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Colonial Affairs - Structures

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New data for structures.xls (for the Colonial game)

The colonial module will only work if rulColonialMode is set to advanced (VGN only as of 2010).

These are data fields to be included in the Structures Database (and thus extracted into all *.str files)

Contents

ColonialStructure

A 1/0 flag to indicate the building is part of the Colonial game.

ColonialCapitalOnly

The structure can only be built in a region which is the capital of a colonial area.

ColCPChgTurn

Change in CP per turn from this structure.

ColCPChgTurnMax

The cap beyond which there is no CP gain per turn.

ColRRChgTurn

Change in Revolt Risk (RR) per turn from this structure.

ColRRChgTurnMin

The cap under which there is no RR loss per turn.

ColCPChgOnBuildSelf

One shot change in CP when the structure is finished, for the faction, in this region only.

ColCPChgOnBuildOther

Same, but for all others factions in the region

ColCPChgOnBuildSelfArea

One shot change in CP when the structure is finished, for the faction, in the whole area except the region.

ColCPChgOnBuildOtherArea

Same, but for all others factions in the whole area, except the region.

Garrison

The structure will generate automatically this value/100 units of the correct AutoGarrison type if a battle occurs in the region. Extra units will also be generated from all (others) building having the *GarrisonBoost* attribute (*GarrisonBoost* 150 would add an extra 1.5 unit). The units disappear after battle. One replacement of the correct family is paid by the owning nation for each destroyed element of the garrison. If cost can’t be paid, there is a (proratized) chance that the structure is razed instead (representing heavy losses and successful Native uprising).


AllowUnorganized

The colonial building can also be created in an unorganized nation without him having a say. Example: Trade Post in China.

RemoveTheseAttribsSelf & RemoveTheseAttribsOther

Remove all buildings (self or all others factions), in the region, that have at least one the attribute listed. Example Governor Mansion removing some others buildings.

RemoveTheseAttribsSelfArea & RemoveTheseAttribsOtherArea

Same but for the whole area, but excluding the region (use as above for that).

MinAvgCPColArea

The Colonial area must have this average CP to put the building.

TradePost

Once finished, will exploit automatically a known, free, resource. The resource exploited is checked when the building is dropped, taking the resource with the highest market value at this time. The link thus created is permanent and won’t dynamically change as the resource price fluctuates. Allow the player to know beforehand what will be the resource exploited.

IsExclusive/CanDuplicate

Already existing.

IsExclusive means that all structures with this flag in the selected region must belong to the same nation. Some structures must always have this flag: City, Port, Depot, Fort. If active for the selected region, it means that you can't have a city of a nation and a port of another (faction) in the same region.


CanDuplicate means that several structures of the same type can exist in the region **for the same faction**, for example several Cattle Farms. Some structures must never have this flag: City, Port, Depot, Fort.


If a structure is not Exclusive and is not duplicable, it does not mean only one can exist in the region in absolute, but that only one can exist in the region, ** per faction **.


Conclusion: It is not possible as of now to have a structure which is not exclusive but can only exist as a unique structure overall in a region (only one faction can have one).

ExcludeColAreaStatusOther

What is the lowest colonial status from all others factions in the area that will prevent the building (ex. No military outpost in another nation protectorate). If -1, no specific condition, otherwise uses Colonial status aliases.

RequireOtherAttribs / ExcludeOtherAttribs

The building can only be created if at least another (own’s) structure has the given attributes. Exclude: No other (own’s) building must have any of the listed attributes.

ColonialProductionChange / ColonialProductionChangeArea

Change by this amount (%) the output of the produced merchandises (for the Trading Post productions boost from Consulate e.g)

PrestigeLossOnDestruction

This amount of Prestige (VP) is lost when the building disappears from either a colonial revolt or a RemoveTheseAttribsOther , RemoveTheseAttribsOtherArea (no other reason). Note: colonial buildings will be also automatically destroyed when the CP of a region falls below the minimum level (this can lead to a cascade of destructions).

CPLossOnDestruction

Same as above but for CP loss when the building is destroyed. Beware, it can lead to a cascade of destruction.

CostChangeCoastal

Variation in % of the price if the building is built on a coast.

CostChangeInland

Same, but if the building is built inland.

DestroyedNoFP

If the owning faction don't have the structure in its max force pool (e.g a colonial building owned by a tribal nation) then destroy it at end of turn

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