City Graphics

gfx/map/city_data/syrian

gfx/map/city_data/syrian

Scripting 1

References 1

mesh_list = {
name = "syrian_bridges"
rotation = bridge
connect_to_road_network = no
clear_map_objects = no
building_syrian_bridge_small_mesh = 1
building_syrian_bridge_medium_mesh = 1
}
mesh_list = {
name = "syrian_noble"
scale_settings_small = {
bias = -0.5
min = 1
max = 1
}
building_syrian_noble_a_mesh = 1
building_syrian_noble_b_mesh = 1
building_syrian_noble_c_mesh = 1
material_index = 1
spawn_count = {
curve = "standard_pop_curve"
}
}
mesh_list = {
name = "syrian_burgher"
scale_settings_small = {
bias = -0.5
min = 1
max = 10
}
building_syrian_burgher_diorama_a_mesh = 1
building_syrian_burgher_diorama_b_mesh = 1
building_syrian_burgher_diorama_c_mesh = 1
building_syrian_burgher_diorama_d_mesh = 1
building_syrian_square_b_mesh = 1
material_index = 1
spawn_count = {
curve = "standard_pop_curve"
}
}
mesh_list = {
name = "syrian_peasant"
scale_settings_small = {
bias = -0.5
min = 1
max = 10
}
building_syrian_peasant_diorama_a_mesh = 100
building_syrian_peasant_diorama_b_mesh = 100
building_syrian_peasant_diorama_c_mesh = 100
building_syrian_peasant_diorama_d_mesh = 100
building_syrian_peasant_diorama_e_mesh = 100
building_syrian_peasant_diorama_f_mesh = 100
material_index = 0
spawn_count = {
curve = "standard_pop_curve"
}
}
mesh_list = {
name = "syrian_peasant_rural_mesh"
scale_settings_small = {
bias = 0
min = 0.9
max = 1.2
}
building_syrian_peasant_diorama_a_mesh = 0.2
building_syrian_peasant_diorama_b_mesh = 0.2
building_syrian_peasant_diorama_c_mesh = 0.2
building_syrian_peasant_diorama_d_mesh = 0.2
building_syrian_peasant_diorama_e_mesh = 0.2
building_syrian_peasant_diorama_f_mesh = 0.2
material_index = 0
spawn_count = {
curve = "standard_pop_peasants_curve"
}
}
mesh_list = {
name = "syrian_stockade_no_flag"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_syrian_stockade_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "syrian_stockade"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_syrian_stockade_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "syrian_fort"
scale_settings_large = {
bias = -0.5
min = 0.8
max = 10
}
building_syrian_castle_mesh = 1
material_index = 1
should_spawn_flags = yes
}
mesh_list = {
name = "syrian_bastion"
scale_settings_large = {
bias = -0.5
min = 0.8
max = 10
}
building_syrian_bastion_mesh = 1
material_index = 1
should_spawn_flags = yes
}
mesh_list = {
name = "syrian_starfort"
scale_settings_large = {
bias = -0.5
min = 0.8
max = 10
}
building_syrian_starfort_mesh = 1
material_index = 1
should_spawn_flags = yes
}
mesh_list = {
name = "syrian_fortress"
scale_settings_large = {
bias = -0.5
min = 0.8
max = 10
}
building_syrian_fortress_mesh = 1
material_index = 1
should_spawn_flags = yes
}
mesh_list = {
name = "syrian_dock"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 1.0
max = 1.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_syrian_dock_mesh = 1
material_index = 0
}
mesh_list = {
name = "syrian_dry_dock"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 1.0
max = 1.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_syrian_dry_dock_mesh = 1
material_index = 1
}
mesh_list = {
name = "syrian_shipyard"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 1.0
max = 1.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_syrian_shipyard_mesh = 1
material_index = 1
}
mesh_list = {
name = "syrian_grand_shipyard"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 1.0
max = 1.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_syrian_grand_shipyard_mesh = 1
material_index = 1
}
mesh_list = {
name = "syrian_naval_base"
scale_settings_small = {
min = 1.0
max = 1.0
}
scale_settings_large = {
min = 1.0
max = 1.0
}
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
building_syrian_naval_base_mesh = 1
material_index = 1
}
mesh_list = {
name = "syrian_small_clergy"
scale_settings_small = {
bias = 0
min = 0.95
max = 1
}
building_syrian_clergy_small_mesh = 1
should_spawn_flags = no
material_index = 0
}
mesh_list = {
name = "syrian_medium_clergy"
scale_settings_small = {
bias = 0
min = 0.95
max = 1
}
building_syrian_clergy_medium_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_large_clergy"
scale_settings_large = {
bias = 0
min = 0.95
max = 1
}
scale_settings_small = {
bias = 0-5
min = 0.95
max = 10
}
building_syrian_clergy_large_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_factory"
scale_settings_small = {
bias = -0.5
min = 2.5
max = 10
}
building_syrian_factory_a_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_factory_tier_2"
scale_settings_small = {
bias = -0.5
min = 0.9
max = 10
}
building_syrian_factory_b_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_factory_tier_3"
scale_settings_small = {
bias = -0.5
min = 1.3
max = 10
}
building_syrian_factory_c_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_market"
scale_settings_small = {
bias = -0.5
min = 0.7
max = 0.7
}
building_syrian_market_a_mesh = 1
building_syrian_market_b_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_peasants_gathering"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_syrian_peasant_industry_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_culture"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_syrian_culture_a_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_small_burgher"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_syrian_burgher_industry_small_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_medium_burgher"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_syrian_burgher_industry_medium_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_republic_assembly"
scale_settings_large = {
bias = 0
min = 0.95
max = 1
}
scale_settings_small = {
bias = 0-5
min = 0.95
max = 10
}
building_syrian_republic_assembly_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_regimental_camp"
scale_settings_large = {
bias = 0-5
min = 0.6
max = 0.7
}
building_syrian_regimentalcamp_mesh = 1
should_spawn_flags = no
material_index = 0
}
mesh_list = {
name = "syrian_medium_military"
scale_settings_small = {
bias = 0
min = 0.6
max = 0.7
}
building_syrian_medium_military_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_noble_military"
scale_settings_small = {
bias = 0
min = 0.9
max = 1.0
}
building_syrian_noble_military_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_armory"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_syrian_armory_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_barracks"
scale_settings_small = {
bias = -0.5
min = 1
max = 1
}
building_syrian_barracks_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_training_fields"
scale_settings_small = {
bias = 0-5
min = 0.6
max = 10
}
building_syrian_training_grounds_mesh = 1
should_spawn_flags = no
material_index = 0
}
mesh_list = {
name = "syrian_farming_mesh_list"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
spawn_count = {
curve = "standard_rgo_curve"
}
building_syrian_peasant_diorama_a_mesh = 100
building_syrian_peasant_diorama_b_mesh = 100
building_syrian_peasant_diorama_c_mesh = 100
building_syrian_peasant_diorama_d_mesh = 100
building_syrian_peasant_diorama_e_mesh = 100
building_syrian_peasant_diorama_f_mesh = 100
}
mesh_list = {
name = "syrian_pirate_haven"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
building_syrian_piratehaven_mesh = 10
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "syrian_wall"
building_syrian_walls_main_mesh = 1
}
mesh_list = {
name = "syrian_wall_tower"
building_syrian_walls_tower_mesh = 1
}
mesh_list = {
name = "syrian_wall_gate"
building_syrian_walls_door_mesh = 1
}
mesh_list = {
name = "syrian_wall_underconstruction"
building_syrian_walls_underconstruction_mesh = 1
}
@noble_mesh_list = syrian_noble
@burgher_mesh_list = syrian_burgher
@peasant_mesh_list = syrian_peasant
@peasant_rural_mesh = syrian_peasant_rural_mesh
@farming_mesh_list = syrian_farming_mesh_list
culture_data = {
graphical_culture = middle_east_gfx
load_template
player_buildings = {
default_bridge_meshes = syrian_bridges
dock_meshes = syrian_dock
dry_dock_meshes = syrian_dry_dock
shipyard_meshes = syrian_shipyard
grand_shipyard_meshes = syrian_grand_shipyard
naval_base_meshes = syrian_naval_base
stockade_meshes = syrian_stockade
stockade_no_flag_meshes = syrian_stockade_no_flag
fort_meshes = syrian_fort
bastion_meshes = syrian_bastion
starfort_meshes = syrian_starfort
fortress_meshes = syrian_fortress
factory_meshes = syrian_factory
factory_tier_2_meshes = syrian_factory_tier_2
factory_tier_3_meshes = syrian_factory_tier_3
market_meshes = syrian_market
peasants_gathering_meshes = syrian_peasants_gathering
culture_meshes = syrian_culture
small_burgher_meshes = syrian_small_burgher
medium_burgher_meshes = syrian_medium_burgher
republican_assembly_meshes = syrian_republic_assembly
medium_military_meshes = syrian_medium_military
regimental_camp_meshes = syrian_regimental_camp
noble_military_meshes = syrian_noble_military
pirate_haven_meshes = syrian_pirate_haven
armory_meshes = syrian_armory
barracks_meshes = syrian_barracks
training_fields_meshes = syrian_training_fields
}
load_template
religius_buildings = {
small_clergy_meshes = syrian_small_clergy
medium_clergy_meshes = syrian_medium_clergy
large_clergy_meshes = syrian_large_clergy
}
load_template
unique_buildings = {
large_clergy_meshes = syrian_large_clergy
fort_meshes = syrian_fort
bastion_meshes = syrian_bastion
}
load_template
nobles = {
mesh_list = @noble_mesh_list
}
load_template
burghers = {
mesh_list = @burgher_mesh_list
}
load_template
peasants = {
mesh_list = @peasant_mesh_list
}
load_template
peasant_rural = {
mesh_list = @peasant_rural_mesh
}
load_template
rgo_all = {
farming_mesh_list = @farming_mesh_list
pork_livestock_override_meshlist = raw_livestock_mesh_list_cow
}
load_template
large_city_walls = {
wall_mesh_list = syrian_wall
tower_mesh_list = syrian_wall_tower
gate_mesh_list = syrian_wall_gate
}
load_template
small_city_walls = {
wall_mesh_list = syrian_wall
tower_mesh_list = syrian_wall_tower
gate_mesh_list = syrian_wall_gate
}
load_template
large_city_walls_under_construction = {
wall_mesh_list = syrian_wall_underconstruction
gate_mesh_list = syrian_wall_gate
}
load_template
small_city_walls_under_construction = {
wall_mesh_list = syrian_wall_underconstruction
gate_mesh_list = syrian_wall_gate
}
}

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