export_descr_buildings.txt - M2TW
Contents
EDB in M2TW
Most of the research on export_descr_buildings.txt was done for Rome Total War where its format and useage 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? | YES | number of trade fleets available | +5 means | -5 means | NO | 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 |
recruitment_cost_bonus_naval | loads? | YES | reduces cost of ship recruitment | 1 = 10% discount, 2 = 20% | -5 means | additive? | 2 seems to be as high as it goes: anything higher still gives only 20% despite what the in-game number says. |
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 | YES | YES | defines the number of free upkeep slots in the settlement | 5 slots | -5 means | additive? | notes |
recruitment_slots | YES | YES | defines the number of recruitment slots in the settlement | 5 slots | -5 means | YES | notes |
agent_limit | YES | NO | restricts agent recruitment | +5 agent slots | negates 5 agent slots | YES | 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.
For negative numbers use format;
- agent_limit merchant bonus -1