; ; 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...
y4r05l4v