Province setup refers to defining the basic properties of each territory - terrain, pops, trade goods, etc. Note that territory ownership is not defined in province setup, but rather under the entry for the country, while ports and adjacencies are defined in the map folder.
Province Setup
The basic properties of each territory is handled in the game\setup\provinces
folder. By convention, all territories in each region are grouped together in one file. Each territory is listed by its ID, along with its culture, religion, trade good, number of each pop class (nobles, citizens, freedmen, slaves, tribesmen), a civilization value, a barbarian power value, a the territory rank.
1={ #Roma terrain="farmland" culture="roman" # The default culture of the pops. Note that this is not necessarily the dominant culture, although doing so is preferred religion="roman_pantheon" # The default religion of the pops. Note that this is not necessarily the dominant religion, although doing so is preferred trade_goods="cloth" civilization_value=40 barbarian_power=0 province_rank="city" citizen={ # Minority pops should have their culture and/or religion defined if different from what is defined for the territory as a whole culture="hebrew" religion="judaism" amount=4 } nobles={ # These pops have the default culture/religion defined above amount=5 } citizen={ amount=20 } freemen={ amount=21 } slaves={ amount=4 } tribesmen={ amount=4 } holy_site = omen_jupiter # Holy sites are defined by their omen entries, not their deity entries. Treasures are defined in the main setup. }
Main setup
More auxiliary setup, such as buildings, modifiers, and treasures (in holy sites) are handled in the provinces
block of any file in the game\setup\main
folder.
# Note that there is no actual reason why treasures, buildings, and modifiers have to be split up, though it does make it easier to read provinces = { ### TREASURES ### 1 = { # Roma treasure_slots = { treasures = { 16 198 } } # Must have a holy site in the province for this to work } # ... ### BUILDINGS 1 = { #Rome commerce_building = 1 court_building = 1 town_hall_building = 1 military_building = 2 } # ... ### MODIFIERS 6615 = { # Alexandreia Opiane modifier = { modifier = alexandria always = yes } } }
Road networks are defined in their own section as the pairs of territories that they connect.
road_network = { 1 = 15 #Roma - Ostia #Via Appia: 1 = 2 #Roma - Tibur 2 = 4 #Tibur - Apii 4 = 5 #Apii - Fundi 5 = 6 #Fundi - Volternum 6 = 8 #Volternum - Telesia }
參考資料
文檔 | 效果指令 • 觸發條件 • 修正列表 • 作用域 • 變量 • 數據類型 • 本地化 • 可自定義的本地化 |
腳本 | AI • 建築 • 宣戰理由 • 人物 • 人物互動 • 戰術 • 國家 • 文化 • 決議 • Defines • 經濟政策 • 事件 • 淵源 • 政府 • 總督政策 • 理念 • 修正 • 軍事傳統 • 官職 • 行動 • 派系 • 價格 • 人口 • 宗教 • 省份 • Script Values • Scripted Modifiers • 附屬國類型 • 科技 • 商品 • 特質 • 單位 |
地圖 | 地圖 • 地形 • 地圖定位器 |
圖形 | 3D模型 • 界面 • 盾徽 • 圖形資產 • 字體 • 粒子效果 • 著色器 • 單位模型 |
音頻 | 音樂 • 音效 |
其他 | 控制台命令 • 校驗和 • 模組結構 • 錯誤調試 |