Stadtgrafik
gfx/map/city_data/mesoamerican
Skripting 1
Verweist auf 1
- south_american_gfxculture_data
mesh_list = {
name = "aztec_bridges"
rotation = bridge
connect_to_road_network = no
clear_map_objects = no
building_aztec_bridge_a_mesh = 1
building_aztec_bridge_b_mesh = 1
}
mesh_list = {
name = "aztec_noble"
scale_settings_small = {
bias = -0.5
min = 1.3
max = 10
}
building_aztec_noble_a_mesh = 1
building_aztec_noble_b_mesh = 1
building_aztec_noble_c_mesh = 1
material_index = 1
spawn_count = {
curve = "standard_pop_curve"
}
}
mesh_list = {
name = "aztec_burgher"
scale_settings_small = {
bias = -0.5
min = 0.8
max = 10
}
building_aztec_burgher_diorama_a_mesh = 1
building_aztec_burgher_diorama_b_mesh = 1
building_aztec_burgher_diorama_c_mesh = 1
building_aztec_burgher_diorama_d_mesh = 1
building_aztec_burgher_diorama_e_mesh = 1
material_index = 1
spawn_count = {
curve = "standard_pop_curve"
}
}
mesh_list = {
name = "aztec_peasant"
scale_settings_small = {
bias = -0.5
min = 0.7
max = 10
}
building_aztec_peasant_diorama_a_mesh = 100
building_aztec_peasant_diorama_c_mesh = 100
building_aztec_peasant_diorama_d_mesh = 100
building_aztec_peasant_diorama_b_mesh = 100
material_index = 0
spawn_count = {
curve = "aztec_pop_peasants_curve"
}
}
mesh_list = {
name = "aztec_peasant_rural_mesh"
scale_settings_small = {
bias = -0.5
min = 1
max = 10
}
building_aztec_peasant_diorama_a_mesh = 0.4
building_aztec_peasant_diorama_c_mesh = 0.4
building_aztec_peasant_diorama_d_mesh = 0.4
building_aztec_peasant_diorama_b_mesh = 0.4
material_index = 0
spawn_count = {
curve = "aztec_pop_peasants_curve"
}
}
mesh_list = {
name = "aztec_stockade_no_flag"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_aztec_stockade_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "aztec_stockade"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_aztec_stockade_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "aztec_fort"
scale_settings_large = {
bias = -0.5
min = 1.0
max = 10
}
building_aztec_castle_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "aztec_bastion"
scale_settings_large = {
bias = -0.5
min = 1.0
max = 10
}
building_aztec_bastion_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "aztec_starfort"
scale_settings_large = {
bias = -0.5
min = 1.0
max = 10
}
building_aztec_starfort_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "aztec_fortress"
scale_settings_large = {
bias = -0.5
min = 1.0
max = 10
}
building_aztec_fortress_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "aztec_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_aztec_dock_mesh = 1
}
mesh_list = {
name = "aztec_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_aztec_dry_dock_mesh = 1
}
mesh_list = {
name = "aztec_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_aztec_shipyard_mesh = 1
}
mesh_list = {
name = "aztec_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_aztec_grand_shipyard_mesh = 1
}
mesh_list = {
name = "aztec_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_aztec_naval_base_mesh = 1
}
mesh_list = {
name = "aztec_small_clergy"
scale_settings_small = {
bias = 0
min = 0.95
max = 1
}
building_aztec_clergy_small_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "aztec_medium_clergy"
scale_settings_small = {
bias = -0.5
min = 1.0
max = 1.0
}
building_aztec_clergy_medium_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "aztec_large_clergy"
scale_settings_large = {
bias = -0
min = 1.0
max = 1.0
}
building_aztec_clergy_large_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_factory"
scale_settings_small = {
bias = -0.1
min = 0.5
max = 10
}
building_aztec_factory_a_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_factory_tier2"
scale_settings_small = {
bias = -0.1
min = 0.7
max = 10
}
building_aztec_factory_b_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_factory_tier3"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 10
}
building_aztec_factory_c_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_market"
scale_settings_small = {
bias = -0.5
min = 0.9
max = 0.9
}
building_aztec_market_b_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_peasants_gathering"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_aztec_peasants_industry_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_culture"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_aztec_burgher_industry_small_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_small_burgher"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_aztec_burgher_industry_small_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_medium_burgher"
scale_settings_small = {
bias = -0.1
min = 0.8
max = 0.9
}
building_aztec_burgher_industry_medium_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_republic_assembly"
scale_settings_large = {
bias = -0.5
min = 0.95
max = 1
}
building_aztec_republic_assembly_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_regimental_camp"
scale_settings_large = {
bias = 0-5
min = 1.0
max = 1.0
}
building_aztec_regimental_camp_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "aztec_medium_military"
scale_settings_small = {
bias = 0
min = 0.6
max = 0.7
}
building_aztec_noble_military_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "aztec_noble_military"
scale_settings_small = {
bias = 0
min = 0.9
max = 1.0
}
building_ashanti_noble_tower_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_armory"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_aztec_armory_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_barracks"
scale_settings_small = {
bias = -0.5
min = 1
max = 1
}
building_aztec_barracks_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "aztec_training_fields"
scale_settings_small = {
bias = -0.5
min = 1.0
max = 10
}
building_aztec_training_fields_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "aztec_farming_mesh_list"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
spawn_count = {
curve = "standard_rgo_curve"
}
building_northgerman_farm_b_mesh = 10
building_northgerman_farm_a_mesh = 10
building_northgerman_farm_c_mesh = 10
building_northgerman_windmill_a_schematic = 2
}
@noble_mesh_list = aztec_noble
@burgher_mesh_list = aztec_burgher
@peasant_mesh_list = aztec_peasant
@peasant_rural_mesh = aztec_peasant_rural_mesh
@farming_mesh_list = aztec_farming_mesh_list
culture_data = {
load_template
player_buildings = {
default_bridge_meshes = aztec_bridges
dock_meshes = aztec_dock
dry_dock_meshes = aztec_dry_dock
shipyard_meshes = aztec_shipyard
grand_shipyard_meshes = aztec_grand_shipyard
naval_base_meshes = aztec_naval_base
stockade_no_flag_meshes = aztec_stockade_no_flag
stockade_meshes = aztec_stockade
fort_meshes = aztec_fort
bastion_meshes = aztec_bastion
starfort_meshes = aztec_starfort
fortress_meshes = aztec_fortress
factory_meshes = aztec_factory
factory_tier_2_meshes = aztec_factory_tier2
factory_tier_3_meshes = aztec_factory_tier3
market_meshes = aztec_market
peasants_gathering_meshes = aztec_peasants_gathering
culture_meshes = aztec_culture
small_burgher_meshes = aztec_small_burgher
medium_burgher_meshes = aztec_medium_burgher
republican_assembly_meshes = aztec_republic_assembly
medium_military_meshes = aztec_medium_military
regimental_camp_meshes = aztec_regimental_camp
noble_military_meshes = aztec_noble_military
armory_meshes = aztec_armory
barracks_meshes = aztec_barracks
training_fields_meshes = aztec_training_fields
}
load_template
religius_buildings = {
small_clergy_meshes = aztec_small_clergy
medium_clergy_meshes = aztec_medium_clergy
large_clergy_meshes = aztec_large_clergy
}
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
}
load_template
unique_buildings = {
large_clergy_meshes = aztec_large_clergy
fort_meshes = aztec_fort
bastion_meshes = aztec_bastion
}
}