(DbPlayerDefs.h):
Code: Select all
//===========================================================================
// Copyright 2003 Mad Doc Software, LLC. All rights reserved.
// $Header: /EE2X/src/EE2/DbHdrs/DbPlayerDefs.h 22 7/01/05 3:42p Dsproul $
//
// DESCRIPTION: DbPlayerDefs.h has parser-readable player definitions.
//
// AUTHOR: Rex Bradford
//
//===========================================================================
#ifndef DBPLAYERDEFS_H
#define DBPLAYERDEFS_H
#pragma once
#include "HdrMacros.h"
// Player types
ENUM ePlayerType {
kPlayerType_Human, // human-controlled player
kPlayerType_Computer, // AI-controlled player
kPlayerType_Observer, // just watching a game @NOTE this is just a hack to facilitate
// setup of MP games with observers and is distinct from the
// game ui being in observer mode
kPlayerType_Invalid = -1, // invalid player type
};
// Player civilizations
// @NOTE: IF THIS CHANGES IN SOME WAY, MAKE THE CORRESPONDING CHANGE IN THE CIV ENUM
// OF DbTechTreeDefs.h!!!!! Also there is a routine called CivilizationToRegion in
// PlayerDefs which would need to be updated.
ENUM ePlayerCivilization {
// West region
kPlayerCivilization_German = 0, //0
kPlayerCivilization_English, //1
kPlayerCivilization_Roman, //2
kPlayerCivilization_Spanish, //3
kPlayerCivilization_Dutch, //4
// FarEast region
kPlayerCivilization_Chinese, //5
kPlayerCivilization_Korean, //6
kPlayerCivilization_Japanese, //7 @NOTE: IF CHANGING THIS, SEE NOTE ABOVE!!!
// MiddleEast region
kPlayerCivilization_Moroccan, //8
kPlayerCivilization_Turkish, //9
kPlayerCivilization_Hindi, //10
// MesoAmerican region
kPlayerCivilization_Inca, //11
kPlayerCivilization_Aztec, //12
kPlayerCivilization_Mayan, //13
// African Region
kPlayerCivilization_Maasai, //14
kPlayerCivilization_Zulu, //15
//@EE2X part of the West region. cannot be stuck with the rest of the west region because EE2 would not be correct anymore
kPlayerCivilization_French, //16
kPlayerCivilization_Portuguese, //17
kNumPlayerCivilization,
kPlayerCivilization_Random = -1, // random; list before unused for settings.cfg readability
kPlayerCivilization_Unused = -1,
// @EE2X custom civs are marked thusly
kPlayerCivilization_Custom = -2,
//CUSTOM CIVS
kPlayerCivilization_American, //18
kPlayerCivilization_Greek, //19
kPlayerCivilization_Portuguese, //20
//@EE2X part of the MiddleEast region. cannot be stuck with the rest of the middle east region because EE2 would not be correct anymore
kPlayerCivilization_Egyptian, //21
kPlayerCivilization_Babylonian, //22
//Enumerations to mark the first/last civs in each region:
// western
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstWestern = kPlayerCivilization_German,
kPlayerCivilization_LastWestern = kPlayerCivilization_Portuguese,
// FarEast
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstFarEast = kPlayerCivilization_Chinese,
kPlayerCivilization_LastFarEast = kPlayerCivilization_Japanese,
// MiddleEast
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstMiddleEast = kPlayerCivilization_Moroccan,
kPlayerCivilization_LastMiddleEast = kPlayerCivilization_Hindi,
// Meso american
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstMesoAmer = kPlayerCivilization_Inca,
kPlayerCivilization_LastMesoAmer = kPlayerCivilization_Mayan,
// African
// @NOTE be careful when iterating, not all civs are contiguous in EE2X!
kPlayerCivilization_FirstAfrican = kPlayerCivilization_Maasai,
kPlayerCivilization_LastAfrican = kPlayerCivilization_Zulu,
}; // enum PlayerCivilizatio...
// @EE2X not all civs in a region are contiguous, doh!
// how many civs in each region?
static const int kNumWesternCivs = 10;
static const int kNumFarEastCivs = 3;
static const int kNumMiddleEastCivs = 5;
static const int kNumMesoAmericanCivs = 3;
static const int kNumAfricanCivs = 2;
ENUM eCivs {
German,
English,
Roman,
Spanish,
Dutch,
Chinese,
Korean,
Japanese,
Moroccan,
Turkish,
Hindi,
Inca,
Aztec,
Mayan,
Maasai,
Zulu,
French,
Portuguese,
American,
Greek,
Russian,
Egyptian,
Babylonian,
}; //
//---------------------------------------------------------------------------------------------
//@NOTE if someone add a region, do not forget to add a initial for that particular region in:
// SRC\EE2\PLAYER\PlayerCivilisation.h under the function GetRegionalPostFix()
//
ENUM eCivilizationRegion {
kCivilizationRegion_West = 0,
kCivilizationRegion_FarEast,
kCivilizationRegion_MiddleEast,
kCivilizationRegion_MesoAmerican,
kCivilizationRegion_African,
kNumCivilizationRegion,
// invalid region!
// putting this last so we don't screw things up
kCivilizationRegion_Invalid = -1,
};
// Player colors
ENUM ePlayerColor {
kPlayerColor_Blue,
kPlayerColor_Red,
kPlayerColor_Green,
kPlayerColor_Orange,
kPlayerColor_Magenta,
kPlayerColor_Cyan,
kPlayerColor_Yellow,
kPlayerColor_Lavender,
kPlayerColor_Purple,
kPlayerColor_Gold,
kPlayerColor_LastAvailableToNonWorldPlayer = 9, // should be same as previous entry
kPlayerColor_Grey,
kPlayerColor_WorldPlayerColor = 10, // should be same as previous entry
kPlayerColor_NativeTribePlayerColor = 10,
kPlayerColor_Num,
};
#endif // DBPLAYERDEFS_H
Code: Select all
//===========================================================================
// Copyright 2003 Mad Doc Software, LLC. All rights reserved.
// $Header: /EE2X/src/EE2/DbHdrs/DbTechTreeDefs.h 69 10/05/05 2:53p Tteich $
//
// DESCRIPTION: DbTechTreeDef.h holds the enum and dataclass defs
// related to the tech tree
//
// AUTHOR: Rex E. Bradford
//
//===========================================================================
#ifndef DBTECHTREEDEF_H
#define DBTECHTREEDEF_H
#pragma once
#include "HdrMacros.h"
#include "LSizedArray.h"
#include "DbResourceDefs.h"
#include "DbPlayerDefs.h"
#include "LDbText.h"
class LDataObj; // forward refs
class LStrUTF8;
class Player;
// -------------------------------------------------------------------
// TECH TREE EPOCHS
// -------------------------------------------------------------------
//Epoch Name enumeration table
ENUM eTechTreeEpoch{
kTechTreeEpoch_None = 0,
kTechTreeEpoch_Stone = 1,
kTechTreeEpoch_Copper,
kTechTreeEpoch_Bronze,
kTechTreeEpoch_Iron,
kTechTreeEpoch_Dark,
kTechTreeEpoch_Middle,
kTechTreeEpoch_Renaissance,
kTechTreeEpoch_Imperial,
kTechTreeEpoch_Enlightenment,
kTechTreeEpoch_Industrial,
kTechTreeEpoch_Modern,
kTechTreeEpoch_Atomic,
kTechTreeEpoch_Digital,
kTechTreeEpoch_Genetic,
kTechTreeEpoch_Synthetic = 15,
kNumTechTreeEpochs = 15,
kTechTreeEpoch_Random = -1,
};
// meta epochs
const int kMetaEpoch_1 = 5;
const int kMetaEpoch_2 = 10;
//
// EpochToMetaEpoch() -- stupid helper func maps epoch to meta-epoch
//
inline int EpochToMetaEpoch(int in_iEpoch)
{
ASSERT(in_iEpoch >= 1 && in_iEpoch <= 15);
if(in_iEpoch <= kMetaEpoch_1)
{
return 1;
}
else if(in_iEpoch <= kMetaEpoch_2)
{
return 2;
}
else
{
return 3;
}
}
//Epoch Names
static const char *s_EpochNames[] = { "", "tx_enum_eTechTreeEpoch_1", "tx_enum_eTechTreeEpoch_2",
"tx_enum_eTechTreeEpoch_3", "tx_enum_eTechTreeEpoch_4",
"tx_enum_eTechTreeEpoch_5", "tx_enum_eTechTreeEpoch_6",
"tx_enum_eTechTreeEpoch_7", "tx_enum_eTechTreeEpoch_8",
"tx_enum_eTechTreeEpoch_9", "tx_enum_eTechTreeEpoch_10",
"tx_enum_eTechTreeEpoch_11", "tx_enum_eTechTreeEpoch_12",
"tx_enum_eTechTreeEpoch_13", "tx_enum_eTechTreeEpoch_14",
"tx_enum_eTechTreeEpoch_15"};
inline const char *GetEpochName(eTechTreeEpoch inEpoch)
{
ASSERT(inEpoch >= 0 && inEpoch <= kNumTechTreeEpochs);
if(inEpoch >= 0 && inEpoch <= kNumTechTreeEpochs)
return g_pDbTextTable->GetText(s_EpochNames[inEpoch]);
else
return NULL;
}
// -------------------------------------------------------------------
// TECH TREE NODES
// -------------------------------------------------------------------
// Tech Tree branch
ENUM eTechTreeBranch {
kTechTreeBranch_None, // none, shouldn't be used in visible tech tree
kTechTreeBranch_Main, // main trunk
kTechTreeBranch_Military, // military branch
kTechTreeBranch_Economic, // economic branch
kTechTreeBranch_Imperial, // imperial branch
kTechTreeBranch_Improvement, // unit type improvement
kNumTechTreeBranches,
};
//EE2X
//Enum table to designate civ specific tech tree nodes
//@NOTE: THIS MUST TO CORESPOND TO THE GAME'S CIV ENUM IN DBPLAYERDEFS.H, BUT HAVE THE "ALL" CIV
// ENUM IN THE 0 SPACE!
ENUM eTechTreeCiv {
kTechTreeCiv_All, //0
kTechTreeCiv_German, //1
kTechTreeCiv_English,
kTechTreeCiv_Roman,
kTechTreeCiv_Spanish,
kTechTreeCiv_Dutch,
kTechTreeCiv_Chinese,
kTechTreeCiv_Korean,
kTechTreeCiv_Japanese,
kTechTreeCiv_Moroccan,
kTechTreeCiv_Turkish,
kTechTreeCiv_Hindi,
kTechTreeCiv_Inca,
kTechTreeCiv_Aztec,
kTechTreeCiv_Mayan,
kTechTreeCiv_Maasai,
kTechTreeCiv_Zulu,
kTechTreeCiv_French,
kTechTreeCiv_Portuguese, // 18
kTechTreeCiv_Western, //19
kTechTreeCiv_FarEast,
kTechTreeCiv_MiddleEast,
kTechTreeCiv_MesoAmer,
kTechTreeCiv_African, //28
kTechTreeCiv_Regions = 19,
//The value of the first region enum
kTechTreeCiv_American, //19
kTechTreeCiv_Greek, //20
kTechTreeCiv_Russian, //21
kTechTreeCiv_Egyptian,//22
kTechTreeCiv_Babylonian, //23
};
//The following two inline function are used for converting from this tech tree enum
//to the play civ enum and regions
inline int TechTreeCivToRegion(int inTTCiv)
{
ASSERT(inTTCiv >= kTechTreeCiv_Western && inTTCiv <= kTechTreeCiv_African);
return inTTCiv - kTechTreeCiv_Regions;
}
inline int TechTreeCivToPlayerCiv(int inTTCiv)
{
ASSERT(inTTCiv >= 0 && inTTCiv < kTechTreeCiv_Regions);
return inTTCiv - 1;
}
//flags for special units
FLAGS(kSpecialFlag)
const uint32 kSpecialFlag_None = 0x0000;
//The leader flags use the three right most bits
const uint32 kSpecialFlag_Leader = 0x0001; //rightmost bit if the node is a leader
const uint32 kSpecialFlag_LeaderMilitary = 0x0001; //001
const uint32 kSpecialFlag_LeaderEconomic = 0x0003; //011
const uint32 kSpecialFlag_LeaderImperial = 0x0005; //101
etc
From Civilizations/Western:
Code: Select all
////////////////////////
// Roman
Civilization Roman
{
CityNames = [
tx_ms_cityname_Aquilonia
tx_ms_cityname_Arpinum
tx_ms_cityname_Brundisium
tx_ms_cityname_Caerleon
tx_ms_cityname_Capua
tx_ms_cityname_Cividale
tx_ms_cityname_Colossae
tx_ms_cityname_Constantinople
tx_ms_cityname_Ephesus
tx_ms_cityname_Epirus
tx_ms_cityname_Glanum
tx_ms_cityname_Herculaneum
tx_ms_cityname_Lanivium
tx_ms_cityname_Londinium
tx_ms_cityname_Lutetia
tx_ms_cityname_Ostia
tx_ms_cityname_Philippi
tx_ms_cityname_Pompeii
tx_ms_cityname_Puteoli
tx_ms_cityname_Ravenna
tx_ms_cityname_Rome
tx_ms_cityname_Saguntum
tx_ms_cityname_Sutri
tx_ms_cityname_Taranto
tx_ms_cityname_Thapsus
tx_ms_cityname_Thurii
tx_ms_cityname_Tiberias
tx_ms_cityname_Tripontium
tx_ms_cityname_Verulamium
tx_ms_cityname_Viroconium
]
TerritoryNames = [
tx_terr_roman_0
tx_terr_roman_1
tx_terr_roman_2
tx_terr_roman_3
tx_terr_roman_4
tx_terr_roman_5
tx_terr_roman_6
tx_terr_roman_7
tx_terr_roman_8
tx_terr_roman_9
tx_terr_roman_10
tx_terr_roman_11
tx_terr_roman_12
tx_terr_roman_13
tx_terr_roman_14
tx_terr_roman_15
tx_terr_roman_16
tx_terr_roman_17
]
PlayerNames = [
tx_player_Roman_0
tx_player_Roman_1
tx_player_Roman_2
tx_player_Roman_3
tx_player_Roman_4
tx_player_Roman_5
tx_player_Roman_6
tx_player_Roman_7
tx_player_Roman_8
]
LeaderNames = [
{ Name = tx_leader_Roman_0 crown = Military startEpoch = 1 endEpoch = 15 }
{ Name = tx_leader_Roman_1 crown = Imperial startEpoch = 1 endEpoch = 15 }
{ Name = tx_leader_Roman_2 crown = Economic startEpoch = 1 endEpoch = 15 }
]
UniqueUnits = [
UniqueUnitRoman1
UniqueUnitRoman2
UniqueUnitRoman3
]
CivAttributes = [
CivAtt_BarrWkshp_Cost
CivAtt_HInf_Dmg
]
AutoResearchedTechs = [
{
Epoch = 1
Techs = [ Military1_3
Economic1_1 Economic1_2 Economic1_4
Imperial1_1 Imperial1_3
]
}
{
Epoch = 2
Techs = [ Military2_2 Military2_3
Economic2_1 Economic2_3
Imperial2_2 Imperial2_3
]
}
{
Epoch = 3
Techs = [ Military3_4
Economic3_1 Economic3_3
Imperial3_1 Imperial3_2 Imperial3_4
]
}
{
Epoch = 4
Techs = [ Military4_4
Economic4_2 Economic4_3 Economic4_4
Imperial4_1 Imperial4_4
]
}
{
Epoch = 5
Techs = [ Military5_3 Military5_4
Economic5_2 Economic5_3
Imperial5_1 Imperial5_2
]
}
{
Epoch = 6
Techs = [ Military6_1 Military6_4
Economic6_1 Economic6_2
Imperial6_2 Imperial6_3
]
}
{
Epoch = 7
Techs = [ Military7_1 Military7_2 Military7_4
Economic7_2 Economic7_4
Imperial7_1
]
}
{
Epoch = 8
Techs = [ Military8_3 Military8_4
Economic8_3 Economic8_4
Imperial8_1 Imperial8_2
]
}
{
Epoch = 9
Techs = [ Military9_4
Economic9_2 Economic9_3
Imperial9_1 Imperial9_3 Imperial9_4
]
}
{
Epoch = 10
Techs = [ Military10_2 Military10_3 Military10_4
Economic10_1 Economic10_3
Imperial10_2
]
}
{
Epoch = 11
Techs = [ Military11_3
Economic11_2 Economic11_3 Economic11_4
Imperial11_2 Imperial11_3
]
}
{
Epoch = 12
Techs = [ Military12_1 Military12_2 Military12_3
Economic12_1 Economic12_4
Imperial12_1
]
}
{
Epoch = 13
Techs = [ Military13_1 Military13_2 Military13_3
Economic13_2 Economic13_3
Imperial13_1
]
}
{
Epoch = 14
Techs = [ Military14_1 Military14_3
Economic14_2 Economic14_4
Imperial14_1 Imperial14_3
]
}
]
}
////////////////////////
// Spanish
Civilization Spanish
{
CityNames = [
tx_ms_cityname_Madrid
tx_ms_cityname_Valladolid
tx_ms_cityname_Zaragoza
tx_ms_cityname_Almeria
tx_ms_cityname_Barcelona
tx_ms_cityname_Sevilla
tx_ms_cityname_Salamanca
tx_ms_cityname_Valencia
tx_ms_cityname_Albacete
tx_ms_cityname_Granada
tx_ms_cityname_Malaga
tx_ms_cityname_Vitoria
tx_ms_cityname_Vigo
tx_ms_cityname_Finisterre
tx_ms_cityname_Santiago
]
TerritoryNames = [
tx_terr_spanish_0
tx_terr_spanish_1
tx_terr_spanish_2
tx_terr_spanish_3
tx_terr_spanish_4
tx_terr_spanish_5
tx_terr_spanish_6
tx_terr_spanish_7
tx_terr_spanish_8
tx_terr_spanish_9
tx_terr_spanish_10
tx_terr_spanish_11
tx_terr_spanish_12
tx_terr_spanish_13
tx_terr_spanish_14
]
PlayerNames = [
tx_player_German_0
tx_player_German_1
tx_player_German_2
tx_player_German_3
tx_player_German_4
tx_player_German_5
tx_player_German_6
tx_player_German_7
tx_player_German_8
]
LeaderNames = [
{ Name = tx_leader_German_0 crown = Military startEpoch = 1 endEpoch = 15 }
{ Name = tx_leader_German_1 crown = Imperial startEpoch = 1 endEpoch = 15 }
{ Name = tx_leader_German_2 crown = Economic startEpoch = 1 endEpoch = 15 }
]
UniqueUnits = [
UniqueUnitGerman1
UniqueUnitGerman2
UniqueUnitGerman3
]
CivAttributes = [
CivAtt_SpecRes_Cost
CivAtt_Hinf_Health
]
AutoResearchedTechs = [
{
Epoch = 1
Techs = [ Military1_1 Military1_3
Economic1_2 Economic1_4
Imperial1_1 Imperial1_3
]
}
{
Epoch = 2
Techs = [ Military2_1 Military2_2 Military2_3
Economic2_2 Economic2_3
Imperial2_2
]
}
{
Epoch = 3
Techs = [ Military3_1
Economic3_1 Economic3_3 Economic3_4
Imperial3_1 Imperial3_4
]
}
{
Epoch = 4
Techs = [ Military4_4
Economic4_2 Economic4_3
Imperial4_1 Imperial4_3 Imperial4_4
]
}
{
Epoch = 5
Techs = [ Military5_2 Military5_4
Economic5_2 Economic5_3
Imperial5_1 Imperial5_3
]
}
{
Epoch = 6
Techs = [ Military6_1 Military6_3
Economic6_1 Economic6_2
Imperial6_2 Imperial6_3
]
}
{
Epoch = 7
Techs = [ Military7_2 Military7_3 Military7_4
Economic7_3 Economic7_4
Imperial7_1
]
}
{
Epoch = 8
Techs = [ Military8_1 Military8_3
Economic8_3 Economic8_4
Imperial8_1 Imperial8_2
]
}
{
Epoch = 9
Techs = [ Military9_3 Military9_4
Economic9_2 Economic9_3
Imperial9_1 Imperial9_4
]
}
{
Epoch = 10
Techs = [ Military10_3 Military10_4
Economic10_2 Economic10_3
Imperial10_1 Imperial10_2
]
}
{
Epoch = 11
Techs = [ Military11_1 Military11_3
Economic11_2 Economic11_3
Imperial11_2 Imperial11_3
]
}
{
Epoch = 12
Techs = [ Military12_1 Military12_2 Military12_4
Economic12_1 Economic12_4
Imperial12_1
]
}
{
Epoch = 13
Techs = [ Military13_1 Military13_3 Military13_4
Economic13_2
Imperial13_1 Imperial13_2
]
}
{
Epoch = 14
Techs = [ Military14_1 Military14_2
Economic14_1 Economic14_2
Imperial14_1 Imperial14_4
]
}
]
}
////////////////////////
// Dutch
Civilization Dutch
{
CityNames = [
tx_ms_cityname_Amsterdam
tx_ms_cityname_Lahague
tx_ms_cityname_Rotterdam
tx_ms_cityname_Delft
tx_ms_cityname_Gouda
tx_ms_cityname_Utrecht
tx_ms_cityname_Maastricht
tx_ms_cityname_Eindhoven
tx_ms_cityname_Groningen
tx_ms_cityname_Deventer
tx_ms_cityname_Haarlem
tx_ms_cityname_Alkmaar
tx_ms_cityname_Hoorn
tx_ms_cityname_Einkhuizen
tx_ms_cityname_Dordrecht
tx_ms_cityname_Amersfoort
tx_ms_cityname_Marken
tx_ms_cityname_Volendam
tx_ms_cityname_ZaanseSchans
tx_ms_cityname_Limbourg
tx_ms_cityname_Luxembourg
tx_ms_cityname_Breda
]
TerritoryNames = [
tx_terr_dutch_0
tx_terr_dutch_1
tx_terr_dutch_2
tx_terr_dutch_3
tx_terr_dutch_4
tx_terr_dutch_5
tx_terr_dutch_6
tx_terr_dutch_7
tx_terr_dutch_8
tx_terr_dutch_9
tx_terr_dutch_10
tx_terr_dutch_11
tx_terr_dutch_12
tx_terr_dutch_13
tx_terr_dutch_14
tx_terr_dutch_15
]
PlayerNames = [
tx_player_German_0
tx_player_German_1
tx_player_German_2
tx_player_German_3
tx_player_German_4
tx_player_German_5
tx_player_German_6
tx_player_German_7
tx_player_German_8
]
LeaderNames = [
{ Name = tx_leader_German_0 crown = Military startEpoch = 1 endEpoch = 15 }
{ Name = tx_leader_German_1 crown = Imperial startEpoch = 1 endEpoch = 15 }
{ Name = tx_leader_German_2 crown = Economic startEpoch = 1 endEpoch = 15 }
]
UniqueUnits = [
UniqueUnitGerman1
UniqueUnitGerman2
UniqueUnitGerman3
]
CivAttributes = [
CivAtt_SpecRes_Cost
CivAtt_Hinf_Health
]
AutoResearchedTechs = [
{
Epoch = 1
Techs = [ Military1_1 Military1_3
Economic1_2 Economic1_4
Imperial1_1 Imperial1_3
]
}
{
Epoch = 2
Techs = [ Military2_1 Military2_2 Military2_3
Economic2_2 Economic2_3
Imperial2_2
]
}
{
Epoch = 3
Techs = [ Military3_1
Economic3_1 Economic3_3 Economic3_4
Imperial3_1 Imperial3_4
]
}
{
Epoch = 4
Techs = [ Military4_4
Economic4_2 Economic4_3
Imperial4_1 Imperial4_3 Imperial4_4
]
}
{
Epoch = 5
Techs = [ Military5_2 Military5_4
Economic5_2 Economic5_3
Imperial5_1 Imperial5_3
]
}
{
Epoch = 6
Techs = [ Military6_1 Military6_3
Economic6_1 Economic6_2
Imperial6_2 Imperial6_3
]
}
{
Epoch = 7
Techs = [ Military7_2 Military7_3 Military7_4
Economic7_3 Economic7_4
Imperial7_1
]
}
{
Epoch = 8
Techs = [ Military8_1 Military8_3
Economic8_3 Economic8_4
Imperial8_1 Imperial8_2
]
}
{
Epoch = 9
Techs = [ Military9_3 Military9_4
Economic9_2 Economic9_3
Imperial9_1 Imperial9_4
]
}
{
Epoch = 10
Techs = [ Military10_3 Military10_4
Economic10_2 Economic10_3
Imperial10_1 Imperial10_2
]
}
{
Epoch = 11
Techs = [ Military11_1 Military11_3
Economic11_2 Economic11_3
Imperial11_2 Imperial11_3
]
}
{
Epoch = 12
Techs = [ Military12_1 Military12_2 Military12_4
Economic12_1 Economic12_4
Imperial12_1
]
}
{
Epoch = 13
Techs = [ Military13_1 Military13_3 Military13_4
Economic13_2
Imperial13_1 Imperial13_2
]
}
{
Epoch = 14
Techs = [ Military14_1 Military14_2
Economic14_1 Economic14_2
Imperial14_1 Imperial14_4
]
}
]
}
////////////////////////
// Portuguese
Civilization Portuguese
{
CityNames = [
tx_ms_cityname_Lisboa
tx_ms_cityname_Oporto
tx_ms_cityname_Coimbra
tx_ms_cityname_Braga
tx_ms_cityname_Evora
tx_ms_cityname_Setubal
tx_ms_cityname_Braganca
tx_ms_cityname_Vianadocastelo
tx_ms_cityname_Guimaraes
tx_ms_cityname_Santarem
]
TerritoryNames = [
tx_terr_portuguese_0
tx_terr_portuguese_1
tx_terr_portuguese_2
tx_terr_portuguese_3
tx_terr_portuguese_4
tx_terr_portuguese_5
tx_terr_portuguese_6
tx_terr_portuguese_7
]
PlayerNames = [
tx_player_German_0
tx_player_German_1
tx_player_German_2
tx_player_German_3
tx_player_German_4
tx_player_German_5
tx_player_German_6
tx_player_German_7
tx_player_German_8
]
LeaderNames = [
{ Name = tx_leader_German_0 crown = Military startEpoch = 1 endEpoch = 15 }
{ Name = tx_leader_German_1 crown = Imperial startEpoch = 1 endEpoch = 15 }
{ Name = tx_leader_German_2 crown = Economic startEpoch = 1 endEpoch = 15 }
]
UniqueUnits = [
UniqueUnitGerman1
UniqueUnitGerman2
UniqueUnitGerman3
]
CivAttributes = [
CivAtt_SpecRes_Cost
CivAtt_Hinf_Health
]
AutoResearchedTechs = [
{
Epoch = 1
Techs = [ Military1_1 Military1_3
Economic1_2 Economic1_4
Imperial1_1 Imperial1_3
]
}
{
Epoch = 2
Techs = [ Military2_1 Military2_2 Military2_3
Economic2_2 Economic2_3
Imperial2_2
]
}
{
Epoch = 3
Techs = [ Military3_1
Economic3_1 Economic3_3 Economic3_4
Imperial3_1 Imperial3_4
]
}
{
Epoch = 4
Techs = [ Military4_4
Economic4_2 Economic4_3
Imperial4_1 Imperial4_3 Imperial4_4
]
}
{
Epoch = 5
Techs = [ Military5_2 Military5_4
Economic5_2 Economic5_3
Imperial5_1 Imperial5_3
]
}
{
Epoch = 6
Techs = [ Military6_1 Military6_3
Economic6_1 Economic6_2
Imperial6_2 Imperial6_3
]
}
{
Epoch = 7
Techs = [ Military7_2 Military7_3 Military7_4
Economic7_3 Economic7_4
Imperial7_1
]
}
{
Epoch = 8
Techs = [ Military8_1 Military8_3
Economic8_3 Economic8_4
Imperial8_1 Imperial8_2
]
}
{
Epoch = 9
Techs = [ Military9_3 Military9_4
Economic9_2 Economic9_3
Imperial9_1 Imperial9_4
]
}
{
Epoch = 10
Techs = [ Military10_3 Military10_4
Economic10_2 Economic10_3
Imperial10_1 Imperial10_2
]
}
{
Epoch = 11
Techs = [ Military11_1 Military11_3
Economic11_2 Economic11_3
Imperial11_2 Imperial11_3
]
}
{
Epoch = 12
Techs = [ Military12_1 Military12_2 Military12_4
Economic12_1 Economic12_4
Imperial12_1
]
}
{
Epoch = 13
Techs = [ Military13_1 Military13_3 Military13_4
Economic13_2
Imperial13_1 Imperial13_2
]
}
{
Epoch = 14
Techs = [ Military14_1 Military14_2
Economic14_1 Economic14_2
Imperial14_1 Imperial14_4
]
}
]
}
////////////////////////
// French
Civilization French
{
CityNames = [
tx_ms_cityname_Paris
tx_ms_cityname_Marseille
tx_ms_cityname_Lyon
etc
I hope it's not so boring to read so much code, and apologize for the same reason.
Thanks, in advance,
Gonzalo