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Export descr buildings.txt - M2TW

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Revision as of 07:11, 27 July 2014 by Makanyane (talk | contribs) (Capabilities: games)
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EDB in M2TW

Most of the research on export_descr_buildings.txt was done for Rome Total War where its format and use-age is very similar. Please see; Export_descr_buildings.txt - Complete Guide for RTW for that information. However there are some differences in M2TW, some extra capabilities and some things that no-longer work so the differences will be noted here;


Recruitment

to-do

Capabilities

Capability Name Loads without error Text appears Effect in game; Value 5 means; Value -5 means; Additive bonus Notes!
population_fire_risk_bonus NO 'invalid' message NO n/a n/a n/a n/a useless
mine_resource YES YES increased income tbc tbc tbc
population_growth_bonus YES YES population growth 2.5% in building browser, actual effect 1.25% -2.5% / -1.25% (negation) YES
population_loyalty_bonus YES YES* NONE 25% in building browser, NO visible actual effect -25% in browser n/a *could be used for text
population_health_bonus YES YES public order and growth 25% public order, 2.5% growth -25% & -2.5% (negation) YES max total applied 125% and 12.5%
trade_base_income_bonus loads? text? effect? +5 means -5 means additive? notes
trade_level_bonus loads? text? effect? +5 means -5 means additive? notes
trade_fleet loads? text? effect? +5 means -5 means additive? notes
taxable_income_bonus YES YES* NONE 5% in building browser, NO visible actual effect -5% in building browser n/a *could be used for text
farming_level loads? text? effect? +5 means -5 means additive? notes
road_level loads? text? effect? +5 means -5 means additive? changes strat map
gate_strength loads? text? effect? +5 means -5 means additive? notes
gate_defenses loads? text? effect? +5 means -5 means additive? boiling oil?
tower_level loads? text? effect? +5 means -5 means additive? only relevant if settlement model has tower upgrades
armour loads? text? effect? +5 means -5 means additive? notes
stage_games YES YES allows games to be held - costs income, improves public order n/a use 1 n/a n/a
stage_races YES YES allows races to be held - costs income, improves public order n/a use 1 n/a n/a
weapon_melee_simple loads? text? effect? +5 means -5 means additive? notes
weapon_melee_blade loads? text? effect? +5 means -5 means additive? notes
weapon_missile_mechanical loads? text? effect? +5 means -5 means additive? notes
weapon_missile_gunpowder loads? text? effect? +5 means -5 means additive? notes
weapon_artillery_mechanical loads? text? effect? +5 means -5 means additive? notes
weapon_artillery_gunpowder loads? text? effect? +5 means -5 means additive? notes
weapon_naval_gunpowder loads? text? effect? +5 means -5 means additive? notes
bodyguard loads? text? effect? +5 means -5 means additive? notes
recruits_morale_bonus loads? text? effect? +5 means -5 means additive? notes
recruits_experience_bonus loads? text? effect? +5 means -5 means additive? notes
happiness_bonus YES YES public order & growth 25% public order & 1.25% growth -25% and -1.25% (negation) YES max total applied 125% public order and 12.5% growth
law_bonus YES YES public order 25% public order -25% (negation) YES max total applied 125% public order
construction_cost_bonus_military YES NO NONE apparent n/a n/a n/a useless?
construction_cost_bonus_religious YES NO reduces cost of buildings with 'temple_' prefix -5% cost +5% cost (negation) YES needs text from no effect capability
construction_cost_bonus_defensive YES NO reduces cost of city/castle upgrades (not towers) -5% cost +5% cost (negation) YES needs text from no effect capability
construction_cost_bonus_other YES NO reduces cost of most buildings - not temples or city/castle upgrades -5% cost +5% cost (negation) YES needs text from no effect capability
construction_time_bonus_military YES NO NONE apparent n/a n/a n/a useless?
construction_time_bonus_religious YES NO reduces construction time of 'temple_' prefix buildings 5% faster negates 5% faster YES needs text from no effect capability
construction_time_bonus_defensive YES NO reduces construction time of city/castle upgrades 5% faster negates 5% faster YES needs text from no effect capability
construction_time_bonus_other YES NO reduces construction time of most buildings (not temples or city/castle upgrades) 5% faster negates 5% faster YES needs text from no effect capability
archer_exp_bonus loads? text? effect? +5 means -5 means additive? notes
cavalry_exp_bonus loads? text? effect? +5 means -5 means additive? notes
heavy_cavalry_exp_bonus loads? text? effect? +5 means -5 means additive? notes
gun_exp_bonus loads? text? effect? +5 means -5 means additive? notes
navy_exp_bonus loads? text? effect? +5 means -5 means additive? notes
recruits_cost_bonus_naval loads? text? effect? +5 means -5 means additive? notes
retrain_cost_bonus loads? text? effect? +5 means -5 means additive? notes
weapon_projectile loads? text? effect? +5 means -5 means additive? notes
income_bonus YES YES adds fixed amount of income +5 money +-5 money (negation) YES
weapon_simple loads? text? effect? +5 means -5 means additive? notes
weapon_missile loads? text? effect? +5 means -5 means additive? notes
weapon_bladed loads? text? effect? +5 means -5 means additive? notes
weapon_siege loads? text? effect? +5 means -5 means additive? notes
weapon_other loads? text? effect? +5 means -5 means additive? notes
construction_cost_bonus_wooden YES NO reduces cost of 'material wooden' buildings NB: whole tree must be wooden -5% cost +5% cost (negation) YES needs text from no effect capability
construction_cost_bonus_stone YES NO reduces cost of 'material stone' buildings NB: whole tree must be stone -5% cost +5% cost (negation) YES needs text from no effect capability
construction_time_bonus_wooden loads? text? effect? +5 means -5 means additive? notes
construction_time_bonus_stone loads? text? effect? +5 means -5 means additive? notes
religion_level YES YES increases conversion to religion* +5 means -5 means additive? *religion must be specified for EDB tree
religion_level_amplifier loads? text? effect? +5 means -5 means additive? notes
free_upkeep loads? text? effect? +5 means -5 means additive? notes
recruitment_slots loads? text? effect? +5 means -5 means additive? notes
agent_limit YES NO restricts agent recruitment +5 means -5 means additive? see agent_limit notes
name of capability loads? text? effect? +5 means -5 means additive? notes

Negative Bonuses

Negative amounts generally only reduce the total amount of 'bonus' in a settlement to zero. For instance you can't have a minus value for happiness generated by buildings, only reduce the bonus generated by buildings to zero. A negative growth bonus for buildings will also only reduce that value to zero it will not decrease the growth values derived from trade or farming.

Additive Bonuses

Generally to get additive bonuses (so different building trees all contribute to a bonus within a settlement) use the format

happiness_bonus bonus 3

with the extra 'bonus'

The extra 'bonus' has to be used for negative values i.e.

happiness_bonus bonus -3

trying to use negatives without it will cause CTD on game start.

Construction Bonuses

Maximum amount of bonus is 100 which gives construction cost of 1 money and 1 turn build speed.

The amount of bonus for construction_time capabilities has to be large enough to reduce time by one turn for the effect to be visible. e.g. a time bonus of 34 would be needed to reduce a 3 turn build to 2 turns.

None of the construction_time / construction_cost capabilities display text in the building info screen so need to be paired with a capability which has no effect and can be borrowed to use for text, or the effect has to be described in the building info text in export_buildings.txt

Effect of descr_settlement_mechanics.xml

The values given in the above table are those seen using vanilla descr_settlement_mechanics.xml

The actual effect (but not the text) can be altered by changing descr_settlement_mechanics.xml - for instance the

law_bonus bonus 5

gives a 25% bonus to public order with the vanilla setting of;

     <factor name="SOF_BUILDINGS_LAW">
        <pip_modifier value="1.0"/>
        <pip_min value="0"/>
        <pip_max value="25"/>
     </factor>

changing that to

     <factor name="SOF_BUILDINGS_LAW">
        <pip_modifier value="3.0"/>
        <pip_min value="0"/>
        <pip_max value="100"/>
     </factor>

with a modifier value of 3.0 gives an actual effect of 75% bonus to public order - but the value displayed in the building info screen will still say 25%! and the max value of 100 will allow up to 500% total bonus instead of 125% with the 25 setting.

Agent Recruitment and Limits

Agents are made recruitable in the 'capability' section of a building in EDB

with a line like;

agent diplomat 0

this can also be restricted further by using 'requires' ;like;

agent assassin 0 requires factions { egypt, timurids, }


agent_limit can also be used to restrict the number of agents that a faction can have alive at any one time its use-age in vanilla is for merchants and priests, e.g.

agent_limit merchant 1

that means that for each example of that building constructed a faction can build one merchant - they won't be able to recruit merchants at all unless they have constructed or captured a building with that entry. In vanilla other agents; spies, diplomats and assassins, where completely unrestricted however adding a similar line like;

agent_limit spy 1

will impose a similar restriction on spy recruitment.

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