Well about AOR, or Area of Recruitment: in EB there exists a system with hidden resources (or HRs for short). Since each region can have a number of hidden resources, you can use a particular unique combination of (certain) hidden resources to indentify a particular region.
So basically:
PSEUDO code to clarify descr_regions.txt found in the eb/data/world/maps/base folder
Code:
My region
My city
My people
111 222 0 ; a unique RGB encoding: the colour of a region must match
; the colour of the region on the Map_regions.tga file.
Some more codes
My comma separated HR list
These HR's can be referenced inside the export_descr_buildings.txt file in the eb/data folder; as I said before. The Unique combinations EB uses are a general area markers + a unique (binary) 'number'.
Example (from my Hippeis code as posted above)
Code:
and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
The green code is typical of the EB 'general' area marker (SW meaning South-West I think) which is, let's say, Sicily + North Western Africa. I don't know if that really is the case -- but that's for the purpose of an example totally irrelevant anyways. The binary number bit is the blue code. n1 is the opposite of y1, y2 the opposite of n2 and so forth. So this works out: 1011 => region number 11.
Hence, by using 1 'line' of recruitment code per unit per region (per barracks complex, but that is for other purposes) you can set up detailed AOR's. Now, you can of course specify different recruitment code per level of MIC you use, which means in theory you can have wider AOR's on higher MIC levels than on lower levels. (Or vice versa, of course.)
However, if you were to simply delete the entire section listing the hidden resources, you would end up with an AOR which covers the entire map. For instance hippeis would be recruitable in Axum as well as Roma or Gawjam~Heruskoz or Chighu.
If you were to delete the binary number bit, you would now enable recruitment of hippeis throughout the entire region marked by hidden_resource SW and hidden_resource B.
So if you don't want/need a very fine and meticulously defined AOR you can economize on the amount of code quite a bit through means of deleting the binary number (and omitting the other code which specifies other regions within the same general area).
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