Custom Empires #734
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Great Idea. Did you use XML Notepad? Thanks. |
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- Opening post updated - For reference: By Crudelios: Empire borders have now been added. The code is simple enough:
The border will automatically close from the last point to the first. (If you don't want the border to be closed, add
You can also set the distance between the border flags. |
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For reference: Full list of ornaments:
All ornaments can be added at once (no need to type the full list) with:
Ireland can at last be shown on the empire. Add
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Due to latter changes, all of the Vanilla cities from MSTVD's coordinates have to be adjusted by +20 X and Y. With Basic XML format here it is provided below, it is up to you to modify them for distant cities or trade cities:
As a bonus, I have also provided additional cities relevant to the romans, or the modern day, including alternatives to some of the inaccurate C3 Cities:
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Example of a basic custom empire. This one is a variant on the Meliodanum empire map.
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If I use a custom empire, I cannot build monuments (colosseum, hippodrome, etc), the button does not exist anymore! Tradings worked. Is it a bug? |
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Hello. |
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I've followed the instructions to add a custom_empires folder with a test_empire.xml file but nothing comes up when I try to open a custom empire. I have the latest Augustus unstable build. I downloaded the editor from Julius. I'm unsure what I am doing wrong. I'm also unable to find how to place fake rocks (so visually rocks are present but are not mine-able), and I wonder if it is related. Thanks for any help! |
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Ah, yes, it's because the folder structure has changed in the latest unstable builds. Add a folder named
You can also use the " |
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This feature allows map makers to make their own empires for scenarios. To create a custom empire, you'll need to make a custom_empires folder in your C3 base directory. Once that's created, you can start with the following example empire:
Add a file called test_empire.xml with the contents above and place it in the new custom_empires folder.
To select the new empire, click Empire -> Choose custom empire from the top menu in the scenario editor.
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Once that's selected, you should see something like this:

Clicking the Refresh button or hitting F5 will reload the empire from your XML file so you can make changes quickly. The current map coordinates of the cursor are displayed in the top left corner. Objects are typically positioned based on their top left corner.
The XML file has the following settings:
<empire>
Opening tag. Version is always set to 1 at this point. This is a placeholder in case we decide to make a future XML empire file format that is incompatible.<ornament>
Adds an ornament (a drawing) to the empire map. Its position is based on its type. It has a single requiredtype
attribute, which can be one of the following:-
The Stonehenge
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Gallic Wheat
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The Pyrenees
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Iberian Aqueduct
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Triumphal Arch
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West Desert Wheat
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Lighthouse of Alexandria
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West Desert Palm Trees
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Trade Ship
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Waterside Palm Trees
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Colosseum
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The Alps
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Roman Tree
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Greek Mountain Range
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The Parthenon
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The Pyramids
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The Hagia Sophia
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East Desert Palm Trees
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East Desert Wheat
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Trade Camel
<border>
Optional. The empire border. Possible attribute is:density
Optional. The distance, in pixels, between each empire border flag. Defaults to50
.<edge>
An edge of the border. You can add as many as you want to make the border more natural-looking. The game will add flags at specific intervals on a straight line between each edge. The last edge of the border will always connect to the first. Possible attributes are:x
Required. X coordinate of the edge.y
Required. Y coordinate of the edge.hidden
. Optional. If set totrue
, the line going from the current edge to the next won't show any flags. This allows you to not show the flags i.e. when the border crosses the ocean.<cities>
The list of cities.<city>
Defines a city. Possible attributes are:name
Required. What your city is called.x
Required. X coordinate of your city.y
Required. I'm going to let you figure this one out on your own.type
Optional. Defaults totrade
. Possible values are:ours
This is the city you're making!roman
A distant Roman city that can't be traded with (blue flag on empire map).distant
A distant foreign city that 'can't be traded with (yellow flag on empire map).trade
Default setting. A city that can be traded with.vulnerable
A distant Roman city that can be attacked. Must be specified to support distant battles.trade_route_cost
Optional. For trade cities, how much it costs to open a trade route with them. Defaults to500
.trade_route_type
Optional. Valid values areland
orsea
. Defaults toland
.<buys>
and<sells>
Opening tags for resources that a city will buy and sell, respectively. If the citytype
is set toours
, the<sells>
list is required to specify what resources you can produce.<resource>
Tag for a resource that can be bought or sold. Attributes are:type
The resource type. Currently accepted values are:wheat
vegetables
fruit
olives
vines
meat
fish
wine
oil
iron
gold
timber
orwood
clay
marble
weapons
furniture
pottery
amount
How much this city is willing to trade. Can be left blank if citytype
is set toours
. Defaults to1
. This amount does not need to match the 0/15/25/40 values used in the base game.<trade_points>
Optional. Opening tag to define waypoints for your dotted trade path to take on the empire map. If not specified, a line will be drawn directly between the home city and the trade city. If specified, they go from your city in the direction of the trading city.<point>
Defines a trade path waypoint. Attributes arex
andy
for the position.<invasion_paths>
This section defines the battle markers that appear on the map when enemies are closing in on your city. While it is optional, invaders WILL NOT be able to attack the city if there is not at least one path defined. Invaders will move up one battle marker for each year that passes until they eventually invade.<path>
Defines a new invasion path.<battle>
Defines an invasion battle marker. Attributes arex
andy
.<distant_battle_paths>
Opening tag to define paths for friendly and enemy armies for city rescues.<path>
A path taken by an army to a distant city. Attributes are:type
Specifies the army type that uses this path.roman
for troops from your city orenemy
for invaders.start_x
Starting X coordinate for the path.start_y
Starting Y coordinate for the path.<waypoint>
Defines a path waypoint used to draw a path between thestart_x
andstart_y
or the last waypoint'sx
andy
coordinate. Attributes are:num_months
The number of points along the path. It takes an army 1 month to travel to a new point.x
andy
The coordinates for the end of this waypoint segment.If you'd like to use some of the cities from the base game, here's a list of them compiled by @MSTVD with their coordinates:
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