Difference between revisions of "Prestige - atom description"
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[[Atom types|<- back to all classes]] | [[Atom types|<- back to all classes]] | ||
=== General description === | === General description === | ||
| − | *Prestige atom determines how individual | + | *Prestige atom determines how individual components of prestige contribute to the total prestige. |
=== Properties description === | === Properties description === | ||
| + | {| class="wikitable" | ||
| + | ! Name || Type || Default value /<br>Obligatory || Description | ||
| + | |- | ||
| + | |monument_atoms || vec_1D'''['''atom'''['''[[Mn Category - atom description|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 - atom description|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 === | === Properties in detail === | ||
| + | *See in-game prestige tab where you can find how individual components are computed using these data. | ||
| + | |||
| + | === Example === | ||
| + | <pre> | ||
| + | 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, | ||
| + | }) | ||
| + | </pre> | ||
Latest revision as of 15:59, 16 April 2021
General description[edit]
- Prestige atom determines how individual components of prestige contribute to the total prestige.
Properties description[edit]
| 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[edit]
- See in-game prestige tab where you can find how individual components are computed using these data.
Example[edit]
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,
})