position_offset x z         (metres offset of plan from tile centre, defaults to 0,0 - rounded to terrain tile corner)
;					faction_creator roman_julii (faction that created the settlement at its current level, 
;												 defaults to the current owner's faction if not present.  Dictates plan used.)
;
;(optional, but once one building seen, only buildings allowed for rest of settlement section:)
;					building
;					{
;						; Format as specified in building_db parsing.  
;	(required:)
;						type roman_strongroom strongroom  - Building tech tree type, then level
;	(optional, in any order:)
;						health 100%					- Can be given as percentage OR as explicit value (clamped to max health for building), defaults to max health
;						position_offset x z			- Positioning is metres offset from plan centre, and acts only as a guide - the 
;													- building will be placed in the nearest free position.  Position values are optional, 
;													- defaults to 0,0. 
;						plugin tax_collector senior_tax_collector                          
;					}
;				}
;
;
;	character				adds a new character to the current faction, must be followed by:
;								- a name id (0 for no name, +ve for predefined, -ve for user defined), 
;								- character type, level, experience, age and an x,z coordinate on the strategy map; valid character
;								types are defined in descr_character.txt
;
;	army					adds a new army to the current character (and faction)
;
;	unit					adds a new unit to the current army, valid unit types are 
;								defined in descr_unit.txt
;
;	>>>> start of roads section <<<<
;
;	road					road followed by start map starting position and strat map ending position
;
;
;
;	>>>> start of battle section <<<<
;
;	battle					battle specification start, followed by x,z world location of battle
;
;	time					time of start of battle, as int and float (day into season and time in hours past midnight)
;
;	army					army taking part in the battle, followed by faction name and 
;								army index in the lists above
;
;
;	deployment_area_point	x,z coordinates of point in shape of deployment area
;
;								there can be several deployment areas for each army, each of which 
;								consists of a series of deployment_area_points (which make up an 
;								n-sided shape defining the deployment area) followed by a number of 
;								units to be placed into the area
;
;	unit					used to indicate a unit present within this deployment area, must 
;								be followed by unit index within army description, then x,z position
;								on battlefield (this must be inside the deployment area above), then 
;								a rotation in degrees
;
;	>>>> Start of objectives section
;
;	objectives				objectives specification start
;
;	faction					<name>	specify the faction that this applies to
;	time					floating point time limit for objectives to be completed (in days) 
;
;	condition				add a new condition.  
;								Can be of form `condition <condition_type> <condition args>' or
;								`condition <condition 1> <or/and> <condition 2>
;								The second method links two previously created conditions together with a logical operator
;								Conditions can then be linked together (or not) into an objectives list  (of 1 or more conditions)
;								Operator binding is from right to left so A & B or C is equivelant to A & (B or C)
;
;							valid condition types are:
;								destroy_unit, capture_unit, arrive_location, capture_location, destroy_building, capture_building, 
;								destroy_character, capture_character, destroy_faction, sight_faction, sight_unit
;
;							condition args are:
;								for unit related: <faction> <army> <unit>
;
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;The imperial campaign

map						imperial_campaign

start_date				453, summer
end_date				728, summer

;default starting camera position
camera_position 280, 226


;placement of landmarks
; coords are measured in photoshop from Bottom left (i.e. x, 800-y), then halved.

;sphinx
; photoshop coords 724, 643, therefore flipped coords are 724, 157, therefore halved coords are 362,78
; pyramid is here, so use next tile across.
landmark				sphinx, 364, 78


;great pyramid
; photoshop coords 724, 643, therefore flipped coords are 724, 157, therefore halved coords are 362,78
landmark				pyramid, 362, 78


;pharos
; photoshop coords 708, 601, therefore flipped coords are 708, 199, therefore halved coords are 354, 100
landmark				pharos, 354, 100


;colossus
; photoshop coords 656,491, therefore flipped coords are 656,309, therefore halved coords are 328,154
landmark				colossus, 328, 154 


; temple to artemis
; photoshop coords 635,462,  therefore flipped coords are 635,338, therefore halved coords are 317,169
landmark				temple, 317,169


; mausoleum at Halicarnassus
; photoshop coords 639,480, therefore flipped coords are 639,320, therefore halved coords are 320,160
landmark				mausoleum, 320,160


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;placement of resources

resource		gold			0, 281, 231
resource		gold			2, 278, 228
resource		gold			1, 279, 229
resource		iron			2, 275, 225
resource		marble			2, 272, 224



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of factions section <<<<

faction			venice
denari	10000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level city
	year_founded 300
	fortification 0
	population 0
	settlement_tax 4
	tile	275 235
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level village
	name	CATANA
	year_founded 300
	fortification 0
	population 200
	settlement_tax 2
	tile	272 232
	plan_set default_set
}

settlement
{
	level town
	year_founded 300
	fortification 0
	population 500
	settlement_tax 3
	tile	287 225
	plan_set default_set
}


settlement
{
	level bigcity capital
	founding_faction sicily
	name FANUM FORTUNAE
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	272 227
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level village
	founding_faction milan
	name	FORUM CORNELLII
	year_founded 300
	fortification 0
	population 200
	settlement_tax 2
	tile	245 197
	plan_set default_set
}
				
character				JULIUS, named character, leader, level 0, exp 7, dig 30, drd 40, age 80, x 242, y 206
attributes				military 6, administrative 4, diplomatic 6, subterfuge 2
skills					siege 3, civil 2, logistics 7, night_raid 3, financier 6, builder_military 4
skills					builder_religious 5, builder_normal 6, rhetoric 4, bluster 3
skills					bribery 1, flattery 2
army						
unit					legionary cohort I
unit					legionary cohort I
unit					legionary cohort I
unit					legionary first cohort I
unit					le...
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