; ; 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, macedon, ; egypt, seleucid, carthage, parthia, pontus, gauls, ; germans, britons, armenia, dacia, illyria, numidia, ; scythia, spain, thrace, 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 ; 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 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 ' or ; `condition ; 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: ; ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;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 romans julii 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 romans brutii 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 romans scipii 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 legionary cohort I unit legionary cohort I unit legionary cohort I unit legionary cohort I unit legionary cohort I unit legionary first cohort I unit legionary cohort I unit carthaginian light cavalry archers unit carthaginian light elephant cavalry unit carthaginian light cavalry ;unit syrian archers ;unit british celt marauders ;unit german barbarians ;unit gaul barbarians unit carthaginian chariots character BECKHAM, admiral, level 0, exp 1, dig 30, drd 40, age 59, x 242, y 205 attributes military 4, administrative 4, diplomatic 2, subterfuge 1 skills scout 3 army unit roman flagship unit roman heavy naval unit roman heavy naval unit roman heavy naval unit roman heavy naval unit roman transport ship unit roman transport ship character PONTIUS, named character, heir, level 0, exp 1, dig 30, drd 40, age 59, x 277, y 231 attributes military 4, administrative 4, diplomatic 2, subterfuge 1 skills rhetoric 4, bluster 5, bribery 6, flattery 7 character BOB, named character, level 1, exp 4, dig 30, drd 40, age 57, x 277, y 230 attributes military 2, administrative 4, diplomatic 2, subterfuge 5 skills heroism 4, ambush 3, logistics 5, scout 5 army unit legionary cohort I unit legionary cohort I character PHIL, admiral, level 2, exp 3, dig 30, drd 40, age 25, x 237, y 206 attributes military 4, administrative 2, diplomatic 1, subterfuge 1 skills heroism 2, ambush 3, logistics 1, leadership 3 army unit roman flagship unit roman heavy naval unit roman heavy naval character AL, general, level 3, exp 5, dig 30, drd 40, age 39, x 279, y 230 attributes military 4, administrative 2, diplomatic 1, subterfuge 1 skills heroism 2, ambush 2, logistics 1, leadership 3, night_raid 6 army unit legionary cohort I unit legionary cohort I unit legionary cohort I unit legionary first cohort I unit legionary cohort I ;unit roman light infantry character STAN, named character, level 1, exp 4, dig 30, drd 40, age 51, x 269, y 231 attributes military 4, administrative 5, diplomatic 1, subterfuge 3 skills rhetoric 4, bluster 5, bribery 6, flattery 7, leadership 4, assassin 3 character EMINEM, named character, governor, level 1, exp 2, dig 30, drd 40, age 22, x 272, y 227 attributes military 5, administrative 3, diplomatic 5, subterfuge 1 skills rhetoric 2, bluster 1, bribery 5, flattery 6, leadership 1, financier 2 character MOTHER, named character, level 1, exp 0, dig 30, drd 40, age 21, x 268, y 228 attributes military 2, administrative 1, diplomatic 1, subterfuge 2 skills rhetoric 2, bluster 1, bribery 5, flattery 6, financier 2, builder_military 1, assassin 4 character LEE, spy, level 0, exp 1, dig 30, drd 40, age 26, x 270, y 226 attributes military 0, administrative 2, diplomatic 1, subterfuge 15 skills spying 15, counterspy 5, infiltration 2, insurrection 1, bribery 5, kidnap 6, financier 2, sabotage 1 character LEE, spy, level 0, exp 1, dig 30, drd 40, age 26, x 269, y 226 attributes military 0, administrative 2, diplomatic 1, subterfuge 15 skills spying 15, counterspy 5, infiltration 2, insurrection 1, bribery 5, kidnap 6, financier 2, sabotage 1 character TOM, assassin, level 0, exp 1, dig 30, drd 40, age 28, x 277, y 224 attributes military 0, administrative 0, diplomatic 0, subterfuge 6 skills assassin 6 character JEROME, diplomat, level 0, exp 1, dig 30, drd 40, age 28, x 288, y 224 attributes military 1, administrative 2, diplomatic 5, subterfuge 1 skills rhetoric 2, bluster 1, bribery 5, flattery 6, leadership 3, financier 2 character CHARLIE, named character, level 1, exp 0, dig 30, drd 40, age 19, x 267, y 226 attributes military 1, administrative 1, diplomatic 1, subterfuge 1 skills rhetoric 2, bluster 2, bribery 5, flattery 3, financier 2, kidnap 1 character KEVIN, named character, level 1, exp 3, dig 30, drd 40, age 35, x 275, y 239 attributes military 3, administrative 6, diplomatic 4, subterfuge 0 skills rhetoric 2, bluster 1, bribery 5, flattery 4, leadership 3 ;other armies garrisoned_army x 272, y 232 unit legionary cohort I unit legionary cohort I unit legionary cohort I garrisoned_army x 272, y 227 unit legionary cohort I unit legionary cohort I ;other_records character, gender, experience, age, living? character_record JOSS, male, exp 5, dig 30, drd 40, age 94, dead, past_leader character_record GWENDOLENE, female, exp 0, dig 30, drd 40, age 71, dead, never_a_leader character_record MADONNA, female, exp 0, dig 30, drd 40, age 57, alive, never_a_leader character_record KATE, female, exp 0, dig 20, drd 60, age 50, alive, never_a_leader character_record BETH, female, exp 0, dig 20, drd 30, age 31, alive, never_a_leader character_record JANET, female, exp 0, dig 5, drd 2, age 25, alive, never_a_leader character_record REBECCA, female, exp 0, dig 0, drd 0, age 5, alive, never_a_leader character_record CLINT BASS, male, exp 0, dig 0, drd 0, age 15, alive, never_a_leader character_record MARY, female, exp 0, dig 0, drd 0, age 26, alive, never_a_leader character_record PAM, female, exp 0, dig 0, drd 0, age 11, alive, never_a_leader ;relationships character, spouse, child_1, child_2, child_3, child_4 relative JOSS GWENDOLENE, JULIUS, end relative JULIUS, MADONNA, PONTIUS, BOB, STAN, end relative PONTIUS, BETH, KEVIN, MARY, end relative BOB, KATE, EMINEM, MOTHER, end relative STAN, JANET, CHARLIE, CLINT BASS, PAM, REBECCA, end ;;;;;;;;;; I`ve put code in to link these the other way - having to set up the relationships in both directions is plain confusing! Tom ;relative EMINEM, none, end ;relative MOTHER, none, end ;relative CHARLIE, none, end ;relative GWENDOLENE, JOSS, JULIUS, end ;relative MADONNA, JULIUS, KEVIN, BOB, STAN, end ;relative KATE, BOB, EMINEM, MOTHER, end ;relative BETH, PONTIUS, CHARLIE, end ;relative JANET, STAN, REBECCA, end ;relative REBECCA, none, end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction romans brutii denari 1000 poll_tax 5 dignitas 100 dread 150 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 250 240 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction romans scipii denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 200 fortification 0 population 1000 settlement_tax 4 tile 255 240 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction germans denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity name NUREMBERG year_founded 150 fortification 0 population 1000 settlement_tax 4 tile 260 240 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction macedon denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 300 fortification 0 population 1000 settlement_tax 4 tile 265 240 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction egypt denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 200 fortification 0 population 1000 settlement_tax 4 tile 270 240 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction seleucid denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 300 fortification 0 population 1000 settlement_tax 4 tile 275 240 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction gauls denari 1000 poll_tax 3 dignitas 200 dread 270 settlement { level city year_founded 100 fortification 0 population 1000 settlement_tax 2 tile 284 218 plan_set default_set } settlement { level village name AQUAE SEXTIAE year_founded 300 fortification 0 population 400 settlement_tax 1 tile 240 208 plan_set default_set } settlement { level bigcity year_founded 300 fortification 0 population 1000 settlement_tax 1 tile 280 221 plan_set default_set } settlement { level town year_founded 300 fortification 0 population 400 settlement_tax 1 tile 290 219 plan_set default_set } settlement { level fort year_founded 400 fortification 0 population 0 settlement_tax 1 tile 290 215 plan_set default_set } character ASTERIX, named character, leader, level 0, exp 3, dig 30, drd 40, age 62, x 282, y 228 attributes military 6, administrative 2, diplomatic 4, subterfuge 1 skills civil 2, rhetoric 2, bluster 5, bribery 6, flattery 7, leadership 7, assassin 1, logistics 1 army unit carthaginian city militia unit carthaginian city militia unit carthaginian light elephant cavalry character DOGMATIX, spy, level 1, exp 2, dig 30, drd 40, age 35, x 282, y 228 attributes military 0, administrative 0, diplomatic 0, subterfuge 5 skills spying 4, counterspy 2, infiltration 1, insurrection 2, bribery 5, kidnap 6, sabotage 1 character DOGMATIX, spy, level 0, exp 2, dig 30, drd 40, age 35, x 273, y 228 attributes military 0, administrative 0, diplomatic 0, subterfuge 5 skills spying 6, counterspy 4, infiltration 2, insurrection 2, bribery 5, kidnap 6, sabotage 1 character CACHONOFIX, general, level 0, exp 1, dig 30, drd 40, age 32, x 284, y 218 attributes military 4, administrative 1, diplomatic 1, subterfuge 1 skills siege 1, heroism 2, ambush 3, logistics 1, leadership 3, bribery 6, flattery 7, leadership 4, assassin 2 army unit carthaginian city militia unit carthaginian city militia unit carthaginian light elephant cavalry ;unit parthian archers unit carthaginian city militia unit carthaginian city militia unit carthaginian javelinmen unit carthaginian javelinmen unit poeni infantry unit poeni infantry unit poeni infantry unit carthaginian city militia unit carthaginian city militia unit carthaginian light cavalry character OBELIX, named character, heir, level 0, exp 1, dig 30, drd 40, age 38, x 283, y 228 attributes military 1, administrative 2, diplomatic 3, subterfuge 4 skills spying 6, counterspy 4, infiltration 2, insurrection 2, bribery 5, kidnap 6, sabotage 1 army unit carthaginian city militia unit carthaginian city militia unit carthaginian light elephant cavalry character FIXMEUP, general, level 3, exp 3, dig 30, drd 40, age 34, x 285, y 218 attributes military 4, administrative 1, diplomatic 1, subterfuge 1 skills siege 1, heroism 2, ambush 3, logistics 1, leadership 3, bribery 6, flattery 7, leadership 4, assassin 2 army unit carthaginian city militia unit carthaginian city militia unit carthaginian light elephant cavalry character MRFIXIT, admiral, level 0, exp 1, dig 30, drd 40, age 59, x 225, y 203 attributes military 4, administrative 4, diplomatic 2, subterfuge 1 skills scout 3 army unit roman flagship unit roman light naval unit roman transport ship character GETAFIX, diplomat, level 0, exp 1, dig 30, drd 40, age 39, x 289, y 229 attributes military 0, administrative 0, diplomatic 5, subterfuge 0 skills civil 2, rhetoric 2, bluster 5, bribery 6, flattery 7, leadership 7, assassin 1, logistics character JIMILFIXIT, assassin, level 0, exp 1, dig 30, drd 40, age 44, x 287, y 213 attributes military 0, administrative 0, diplomatic 0, subterfuge 5 skills assassin 3 garrisoned_army x 240, y 208 unit legionary cohort I unit legionary cohort I unit legionary cohort I ;relationships character, spouse, child_1, child_2, child_3, child_4 relative ASTERIX, none, OBELIX, end ;relative OBELIX, none, end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction parthia denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 280 240 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction romans senate denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 0 fortification 1 population 1000 settlement_tax 4 tile 285 240 plan_set default_set building { type financial strongroom } } settlement { level city year_founded 400 fortification 1 population 1000 settlement_tax 4 tile 285 237 plan_set default_set building { type financial strongroom } } settlement { level town year_founded 400 fortification 1 population 500 settlement_tax 4 tile 285 234 plan_set default_set building { type financial strongroom } } settlement { level village year_founded 400 fortification 1 population 400 settlement_tax 4 tile 285 231 plan_set default_set building { type financial strongroom } } settlement { level fort name BENEVENTUM year_founded 400 fortification 1 population 0 settlement_tax 4 tile 285 228 plan_set default_set building { type financial strongroom } } character CAESAR, named character, leader, level 0, exp 3, dig 30, drd 40, age 62, x 272, y 217 attributes military 6, administrative 2, diplomatic 4, subterfuge 1 skills civil 2, rhetoric 2, bluster 5, bribery 6, flattery 7, leadership 7, assassin 1, logistics 1 army unit carthaginian city militia unit carthaginian city militia unit carthaginian light elephant cavalry ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction pontus denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 1 population 1000 settlement_tax 4 tile 290 240 plan_set default_set building { type financial strongroom } } settlement { level city year_founded 400 fortification 1 population 1000 settlement_tax 4 tile 290 237 plan_set default_set building { type financial strongroom } } settlement { level town year_founded 400 fortification 1 population 400 settlement_tax 4 tile 290 234 plan_set default_set building { type financial strongroom } } settlement { level village year_founded 400 fortification 1 population 400 settlement_tax 4 tile 290 231 plan_set default_set building { type financial strongroom } } settlement { level fort year_founded 400 fortification 0 population 0 settlement_tax 4 tile 290 228 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction carthage denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 295 240 plan_set default_set building { type financial strongroom } } settlement { level city year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 295 237 plan_set default_set building { type financial strongroom } } settlement { level town year_founded 400 fortification 0 population 600 settlement_tax 4 tile 295 234 plan_set default_set building { type financial strongroom } } settlement { level village year_founded 400 fortification 0 population 400 settlement_tax 4 tile 295 231 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction britons denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 300 240 plan_set default_set building { type financial strongroom } } settlement { level city year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 300 237 plan_set default_set building { type financial strongroom } } settlement { level town year_founded 400 fortification 0 population 500 settlement_tax 4 tile 300 234 plan_set default_set building { type financial strongroom } } settlement { level village year_founded 400 fortification 0 population 400 settlement_tax 4 tile 300 231 plan_set default_set building { type financial strongroom } } settlement { level fort year_founded 400 fortification 0 population 0 settlement_tax 4 tile 300 228 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction armenia denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 1 population 1000 settlement_tax 4 tile 305 240 plan_set default_set building { type financial strongroom } } settlement { level city year_founded 400 fortification 1 population 1000 settlement_tax 4 tile 305 237 plan_set default_set building { type financial strongroom } } settlement { level village year_founded 400 fortification 1 population 400 settlement_tax 4 tile 305 231 plan_set default_set building { type financial strongroom } } settlement { level fort year_founded 400 fortification 0 population 0 settlement_tax 4 tile 305 228 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction dacia denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 1 population 1000 settlement_tax 4 tile 310 240 plan_set default_set building { type financial strongroom } } settlement { level city year_founded 400 fortification 1 population 1000 settlement_tax 4 tile 310 237 plan_set default_set building { type financial strongroom } } settlement { level town year_founded 400 fortification 1 population 500 settlement_tax 4 tile 310 234 plan_set default_set building { type financial strongroom } } settlement { level village year_founded 400 fortification 1 population 400 settlement_tax 4 tile 310 231 plan_set default_set building { type financial strongroom } } settlement { level fort year_founded 400 fortification 0 population 0 settlement_tax 4 tile 310 228 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction illyria denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 315 240 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction numidia denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 315 245 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction scythia denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 310 245 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction spain denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 305 245 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction thrace denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 300 245 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction slave denari 1000 poll_tax 5 dignitas 300 dread 250 settlement { level bigcity year_founded 400 fortification 0 population 1000 settlement_tax 4 tile 295 245 plan_set default_set building { type financial strongroom } } ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;faction relationships ;alliance romans julii romans senate ;hostile roman julii carthage ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;roads ;road with starting and ending strategy map positions road 275, 235, 284, 218; road 272, 227, 282, 225; road 293, 224, 281, 221; road 272, 232, 291, 229; ;walls ;walls with starting and ending strategy map positions wall 277, 223, 293, 222; wall 293, 222, 293, 213; wall 293, 213, 277, 211; wall 277, 211, 277, 223; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; >>>> start of battle section <<<< ; the following tile values (e.g. 255,265) have to match the ones in the settlements at the top of template.txt ; otherwise no settlement will be seen on the battlefield. ;battle 255,265 battle 275, 235 ;battle 189, 114 time 14, 8 army romans julii,0,attacking deployment_area_point 600,0 deployment_area_point 600,300 deployment_area_point 900,300 deployment_area_point 900,0 unit 0, 600, 100, 45 unit 1, 600, 50, 45 unit 2, 350, 50, 45 unit 3, 350, 80, 45 unit 4, 550, 100, 45 unit 5, 550, 50, 45 unit 6, 500, 100, 45 unit 7, 500, 50, 45 unit 8, 450, 100, 45 unit 9, 450, 50, 45 unit 10, 400, 100, 45 unit 11, 400, 50, 45 unit 12, 350, 100, 45 unit 13, 350, -200, 45 unit 14, 300, -100, 45 ;unit 15, 325, -150, 0 ;unit 16, 500, 0, 22 army gauls,1,defending deployment_area_point 400, 400 deployment_area_point 400, 850 deployment_area_point 850, 850 deployment_area_point 850, 400 unit 0, 430, 430, -45 unit 1, 470, 430, -45 unit 2, 450, 470, -45 unit 3, 410, 410, -45 unit 4, 390, 430, -45 unit 5, 330, 430, -45 unit 6, 390, 360, -45 unit 7, 330, 360, -45 unit 8, 280, 430, -45 unit 9, 280, 360, -45 unit 10, 280, 470, -45 unit 11, 280, 470, -45 unit 12, 330, 470, -45 ;unit 13, 330, 410, -45 reinforcement romans julii,2 faction_to_reinforce romans julii reinforcement_time 2.0 deployment_area_point 0,0 deployment_area_point 0,100 deployment_area_point 100,100 deployment_area_point 100,0 unit 0, 600, 100, 45 unit 1, 600, 50, 45 ; >>>>>> Objectives <<<<<<<<<<<<< objectives faction romans julii time 0 condition destroy_unit 1, 0 ; A destroy unit 0 of army 1 in the battle condition destroy_unit 1, 1 ; B destroy unit 1 of army 1 condition 0 or 1 ; A or B destroy unit 0 or 1 of army 1 condition destroy_unit 1, 2 ; C destroy unit 2 of army 1 condition 3 and 2 ; C & (A or B) destroy unit 2 & unit 0 or 1 of army 1 condition destroy_unit 1, 3 ; D destroy unit 3 of army 1 ; Evaluates to 2 objectives ; ; 1: C & (A or B) ; 2: D ; ; i.e. ; destroy unit 2 & unit 0 or unit 1 of faction 1 THEN destroy unit 3 of army 0 of faction 1