Gráficos de ciudad
gfx/map/city_data/chinese
Scripts 1
Hace referencia a 1
- east_asian_gfxculture_data
mesh_list = {
name = "chinese_bridges"
rotation = bridge
connect_to_road_network = no
clear_map_objects = no
building_han_bridge_small_mesh = 1
building_han_bridge_medium_mesh = 1
}
mesh_list = {
name = "chinese_noble"
scale_settings_small = {
bias = -0.5
min = 1
max = 10
}
building_han_noble_a_mesh = 1
building_han_noble_b_mesh = 1
building_han_noble_c_mesh = 1
material_index = 1
spawn_count = {
curve = "east_asian_pop_curve"
}
}
mesh_list = {
name = "chinese_burgher"
scale_settings_small = {
bias = -0.5
min = 1.2
max = 10
}
building_han_burgher_diorama_a_mesh = 1
building_han_burgher_diorama_b_mesh = 1
building_han_burgher_diorama_c_mesh = 1
building_han_burgher_diorama_d_mesh = 1
material_index = 1
spawn_count = {
curve = "east_asian_pop_curve"
}
}
mesh_list = {
name = "chinese_burgher_megalopolis"
scale_settings_small = {
bias = -0.5
min = 1.2
max = 10
}
building_han_burgher_diorama_a_mesh = 1
building_han_burgher_diorama_b_mesh = 1
building_han_burgher_diorama_c_mesh = 1
building_han_burgher_diorama_d_mesh = 1
material_index = 1
spawn_count = {
curve = "standard_megalopolis_curve"
}
}
mesh_list = {
name = "chinese_peasant"
scale_settings_small = {
bias = -0.5
min = 1.4
max = 10
}
building_han_peasant_diorama_a_mesh = 100
building_han_peasant_diorama_b_mesh = 100
building_han_peasant_diorama_c_mesh = 100
building_han_peasant_diorama_d_mesh = 100
material_index = 0
spawn_count = {
curve = "east_asian_rural_pop_curve"
}
}
mesh_list = {
name = "chinese_peasant_rural_mesh"
scale_settings_small = {
bias = -0.5
min = 1.4
max = 10
}
building_han_peasant_diorama_a_mesh = 100
building_han_peasant_diorama_b_mesh = 100
building_han_peasant_diorama_c_mesh = 100
building_han_peasant_diorama_d_mesh = 100
material_index = 0
spawn_count = {
curve = "east_asian_rural_pop_curve"
}
}
mesh_list = {
name = "chinese_stockade_no_flag"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_han_stockade_mesh = 1
should_spawn_flags = no
}
mesh_list = {
name = "chinese_stockade"
scale_settings_large = {
bias = 0
min = 1.5
max = 1.5
}
building_han_stockade_mesh = 1
should_spawn_flags = yes
}
mesh_list = {
name = "chinese_fort"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
building_han_castle_mesh = 1
should_spawn_flags = yes
tag = fort
material_index = 1
}
mesh_list = {
name = "chinese_bastion"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
building_han_bastion_mesh = 1
should_spawn_flags = yes
tag = fort
material_index = 1
}
mesh_list = {
name = "chinese_starfort"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
building_han_starfort_mesh = 1
should_spawn_flags = yes
tag = fort
material_index = 1
}
mesh_list = {
name = "chinese_fortress"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
building_han_fortress_mesh = 1
should_spawn_flags = yes
tag = fort
material_index = 1
}
mesh_list = {
name = "chinese_factory"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
building_han_factory_a_schematic = 1
}
mesh_list = {
name = "factory_chinese_tier_2_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_factory_b_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "factory_chinese_tier_3_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_factory_c_schematic = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "chinese_small_clergy"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_clergy_small_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_medium_clergy"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_clergy_medium_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_large_clergy"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
building_han_clergy_large_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_market"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_market_a_mesh = 1
building_han_market_b_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_peasants_gathering_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_industry_peasants_mesh = 1
material_index = 0
}
mesh_list = {
name = "chinese_medium_military_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_medium_military_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_dock_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_dock_mesh = 1
material_index = 1
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
}
mesh_list = {
name = "chinese_dry_dock_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_drydock_mesh = 1
material_index = 1
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
}
mesh_list = {
name = "chinese_shipyard_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_shipyard_mesh = 1
material_index = 1
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
}
mesh_list = {
name = "chinese_grand_shipyard_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_grandshipyard_mesh = 1
material_index = 1
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
}
mesh_list = {
name = "chinese_naval_base_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_navalbase_mesh = 1
material_index = 1
render_under_water = yes
clamp_to_water_level = yes
rotation = port
tag = port
}
mesh_list = {
name = "chinese_culture_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_culture_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_regimental_camp_meshes"
scale_settings_large = {
bias = 0
min = 1
max = 1
}
building_han_regimental_camp_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_small_burgher_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_industry_burgher_small_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_medium_burgher_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_industry_burgher_medium_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_noble_military_meshes"
scale_settings_small = {
bias = 0
min = 0.9
max = 1.0
}
building_han_noble_military_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_noble_military_meshes"
scale_settings_small = {
bias = 0
min = 0.9
max = 1.0
}
building_han_noble_military_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_pirate_haven_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_pirate_haven_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_armory_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_armory_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_barracks_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_barracks_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_barracks_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_barracks_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_training_fields_meshes"
scale_settings_small = {
bias = 0
min = 1
max = 1
}
building_han_training_fields_mesh = 1
material_index = 1
}
mesh_list = {
name = "chinese_farming_mesh_list"
scale_settings_small = {
bias = 0
min = 1.0
max = 1.0
}
spawn_count = {
curve = "standard_rgo_curve"
}
building_han_peasant_diorama_a_mesh = 100
building_han_peasant_diorama_b_mesh = 100
building_han_peasant_diorama_c_mesh = 100
building_han_peasant_diorama_d_mesh = 100
}
mesh_list = {
name = "chinese_republic_assembly_meshes"
scale_settings_large = {
bias = -0.5
min = 1
max = 1
}
building_han_republic_assembly_mesh = 1
should_spawn_flags = no
material_index = 1
}
mesh_list = {
name = "chinese_wall"
building_han_walls_main_mesh = 1
}
mesh_list = {
name = "chinese_wall_tower"
building_han_walls_tower_mesh = 1
}
mesh_list = {
name = "chinese_wall_gate"
building_han_walls_door_mesh = 1
}
mesh_list = {
name = "chinese_wall_underconstruction"
building_han_walls_underconstruction_mesh = 1
}
@noble_mesh_list = chinese_noble
@burgher_mesh_list = chinese_burgher
@burgher_megalopolis_mesh_list = chinese_burgher_megalopolis
@peasant_mesh_list = chinese_peasant
@peasant_rural_mesh = chinese_peasant_rural_mesh
@farming_mesh_list = chinese_farming_mesh_list
culture_data = {
load_template
player_buildings = {
default_bridge_meshes = chinese_bridges
stockade_no_flag_meshes = chinese_stockade_no_flag
stockade_meshes = chinese_stockade
fort_meshes = chinese_fort
bastion_meshes = chinese_bastion
starfort_meshes = chinese_starfort
fortress_meshes = chinese_fortress
factory_meshes = chinese_factory
factory_tier_2_meshes = factory_chinese_tier_2_meshes
factory_tier_3_meshes = factory_chinese_tier_3_meshes
market_meshes = chinese_market
peasants_gathering_meshes = chinese_peasants_gathering_meshes
medium_military_meshes = chinese_medium_military_meshes
dock_meshes = chinese_dock_meshes
dry_dock_meshes = chinese_dry_dock_meshes
shipyard_meshes = chinese_shipyard_meshes
grand_shipyard_meshes = chinese_grand_shipyard_meshes
naval_base_meshes = chinese_naval_base_meshes
culture_meshes = chinese_culture_meshes
regimental_camp_meshes = chinese_regimental_camp_meshes
small_burgher_meshes = chinese_small_burgher_meshes
medium_burgher_meshes = chinese_medium_burgher_meshes
noble_military_meshes = chinese_noble_military_meshes
pirate_haven_meshes = chinese_pirate_haven_meshes
armory_meshes = chinese_armory_meshes
barracks_meshes = chinese_barracks_meshes
training_fields_meshes = chinese_training_fields_meshes
republican_assembly_meshes = chinese_republic_assembly_meshes
}
load_template
large_city_walls = {
wall_mesh_list = chinese_wall
tower_mesh_list = chinese_wall_tower
gate_mesh_list = chinese_wall_gate
}
load_template
small_city_walls = {
wall_mesh_list = chinese_wall
tower_mesh_list = chinese_wall_tower
gate_mesh_list = chinese_wall_gate
}
load_template
large_city_walls_under_construction = {
wall_mesh_list = chinese_wall_underconstruction
gate_mesh_list = chinese_wall_gate
}
load_template
small_city_walls_under_construction = {
wall_mesh_list = chinese_wall_underconstruction
gate_mesh_list = chinese_wall_gate
}
load_template
religius_buildings = {
small_clergy_meshes = chinese_small_clergy
medium_clergy_meshes = chinese_medium_clergy
large_clergy_meshes = chinese_large_clergy
}
load_template
nobles = {
mesh_list = @noble_mesh_list
}
load_template
burgher_center = {
mesh_list = @burgher_mesh_list
}
load_template
burgher_neighborhood = {
mesh_list = @burgher_mesh_list
}
load_template
burgher_neighborhood_megalopolis = {
mesh_list = @burgher_megalopolis_mesh_list
}
load_template
peasants = {
mesh_list = @peasant_mesh_list
}
load_template
peasant_rural = {
mesh_list = @peasant_rural_mesh
}
load_template
rgo_all = {
}
load_template
unique_buildings = {
large_clergy_meshes = chinese_large_clergy
fort_meshes = chinese_fort
bastion_meshes = chinese_bastion
}
}