this applies to CSVs also.
or you can make use of the appdata saves/Mods folder
def EuropeanUnitSet : AvailableUnits { Militia_CE AdvancedMilitia_CE Light_Infantry_CE Light_Spearman_CE Light_Archer_CE Light_Cavalry_CE Heavy_Swordman_CE Heavy_Spearman_CE Heavy_Archer_CE Heavy_Cavalry_CE town_guards { TownGuard_CE EliteGuard_CE RoyalGuard_CE } marshals { marshal = Marshal_CE marshal_guard = Marshal_Guard_CE rebel_marshal = Marshal_Rebel_CE rebel_marshal_guard = Marshal_Guard_Rebel_CE } }
to overwrite the entire unit set you do
def EuropeanUnitSet : AvailableUnits { //add your own list }
to add to the list(I haven't looked into how the game orders the unit in the recruiting lists, but RoyalGuard will be at the top while light infantry gets pushed down one) as the list order shown in AvailableUnits.def seems to have nothing to do with it
extend EuropeanUnitSet { YourCustomSoldier_CE } extend EuropeanUnitSet.town_guards { YourCustomGuard_CE } extend EuropeanUnitSet.marshals { YourCustomMarshal_CE }
for buildings
def CropFarming : Building { name = "Crop Farming" flavor = "Extensive agricultural development of the province, focused on rye, barley, buckwheat, millet and oats." upgrades { buildings { CropsRotation ManurePits = 1,2 { prerequisites { CropsRotation } } HeavyPloughsWorkshop = 1,3 { prerequisites { ManurePits } } CropsRotationModern = 2,1 } } icon = "Assets/UI/Elements/Buildings/Icons/UI_Structure_Icon_CropFarming.tga:UI_Structure_Icon_CropFarming#2" //GUID:98eaabeeb876bd34081eaa7f33e9cb45 illustration = "Assets/UI/Elements/Buildings/Illustrations/UI_Structure_Illustration_CropFarming.tga:UI_Structure_Illustration_CropFarming#2" //GUID:4544016cedace27478b15abfda6dcdda }
modupgrades.def
def CropsRotationModern : Upgrade { name = "Crops Rotation Modern" flavor = "Modernized crop planting of different crops sequentially on the same plot of land to preserve the soil's health and fertility." icon = "Assets/UI/Elements/Buildings/Icons/UI_Structure_Icon_CropsRotation.tga:UI_Structure_Icon_CropsRotation#2" //GUID:26052cdcb856f594782b362358f759c9 }
then a copy of buildings.csv table as modbuildings.csv, where you delete all other entries and add your own upgrade
Edit:
Updated to fix some mistakes in my understanding of the files and some additional info, still looking into possibilities.
Edit2:
So, I found the command extend instead of def, how to use it properly however seems like a pain in the rear-end, wanted to do it properly in regards to extending buildings list of upgrades etc, but can't for the life of me make it work even by debugging it with engine console to reload_defs so that I can get the error messages.
Edited by darkyy, 13 December 2022 - 05:13 pm.