Difference between revisions of "Mission - atom description"
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(Created page with "<- back to all classes === General description === *Prestige atom determines how individual components of prestige contribute to the total prestige. === Proper...") |
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[[Atom types|<- back to all classes]] | [[Atom types|<- back to all classes]] | ||
=== General description === | === General description === | ||
− | * | + | *Mission atom is the main atom of any mission. |
+ | *It contains all settings of the mission or links to other atoms containg mission settings. | ||
=== Properties description === | === Properties description === |
Revision as of 15:13, 16 April 2021
General description
- Mission atom is the main atom of any mission.
- It contains all settings of the mission or links to other atoms containg mission settings.
Properties description
Name | Type | Default value / Obligatory |
Description |
---|---|---|---|
monument_atoms | vec_1D[atom[Mn_Category]] | obligatory | Vector of monument categories which will provide prestige. |
monuments_atoms_weights | vec_1D[float] | obligatory | Vector of prestige increase for related monument categories. |
population_atoms | vec_1D[atom[Resident]] | obligatory | Vector of residents types which will provide prestige. |
population_atoms_weights | vec_1D[float] | obligatory | Vector of prestige factors for related resident types. |
revenue_weight | float | obligatory | Revenue prestige factor. |
ui_bound | int | obligatory | Maximal value of prestige for computing heights of columns in the prestige tab. |
Properties in detail
- See in-game prestige tab where you can find how individual components are computed using these data.
Example
atom ('prestige.nz.13', { monuments_atoms = { 'mn_category.temple.13', 'mn_category.palace.13', 'mn_category.garden.13', }, monuments_atoms_weights = { 250.0, 300.0, 500.0, }, population_atoms = { 'resident.lower', 'resident.middle', 'resident.upper', }, population_atoms_weights = { weight_lower, weight_middle, weight_upper, }, revenue_weight = weight_revenue, ui_bound = 2000, })