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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 initialis
es 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 un
its.
;
;
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 r
unning. 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 positio
n
;
Mausoleum at Halicarnass
us
;
Temple of Artemis at Eph
esus
;
Statue of Zeus at Olympi
a
;
Pharos at Alexandria
;
Pyramids of Giza
;
Sphinx
;
;
resources
resource type, level, strat map
position
;
gold, silver, copper, ti
n, iron, marble
;
;
;
date
starting data, stored as a year
since the founding of Rome and
;
either 'summer'
or 'winter'
;
;
from the founding of Rom
e ( c.753 BC)... the main campaign will
;
start about 300 BC, whic
h is year 453 AUC in the Roman calender,
;
and the finishing date f
or the campaign would be about 25 BC,
;
which is year 728 AUC. T
his equates to 550 turns.
;
;
;
>>>> start of factions section <<<<
;
;
faction
adds a new faction to the world,
valid factions are:
;
;
denari

;
poll_tax
;
;
venice, sicily,
milan, denmark,
;
egypt, scotland,
aztecs, mongols, turks, france,
;
hre, england, po
rtugal, poland, illyria, moors,
;
russia, spain, h
ungary, slave
;
;
NB. when a faction is created it must have a faction head named characte
r to exist
;
; settlement
beginning 'settlement', with a brace-del
imited section (each brace on its own line)
;
parsed as specified by s
ettlement_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 offs
et of plan from tile centre, defaults to 0,0 - rounded to terrain tile corner)
;
faction_creator roman_julii (faction tha
t 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 settl
ement section:)
;
building
;
{
;
; Format as specified in buildin
g_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 bui
lding), 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 opt
ional,
;
- defaults to 0,0.
;
plugin tax_collector senior_tax_
collector
;
}

;
}
;
;
;
character
adds a new character to the curr
ent faction, must be followed by:
;
- a name id (0 f
or no name, +ve for predefined, -ve for user defined),
;
- character type
, level, experience, age and an x,z coordinate on the strategy map; valid charac
ter
;
types are define
d in descr_character.txt
;
;
army
adds a new army to the current c
haracter (and faction)
;
;
unit
adds a new unit to the current a
rmy, valid unit types are
;
defined in descr
_unit.txt
;
;
>>>> start of roads section <<<<
;
;
road
road followed by start map start
ing position and strat map ending position
;
;
;
;
>>>> start of battle section <<<<
;
;
battle
battle specification start, foll
owed 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 th
e lists above
;
;
;
deployment_area_point x,z coordinates of point in shape of deployment
area
;
;
there can be sev
eral deployment areas for each army, each of which
;
consists of a se
ries of deployment_area_points (which make up an
;
n-sided shape de
fining the deployment area) followed by a number of
;
units to be plac
ed into the area
;
;
unit
used to indicate a unit present
within this deployment area, must
;
be followed by u
nit index within army description, then x,z position
;
on battlefield (
this must be inside the deployment area above), then

;
a rotation in de
grees
;
;
>>>> Start of objectives section
;
;
objectives
objectives specification start
;
;
faction
<name> specify the faction that
this applies to
;
time
floating point time limit for ob
jectives to be completed (in days)
;
;
condition
add a new condition.
;
Can be of form `
condition <condition_type> <condition args>' or
;
`condition <cond
ition 1> <or/and> <condition 2>
;
The second metho
d links two previously created conditions together with a logical operator
;
Conditions can t
hen be linked together (or not) into an objectives list (of 1 or more condition
s)
;
Operator binding
is from right to left so A & B or C is equivelant to A & (B or C)
;
;
valid condition types ar
e:
;
destroy_unit, ca
pture_unit, arrive_location, capture_location, destroy_building, capture_buildin
g,
;
destroy_characte
r, capture_character, destroy_faction, sight_faction, sight_unit
;
;
condition args are:
;
for unit related
: <faction> <army> <unit>
;
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;
;The imperial campaign
;map
;start_date
;end_date

imperial_campaign
453, summer
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 ha
lved 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 ha
lved coords are 362,78
landmark
pyramid, 362, 78
;pharos
; photoshop coords 708, 601, therefore flipped coords are 708, 199, therefore ha
lved coords are 354, 100
landmark
pharos, 354, 100
;colossus
; photoshop coords 656,491, therefore flipped coords are 656,309, therefore halv
ed coords are 328,154
landmark
colossus, 328, 154
; temple to artemis
; photoshop coords 635,462, therefore flipped coords are 635,338, therefore hal
ved coords are 317,169
landmark
temple, 317,169
; mausoleum at Halicarnassus
; photoshop coords 639,480, therefore flipped coords are 639,320, therefore halv
ed coords are 320,160
landmark
mausoleum, 320,160
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;
;placement of resources
resource
resource
resource
resource
resource

gold
gold
gold
iron
marble

0,
2,
1,
2,
2,

281,
278,
279,
275,
272,

231
228
229
225
224

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;
; >>>> start of factions section <<<<
faction
denari 10000
poll_tax 5
dignitas 300
dread 250
settlement
{
level city

venice

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_rai
d 3, financier 6, builder_military 4
skills
builder_religious 5, builder_normal 6, r
hetoric 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
mesoamerican light cavalry archers
unit
mesoamerican light elephant cavalry
unit
mesoamerican light cavalry
;unit
syrian archers
;unit
british celt marauders
;unit
german barbarians
;unit
gaul barbarians
;unit
mesoamerican chariots
character
, drd 40, age 59, x 242, y 205
attributes
2, subterfuge 1
skills
army
unit
unit
unit
unit
unit
unit
unit

BECKHAM, admiral, level 0, exp 1, dig 30


military 4, administrative 4, diplomatic
scout 3
southern_european
southern_european
southern_european
southern_european
southern_european
southern_european
southern_european

flagship
heavy naval
heavy naval
heavy naval
heavy naval
transport ship
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, flatte
ry 7
character
g 30, drd 40, age 57, x 277, y 230
attributes

BOB, named character, level 1, exp 4, di


military 2, administrative 4, diplomatic

2, subterfuge 5
skills
5
army
unit
unit

heroism 4, ambush 3, logistics 5, scout


legionary cohort I
legionary cohort I

character
rd 40, age 25, x 237, y 206
attributes
1, subterfuge 1
skills
ship 3
army
unit
unit
unit

PHIL, admiral, level 2, exp 3, dig 30, d

character
40, age 39, x 279, y 230
attributes
1, subterfuge 1
skills
ship 3, night_raid 6
army
unit
unit
unit
unit
unit
;unit

AL, general, level 3, exp 5, dig 30, drd

character
ig 30, drd 40, age 51, x 269, y 231
attributes
1, subterfuge 3
skills
ry 7, leadership 4, assassin 3

STAN, named character, level 1, exp 4, d

military 4, administrative 2, diplomatic


heroism 2, ambush 3, logistics 1, leader
southern_european flagship
southern_european heavy naval
southern_european heavy naval

military 4, administrative 2, diplomatic


heroism 2, ambush 2, logistics 1, leader
legionary cohort I
legionary cohort I
legionary cohort I
legionary first cohort I
legionary cohort I
southern_european light infantry

military 4, administrative 5, diplomatic


rhetoric 4, bluster 5, bribery 6, flatte

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, flatte
ry 6, leadership 1, financier 2
character
dig 30, drd 40, age 21, x 268, y 228
attributes
1, subterfuge 2
skills
ry 6, financier 2, builder_military 1,

MOTHER, named character, level 1, exp 0,


military 2, administrative 1, diplomatic
rhetoric 2, bluster 1, bribery 5, flatte
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
rd 40, age 28, x 277, y 224
attributes
0, subterfuge 6
skills

TOM, assassin, level 0, exp 1, dig 30, d

character
, drd 40, age 28, x 288, y 224
attributes
5, subterfuge 1
skills
ry 6, leadership 3, financier 2

JEROME, diplomat, level 0, exp 1, dig 30

military 0, administrative 0, diplomatic


assassin 6

military 1, administrative 2, diplomatic


rhetoric 2, bluster 1, bribery 5, flatte

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, flatte
ry 3, financier 2, kidnap 1
character
dig 30, drd 40, age 35, x 275, y 239
attributes
4, subterfuge 0
skills
ry 4, leadership 3

KEVIN, named character, level 1, exp 3,


military 3, administrative 6, diplomatic
rhetoric 2, bluster 1, bribery 5, flatte

;other armies
garrisoned_army
unit
unit
unit
garrisoned_army
unit
unit

x 272, y 232
legionary
legionary
legionary
x 272, y 227
legionary
legionary

;other_records

character, gender, experience, age, living?

character_record
ge 94, dead, past_leader
character_record
1,
dead, never_a_leader
character_record
ge 57, alive, never_a_leader
character_record
ge 50, alive, never_a_leader
character_record
ge 31, alive, never_a_leader
character_record
e 25, alive, never_a_leader
character_record
e 5,
alive, never_a_leader

JOSS,

cohort I
cohort I
cohort I
cohort I
cohort I

male,

exp 5, dig 30, drd 40, a

GWENDOLENE, female, exp 0, dig 30, drd 40, age 7


MADONNA,

female, exp 0, dig 30, drd 40, a

KATE,

female, exp 0, dig 20, drd 60, a

BETH,

female, exp 0, dig 20, drd 30, a

JANET,

female, exp 0, dig 5, drd 2, ag

REBECCA,

female, exp 0, dig 0, drd 0, ag

character_record
CLINT BASS,
e 15, alive, never_a_leader
character_record
MARY,
e 26, alive, never_a_leader
character_record
PAM,
e 11, alive, never_a_leader

male,

;relationships
child_2,
relative
end
relative
BOB,
relative
MARY,
relative
MOTHER,
relative
CLINT BASS,

spouse,

;;;;;;;;;; I`ve
elationships in
;relative
;relative
;relative
;relative
end
;relative
BOB,
;relative
MOTHER,
;relative
end
;relative
end
;relative

child_3,

STAN,

character,
child_4
JOSS

exp 0, dig 0, drd 0, ag

female, exp 0, dig 0, drd 0, ag


female, exp 0, dig 0, drd 0, ag
child_1,
GWENDOLENE,

JULIUS,

JULIUS,

MADONNA,

PONTIUS,

PONTIUS,

BETH,

KEVIN,

BOB,

KATE,

EMINEM,

JANET,

CHARLIE,

end

end
end
STAN,
PAM,

REBECCA,

end

put code in to link these the other way - having to set up the r
both directions is plain confusing! Tom
EMINEM,
none,
end
MOTHER,
none,
end
CHARLIE,
none,
end
GWENDOLENE,
JOSS,
JULIUS,
STAN,

MADONNA,

JULIUS,

KEVIN,

KATE,

BOB,

EMINEM,

BETH,

PONTIUS,

CHARLIE,

JANET,

STAN,

REBECCA,

REBECCA,

none,

end

end

end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction
denari 1000
poll_tax 5
dignitas 100
dread 150

sicily

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
denari 1000
poll_tax 5
dignitas 300
dread 250

milan

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
denari 1000
poll_tax 5
dignitas 300
dread 250

hre

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
denari 1000
poll_tax 5
dignitas 300
dread 250
settlement
{

denmark

level bigcity
year_founded 300
fortification 0
population 1000
settlement_tax 4
tile
265 240
plan_set default_set
building
{
type financial strongroom
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction
denari 1000
poll_tax 5
dignitas 300
dread 250

egypt

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
denari 1000
poll_tax 5
dignitas 300
dread 250

scotland

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
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

france

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
mesoamerican city militia
unit
mesoamerican city militia
unit
mesoamerican light elephant cavalry
character
DOGMATIX, spy, level 1, exp 2, dig 30, d
rd 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, d
rd 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
mesoamerican city militia
unit
mesoamerican city militia
unit
mesoamerican light elephant cavalry
;unit
parthian archers
unit
mesoamerican city militia
unit
mesoamerican city militia
unit
mesoamerican javelinmen
unit
mesoamerican javelinmen
unit
poeni infantry
unit
poeni infantry
unit
poeni infantry
unit
mesoamerican city militia
unit
mesoamerican city militia
unit
mesoamerican 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
unit
unit

mesoamerican city militia


mesoamerican city militia
mesoamerican 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
mesoamerican city militia
unit
mesoamerican city militia
unit
mesoamerican light elephant cavalry
character
, drd 40, age 59, x 225, y 203
attributes
2, subterfuge 1
skills
army
unit
unit
unit

MRFIXIT, admiral, level 0, exp 1, dig 30


military 4, administrative 4, diplomatic
scout 3
southern_european flagship
southern_european light naval
southern_european transport ship

character
GETAFIX, diplomat, level 0, exp 1, dig 3
0, 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
g 30, drd 40, age 44, x 287, y 213
attributes
0, subterfuge 5
skills

JIMILFIXIT, assassin, level 0, exp 1, di


military 0, administrative 0, diplomatic
assassin 3

garrisoned_army
unit
unit
unit

x 240, y 208
legionary cohort I
legionary cohort I
legionary cohort I

;relationships
child_2,
child_3,
relative
end

character,
spouse,
child_4
ASTERIX,
none,

;relative

OBELIX,

none,

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction
denari 1000
poll_tax 5
dignitas 300
dread 250
settlement

mongols

child_1,
OBELIX,
end

{
level bigcity
year_founded 400
fortification 0
population 1000
settlement_tax 4
tile
280 240
plan_set default_set
building
{
type financial strongroom
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction
denari 1000
poll_tax 5
dignitas 300
dread 250

timurids

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
denari 1000
poll_tax 5
dignitas 300
dread 250

papal_states

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
mesoamerican city militia
unit
mesoamerican city militia
unit
mesoamerican light elephant cavalry
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction
denari 1000
poll_tax 5
dignitas 300
dread 250

turks

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
denari 1000
poll_tax 5
dignitas 300
dread 250

aztecs

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
denari 1000
poll_tax 5
dignitas 300
dread 250

england

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
}
}
settlement
{
level town
year_founded 400
fortification 0
population 500
settlement_tax 4
tile
300 234
plan_set default_set
building
{
type financial
}
}
settlement
{
level village
year_founded 400
fortification 0
population 400
settlement_tax 4
tile
300 231
plan_set default_set
building
{
type financial
}
}
settlement
{
level fort
year_founded 400
fortification 0
population 0
settlement_tax 4
tile
300 228
plan_set default_set
building
{
type financial
}
}

strongroom

strongroom

strongroom

strongroom

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction
denari 1000
poll_tax 5
dignitas 300
dread 250

portugal

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
denari 1000
poll_tax 5
dignitas 300
dread 250

poland

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
denari 1000
poll_tax 5
dignitas 300
dread 250

illyria

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
denari 1000
poll_tax 5
dignitas 300
dread 250
settlement

moors

{
level bigcity
year_founded 400
fortification 0
population 1000
settlement_tax 4
tile
315 245
plan_set default_set
building
{
type financial strongroom
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction
denari 1000
poll_tax 5
dignitas 300
dread 250

russia

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
denari 1000
poll_tax 5
dignitas 300
dread 250

spain

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
denari 1000
poll_tax 5
dignitas 300
dread 250

hungary

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
denari 1000
poll_tax 5
dignitas 300
dread 250

slave

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 southern_european julii aztecs

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;roads
;road with starting and ending strategy map positions
road
road
road
road

275,
272,
293,
272,

235,
227,
224,
232,

284,
282,
281,
291,

218;
225;
221;
229;

;walls
;walls with starting and ending strategy map positions
wall
wall
wall
wall

277,
293,
293,
277,

223,
222,
213,
211,

293,
293,
277,
277,

222;
213;
211;
223;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;
; >>>> start of battle section <<<<
; the following tile values (e.g. 255,265) have to match the ones in the settlem
ents at the top of template.txt
; otherwise no settlement will be seen on the battlefield.
;battle
battle
;battle

255,265
275, 235
189, 114

time

14, 8

army

venice,0,attacking

deployment_area_point
deployment_area_point
deployment_area_point
deployment_area_point
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
;unit
;unit

600,0
600,300
900,300
900,0
0, 600, 100, 45
1, 600, 50, 45
2, 350, 50, 45
3, 350, 80, 45
4, 550, 100, 45
5, 550, 50, 45
6, 500, 100, 45
7, 500, 50, 45
8, 450, 100, 45
9, 450, 50, 45
10, 400, 100, 45
11, 400, 50, 45
12, 350, 100, 45
13, 350, -200, 45
14, 300, -100, 45
15, 325, -150, 0
16, 500, 0, 22

army
deployment_area_point
deployment_area_point
deployment_area_point
deployment_area_point

france,1,defending
400,
400,
850,
850,

400
850
850
400

unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
unit
;unit

0, 430, 430, -45


1, 470, 430, -45
2, 450, 470, -45
3, 410, 410, -45
4, 390, 430, -45
5, 330, 430, -45
6, 390, 360, -45
7, 330, 360, -45
8, 280, 430, -45
9, 280, 360, -45
10, 280, 470, -45
11, 280, 470, -45
12, 330, 470, -45
13, 330, 410, -45

reinforcement

venice,2

faction_to_reinforce
reinforcement_time

venice

deployment_area_point
deployment_area_point
deployment_area_point
deployment_area_point

0,0
0,100
100,100
100,0

2.0

unit
unit

0, 600, 100, 45
1, 600, 50, 45

; >>>>>> Objectives <<<<<<<<<<<<<


objectives
faction venice
time
0
condition destroy_unit 1, 0
destroy unit 0 of army 1 in the battle
condition destroy_unit 1, 1
destroy unit 1 of army 1
condition 0 or 1
destroy unit 0 or 1 of army 1
condition destroy_unit 1, 2
destroy unit 2 of army 1
condition 3 and 2
destroy unit 2 & unit 0 or 1 of army 1
condition destroy_unit 1, 3
destroy unit 3 of army 1
; Evaluates to 2 objectives
;

; A
; B
; A or B
; C
; C & (A or B)
; D

;
;
;
;
;
f

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 o
faction 1

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