;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
culture myth
portrait_mapping myth
rebel_standard_index 1
{
village
{
normal data/models_strat/residences/northern_european_village.CAS, settlement_eastern_level_1
card data/ui/southern_european/cities/graeco-roman_village.tga
}
moot_and_bailey
{
normal data/models_strat/residences/northern_european_wooden_castle.CAS, settlement_eastern_level_1
card data/ui/southern_european/cities/graeco-roman_village.tga
}
town
{
normal data/models_strat/residences/northern_european_town.CAS, settlement_eastern_level_2
card data/ui/southern_european/cities/graeco-roman_town.tga
}
wooden_castle
{
normal data/models_strat/residences/northern_european_stone_keep.CAS, settlement_eastern_level_2
card data/ui/southern_european/cities/graeco-roman_town.tga
}
large_town
{
normal data/models_strat/residences/northern_european_large_town.CAS, settlement_eastern_level_3
card data/ui/southern_european/cities/graeco-roman_large_town.tga
}
castle
{
normal data/models_strat/residences/northern_european_castle.CAS, settlement_eastern_level_3
card data/ui/southern_european/cities/graeco-roman_large_town.tga
}
city
{
normal data/models_strat/residences/northern_european_city.CAS, settlement_eastern_level_4
card data/ui/southern_european/cities/graeco-roman_city.tga
}
fortress
{
normal data/models_strat/residences/northern_european_large_castle.CAS, settlement_eastern_level_4
card data/ui/southern_european/cities/graeco-roman_city.tga
}
large_city
{
normal data/models_strat/residences/northern_european_large_city.CAS, settlement_eastern_level_5
card data/ui/southern_european/cities/graeco-roman_large_city.tga
}
citadel
{
normal data/models_strat/residences/northern_european_fortress.CAS, settlement_eastern_level_5
card data/ui/southern_european/cities/graeco-roman_large_city.tga
}
huge_city
{
normal data/models_strat/residences/northern_european_huge_city.CAS, settlement_eastern_level_6
card data/ui/southern_european/cities/graeco-roman_huge_city.tga
}
}
fort data/models_strat/residences/NE_fort_buildings.CAS, fort_barbarian
fort_cost 500
fort_wall data/models_strat/residences/NE_fort_walls.CAS
fishing_village data/models_strat/residences/NE_port_villiage.CAS, port_barbarian_level_1
port_land data/models_strat/residences/NE_port_02_buildings.CAS, port_barbarian_level_2
port_sea data/models_strat/residences/NE_port_02_wall.CAS
port_land data/models_strat/residences/NE_port_03_buildings.CAS, port_barbarian_level_3
port_sea data/models_strat/residences/NE_port_03_wall.CAS
port_land data/models_strat/residences/NE_port_04_buildings.CAS, port_barbarian_level_4
port_sea data/models_strat/residences/NE_port_04_wall.CAS
watchtower data/models_strat/residences/NE_watchtower.CAS, watchtower_barbarian
watchtower_cost 200
spy spy.tga spy_info.tga spy.tga 350 1 1
assassin assassin.tga assassin_info.tga assassin.tga 500 1 1
diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1
admiral admiral.tga admiral_info.tga admiral.tga 100 1 1
merchant merchant.tga merchant_info.tga merchant.tga 550 1 1
priest priest.tga priest_info.tga priest.tga 200 1 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
faction Mythological
culture myth
religion heretic
symbol models_strat/symbol_myth.CAS
rebel_symbol models_strat/symbol_rebels.CAS
primary_colour red 51, green 101, blue 215
secondary_colour red 227, green 209, blue 4
loading_logo loading_screen/symbols/symbol128_slaves.tga
standard_index 7
logo_index FACTION_LOGO_MYTH
small_logo_index SMALL_FACTION_LOGO_MYTH
triumph_value 5
intro_movie faction/minor_intro.bik
victory_movie faction/minor_win.bik
defeat_movie faction/minor_lose.bik
death_movie faction/minor_lose.bik
custom_battle_availability no
can_sap yes
prefers_naval_invasions no
can_have_princess no
has_family_tree yes
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{EMT_SOUTHERN_EUROPEAN_PRIEST} Priest
{EMT_SOUTHERN_EUROPEAN_PRIEST_1} Bishop
{EMT_SOUTHERN_EUROPEAN_PRIEST_2} Cardinal
{SOUTHERN_EUROPEAN} Southern European
{EMT_SOUTHERN_EUROPEAN_PRIEST} Priest
{EMT_SOUTHERN_EUROPEAN_PRIEST_1} Bishop
{EMT_SOUTHERN_EUROPEAN_PRIEST_2} Cardinal
{SOUTHERN_EUROPEAN} Southern European
{EMT_MYTH_PRIEST} Priest
{EMT_MYTH_PRIEST_1} Bishop
{EMT_MYTH_PRIEST_2} Cardinal
{MYTH} Mythological
settlement
{
culture southern_european
{
level village
{
data/models_building/offmap_village_dummy.cas 200 0
}
level town
{
data/models_building/offmap_town_roman.cas 200 0
}
level large_town
{
data/models_building/offmap_town_roman.cas 200 0
}
level city
{
data/models_building/offmap_city_roman.cas 200 0
}
level large_city
{
data/models_building/offmap_city_roman.cas 200 0
}
level huge_city
{
data/models_building/offmap_city_roman.cas 200 0
}
}
settlement
{
culture myth
{
level village
{
data/models_building/offmap_village_dummy.cas 200 0
}
level town
{
data/models_building/offmap_town_roman.cas 200 0
}
level large_town
{
data/models_building/offmap_town_roman.cas 200 0
}
level city
{
data/models_building/offmap_city_roman.cas 200 0
}
level large_city
{
data/models_building/offmap_city_roman.cas 200 0
}
level huge_city
{
data/models_building/offmap_city_roman.cas 200 0
}
}
culture southern_european
{
level village
{
data/models_building/offmap_village_dummy.cas 200 0
}
level town
{
data/models_building/offmap_town_roman.cas 200 0
}
level large_town
{
data/models_building/offmap_town_roman.cas 200 0
}
level city
{
data/models_building/offmap_city_roman.cas 200 0
}
level large_city
{
data/models_building/offmap_city_roman.cas 200 0
}
level huge_city
{
data/models_building/offmap_city_roman.cas 200 0
}
}
port
{
culture myth
{
level fishing_village
{
data/models_building/offmap_fishing_village_roman.CAS 200 0
}
level sea_port
{
data/models_building/offmap_port_roman.cas 200 0
}
level shipwright
{
data/models_building/offmap_port_roman.cas 200 0
}
level dockyard
{
data/models_building/offmap_port_roman.cas 200 0
}
}
culture southern_european
{
level fishing_village
{
data/models_building/offmap_fishing_village_roman.CAS 200 0
}
level sea_port
{
data/models_building/offmap_port_roman.cas 200 0
}
level shipwright
{
data/models_building/offmap_port_roman.cas 200 0
}
level dockyard
{
data/models_building/offmap_port_roman.cas 200 0
}
}
building bullring
{
levels plaza_del_toro
{
plaza_del_toro city requires factions { portugal, spain, }
{
capability
{
recruit_pool "Jinetes" 1 0.5 4 0 requires factions { spain, portugal, }
happiness_bonus bonus 1
}
material wooden
construction 4
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building bullring
{
levels plaza_del_toro
{
plaza_del_toro city requires factions { portugal, spain, myth, }
{
capability
{
recruit_pool "Jinetes" 1 0.5 4 0 requires factions { spain, portugal, }
happiness_bonus bonus 1
}
material wooden
construction 4
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building bullring
{
levels plaza_del_toro
{
plaza_del_toro city requires factions { portugal, spain, myth, }
{
capability
{
recruit_pool "Jinetes" 1 0.5 4 0 requires factions { spain, portugal, mythological, }
happiness_bonus bonus 1
}
material wooden
construction 4
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
{army_barracks} army_barracks
{army_barracks_desc} DO NOT TRANSLATE
{army_barracks_desc_short} DO NOT TRANSLATE
{army_barracks_eastern_european} Army Barracks
{army_barracks_eastern_european_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
{army_barracks_eastern_european_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers.
{army_barracks_greek_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
{army_barracks_greek_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers.
{army_barracks_myth} Giant Ritual Sanctuary
{army_barracks_myth_desc} The Giant Ritual Sanctuary allows full-time human transformations, rather than sporadic transformations. Here men can be transformed from basic humans into monster, werebeasts, and demons that possess a high standard of combat readiness. Ritual Sanctuaries exist to keep transformed soldiers separate from the resource bank that is the civilian world.
{army_barracks_myth_desc_short} Giant Ritual Sanctuaries are the first training facilities capable of creating first-class fighters.
{army_barracks_middle_eastern} Army Barracks
{army_barracks_middle_eastern_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
{army_barracks_middle_eastern_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers.
{army_barracks_northern_european} Army Barracks
{army_barracks_northern_european_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
{army_barracks_northern_european_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers.
{army_barracks_southern_european} Army Barracks
{army_barracks_southern_european_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
{army_barracks_southern_european_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers.
{artist_gallery_mesoamerican_desc} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
{artist_gallery_mesoamerican_desc_short} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
{c_paved_roads} c_paved_roads
{c_paved_roads_desc} DO NOT TRANSLATE
{c_paved_roads_desc_short} DO NOT TRANSLATE
{c_paved_roads_eastern_european} Paved Roads
{c_paved_roads_eastern_european_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
{c_paved_roads_eastern_european_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
{c_paved_roads_greek} Paved Roads
{c_paved_roads_greek_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
{c_paved_roads_greek_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
{c_paved_roads_mesoamerican_desc} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
{c_paved_roads_mesoamerican_desc_short} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
{c_paved_roads_myth_desc} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
{c_paved_roads_myth_desc_short} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
{c_paved_roads_middle_eastern} Paved Roads
{c_paved_roads_middle_eastern_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
{c_paved_roads_middle_eastern_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
{c_paved_roads_northern_european} Paved Roads
{c_paved_roads_northern_european_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
{c_paved_roads_northern_european_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
{c_paved_roads_southern_european} Paved Roads
{c_paved_roads_southern_european_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
{c_paved_roads_southern_european_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
{acquisition_attempt_body_eastern_european} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
{acquisition_attempt_body_greek} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
{acquisition_attempt_body_mesoamerican} DO NOT TRANSLATE
{acquisition_attempt_body_myth} DO NOT TRANSLATE
{acquisition_attempt_body_middle_eastern} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized by force, and he has no means to prove the vile treachery that has befallen him.
{acquisition_attempt_body_northern_european} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
{acquisition_attempt_body_southern_european} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
BANK: stratmap_object
what settlement
culture southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth
level village, town, large_town
event
folder data/sounds/SFX/Environment/Structures
;village
end
what settlement
culture southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth
level city, large_city, huge_city
event
folder data/sounds/SFX/Environment/Structures
;city
end
what port
culture southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth
level fishing_village, sea_port, shipwright, dockyard
event
folder data/sounds/SFX/Environment/Structures
;port_01
end
BANK: ambient_anims
culture mesoamerican, eastern_european, middle_eastern, greek, northern_european, southern_european, myth
;;; myth
event END_TURN_CULTURE_6 volume -15 priority 260 streamed
folder data/sounds/SFX/interface/campaign
_end_turn_mtw2_bell_01.mp3
_end_turn_mtw2_bell_02.mp3
_end_turn_mtw2_chimes_01.mp3
_end_turn_mtw2_chimes_02.mp3
end
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