;	
;	This file is a template for how a world specification file is laid out. The world specification is one
;	of the more complex script files used by Romans - it basically initialises the world into a given 
;	state by adding first independent items such as the date, buildings and roads, then starts adding 
;	factions and within each faction adds armys and within each army adds units. 
;
;	At the bottom of the world specification, a section called 'battle' can be placed, in which a battle 
;	can be specified, which will commence immediately when the game starts running. This is the way to 
;	create a very limited world spec for a given historical battle.
;	
;
;	;						indicates a comment ;-)
;
;	>>>> start of global items section <<<<
;
;	landmarks				landmark type, strat map position
;							Mausoleum at Halicarnassus
;							Temple of Artemis at Ephesus
;							Statue of Zeus at Olympia
;							Pharos at Alexandria
;							Pyramids of Giza
;							Sphinx		
;
;	resources				resource type, level, strat map position
;							gold, silver, copper, tin, iron, marble
;
;
;	date					starting data, stored as a year since the founding of Rome and 
;								either 'summer' or 'winter'
;
;							from the founding of Rome ( c.753 BC)... the main campaign will 
;							start about 300 BC, which is year 453 AUC in the Roman calender, 
;							and the finishing date for the campaign would be about 25 BC, 
;							which is year 728 AUC. This equates to 550 turns.
;
;
;	>>>> start of factions section <<<<
;
;	faction					adds a new faction to the world, valid factions are:
;
;							denari
;							poll_tax
;
;								romans julii, romans brutii, romans scipii, macedon, 
;								egypt, seleucid, carthage, parthia, pontus, gauls,  
;								germans, britons, armenia, dacia, illyria, numidia,  
;								scythia, spain, thrace, slave
;
;	NB. when a faction is created it must have a faction head named character to exist
;
;   settlement				beginning 'settlement', with a brace-delimited section (each brace on its own line)
;							parsed as specified by settlement_db:
;				settlement
;				{
;(required:)
;					level city
;					next_building_id 1
;					fortification 0
;					population 1000
;					settlement_tax 5
;					plan_set <plan_set_id>
;					tile	x z
;					name	i
;(optional:)
;					position_offset x z         (metres offset of plan from tile centre, defaults to 0,0 - rounded to terrain tile corner)
;					faction_creator roman_julii (faction that created the settlement at its current level, 
;												 defaults to the current owner's faction if not present.  Dictates plan used.)
;
;(optional, but once one building seen, only buildings allowed for rest of settlement section:)
;					building
;					{
;						; Format as specified in building_db parsing.  
;	(required:)
;						type roman_strongroom strongroom  - Building tech tree type, then level
;	(optional, in any order:)
;						health 100%					- Can be given as percentage OR as explicit value (clamped to max health for building), defaults to max health
;						position_offset x z			- Positioning is metres offset from plan centre, and acts only as a guide - the 
;													- building will be placed in the nearest free position.  Position values are optional, 
;													- defaults to 0,0. 
;						plugin tax_collector senior_tax_collector                          
;					}
;				}
;
;
;	character				adds a new character to the current faction, must be followed by:
;								- a name id (0 for no name, +ve for predefined, -ve for user defined), 
;								- character type, level, experience, age and an x,z coordinate on the strategy map; valid character
;								types are defined in descr_character.txt
;
;	army					adds a new army to the current character (and faction)
;
;	unit					adds a new unit to the current army, valid unit types are 
;								defined in descr_unit.txt
;
;	>>>> start of roads section <<<<
;
;	road					road followed by start map starting position and strat map ending position
;
;
;
;	>>>> start of battle section <<<<
;
;	battle					battle specification start, followed by x,z world location of battle
;
;	time					time of start of battle, as int and float (day into season and time in hours past midnight)
;
;	army					army taking part in the battle, followed by faction name and 
;								army index in the lists above
;
;
;	deployment_area_point	x,z coordinates of point in shape of deployment area
;
;								there can be several deployment areas for each army, each of which 
;								consists of a series of deployment_area_points (which make up an 
;								n-sided shape defining the deployment area) followed by a number of 
;								units to be placed into the area
;
;	unit					used to indicate a unit present within this deployment area, must 
;								be followed by unit index within army description, then x,z position
;								on battlefield (this must be inside the deployment area above), then 
;								a rotation in degrees
;
;	>>>> Start of objectives section
;
;	objectives				objectives specification start
;
;	faction					<name>	specify the faction that this applies to
;	time					floating point time limit for objectives to be completed (in days) 
;
;	condition				add a new condition.  
;								Can be of form `condition <condition_type> <condition args>' or
;								`condition <condition 1> <or/and> <condition 2>
;								The second method links two previously created conditions together with a logical operator
;								Conditions can then be linked together (or not) into an objectives list  (of 1 or more conditions)
;								Operator binding is from right to left so A & B or C is equivelant to A & (B or C)
;
;							valid condition types are:
;								destroy_unit, capture_unit, arrive_location, capture_location, destroy_building, capture_building, 
;								destroy_character, capture_character, destroy_faction, sight_faction, sight_unit
;
;							condition args are:
;								for unit related: <faction> <army> <unit>
;
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;The imperial campaign

map						imperial_campaign

start_date				453, summer
end_date				728, summer

;default starting camera position
camera_position 280, 226


;placement of landmarks
; coords are measured in photoshop from Bottom left (i.e. x, 800-y), then halved.

;sphinx
; photoshop coords 724, 643, therefore flipped coords are 724, 157, therefore halved coords are 362,78
; pyramid is here, so use next tile across.
landmark				sphinx, 364, 78


;great pyramid
; photoshop coords 724, 643, therefore flipped coords are 724, 157, therefore halved coords are 362,78
landmark				pyramid, 362, 78


;pharos
; photoshop coords 708, 601, therefore flipped coords are 708, 199, therefore halved coords are 354, 100
landmark				pharos, 354, 100


;colossus
; photoshop coords 656,491, therefore flipped coords are 656,309, therefore halved coords are 328,154
landmark				colossus, 328, 154 


; temple to artemis
; photoshop coords 635,462,  therefore flipped coords are 635,338, therefore halved coords are 317,169
landmark				temple, 317,169


; mausoleum at Halicarnassus
; photoshop coords 639,480, therefore flipped coords are 639,320, therefore halved coords are 320,160
landmark				mausoleum, 320,160


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;placement of resources

resource		gold			0, 281, 231
resource		gold			2, 278, 228
resource		gold			1, 279, 229
resource		iron			2, 275, 225
resource		marble			2, 272, 224



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; >>>> start of factions section <<<<

faction			romans julii
denari	10000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level city
	year_founded 300
	fortification 0
	population 0
	settlement_tax 4
	tile	275 235
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level village
	name	CATANA
	year_founded 300
	fortification 0
	population 200
	settlement_tax 2
	tile	272 232
	plan_set default_set
}

settlement
{
	level town
	year_founded 300
	fortification 0
	population 500
	settlement_tax 3
	tile	287 225
	plan_set default_set
}


settlement
{
	level bigcity capital
	founding_faction romans brutii
	name FANUM FORTUNAE
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	272 227
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level village
	founding_faction romans scipii
	name	FORUM CORNELLII
	year_founded 300
	fortification 0
	population 200
	settlement_tax 2
	tile	245 197
	plan_set default_set
}
				
character				JULIUS, named character, leader, level 0, exp 7, dig 30, drd 40, age 80, x 242, y 206
attributes				military 6, administrative 4, diplomatic 6, subterfuge 2
skills					siege 3, civil 2, logistics 7, night_raid 3, financier 6, builder_military 4
skills					builder_religious 5, builder_normal 6, rhetoric 4, bluster 3
skills					bribery 1, flattery 2
army						
unit					legionary cohort I
unit					legionary cohort I
unit					legionary cohort I
unit					legionary first cohort I
unit					legionary cohort I
unit					legionary cohort I
unit					legionary cohort I
unit					legionary cohort I
unit					legionary cohort I
unit					legionary first cohort I
unit					legionary cohort I
unit					carthaginian light cavalry archers
unit					carthaginian light elephant cavalry
unit					carthaginian light cavalry
;unit					syrian archers
;unit					british celt marauders
;unit					german barbarians
;unit					gaul barbarians
unit					carthaginian chariots

character				BECKHAM, admiral, level 0, exp 1, dig 30, drd 40, age 59, x 242, y 205
attributes				military 4, administrative 4, diplomatic 2, subterfuge 1
skills					scout 3			
army
unit					roman flagship						
unit					roman heavy naval
unit					roman heavy naval
unit					roman heavy naval
unit					roman heavy naval
unit					roman transport ship
unit					roman transport ship

character				PONTIUS, named character, heir, level 0, exp 1, dig 30, drd 40, age 59, x 277, y 231
attributes				military 4, administrative 4, diplomatic 2, subterfuge 1
skills					rhetoric 4, bluster 5, bribery 6, flattery 7				

character				BOB, named character, level 1, exp 4, dig 30, drd 40, age 57, x 277, y 230
attributes				military 2, administrative 4, diplomatic 2, subterfuge 5
skills					heroism 4, ambush 3, logistics 5, scout 5										
army						
unit					legionary cohort I
unit					legionary cohort I

character				PHIL, admiral, level 2, exp 3, dig 30, drd 40, age 25, x 237, y 206
attributes				military 4, administrative 2, diplomatic 1, subterfuge 1
skills					heroism 2, ambush 3, logistics 1, leadership 3															
army						
unit					roman flagship						
unit					roman heavy naval
unit					roman heavy naval

character				AL, general, level 3, exp 5, dig 30, drd 40, age 39, x 279, y 230
attributes				military 4, administrative 2, diplomatic 1, subterfuge 1
skills					heroism 2, ambush 2, logistics 1, leadership 3, night_raid 6																				
army						
unit					legionary cohort I
unit					legionary cohort I
unit					legionary cohort I
unit					legionary first cohort I
unit					legionary cohort I
;unit					roman light infantry


character				STAN, named character, level 1, exp 4, dig 30, drd 40, age 51, x 269, y 231
attributes				military 4, administrative 5, diplomatic 1, subterfuge 3
skills					rhetoric 4, bluster 5, bribery 6, flattery 7, leadership 4, assassin 3				

character				EMINEM, named character, governor, level 1, exp 2, dig 30, drd 40, age 22, x 272, y 227
attributes				military 5, administrative 3, diplomatic 5, subterfuge 1
skills					rhetoric 2, bluster 1, bribery 5, flattery 6, leadership 1, financier 2			
					
character				MOTHER, named character, level 1, exp 0, dig 30, drd 40, age 21, x 268, y 228
attributes				military 2, administrative 1, diplomatic 1, subterfuge 2					
skills					rhetoric 2, bluster 1, bribery 5, flattery 6, financier 2, builder_military 1, assassin 4			
					
character				LEE, spy, level 0, exp 1, dig 30, drd 40, age 26, x 270, y 226
attributes				military 0, administrative 2, diplomatic 1, subterfuge 15
skills					spying 15, counterspy 5, infiltration 2, insurrection 1, bribery 5, kidnap 6, financier 2, sabotage 1			

character				LEE, spy, level 0, exp 1, dig 30, drd 40, age 26, x 269, y 226
attributes				military 0, administrative 2, diplomatic 1, subterfuge 15
skills					spying 15, counterspy 5, infiltration 2, insurrection 1, bribery 5, kidnap 6, financier 2, sabotage 1			

character				TOM, assassin, level 0, exp 1, dig 30, drd 40, age 28, x 277, y 224
attributes				military 0, administrative 0, diplomatic 0, subterfuge 6
skills					assassin 6			

character				JEROME, diplomat, level 0, exp 1, dig 30, drd 40, age 28, x 288, y 224
attributes				military 1, administrative 2, diplomatic 5, subterfuge 1
skills					rhetoric 2, bluster 1, bribery 5, flattery 6, leadership 3, financier 2			

character				CHARLIE, named character, level 1, exp 0, dig 30, drd 40, age 19, x 267, y 226
attributes				military 1, administrative 1, diplomatic 1, subterfuge 1
skills					rhetoric 2, bluster 2, bribery 5, flattery 3, financier 2, kidnap 1			

character				KEVIN, named character, level 1, exp 3, dig 30, drd 40, age 35, x 275, y 239
attributes				military 3, administrative 6, diplomatic 4, subterfuge 0
skills					rhetoric 2, bluster 1, bribery 5, flattery 4, leadership 3			

;other armies
garrisoned_army			x 272, y 232
unit					legionary cohort I
unit					legionary cohort I
unit					legionary cohort I
garrisoned_army			x 272, y 227
unit					legionary cohort I
unit					legionary cohort I

;other_records			character, gender, experience, age, living?

character_record		JOSS,		male,	exp 5, dig 30, drd 40, age 94,	dead,	past_leader
character_record		GWENDOLENE, female, exp 0, dig 30, drd 40, age 71,	dead,	never_a_leader
character_record		MADONNA,	female, exp 0, dig 30, drd 40, age 57,	alive,	never_a_leader
character_record		KATE,		female, exp 0, dig 20, drd 60, age 50,	alive,	never_a_leader
character_record		BETH,		female, exp 0, dig 20, drd 30, age 31,	alive,	never_a_leader
character_record		JANET,		female, exp 0, dig 5,  drd 2, age 25,	alive,	never_a_leader
character_record		REBECCA,	female, exp 0, dig 0,  drd 0, age 5,	alive,	never_a_leader
character_record		CLINT BASS,	male,	exp 0, dig 0,  drd 0, age 15,	alive,	never_a_leader
character_record		MARY,		female, exp 0, dig 0,  drd 0, age 26,	alive,	never_a_leader
character_record		PAM,		female, exp 0, dig 0,  drd 0, age 11,	alive,	never_a_leader

;relationships			character,	spouse,		child_1,	child_2,	child_3,	child_4		
relative				JOSS		GWENDOLENE,	JULIUS,		end
relative				JULIUS,		MADONNA,	PONTIUS,	BOB,		STAN,		end
relative				PONTIUS,	BETH,		KEVIN,		MARY,		end
relative				BOB,		KATE,		EMINEM,		MOTHER,		end
relative				STAN,		JANET,		CHARLIE,	CLINT BASS,	PAM,		REBECCA,	end

;;;;;;;;;; I`ve put code in to link these the other way - having to set up the relationships in both directions is plain confusing!  Tom
;relative				EMINEM,		none,		end
;relative				MOTHER,		none,		end
;relative				CHARLIE,	none,		end
;relative				GWENDOLENE,	JOSS,		JULIUS,		end
;relative				MADONNA,	JULIUS,		KEVIN,		BOB,		STAN,		end
;relative				KATE,		BOB,		EMINEM,		MOTHER,		end
;relative				BETH,		PONTIUS,	CHARLIE,	end
;relative				JANET,		STAN,		REBECCA,	end
;relative				REBECCA,	none,		end
			
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
						
faction					romans brutii
denari	1000
poll_tax 5
dignitas 100
dread	150	

settlement
{
	level bigcity
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	250 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					romans scipii
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 200
	fortification 0
	population 1000
	settlement_tax 4
	tile	255 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					germans
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	name	NUREMBERG
	year_founded 150
	fortification 0
	population 1000
	settlement_tax 4
	tile	260 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					macedon	
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 300
	fortification 0
	population 1000
	settlement_tax 4
	tile	265 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					egypt
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 200
	fortification 0
	population 1000
	settlement_tax 4
	tile	270 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					seleucid
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 300
	fortification 0
	population 1000
	settlement_tax 4
	tile	275 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					gauls
denari	1000
poll_tax 3
dignitas 200
dread	270	

settlement
{
	level city
	year_founded 100
	fortification 0
	population 1000
	settlement_tax 2
	tile	284 218
	plan_set default_set
}

settlement
{
	level village
	name AQUAE SEXTIAE
	year_founded 300
	fortification 0
	population 400
	settlement_tax 1
	tile	240 208
	plan_set default_set
}

settlement
{
	level bigcity
	year_founded 300
	fortification 0
	population 1000
	settlement_tax 1
	tile	280 221
	plan_set default_set
}

settlement
{
	level town
	year_founded 300
	fortification 0
	population 400
	settlement_tax 1
	tile	290 219
	plan_set default_set
}

settlement
{
	level fort
	year_founded 400
	fortification 0
	population 0
	settlement_tax 1
	tile	290 215
	plan_set default_set
}


character				ASTERIX, named character, leader, level 0, exp 3, dig 30, drd 40, age 62, x 282, y 228
attributes				military 6, administrative 2, diplomatic 4, subterfuge 1						
skills					civil 2, rhetoric 2, bluster 5, bribery 6, flattery 7, leadership 7, assassin 1, logistics 1			
army						
unit					carthaginian city militia
unit					carthaginian city militia
unit					carthaginian light elephant cavalry

character				DOGMATIX, spy, level 1, exp 2, dig 30, drd 40, age 35, x 282, y 228
attributes				military 0, administrative 0, diplomatic 0, subterfuge 5
skills					spying 4, counterspy 2, infiltration 1, insurrection 2, bribery 5, kidnap 6, sabotage 1			

character				DOGMATIX, spy, level 0, exp 2, dig 30, drd 40, age 35, x 273, y 228
attributes				military 0, administrative 0, diplomatic 0, subterfuge 5
skills					spying 6, counterspy 4, infiltration 2, insurrection 2, bribery 5, kidnap 6, sabotage 1			

character				CACHONOFIX, general, level 0, exp 1, dig 30, drd 40, age 32, x 284, y 218
attributes				military 4, administrative 1, diplomatic 1, subterfuge 1
skills					siege 1, heroism 2, ambush 3, logistics 1, leadership 3, bribery 6, flattery 7, leadership 4, assassin 2				
army						
unit					carthaginian city militia
unit					carthaginian city militia
unit					carthaginian light elephant cavalry
;unit					parthian archers
unit					carthaginian city militia
unit					carthaginian city militia
unit					carthaginian javelinmen
unit					carthaginian javelinmen
unit					poeni infantry
unit					poeni infantry
unit					poeni infantry
unit					carthaginian city militia
unit					carthaginian city militia
unit					carthaginian light cavalry

character				OBELIX, named character, heir, level 0, exp 1, dig 30, drd 40, age 38, x 283, y 228
attributes				military 1, administrative 2, diplomatic 3, subterfuge 4
skills					spying 6, counterspy 4, infiltration 2, insurrection 2, bribery 5, kidnap 6, sabotage 1			
army						
unit					carthaginian city militia
unit					carthaginian city militia
unit					carthaginian light elephant cavalry

character				FIXMEUP, general, level 3, exp 3, dig 30, drd 40, age 34, x 285, y 218
attributes				military 4, administrative 1, diplomatic 1, subterfuge 1
skills					siege 1, heroism 2, ambush 3, logistics 1, leadership 3, bribery 6, flattery 7, leadership 4, assassin 2				
army						
unit					carthaginian city militia
unit					carthaginian city militia
unit					carthaginian light elephant cavalry

character				MRFIXIT, admiral, level 0, exp 1, dig 30, drd 40, age 59, x 225, y 203
attributes				military 4, administrative 4, diplomatic 2, subterfuge 1
skills					scout 3			
army						
unit					roman flagship
unit					roman light naval
unit					roman transport ship
					
character				GETAFIX, diplomat, level 0, exp 1, dig 30, drd 40, age 39, x 289, y 229
attributes				military 0, administrative 0, diplomatic 5, subterfuge 0
skills					civil 2, rhetoric 2, bluster 5, bribery 6, flattery 7, leadership 7, assassin 1, logistics				
						
character				JIMILFIXIT, assassin, level 0, exp 1, dig 30, drd 40, age 44, x 287, y 213
attributes				military 0, administrative 0, diplomatic 0, subterfuge 5
skills					assassin 3						

garrisoned_army			x 240, y 208
unit					legionary cohort I
unit					legionary cohort I
unit					legionary cohort I

;relationships			character,	spouse,		child_1,	child_2,	child_3,	child_4		
relative				ASTERIX,	none,		OBELIX,		end

;relative				OBELIX,		none,		end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					parthia
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	280 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					romans senate
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 0
	fortification 1
	population 1000
	settlement_tax 4
	tile	285 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level city
	year_founded 400
	fortification 1
	population 1000
	settlement_tax 4
	tile	285 237
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level town
	year_founded 400
	fortification 1
	population 500
	settlement_tax 4
	tile	285 234
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level village
	year_founded 400
	fortification 1
	population 400
	settlement_tax 4
	tile	285 231
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level fort
	name BENEVENTUM
	year_founded 400
	fortification 1
	population 0
	settlement_tax 4
	tile	285 228
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

character				CAESAR, named character, leader, level 0, exp 3, dig 30, drd 40, age 62, x 272, y 217
attributes				military 6, administrative 2, diplomatic 4, subterfuge 1						
skills					civil 2, rhetoric 2, bluster 5, bribery 6, flattery 7, leadership 7, assassin 1, logistics 1			
army						
unit					carthaginian city militia
unit					carthaginian city militia
unit					carthaginian light elephant cavalry

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					pontus
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 1
	population 1000
	settlement_tax 4
	tile	290 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level city
	year_founded 400
	fortification 1
	population 1000
	settlement_tax 4
	tile	290 237
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level town
	year_founded 400
	fortification 1
	population 400
	settlement_tax 4
	tile	290 234
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level village
	year_founded 400
	fortification 1
	population 400
	settlement_tax 4
	tile	290 231
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level fort
	year_founded 400
	fortification 0
	population 0
	settlement_tax 4
	tile	290 228
	plan_set default_set
	building
	{
		type financial strongroom
	}
}



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
faction					carthage	
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	295 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level city
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	295 237
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level town
	year_founded 400
	fortification 0
	population 600
	settlement_tax 4
	tile	295 234
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level village
	year_founded 400
	fortification 0
	population 400
	settlement_tax 4
	tile	295 231
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					britons
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	300 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level city
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	300 237
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level town
	year_founded 400
	fortification 0
	population 500
	settlement_tax 4
	tile	300 234
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level village
	year_founded 400
	fortification 0
	population 400
	settlement_tax 4
	tile	300 231
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level fort
	year_founded 400
	fortification 0
	population 0
	settlement_tax 4
	tile	300 228
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					armenia
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 1
	population 1000
	settlement_tax 4
	tile	305 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level city
	year_founded 400
	fortification 1
	population 1000
	settlement_tax 4
	tile	305 237
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level village
	year_founded 400
	fortification 1
	population 400
	settlement_tax 4
	tile	305 231
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level fort
	year_founded 400	
	fortification 0
	population 0
	settlement_tax 4
	tile	305 228
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					dacia
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 1
	population 1000
	settlement_tax 4
	tile	310 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

settlement
{
	level city
	year_founded 400
	fortification 1
	population 1000
	settlement_tax 4
	tile	310 237
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level town
	year_founded 400
	fortification 1
	population 500
	settlement_tax 4
	tile	310 234
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level village
	year_founded 400	
	fortification 1
	population 400
	settlement_tax 4
	tile	310 231
	plan_set default_set
	building
	{
		type financial strongroom
	}
}
settlement
{
	level fort
	year_founded 400
	fortification 0
	population 0
	settlement_tax 4
	tile	310 228
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
faction					illyria	
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400	
	fortification 0
	population 1000
	settlement_tax 4
	tile	315 240
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					numidia
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	315 245
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
faction					scythia
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400	
	fortification 0
	population 1000
	settlement_tax 4
	tile	310 245
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
faction					spain
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	305 245
	plan_set default_set
	building
	{
		type financial strongroom
	}
}


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	
faction					thrace	
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400	
	fortification 0
	population 1000
	settlement_tax 4
	tile	300 245
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

faction					slave
denari	1000
poll_tax 5
dignitas 300
dread	250	

settlement
{
	level bigcity
	year_founded 400
	fortification 0
	population 1000
	settlement_tax 4
	tile	295 245
	plan_set default_set
	building
	{
		type financial strongroom
	}
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;faction relationships

;alliance romans julii romans senate
;hostile roman julii carthage



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;roads
;road with starting and ending strategy map positions

road			275, 235, 284, 218;
road			272, 227, 282, 225;
road			293, 224, 281, 221;
road			272, 232, 291, 229;

;walls
;walls with starting and ending strategy map positions

wall			277, 223, 293, 222;
wall			293, 222, 293, 213;
wall			293, 213, 277, 211;
wall			277, 211, 277, 223;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; >>>> start of battle section <<<<

; the following tile values (e.g. 255,265) have to match the ones in the settlements at the top of template.txt
; otherwise no settlement will be seen on the battlefield.

;battle					255,265
battle					275, 235
;battle					189, 114

time					14, 8

army					romans julii,0,attacking

deployment_area_point	600,0
deployment_area_point	600,300
deployment_area_point	900,300
deployment_area_point	900,0

unit					0, 600, 100, 45
unit					1, 600, 50, 45
unit					2, 350, 50, 45
unit					3, 350, 80, 45
unit					4, 550, 100, 45
unit					5, 550, 50, 45
unit					6, 500, 100, 45
unit					7, 500, 50, 45
unit					8, 450, 100, 45
unit					9, 450, 50, 45
unit					10, 400, 100, 45
unit					11, 400, 50, 45
unit					12, 350, 100, 45
unit					13, 350, -200, 45
unit					14, 300, -100, 45
;unit					15, 325, -150, 0
;unit					16, 500, 0, 22



army					gauls,1,defending

deployment_area_point	400, 400
deployment_area_point	400, 850
deployment_area_point	850, 850
deployment_area_point	850, 400

unit					0, 430, 430, -45
unit					1, 470, 430, -45
unit					2, 450, 470, -45
unit					3, 410, 410, -45
unit					4, 390, 430, -45
unit					5, 330, 430, -45
unit					6, 390, 360, -45
unit					7, 330, 360, -45
unit					8, 280, 430, -45
unit					9, 280, 360, -45
unit					10, 280, 470, -45
unit					11, 280, 470, -45
unit					12, 330, 470, -45
;unit					13, 330, 410, -45

reinforcement			romans julii,2

faction_to_reinforce	romans julii
reinforcement_time		2.0

deployment_area_point	0,0
deployment_area_point	0,100
deployment_area_point	100,100
deployment_area_point	100,0

unit					0, 600, 100, 45
unit					1, 600, 50, 45


; >>>>>> Objectives <<<<<<<<<<<<<

objectives

faction	romans julii
time	0

condition destroy_unit  1, 0			; A				destroy unit 0 of army 1 in the battle
condition destroy_unit  1, 1			; B				destroy unit 1 of army 1
condition 0 or 1						; A or B		destroy unit 0 or 1 of army 1
condition destroy_unit  1, 2			; C				destroy unit 2 of army 1
condition 3 and 2						; C & (A or B)	destroy unit 2 & unit 0 or 1 of army 1
condition destroy_unit  1, 3			; D				destroy unit 3 of army 1

; Evaluates to 2 objectives
;
; 1: C & (A or B)
; 2: D
;
; i.e. 
; destroy unit 2 & unit 0 or unit 1 of faction 1 THEN destroy unit 3 of army 0 of faction 1
