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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 ;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. imperial_campaign 453, summer 728, summer

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 character rd 40, age 25, x 237, y 206 attributes 1, subterfuge 1 skills ship 3 army unit unit unit 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 character ig 30, drd 40, age 51, x 269, y 231 attributes 1, subterfuge 3 skills ry 7, leadership 4, assassin 3

heroism 4, ambush 3, logistics 5, scout legionary cohort I legionary cohort I PHIL, admiral, level 2, exp 3, dig 30, d military 4, administrative 2, diplomatic heroism 2, ambush 3, logistics 1, leader southern_european flagship southern_european heavy naval southern_european heavy naval AL, general, level 3, exp 5, dig 30, drd 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 STAN, named character, level 1, exp 4, d 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 character , drd 40, age 28, x 288, y 224 attributes 5, subterfuge 1 skills ry 6, leadership 3, financier 2 TOM, assassin, level 0, exp 1, dig 30, d military 0, administrative 0, diplomatic assassin 6 JEROME, diplomat, level 0, exp 1, dig 30 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 ;other armies garrisoned_army unit unit unit garrisoned_army unit unit ;other_records 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 KEVIN, named character, level 1, exp 3, military 3, administrative 6, diplomatic rhetoric 2, bluster 1, bribery 5, flatte

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

cohort I cohort I cohort I cohort I cohort I

character, gender, experience, age, living? JOSS, male, exp 5, dig 30, drd 40, a

GWENDOLENE, female, exp 0, dig 30, drd 40, age 7 MADONNA, KATE, BETH, JANET, REBECCA, female, exp 0, dig 30, drd 40, a female, exp 0, dig 20, drd 60, a female, exp 0, dig 20, drd 30, a female, exp 0, dig 5, drd 2, ag 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 ;relationships child_2, relative end relative BOB, relative MARY, relative MOTHER, relative CLINT BASS, ;;;;;;;;;; I`ve elationships in ;relative ;relative ;relative ;relative end ;relative BOB, ;relative MOTHER, ;relative end ;relative end ;relative child_3, character, child_4 JOSS JULIUS, STAN, end BOB, end STAN, PAM, REBECCA, end PONTIUS,

male,

exp 0, dig 0, drd 0, ag

female, exp 0, dig 0, drd 0, ag female, exp 0, dig 0, drd 0, ag spouse, child_1, GWENDOLENE, MADONNA, BETH, KATE, JANET, end JULIUS, PONTIUS, KEVIN, EMINEM, CHARLIE,

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, MADONNA, STAN, end BETH, JANET, REBECCA, PONTIUS, STAN, none, CHARLIE, REBECCA, end end KATE, BOB, EMINEM, JULIUS, KEVIN,

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 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 garrisoned_army unit unit unit ;relationships child_2, child_3, relative end ;relative JIMILFIXIT, assassin, level 0, exp 1, di military 0, administrative 0, diplomatic assassin 3

x 240, y 208 legionary cohort I legionary cohort I legionary cohort I character, spouse, child_4 ASTERIX, none, OBELIX, none, child_1, OBELIX, end

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

{ 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 time army 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, 22 255,265 275, 235 189, 114 14, 8 venice,0,attacking

army 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 reinforcement faction_to_reinforce reinforcement_time deployment_area_point deployment_area_point deployment_area_point deployment_area_point unit unit ; >>>>>> 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 ; venice 2.0 0,0 0,100 100,100 100,0 venice,2 400, 400, 850, 850, 400 850 850 400

france,1,defending

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

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

; 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