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 ....
  1. 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