./configure make
[ALIASES] - In this section aliases must be in underscored form, like Horse_Training. In orders both forms are valid, so it ok to write "Horse Training" as well. format: alias = name [COMMON] - common settings values: HEX_SIZE_LIST - comma separated list of hex sizes MEN_THRESHOLD - if number of your men in a hex is bigger then this number, thick bullet will be displayed on the map. REPORT_CACHE_MAX - how many reports to keep in memory. BRIGHTNESS_DELTA - difference in brightnes between normal and read-only edit panes. DECORATE_ORDERS - add some comments to the generated order file. LEAD_SKILL_BONUS - Leaders and heroes skill bonus for Arcadia games. TAX_PER_TAXER - how much silv each taxer collects per turn. CHECK_FACTION_X_NEW_Y - 1 to check, 0 to not check if actual FACTION X NEW Y unit exists. Of course, you need faction's X report and orders for the check. BATTLE_STATISTICS- 0 to disable battle statistics. Checked during report load [LIST_COL_UNIT_<set name>] - set of columns to be diplayed in the unit list format: sequence = width, flags, property, column_name sequence - order in which columns will appear in the unit list width - column width, easily changed with a mouse :) flags - 0 for left alignment, 1 for right alignment property - property name, alias or group name column_name - display name for the column [UNIT_PROPERTY_GROUPS] - unit property groups which can be displayed in the unit list as columns format: group_name = comma_separated_list_of_property_names values: junk_items - items you do not need, used for popup menu action discarding junk items. trade_items - used to calc trade points for buying them. men - used to find out if a particular item in unit's posession is a men mag_skills - used to find out if a skill is a magic skill, needed for Arcadia [PANE_MAP] - settings for the map panel values: DASH_BAD_ROADS - show bad roads by dashes or by color WALL_WIDTH - line thickness for drawing walls. FLAG_WIDTH - line thickness for drawing flags. ROAD_WIDTH - line thickness for drawing roads. [MAX_SKILL_LEVELS] - maximum skill levels for races race = speciallevel, defaultlevel, comma separated list of special skills [MAX_SKILL_LEVELS_MAGIC] - maximum magic skill levels for race heroes (Arcadia) race = speciallevel, defaultlevel, comma separated list of special skills [RESOURCE_LAND] LandType = comma separated list of advanced resources, example: Forest = IRWD, YEW [RESOURCE_SKILL] skill = comma separated list of resources and required skills, example: LUMB = IRWD 3, YEW 5 [STRUCTURES] - structures and comma-separated list of their attributes. The following attributes are possible: MOBILE - it is ship MIN_POWER NN - value of minimum required number of sailors MAX_LOAD NN - ships capacity HIDDEN - special skills required to see the structure ROAD_N - Road N ROAD_NE - Road NE ROAD_NW - Road NW ROAD_S - Road S ROAD_SE - Road SE ROAD_SW - Road SW SHAFT - It is shaft For example: Balloon = MOBILE, MIN_POWER 10, MAX_LOAD 800
id - unit id name - unit name description - full unit description factionid - faction id faction - faction name landid - id of region the unit is in structid - id of a structure the unit is inside structowner - is unit an owner of a structure? structname - name of a structure the unit is inside comments - the first comment line of default orders/comments pane (the first character of a comment line is ';') orders - orders teaching - shows how many students per teacher this unit is teaching (rounded up), or how many days of teaching the unit receives (rounded down). weight - unit's weight. movement - movement mode. sequence - report's order of units. flags_standard - standard unit flags, condensed into string. flags_custom - custom unit flags, comma-separated. flags_custom_abbr - custom unit flags, numbers condensed into string.
SILV < 0
LEAD == 0 and SILV > MEN*10*12 and (SWOR >= MEN or XBOW >= MEN)which returns all armed non-leader units having enough silv for a year.
string.find(flags_standard, "a") >= 0