# For the Glory Scenario Scripting Tutorial
# By mandead and MichaelM

# Scenarios come in two flavours, Historical and Fantasy.
# Historical scenarios can be anything you like, so long as they are set within the game's timeframe (1399-1837 by default).
# Fantasy scenarios work differently, and are marked by having the modifier "desc = fantasy" set within their .eeg file.
# We shall go over both types below.

## Sample Historical scenario file ##
header = {
	name = "The Age of Revolutions"							# The name of your scenario as it appears in the scenario list in the Single Player game menu.
	startyear = 1773								# The year your scenario begins, which must be on or after _ABSOLUTE_START_YEAR_ in defines.txt (1399 by default).
	endyear = 1836									# The year your scenario ends, which must be on or before _ABSOLUTE_END_YEAR_ in defines.txt (1837 by default).
	startdate = { day = 0 month = january year = 1773 }				# The day of the month of the year your scenario begins, with 0 (+1) being the default.

	selectable = {									# The list of tags for playable countries in your scenario, usually alphabetized.
		ADA ADE AFG AJU ALD ANG ANN ARA ARK ASH ASS ATJ AYU BAD BAL BAY BEI BEN
		BJR BRM BUK CAM CHE CHI CMP CRE CRI DAH DAI DAN ENG ETH FRA GEN GEO GUJ
		HAB HAN HEL HES HOL HYD JOH KHI KNI KOL KON KOR KSH KUR KUT KZK LUA MAD
		MAH MAL MEC MGU MLI MOG MOL MOM MOR MTR MUN MYS NAP NEP NIP OHI OMA OYO
		PAL PAP PAR PER PFA POL POR PRU RAJ RUS SAC SAV SHA SON SPA SUD SUL SWE
		TIB TOS TRI TRV TUN TUR USA VEN VIE WAL WRZ WUR ZIM
	}

	flagname = {									# The list of currently applied custom flag/shield set options for countries in your scenario; these reference images in Gfx/Map.
		ENG = "GBR"
		FRA = "NAV"
		HAB = "EMP"
		POL = "LIT"
		SPA = "FRA"
		PRU = "KNG"
	}
	countryname = {									# The list of currently applied custom country names for countries in your scenario; these reference strings in the countries.csv file.
		AYU = "THN"
		ENG = "GBR"
		KSH = "SKH"
		POL = "PLI"
	}

	USA = {										# The list of recommended playable countries in your scenario, in order they appear from left-right on the game menu.
		desc = "USA_1773_S"							# The historical description for this country in your scenario; these reference strings in the scenarios.csv file.
		countrytactics = "USA_1773_C"						# The gameplay strategy advice for this country in your scenario; these reference strings in the scenarios.csv file.
		countrydifficulty = 2							# The overall difficulty level of playing this country in your scenario; the range is 1-7 from most to least challenging.
		countryeconomy = 3							# The economic prowess of this country in your scenario; the range is 1-7 from least to most powerful.
		countrymilitary = 2							# The military prowess of this country in your scenario; the range is 1-7 from least to most powerful.
		countrydiplomacy = 4							# The diplomatic prowess of this country in your scenario; the range is 1-7 from least to most powerful.
	}
}

include = "scenarios\inc\RNGC.inc"							# Include the Random Number Genarator Country (RNGC) in your scenario, which is used for firing Reformation events.
include = "scenarios\inc\Reformation_Events.inc"					# Include to allow the RNGC to fire random events to convert European provinces to Lollard, Protestant and Reformed.
include = "scenarios\inc\Reformation_Provinces.inc"					# Include the list of historical Reformation province conversions having already happened (mutually exclusive with the above).
include = "scenarios\1773\inc\1773.inc"							# Include your scenario .inc file, which is the basis for your scenario and is always required.
include = "scenarios\1773\inc\Rebels.inc"						# Include a custom Rebels file in your scenario; otherwise, the default Rebels.inc should be used.
include = "db\events.txt"								# Include the default FtG Event database in your scenario; otherwise, custom event files may be loaded through your .inc file.

include = "scenarios\inc\Pirates.inc"							# Include Pirates in your scenario, and allows you to specify their starting tech group and known provinces.
include = "scenarios\inc\Rebels.inc"							# Include Rebels in your scenario, and allows you to specify their starting tech group and known provinces, or give them starting armies or control of provinces.


## Sample Fantasy scenario file ##
header = {
	name = "Fantasia"								# The name of your scenario as it appears in the scenario list in the Single Player game menu.
	startyear = 1492								# The year your scenario begins, which must be on or after _ABSOLUTE_START_YEAR_ in defines.txt (1492 by default in Fantasia).
	endyear = 1836									# The year your scenario ends, which must be on or before _ABSOLUTE_END_YEAR_ in defines.txt (1837 by default).
	startdate = { day = 0 month = january year = 1492 }				# The day of the month of the year your scenario begins, with 0 (+1) being the default.

	selectable = { ALM ARM CNW FAT HUS KSH MAJ APA YRL }				# The list of tags for playable countries in your scenario, usually alphabetized.

	flagname = { }									# The list of currently applied custom flag/shield set options for countries in your scenario; these reference images in Gfx/Map.
	countryname = { }								# The list of currently applied custom country names for countries in your scenario; these reference strings in the countries.csv file.

	ALM = {										# The list of recommended playable countries in your scenario, in order they appear from left-right on the game menu.
		desc = "ALL_F_HISTDESC"							# The default Fantasia country description; these reference strings in the scenarios.csv file.
		countrytactics = "ALL_F_VPTACTIC"					# The default Fantasia gameplay strategy advice; these reference strings in the scenarios.csv file.
		countrydifficulty = 3							# The overall difficulty level of playing this country in your scenario; the default is 3 for Fantasia due to equal starting conditions.
		countryeconomy = 3							# The economic prowess of this country in your scenario; the default is 3 for Fantasia due to equal starting conditions.
		countrymilitary = 3							# The military prowess of this country in your scenario; the default is 3 for Fantasia due to equal starting conditions.
		countrydiplomacy = 3							# The diplomatic prowess of this country in your scenario; the default is 3 for Fantasia due to equal starting conditions.
	}
}

globaldata = {										# The globaldata section of your scenario, which can include information usually reserved for the .inc file.
	startdate = {									# As Fantasy scenarios are self-contained, we force the start year here (1492 by default in Fantasia).
		year = 1492
		month = january
		day = 0
	}
	enddate = {									# As Fantasy scenarios are self-contained, we force the end year here (1837 by default).
		year = 1836
		month = december
		day = 29
	}
	desc = fantasy									# This sets the scenario to be Fantasy, which triggers the Fantasia rules set listed below.
}

event = "db\events\RandomEvents.txt"							# Include the Random Events file only, as Fantasia scenarios do not use the Historical Event database.

include = "scenarios\inc\Pirates.inc"							# Include Pirates in your scenario, and allows you to specify their starting tech group and known provinces.
include = "scenarios\inc\Rebels.inc"							# Include Rebels in your scenario, and allows you to specify their starting tech group and known provinces, or give them starting armies or control of provinces.


## Fantasia rules set ##

# The main component of a Fantasy scenario is the use of the Fantasia rules set, which is enabled by using "desc = fantasy" in the scenario file and is as follows:

# All units can explore the map, regardless of tech levels and innovations.
# All provinces except national capitals are randomized in terms of goods, base tax value, and natives.
# All national capitals are set to 15 base tax value.
# Colonial chance does not depend on the current year, colonial attempts, or number of existing colonies.
# Population growth has no penalties for location or climate.
# All religions are available for conversion by default.
# The HRE and all HRE provinces are disabled.
# Colonists and Merchants are set to 6 per year regardless of domestic policies; actually set to _COUNTRY_MAX_COLONISTS_ and _COUNTRY_MAX_MERCHANTS_ in defines.txt but is 6 by default.
# Isolation and whiteman tech penalties are disabled.
# Centers of Trade (CoTs) do not stagnate and disappear.
# Non-core provinces can build as many troops as core provinces.
# Colonies are not given dynamic names using "new_colony = TAG" from countries_special.txt but are instead assigned the province's default city name, and will also use scripted entries from colonynames.txt if available.
