Dev Notes : SE_Data, SE_Linguistics
Mostly documenting the SE_Data Library tables, but also some other stuff.
Hex Libvars
Hex Libvar Name Description of contents
Zones Zone numbers for land (coastal and inland) and sea
zones. Each zone has a unique ID that corresponds with
the Zones Stringlist.
HexName ID of the Hex for the HexName stringlist
NonZones Non-Zone numbers for lakes (and maybe later other
stuff)
OwnZoneFlag If >0 means this hex is flagged to become own zone.
If it is not flagged it will stay subservient to its existing
zone.
1 = Make City upon Asset Construction Completion
(see execMakeProduction)
Farmeable Should be set end of random generation
Level of farmebility for non-domed
0-100 for quality
Plains is lowest at 50, Savanna 75, rest 100.
MiningType Should be set end of random generation
Same as in random codes
1 = Oil
2 = Metals
3 = Rare Metals
4 = Radioactives
5 = Water Meteorite (water)
MiningReserve 1-X items left
<1000 is modifier on results
MiningEase 1=very hard
9=very easy
This is how much you are going to get out by mining this
place.
It also determines how easy it is to prospect this mine.
MiningDiscovery 0 = discovered
>0 still points that need to be chewed away by
prospecting
Scavenge How many scavenge points left.
<1000 is modifier on results
Vegetation Same as in random
This is needed here because we need to be able to
reset a hex to a LT after farmland dissapears for
example.
originalLandscape The LT# without snow effects.
Set after game start at round = 1
Special ● Volcanoes 1-99
1,2,3 = 3 Volcano Hex (sprite 1,2,3)
● Something else 101-199
treasure ● 1-100 a specific item or credits or other gift
1 = machinery
2 = hi-tech
3 = credits
4 = metal
5= fieul
6= rare
● 1.000.000+ a specific asset at level 1
○ Asset Type ID
● 2.000.000+ a binary tech
○ Tech Type ID
● 3.000.000+ a +25% advance on a linear tech
○ Tech Type ID
● 4.000.000 … modelTypeID of GR(0) regime
○ 1
○ 2
○ 5
○ 32
○ 33
○ 36
○ 51
○ 62
○ 64
○ 91
○ 73
freeFolk Free Folk Qty
perk Hex Perk Number
1 = Refugee Camp
2 = Hot Baths
3 = Etc..
Rain Current rain In mm per year
Temperature Current temperature in celcius
artifactType 0 = no Artifacts
1 = Very Rare
2 = Rare
3 = Uncommon
4 = Common
artifactQty 0=none
>0 is ratio of Artifact find versus scavengePoints
excavated…. 200 … is 1:200 chance per
scavengePoint.
artifactDiscovered 0=no
1=yes
truckPoints LIS points on a Hex-to-Hex basis, from asset lib >=v2
truckFreeAP LIS points on a Hex-to-Hex basis, from asset lib >=v2
maglevPoints LIS points on a Hex-to-Hex basis, from asset lib >=v2
maglevFreeAP LIS points on a Hex-to-Hex basis, from asset lib >=v2
Key Game Keys Stringlist: SE_Data, ID 156
ID# Name Description
1 Respiratory Hazard Set in Random execMakeBiosphereAndAtmosphere
Level 0 = None, no gear needed
RHL 1 = Imperfect. or minor insufficiency, just filters needed
2 = Insufficient.. Really Insufficient, advanced filters or
air storage needed
3 = Toxic as in missing gas, filtering is not going to
help.. , air storage needed
4 = Insidious, filter and air storage and full suit needed.
Suit because exposure to skin is dangerous.
2 Biohazard Level Set in Random execMakeBiosphereAndAtmosphere
BHL -1= No Alien Life
0 = None
1 = Irritant. Filters and attention suffice to keep alien
micro organisms at bay
2 = Hostile. Low quality full body suit needed to
provide infection and degredation of terrestrial tissues
3 = Agressive. High quality full body suit needed
4 = Extreme. Instant Death. Even worse
3 Terrestrial Atmospheric Set in Random execMakeBiosphereAndAtmosphere
Agricultural Toxicity 0 = None, no augmentation needed
Level 1 = Minor insufficiencies or toxicity, reduced production
TAATL 2 = Medium insufficiencies or toxicity, much reduced
3 = Major insufficiencies or toxicity, much reduced
4 = Incompatible, cannot grow
4 Alien Nutritional Value / Set in Random execMakeBiosphereAndAtmosphere
Toxicity Level -1 = No Alien Life
ANTL 0 = Excellent, can eat as if it was from Earth
1 = Less Nutrition. Eatable but decreased nutrition
2 = Much Less Nutrition. Eatable but moderately
decreased nutr
3 = Low Nutrition Value. Eatable but severly decreased
cnutr
4 = Toxic.. Not eatable at all
5 Lack of oxygen in Air Set in Random execMakeBiosphereAndAtmosphere
Level 0 = No,enough oxygen
1 = Yes, substantial ammount present but not enough
to breath without help (20% or more of earth)
2 = Yes, very much missing, but enough to collect
(3.33% or more of earth)
3 = Trace (less than 3.33% of earth)
4 = None
6 Lack of Water in Air Set in Random execMakeBiosphereAndAtmosphere
Level 0 = Enough for easy windtraps >50mm
1 = Tough rain 20-49
2 = Very tough 5-19
3 = Trace 1-4
4 = None.
7 Ecosystem Enabled Set at Initialise
0 = No <= current
POSSIBLE DLC 1 = Yes (reserved for DLC to much work at
moment)
Noteable switches:
ExecMakeBioSphereSimulation
8 Farming Type Advised 1 = Terran Open
2 = Domed
3 = Alien Open
(set in Survivor random function)
9 Farming
LandscapeType #
10 Asset ID counter
11 Plant Level 0=none
1=moss
2=proto-vascular
3=vascular
4=atlantean
12 Season ID Current season ID
13 Start Year (Earth Year) Of game
14 Current Year (Earth
Year)
15 Development Level Random start config
= Tech Level 0=low tech
1=med tech
2=high tech
16 Planet Name Name of Planet
17 All Tech Types 0=no, 1=yes
18 All Model Types 0=no, 1=yes
19 Debug Mode 0=no, 1=yes
20 Earth Plants Set by
Lowest Temperature Random ExecMakeVegetation
21 Earth Plants “
Lowest Ideal
Temperature
22 Earth Plant Middle “
Ideal Temperature
(used for water calcs)
23 Earth Plants “
Highest Ideal
Temperature
24 Earth Plants “
Highest Temperature
25 Earth Plants Lowest “
Temperature Water
Use Modifier
26 Earth Plants Highest “
Temperature Water
Use Modifier
30 Alien Plants Set by
Lowest Temperature Random ExecMakeVegetation
31 Alien Plants “
Lowest Ideal
Temperature
32 Alien Plant Middle “
Ideal Temperature
(used for water calcs)
33 Alien Plants “
Highest Ideal
Temperature
34 Alien Plants “
Highest Temperature
35 Alien Plants Lowest “
Temperature Water
Use Modifier
36 Alien Plants Highest “
Temperature Water
Use Modifier
37 General Robotic
Culture
38 Shadow Culture
39 Free Folk Culture
40 NumberOfZones Random start config
1 = 1 zone
2 = 3 zone
3 = 6 zone
41 NumberOfArmies Random start config
1 = militia only
2 = 1 army per zone
3 = 2 armies per zone
42 DifficultyLevel Random start config
10 = regular
20 = hard
30 = extreme
43 Drop Right Into Game 0 = no, intro questions
(no intro’s) 1 = regular drop right into game
44 Huntable Level Land 0 = no land life
1 = possible
45 Huntable Level Sea 0 = no sea life
1 = possible
46 Micro Eatables Sea 0 = no algae or micro
1= possible
47 Local Year
48 Org Level 0 = only supreme
1 = 4 basic councils
2 = all councils
49 General Mutant Culture
50 Monetary Constant Is the constant multiplied by 1000.
So 1000 = constant of 1.0.
Constant is Total Credits / Total Populace
Constant is set on Round 1… And after relcalculated
and adjusments made.
51 This Round Price Is the price decrease of buyPrice percentage that
Increase needs to be applied by SetPrices. Is set by new Round
: Monetary Constant.
52 Development Speed 0 = normal
1 = slower
2 = slowest - epic
53 Disable EPOCHS 0=no
1= yes disbaled
54 Problem detected? 0=no
1=yes, problem with not all regimes placed
55 Air Forces Enabled? 0=no
1=yes (DLC #1 must be present)
56 Slow AI 0=fast, no
1=regular, yes (will set AIProdBonus to 100)
2=slow, (AIProdBonus to 250)
57 Simplified Logistics 0=no
1=yes, means the player gets the same advantage as
AI
58 Native Culture Group 0=for none or… 121,122-125
ID
59 Native Culture ID 0=for none or… ID
60 Native base Lifeform 0= for none or Lifeform ID (to later copy its SFTypes
ID from)
Stringlists Most Used & Logging Stringlists
515 Non-Tooltip Key Col 0 =key
Replacements Col 1 =replace key
---
Col 2 =type (unused right now)
● 1 = National
● 2 = Zone
505 LIS Log Col 0 = x
Col 1 = y
Col 2 = type 1=entering hex, 2=leaving hex, 3=splitting info, 4=initial points
Col 3 = direction 0-5
Col 4 = log text
Col 5 = source x
Col 6 = source y
Col 7 = source type
● Cleared at SetLISNetwork (used only for Humans)
511 LIS Log Preview Same as above
Global
512 LIS Log Preview Same as above
Specific Asset
499 Skill Bonus Col 0 = Char Id
Effects Col 1 = Skill Id
Col 2 = Skill Roll
Col 3 = Regime ID
Col 4 = Bonus Name
Col 5 = Instance Type
● 1 = Historical Unit
● 2 = Zone
● 3 = Task
Col 6 = Instance ID
Col 7 = Instance 2 ID (sfnr for example, taskNr for example)
Col 8 = Bonus Value… -10%=10% penalty, 0=none, 10=10% bonus
Col 9 = Bonus addendum (optional) .. like “%”
497 Decision Logbook Col 0 = Regime ID
Col 1 = Round
Col 2 = Type .. 1=Stratagem.. 2=Decision… 3=Letterbox
Col 3 = Subtype…
● for Stratagem: The Card ID
● For Letterbox the detailTypeNr
● If Decision: 0 = your dec… >=1 is Char ID that made it for you
Col 4 = Title
Col 5 = Text (including effects)
Col 6 = Target Instance Type
● 0 = National
● 1 = Org … org ID
● 2 = Other Regime … reg ID
● 3 = Zone… zone ID
● 4 = Char …. Chard ID
● 5 = Non-HQ …. His ID
● 6 = HQ …. His ID
Col 7 = Instance ID
166 Function Return Col 0 = ID of item
Stringlist Col 1 = name of item / zone key / hexlib var name
AssetEffects Col 2 = value or string
Col 3 = cost
Col 4 = prod
Col 5 = current qty
---
Col 6 = stock at SHQ
Col 7 = res.
--
Col 8 = upkeep cost
ExecMakeAssetPresenation is designed to fill this one.
396 Regime GUI Keys Same as regkeys but just used for remembering GUI settings
Col 0 = Regime ID
Col 1 = Key
Col 2 = Value
211 Detailed Reports These are set by stories/rules and are real reports that will still have to be
posted somewhere.
FOR BIG
PRESENTATION Col 0 = Type
OF What does it concern?
ANYTHING ● 0 = Custom Report (story logic)
● 1 = Tech field discovered (A)
● 2 = Reached 100 research point for a binary res.field (A)
● 3 = Construction of asset completed (B + D)
● 4 = Regular Task Report (C)
○ All are assembled in one report.
● 5 = Regular Zone Economy Report (D)
○ All are assembled in one report.
● 6=Model Discovered
● 7=Model Developed
● 8=OOB Discovered
● 9=OOB Operat.
● 10=Asset
● 11=Territory
● 12=New AssetType
● 13=DecisionMade
● 14=Foreign Affairs
● 22= Artifact
Col 1 = From instance ID
● Type1 => Org ID
● Type2 => Org ID
● Type3 => Zone ID
● Type4 => Task ID
● Type 5 => Zone ID
● Type13 => Char ID
● Type14 => RegimeID
● Type 22 => Asset ID
Col 2 = regime ID
Col 3 = Text unformatted but with CRLF, also without intro and final remark or
names or header. This will be added on the fly depending on how it is
processed.
Col 4 = Data
● Data = taskType ID for type4
----
Col 5 = Custom Report Name (if Type=0)
Col 6 = Optional Subheading (some Types can organize these if present)
Col 7 = Place for Custom Report
● 1 = Dashboard
● 2 = Inbox
----
Text can have special coding…
<progressbar:current,incr,max>
Best to use the Helper_FormatTextToUDS
Type of places to put:
Place A : Cinematics + Personal Message
Place B : Personal Message
Place C : With Organisation Sub Tab
Place D : With Zone
167 Zone Logbook Col 0 = Regime ID
Col 1 = Zone ID
Col 2 = Message
Col 3 = (optional) Importance
● 0 = not very
● 1 = somewhat
● 9+ = overview entry for custom log (triggered by col 11 set in StoryLogic)
Col 4 = LogType ENUM LogType
● 0 = none / custom
● 1 = private
● 2 = public
● 3 = militia
● .. many more
Col5 = Custom Log Key Name
These logs are written on several places but they are cleaned on Close Turn
event for the regime in question.
372 Auxilliary Logs Col 0 = Regime ID
Col 1 = Type of Log
● 1 = Stratagem Generation
● 2 = Leader Relation Change
● 3 = PP Generation Mousever
● 4 = BP Generation Mouseover
Col 2 = Text
Col 3 = Special Make Up
● 1= Bold
Col 4 = Data 1
● If type=2 then is Leader ID
Col 5 = Data 2
293 Unit Log Col 0 = regime ID
Col 1 = historical unit ID
Col 2 = Category
● 1 = supply consumption and effects, MakeUnit()
● 11 = specific log for UPKEEP ITEMS
● 12 = specific log for AMMO / ATTACK iTEM
● 13 = specific log for FUEL / MOVE iTEM
● ---
● ---
● 21 = Action Points base allotment based on readiness
● 22 = AP after Oil
● 23 = AP after AP Bonus
● 24 = AP after Stratagem Effect applied
● 25 = AP after Immobilization rules
● ---
● 31 = Readiness base start
● 32 = Rdn Bonus OHQ %
● 33 = Rdn Bonus SHQ %
● 34 = Rdn after increase and bonus
● 35 = Rdn after maximization rules
● 36 = Rdn after stratagem rules
● 37 = String with 3 Exposure Hazard Levels
● 38 = Exposure casualties / hunger
● --
● 41 = Stable High Morale
● 42 = Base Morale
● 43 = Morale at base start
● 48 = Morale after payment of salary
● 44 = Morale after increase/decrease (like hunger effect)
● 45 = Morale after Stratagem Modifier
● 46 = Morale after OHQ Skill modifier in %
● 47 = Morale after maximization rules
● --
● 51 = extra base morale (people) (non qty)
● 52 = extra morale (people) (non qty)
● 53 = extra base XP (people) (non qty)
● 54 = extra XP (people) (non qty)
● --
● 61 = OHQ training limit modifier in % (non qty)
● 62 = Training limit in XP (non qty)
● 63 = XP base start
● 64 = XP increase
● 65 = Regime Training Bonus
● 66 = Stratagem Training Bonus
● 67 = OHQ Skill Bonus
● 68 = After maximization
● --
● 71 = (non qty) OHQ Entrench Bonus %
● 72 = Entrench previous
● 73 = After Entrench Gain
● --
● 81 = Effective Atmos Hazard Level * qty
● 82 = Effective Bio Hazard Level * qty
● 83 = Effective Temp Hazard Level * qty
● 84 = Casualties due to Hazards (total)
● 85 = Casualties due to Starvation (total)
● 86 = Effective Rad Level * qty
Col 3 = Text
Col 4 = Value (optional)
● cat=11 => Food Percentage
● Cat=13 => Oil Percentage
257 Log Regime Cleared at end of turn then used to log changes.
“Profile” Changes Col 0 = Regime ID
Col 1 = Key (Profile or Bonus)
& Bonus Build Up Col 2 = Change ( or 0 for another remark like higher limit)
Col 3 = Description
Profile Logs
History
241 Asset Logbook Col 0 = Asset ID
Col 1 = Type
● 0 = All ok
● 1 = Issue
● 2 = Production Modifiers Explication
Col 2 = Message
These logs are written on several places but they are cleaned on Close Turn
event for the regime in question.
361 Asset Logbook Col 0 = Asset ID
Detailed Missing ● < 1.000.000 is an actual asset
Item / Key ● > 1.000.000 is a hex perk type ID
Col 1 = Type
● 1 = regime key
● 2 = item
● 3 = zone key
● 4 = construction progress
● 5 = logistical extension
● 6 = hex libvar
Col 2 = Log
● 1 = upkeep cost need
● 2 = upkeep cost consumed
● 3 = prod cost need
● 4 = prod cost consumed
● 5 = construction cost need
● 6 = construction cost consumed
● 14 = production actual
● 16 = construction actual
● 21 = upkeep cost prodmod
● 23 = prod cost prodmod
● 25 = constr cost prodmod
Col 3 = Actual item ID or key name
Col 4 = Value
Col 5 = Zone ID (for Perks)
513 PREVIEW Same as above
Detailed Asset
Log
298 Tax & Tariffs Log Col 0 = Regime ID
Col 1 = Type
● 1 = Sales Tax
○ Specific 1 = zone ID
○ Specific 2 = item ID
● 2 = Income Tax
○ Specific 1 = zone ID
○ Specific 2 = item ID
● 3 = Import Tariff
○ Specific 1 = regime ID
○ Specific 2 = item ID
● 4 = Export Tariff
○ Specific 1 = regime ID
○ Specific 2 = item ID
● 5 = Service Tax (old Basic Zone Economy)
○ Specific 1 = Zone ID
○ Specific 2 = n/a (Crd)
● 6 = Regime Feat
○ Specific 1 = regime Feat ID
○ Specific 2 = Item ID
● 7 = Hex Perk
○ …
○
● 8 = Tribute from Minor Regime
○ Specific 1 = regime ID
○ Specific 2 = n/a (Crd)
Col 2 = Specific 1
● ...
Col 3 = Specific 2
● ...
Col 4 = Total Credits/Items Income
400 Trade Logs Col 0 = Trade House ID
Col 1 = Round
Col 2 = Turn
Col 3 = Type of Log
● TradeAIMarket
● 1=Minor Regime sells items to Traders (Item + no Cr transf)
● 2=Minor Regime buys items from Traders (Item + no Cr transf)
● 3=Minor Regimes adds cash to Traders (Cr)
● TradeInterTrade
● 11=Receive investment from other Trade House (Cr) (1/6th rule)
● 12=Make investment in other Trade House (Cr) (1/6th rule)
● 13=Bought Items to other Trade House (Item + Cr)
● 14=Sold Items to other Trade House (Item + Cr)
● End Turn
● 15=Items/Credits at log reset (end turn)
● Private/Public Economy
● 21 = Private sells to trader
● 22 = Private buys from trader
● 23 = “Public” Regime sells to trader
● 24 = “Public” Regime buys from trader
● 25 = Salary spend for services with traders
● Monetary Constant
● 31 = Credits put in Trader Treasures
Col 4 = Log Text
Col 5 = Item ID
Col 6 = Item Qty
Col 7 = Credits
Col 8 = Zone ID (involved in transaction)
Col 9 = Regime ID (involved in transaction)
Col 10 = Trade House ID (involved in transaction)
369 Color Landscape See engine
Types
341 Flex Executed in MakeStoryGen(2) and after the interactive stories. Used for rules
Story Logic and minor news generation.
Unless Group is specified the instructions are executed one by one. So if 10
zones instruction 1 will be executed for all zones then instruction 2 will be
executed for all zones.
Col 0 = Complex Story ID
● It has to be in the Running Stories List.
● If 0 it always runs
Col 1 = Check Type
● 0 = national
● 2 = each regime
● 3 = each zone (ZONEID)
● 4 = each char (CHARID)
Col 2 = Check Logic
Col 3 = Set Logic
Col 4 = Log Text
---......
Col 5 = Mode… 0(def) or 2 = Late (after stories) , 1 = Early (before stories)
….
3 = At new Round it is called for all AI (artificial intell) Regimes (ideal for fixing
stuff with Crime / Disease etc..)..
.
4 = At new Round it is called for all Non- AI Regimes (ideal for fixing stuff with
Crime )...
---.......
Col 6 = Instr.Group.. 0 = no Group, single instruction, otherwise keep executing
same ComplexStoryID + Type + Group Number till other combi and go to next
instance
---......
Col 7 = N/A…. use to be: Detailed News Type # (or 0 for default placement)
---.....
Col 8 = Custom Report Name (overrules col7)
Col 9 = Custom Subheading Name
Col 10 = Custom Report Type
● 0 = Ignore
● 1 = Dashboard
● 2 = Inbox
Col 11 = Special Key Log
● Zone Key Name to be grouped with (if CheckType==3) for displaying
this with a certain bottom Zone subtab (like crime zone stat)
----.....
Col 11 = Variable Delta Logging Type
● 1 = Zone Key Logging (id167)
● 2 = Custom Zone Info (id… )
Col 12 = Data… Extra info
● If Col 11 = 1 => Enum Log Type # (or 0 for custom)
● If Col 11 = 2 => Custom Delta Logging Key Name
Col 13 = Logging Text
---.....
Note: Story Logic only runs for Complex Story IDs that are actually running.
507 AI “story” Logic
413 Flex Custom Used to put other subpages in the bottom like the hardcoded Unrest and
Zone Info Militancy
Col 0 = Name / Mouse-over Header
Col 1 = Event Pic Library Name
Col 2 = Event Pic Original ID
Col 3 = Mouse-over into string
Col 4 = Mouse-over change log read from:
● 1 = Zone Key Logging (id 167)
Col 5 = Read Enum LogType # (or 0 for custom)
Col 6 = Custom Logging Key Name (see col 11 in detailed reports)
258 Flex Regime Key Col 0 = Regime Key
Documentation Col 1 = Full Name
Col 2 = Description
Sprites Regime Col 3 = Category
Profiles ● 1 = Profile
● 2 = Point
● 3 = Level
● 4 = Bonus
Col 4 = Subcategory
● ProfileGroup, 0=none
Col 5 = Event Pic Library name (SE_Present)
Col 6 = Event Pic ID
Col 7 = Sprite nr (0 = 0,0 1= 32,0, 2=64,0, etc..)
291 Helper Bonus Col 0 = name of regime key
Points Col 1 = type of calculation or clear: 1= bonus, 2 = bonusPoints, 3=profile
Col 2 = description
Col 3 = profile generates which kind of bonus name
Col 4 = bonus generated (for statistic report)
Col 5 = Imported from a Module 1=yes, 0=no
Stringlists
ID Name Content
534 Actual Air Bridge Col 0 = Regime ID
Col 1 = Source X
Col 2 = Source Y
Col 3 = Target X
Col 4 = Target Y
Col 5 = Logistical Points Currently
Col 6 = Logistical Points at Start
Col 7 = % of damage to be taken
Col 8 = Air Bridge Number (will be converted to Letters on the fly)
Col 9 = 0=just ordered, 1=already passed through calculations. -1 = cancelled but kept in
case it is re-established.
Col 10 = Maximum Size
Col 11 = Ideal Start Size (actual Start could be lower if some Air Units couldnt join)
Col 12 = Reserved
535 Air Bridge Col 0 = Regime ID
Execution Log Col 1 = Air Bridge Number
Col 2 = Text
Col 3 = Reserved
Col 4 = Reserved
405 AI Culture Groups Col 0 =Culture Group ID
(Helper) Col 1 = Core Profile
Col 2 = Secondary Profile #1
Col 3 = Secondary Profile #2
Col 4 = Secondary Profile #3
Col 5 = Secondary Profile #4
Col 6 = Secondary Profile #5
406 AI Factions Col 0 = Culture Group ID
(Helper) Col 1 = Faction Ai-ID
Col 2 = Faction Profile extra 30-45 points
Col 3 = Description
407 AI Story Mode Col 0 = Faction Ai-ID
Modifiers Col 1 = Change type 1 : Friends => Allies
(Helper) Col 2 = Change type 2 : Allies => Friends
Col 3 = Change type 3 : Cold => Friends
Col 4 = change type 4 : Friends => Cold
Col 5 = change type 5 : Cold / Enemy => Black
Col 6 = change type 6 : Any => Enemy
Col 7 = change type 7 : Enemy/Black => Col
Col 8 = Accept Victory Pact
408 AI Improve Col 0 = Faction Ai-ID
Attempt Modifier Col 1 = Story Mode 1 : Allies
(Helper) Col 2 = Story Mode 2 : Friends
Col 3 = Story Mode 3 : Cold
Col 4 = Story Mode 4 : Blackmail
Col 5 = Story Mode 5.: Hostile
Col 6 = Initial Story Mode
Col 7 = Ai Intention Modifier
Col 8 = Ai Hawk Overrule
Col 9 = Ai Tech Path Preference
● 1 = military lasers / shields
● 2 = economic
● 3 = artillery / missiles
Col 10 = Ai Economy Path Preference
● 1 = american , production power / assets
● 2 = german , research assets / bp
● 3 = soviet , frontline production
Col 11 = Ai Strategic Path Preference
● 0 = none
● 1 = offensive
● 2 = defensive
Col 12 = AiLoyal Overrule
387 Helper Col 0= ID
Regime Feat Col 1= Type
Types ● 1 = Regular Feat
● 2 = Startup Feat (no continued effect)
Col 2 = Initial Customization Use? (0=no, 1=aptitude, 2=special institution, 3= popular
factions)
Col 3 =Name
Col 4 =Description for flavour
Col 5 =Profile field
Col 6 =Profile change absolute
Col 9 =Stratagem chance every turn %
START GAME
Col 7 =Initial Asset Type
Col 8 =Initial Organisation
Col 10 =Capacity level for leader (2nd leader is -1 that level)
Col 11 =Skill increase for leader 1 (2d10, 2nd leader is 1d10)
Col 12 =Skill increase for leader 2 (2d10, 2nd leader is 1d10)
Col 13 =Skill increase for leader 3 (2d10, 2nd leader is 1d10)
Col 14 =Skill increase for leader 4 (2d10, 2nd leader is 1d10)
Col 15 = data (in case of profiles their profile group number)
Col 16 = Initial Game Start Effect #1
Col 17 = Initial Game Start Effect #2
Col 18 = Initial Game Start Effect #3
LATER ON
Col 19 = Problem ID
Col 20 = Can gain equal/above Profile X
Col 21 = Can lose equal/below Profile Y
Col 22 = To Gain.. Regime KeyX
Col 23 = Must be equal or above
397 Helper Col 0 = Feat Type ID
Regime Feat ● Feat Type ID
Demands Col 1 = Demand Type (See below 398)
● 1 = Profile increase …. Data1 = new abs profile score expected
● 2 = Conquest …. Data1 = x, Data2 = y
● 3 = Hold…. Data1 = x, Data2 =y
● 11 = Soldier % of your subjects… Data1 = % expected (excl uninc.)
● 12 = Worker % of your subjects… Data 1 = % expected (excl uninc.)
● 21 = Zone Security Average higher… Data 1 = new value expected (excl uninc.)
● 22 = Zone Health Average higher… Data 1 = new value expected (excl uninc.)
● 23 = Zone Entertain. Average higher… Data 1 = new value expected (excl uninc.)
● 24 = Zone Education Average higher… Data 1 = new value expected (excl uninc.)
● 25 = Zone QOL Average higher … Data 1 = new value expected (excl uninc.)
● 31 = Research Assets Levels (incl uninc.), Data 1 = new level total (incl motball)
● 32 = Mining Assets Levels (incl uninc.), Data 1 = new level total (incl motball)
● 33 = Industry Assets Levels ( incl uninc. ), Data 1 = new level total (incl motball)
● 34 = Private Assets Levels (incl uninc. ), Data 1 = new level total (incl motball)
● 41 = Soldiers Morale Average, … Data 1 = New value expected
● 42 = Population Happiness Average, … Data 1 = New value expected
● 43 = Worker Happiness Average, … Data 1 = New value expected
● 51 = % of Map with >= recon point, … Data 1 = New percentage expected
● 52 = Victory Points… Data1 = New points needed
● 53 = Number of Leaders… Data 1 = new number needed
● 54 = Peace with Regimes… Data 1 = number of regimes at peace with needed
● 55 = Average relation level with Regimes… Data 1 = new average relation #
● 56 = Long term casualties lower… Data 1 = new long term casualties
● 71 = BP production start of turn, Data 1 = new number needed
● 81 = New Tech Level (*100) , … Data 1 = new tech level needed
● 82 = New Culture Level (*100) , … Data 1 = new tech level needed
● 83 = New Admin Level (*100) , … Data 1 = new tech level needed
● 91 = Be at war with a Regime… Data 1 = Regime ID
------
398 Regime Feat Col 0 = Regime ID
Demand Log Col 1 = Demand Type
Col 2 = Demand Data 1
Col 3 = Demand Data 2
Col 4 = Demand Data 3
Col 5 = Demand Deadline Round
Col 6 = Demand Text
Col 7 = Demand Impact Modifier
Col 8 = Initiative By Faction ID
● >0 = Faction ID
● -1 = To the people in a speech
Col 9 = Resolved… 99=making request his turn, 0=ongoing, 1=succes, 2=failure,
3=refused
Col 10 = Feat ID
Col 11 = Demand ID
Col 12 = Demand Title/Short string
388 Regime Feats Col 0 = Regime ID
Col 1 = Feat Type ID
389 Regime Feat Col 0 = Feat ID
Type Free Col 1 = Stratagem ID
Stratagems (weight is rarity of Stratagem)
390 Helper Col 0 = Regime Feat Type ID
Regime Feat Col 1 = Type
Type Effects ● 1 = Zone
● 2 = Character
● 3 = Skill Roll (col3 ihas skill ID)
● 4 = Other Regimes
● 5 = Own Regime
Col 2 = Sequence (1= initial, 2=every turn)
Col 3 = IF / SPECIFIC
● Col 3 is not used for Skill Roll algorithm but as Skill ID number
Col 4 = THEN LOGIC
● Set call for Zone + Char
● Check call Skill Roll bonus that returns qty of bonus
Col 5 = Effect Description
382 Hex Names Col 0 = HexName ID
Col 1 = Name
Col 2 = Type
● 1 = Free Folk
● 2 = Perk
● 3 = - (ruin)
● 4 = - (mountain top)
● 5 = Same LT Zone (Lake, Ruin) = White
● 6 = Same Water Area (non Sea) = Blue
Col 3 = SubType
Col 4 = Description
Col 5 = Extra Data
381 Flex Hex Perks Col 0 = ID
Col 1 = Name
Col 2 = Effect Type
● 1 = Zone Key
● 2 = Regime Key
● 3 = Zone Items
● 4 = Units
● 5= Governor
Col 3 = Effect on Key (zone/reg) or ID (item) or Skill (ID) or Char Stat (column)
or Unit Stat (code 1=morale, 2=readiness, 3=xp)
Special rules
-Morale is only added if it is lower than BaseMorale of unit.
-Catch “pp” for regimekeys
Col 4 = Maximum
Col 5 = CHECK value (for example 10)
Col 6 = Small gfx slot
Col 7 = Description
Initial overall placement:
Col 8 = Category
Col 9 = IF check for Planet or Zone
Col 10 = (IF/SET) X (maximum 1 per X land hex)
Initial center for empty territories (assigned perks for centers do not counter as
placement for overall placement)
Col 11 = IF check for Zone center placement
Col 12 = Weight (0= not used as center there)
Col 13 = Event Pic Slot for Asset-like illustration
306 Culture Col 0 = culture Id
Col 1 = culture group Id
Col 2 = Gfx Set Id
Col 3 = Zone of Origin Id
Col 4 = Name (like: Friedlanders, French)
Col 5 = Language Id
● 0 = default / high republican
● 1 = Anglish
● 2 = Germano
● 3 = Francian
● 4 = Logical / AI
307 Culture Profile Col 0 = culture Id
Col 1 = profile name
Col 2 = like/dislike
308 Culture Keys Col 0 = culture Id
Col 1 = culture key name (fertility, tradition) ...either - or + percentage … -100 -
+100 max values.
● Fertility
● Tradition
● ZeroPop
● ZeroFreeFolk
● KillIsGrowth
● NoDip
● NonHuman
● MilitiaPercentage
Col 2 = value (0-100)
309 Helper People Col 0 = people type Id
Type Col 1 = name (like: Recruits, Regulars, Veterans)
People Type ID’s:
● 1 = Recruit / Green
● 2 = Regular
● 3 = Seasoned
● 4 = Veteran
● 12 = Militia
● 13 = Seasoned Militia
● 14 = Veteran Militia
● 101 = SHQ Commander
● 102 = Army Commander
● 103 = Zone Governor
● 104 = Director of Council
● 105 = Head of Department
● 106 = Advisor
● 107 = Secretary
● 108 = Civilian / Replacement Pool
310 FLEX Col 0 = culture group id
Culture Group ● 1 = Mixed Survivors (human)
(315) ● 2 = Militaristic (ai)
● 3 = Defensive-Economic (ai)
● 101 = Raiders (minor)
● 102 = Farmers (minor)
● 103 = Hunters (minor)
● 105 = Robotic
Col 1 = name for internal use
Col 2 = type
● 1 = human only
● 2 = minor AI only
● 3 = major AI only
● 4 = major AI + human only
● 5 = minor 0 pop only (to replace 999s)
● 6 = non-aligned use
Col 3 = Language ID string (random pick done)
● For example: 1,3 or 1,2,3 or 2
Col 4 = Specific sex only. 0=no, 1=male only, 2=female only
Col 5 = n/a
Col 6 = Has Leaders? 1=yes, 0=no
● For example Arachnids, AI don’t have leader characters
Col 7 = Civilian Event Pic ID / Slot (slot after load)
Col 8 = Manager Event Pic ID / Slot (slot after load)
Col 9 = Military Event Pic ID / Slot (slot after load)
Col 10 = Base BreakAt Value (0=never, 50=at 50% loss possible)
311 FLEX Col 0 = gfx set id
Gfx Set Col 1 = culture group id
(316) Col 2 = label for internal use
Col 3 = people type Id
Col 4 = event pic id. uniform sheet (col 1 = coloured in regime col)
Col 5 = column used (which experience level)
Col 6 = allow hair for portrait
Col 7 = use portrait group ID (do multiple sets, so diff regimes have diff faces)
Col 8 = uniform base colorized layer .png
Col 9 = uniform colorized layer .png (over portrait)
Col 10 = uniform final layer .png (non colorized)
Col 11 = peope icon name
312 FLEX Col 0 = culture group id
Culture Group Col 1 = SET clause for weight (needs acces to ZONE)
(317) Planet and Col 2 = planet class ID
Zones Likes Col 3 = IF clause for ZONE
313 FLEX Col 0 = culture group id
Culture Group Col 1 = profile field name
(318) Profile Tendency Col 2 = base value
314 FLEX Col 0 = culture group id
Culture Group Col 1 = key name
(319) Key Tendency Col 2 = mininum value
Col 3 = maximum value
292 Statistics Col 0 = name
● If in name there is noted <REGIMES> it means the column 2 contains
Regime Names. And should be hidden if necc.
Col 1 = regime slot… not ID
Col 2 = dimension name
Col 3 = round number
Col 4 = value
=> This need to be linked in 957 in order to work
Name = manpower
Dimensions:
● population
● soldiers
● workers
275 Regime Col 0 = Reg 1 ID (source)
Relations Col 1 = Reg 2 ID (target)
RegRegKey Col 2 = Key name
● relation
● recon
● dipRel
● dipTrade
● dipRes
● dipPact
● dipClear
● aiIntention
● Language (how well do we speak target language)
Col 3 = Value
297 Tariffs Col 0 = Regime ID
Col 1 = Target Regime ID
Col 2 = Import Tariff %
Col 3 = Export Tariff %
288 Regime Zone Col 0 = Regime ID (source) (REGIMEID)
Keys Col 1 = Zone ID (target (ZONEID)
Col 2 = Key name
● Spies
● SpiesLost
● SpiesStart
● Recon
Col 3 = Value
277 FLEX Action Col 0 = Card ID
(280) Card Types Col 1 = Name
Col 2 = PP or FP Cost (-1 if not used)
Col 3 = Event Picture slot # (own library event ID before import, global after)
Col 4 = Text
Col 5 = OrgType ID used
Col 6 = IF Logic
Col 7 = Target Type
● 0 = national, own regime
● 1 = Regime (changes fate => 4, ancient => 4)
● 2 = Zone (changes fate => 7, ancient =>7)
● 3 = HQ (changes fate=>6, ancient => 6)
● 4 = Leader (changes fate=>8, ancient=>8)
● 5 = Unit (changes ancient=>9)
Col 8 = Mouse over text
Col 9 = Weight SET Logic
Col 10 = BP Cost
● Or if category=11 it is the Regime Feat ID
Col 11 = Category (for tab subtabs)
● 1 = Major Diplomatics
● 2 = Minor Diplomatics
● 3 = Covert Ops
● 4 = National (Fate / no pick) + Human Resources & Tax
● 5 = Tariffs
● 6 = Postures (Fate) (target pick HQ)
● 7 = Zones (Fate) (target pick zone)
● 8 = Leaders (Fate) (pick leader)
● Double use
○ In game 9 = Units
○ For card def: 9 = Fate Cards (they get assigned to 4,6,7,8,9
based on target)
● Potential double use
○ In game = nothing yet
○ For card def: 10 = Ancient Treasures (they get assigned to
4,6,7,8,9 based on target)
○ For card def: 11 = Faction Stratagem (they also get assigned to
the other targets)
● 999 = Disabled for the moment
Col 12 = Phase (for assignment)
● 0=Free Cards
● 1= Diplomacy (majorDipCardPoints)
● 2= Spy (spyCardPoints)
● 3= Sales Tax (taxCardPoints)
● 4= Tariffs (tariffCardPoints)
● 5 = HR (hrCardPoints)
● 6 = Diplomacy (minorDipCardPoints)
● 7 = Postures (postureCardPoints)
● 8 = Active Field Ops (covertCardPoints)
● 9 = Fate (fateCardPoints)
● 10 = interiorCardPoints
● 11 = occupationCardPoints
● 12 = internalSecurityCardPoints
● 13 =economicCardPoints
● 999 = Not used in any phase
● 11 = Shadow (shadowCardPoints)
Col 13 = Use Human Fx Table if it concerns a decision with a TARGETREGIME
.. 0 =no never, even if human use ai fx ,
1=yes, but only if HUMAN
Col 14 = Org 2 ID (alternate if 1st is not available)
Col 15 = Max howmany? (0= no limit)
Col 16 = Card-never consumed 0=no, 1=yes ‘eternal’ card
Col 17 = Regular Size Event Picture slot # for overlay (own library before import,
global after)
Col 18 = Medium Size Event Picture slot # for overlay
-------------------
Col 19 = Can play on self 0=defaullt, 1=exceptional yes
ActionCardObj.
● customCostType
○ 0 = no… use PP
○ 1 = FP (fate points)
● customCostQty
EXTENDED GRAPHICS (for Scrap Cards)
Col 20 = Extended Graphics active 0/1
Col 21 = Extended Graphics: Event Picture slot 2 # (own library before import,
global after)
● Second one
Col 22 = Extended Graphics: Event Picture slot 3# (own library before import,
global after)
● Mask used to render second event pic (255=full overdraw, 128=alpha 0.5
overdraw, 0=dont)
Col 23 = Extended Graphics: Draw Special Type
● 0 = no special
● 1 = random portrait
● 2 = trooptype
● 3 = assettype
● 4 = itemtype
● 5 = hex perk
Col 24 = Extended Graphics: Draw Special Data
● Random number for random portrait
● ID for trooptype
● ID for assettype
● ID for itemtype
● ID for hexperk
345 FLEX Action Col 0 = Card ID using [x][y] system
(346) Cards Target IF Col 1 = Target IF Logic (if we can select that regime)
(347) Logic ● 1=> Exepects TARGETREGID and SOURCEREGID to be set
● 2=> Expects ZONEID to be set
Col 2 = Error Text if does not resolve as TRUE
Col 3 = TRUE is 0 or 1if col1 is resolved
Col 4 = Condition Text for mouse over.
276 Current Cards Col 0 = Regime ID
Col 1 = Card ID
Col 2 = Qty (yes you can have doubles)
Col 3 = new? 1=yes
Col 4 = special mode. 0=no , 1=free of cost, 2=created during game startup (no
delete)
451 Log New Cards (for a cinematic)
this turn Col 0 = Regime ID
Col 1 = Card ID
Col 2 = Qty (yes you could receive 2 or more)
Col 3 = Round
278 FLEX Diplomatic Col 0 = Card ID using [x][y] system
(281) Action Effects Col 1 = IF Logic
Versus the AI Col 2 = Set Logic
Col 3 = Text Feedback
Col 4 = Talk Code
Col 5 = group code
Col 6 = Mouse Over Text
Col 7 = If human target zone or regime send this message
Col 8 = Abort 1=yes
279 FLEX Diplomatic Col 0 = Card ID
(282) Action Effects Col 1 = IF Logic
Versus HUMAN Col 2 = Set Logic (and used to set story trigger var for humans)
Col 3 = Text Feedback
Col 4 = Talk Code
Col 5 = group code
Col 6 = Mouse Over Text
Col 7 = If human target zone or regime send this message
Col 8 = Abort 1=yes
SE_ Trader Base Col 0 = Item ID
TRA Vaues Col 1 = Base Qty
DE Col 2 = Base Qty in per Populace ( per 100 pop )
Col 3 = Start Qty
251 Col 4 = Start Qty per Populace ( per 100 pop )
Col 5 = Base Price * 100
Col 6 = Ai Trader Region Influence Buy %
Col 7 = Ai Trader Region Influence Sell %
SE_ Trader Region Col 0 = Trader Region ID
TRA Col 1 = Credits
DE
252
SE_ Trader Zone Col 0 = Zone ID
TRA Col 1 = Trader Region ID
DE Col 2 = Regime ID (last checkup)
253
SE_ Trader Items Col 0 = Trader Region ID
TRA Col 1 = Item ID
DE Col 2 = Reserve Qty
Col 3 = Shop Qty
254 Col 4 = Sell Price (each point signifies 0.01 credit) (Sell Price)
Col 5 = Max Shop Qty
Col 6 = Base Qty
Col 7 = Buy Price
184 Organisation Col 0 =Org Id
Col 1 =OrgType Id
Col 2 =Regime Id
Col 3 =Budget Req in %
Col 4 =Budget Assigned in Bur.Pts (as in left over to expend)
Col 5 =Actually received pts.
185 Organisation Col 0 = Org Id
Tasks Col 1 = TaskType Id
Col 2 = Budget Req in %
Col 3 = Budget Assigned in Pts
Col 4 = Target ID
186 Organisation Col 0 = Org Id
Keys Col 1 = Key Name
Col 2 = Key Value
lastround Round number is set on creating a
set task priority decision
confirmResearch Round number it was last confirmed
discoveryPoints Left over
187 Regime Tech Col 0 = Tech Type Id
Col 1 = Regime Id
Col 2 = Level ( having this entry here means it is already found)
188 Flex Col 0 = OrgType Id
Organisation Col 1 = Name
SE_ Types Col 2 = Type ( 1 = Council, 2 = Department )
Org Col 3 = Child of OrgTypeID ( which council belong dep.)
192 Col 4 = AssetType Family ID needed somewhere
Col 5 = PP Cost
Col 6 = Regime Point use: rp, bp, mp
Col 7 = Shortname for use in tabs
Col 8 = Z level (lowest highest sortest)
436 Nomination Col 0 = Type of Nomination
Weights ● 1 = Org
● 2 = HQ
OBSOLETE has ● 3 = Advisor
been replaced ● 4 = Gov
by Suitability Col 1 = SubType of Nomination
Rating ● Col0=1 => OrgType ID
● Col0=2 => (1) SHQ, (2) OHQ
● Col0=3 => n/a
● Col0=4 => n/a
Col 2 = Note / Comment for design
Col 3 = Important Leader Stat #1
Col 4 = Important Leader Stat #2
Col 5 = Important Leader Skill #1
Col 6 = Important Leader Skill #2
Col 7 = Important Leader Skill #3
189 Flex Col 0 = TaskType Id
Organisation ● 1=Discovery Tech
SE_ Task Types ● 2=Discovery Model
Org ● 3=Discovery Oob
193 ● 4=Specific Research
● 5=Specific Model
● 6=Specific Oob
● 10-49 = Generic Points Additions.
● 51=Prospecting
Col 1 = Name
Col 2 = OrgTypeId
Col 3 =Type target
● 0= no further choice,
● 1= tech id
● 2 = model type id
● 3 = oob type id
● 4= model id
● 5 = regime Key
Col 4 =TaskData1... Extra target data
● tasktype=5 => Regime Key Name
Col 5 = TaskData2... Extra Target data
● tasktype=5 =>
○ 0 = none
○ 1-99 = use BP score from assets from this column
○ 101 = zone Count
○ 102 = soldier Count
○ 103 = leader Count
○ 104 = afv Count
○ 105 = gun Count
○ 106 = inf Count
○ 107 = -
○ 108 = spy Count
Col 6 = TaskData3...
● Normally the % modifier for TaskData2 count
● But if now TaskData2 = 0 none, this is used as a brute modifier for col
3:target = 5 regime key production.
Col 7 = TaskData4…
● Not used if 0
● Optimal BP investment. Above BP effect gets reduced
Col 8 = Director Skill Roll Bonus
● If roll > 100 then roll=roll-100 ; remainder is bonus %
190 Flex Col 0 = Tech Type Id
Tech Type Col 1 = Name
SE_ Col 2 = Type (1=binary >100, 2=linear >100, 3=tech type group)
Org Col 3 = Need OrgTypeId (to research) (council)
194 Col 4 = Or Need OrgTypeId (also works) (department)
Col 5 = BP needed for discovery
● If 0 then is immediately added to discovered list
● If >=9999 then it is never discovered
Col 6 = BP needed for research completion
● If 0 then is immediately added to researched list
● If Linear it is per point
Col 7 = Discovery IF Logic
Col 8 = discovery text
Col 9 = description text
Col 10 = Tech Type Group Id (needs to be same as a Tech Type id)
---
For the following… 0=no modifier… -50 is half the weight, 100=double the
weight
Col 11 = AI Tech Path 1 : Weapon WEIGHT
Col 12 = AI Tech Path 2 : Economy WEIGHT
Col 13 = AI Tech Path 3 : Artillery WEIGHT
Col 14 = AI Strategic Path 1 : Offensive WEIGHT
Col 15 = AI Strategic Path 2 : Defensive WEIGHT
Col 16 = Minimum SHQ Stage
● 1 = Initial
● 2 = Has Water production
● 3 = Has Metal, Fuel and IP production
● 4 = Has Rare and Energy Production
● 5 = Has Machinery Production
● 6 = Has Hi-Tech Production
● 7 = Has Atomics Production and Nuclear Power
Col 17 = Item Shortage
Col 18 = Item Surplus
Col 19 = Big AI boost IF > 0
Col 20 = Always IF Logic (Applied by Execs/Checks that do not use
Discoverability IF Logic) (only used in version 42 or higher)
Should always be the same as col7 or a subset of col 7.
Col 21 = Air AI Instruction
1 = needs economic Air-based
2 = needs economic Rocket-based
3 = needs economic Thopter-based
4 = needs any economic mode
Col 22 = Blocked from random discov / acquirement if pre-req not met. 1=block it
in that case , 0=no
443 Flex Col 0 = Tech Type Group Id (needs to be same as a Tech Type Id which mirrors
Tech Type it)
SE_ Groups Col 1 = Mastered with X fields researched
Org Col 2 = Gives you Tech Type Group Id
444 Col 3 = Gives you Tech Type Group Id
Col 4 = Gives you Tech Type Group Id
Col 5 = Gives you Tech Type Group Id
Col 6 = Name
P.s: Can have IF coded demands in its Tech Type entry
P.s: Tech level is 0 for unreachable.. 1 for unlocked… 2 for mastered
233 Flex Col 0 = Label
Prescripted Col 1 = Title
Cinematics Col 2 = Text
Col 3 = HD picture
Col 4 = n/a
Col 5 = IF_Logic
● Uses ROUND
● Uses REGIMEKEY
● Uses GAMEKEY
Col 6 = Type of GUI
● 0 = standard Small. Title + Text only… to the left
● 1 = big center with picture on the paper
● 2 = Small and short to the left corner
● 3 = News Look
333 Story Groups Col 0 = Story Group ID
Col 1 = Name / Label
Col 2 = SET Logic : Decisions/Reports per turn. 100 = 1 per turn slotZoneKeys
Col 3 = disabled? 0 no, 1 yes this run, 2 permanently from start (for dev)
Col 4 = SET Logic : Complex Stories Running at same time. 0=no limit
Col5 = ask if enabled or disabled on startup ? 0 no / 1 yes
334 Running Col 0 = Regime ID
Complex Stories Col 1 = Story Group ID
Group IDs Col 2 = Qty
List of current running complex stories. If start of story it is added, if end it is
removed.
342 Running Col 0 = Regime ID
Complex Stories Col 1 = Complex Story ID
Complex Story Col 2 = Qty
IDs
List of current running complex stories. If start of story it is added, if end it is
removed.
335 Trigger Counter Col 0 = Regime ID
Col 1 = Story ID (or 0 if complex)
Col 2 = Complex Story ID (or 0 if not complex)
Col 3 = Counter
Every time a trigger is actually run add to the counter.
To allow deletions for stories that have run the maximum ammount of times to
pick the one most often chosen untill done.
412 Instance Trigger Col 0 = Regime ID
Counter Col 1 = Story ID (or 0 if complex)
Col 2 = Instance ID
Col 3 = Counter
If a story trigger has max per instance rule. (max 1 instance weight, which can
still cause the same story to trigger in multiple rounds) Than write and check
here.
This allows only once havint the story per Leader
452 Flex Col 0 = Type
Story Hooks ● 0 = none / national (secretary)
● 1 = each org (org leader)
● 2 = each regime (direct from their leader)
● 3 = each zone owned by regime (gov)
● 4 = each character
● 5 = each historical unit (non-HQ only)
● 6 = each historical unit (HQ only)
Col 1 = IF
● For example: ZONEKEY.dungeonGuard == 1
Col 2 = Button Name
● For example: Revisit Guarded Door
Col 3 = Button Mouse Over
Col 4 = Button PP Cost
Col 5 = SET Logic
● Example: ZONEKEY.dungeonGuard = 0
Col 6 = Return Text
Col 7 = Execute Story ID immediately,
Col 8 = n/a (started something that was not necc. So available col)
191 Flex Col 0 = Story ID
Story Triggers Col 1 = Z-level for execution (lower is earlier) 0 / 1
SE_ Col 2 = Name Label
Org Col 3 = Instance Type 1
195 ● 0 = none / national (secretary)
● 1 = each org (org leader)
● 2 = each regime (direct from their leader)
● 3 = each zone owned by regime (gov)
● 4 = each character
● 5 = each historical unit (non-HQ only)
● 6 = each historical unit (HQ only)
Col 4 = Instance Type 2
● 0 = none
● Same as above
Col 5 = Independent Character is adressing you
● 0 / “” = no
● CHECK code for the charId (REGKEY.syndicate_Leader)
● These independent Characters do not provide advice and are not in the
loop since they are presumed to have written the Decision for you
Col 6= Logic IF (scripted)
Col 7 = Hardcoded IF
● 0 = if none, >0 = type of Check
● 101 = New Org
---
Col 8 = Event Id for FINALTEXT generation
Col 9= Event library name for FINALTEXT generation
------
Col 10 = Hardcoded function number (0 for none) for FINALTEXT generation
● 101 = New Org
● 201 = Secretary Report
----
Col 11= Uds Tab ID (-1/0 = none)
Col 12= Uds SubTab ID (-1/0 = none)
● Special cases
● If = “ORG” then subTab is 100 + (OrgType * 10)
Col 13 = Uds Z value (-1/0 = none)
-----
Col 15 = (0) generate text now, (1) put event number to call
---
Col 14 = Core Decision Question
--
Col 16 = Story Group ID
● 0 = hardcoded or no limit on new stories
Col 17 = Complex Story ID
● 0 = no complex story rules used
● At the moment each Story Group just has 1 Complex Story ID included.
But it is possible to add multiple and at that point only the number of
complex stories specified in Story Group will be allowed to run.
Col 18 = Complex Story Special Moment
● 0 = no
● 1 = start moment for complex story (only possible if not started yet)
● 2 = end moment for complex story (only possible if started)
● 3 = can always fire, will not set start or end
● 4 = can always fire, will not set start or end [but is checked for max rules]
● The 5-6 columns or the 7 column should generate a regular IO
FINALTEXT string
● This should contain Hidden variables for Story ID and Instance ID
● Each decision should refer to Data:Event(StoryDecisionFeedback)
● Each info button to Data:Event(StoryInfoPopup)
Col 19 = Label for hooks
Col 20 = Max runs (0= no limit)
Col 21 = Max 1 per Instance Weight.
● If 0 can be ingnored
● Otherwise means 1 per instance per storyGroup ID and all with same
instance
Col 22 = Story Mode
● 0/1 = Only in phase 1
● 2 = Only in phase 2 (no sorting done, so only for events that can always
trigger)
● 3 = Check and possibly execute a specific Story ID
Col 23 = Max runs per Instance ID (0= no limit)
Col 24/25 ? = If decision/report left in UDS tab at end of turn.. Use following SET
code
Col 26 = after Immediate Logic… CHECK…
if is == 1 before Immediate Execution then the Story will always trigger
If it is== 1 after Immediate Execution it will not generate a Decision Entry in the
UDS interface.
(Immediate Logic is NOT called through HOOK anymore!!)
Col 27 = 0 is nothing, 1 =cannot end turn without making this decision
Flex REGULAR STORIES
Regular Story
Text (you can have multiple rows compose 1 bigger text)
260 Col 0 = Story ID (can be a string as well)
Col 1 = Group Code
● 0 = no group
● >0 means the moment one of group checks out with or without IF the
other texts with same groupcode are ignored.
Col 2 = IF LOGIC
● Like if ZONEKEY.problems>40
Col 3 = Character Talk Code (1,2,3,4)
● Start with exact 0A, 3 and end with 1 (same group code)
Col 4 = Text
● Then String Replacements are made from Flag Instruction Stringlist like
<ZONENAME> or <ACTORNAME>.
● Then lookups are done. <LOOKUPTYPENAME=value> or
<LOOKUPTYPENAME>.
Col 5 = SET Logic
Flex Col 0 = Story ID
Story Immediate Col 1 = IF code (needs input TARGETREGIMEID, ZONEID, REGIME,
Execution (in SOURCEREGIMEID, OTHERREGIMEID)
makestory) ● For example recon test
Col 2 = SET code
359
Col3 = Cinematic Title
Col4 = Cinematic Text
Col5 = Cinematic Illustration
Col6 = Cinematic Background Illustration
Col7 = Cinematic Gui Mode
● 12 = uds bottom mode (title=uds code/eventnr, texty=data)
● 11 = key level gain
● 10 = defection
● 9 = territory lost
● 8 = territory conquest
● 7 = model type discovery
● 6 = tech disc
● 5 = oob discovery
● 4 = fate pack
● 3 = base page
● 0-2 = older templates
Col 8 = Detailed News Type
Flex Col 0 = Decision ID
Story Decisions Col 1 = Story ID
Col 2 = IF LOGIC
261 ● Like CHAR.23 > 66
● Like CHARKEY.knowscriminal > 0
Col 3 = Text
● Then String Replacements are made from Flag Instruction Stringlist like
<ZONENAME>.
● Then lookups are done. <LOOKUPTYPENAME=value> or
<LOOKUPTYPENAME>.
Col4 = Default Decision ( 0 / 1) ( 2 = always always take this default dec.)
Col5 = Does not influence Leader Profiles (1=does not)
Flex Col 0 = Decision ID
Story Decision Col 1 = Type
Cost ● 1 = REGIME KEY Absolute
● 2 = REGIME KEY %available start of turn
262 Col 2 = Which Key?
● PP = Political Points
● Name of key
Col 3 = Qty
Flex Col 0 = Decision ID
Story Decision Col 1 = Profile trait name
Relational Col 2 = Type of change
Effects ● 1 = Percentual
Col 3 = Qty ( positive or negative) (rounded up)
263
Flex (you can have multiple rows compose 1 bigger text)
Story Decision
Effects Col 0 = Decision ID
( + Execution Col 1 = Group Code
Text ) ● 0 = no group
● >0 means if one of the group checks out with or without IF the other SET
264 commands with same groupcode are ignored.
Col 2 = IF LOGIC
Col 3 = SET LOGIC ; ; ; ;
● Example: ZONEKEY.crime += 10
● Example: ROLL = rnd (1,100 ), RESULT = ROLL, RESULT += skillmod (
char id, skill id), RESULT -= difficulty
Col 4 = Text
● Then String Replacements are made from Flag Instruction Stringlist like
<ZONENAME> or <ACTORNAME>.
● Then lookups are done. <LOOKUPTYPENAME=value> or
<LOOKUPTYPENAME>.
Flex Col 0 = Decision ID
Story Decision Col 1 = Group Code
Advise Col 2 = Character Talk Code (1 alsways need to
(quote) Col 3 = Text
● Then String Replacements are made from Flag Instruction Stringlist like
265 <ZONENAME> or <ACTORNAME>.
● Then lookups are done. <LOOKUPTYPENAME=value> or
<LOOKUPTYPENAME>.
Col 4 = Type
● 0/1 = Your leaders
● 2 = Target Leader (enemy leader)
Flex Col 0 = Type name For example SYSNAME, FRIENDLYHELLO,
Lookup Types SCHOOLNAME etc..
Col 1 = From Value (and including) ( or -1 for everything below Too) (are ignored
266 if no = value specified like <NATION>)
Col 2 = Too Value (and including) ( or -1 for everything above from) (are ignored
if no = value specified like <NATION>)
Col 3 = Optional IF logic
Col 4 = Optional Randomize Seed Type
● 1/11= Randomize seed is gameID + regimeID.
● 2/12 = Randomize seed is gameID / 100 + zoneID
● 3/13 = Randomize seed is gameID / 5000 + charID
● 4/14 = Randomize seed is gameID / 25000 + orgID
● <10 is +Round#
Col 5 = Text
● Example 0-19 = “Low”
Col 6 = Priority by CHECK logic ( picks the highest priority, not randomized)
Col 7 = Read text from Stringlist ID (<1 = ignore)
Col 8 = Read from col number that equals VALUE parsed
Col 9 = Return col number as text
Col 10 = Extra. Col #
Col 11 = Extra. Must be value
NOTE:
● If col7>0 then
○ Simple Stringlist using parsed VALUE
○ Text read from stringlist using col8,col9,col10,col11
● If col7<1 then
○ Regular use
○ Text read from col5 using instructionc col1-col6
NOTE:
FlagInstructions are added in before evaluation.
<LOOKUPASSETNAME=<ASSETID>> is used to be looked up in col 8 and is
the “value parsed”
Flex Col 0 = Decision ID
Decision Col 1 = Type
Message ● 1 = Send to TargetRegime
Col 2 = SubType
300 ● If type=1 then subtype = OrgType ID
Col 3 = Text (including replacements by Lookup and Flags)
This allows a feedback system where human 1 plays card that generators story
trigger for human 2 and when human 2 decides THIS stringlist allows feedback
to be send back to human 1.
441 Flex Col 0 = Drawing Type ID
(442 TroopType
+445 Drawing Col 1 = Comment Field for Designer
) Stringlist
Col 2 = SFType Stat Number A
+air Col 3 = Check Type A
522 ● 0 = not used
● 1 = exact value
● 2 = Minimum - Maximum spread
● 3 = Culture Group ID = exact value (for militia variants)
● 4 = bigger or equal than col4
● 5 = smaller or equal than col4
Col 4 = Data A1: Exact Value, Minimum Value (inclusive)
Col 5 =Data A2: Maximum Value (inclusive)
Col 6 = SFType Stat Number B
Col 7 = Check Type B
● 0 = not used
● 1 = exact value
● 2 = Minimum - Maximum spread
● 3 = Culture Group ID = exact value (for militia variants)
● 4 = bigger or equal than col8
● 5 = small or equal to col8
Col 8 = Data B1: Exact Value, Minimum Value (inclusive)
Col 9 = Data B2: Maximum Value (inclusive)
Col 10 = Event Pic (initially Event Pic ID (SE_Models), but on stringlist import it is
changed to Event Pic Slot#)
Col 11 = X slot / Column # (0=first col)
Col 12 = Y slot / Row # (0=first row)
Col 13 = Width
Col 14 = Height
Col 15 = Colorization Mode
● 0 = No colorization
● 1 = Regime Color for Metal (militia/regular is detected by draw function)
● 2 = Regime Color for Uniform
Col 16 = Cropping Left Side
Col 17 = Cropping Right Side
Col 18 = Draw other … Drawing Type ID
Col 19 = Draw other before… x
Col 20 = Draw other before… y
Col 21 = Draw other before… w
Col 22 = Draw other before… h
Col 23 = Draw other WEAPON ID / SFType Var 41 (0= no overrule from current)
Col 24 = Draw other ARMOUR ID / SFType Var 42 (0= no overrule from current)
225 Flex These can be discovered by regimes.
Model Type
+244 Col 0 = Model Type Id
● 901 = auxilliary troops
+air Col 1 = Name
517 Col 2 = SFType ID# used as base
● Using one from mastefile
Col 3 = BP cost base
Col 4 = Choice ID 1
Col 5 = Choice ID 2
Col 6 = If Logic to see if this Model Type could be considered for discovery
● Always 0 for example for Aux Troops
Col 7 = Org Type ID necc
Col 8 = Or Org Type ID necc
Col 9 = Reinf Library ID# (to set SFType too) or reinf slot# (after import)
Col 10 = Reinf Library Name
Col 11 = NOT USED YET-Reinf 2 Library ID# or reinf slot# (after import)
Col 12 = NOT USED YET-Reinf 2 Library Name
Col 13 = Upgradeable 0=no, 1=yes
Col 14 = Replaceable 0=no, >0 = category that it can switch with
Col 15 = Choice ID 3
Col 16 = Drawing Type ID
Col 17 = Description
Col 18 = AI War_Path_Offensive Weight (only if >0)
Col 19 = AI War_Path_Defensive Weight (only if >0)
Col 20 = SHQ Minimum Stage needed (0= never considered)
Col 21 = Choice ID 4
Col 22 = Choice ID 5
Col 23 = Choice ID 6
Col 24 = Choice ID 7
227 Flex If designing a new model instance this table is used to find influence of tech’s on
Tech Model model stats
+246 Type Effects
Col 0 = Tech Type Id
+air Col 1 = Model Type Id
518 Col 2 = Stat Type Modified
Col 3 = Modifier Absolute using SET_LOGIC
● Needs VALUE to be set in Flag Instructions
Col 4 = Modifier Random using SET_LOGIC
● Needs VALUE to be set in Flag Instructions
Col 5 = If Logic to check if this tech bonus should be applied
Col 6 = Description/Comments
Note: if 2 rows give a stat an extra they are additive. Negatives can thus be used
as well.
The Logic check can be used to see if a certain stat is present at a certain value
for example.
299 SFType Quality Col 0 = SFType ID
Col 1 = Reg ID
(referred to in Col 2 = Quality Level
rulevar 412) ● 0 = none
● 1= obsolete
● 2 = low
● 3 = medium
● 4 = high
● 5 =elite
Note: Using SFType instead of ModelType ID allows us to use multiple sources
and even shared troop Types.
226 Flex If designing and creating a new SFType this table tells how the SFType stats are
Model Type set by the Model Stats.
+245 Calculations The SFType stats are transformed into myriad variables by the actual event that
does this from the masterfile.
Has been Col 0 = Model Type Id as String that supports [1][2][3] multiple IDs
replaced by a Col 1 = SF Type Stat Type
hardcoded ● SF Type Stat Types
function:
○ 30 = Soft Att
Helper_SetSFT ○ 31 = Soft Def
ypeStats... ○ 32 = Hard Att
○ 33 = Hard Def
○ 34 = Hitpoints ( Att and Def)
○ ..
○ 37 = Weapon Type
○ 38 = Armour Type
○ 39 = Engine Type
○ 40 = Hitpoints overrule for under infantry attack
○
○ 41 = Type of Personal Weaponry , specific ID
○ 42 = Type of Personal Armour / Exposure Rules , specific ID
○ 43 = Type of Engine, specific ID
○
○ 44 = Artillery Range
○
○ 45 = Move LIS Item ID
○ 46 = Move Qty per Hex
○ 47 = Attack LIS Item ID
○ 48 = Attack Qty per Attack
○ 49 = Defensive Qty per Attack
○ 50 = Upkeep Item ID
○ 51 = Upkeep Qty per Round
○ 52 = Move Item Max Qty
○ 53 = Attack Item Max Qty
○ 54 = Upkeep Item Max Qty
○
○ 61 = Pop cost
○ 62 = Metal cost
○ 63 = Industrial Points cost
○ 64 = Machinery cost
○ 65 = High Tech cost (<=still to implement)
○ 66 = Rare Metal Cost
○ 67 = Atomics cost
○
○ 71 = Move Cost redux absolute modifier (20= 20% less cost)
○ 72 = Recon increase %
○ 73 =
○ 74 =
○ 75 = number of attacks
○ 76 = depleting hitpoints rule
○ 77 =
○ 78 =
○ 79 = move Redux
○
○ 81 = Model ID
○ 82 = related to cavalry ? (sfx)
○ 83 = special 1
○ 84 = special 2
○ 85 = special 3
○
○ 90 = moveType
○ 91 = unitgroup
○ 92 = combat item storage
○ 93 = structural points dam
○ 94 = ratio
○ 95 =
○ 96 =
○ 97 =
○ 98 =
○ 99 = weight
○
○
○ Specials:
■ 111-120 is Forest combat bonus
○
Col 2 = early SET_Logic calculation initial modifier (added to value)
Col 3 = late SET_Logic 2nd modifier (replaces value)... the 2nd is run after all
the 1st ones are run
● Col 3 Needs VALUE to be set in Flag Instructions
(the if logic includes STAT.101 like statements. For example SoftAtt = ((
STAT.101 + STAT.102 ) / 2)
Needs to set MODELID to use STAT.
You can set a SFType STAT multiple times. Effects are additive (you can even
pass negative, minimum effect is 0 for sftype stat)
328 Flex Model Type Takes the latest gfx that match
Graphics
(330) Col 0 = Model Type ID
Not used Col 1 = Gfx Set Id (or 0/-1 if for all gfx sets)
anymore... Col 2 = Choice Number (1,2,3) (or 0/-1 for if by default)
Col 3 = Choice Value
Col 4 = File name for illustration (bottom gui)
Col 5 = File name for smallgfx (counter)
329 Flex SFType Takes the first gfx that match
Variable
Graphics Col 0 = SFType Variable
Additions Col 1 = Value
Col 2 = Small Gfx Library Name
Not used Col 3 = Small Gfx ID
anymore Col 4 = Name
228 Regime Models Once a new instance has been designed and SF created it is remembered here.
(so we know from where to continue designing)
(and discovered
?) Also used to note discovered model type IDs.
Col 0 = Model ID
Col 1 = Model Type Id
Col 2 = Regime Id
Col 3 = Name
Col 4 = Version number (version number 0 present means model type disc.)
Col 5 = SF Type ID #
● If 0 means development aint complete
Col 6 = Original Version 1 Model ID
Col 7 = BP already invested in design
Col 8 = BP needed to finish
Col 9 = Quality Level ( => Using Stringlis 299 for SFType Quality Levels)
● 0 = Not Set (always ok for all)
● 1 = Obsolete
● 2 = Low
● 3 = Average
● 4 = High
● 5 = Elite
Col 10 = Round it was finished
Col 11 = AI Note
● 0=none
● 1=cheap version
(1 is always first) (can deduce parent from this). If
Note: modelid=0 + version = 0 it means it is known but now first instance has
been created yet.
Note: modeltypeid = x, Some models can be added that are nothing more as
direct references to precoded SFTypes from Trooplibs.
230 Regime Model Not necc. But good for documentation purposes.
History Techs
Col 0 = Model ID
Col 1 = Tech Id
Col 2 = Level of Tech at Design Time
Col 3 = Model Stat ID increased
Col 4 = increased with X
363 Regime Model Col 0 = Model Id
History Stats Col 1 = Model Stat Type
Col 2 = Value
After Res
Modifier These stats are after research modifier.
229 Regime Model Save the stats for an existing version since we need to be able to max the
History Stats previous with the new when a new version is constructed.
Before Res These stats are without research modifier.
Modifier
Col 0 = Model Id
Col 1 = Model Stat Type
Col 2 = Stat Modifier
This is needed by the hardcoded algorithm that creates new versions and the
like.
234 Flex Col 0 = Model Type ID
+249 Model Type Col 1 = If Logic
Names ● Example: STAT.211 = 1
+air Col 2 = Base Name Text
521 Col 3 = Language Id or -1/0 for all
In naming the base name is stored in version 1.
348 Helper Col 0 = ID
SFType Stats Col 1= Name
Col 2= ShortName for compare
Not used. Col 3= Hidden (1 = do not show)
Col 4= Hidden for compare (1 = do not show)
349 Helper Col 0 = ID
ModelType Stats Col 1= Name
235 Flex Col 0 = Mode Type ID
+250 Model Type Col 1 = If Logic
Description ● Example STAT.211 = 1
Col 2 = Group Code
Done through ● 0 = no group
Hardcoding ● >0 means if one of the group checks out with or without IF the other SET
now. commands with same groupcode are ignored.
Col 3 = Text that includes [ ] logic parts for numerics.
446 Flex Helper Col 0 : Weapon ID or Armour ID
+447 Choice Details Col 1 : mm equiv
+air Helper in
523 combat
calculations
231 Flex To create the roll of stats for a new instance.
+247 Model Type
Stats Col 0 : Model Type ID using a string that support [1][2] and multiple entries.
+air Col 1 : Model Stat Type ID
519 Col 2 : Formula
Col 3 : When applied?
● 0 = Versionable, is take best of any model of modeltype specified in col0.
● 1 = Fixed to version 1 value
● 2 = Does not overrule at all and can be used for choices for example
● 3 = Does not overrule either but is determined at end after fixed(1) has
been set
● 4 = Versionable, is take best of any model of modeltype specified in col0
but is determined at end after fixed(1) has been set
Col 4: IF check
Col 5 : n/a
Col 6: Comment Field ( used for Design Logs)
Col 7: IF Model Stat # (<1 means no check)
Col 8: = value x
514 Model Textual Note: only for Humans
Design Log
Col 0: Model ID
Model Log Col 1: Step Type
● 1-49 = Determining Model Stats
● 50-99 = Determining SFType Stats
Col 2: Step Text
Col 3: Variable Name
Col 4: Variable Value after this step
232 Flex Upon embarking upon creating a new instance there might be choice questions.
+248 Model Type Here is what should be asked.
Choices
+air Col 0: Choice Type ID (1,2,3,..
520 Col 1: Model Stat Type ID (41,42,43,...)
Col 2: Stat Value (11,12,13…)
Col 3: Text
Col 4: IF logic for showing option
● MODELTYPE flag instruction should be set to ModelType ID in question
Col 5: Question Text (for first with choice ID)
Col 6: Specific ID
Col 7: Description (for mouse over)
Col 8: Cost for cost field (text)
Col 9: Model Stat Type ID
Col 10: Stat Value
Col 11: Model Stat Type ID
Col 12: Stat Value
Col 13: Ai SHQ Stage
Nb: Like chose armour type, choe weapon type
Nb: See stringlist ID 329 for the graphics look up for SFType rendering
236 Flex Col 0 = OOB Type Id
OOB Types Col 1 = Name
Col 2 = Size Type
● 0 = no indicator
● 1 = battery / company (400)
● 2 = battalion (1200)
● 3 = regiment (3600)
● 4 = division (12000)
Col 3 = Group ID (learn one, get all)
Col 4 = Independent 0/1
If not independent Unit 1 is the HQ TOE.
● Battalion units use Brigade HQ: 12th
● Regiment units use Corps HQ : XXI
● Division units use Army HQ: 2A
Col 5 = IF code
● Like REGKEY.Oob1 > 3
Col 6 = SET code
● Executed on discovery
● Like REGKEY.Oob1 = REGKEY.Oob1 + 1
Col 7 = Base BP to discover
● If 0 it means you’ll get it for free if IF code is not present OR returns 1
Col 8 = Base PP cost to place an instance
Col 9 = Org Type 1
Col 10 = Or Org Type 2
Col 11 = BP cost to researc
● If 0 it means you’ll get it for free if IF code is not present or returns 1
Col 12 = Unit 1 TOE id (or 0/-1) (if HQ included must be here)
Col 13 = Unit 2 TOE id (or 0/-1)
Col 14 = Unit 3 TOE id (or 0/-1)
Col 15 = Unit 4 TOE id (or 0/-1)
Col 16 = Unit 5 TOE id (or 0/-1)
Col 17 = Unit 6 TOE id (or 0/-1)
Col 18 = Unit 7 TOE id (or 0/-1)
Col 19 = Unit 8 TOE id (or 0/-1)
Col 20 = Unit 9 TOE id (or 0/-1)
Col 21 = Unit 10 TOE id (or 0/-1)
Col 22 = reserve
Col 23 = reserve
Col 24 = reserve
Col 25 = reserve
Col 26 = Organogram Category
● 12 = independent
● 21 = Inf
● 22 = Mot
● 23 = Tank
● 24 = Mech
● 31 = Air
Col 27 = OOB counter ID
Col 28 = extra units allowed
Col 29 = customOrigID (kept only at custom; so “0” is an original.. Can only refer
to a real original)
Col 30 = customCount (kept only at custom)
237 Flex Col 0 = TOE Type id
TOE Type Col 1 = Name
Col 2 = HQ 0/1
Col 3 = Small Gfx ID
● If 0 for HQ the Regime Flag is used.
● Flex Library should lookup the ID and fix it in initialize event.
Col 4 = Size indicator
Col 5 = HQ Small Addition
Col 6 = Reserved
Col 7 = Slot 1, ReinfType ID
● Flex Library should lookup the ID and fix it in initialize event
Col 8 = Slot 1, Qty
Col 9 = Slot 2, ReinfType ID
Col 10 = Slot 2, Qty
Col 11 = Slot 3, ReinfType ID
Col 12 = Slot 3, Qty
Col 13 = Slot 4, ReinfType ID
Col 14 = Slot 4, Qty
Col 15 = Slot 5, ReinfType ID
Col 16 = Slot 5, Qty
Col 17 = Slot 6, ReinfType ID
Col 18 = Slot 6, Qty
238 Regime OOB Col 0 =OOB Type Id
Col 1 =Regime Id
Col 2 =Known 0/1 (for research)
● If available is 0 and in list it means it is known.
Col 3 =Counter (for naming)
Col 4 = Available 0/1 (for deployment)
Col 5 = BP researched
Col 6 = BP target
● Cost of target is base cost modified by SQRT ( oob types ) already
operaitonal
239 TOE Counter For naming purposes:
Col 0 = TOE Type id
Col 1 = Regime Id
Col 2 = Counter
240 OOB Counter For naming purposes
Col 0 = OOB Type id
Col 1 = Regime Id
Col 2 = Counter
*Independent Units only use the OOB naming table and not the TOE one.
364 Salaries Col 0 = Regime Id
Col 1 = Job Type Id
● 1-99 Regular Leader JobTypes
● 101 = Soldiers
Col 2 = Salary in full credits
196 Character Col 0 = Id
Col 1 = Capability Level
Leaders Col 2 = Title
Col 3 = First Name
Col 4 = Last Name
Col 5 = Regime Id
org
Col 6 = Job Type
● 1 = in reserve pool
● 2 = in unit
● 3 = in army HQ
● 4 = in SHQ
● 5 = in council (cabinet if council) / director
● 6 = advisor (cabinet)
● 8 = secretary (important for cabinet)
● 9 = in department (not in cabinet)
● 10 = governor
● 11 = leader of an AI Regime / or a human Regime (image only)
● 12 = third party (like crime boss)
Col 7 = Job specific ID
● Unit …. His Unit ID
● Org… Org ID
● Governor … Zone ID
● Regime…. Regime ID
● Advisor… Character ID
Col 8 = Location specific
● Agent… Exactly where code…
Col 12 = Portrait ID
Col 13 = Faction ID (or -1/0)
Col 14 = Faction Loyalty
Col 15 = Sex 1=male, 2=female
Col 16 = Round birth-date (can be negative)
Col 17= XP left
Col 18 = XP spent
Col 19= Loyalty to you
Col 20 = Relation Score
Col 9 = Previous Job Type
Col 10 = Previous Prestige Points Left
Coll 11 = Job promised (0=no, 1=yes better, 2=any)
Col 21 = Job Promise Round number
Col 22 =Dismiss Count
Col 25 = Left regime at what round
Col 26 = Left which regime ID
Col 27 = 3rd party Leader
Col 28 = Corruption Credits taken
Col 29 = Corruption Level
Col 31 = Skill Family 1 value
Col 32 = Skill Family 2 value
Col 33 = Skill Family 3 value
Col 34 = Seniority
Col 35 = Stat Strength
Col 36 = Stat War
Col 37 = Stat Charisma
Col 38 = Stat Intelligence
Col 39 = Stat Willpower
Col 40 = info position => FOW offset strength
Col 41 = info position => FOW offset war
Col 42 = info position => FOW offset charisma
Col 43 = info position => FOW offset intelligence
Col 44 = info position => FOW offset willpower
Col 45 = Personality (Logica/Introvertl)-Emotional / Extrovert
Col 46 = Personality (Coward-) Heroic
Col 47 = Personality (Loyal)-Ambition
Col 48 = Personality (Submissive)-Authority
Col 49 = Personality (Altruist-)Corrupt/Egoist
Col 50= Personality Ethical
Col 51= Personality Witty
Col 52= Personality Honesty (open in bad traits)
Col 53 = Hair Part ID
Col 54 = Hair Slot # (0=first)
Col 55 = Eyes Part ID
Col 56 = Eyes Slot # (0=first)
Col 57 = Nose Part ID
Col 58 = Nose Slot # (0=first)
Col 59 = Mouth Part ID
Col 60 = Mouth Slot # (0=first)
Col 61 = Face Part ID
Col 62 = Face Slot # (0=first)
437 Portrait Group Col 0 =Base Portrait Group ID
Col 1 =Culture Group IDs allowed string following [1][2][3] protocol or [all] for all
Col 2 = Base Portrait Group Name (Black men, White women, Fat White men)
Col 3 = Weight (if multiple validate)
Col 4 = Only for: Leader Stat X (or 0 for always ok)
Col 5 = Only for: Leader Stat X Value Min
Col 6 = Only for: Leader Stat X Value Max
Col 7 =Only for: Leader Stat Y (or 0 for always ok)
Col 8 = Only for: Leader Stat Y Value Min
Col 9 = Only for: Leader Stat Y Value Max
Col 10 = Only for: Language ID X ( or 0 for always ok)
438 Portrait Part Col 0 =Portrait Part ID
Col 1= Base Portrait Group ID
Col 2= Part Type
■ 1=Face
■ 2=Mouth
■ 3=Nose
■ 4=Eyes
■ 5=Hair
Col 3 =Event Pic ID (has to get translated from origin library to data library on import)
Col 4 = Y Coordinate for placement
Col 5= Height for placement
365 Old Character Col 0 = Char Id
Log Col 1 = Regime Id
Col 2 = Relation
Col 3 = Total XP (spent + left)
204 Portraits Col 0 = Portrait ID
Col 1 = Image Name
Col 2 = Sex 1=male , 2=female
Col 3 = Characteristic ID (or 0 for none)
Col 4 = Level of characteristic
Col 5 = Characteristic 2 ID (or 0 for none)
Col 6 = Level of characteristic
Col 7 = Age approx in years
Col 8 = Culture Group 1 / Language ID 1 (either col 8 must match)
Col 9 = Culture Group 2 / Language ID 2 (or col 9 must match)
Col 10 = Check type for generation..
● 0 = Culture Group is checked
● 1 = Language ID is checked
Note: col 3-7 are used to find the best approx for the stats rolled.
197 Character Profile Col 0 = Char ID
Traits Col 1= Trait / Profile Name
Col 2 = Kind of Trait
● 1 = Extreme Dislike
● 2 = Major Dislike
● 3 = Minor Dislike
● 4 = Minor Like
● 5 = Major Like
● 6 = Extreme Like
340 Character Keys Col 0 = Char ID
Leader Col 1 = Key Name
● salaryPaid
Col 2 = Value
376 Character Feats Col 0 = Char ID
Leader Col 1 = Feat ID
377 Character Feat Col 0 = Feat ID
Types Col 1 = Name
Col 2 = Description
Col 3 = Illustration Filename
378 Character Feat Col 0 = Feat ID
Type Effects Col 1 = Effect Type
● 1 = Stat modifier
● 2 = Skill modifier
● 3 = Experience Points Boost
● 4 = Single Use Skill Modifier (Char Feat will disappear after 1 skill roll..
Used by for example Shadow Spy Character Feat)
Col 2 = Effect Target
● If col1 = 1 => Stat #
● If col1 = 2 or 4 => Skill #
● If col1 = 3 n/a
Col 3 = Effect Qty
● If col1 = 1 Modifier in absolute points… like 10 or -5
● If col1 = 2 Modifier in absolute points… like 10 or -5
● If col1 = 3 % bonus (will get on top of any XP rewards)
● If col1 = 4 Modifier in absolute points… like 10 or -5
Col 4 = Every start of turn… IF
Col 5 = Every start of turn… SET
200 Factions Col 0 = ID
Col 1 = Faction Part 1 ID
Col 2 = Faction Part 2 ID
Col 3= Regime ID
Col 4 = Name Full
Col 5 = Relation Score
Col 6 = Leader 0 (none) or ID
Col 7 = Red
Col 8 = Green
Col 9 = Blue
Col 10 = Name Abbreviation
Col 11 = Vote %
Col 12 = ai-ID
Col 13 = support points
● Support points get halved
Col 14 = last demand in round X
201 Helper Col 0 = Faction Profile Part ID
Faction Creation Col 1 = Profile Part Name
Table Col 2 = Profile Part Group
● 1 = Ideology
● 2 = Method
● 3 = Class
● 4 =Goal
Col 3 = Part A string
Col 4 = Part B string
Col 5 = Part C string
Col 6 = Major Like profile name
Col 7 = Minor like profile name
Col 8 = Faction ai-ID
202 Faction Profile Col 0 = Faction ID
Likes Col 1= Trait / Profile Name
Col 2 = Kind of Trait
● 1 = Extreme Dislike
● 2 = Major Dislike
● 3 = Minor Dislike
● 4 = Minor Like
● 5 = Major Like
● 6 = Extreme Like
502 Advice For Turn Col 0 = Advise ID
Col 1 = Leader ID
Col 2 = Story ID Link
Col 3 = Story ID 2 Link
Col 4 = Advise Text
503 Advice Dismiss Col 0 = Advice Id
Col 1 = Dismiss till Round
Col 2 = Dismiss Counter
504 Help Topics Col 0 = Story ID (449,450,451,...)
Col 1 = Type 0=normal, 1=title, 2=image
---
Col 2 = Hard Enter (0=no, 1=yes) (adds largest y)
Col 3 = Position 0=left, 1=middle, 2=right
Note: add images before text for propper placement
--
Col 4 = Text / Title / Image name
--
Col 5 = text limitator (0= no limit specified) (image width)
Col 6 = image height
--
Col 7 = arrow too image name
Col 8 = arrow too X in last image (if >0 otherwise no arrow)
Col 9 = arrow too Y in last image
STORY IDs :
449 = Find Deposits
450 = Construct asset
451 = Declare War
452 = Raise Regular Troops
199 Character Skills Col 0 = Character Id
Col 1 = Skill Type Id
Col 2 = Level
Col 3 = FOW offset
Col 4 = Number of tests done (gets deduced when advancing in level)
198 Character Col 0 = Character Id
Personnel File Col 1 = Round nr (0= pre-game note)
Col 2 = Type of note
Leaders Log ● 1 = biography pre-game
● 2 = later event, unspecified
● 3 = temporary log (details)
Col 3 = Specific for note
● Type = 1=>Just the careers
Col 4 = Text
205 Char Generation Col 0 = If below age
Age Table Col 1 = Number of careers
Col 2 = Strength Modifier %
Col 3 = Cha,War Modifier %
Col 4 = Intelligence Mod %
Col 5 = Willpower Mod%
Nb: modifiers are cumulative for each row below age
206 Char Generation Col 0= ID
Career- Career Col 1 = Career Name
Table Col 2 = Career Exit 1 ID
Col 3 = Career Exit 2 ID
Col 4 = Career Exit 3 ID
Col 5 = Career Exit 4 ID
Col 6 = Only available if Culture ID
207 Char Generation Col 0 = Career ID
Career-Skill Col 1 = Skill ID
Table
203 Flex Col 0 = Skill Type Id
Skill Types Col 1 = Skill name
Col 2 = Uses Stat 1 (col# in char table, 0<= none)
Col 3 = Uses Stat 2 (col# in char table, 0<= none)
Col 4 = Uses Stat 3 (col# in char table, 0<= none)
Col 5 = Category SHQ 0/1
Col 6 = Cat OHQ 0/1
Col 7 = Cat Governor 0/1
Col 8 = Cat Director 0/1
Col 9 = Cat Aux 0/1
Col 10 = Skill General Description
Col 11 = Skill Used In Description
Col 12 = Family branch
● 0 = none
● 1 = Interpersonal (civilisation level)
● 2 = Technical (tech level)
● 3 = Command (admin level)
Col 13 = Acquire Personality Stat 0= no modifier
● 45 = Personality (Logica/Introvertl)-Emotional / Extrovert
● 46 = Personality (Coward-) Heroic
● 47 = Personality (Loyal)-Ambition
● 48 = Personality (Submissive)-Authority
● 49 = Personality (Altruist-)Corrupt/Egoist
Col 14 = Personality: 0=not used. 1=High is more chance, 2=Low is more
Chance
Col 15 =Personality: Extra Strong Fx 0=no, 1=yes
243 Helper Col 0 = Regime Id
Log of New Col 1 = Asset Type Id
Asset Build Col 2 = Notified (1=yes)
Possible Notified
Once player
notified once for
an assetType it
is not done
again
Continued Stringlists
ID Name Content
123 Zones Col0 = ID
Col1 = Type 1=land, 2=sea
Col2 = SubType 0=none, 1=coastal, 2=inland
Col3 = Hex Count
Col4 = Initial Population in 100 people blocks
Col5 = Radiation in RAD points
Col6 = Location ID (<=0 = no city or base)
Col7 = Name
Col8 = Regime ID
Col9 = Culture ID
Col 10 = center hex X (for sea labels for instance)
Col 11 = center hex Y (for sea labels for instance)
Col 12= current average temperature C
Col 13= current rainfall / year
Col 14= description (generated every start of round to be
up-to-date)
289 Zone Governor Col 0 = ID of zone
Orders Col 1 = Round orders given (<=0 is none given)
Col 2 = Worker salary in 10th of credits for 100 Workers
Zone Orders Col 3 = Recruits sign-up bonus in 10th of credits
Col 4 = Colonist sign-up bonus in 10th of credits
Col 5 = Ideal worker mode
● Mode <= 0 = Flex. Recruit if shortage, Fire if surplus
● Mode = 1 = Increase if necc. Recruit if shortage, never
fire
● Mode = 2 = Flex above X.... Recruit up to fix
ammount, fire if above
● Mode = 3 = Increase till X. Recruit up to fixed
ammount, never fire
Col 6 = Fixed ammount of ideal workers absolute
Col 7 = Soldier quotum per turn absolute (max 3% of pop)
Col 8 = Colonist quotum per turn absolute (max 3% of pop)
Col 9 = Emergency Food Support Allowed (1=yes, 0=no)
Col 10 = Block Pop from buying FreeFolk (1=blocked, 0=not)
Col 11 =
Col 12 = ..
Col 13 = ..
Col 14 = ..
370 Landscape Type Col 0 = Base LT#
Illustration Table
Col 1 = Skybox No Rain to 50mm … event Pic ID
Col 2 = Skybox 50mm to 500mm .. event Pic ID
Col 3 = Skybox 500mm + .. event Pic ID
Col 4 = Reserved
Col 5 = Reserved
Col 6 = Core Layer .. event Pic ID
Col 7 = Reserved
Col 8 = Reserved
Col 9 = Front Layer .. event Pic ID
These pic IDs contain the ID for the SE_Present library.
242 LandscapeType Col#0 = Base LT#
Season Table Col#1 = <10mm low rain => Temperatue below 0 LT#
Col#2 = >10mm normal rain => Temperature below 0 LT#
Col#3 = Temperature 0 or higher LT#
--
Col#4 = Base LT# (col 0) BioMass MT
367 RiverType Col#0 = River Type #
Season Table Col#1 = <10mm low rain => Temperatue below 0 RT#
Col#2 = >10mm normal rain => Temperature below 0 RT#
Col#3 = Temperature 0 or higher RT#
Col#4 = Random Global Key ID
Col#5 = must be X
362 LandscapeType Col#0 = LT#
Natural Mining Col#1 = MineType
Col#2 = MiningEase
371 Landscape Type Col#0 = LT#
Asset Mods Col#1 = construction modifier increase in % (>= 999 is
/Properties impossible)
Col #2 = open agriculture difficulty modifier (>=999 is
impossible)
148 Zone Assets Col 0 = Zone ID
Col 1 = Asset Type ID
Col 2 = -
Col 3 = Optional X
Col 4 = Optional Y
Col 5 = Production Type ID
● 0 is default production ( still to set by code )
● Or -1 if just providing upkeep (motballed)
● Or -2 if not assigning any workers (abandoned).
Col 6 = Lack of upkeep in cumulative %. One turn no upkeep
at all = 100%.
Col 7 =Construction Rounds Remaining
Col 8 =In Construction ( 0 / 1)
Col 9 = Asset ID
Col 10 = Asset Name
Col 11 = Last production percentage
Col 12 = Partial Percentage Done of construction round
100pts = 1 round.
Col 13 = Upkeep % done
Col 14 = Delegated to Zone ID
Col 15 = Partial Production specified.. 0 = 100. 100 = full
production.
500 Asset Construction Col 0 = Asset ID
Cost already paid Col 1 = Cost Type (1=item, 2=zoneKey)
Col 2 = Item Type ID / ZoneKey Name
Col 3 = Qty
160 Zone Keys Col 0 = Zone ID
Col 1 = Key (population, worker, workerPoints,
populationPoints )
Col 2 = Value
210 Regime Keys Col 0 = Regime ID
Col 1 = Key (bp, rp, pr, etc.. )
Col 2 = Value
255 Old Regime Keys Same as regime Keys. But copied at end end of turn.
History
501 Prev Election Regime “““
Keys
History
284 Old SHQ items Copied at end end of turn.
History Col 0 = SHQ historical unit ID
Col 1 = Regime ID
Col 2 = Item Type ID
Col 3 = Qty
286 Projected SHQ items Set at start of turn. But should be updated every time you
use move units, change zones.
Predict Col 0 = SHQ historical unit ID
Col 1 = Item Type ID
Col 2 = Qty
273 Start of Turn HQ LIS Col 0 = SHQ historical ID
items Col 1 = Regime ID
Col 2 = Item Type ID
(before LIS, Col 3 = Qty
production)
287 Old Zone Keys Same sas zone Keys. Copied at end end of turn.
History Col 0 = Zone ID
Col 1 = Key
Col 2 = Value
256 Flex Regime Profile Col 0 = regime name key 1 that influcences key 2
Effects Col 1 = regime key 2 name
Col 2 = type of influence
● 1 = Profile > Profile limiting max
○ If >50 then limits the target to 100-((value-50)).
○ Limit is adjust by 11 and 12 types. Up to max
+25.
○ If target higher than decrease with 10% or 1
point.
● 11 = Key > Profile increasing max if <50
● 12 = Key > Profile increasing max if >50
149 LIS Item Types Col 0 = ID
Col 1 = Shortname (Metal)
Col 2 = Abbreviation (Met)
Col 3 = Weight
Col 4 = SmallGfx slot#
161 LIS Transport Modes Col 0 = ID
Col 1 = Name
Col 2 = Theater
Col 3 = SubType
Col 4 = Movement Type#
Col 0
1 = Air
2 = Chopper (no destination airbase necc.)
3 = Truck
4 = Train
5 = Convoy
Col 2 = Theater
0 = Land
1 = Sea
2 = Air
Col 3 = SubType
0 = none
1 = chopper air
Col 4 = Uses movement Type #
162 LIS Location Points Col 0 = Location ID
Col 1 = Transport Type ID
Col 2 = Points
Col 3 = Free AP range
Col 4 = X (normally same as location ID)
Col 5 = Y (but can be from for example a supply outpost)
157 Zone Neighbours Col 0 = Zone ID
Col 1 = Neighbour ID
125 Seasons Col 0 = ID
Col 1 = Season Name
124 ZoneSeasons Col 0 = Zone ID
Col 1 = Season ID
Col 2 = Minimum Temperature (1x std. deviation)
Col 3 = Maximum Temperature (1x std. deviation)
Col 4 = Average rainfall in mm/year
366 NonZoneSeasons Like lakes
Col 0 = Non-Zone ID
Col 1 = Season ID
Col 2 = Minimum Temperature (1x std. deviation)regimes
Col 3 = Maximum Temperature (1x std. deviation)
Col 4 = Average rainfall in mm/year
143 Regimes Col 0 = Regime ID
Col 1 = Type
1 = major regime
2 = minor regime
3 = inert regime linked to major regime (like rebel)
4 = inert regime permanent (like anarchy / non-Aligned)
Col 2 = Culture ID
● If 0 it means it is a 999 territory
Col 3 = Initial republican / reformist tendency
For major regimes:
1 = republican democracy
2 = reformist empire
Col 4 = Name
Col 5 = Symbol Id
Col 6 = Base name if 2nd part of name is a suffix like (Empire,
Commune, etc..)
Col 7 = Second Part (like Empire, Commune, etc)
Col 8 = NATION (for lookup)
Col 9 = NATIONAL (for lookup)
Col 10 = NATION LEADER (for lookup)
Col 11 = Rebel / Master Regime ID
Col 12 = Capital ID (location ID)
Col 13 = Faction AI-id (for majors)
156 Key Game Variables See Key Game Variables table.
Same kind as key planetary variables but for the Data Library.
327 Regime Symbol Table Col 0 = id
Col 1 = category
● 0 = Mixed, Unspecified
Col 2 = Filename for symbol
274 AI Pool Reserves and Col 0 = SHQ historical ID
Wishes Col 1 = Pool ID
Col 2 =Type
● 1 = Item Type
Col 3 = Specific ID
● Item Type = > Item Type ID
Col 4 = Quantity in pool
Col 5 = Quantity received this turn
Col 6 = Quantity received previous turn
Col 7 = Quantity requested this turn
Col 8 = Quantity reqeuested previous turn
303 AI Dip Card Play Col 0 = Card ID
Col 1 = PP Cost for AI
Col 2 = SET code for Weight
Col 3 = IF extra (also should test for card TARGETREGIME)
305 AI Tech, OOB and Col 0 = Highest SHQ Stage
Model Table Col 1 = Tech ID
Col 2 = Model Type ID
Col 3 = OOB Type ID
Col 4 = Data 1 : Model Type Variant choice ID 1
Col 5 = Data 2 : Model Type Variant choice ID 2
Col 6 = IF (should receive TECHID, MODELTYPEID,
OOBTYPEID)
Col 7= SET (for example to set INFOOB=1 and avoid IF
picking more) executed upon completion
Col 8 = Weight
Col 9 = Data 3 : Model Type Variant Choice ID 3
Note: that if variant choice ID does not exist yet the model
Type will not be created.
168 Flags ● Col 0 = FlagType handle like RES or ZONE
● Col 1 = Actual Stringlist ID
For example ZONEKEY FlagType needs ZONE to be already
set.
● Col 2 = Actual column # to look up flag Instruction
Key’s value (or -1 for none)
● Col 3 = Flag Instruction Key to be used
● Col 4 = Actual column # to look up flag instruction
Key’s value (or -1 for none)
● Col 5 = 2nd Flag instruction Key to be used
The actual value behind the .
● Col 6 = Actual column # for value after flagType
(ZONEKEY.popLoyalty) (or -1 for none)
● Col 7 = Return column# (for example value of
popLoyalty key)
○ If this is -1 it means it will use the DATA as a
column number.
*= Needs to be specified in Flag Instructions Stringlist (below)
**= flag instruction value will replace the PROD keyword in
the IF/SET logic. The Flags Stringlist is not used.
169 Flag Instructions Col 0 = Key
Col 1 = Value
To be used for FlagTypes above.
Key = ZONEID , value = ID
Key = PROD, value = Set by Algorithm
Key =
368 DATA Col 0 = City levels minimum
Asset Type Loctype Read from assetype LocType
Represenation
Col 1 = Open Agri levels minimum
Col 2 = Domed Agri levels minimum
Col 3 = Scav levels minimum (only used if it is the only asset
otherwise added to industrial/mining)
Col 4 = Industrial/Mining levels minimum
Col 5 = Construction levels
Col 6 = Logistical subtype levels
public/private
Col 7 = Other levels minimum (not 1-6) minimum
Col 8 = Total minimum levels
Col 9 = reserved
Final
Col 10 = weight
Col 11 = use LocType Slot #
402 Flex Unit feats Col 0 =ID
(401 in lib) Col 1 = Regime Feat ID
Col 2 = Name
Col 3 = Ratio of Qty : Individual SFs … 1 : X
Col 4 = Acquire Chance Modifier (100=default)
Col 5 = Lose Chance Modifier (100=default)
Col 6 = Works for Regular Units (at start only this)
Col 7 = Works for Militia
Col 8 = Works for OHQ
Col 9 = Works for SHQ
Col 10 = Event Pic Slot# (402), Event Pic ID for lib (401)
(initialize fixes)
Coll 11 = Friendly Unit Group
Col 12 = Description
Col 13 = Individuals receiving bonus (always attached to only
1)
Col 14 = Replaces which ID
Note: The Hisvar Values story the ID + Qty of the Unit Feats
404 Flex Unit feat Col 0 =Unit Feat Type Behaviour ID
Behaviours Col 1 =Unit Feat ID
Col 2 = Name
(403 in lib) Col 3 = Regular Attack 0/1
Col 4 = Artillery Attack 0/1
Col 5 = Phase
■ 1=combat Att
■ 2=combat Def
■ 3=Combat All
■ 4=Result Changer
■ 5=AttackStartup Mod
■ 11=start combat round
■ 12=river / lt modifier
Col 6 = Enemy Unit Group
Col 7= Data1
Col 8 =Data2
Col 9 =Data3
144 Flex Asset Types Col 0 = ID
(for zones) Col 1 = Name
Col 2 = 0= no levels. 1=level 1, 2 =level 2,e tc..
(also for Story Col 3 = Per Hex Asset 0/1/2/3
Module) ● 0 = Only in city hex
● 1 = Any hex, But only one of these SUB TYPE 1
assets per hex (farming)
● 2 = Any hex, Multiple allowed, but only one of each
family ID
● 3 = Only outside city
Col 4 = SubType
● 0=None (no special rules)
● 1=Agriculture per hex
● 2=Mining per hex
● 3=Scavenging per hex
● 4=Hunting per hex
● 5=Supply Base that can be placed in neighbour hex
(or overseas later on)
● 6=Windtrap (mountains)
● 7=Water Purification/Algae (river/coastal)
● 8=Volcano tap
● 9=Capital only
● 10=Rail per Hex
●
Col 5 = Public 0/1
Col 6 = Conditionals IF to construct
Col 7 = Private Class
● 0 = n/a
● 1 = Agri
● 2 = Mine
● 3 = Scav
● 5 = Commerce
● 6 = Qol
● 7 = Logistics
Col 8 = Event Pic Slot# when imported, ID when in lib
Col 9 = Sub Sub Type
● For mining:
○ 1 = Oil
○ 2 = Metals
○ 3 = Rare Metals
○ 4 = Radioactives
○ 5 = Water Meteorite (water)
Col 10 = Location Type Slot#
●
Col 11 = Auto Production Type ID
Col 12 = Shortname
Col 13 = Number of rounds for construction
Col 14 = Family ID ( same construction, different Level )
Col 15 = Special Rule
● 0 = no
● 1 = convert farmland around (during prod phase2
Col 16 = Areal Range (1 = 1 hex around own base)
Col 17 = Ideal BP for economic bonus
Col 18 = Ideal BP for logistical bonus
Col 19 = Linguistics Category for name
Col 20 = Entertainment BP, ideal BP for bonus
Col 21 = Health BP, ideal BP for bonus
Col 22 = Education BP, ideal BP for bonus
Col 23 = Security BP, ideal BP for bonus
Col 24 = Energy BP, ideal BP for bonus
Col 25 = Can nationalize is ID of the new AssetType (0=not
possible)
Col 26 = limited by regime key “techLevel”, “adminLevel”,
“cultureLevel”
Col 27 = gui Class for ordering them in construction popup
● 1 = Food
● 2 = Resources
● 3 = Energy/Fuel
● 4 = Industry (& synthetic resources)
● 5 = Government & QOL (and research)
● 6 = Logistical (and storage)
● 7 = Auxiliary
Col 28 = profile
Col 29 = % protection from structural dammage (0=none,
10%=10% less, 100%=never suffers any)
Col 30 = Description Field
Notes:
● The correct col 7 slot should be set on initialise of the
child library when copying the records.
● Using col 14 Family ID the game can allow you to
branch of a number of levels if this allowed.
150 Flex Construction Col 0 = Asset Type ID
Cost Col 1 = Type
● 1 = Regime Points
● 2 = Item Type
● 3= Zone Var
Col 2 = Specific Key or ID
Col 3 = Base Quantity
NB: IF private construction takes no cost (its paid upfront)
145 Flex Asset Type Col 0 = Asset Type ID
Upkeep Cost Col 1 = Type
● 1 = Regime Points
● 2 = Item Type
● 3= Zone Var
Col 2 = Specific Key or ID
Col 3 = Base Quantity
146 Flex Asset Type Col 0 = Asset Type ID
Production Type Cost Col 1 = Production Type ID
Col 2 = Type
● 1 = Regime Points
● 2 = Item Type
● 3= Zone Var
Col 3 = Specific Key or ID
Col 4 = Base Quantity
---
Col 5 = Production Effect
● 1 = If not fully present percentual decline in
production. Like workers.
● 2 = needs to be fully present no matter percentage of
production. Like energy to power the installation.
● 3= needs to be present at full for percentage of
production. Like metal for the products.
147 Flex Production Col 0 = ID
Types Col 1 = Shortname
Col 2 = Produces Type
(also for Story ● 1 = Regime Points
Module) ● 2 = Item Type
● 3 = Zone Var
● 4 = Location LogType
● 5 = Hex Libvar
Col 3 = Specific ID or KEY
● If LogType
○ 801 = Truck AP extension
○ 802 = Rail AP extension
Col 4 = Base Quantity
Col 5 = Special Calculation Method
● 0 = none
● 2 = scavenging
● 11 = regular open agri
● 12 = alien open agri
● 31 = truck AP points (increase up to / supply base)
● 41 = mining
● 101 = zone key thats limited to 100
Col 6 = Modify formula
170 Miltia Unit Table Col 0 = Militia Unit Type ID
Also the Minor Col 1 = Name
Regime Unit Table Col 2 = SizeType
● 0 = no indicator
● 1 = battery / company (400)
● 2 = battalion (1200)
● 3 = regiment (3600)
● 4 = division (12000)
Col 3 = SmallGfx slot for NATO sprite (from masterfile)
Col 4 = n/a
Col 5 = Abbreviation part (Gds, G, Rd)
Col 6 = Inf qty (1)
Col 7 = Mobile qty (2)
Col 8 = Artillery qty (3)
Col 9 = Armour qty (4)
Col 10 = Culture Group ID
Col 11 = Weight
Col 12 = Militia Naming ID
Col 13 = Unit Code ID
● If unit code > 0 then it cannot be used for militia but is
reserved for special placement.
● Unit code 1 = Rebels. Infantry 20x (all cultureTypes)
uses miltia infantry to populate unit
● Unit code 6= Rebels. Infantry 80x (all culturetYpes)
uses militia infantry to populateu nit
● Rebel units get written in hisvar 11 as well.
171 Milita Trooptype Table Col 0 = SfType ID
Col 1 = SfType Library
Also the Minor Col 2 = Militia Troop Group (-1 =any)
Regime TroopType Col 3 = Culture Group Type (-1 = any)
Table Col 4 = Weight
Col 5 = IF code for Major
Col 6 = IF code for non-Major (regtype>1)
172 Militia Naming Table Col 0 = Militia Naming ID
Col 1 = Zone ID
Also the Minor Col 2 = Counter
Regime Unit Naming
Table For example: 2nd Ostracas Guards (OsG)
PeopleObj
● Will be used to set the veteran levels or other special states like Barbarians or Forced
Slaves.
● Tv0 = cultureId
● Tv1 = peopleTypeId (11-19 => 12..13...14 = Militia)
Historical Units
HISVAR 1 Oob Type ID
HISVAR 2 Toe Type ID
HISVAR 3 Oob Counter Number
HISVAR 11 Militia Unit Type ID. >=1=ySE1 Trooptype
editores militia or minor
HISVAR 12 Culture ID for Portraits of troops (if <1 no
overrule specified)
HISVAR 21 Posture card ID
22x Attack Infantry
23x Attack Artillery
24x Attack Afv
25x Defense Infantry
26x Defense Artillery
27x Defense Afv
28x (Posture) Retreat % standing order
29x Readiness All
30x Hitpoint Redux Early Rounds Mod
31x AP Infantry
32x AP Artillery
33x AP Afv
34x Morale Growth
35x Max Morale Modifier
36x XP Growth
37x Food Consume Mod
38x Oil Consume Extra start of turn (only
positive)
39x Entrenchment Growth / Entr.Max Modifier
40x Special Ability or Penalty in Combat
-1 : double concentric bonus in att
-2: bonus equal to difference morale in
att/def
-3: 5% chance to die if retreating and fired
upon
-4: 20% chance to die if shot taken on it
-5 75% chance to die if retreating and fired
upon
-6 50% chance to die retreating and fired
upon
41x (Posture) Ammo consume extra start of turn (only
positive)
HISVAR 42 Quality Level LOW (2)
0 = Allowed
1 = Tolerated (can not be used as repl.
troops)
10 = Not allowed
HISVAR 43 Quality Level AVERAGE (3)
0 = Allowed
1 = Tolerated
10 = Not allowed
HISVAR 44 Quality Level HIGH (4)
0 = Allowed
1 = Tolerated
10 = Not allowed
HISVAR 45 Quality Level ELITE (5)
0 = Allowed
1 = Tolerated
10 = Not allowed
HISVAR 51 Origin Zone ID (important for militias and
minors)
HISVAR 52 Base Morale used with UnitUpkeep
HISVAR 55 Air Bridge order active 0/1
HISVAR 56 Target of Air Bridge X
HISVAR 57 Target of Air Bridge Y
HISVAR 58 Dammage in Aircraft Qty Lost
HISVAR 59 Air Bridge Participation
0 = no
1 = yes participated
2 = wanted to, but could not due to lack of
fuel
3 = wanted to, but could not due to lack of
AP
HIS VAR 60
HISVAR 61 Character ID in charge
HISVAR 71 Organic Supply
Used by LIS supply calculations
HISVAR 72 Organic Supply MoveType
Used by LIS supply calculations
HISVAR 81 Hunger
HISVAR 82 Credits Paid
HISVAR 83 Credits Should be Paid
HISVAR 91 Ant AI
100 = FreeFolk generic
200 = Alien animal generic
300 = New Adv Alien Movement (behaviour
based)
HISVAR 92-98 Stuff for Alien Fauna
HISVAR 99 Delete Flag
1 = Should be deleted at open turn of a
human player
HISVAR 101-9999 Qty of that Unit Feat Type (-100 for ID)
SE_Linguistics
ID Name Content
126 Lifeform Syntax Col 0: first item
Col 1: second item
Col 2: third item
Col 3: fourth item
Col 4: must have lifeclass ID (if present these are
prefered)
Item codes:
0 = ignore
1 = space
2 = dash (-)
3 = life class based namelist
4 = lifeform prefix alpha
5 = lifeform prefix beta
Example naming row:
4,5,1,3 => Pseudotops Dog
127 Lifeclass Name Table Col 0: name
Col 1: must have Life Class ID
Col 2: must have Life Property ID
These are intended to be used singular, but advised to
put some prefix before it.
128 Lifeform Prefix Alpha Table Col 0: name
Col 1: must have Life Property ID
These are intended to be place before Beta. or directly
before lifeclass name
Like: pseudo, quatro, bi, di
129 Lifeform Prefix Beta Table Col 0: name
Col 1: must have Life Property ID
These are intended to be used only together with an
alpha prefix.
Lke: tops, pod,
136 Names Syntax Col 0: first item
Col 1: second item
Col 2: third item
Col 3: fourth item
Col 4: fifth item
Col 5: sixth item
Col 6: seventh item
Item codes:
0 = ignore
1 = space
2 = dash (-)
---
3 = planet radical prefix “a”, “e” , “co”
4 = planet radical “bar”, “tel”, “trit”
5 = planet radical suffix “ion”, “ia”
6 = planet planetary suffix like “Prime” or “III”
7 = planet half-radical start like “ba”, “te”, “tri”
8 = planet half radical end “t”, “z” , “c”
---
9 = char name prefix “a”, “o”, “e”
10 = char name radical
11 = char name suffix “y”, “t”, “i” masculin
12 = full first names masculin *
13 = first half last name *
14 = second half last name *
15 = full last names *
16 = char name suffix “a”, “ia” feminne
17 = full first name feminie *
--
18= local agenda prefix
19 =local agenda radical (<zone> is zonename )
---
20 = zone asset prefix 1
21 = zone asset prefix 2
22 = farm radicals
23 = mine radicals
24 = scav radicals
25 = hunt radicals
65 = full asset names
---
26 = great sea prefix
27 = med sea prefix
28 = small sea prefix
29 = great sea name
30 = med sea name
31 = small sea name
--
40 = zone language based prefix
41 = zone language based suffix
42 = zone language based fullname
--
45= empire language based suffix to zone name
46= empire language based name from scratch prefix
47= empire language based name from scratch suffix
--
50 = culture people suffix language based
--
61 = hex perk first part
62 = hex perk second part
--
63 = hex area first part
64 = hex area second part
--
Example naming row:
4,5,1,3 => Etrizion III
9,10,10 => Ewant
12 => Rix
Col 7: category (used by Helper_GetLinguisticsName)
● 1 = Zone name
● 2 = Planet name
● 3 = Character name First
● 4 = Character name Last
● 5 = Agenda Name
● 10 = Zone Asset Names farms
● 11 = Zone asset mines
● 12 = Zone asset scav
● 13 = Zone asset hunt
● 20 = Great Sea
● 21 = Medium Sea
● 22 = Small Sea
● 31 = Zone Language Based Name137
● 32 = Regime Language Based On Zone Name
● 33 = Regime Language Based From Scratch
● 41 = Free Folk Hex Name
● 42 = Hex Perk Name
● 43 = Hex Area (same buildground)
Col 8: language / type ID (0 means always ok)
Col 9: sex (1=male, 2=female, 0 always ok)
Col 10: cultureGroup ID (0 always ok)
385 LT Area First Part Col 0: Name
Col 1: data = LT Group
386 LT Area Second Part Col 0: Name
Col 1: data = LT Group
383 Hex Perk First Part Col 0: name
Col 1: Data ( Hex Perk ID )
384 Hex Perk Second Part Col 0: name
Col 1: Data ( Hex Perk ID )
137 Names Radical Prefix Col 0: name
Alpha
138 Names Radical Alpha Col 0: name
139 Names Radical Suffix Col 0: name
Alpha
140 Names Half Radical Start Col 0: name
141 Names Half Radical End Col 0: name
142 Names Planetary Suffix Col 0: name
173 char name prefix Col 0: name
176 char name radical Col 0: name
177 char name suffix masculin Col 0: name
178 full first names masculin Col 0: name
Col 1: language ID
179 first half last name Col 0: name
Col 1: language ID
180 second half last name Col 0: name
Col 1: language ID
181 full last names Col 0: name
Col 1: language ID
182 char name suffix feminine Col 0: name
183 full first names feminine Col 0: name
Col 1: language ID
208 Local Agenda Prefix Col 0:name
209 Local Agena Radical Col 0:name
213 Prefix asset 1 Col 0:name
214 Prefix asset 2 Col 0:name
215 Farm radical Col 0:name
Col 1: language ID
216 Mine radical Col 0:name
Col 1: language ID
217 Scav radical Col 0:name
Col 1: language ID
218 Hunt radical Col 0:name
Col 1: language ID
219 Great Sea Prefix Col 0:name
220 Medium Sea Prefix Col 0:name
221 Small Sea Prefix Col 0:name
222 Great Sea Radical Col 0:name
223 Medium Sea Radical Col 0:name
224 Small Sea Radcial Col 0:name
253 Language Specific Col 0: name
Zone Prefix Col 1: language ID
Col 2: LT in zone
254 Language Specific Col 0: name
Zone Suffix Col 1: language ID
Col 2: LT in zone
255 Language Specific Col 0: name
Zone Full Name Col 1: language ID
Col 2: LT in zone
256 Empire Zone-name-based Col 0: name
Suffix Col 1: language ID
Col 2: LT in zone
Col 3: culture Group ID (or 0 if all ok)
Col 4: red minimum
Col 5: green minimum
Col 6: blue minimum
Col 7: symbol category
Col 8: symbol id
Col 9: nation
Col 10: national
Col 11: nationleader
257 Empire Name Prefix Col 0: name
Col 1: language ID
Col 2: LT in zone
Col 3: culture Group ID (or 0 if all ok)
Col 4: red minimum
Col 5: green minimum
Col 6: blue minimum
Col 7: symbol category
Col 8: symbol id
258 Empire Name Suffix Col 0: name
Col 1: language ID
Col 2: LT in zone
Col 3: culture Group ID (or 0 if all ok)
Col 4: red minimum
Col 5: green minimum
Col 6: blue minimum
Col 7: symbol category
Col 8: symbol id
Col 9: nation
Col 10: national
Col 11: nationleader
259 People Suffix Col 0: name
Col 1: language ID