Formats:Other:BalancingConstants:Game
From PBnWModdingWIKI
There are quite a number of files in the Data\Balance Folder. Here's what is known about some of them so far:
Contents |
PlacementData.xml
This file is particularly easy to edit because all the values are pre-labeled.
Simply find the building name that you want to edit (make sure you're editing the greeks if you want it for yourself)
This is where you can change impressiveness, building capacity (for houses), happiness modifiers, etc.
- While opening this file on my computer I noticed the file contains some typo's done by the devs. All the lines referring to abode_market_statue lack a " in their object property line for <rule> where the value I refer to here is endvalue.
- Caledorn 12:05, 14 Oct 2005 (PDT)
GameBalanceMiracle.txt
This file handles all the stats about the miracles (once you've purchased them.)
Under //Miracle each miracle is listed as such:
Name | A | B | C | D | E | F | G | There are more...
HEAL 1000 30 20 100 4 1 10 ........
A: Miracle cost. Does NOT require a new game to be effective.
B: Action Hold Duration. How long the miracle will last when you hold the action button to activate the miracle.
C: Action Click Effect Radius. Radius of effect when you click the action button to activate the miracle. Meteor is effected but the red ring size does not change.
D: Spell Power. Seems to have a different effect for each miracle. Increasing this for meteor will increase the radius.
F-G: ?
GameBalanceArtefact.txt
This file handles all the stats about the things you purchase with tribute.
Everything you can buy is listed in this file with its associated data as such:
Name | Tribute Cost | State | Repeat Factor | ? | Category | Land Available |
---|---|---|---|---|---|---|
ARTEFACT_ABODE_NUMBER_LUMBERMILL | 40000 | 1 | 1 | 1 | 3 | 0 |
Name | A | B | C | D | E | F |
ARTEFACT_ABODE_NUMBER_LUMBERMILL 40000 1 1 1 3 0
A: Tribute cost. You must start a new game for this to be effective.
B: 0=Disabled, 1=Buyable, 2=Bought
C: Non-confirmed: 1= Buyable Once, 0=Infinite Purchase
D: Repeat Factor: For Repeatable purchases, this is the factor by which each subsequent purchase increments from the base cost. If the value increases by a fraction, the fraction is dropped. (Only relevant for small increment factors and very low tribute costs) (Not Confirmed)
E: Each value represents a category. 1=Dwelling, 2=Civic, 3=Industry, 4=Wall, 5=Embellishment, 6=War, 7=God powers, 8=Creature, 9=Lastland, 10=Tomes.
F: Land Available: Seems to relate to tomes. Other blocked purchases (Miracles before building an altar on land 4) may be due to scripting. (Not Confirmed.)
GameBalanceBuilding.txt
This file handles all the stats about buildings.
Each building has multiple entries for different races, make sure you edit the correct race.
Name | Wood Cost | Ore Cost | ? | ? | ? | ? | Adult Capacity w/o bonus | Child Capacity w/o bonus | Adult Capacity with bonus | Child Capacity with bonus | Influence | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | Alignment Modifier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
GREEK_LUMBER_MILL | 100 | 600 | 8 | 75 | 15 | 7 | 8 | 0 | 12 | 0 | 30 | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | Alignment Modifier |
Name | A | B | C | D | E | F | G | H | I | J | K | And more...
GREEK_LUMBER_MILL 100 600 8 75 15 7 8 0 12 0 30 ....
- This does not require a new game or map reload, just play on.
A: Wood cost
B: Ore cost
C-F: ?
G: Maximum Adult Capacity without bonus (The build menu tooltip will show this capacity)
H: Maximum Child Capacity without bonus (Residential only) (The build menu tooltip will show this capacity)
I: Maximum Adult Capacity with bonus**
J: Maximum Child Capacity with bonus (Residential only)**
** - Only works for Residential buildings. For now, all other buildings will only reach default max capacity no matter how much extra capacity there is. Also, "capacity with bonus" values MUST be equal or higher than "capacity without bonus" values or else the game will only take the "capacity with bonus" values as its max capacity and show negative bonuses.
K: This is how much effect the building has on influence (not impressiveness) (Avoid going too high. 200 or so is a good max value but it will work up to 1000 at least. )
--I can vouch for this, adding that there are problems if you go very high (1 mil) with the influence being cut off most notably in the first aztec level.
L-U: ? One of these numbers may be the amount of impressiveness gained, a second may be the decrease in impressiveness of placing another building of the same type (may be a percentage)
V: Alignment Modifier for placing structure (Don't use figures greater than 5 or you may experience extremely low frame-rate from the Good/Evil spam)
| A | B | C | //BuildingPrereq AZTEC_VILLAGE_HALL 0.5 0 JAPANESE_VILLAGE_HALL 0.5 0 EGYPTIAN_VILLAGE_HALL 0.5 0 GREEK_VILLAGE_HALL 0.5 0 NORSE_VILLAGE_HALL 0.5 0 AZTEC_TOWN_CENTRE 0.5 150 JAPANESE_TOWN_CENTRE 0.5 150 EGYPTIAN_TOWN_CENTRE 0.5 150 GREEK_TOWN_CENTRE 0.5 150 NORSE_TOWN_CENTRE 0.5 150 AZTEC_CITY_CENTRE 0.5 300 JAPANESE_CITY_CENTRE 0.5 300 EGYPTIAN_CITY_CENTRE 0.5 300 GREEK_CITY_CENTRE 0.5 300 NORSE_CITY_CENTRE 0.5 300 AZTEC_METRO_CENTRE 0.5 500 JAPANESE_METRO_CENTRE 0.5 500 EGYPTIAN_METRO_CENTRE 0.5 500 GREEK_METRO_CENTRE 0.5 500 NORSE_METRO_CENTRE 0.5 500
A:Race and settlement type
B:Related to GameBalanceTooltip.txt?
TOOLTIP_ID_TOWN_CENTRE 0.01 0.5 <----- Both 0.5
C:Population required to be a village/town/city/metropolis?
//BuildingAlignment | A | B | C | D | E | F | G | NORMAL 1 3 45 180 0.5 2.5
A-G?
GameBalanceResourceGeneral.txt
This file handles how you produce resources and how your people demand them.
Not a lot is known yet about this file.
//Resource
Name | Capacity(?) | Production rate(?) | ? | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|---|
GREEK_FIELD | 100 | 500 | 0.0003 | 5 | 500 | 60 | 0 | 0 |
//Poo
Name | ? | ? | ? | ? |
---|---|---|---|---|
NORMAL | 90 | 6 | 0.001 | 8 |
Under //Resource there are four field lines, as such:
Name | A | B | C | D | E | F | G | H | GREEK_FIELD 100 500 0.0003 5 500 60 0 0
A: Capacity of (general size?) field. (NOT confirmed)
B: Production rate of a (general size) field. (NOT confirmed)
C-H: ?
Changing A & B in this file to 10000 & 5000 respecively will give you fields that are always full.
begin edit: added my marauder
Column A and B are linked values that together control total vilagers the field can feed, total food
in field, and how fast the field regenrates food at all times.
Column C controls how fast a field regenerates food while being farmed, a value of 0.3 and an active
farmer results in an almost instantly full field.
end edit
GameBalancePhysics.txt
Name | ? | ? | ? | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|---|
VILLAGER | -1 | 900 | 1.5 | 5 | 0.1 | 50 | 0.01 | 0.6 |
GameBalanceAlignment.txt
Name | A | B | C | D |
---|---|---|---|---|
ADD_RESOURCE_TO_BUILDING | 0.00000001 | 1 | 1 | 0.992 |
A: The the effect on your alignment by perfroming this action (+/-) 0=No effect.
B&C: Nearly always 1. (?)
D: (?)
Changing the effect of picking up and placing trees to 0 can be useful as it will stop the unnecessary effect on influence and floating good/evil indicators.
GameBalanceTooltip.txt
Name | A | B | TOOLTIP_ID_TOWN_CENTRE 0.01 0.5
A: ?
B: ?
other Game Balance files
Formats:Other:BalancingConstants:Army
Formats:Other:BalancingConstants:Defcon