Mission - atom description

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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
description atom[Description Mission] obligatory Mission description atom.
first_residents_event atom[Event] obligatory Event atom for the first incoming settlers.
leaving_residents_event atom[Event] obligatory Event atom for the leaving settlers.
returning_residents_event atom[Event] obligatory Event atom for the returning settlers.
no_path_residents_event atom[Event] obligatory Event atom when settlers are not able to reach empty houses.
map atom[Map] obligatory Mission map atom.
prestige atom[Prestige] obligatory Mission prestige atom.
requests vec_1D[atom[Request]] obligatory Mission requests.
demands vec_1D[atom[Demand]] obligatory Mission demands (royal requests).
base_mods vec_1D[string] obligatory Base mods of this mission. All terrains data from thiese mods wil be available in this mission.
map_mod_override string empty Map file mod path override. If non empty then the game will look for the mission map file in this mod data.
allowed_buildings vec_1D[atom[Building]] empty All available buildings in the mission.
allowed_monuments vec_1D[atom[Monument]] empty All available monuments in the mission.
allowed_templates vec_1D[atom[Mn Template]] empty All available monument templates in the mission.
target_population int 0 Population objectives.
target_money int 0 Money objectives.
target_prestige int 0 Prestige objectives.
target_level_atoms vec_1D[atom[House Level]] empty vec House level objectives atoms.
target_level_counts vec_1D[int] empty vec House level objectives values.
target_goods_atoms vec_1D[atom[Goods]] empty vec Goods objectives atoms.
target_goods_counts vec_1D[int] empty vec Goods objectives values.
target_monument_atoms vec_1D[atom[Mn Category]] empty vec Monument objectives atoms.
target_monument_counts vec_1D[int] empty vec Monument objectives values.

Properties in detail

  • See in-game prestige tab where you can find how individual components are computed using these data.

Example

atom ('mission.nz.11',
{
	description = 'base::mission.description.nz.11',

	first_residents_event = 'event.first_residents',
	leaving_residents_event = 'event.leaving_residents',
	returning_residents_event = 'event.returning_residents',
	no_path_residents_event = 'event.no_path_residents',
	intro_event = 'base::event.intro.nz.11',
	money_events = {'base::event.money.nz.11', 'base::event.money.nothing'},

	allowed_buildings = ac(
		nature_buildings, ac(
		irrig_buildings, {
		'base::build.road.dirty',
		'base::build.road.stone',
		'base::build.bridge',
		'base::build.mine.clay',
		'base::build.mine.fish',
		'base::build.shop.bread',
		'base::build.shop.ceramic',
		'base::build.shop.brick',
		'base::build.shop.copper_jewels',
		'base::build.shop.beer',
		'base::build.shop.tablet',
		'base::build.shop.ceremony',
		'base::build.shop.meat',
		'base::build.shop.furniture',
		'base::build.shop.seal',
		'base::build.shop.gold_jewels',
		'base::build.shop.fabric',
		'base::build.shop.cloth',
		'base::build.service.water',
		'base::build.service.priest',
		'base::build.service.administration',
		'base::build.service.library',
		'base::build.service.lawyer',
		'base::build.market.basic.7',
		'base::build.market.mid.11',
		'base::build.market.luxury.10',
		'base::build.farm.plant.11',
		'base::build.farm.animal.9',
		'base::build.warehouse.11',
		'base::build.house.lower.4',
		'base::build.house.middle.5',
		'base::build.house.upper.3',
		'base::build.caravanserai.11',
		'base::build.mn_warehouse',
		'base::build.port.small',
		'base::build.port.big',
		'base::build.decor.stele',
		'base::build.decor.obelisk',
		'base::build.decor.statue',
		'base::build.decor.grass.small',
		'base::build.decor.garden.small.1',
		'base::build.decor.garden.small.2',
		'base::build.decor.garden.small.3',
		'base::build.decor.garden.small.color.1',
		'base::build.decor.garden.small.color.2',
		'base::build.decor.garden.small.color.3',
		'base::build.decor.garden.small.color.4',
		'base::build.decor.garden.small.fountain.1',
		'base::build.decor.garden.small.fountain.2',
		'base::build.decor.garden.small.fountain.3',
		'base::build.decor.garden.big.1',
		'base::build.decor.garden.big.2',
		'base::build.road.decorative.1',
		'base::build.road.decorative.2',
		'base::build.road.decorative.3',
	})),
	allowed_monuments = {
		'base::mn.temple.11',
		'base::mn.palace.11',
	},
	allowed_templates = {
		'base::mn_template.temple.11',
		'base::mn_template.palace.11',
	},

        base_mods = {"base"},
	map = 'base::map.nz.11',
	prestige = 'base::prestige.nz.11',
	requests = {'base::request.nz.11.a', 'base::request.nz.11.b', 'base::request.nz.11.c'},
	demands = {},

	target_population = 24000,
	target_prestige = 1440,
	target_level_atoms = {
		'base::level.house.middle.5',
		'base::level.house.upper.3',
	},
	target_level_counts = {
		64,
		11,
	},
	target_monument_atoms = {
		'base::mn_category.temple.11',
		'base::mn_category.palace.11',
	},
	target_monument_counts = {
		1,
		1,
	},
})