Code:
;Maximum building trees: 64
;Maximum building levels per tree: 5
;Maximum hidden_resources: 63
;Capabilities list:
; agent [agentname] 0 (function of 0 is uncertain)
; armour [#] (upgrades armor by specified amount)
; construction_cost_bonus_defensive [#] (reduces cost required for walls by how much?)
; construction_cost_bonus_military [#] (reduces cost required for recruitment buildings? by how much?)
; construction_cost_bonus_other [#] (reduces cost required for other buildings by how much?)
; construction_cost_bonus_religious [#] (reduces cost required for temples by how much?)
; construction_time_bonus_defensive [#] (reduces time required for walls? by how much?)
; construction_time_bonus_military [#] (reduces time required for recruitment buildings? by how much?)
; construction_time_bonus_other [#] (reduces time required for other buildings by how much?)
; construction_time_bonus_religious [#] (reduces time required for temples by how much?)
; farming_level [#] (each point increases farming level, somewhat complicatedly, see https://forums.totalwar.org/vb/showthread.php?t=44814)
; fire_risk (probably nonfunctional)
; gate_defences [#] (untested)
; gate_strength [#] (untested)
; happiness_bonus bonus [#] (each point is 5% happiness)
; mine_resource [#] (how this translates into income is untested)
; population_growth_bonus bonus [#] (each point is 0.5% growth)
; population_health_bonus bonus [#] (each point is 5% order and 0.5% growth)
; population_loyalty_bonus [#] (presumably one point is 5% order)
; recruit "[dictionary name from EDU.txt]" [starting XP]
; recruits_morale_bonus [#] (new recruits get +# morale permanently)
; recruits_exp_bonus [#] (new recruits start with +# XP)
; road_level [#] (0 is basic roads, 1 is paved, 2 is highways)
; stage_games [#] (existing values are 1, 2, and 3, difference untested)
; stage_races [#] (presumably analogous to stage_games)
; taxable_income_bonus [#] (increases tax income by 1% per point)
; trade_base_income_bonus bonus [#] (each point is a 10% bonus)
; trade_fleet [#] (grants specified number of trade fleets)
; trade_level_bonus [#] (increases trade income by 1% per point)
; tower_level [#] (untested)
; upgrade_bodyguard 1 (untested)
; wall_level [#] (untested)
; weapon_bladed [#] (upgrades heavy weapons by specified amount)
; weapon_missile [#] (upgrades missile weapons by specified amount)
; weapon_other [#] (presumably upgrades other weapons by specified amount, untested)
; weapon_siege [#] (presumably upgrades siege weapons by specified amount, untested)
; weapon_simple [#] (upgrades light weapons by specified amount)
;
;All capabilities and building levels can use the "requires" line. Logical connections like AND, OR, and NOT can be used, but they function a bit
;unpredictably. Valid requirements are:
; building_factions (function unknown)
; building_present [level name] (untested, seems fairly self-explanatory)
; building_present_min_level [tree name] [level name]
; factions { x, y, . . . z, } (unlimited factions/cultures permitted)
; x, y, z can be from the following list of cultures, or any of the sublists of factions:
; roman (romans_senate + romans_julii + romans_brutii + romans_scipii)
; greek (macedon + greek_cities + seleucid + thrace)
; barbarian (britons + germans + dacia + gauls + scythia + spain)
; ct_carthage (carthage + numidia)
; egyptian (egypt)
; parthia (parthia)
; slave (possibly non-functional)
; hidden_resource [resource name] (resources are given to provinces in descr_regions.txt)
; resource [resource name] (amber, camels, copper, dogs, elephants, furs, incense, iron, glass, gold, grain (grants growth bonus), hides, lead,
; marble, olive_oil, pigs, pottery, purple_dye, textiles, timber, silk, silver, slaves (special resource, appears when province is enslaved,
; grants growth bonus), tin, wild_animals, wine
As you can see, there are quite a few gaps in the file. I don't know what benefits some capabilities grant, for instance. What does gate_defences do? Anything? I would test this myself, but I have my hands full right now doing traits, ancillaries, names,
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