MTW Build Prod File
The build_prod file for a campaign describes the cost, requirements, stats, and abilities of the buildings available within the campaign. The location of the build_prod file for a specific campaign is specified the startpos file for the campaign, on the key line "Prodfiles::". For the main campaign, the build_prod file is "Medieval - Total War\CRUSADERS_BUILD_PROD13.TXT", for the Viking Invasion campaign, the build_prod file is "Medieval - Total War\VIKINGS_BUILD_PROD.TXT".
This file, along with the unit_prod.txt file, essentially define the tech tree for the chosen campaign.
Contents
- 1 Column names and effects
- 1.1 Number of Upgrades
- 1.2 Name/Identifier
- 1.3 Localised Name
- 1.4 Building Type
- 1.5 Cost
- 1.6 Time to Build
- 1.7 Building conditions
- 1.8 Strategy Map Piece
- 1.9 AI Building Preferences
- 1.10 AI Building Combo Preferences
- 1.11 Frontline Specific
- 1.12 Ruler ID Advantage
- 1.13 Additional Building Influences
- 1.14 Specific Religion
- 1.15 Loyalty Bonus
- 1.16 Troop Upgrade
- 1.17 Tech Level
- 1.18 Resources Required
- 1.19 Faction Association
- 1.20 Glory Conditions
- 1.21 Faith Propagation
- 1.22 Income Generated
- 1.23 Population Happiness
- 1.24 Mercenary Magnetism
- 1.25 Shady
- 1.26 Invention Requirement
- 1.27 Unit Capacity
- 2 Modding
Column names and effects
These are the columns described in the build_prod file. Each row is considered a building line, only one item in the line can be present within a province.
Number of Upgrades
The number of building upgrades available in this building line. An upgrade replaces the capabilities and bonuses of the prior building, so bonuses within a line do not stack.
Name/Identifier
The identifier name of the building line. This is used internally in the startpos and unit_prod files to identify specific buildings. Upgrades are identified with a number after this identifier (but not the first building in the line).
Localised Name
Name used to specify the building in the localization files?
Building Type
Specified the capabilities of the building line. CASTLE, NON_PRODUCER, TROOP_PRODUCER, AGENT_PRODUCER, TRADING POST, UNIQUE, FARM_INCOME, CATHEDRAL_INCOME, PORT, SHIP_PRODUCER, LEV1_INCOME.
Cost
Specifies the cost to construct the building within the line.
Time to Build
Specifies the time in turns to build the buildings within the line.
Building conditions
Specifies the building prerequisites for each building in the line.
Strategy Map Piece
Specifies a map piece filename if the presence of the building is seen on the campaign map.
AI Building Preferences
Construction weighting used by the AI factions, dependent on the faction's AI type.
AI Building Combo Preferences
Weightings used to get certain AI types to build combinations of buildings, for multi-line troop requirements?
Frontline Specific
Not sure, abilities are only applicable on the front lines? (Watchtowers only)
Ruler ID Advantage
Not Used, maybe cheaper building costs for specified faction?
Additional Building Influences
Not Used?
Specific Religion
Restricts the building to factions of the specified culture type.
Loyalty Bonus
Building presences gives a loyalty bonus to generals?
Troop Upgrade
Specifies the troop upgrades made to recruited/retrained units when the buildings of the line are present. UPGRADE_ARMOUR, UPGRADE_WEAPON, UPGRADE_VALOUR, UPGRADE_DISCIPLINE, UPGRADE_MORALE.
For units that require multiple building lines to train a unit, the valour upgrade takes place only if the first building listed as a requirement give a valour bonus.
Tech Level
Tech level of the buildings in the line. Used for what?
Resources Required
Specifies if any resources are needed to construct the building line.
Faction Association
Specifies faction restrictions for buildings in the line.
Glory Conditions
For the Glorious Achievements campaign, this matches a building to a hardcoded achievement.
Faith Propagation
A percentage conversion factor generated by the presence of the buildings in the line.
Income Generated
Income generated by the presence of the buildings in the line. This actual value received per turn is 52% of this value. Income listed in the file is based on 100 weeks of game time.
Population Happiness
Specifies the happiness bonus percentage provided by the buildings in the line.
Mercenary Magnetism
Specifies the attraction (or repulsion) of the building to mercenaries. Used to determine the availability of mercenaries in the province.
Shady
Specifies if mercenaries can be bought when this building line is present.
Invention Requirement
Specifies any inventions that need to be discovered before the building of the line can be built. NONE, GUNPOWDER, and COMPASS.
Unit Capacity
The number of troops the building can garrison, used to determine how many troops can be kept in a castle.
Modding
The build_prod.txt, unit_prod.txt, and projectilestats.txt files can be easily modified using the Gnome Unit Editor.
TBD - needs moar text.