Beiträge von Rolf

    Hallo Cete,


    Deinen letzen Satz vertehe ich nicht ganz. In der buildings.ini werden nur die Gebäudemodelle gemäß den Regionen definiert. Die einzelnen town.inis sind nirgends erwähnt.


    Ein Test mit Herberts Vollausbau-Save lief nur mit geänderter Miethöhe ohne Probleme durch.


    Liebe Grüße


    Rolf

    Ich habe mich heute mal mit den [inturl='/index.php?page=Thread&threadID=4475&action=firstNew']neu zugänglichen[/inturl] ini-Dateien etwas beschäftigt.
    In der buildings.ini finden sich am Ende Einstellungungen für die Miethöhe und eine Angabe über die Füllhöhe der Gebäude ( Fillrate=60) .
    In der research.ini sind die Einwohnergrenzen für die Aufwertung von Faktoreien und Hansekontoren hinterlegt.
    In der river.ini sind die Positionen der 3 Flüsse aufgeführt. Vieleicht eine Möglichkeit für zusätzliche Flußstädte.
    Interessant ist vieleicht noch die hideout.ini mit insgesamt über 100 Positionsbeschreibungen für mögliche Piratennester. ??
    Ansonsten noch eine Datei für Kameraeinstellungen, ein oder zwei Dateien für die Animationen der Betriebe und dem Treiben der Bewohner zu Lande und der Luft.



    Liebe Grüße
    Rolf


    buildings.ini


    [expander][Buildings]


    BLD_PROD_WOOD_0 = sawmill
    BLD_PROD_BRICKS_0 = brickyard
    BLD_PROD_GRAIN_0 = fieldgrain
    BLD_PROD_GRAIN_1 = farmgrain0
    BLD_PROD_GRAIN_2 = farmgrain1
    BLD_PROD_GRAIN_3 = farmgrain1
    BLD_PROD_GRAIN_4 = farmgrain1
    BLD_PROD_HEMP_0 = fieldhemp
    BLD_PROD_HEMP_1 = farmhemp0
    BLD_PROD_HEMP_2 = farmhemp1
    BLD_PROD_HEMP_3 = farmhemp1
    BLD_PROD_HEMP_4 = farmhemp1
    BLD_PROD_WOOL_0 = fieldwhool
    BLD_PROD_WOOL_1 = farmwhool0
    BLD_PROD_WOOL_2 = farmwhool1
    BLD_PROD_WOOL_3 = farmwhool1
    BLD_PROD_WOOL_4 = farmwhool1
    BLD_PROD_ORE_0 = furnace
    BLD_PROD_HONEY_0 = fieldhoney
    BLD_PROD_HONEY_1 = farmhoney0
    BLD_PROD_HONEY_2 = farmhoney1
    BLD_PROD_HONEY_3 = farmhoney1
    BLD_PROD_HONEY_4 = farmhoney1
    BLD_PROD_SALT_0 = salter
    BLD_PROD_METAL_0 = blacksmith
    BLD_PROD_MEAD_0 = brewerymead
    BLD_PROD_CLOTH_0 = weaver
    BLD_PROD_ALE_0 = brewerybeer
    BLD_PROD_STOCKFISH_0 = smokehouse
    BLD_PROD_CLOTHES_0 = tailor
    BLD_PROD_CHEESE_0 = dairy
    BLD_PROD_PITCH_0 = tarkiln
    BLD_PROD_PELTS_0 = hunter
    BLD_PROD_MEAT_0 = fieldcattle
    BLD_PROD_MEAT_1 = farmcattle0
    BLD_PROD_MEAT_2 = farmcattle1
    BLD_PROD_MEAT_3 = farmcattle1
    BLD_PROD_MEAT_4 = farmcattle1
    BLD_PROD_WINE_0 = fieldwine
    BLD_PROD_WINE_1 = farmwine0
    BLD_PROD_WINE_2 = farmwine1
    BLD_PROD_WINE_3 = farmwine1
    BLD_PROD_WINE_4 = farmwine1


    BLD_TOWN_TOWNHALL_0 = townhall
    BLD_TOWN_CHAPEL_0 = chapel
    BLD_TOWN_CHURCH_0 = church0
    BLD_TOWN_CHURCH_1 = church1
    BLD_TOWN_CHURCH_2 = church2
    BLD_TOWN_CRANE_0 = cranec
    BLD_TOWN_PIER_0 = pier
    BLD_TOWN_PREDEF_SITE_0 = buildingsite
    BLD_TOWN_SHIPYARD_0 = dockyardsmall
    BLD_TOWN_SHIPYARD_1 = dockyardbig
    BLD_TOWN_TAVERN_0 = tavern
    BLD_TOWN_GUILD_0 = guildhall
    BLD_TOWN_MARKETSTAND_0 = marketstand0
    BLD_TOWN_MARKETSTAND_1 = marketstand1
    BLD_TOWN_MARKETSTAND_2 = marketstand2
    BLD_TOWN_MARKETSTAND_3 = marketstand3
    BLD_TOWN_MARKETHALL_0 = markethall
    BLD_TOWN_BUILDER_0 = builder
    BLD_TOWN_FOUNTAIN_SMALL_0 = fountainsmall
    BLD_TOWN_FOUNTAIN_BIG_0 = fountainbig
    BLD_TOWN_SQUARE_0 = square
    BLD_TOWN_HOSPITAL_0 = hospital
    BLD_TOWN_SCHOOL_0 = school
    BLD_TOWN_SCHOOL_1 = university
    BLD_TOWN_COINAGE_0 = coinage
    BLD_TOWN_MONUMENT_0 = monument
    BLD_TOWN_TREK_SQUARE_0 = waggonsquare0
    BLD_TOWN_CART_SQUARE_0 = waggonsquare1
    BLD_TOWN_CART_DEPOT_0 = waggondepot


    BLD_DEFENSE_GATE_0 = gate
    BLD_DEFENSE_GATE_1 = buildingsitegate
    BLD_DEFENSE_GATE_2 = towerfortified
    BLD_DEFENSE_SENTRY_TOWER_0 = towerwatch
    BLD_DEFENSE_SENTRY_TOWER_1 = towerwatch_frequency
    BLD_DEFENSE_SENTRY_TOWER_2 = towerwatch_range
    BLD_DEFENSE_SENTRY_TOWER_WALL_0 = towerwatch
    BLD_DEFENSE_SENTRY_TOWER_WALL_1 = towerwatch_frequency
    BLD_DEFENSE_SENTRY_TOWER_WALL_2 = towerwatch_range
    BLD_DEFENSE_FORTIFIED_TOWER_0 = towerfortified
    BLD_DEFENSE_FORTIFIED_TOWER_1 = towerfortified_armor
    BLD_DEFENSE_FORTIFIED_TOWER_2 = towerfortified_cannon
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_0 = towerfortified
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_1 = towerfortified_armor
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_2 = towerfortified_cannon
    BLD_DEFENSE_WALL_0 = wall
    BLD_DEFENSE_WALL_1 = buildingsitewall
    BLD_DEFENSE_WALL_2 = wallscaffold


    BLD_TRADER_OFFICE_0 = office
    BLD_TRADER_DEPOT_0 = depot
    BLD_TRADER_HOUSING_0 = residencepoorengland0
    BLD_TRADER_HOUSING_1 = residencepoorengland0
    BLD_TRADER_HOUSING_2 = residencepoorengland1
    BLD_TRADER_HOUSING_3 = residencepoorengland2
    BLD_TRADER_HOUSING_4 = residencewealthy0
    BLD_TRADER_HOUSING_5 = residencewealthy1
    BLD_TRADER_HOUSING_6 = residencewealthy2
    BLD_TRADER_HOUSING_7 = residencerich0
    BLD_TRADER_HOUSING_8 = residencerich1
    BLD_TRADER_HOUSING_9 = residencerich2


    DECO_0 = firtree0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_1 = firtree1, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_2 = firtree0_full, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_3 = pinetree0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_4 = empty, BP_PURE_DECO, 2, 2
    DECO_5 = empty, BP_PURE_DECO, 2, 2
    DECO_6 = beechtree0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_7 = empty, BP_PURE_DECO, 2, 2
    DECO_8 = empty, BP_PURE_DECO, 2, 2
    DECO_9 = bloodbeechtree0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_10 = oaktree0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_11 = oaktree0_full, BP_PURE_DECO, 2, 2
    DECO_12 = empty, BP_PURE_DECO, 2, 2
    DECO_13 = birchtree0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_14 = empty, BP_PURE_DECO, 2, 2
    DECO_15 = empty, BP_PURE_DECO, 2, 2
    DECO_16 = bush0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_17 = bush1, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_18 = bush2, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_19 = bush0_full, BP_PURE_DECO, 2, 2
    DECO_20 = empty, BP_PURE_DECO, 2, 2
    DECO_21 = empty, BP_PURE_DECO, 2, 2
    DECO_22 = empty, BP_PURE_DECO, 2, 2
    DECO_23 = empty, BP_PURE_DECO, 2, 2
    DECO_24 = empty, BP_PURE_DECO, 2, 2
    DECO_25 = empty, BP_PURE_DECO, 2, 2
    DECO_26 = empty, BP_PURE_DECO, 2, 2
    DECO_27 = empty, BP_PURE_DECO, 2, 2
    DECO_28 = daisyflower0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_29 = daisyflower1, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_30 = daisyflower2, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_31 = primroseflower0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_32 = primroseflower1, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_33 = primroseflower2, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_34 = violetflower0, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_35 = violetflower1, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_36 = violetflower2, BP_PURE_DECO|BP_VEGETATION, 2, 2
    DECO_37 = cliff0, BP_NONE, 2, 2
    DECO_38 = cliff1, BP_NONE, 2, 2
    DECO_39 = cliff2, BP_NONE, 2, 2
    DECO_40 = rock0, BP_PURE_DECO, 2, 2
    DECO_41 = rock1, BP_PURE_DECO, 2, 2
    DECO_42 = rock3, BP_PURE_DECO, 2, 2
    DECO_43 = cliff3, BP_NONE, 2, 2
    DECO_44 = cliff4, BP_NONE, 2, 2
    DECO_45 = cliff5, BP_NONE, 2, 2
    DECO_46 = cliff6, BP_NONE, 2, 2
    DECO_47 = empty, BP_PURE_DECO, 2, 2
    DECO_48 = empty, BP_PURE_DECO, 2, 2
    DECO_49 = empty, BP_PURE_DECO, 2, 2
    DECO_50 = stonehenge, BP_NONE, 2, 2
    DECO_51 = shipwreck, BP_NONE, 2, 2
    DECO_52 = hunterdestroyed, BP_NONE, 2, 2
    DECO_53 = oldstronghold, BP_NONE, 2, 2
    DECO_54 = empty, BP_PURE_DECO, 2, 2
    DECO_55 = empty, BP_PURE_DECO, 2, 2
    DECO_56 = empty, BP_PURE_DECO, 2, 2
    DECO_57 = empty, BP_PURE_DECO, 2, 2
    DECO_58 = empty, BP_PURE_DECO, 2, 2
    DECO_59 = empty, BP_PURE_DECO, 2, 2
    DECO_60 = dockyardgoods0, BP_PURE_DECO, 2, 2
    DECO_61 = dockyardgoods1, BP_PURE_DECO, 2, 2
    DECO_62 = empty, BP_PURE_DECO, 2, 2
    DECO_63 = empty, BP_PURE_DECO, 2, 2
    DECO_64 = empty, BP_PURE_DECO, 2, 2
    DECO_65 = empty, BP_PURE_DECO, 2, 2
    DECO_66 = carriage0, BP_PURE_DECO, 2, 2
    DECO_67 = carriage1, BP_PURE_DECO, 2, 2
    DECO_68 = carriage2, BP_PURE_DECO, 2, 2
    DECO_69 = empty, BP_PURE_DECO, 2, 2
    DECO_70 = empty, BP_PURE_DECO, 2, 2
    DECO_71 = empty, BP_PURE_DECO, 2, 2
    DECO_72 = empty, BP_PURE_DECO, 2, 2
    DECO_73 = empty, BP_PURE_DECO, 2, 2
    DECO_74 = empty, BP_PURE_DECO, 2, 2
    DECO_75 = empty, BP_PURE_DECO, 2, 2
    DECO_76 = empty, BP_PURE_DECO, 2, 2
    DECO_77 = empty, BP_PURE_DECO, 2, 2
    DECO_78 = empty, BP_PURE_DECO, 2, 2
    DECO_79 = empty, BP_PURE_DECO, 2, 2
    DECO_80 = empty, BP_PURE_DECO, 2, 2
    DECO_81 = empty, BP_PURE_DECO, 2, 2
    DECO_82 = empty, BP_PURE_DECO, 2, 2
    DECO_83 = empty, BP_PURE_DECO, 2, 2
    DECO_84 = empty, BP_PURE_DECO, 2, 2
    DECO_85 = empty, BP_PURE_DECO, 2, 2
    DECO_86 = empty, BP_PURE_DECO, 2, 2
    DECO_87 = empty, BP_PURE_DECO, 2, 2
    DECO_88 = empty, BP_PURE_DECO, 2, 2
    DECO_89 = empty, BP_PURE_DECO, 2, 2
    DECO_90 = empty, BP_PURE_DECO, 2, 2
    DECO_91 = empty, BP_PURE_DECO, 2, 2
    DECO_92 = empty, BP_PURE_DECO, 2, 2
    DECO_93 = empty, BP_PURE_DECO, 2, 2
    DECO_94 = empty, BP_PURE_DECO, 2, 2
    DECO_95 = empty, BP_PURE_DECO, 2, 2
    DECO_96 = empty, BP_PURE_DECO, 2, 2
    DECO_97 = empty, BP_PURE_DECO, 2, 2
    DECO_98 = empty, BP_PURE_DECO, 2, 2
    DECO_99 = empty, BP_PURE_DECO, 2, 2
    DECO_100 = empty, BP_PURE_DECO, 2, 2
    DECO_101 = empty, BP_PURE_DECO, 2, 2
    DECO_102 = empty, BP_PURE_DECO, 2, 2
    DECO_103 = empty, BP_PURE_DECO, 2, 2
    DECO_104 = empty, BP_PURE_DECO, 2, 2
    DECO_105 = empty, BP_PURE_DECO, 2, 2
    DECO_106 = empty, BP_PURE_DECO, 2, 2
    DECO_107 = empty, BP_PURE_DECO, 2, 2
    DECO_108 = empty, BP_PURE_DECO, 2, 2
    DECO_109 = empty, BP_PURE_DECO, 2, 2
    DECO_110 = empty, BP_PURE_DECO, 2, 2
    DECO_111 = empty, BP_PURE_DECO, 2, 2
    DECO_112 = empty, BP_PURE_DECO, 2, 2
    DECO_113 = empty, BP_PURE_DECO, 2, 2
    DECO_114 = empty, BP_PURE_DECO, 2, 2
    DECO_115 = empty, BP_PURE_DECO, 2, 2
    DECO_116 = empty, BP_PURE_DECO, 2, 2
    DECO_117 = groundfog, BP_NONE, 2, 2
    DECO_118 = floe0, BP_ICE_FLOE, 2, 2
    DECO_119 = floe1, BP_ICE_FLOE, 2, 2
    DECO_120 = floe2, BP_ICE_FLOE, 2, 2
    DECO_121 = floe3, BP_ICE_FLOE, 2, 2
    DECO_122 = floe4, BP_ICE_FLOE, 2, 2
    DECO_123 = deer, BP_PURE_DECO, 2, 2


    [region1] ; RG_BELGIUM


    BLD_PROD_WOOD_0 = sawmill
    BLD_PROD_BRICKS_0 = brickyard
    BLD_PROD_GRAIN_0 = fieldgrain
    BLD_PROD_GRAIN_1 = farmgrain0
    BLD_PROD_GRAIN_2 = farmgrain1
    BLD_PROD_GRAIN_3 = farmgrain1
    BLD_PROD_GRAIN_4 = farmgrain1
    BLD_PROD_HEMP_0 = fieldhemp
    BLD_PROD_HEMP_1 = farmhemp0
    BLD_PROD_HEMP_2 = farmhemp1
    BLD_PROD_HEMP_3 = farmhemp1
    BLD_PROD_HEMP_4 = farmhemp1
    BLD_PROD_WOOL_0 = fieldwhool
    BLD_PROD_WOOL_1 = farmwhool0
    BLD_PROD_WOOL_2 = farmwhool1
    BLD_PROD_WOOL_3 = farmwhool1
    BLD_PROD_WOOL_4 = farmwhool1
    BLD_PROD_ORE_0 = furnace
    BLD_PROD_HONEY_0 = fieldhoney
    BLD_PROD_HONEY_1 = farmhoney0
    BLD_PROD_HONEY_2 = farmhoney1
    BLD_PROD_HONEY_3 = farmhoney1
    BLD_PROD_HONEY_4 = farmhoney1
    BLD_PROD_SALT_0 = salter
    BLD_PROD_METAL_0 = blacksmith
    BLD_PROD_MEAD_0 = brewerymead
    BLD_PROD_CLOTH_0 = weaver
    BLD_PROD_ALE_0 = brewerybeer
    BLD_PROD_STOCKFISH_0 = smokehouse
    BLD_PROD_CLOTHES_0 = tailor
    BLD_PROD_CHEESE_0 = dairy
    BLD_PROD_PITCH_0 = tarkiln
    BLD_PROD_PELTS_0 = hunter
    BLD_PROD_MEAT_0 = fieldcattle
    BLD_PROD_MEAT_1 = farmcattle0
    BLD_PROD_MEAT_2 = farmcattle1
    BLD_PROD_MEAT_3 = farmcattle1
    BLD_PROD_MEAT_4 = farmcattle1
    BLD_PROD_WINE_0 = fieldwine
    BLD_PROD_WINE_1 = farmwine0
    BLD_PROD_WINE_2 = farmwine1
    BLD_PROD_WINE_3 = farmwine1
    BLD_PROD_WINE_4 = farmwine1


    BLD_TOWN_TOWNHALL_0 = townhall
    BLD_TOWN_CHAPEL_0 = chapel
    BLD_TOWN_CHURCH_0 = church0
    BLD_TOWN_CHURCH_1 = church1
    BLD_TOWN_CHURCH_2 = church2
    BLD_TOWN_CRANE_0 = craned
    BLD_TOWN_PIER_0 = piera
    BLD_TOWN_PREDEF_SITE_0 = buildingsite
    BLD_TOWN_SHIPYARD_0 = dockyardsmall
    BLD_TOWN_SHIPYARD_1 = dockyardbig
    BLD_TOWN_TAVERN_0 = tavern
    BLD_TOWN_GUILD_0 = guildhall
    BLD_TOWN_MARKETSTAND_0 = marketstand0
    BLD_TOWN_MARKETSTAND_1 = marketstand1
    BLD_TOWN_MARKETSTAND_2 = marketstand2
    BLD_TOWN_MARKETSTAND_3 = marketstand3
    BLD_TOWN_MARKETHALL_0 = markethall
    BLD_TOWN_BUILDER_0 = builder
    BLD_TOWN_FOUNTAIN_SMALL_0 = fountainsmall
    BLD_TOWN_FOUNTAIN_BIG_0 = fountainbig
    BLD_TOWN_SQUARE_0 = square
    BLD_TOWN_HOSPITAL_0 = hospital
    BLD_TOWN_SCHOOL_0 = school
    BLD_TOWN_SCHOOL_1 = university
    BLD_TOWN_COINAGE_0 = coinage
    BLD_TOWN_MONUMENT_0 = monument


    BLD_DEFENSE_GATE_0 = gate
    BLD_DEFENSE_GATE_1 = buildingsitegate
    BLD_DEFENSE_GATE_2 = towerfortified
    BLD_DEFENSE_SENTRY_TOWER_0 = towerwatch
    BLD_DEFENSE_SENTRY_TOWER_1 = towerwatch_frequency
    BLD_DEFENSE_SENTRY_TOWER_2 = towerwatch_range
    BLD_DEFENSE_SENTRY_TOWER_WALL_0 = towerwatch
    BLD_DEFENSE_SENTRY_TOWER_WALL_1 = towerwatch_frequency
    BLD_DEFENSE_SENTRY_TOWER_WALL_2 = towerwatch_range
    BLD_DEFENSE_FORTIFIED_TOWER_0 = towerfortified
    BLD_DEFENSE_FORTIFIED_TOWER_1 = towerfortified_armor
    BLD_DEFENSE_FORTIFIED_TOWER_2 = towerfortified_cannon
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_0 = towerfortified
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_1 = towerfortified_armor
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_2 = towerfortified_cannon
    BLD_DEFENSE_WALL_0 = wall
    BLD_DEFENSE_WALL_1 = buildingsitewall
    BLD_DEFENSE_WALL_2 = wallscaffold


    BLD_TRADER_OFFICE_0 = office
    BLD_TRADER_DEPOT_0 = depot
    BLD_TRADER_HOUSING_0 = residencepoor0
    BLD_TRADER_HOUSING_1 = residencepoor0
    BLD_TRADER_HOUSING_2 = residencepoor1
    BLD_TRADER_HOUSING_3 = residencepoor2
    BLD_TRADER_HOUSING_4 = residencewealthy0
    BLD_TRADER_HOUSING_5 = residencewealthy1
    BLD_TRADER_HOUSING_6 = residencewealthy2
    BLD_TRADER_HOUSING_7 = residencerich0
    BLD_TRADER_HOUSING_8 = residencerich1
    BLD_TRADER_HOUSING_9 = residencerich2


    [region2] ; RG_GERMANY


    BLD_PROD_WOOD_0 = sawmill
    BLD_PROD_BRICKS_0 = brickyard
    BLD_PROD_GRAIN_0 = fieldgrain
    BLD_PROD_GRAIN_1 = farmgrain0
    BLD_PROD_GRAIN_2 = farmgrain1
    BLD_PROD_GRAIN_3 = farmgrain1
    BLD_PROD_GRAIN_4 = farmgrain1
    BLD_PROD_HEMP_0 = fieldhemp
    BLD_PROD_HEMP_1 = farmhemp0
    BLD_PROD_HEMP_2 = farmhemp1
    BLD_PROD_HEMP_3 = farmhemp1
    BLD_PROD_HEMP_4 = farmhemp1
    BLD_PROD_WOOL_0 = fieldwhool
    BLD_PROD_WOOL_1 = farmwhool0
    BLD_PROD_WOOL_2 = farmwhool1
    BLD_PROD_WOOL_3 = farmwhool1
    BLD_PROD_WOOL_4 = farmwhool1
    BLD_PROD_ORE_0 = furnace
    BLD_PROD_HONEY_0 = fieldhoney
    BLD_PROD_HONEY_1 = farmhoney0
    BLD_PROD_HONEY_2 = farmhoney1
    BLD_PROD_HONEY_3 = farmhoney1
    BLD_PROD_HONEY_4 = farmhoney1
    BLD_PROD_SALT_0 = salter
    BLD_PROD_METAL_0 = blacksmith
    BLD_PROD_MEAD_0 = brewerymead
    BLD_PROD_CLOTH_0 = weaver
    BLD_PROD_ALE_0 = brewerybeer
    BLD_PROD_STOCKFISH_0 = smokehouse
    BLD_PROD_CLOTHES_0 = tailor
    BLD_PROD_CHEESE_0 = dairy
    BLD_PROD_PITCH_0 = tarkiln
    BLD_PROD_PELTS_0 = hunter
    BLD_PROD_MEAT_0 = fieldcattle
    BLD_PROD_MEAT_1 = farmcattle0
    BLD_PROD_MEAT_2 = farmcattle1
    BLD_PROD_MEAT_3 = farmcattle1
    BLD_PROD_MEAT_4 = farmcattle1
    BLD_PROD_WINE_0 = fieldwine
    BLD_PROD_WINE_1 = farmwine0
    BLD_PROD_WINE_2 = farmwine1
    BLD_PROD_WINE_3 = farmwine1
    BLD_PROD_WINE_4 = farmwine1


    BLD_TOWN_TOWNHALL_0 = townhall
    BLD_TOWN_CHAPEL_0 = chapel
    BLD_TOWN_CHURCH_0 = church0
    BLD_TOWN_CHURCH_1 = church1
    BLD_TOWN_CHURCH_2 = church2
    BLD_TOWN_CRANE_0 = crane
    BLD_TOWN_PIER_0 = pier
    BLD_TOWN_PREDEF_SITE_0 = buildingsite
    BLD_TOWN_SHIPYARD_0 = dockyardsmall
    BLD_TOWN_SHIPYARD_1 = dockyardbig
    BLD_TOWN_TAVERN_0 = tavern
    BLD_TOWN_GUILD_0 = guildhall
    BLD_TOWN_MARKETSTAND_0 = marketstand0
    BLD_TOWN_MARKETSTAND_1 = marketstand1
    BLD_TOWN_MARKETSTAND_2 = marketstand2
    BLD_TOWN_MARKETSTAND_3 = marketstand3
    BLD_TOWN_MARKETHALL_0 = markethall
    BLD_TOWN_BUILDER_0 = builder
    BLD_TOWN_FOUNTAIN_SMALL_0 = fountainsmall
    BLD_TOWN_FOUNTAIN_BIG_0 = fountainbig
    BLD_TOWN_SQUARE_0 = square
    BLD_TOWN_HOSPITAL_0 = hospital
    BLD_TOWN_SCHOOL_0 = school
    BLD_TOWN_SCHOOL_1 = university
    BLD_TOWN_COINAGE_0 = coinage
    BLD_TOWN_MONUMENT_0 = monument


    BLD_DEFENSE_GATE_0 = gate
    BLD_DEFENSE_GATE_1 = buildingsitegate
    BLD_DEFENSE_GATE_2 = towerfortified
    BLD_DEFENSE_SENTRY_TOWER_0 = towerwatch
    BLD_DEFENSE_SENTRY_TOWER_1 = towerwatch_frequency
    BLD_DEFENSE_SENTRY_TOWER_2 = towerwatch_range
    BLD_DEFENSE_SENTRY_TOWER_WALL_0 = towerwatch
    BLD_DEFENSE_SENTRY_TOWER_WALL_1 = towerwatch_frequency
    BLD_DEFENSE_SENTRY_TOWER_WALL_2 = towerwatch_range
    BLD_DEFENSE_FORTIFIED_TOWER_0 = towerfortified
    BLD_DEFENSE_FORTIFIED_TOWER_1 = towerfortified_armor
    BLD_DEFENSE_FORTIFIED_TOWER_2 = towerfortified_cannon
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_0 = towerfortified
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_1 = towerfortified_armor
    BLD_DEFENSE_FORTIFIED_TOWER_WALL_2 = towerfortified_cannon
    BLD_DEFENSE_WALL_0 = wall
    BLD_DEFENSE_WALL_1 = buildingsitewall
    BLD_DEFENSE_WALL_2 = wallscaffold


    BLD_TRADER_OFFICE_0 = office
    BLD_TRADER_DEPOT_0 = depot
    BLD_TRADER_HOUSING_0 = residencepoor0
    BLD_TRADER_HOUSING_1 = residencepoor0
    BLD_TRADER_HOUSING_2 = residencepoor1
    BLD_TRADER_HOUSING_3 = residencepoor2
    BLD_TRADER_HOUSING_4 = residencewealthy0
    BLD_TRADER_HOUSING_5 = residencewealthy1
    BLD_TRADER_HOUSING_6 = residencewealthy2
    BLD_TRADER_HOUSING_7 = residencerich0
    BLD_TRADER_HOUSING_8 = residencerich1
    BLD_TRADER_HOUSING_9 = residencerich2


    [region3] ; RG_DENMARK
    BLD_PROD_WOOD_0 = sawmillb
    BLD_PROD_BRICKS_0 = brickyardb
    BLD_PROD_GRAIN_1 = farmgrain0b
    BLD_PROD_GRAIN_2 = farmgrain1b
    BLD_PROD_GRAIN_3 = farmgrain1b
    BLD_PROD_GRAIN_4 = farmgrain1b
    BLD_PROD_HEMP_1 = farmhemp0b
    BLD_PROD_HEMP_2 = farmhemp1b
    BLD_PROD_HEMP_3 = farmhemp1b
    BLD_PROD_HEMP_4 = farmhemp1b
    BLD_PROD_WOOL_1 = farmwhool0b
    BLD_PROD_WOOL_2 = farmwhool1b
    BLD_PROD_WOOL_3 = farmwhool1b
    BLD_PROD_WOOL_4 = farmwhool1b
    BLD_PROD_ORE_0 = furnaceb
    BLD_PROD_HONEY_1 = farmhoney0b
    BLD_PROD_HONEY_2 = farmhoney1b
    BLD_PROD_HONEY_3 = farmhoney1b
    BLD_PROD_HONEY_4 = farmhoney1b
    BLD_PROD_SALT_0 = salterb
    BLD_PROD_METAL_0 = blacksmithb
    BLD_PROD_MEAD_0 = brewerymeadb
    BLD_PROD_CLOTH_0 = weaverb
    BLD_PROD_ALE_0 = brewerybeerb
    BLD_PROD_STOCKFISH_0 = smokehouseb
    BLD_PROD_CLOTHES_0 = tailorb
    BLD_PROD_CHEESE_0 = dairyb
    BLD_PROD_PITCH_0 = tarkilnb
    BLD_PROD_PELTS_0 = hunterb
    BLD_PROD_MEAT_1 = farmcattle0b
    BLD_PROD_MEAT_2 = farmcattle1b
    BLD_PROD_MEAT_3 = farmcattle1b
    BLD_PROD_MEAT_4 = farmcattle1b
    BLD_PROD_WINE_1 = farmwine0b
    BLD_PROD_WINE_2 = farmwine1b
    BLD_PROD_WINE_3 = farmwine1b
    BLD_PROD_WINE_4 = farmwine1b


    BLD_TOWN_TOWNHALL_0 = townhalla
    BLD_TOWN_CHAPEL_0 = chapelb
    BLD_TOWN_CHURCH_0 = church0b
    BLD_TOWN_CHURCH_1 = church1b
    BLD_TOWN_CHURCH_2 = church2b
    BLD_TOWN_PIER_0 = pier
    BLD_TOWN_CRANE_0 = craneb
    BLD_TOWN_SHIPYARD_0 = dockyardsmallb
    BLD_TOWN_SHIPYARD_1 = dockyardbigb
    BLD_TOWN_TAVERN_0 = tavernb
    BLD_TOWN_GUILD_0 = guildhallb
    BLD_TOWN_MARKETHALL_0 = markethallb
    BLD_TOWN_BUILDER_0 = builderb
    BLD_TOWN_HOSPITAL_0 = hospitalb
    BLD_TOWN_SCHOOL_0 = schoolb
    BLD_TOWN_SCHOOL_1 = universityb
    BLD_TOWN_COINAGE_0 = coinageb


    BLD_TRADER_OFFICE_0 = office
    BLD_TRADER_DEPOT_0 = depotb
    BLD_TRADER_HOUSING_0 = residencepoor0c
    BLD_TRADER_HOUSING_1 = residencepoor0c
    BLD_TRADER_HOUSING_2 = residencepoor1c
    BLD_TRADER_HOUSING_3 = residencepoor2c
    BLD_TRADER_HOUSING_4 = residencewealthy0b
    BLD_TRADER_HOUSING_5 = residencewealthy1b
    BLD_TRADER_HOUSING_6 = residencewealthy2b
    BLD_TRADER_HOUSING_7 = residencerich0b
    BLD_TRADER_HOUSING_8 = residencerich1b
    BLD_TRADER_HOUSING_9 = residencerich2b


    [region4] ; RG_NORWAY
    BLD_PROD_WOOD_0 = sawmillb
    BLD_PROD_BRICKS_0 = brickyardb
    BLD_PROD_GRAIN_1 = farmgrain0b
    BLD_PROD_GRAIN_2 = farmgrain1b
    BLD_PROD_GRAIN_3 = farmgrain1b
    BLD_PROD_GRAIN_4 = farmgrain1b
    BLD_PROD_HEMP_1 = farmhemp0b
    BLD_PROD_HEMP_2 = farmhemp1b
    BLD_PROD_HEMP_3 = farmhemp1b
    BLD_PROD_HEMP_4 = farmhemp1b
    BLD_PROD_WOOL_1 = farmwhool0b
    BLD_PROD_WOOL_2 = farmwhool1b
    BLD_PROD_WOOL_3 = farmwhool1b
    BLD_PROD_WOOL_4 = farmwhool1b
    BLD_PROD_ORE_0 = furnaceb
    BLD_PROD_HONEY_1 = farmhoney0b
    BLD_PROD_HONEY_2 = farmhoney1b
    BLD_PROD_HONEY_3 = farmhoney1b
    BLD_PROD_HONEY_4 = farmhoney1b
    BLD_PROD_SALT_0 = salterb
    BLD_PROD_METAL_0 = blacksmithb
    BLD_PROD_MEAD_0 = brewerymeadb
    BLD_PROD_CLOTH_0 = weaverb
    BLD_PROD_ALE_0 = brewerybeerb
    BLD_PROD_STOCKFISH_0 = smokehouseb
    BLD_PROD_CLOTHES_0 = tailorb
    BLD_PROD_CHEESE_0 = dairyb
    BLD_PROD_PITCH_0 = tarkilnb
    BLD_PROD_PELTS_0 = hunterb
    BLD_PROD_MEAT_1 = farmcattle0b
    BLD_PROD_MEAT_2 = farmcattle1b
    BLD_PROD_MEAT_3 = farmcattle1b
    BLD_PROD_MEAT_4 = farmcattle1b
    BLD_PROD_WINE_1 = farmwine0b
    BLD_PROD_WINE_2 = farmwine1b
    BLD_PROD_WINE_3 = farmwine1b
    BLD_PROD_WINE_4 = farmwine1b


    BLD_TOWN_TOWNHALL_0 = townhalla
    BLD_TOWN_CHAPEL_0 = chapelb
    BLD_TOWN_CHURCH_0 = church0b
    BLD_TOWN_CHURCH_1 = church1b
    BLD_TOWN_CHURCH_2 = church2b
    BLD_TOWN_CRANE_0 = craned
    BLD_TOWN_SHIPYARD_0 = dockyardsmallb
    BLD_TOWN_SHIPYARD_1 = dockyardbigb
    BLD_TOWN_TAVERN_0 = tavernb
    BLD_TOWN_GUILD_0 = guildhallb
    BLD_TOWN_MARKETHALL_0 = markethallb
    BLD_TOWN_BUILDER_0 = builderb
    BLD_TOWN_HOSPITAL_0 = hospitalb
    BLD_TOWN_SCHOOL_0 = schoolb
    BLD_TOWN_SCHOOL_1 = universityb
    BLD_TOWN_COINAGE_0 = coinageb


    BLD_TRADER_OFFICE_0 = office
    BLD_TRADER_DEPOT_0 = depotb
    BLD_TRADER_HOUSING_0 = residencepoor0b
    BLD_TRADER_HOUSING_1 = residencepoor0b
    BLD_TRADER_HOUSING_2 = residencepoor1b
    BLD_TRADER_HOUSING_3 = residencepoor2b
    BLD_TRADER_HOUSING_4 = residencewealthy0b
    BLD_TRADER_HOUSING_5 = residencewealthy1b
    BLD_TRADER_HOUSING_6 = residencewealthy2b
    BLD_TRADER_HOUSING_7 = residencerich0b
    BLD_TRADER_HOUSING_8 = residencerich1b
    BLD_TRADER_HOUSING_9 = residencerich2b


    [region5] ; RG_SWEDEN
    BLD_PROD_WOOD_0 = sawmillb
    BLD_PROD_BRICKS_0 = brickyardb
    BLD_PROD_GRAIN_1 = farmgrain0b
    BLD_PROD_GRAIN_2 = farmgrain1b
    BLD_PROD_GRAIN_3 = farmgrain1b
    BLD_PROD_GRAIN_4 = farmgrain1b
    BLD_PROD_HEMP_1 = farmhemp0b
    BLD_PROD_HEMP_2 = farmhemp1b
    BLD_PROD_HEMP_3 = farmhemp1b
    BLD_PROD_HEMP_4 = farmhemp1b
    BLD_PROD_WOOL_1 = farmwhool0b
    BLD_PROD_WOOL_2 = farmwhool1b
    BLD_PROD_WOOL_3 = farmwhool1b
    BLD_PROD_WOOL_4 = farmwhool1b
    BLD_PROD_ORE_0 = furnaceb
    BLD_PROD_HONEY_1 = farmhoney0b
    BLD_PROD_HONEY_2 = farmhoney1b
    BLD_PROD_HONEY_3 = farmhoney1b
    BLD_PROD_HONEY_4 = farmhoney1b
    BLD_PROD_SALT_0 = salterb
    BLD_PROD_METAL_0 = blacksmithb
    BLD_PROD_MEAD_0 = brewerymeadb
    BLD_PROD_CLOTH_0 = weaverb
    BLD_PROD_ALE_0 = brewerybeerb
    BLD_PROD_STOCKFISH_0 = smokehouseb
    BLD_PROD_CLOTHES_0 = tailorb
    BLD_PROD_CHEESE_0 = dairyb
    BLD_PROD_PITCH_0 = tarkilnb
    BLD_PROD_PELTS_0 = hunterb
    BLD_PROD_MEAT_1 = farmcattle0b
    BLD_PROD_MEAT_2 = farmcattle1b
    BLD_PROD_MEAT_3 = farmcattle1b
    BLD_PROD_MEAT_4 = farmcattle1b
    BLD_PROD_WINE_1 = farmwine0b
    BLD_PROD_WINE_2 = farmwine1b
    BLD_PROD_WINE_3 = farmwine1b
    BLD_PROD_WINE_4 = farmwine1b


    BLD_TOWN_TOWNHALL_0 = townhalla
    BLD_TOWN_CHAPEL_0 = chapelb
    BLD_TOWN_CHURCH_0 = church0b
    BLD_TOWN_CHURCH_1 = church1b
    BLD_TOWN_CHURCH_2 = church2b
    BLD_TOWN_CRANE_0 = craneb
    BLD_TOWN_SHIPYARD_0 = dockyardsmallb
    BLD_TOWN_SHIPYARD_1 = dockyardbigb
    BLD_TOWN_TAVERN_0 = tavernb
    BLD_TOWN_GUILD_0 = guildhallb
    BLD_TOWN_MARKETHALL_0 = markethallb
    BLD_TOWN_BUILDER_0 = builderb
    BLD_TOWN_HOSPITAL_0 = hospitalb
    BLD_TOWN_SCHOOL_0 = schoolb
    BLD_TOWN_SCHOOL_1 = universityb
    BLD_TOWN_COINAGE_0 = coinageb


    BLD_TRADER_OFFICE_0 = office
    BLD_TRADER_DEPOT_0 = depotb
    BLD_TRADER_HOUSING_0 = residencepoor0c
    BLD_TRADER_HOUSING_1 = residencepoor0c
    BLD_TRADER_HOUSING_2 = residencepoor1c
    BLD_TRADER_HOUSING_3 = residencepoor2c
    BLD_TRADER_HOUSING_4 = residencewealthy0b
    BLD_TRADER_HOUSING_5 = residencewealthy1b
    BLD_TRADER_HOUSING_6 = residencewealthy2b
    BLD_TRADER_HOUSING_7 = residencerich0b
    BLD_TRADER_HOUSING_8 = residencerich1b
    BLD_TRADER_HOUSING_9 = residencerich2b


    [region6] ; RG_POLAND
    BLD_PROD_WOOD_0 = sawmilla
    BLD_PROD_BRICKS_0 = brickyarda
    BLD_PROD_GRAIN_1 = farmgrain0a
    BLD_PROD_GRAIN_2 = farmgrain1a
    BLD_PROD_GRAIN_3 = farmgrain1a
    BLD_PROD_GRAIN_4 = farmgrain1a
    BLD_PROD_HEMP_1 = farmhemp0a
    BLD_PROD_HEMP_2 = farmhemp1a
    BLD_PROD_HEMP_3 = farmhemp1a
    BLD_PROD_HEMP_4 = farmhemp1a
    BLD_PROD_WOOL_1 = farmwhool0a
    BLD_PROD_WOOL_2 = farmwhool1a
    BLD_PROD_WOOL_3 = farmwhool1a
    BLD_PROD_WOOL_4 = farmwhool1a
    BLD_PROD_ORE_0 = furnacea
    BLD_PROD_HONEY_1 = farmhoney0a
    BLD_PROD_HONEY_2 = farmhoney1a
    BLD_PROD_HONEY_3 = farmhoney1a
    BLD_PROD_HONEY_4 = farmhoney1a
    BLD_PROD_SALT_0 = saltera
    BLD_PROD_METAL_0 = blacksmitha
    BLD_PROD_MEAD_0 = brewerymeada
    BLD_PROD_CLOTH_0 = weavera
    BLD_PROD_ALE_0 = brewerybeera
    BLD_PROD_STOCKFISH_0 = smokehousea
    BLD_PROD_CLOTHES_0 = tailora
    BLD_PROD_CHEESE_0 = dairya
    BLD_PROD_PITCH_0 = tarkilna
    BLD_PROD_PELTS_0 = huntera
    BLD_PROD_MEAT_1 = farmcattle0a
    BLD_PROD_MEAT_2 = farmcattle1a
    BLD_PROD_MEAT_3 = farmcattle1a
    BLD_PROD_MEAT_4 = farmcattle1a
    BLD_PROD_WINE_1 = farmwine0a
    BLD_PROD_WINE_2 = farmwine1a
    BLD_PROD_WINE_3 = farmwine1a
    BLD_PROD_WINE_4 = farmwine1a


    BLD_TOWN_TOWNHALL_0 = townhalla
    BLD_TOWN_CHAPEL_0 = chapela
    BLD_TOWN_CHURCH_0 = church0a
    BLD_TOWN_CHURCH_1 = church1a
    BLD_TOWN_CHURCH_2 = church2a
    BLD_TOWN_PIER_0 = pier
    BLD_TOWN_CRANE_0 = cranea
    BLD_TOWN_SHIPYARD_0 = dockyardsmalla
    BLD_TOWN_SHIPYARD_1 = dockyardbiga
    BLD_TOWN_TAVERN_0 = taverna
    BLD_TOWN_GUILD_0 = guildhalla
    BLD_TOWN_MARKETHALL_0 = markethalla
    BLD_TOWN_BUILDER_0 = buildera
    BLD_TOWN_HOSPITAL_0 = hospitala
    BLD_TOWN_SCHOOL_0 = schoola
    BLD_TOWN_SCHOOL_1 = universitya
    BLD_TOWN_COINAGE_0 = coinagea


    BLD_TRADER_OFFICE_0 = office
    BLD_TRADER_DEPOT_0 = depota
    BLD_TRADER_HOUSING_0 = residencepoor0a
    BLD_TRADER_HOUSING_1 = residencepoor0a
    BLD_TRADER_HOUSING_2 = residencepoor1a
    BLD_TRADER_HOUSING_3 = residencepoor2a
    BLD_TRADER_HOUSING_4 = residencewealthy0a
    BLD_TRADER_HOUSING_5 = residencewealthy1a
    BLD_TRADER_HOUSING_6 = residencewealthy2a
    BLD_TRADER_HOUSING_7 = residencerich0a
    BLD_TRADER_HOUSING_8 = residencerich1a
    BLD_TRADER_HOUSING_9 = residencerich2a
    BLD_DEFENSE_WALL_1 = buildingsitewall


    [region7] ; RG_RUSSIA
    BLD_PROD_WOOD_0 = sawmilla
    BLD_PROD_BRICKS_0 = brickyarda
    BLD_PROD_GRAIN_1 = farmgrain0a
    BLD_PROD_GRAIN_2 = farmgrain1a
    BLD_PROD_GRAIN_3 = farmgrain1a
    BLD_PROD_GRAIN_4 = farmgrain1a
    BLD_PROD_HEMP_1 = farmhemp0a
    BLD_PROD_HEMP_2 = farmhemp1a
    BLD_PROD_HEMP_3 = farmhemp1a
    BLD_PROD_HEMP_4 = farmhemp1a
    BLD_PROD_WOOL_1 = farmwhool0a
    BLD_PROD_WOOL_2 = farmwhool1a
    BLD_PROD_WOOL_3 = farmwhool1a
    BLD_PROD_WOOL_4 = farmwhool1a
    BLD_PROD_ORE_0 = furnacea
    BLD_PROD_HONEY_1 = farmhoney0a
    BLD_PROD_HONEY_2 = farmhoney1a
    BLD_PROD_HONEY_3 = farmhoney1a
    BLD_PROD_HONEY_4 = farmhoney1a
    BLD_PROD_SALT_0 = saltera
    BLD_PROD_METAL_0 = blacksmitha
    BLD_PROD_MEAD_0 = brewerymeada
    BLD_PROD_CLOTH_0 = weavera
    BLD_PROD_ALE_0 = brewerybeera
    BLD_PROD_STOCKFISH_0 = smokehousea
    BLD_PROD_CLOTHES_0 = tailora
    BLD_PROD_CHEESE_0 = dairya
    BLD_PROD_PITCH_0 = tarkilna
    BLD_PROD_PELTS_0 = huntera
    BLD_PROD_MEAT_1 = farmcattle0a
    BLD_PROD_MEAT_2 = farmcattle1a
    BLD_PROD_MEAT_3 = farmcattle1a
    BLD_PROD_MEAT_4 = farmcattle1a
    BLD_PROD_WINE_1 = farmwine0a
    BLD_PROD_WINE_2 = farmwine1a
    BLD_PROD_WINE_3 = farmwine1a
    BLD_PROD_WINE_4 = farmwine1a


    BLD_TOWN_TOWNHALL_0 = townhalla
    BLD_TOWN_CHAPEL_0 = chapela
    BLD_TOWN_CHURCH_0 = church0a
    BLD_TOWN_CHURCH_1 = church1a
    BLD_TOWN_CHURCH_2 = church2a
    BLD_TOWN_PIER_0 = pier
    BLD_TOWN_CRANE_0 = cranea
    BLD_TOWN_SHIPYARD_0 = dockyardsmalla
    BLD_TOWN_SHIPYARD_1 = dockyardbiga
    BLD_TOWN_TAVERN_0 = taverna
    BLD_TOWN_GUILD_0 = guildhalla
    BLD_TOWN_MARKETHALL_0 = markethalla
    BLD_TOWN_BUILDER_0 = buildera
    BLD_TOWN_HOSPITAL_0 = hospitala
    BLD_TOWN_SCHOOL_0 = schoola
    BLD_TOWN_SCHOOL_1 = universitya
    BLD_TOWN_COINAGE_0 = coinagea


    BLD_TRADER_OFFICE_0 = office
    BLD_TRADER_DEPOT_0 = depota
    BLD_TRADER_HOUSING_0 = residencepoor0a
    BLD_TRADER_HOUSING_1 = residencepoor0a
    BLD_TRADER_HOUSING_2 = residencepoor1a
    BLD_TRADER_HOUSING_3 = residencepoor2a
    BLD_TRADER_HOUSING_4 = residencewealthy0a
    BLD_TRADER_HOUSING_5 = residencewealthy1a
    BLD_TRADER_HOUSING_6 = residencewealthy2a
    BLD_TRADER_HOUSING_7 = residencerich0a
    BLD_TRADER_HOUSING_8 = residencerich1a
    BLD_TRADER_HOUSING_9 = residencerich2a
    BLD_DEFENSE_WALL_1 = buildingsitewall


    [Construction]
    Site = buildingsite
    SiteChurch = buildingsitechurch
    SiteGate = buildingsitegate
    SiteWall = buildingsitewall
    Site4x4 = buildingsite4x4
    Site6x6 = buildingsite6x6
    Site6x4 = buildingsite4x4
    Site2x2 = buildingsite2x2


    [Residential]
    Size_0_Renter = 81 ; large building
    Size_1_Renter = 41 ; medium building
    Size_2_Renter = 1 ; small building
    Rent0 = 3
    Rent1 = 2
    Rent2 = 1
    Unterhalt0 = 10
    Unterhalt1 = 10
    Unterhalt2 = 20
    Unterhalt3 = 30
    Unterhalt4 = 40
    Unterhalt5 = 50
    Unterhalt6 = 60
    Unterhalt7 = 60
    Unterhalt8 = 80
    Unterhalt9 = 100
    FillRate = 60


    [TownType]
    BLD_TOWN_TOWNHALL = 1
    BLD_TOWN_BUILDER = 1
    BLD_TOWN_GUILD = 1
    BLD_TOWN_MARKETHALL = 1
    BLD_TOWN_TAVERN = 2
    BLD_TOWN_CHURCH = 1


    [Production]
    SpaceFactor = 0.18[/expander]


    research.ini


    [expander][ShipUpgrades]


    PricePerCent0 = 0
    GoodsPerGun0 = 0


    PricePerCent1 = 25
    GoodsPerGun1 = 2


    PricePerCent2 = 25
    GoodsPerGun2 = 2



    [TownUpgrades]


    ;Dorf
    Citizen0=500
    Factor*10_0=11


    ;Faktorei
    Citizen1=3000
    Factor*10_1=11


    ;Kontor
    Citizen2=9000
    Factor*10_2=90
    [/expander]



    Edit Cete: Beitrag aus dem P4-Download-Bereich hierher verschoen.
    Edit Falko: Link zum tool das die neuen ini dateien verfuegbar machte hinzugefuegt

    Viertelfinale:


    [25] Do, 21.06.2012, 20:45: Tschechien – Portugal (2:1)
    [26] Fr, 22.06.2012, 20:45: Deutschland – Griechenland (0:0)
    [27] Sa, 23.06.2012, 20:45: Spanien – Frankreich (2:1)
    [28] So, 24.06.2012, 20:45: England – Italien (1:3)

    [19] So, 17.06.2012, 20:45: Portugal - Niederlande (1:3)
    [20] So, 17.06.2012, 20:45: Dänemark - Deutschland (0:2)
    [21] Mo, 18.06.2012, 20:45: Kroatien - Spanien (0:3)
    [22] Mo, 18.06.2012, 20:45: Italien – Irland (2:1)
    [23] Di, 19.06.2012, 20:45: Schweden - Frankreich (1:3)
    [24] Di, 19.06.2012, 20:45: England - Ukraine (2:1)

    [13] Do, 14.06.2012, 18:00: Italien - Kroatien (2:2)
    [14] Do, 14.06.2012, 20:45: Spanien - Irland (3:0)
    [15] Fr, 15.06.2012, 18:00: Ukraine - Frankreich (2:1)
    [16] Fr, 15.06.2012, 20:45: Schweden - England (2:2)

    Vorrunde 2. Spieltag:


    [09] Di, 12.06.2012, 18:00: Griechenland - Tschechien (1:3)
    [10] Di, 12.06.2012, 20:45: Polen – Russland (1:1)
    [11] Mi, 13.06.2012, 18:00: Dänemark - Portugal (1:2)
    [12] Mi, 13.06.2012, 20:45: Niederlande - Deutschland (1:4)

    Tippspiel-Teilnehmer/in:
    Kaly
    Dorimil
    Cete
    Charlotte
    Miez
    Stipen O.
    Ugh!
    Holzwurm
    Tristan
    Daan
    PhilMich
    cancunia
    Gehtnix
    LeChuck
    Rolf


    So sind nun 15 Plätze zu vergeben.

    Vorrunde 1. Spieltag:


    [01] Fr, 8.06.2012, 18:00: Polen - Griechenland (2:1)
    [02] Fr, 8.06.2012, 20:45: Russland - Tschechien (1:3)
    [03] Sa, 9.06.2012, 18:00: Niederlande - Dänemark (3:1)
    [04] Sa, 9.06.2012, 20:45: Deutschland - Portugal (3:2)
    [05] So, 10.06.2012, 18:00: Spanien - Italien (2:2)
    [06] So, 10.06.2012, 20:45: Irland - Kroatien (1:2)
    [07] Mo, 11.06.2012, 18:00: Frankreich - England (1:1)
    [08] Mo, 11.06.2012, 20:45: Ukraine - Schweden (1:3)



    Fixx-Tipps


    Vier Halbfinalteilnehmer:
    >Deutschland
    >Niederlande
    >Spanien
    >England

    Morgen Cete und Karl-Heinz,


    mit den geänderten Mittelmeerstädten ist es wirklich so das die möglichen Städte zu Spielstart generiert werden.
    Ich hatte mal einen Versuch mit 10 Mittelmeeer-Regionen begonnen. Nach der 7. entdeckten Stadt wurde die erste Stadt quasi unsichtbar, nur die Markierung ´dort wurde schon gesucht´ blieb erhalten und konnte sogar als Handelsziel angewählt werden. Nach Entdeckung der letzten Stadt blieben die 6 zuletzt Städte sichtbar und die Markierungen verschwinden.
    Hier nun meine modifizierte expedition.ini in der auch die handelbaren Waren ausgewechselt wurden.
    Liebe Grüße
    Rolf

    Dateien

    • expedition.ini

      (3,6 kB, 714 Mal heruntergeladen, zuletzt: )

    Hallo Daan,
    ich habe Deine 3 ini.Dateien genutzt und nur die.


    Ergebnis: Mit dem deutschen Original-Patrizier4 ist ein Modding nicht möglich.
    Es ist keine Veränderung in Startstadtanzahl und Einwohnergröße möglich. Weitergehende Änderungen in der Tradesystem.ini oder andere Modifikationen in der Gameplay.ini wie Gehaltsänderungen werden ebenfalls nicht übernommen.
    Es scheint wirklich so zu sein das das Original entweder den Switch in dem ini-Ordner zu suchen nicht hat oder den Ordner woanders oder unter anderem Namen sucht.
    Das Add-on liest die Änderungen trotzdem ein, man kann zwar keine Startstadt mehr auswahlen, bezieht sich auf die Version ohne NewGame-Section die zuerst gepostet war,
    jedoch werden Änderungen an der Tradesystem.ini übernommen und es startet ein 20-Städte-Spiel mit 2000 Einwohnern.


    Achja und Deinstallieren des Add-ons brachte auch keine Abhilfe.

    Veränderungen im Startmenü, Anzahl und Größe der Startstädte, all die Veränderungen in der Gameplay.ini werden nicht im Startmenü angezeigt. Es gibt immer nur 20-26 Städte und 2000-3000 Stadtgröße zur Auswahl im Auswahlmenü.
    Es drängt sich mir der Verdacht auf das viellleicht der Ordnername geändert werden muß in dem P4-alone nach den ini-Dateien sucht.
    Liebe Grüße
    Rolf


    [NewGame]
    TownSize0 = 1000
    TownSize1 = 2000
    TownSize2 = 3000
    TownSet0 = 20
    TownSet1 = 22
    TownSet2 = 24
    TownSet3 = 26
    TownSet4 = 28
    TownSet5 = 30
    TownSet6 = 32
    Emblems = 13
    Avatars = 16


    Es ist zwar noch ein Fehler in der townlist.ini, die Addon-städte habe ich vergessen zu löschen, aber auch wenn sie gelöscht sind, gehts immer noch nicht.

    An Daan,


    Die Files sehen in "Ordnung" aus, gehen aber nicht !!


    Mit Add-on gehen sie, da ja im gleichen Ordner untergebracht. Zumindest geht das Auswahlmenü. Ob ein Spiel im Add-on damit startbar ist ??
    Das Auswahlmenü kommt bei P4-alone jedoch nicht, also nicht die Veränderung..


    Liebe Grüße
    Rolf

    An Falko
    Die Änderung Regional/Veredelung ist nötig damit die Baulizenz in der Gilde richtig verteilt wird. Sonst wird weiterhin Tuch als Privileg augewiesen.
    Es wird meiner Erinnerung nach dann in Städten die dann Tuch produzieren als Regionalware ausgewiesen, da die Nr.10 als erste Regionalware angesehen wird.
    Bei einer Stadt mit 5 Regionalwaren wie bei Deinem obigen Beispiel müßte dann Fisch als Privileg ausgewiesen werden, egal an welcher Stelle in der Townlist.ini Fisch steht.


    Liebe Grüße
    Rolf

    Hallo miteinander,
    ich wollte Euch mal die Ergebnisse meiner Moddingversuche vorstellen.


    - Mittelmeer


    Es ist möglich mehr als die 5 vorgegebenen Regionen zu verwenden. Jedoch werden immer nur 6 Städte/Regionen auf der Mittelmeerkarte angezeigt. Bei meinem Versuch mit 10 Regionen waren bis zur Entdeckung der letzten Stadt auch die vorher entdeckten anfahrbar und handelten, laut Expeditionsbericht. Nach der Entdeckung der letzen Stadt sind jedoch nur die letzten 6 Städte anfahrbar.
    Die Warenverteilung ist frei wählbar, d.h. man kann überschüssiges Getreide statt Pelzen nach Nordafrika verkaufen und griechischen Schafskäse oder italienische Sardinen importieren. Mit den Verkaufs- und Einkaufspreisen habe ich jedoch noch nicht experimentiert, müßte jedoch gehen.


    - Warenverteilung


    Mehr als 5 Produktionen per Stadt geht nicht !! Es werden in Stadt nur 5 Produktionsgebaüde angezeigt. Mal wurde Holz zur Regionalware erklärt, obwohl es für die Stadt gar nicht zur Produktion vorgesehen war, und man konnte gar kein Sägewerk bauen.
    Die 5. Position in der Townlist.ini bestimmt die Regionalware.
    Man kann die Regionalwaren austauschen, d.h. Bremer Tuch, Hamburger Bier, Lübecker Fisch und Rostocker Pech.
    Es ist möglich eine Regionalware zu verändern. Z.B. in der tradesystem.ini
    [Warenliste]
    Ware10 = Tuch, Veredelung, Weber, Handwerk
    Ware13 = Kleidung, Regional, Schneider, Handwerk
    [Regionalwaren]
    Region0 = 13; Kleidung, England
    Mit 4 Produktionen pro Stadt habe ich jedoch noch nicht experimentiert.


    Liebe Grüße
    Rolf