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00:01, 25 June 2020: Ironvak (talk | contribs) triggered global filter 6, performing the action "edit" on Trade route modding. Actions taken: Warn; Filter description: Repeating characters (examine)

Changes made in edit

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Provinces along a [[trade route]] gain bonuses to local tax income, movement speed, and technology spread. Certain provinces along a trade route can also construct [[trade posts]], which provide trade income to the owner of the province. The course of a trade route is defined in the <code>/common/trade_routes/</code> folder.
  
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== Creating a Basic Trade Route ==
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To create a trade route, you must first define its bonuses, source, course, and major stops with a .txt file in the <code>/common/trade_routes/</code> folder. As an example:
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<pre>
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trier_tree_trade = {
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wealth = 10 # Multiplier for other trade route modifiers
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trade_post_display_trigger = {
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OR = {
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province_id = 127 #Lorraine
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province_id = 118 #Trier
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}
 +
}
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modifier = {                     
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                wealth = 100  # Multiplier for other modifiers. Calculated as (Wealth * modifier)/# of trade provinces.
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castle_tax_modifier = 0.01 # Percentage multiplier applied to tax income for castle holdings in a province
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city_tax_modifier = 0.01 # Percentage multiplier applied to tax income for city holdings in a province.
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temple_tax_modifier = 0.01 # Percentage multiplier applied to tax income for temple holdings in a province.
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tribal_tax_modifier = 0.01 # Percentage multiplier applied to tax income for tribal holdings in a province.
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trade_route_value = 2.5 # Modifier used to determine base trade route income for a trade post on a province.
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local_movement_speed = 0.025 # Percentage multiplier applied to movement speed of troops through a province.
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tech_growth_modifier = 0.025 # Percentage multiplier for technology spread between provinces
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icon = 4 # Sets the icon displayed for the province modifier, in this case the Stewardship icon.
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}
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start = { # Starting point for the trade route. Trade flows from this point to all other points downstream.
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127 # Lorraine
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}
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path = { # Creates a connection between either a starting province or an already defined end province of a previous path.
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127 128 118 # Lorraine - Metz - Trier
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}
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}
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</pre>
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The end result of this code is a new trade route, the Trier tree trade, starting in Lorraine, passing through Metz, and ending in Trier, granting a 33.3% bonus to local income, an 83.3% bonus to local movement speed and technology spread, and a base income of 83.3 for any trade posts built along the trade route, and showing tool-tips for Lorraine and Trier as Potential Trade Post counties.
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 +
Now that the Trier tree trade has been defined, localization can be added to change the name of the province modifier. Create a .csv file under <code>/localisation/</code>, and add a localization for the trade route:
 +
 +
<pre>
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trier_tree_trade;Trier Tree Trade;;;;;;;;;;;;;x
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</pre>
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 +
Finally, a scripted trigger is required to allow the construction of trade posts on Potential Trade Post counties. Create a .txt file under <code>/common/scripted_triggers/</code>, and add a trade route post trigger:
 +
 +
<pre>
 +
trade_route_post_trigger = {
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custom_tooltip = {
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text = trade_route_province_desc
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hidden_tooltip = {
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OR = {
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province_id = 127 # Lorraine
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province_id = 118 # Trier
 +
}
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}
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}
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}
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 +
</pre>
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The Trier tree trade is now complete - its province modifiers apply, trade posts can be built in Lorraine and Trier, and its name is now properly localized to display in-game.
 +
 +
== Trade Route Pathing ==
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A path connects either a starting province or previously defined end province to a new end province. These provinces do not need to be adjacent. Both <code>path = { 127 128 118}</code> and <code>path = { 127 118}</code> are valid. A path cannot connect a province defined in an existing path that was ''not'' the end province of that path. As an example:
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 +
<pre>
 +
path = { 127 128 118 } # Lorraine - Metz - Trier
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path = { 128 123 } # Metz - Mainz
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</pre>
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The second path between Metz and Mainz is invalid. In order to create a valid path between Metz and Mainz, Metz must be the end province of an existing path, like so:
 +
 +
<pre>
 +
path = { 127 128} # Lorraine - Metz
 +
path = { 128 118} # Metz - Trier
 +
path = { 128 123} # Metz - Mainz
 +
</pre>
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 +
Provinces in a path can also be non-county provinces, such as major rivers and sea tiles. The same pathing rules apply for these provinces as well as counties. Ids for these non-county provinces can be found in <code>/map/definition.csv</code> As an example, suppose we want to add river trade from Trier to Holland:
 +
 +
<pre>
 +
path = { 127 128} # Lorraine - Metz
 +
path = { 128 118} # Metz - Trier
 +
path = { 128 123} # Metz - Mainz
 +
path = { 118 1045 1043 1044 80 } # Trier - Rhine River - Holland
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</pre>

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Old page wikitext, before the edit (old_wikitext)
''
New page wikitext, after the edit (new_wikitext)
'Provinces along a [[trade route]] gain bonuses to local tax income, movement speed, and technology spread. Certain provinces along a trade route can also construct [[trade posts]], which provide trade income to the owner of the province. The course of a trade route is defined in the <code>/common/trade_routes/</code> folder. == Creating a Basic Trade Route == To create a trade route, you must first define its bonuses, source, course, and major stops with a .txt file in the <code>/common/trade_routes/</code> folder. As an example: <pre> trier_tree_trade = { wealth = 10 # Multiplier for other trade route modifiers trade_post_display_trigger = { OR = { province_id = 127 #Lorraine province_id = 118 #Trier } } modifier = { wealth = 100 # Multiplier for other modifiers. Calculated as (Wealth * modifier)/# of trade provinces. castle_tax_modifier = 0.01 # Percentage multiplier applied to tax income for castle holdings in a province city_tax_modifier = 0.01 # Percentage multiplier applied to tax income for city holdings in a province. temple_tax_modifier = 0.01 # Percentage multiplier applied to tax income for temple holdings in a province. tribal_tax_modifier = 0.01 # Percentage multiplier applied to tax income for tribal holdings in a province. trade_route_value = 2.5 # Modifier used to determine base trade route income for a trade post on a province. local_movement_speed = 0.025 # Percentage multiplier applied to movement speed of troops through a province. tech_growth_modifier = 0.025 # Percentage multiplier for technology spread between provinces icon = 4 # Sets the icon displayed for the province modifier, in this case the Stewardship icon. } start = { # Starting point for the trade route. Trade flows from this point to all other points downstream. 127 # Lorraine } path = { # Creates a connection between either a starting province or an already defined end province of a previous path. 127 128 118 # Lorraine - Metz - Trier } } </pre> The end result of this code is a new trade route, the Trier tree trade, starting in Lorraine, passing through Metz, and ending in Trier, granting a 33.3% bonus to local income, an 83.3% bonus to local movement speed and technology spread, and a base income of 83.3 for any trade posts built along the trade route, and showing tool-tips for Lorraine and Trier as Potential Trade Post counties. Now that the Trier tree trade has been defined, localization can be added to change the name of the province modifier. Create a .csv file under <code>/localisation/</code>, and add a localization for the trade route: <pre> trier_tree_trade;Trier Tree Trade;;;;;;;;;;;;;x </pre> Finally, a scripted trigger is required to allow the construction of trade posts on Potential Trade Post counties. Create a .txt file under <code>/common/scripted_triggers/</code>, and add a trade route post trigger: <pre> trade_route_post_trigger = { custom_tooltip = { text = trade_route_province_desc hidden_tooltip = { OR = { province_id = 127 # Lorraine province_id = 118 # Trier } } } } </pre> The Trier tree trade is now complete - its province modifiers apply, trade posts can be built in Lorraine and Trier, and its name is now properly localized to display in-game. == Trade Route Pathing == A path connects either a starting province or previously defined end province to a new end province. These provinces do not need to be adjacent. Both <code>path = { 127 128 118}</code> and <code>path = { 127 118}</code> are valid. A path cannot connect a province defined in an existing path that was ''not'' the end province of that path. As an example: <pre> path = { 127 128 118 } # Lorraine - Metz - Trier path = { 128 123 } # Metz - Mainz </pre> The second path between Metz and Mainz is invalid. In order to create a valid path between Metz and Mainz, Metz must be the end province of an existing path, like so: <pre> path = { 127 128} # Lorraine - Metz path = { 128 118} # Metz - Trier path = { 128 123} # Metz - Mainz </pre> Provinces in a path can also be non-county provinces, such as major rivers and sea tiles. The same pathing rules apply for these provinces as well as counties. Ids for these non-county provinces can be found in <code>/map/definition.csv</code> As an example, suppose we want to add river trade from Trier to Holland: <pre> path = { 127 128} # Lorraine - Metz path = { 128 118} # Metz - Trier path = { 128 123} # Metz - Mainz path = { 118 1045 1043 1044 80 } # Trier - Rhine River - Holland </pre>'
Unified diff of changes made by edit (edit_diff)
'@@ -1,0 +1,88 @@ +Provinces along a [[trade route]] gain bonuses to local tax income, movement speed, and technology spread. Certain provinces along a trade route can also construct [[trade posts]], which provide trade income to the owner of the province. The course of a trade route is defined in the <code>/common/trade_routes/</code> folder. + +== Creating a Basic Trade Route == + +To create a trade route, you must first define its bonuses, source, course, and major stops with a .txt file in the <code>/common/trade_routes/</code> folder. As an example: + +<pre> +trier_tree_trade = { + wealth = 10 # Multiplier for other trade route modifiers + trade_post_display_trigger = { + OR = { + province_id = 127 #Lorraine + province_id = 118 #Trier + } + } + + modifier = { + wealth = 100 # Multiplier for other modifiers. Calculated as (Wealth * modifier)/# of trade provinces. + castle_tax_modifier = 0.01 # Percentage multiplier applied to tax income for castle holdings in a province + city_tax_modifier = 0.01 # Percentage multiplier applied to tax income for city holdings in a province. + temple_tax_modifier = 0.01 # Percentage multiplier applied to tax income for temple holdings in a province. + tribal_tax_modifier = 0.01 # Percentage multiplier applied to tax income for tribal holdings in a province. + trade_route_value = 2.5 # Modifier used to determine base trade route income for a trade post on a province. + local_movement_speed = 0.025 # Percentage multiplier applied to movement speed of troops through a province. + tech_growth_modifier = 0.025 # Percentage multiplier for technology spread between provinces + icon = 4 # Sets the icon displayed for the province modifier, in this case the Stewardship icon. + } + + start = { # Starting point for the trade route. Trade flows from this point to all other points downstream. + 127 # Lorraine + } + path = { # Creates a connection between either a starting province or an already defined end province of a previous path. + 127 128 118 # Lorraine - Metz - Trier + } +} +</pre> + +The end result of this code is a new trade route, the Trier tree trade, starting in Lorraine, passing through Metz, and ending in Trier, granting a 33.3% bonus to local income, an 83.3% bonus to local movement speed and technology spread, and a base income of 83.3 for any trade posts built along the trade route, and showing tool-tips for Lorraine and Trier as Potential Trade Post counties. + +Now that the Trier tree trade has been defined, localization can be added to change the name of the province modifier. Create a .csv file under <code>/localisation/</code>, and add a localization for the trade route: + +<pre> +trier_tree_trade;Trier Tree Trade;;;;;;;;;;;;;x +</pre> + +Finally, a scripted trigger is required to allow the construction of trade posts on Potential Trade Post counties. Create a .txt file under <code>/common/scripted_triggers/</code>, and add a trade route post trigger: + +<pre> +trade_route_post_trigger = { + custom_tooltip = { + text = trade_route_province_desc + hidden_tooltip = { + OR = { + province_id = 127 # Lorraine + province_id = 118 # Trier + } + } + } +} + +</pre> + +The Trier tree trade is now complete - its province modifiers apply, trade posts can be built in Lorraine and Trier, and its name is now properly localized to display in-game. + +== Trade Route Pathing == +A path connects either a starting province or previously defined end province to a new end province. These provinces do not need to be adjacent. Both <code>path = { 127 128 118}</code> and <code>path = { 127 118}</code> are valid. A path cannot connect a province defined in an existing path that was ''not'' the end province of that path. As an example: + +<pre> +path = { 127 128 118 } # Lorraine - Metz - Trier +path = { 128 123 } # Metz - Mainz +</pre> + +The second path between Metz and Mainz is invalid. In order to create a valid path between Metz and Mainz, Metz must be the end province of an existing path, like so: + +<pre> +path = { 127 128} # Lorraine - Metz +path = { 128 118} # Metz - Trier +path = { 128 123} # Metz - Mainz +</pre> + +Provinces in a path can also be non-county provinces, such as major rivers and sea tiles. The same pathing rules apply for these provinces as well as counties. Ids for these non-county provinces can be found in <code>/map/definition.csv</code> As an example, suppose we want to add river trade from Trier to Holland: + +<pre> +path = { 127 128} # Lorraine - Metz +path = { 128 118} # Metz - Trier +path = { 128 123} # Metz - Mainz +path = { 118 1045 1043 1044 80 } # Trier - Rhine River - Holland +</pre> '
New page size (new_size)
4589
Old page size (old_size)
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Size change in edit (edit_delta)
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Lines added in edit (added_lines)
[ 0 => 'Provinces along a [[trade route]] gain bonuses to local tax income, movement speed, and technology spread. Certain provinces along a trade route can also construct [[trade posts]], which provide trade income to the owner of the province. The course of a trade route is defined in the <code>/common/trade_routes/</code> folder.', 1 => '', 2 => '== Creating a Basic Trade Route ==', 3 => '', 4 => 'To create a trade route, you must first define its bonuses, source, course, and major stops with a .txt file in the <code>/common/trade_routes/</code> folder. As an example:', 5 => '', 6 => '<pre>', 7 => 'trier_tree_trade = {', 8 => ' wealth = 10 # Multiplier for other trade route modifiers', 9 => ' trade_post_display_trigger = {', 10 => ' OR = {', 11 => ' province_id = 127 #Lorraine', 12 => ' province_id = 118 #Trier', 13 => ' }', 14 => ' }', 15 => '', 16 => ' modifier = { ', 17 => ' wealth = 100 # Multiplier for other modifiers. Calculated as (Wealth * modifier)/# of trade provinces.', 18 => ' castle_tax_modifier = 0.01 # Percentage multiplier applied to tax income for castle holdings in a province', 19 => ' city_tax_modifier = 0.01 # Percentage multiplier applied to tax income for city holdings in a province. ', 20 => ' temple_tax_modifier = 0.01 # Percentage multiplier applied to tax income for temple holdings in a province. ', 21 => ' tribal_tax_modifier = 0.01 # Percentage multiplier applied to tax income for tribal holdings in a province. ', 22 => ' trade_route_value = 2.5 # Modifier used to determine base trade route income for a trade post on a province.', 23 => ' local_movement_speed = 0.025 # Percentage multiplier applied to movement speed of troops through a province.', 24 => ' tech_growth_modifier = 0.025 # Percentage multiplier for technology spread between provinces', 25 => ' icon = 4 # Sets the icon displayed for the province modifier, in this case the Stewardship icon.', 26 => ' }', 27 => '', 28 => ' start = { # Starting point for the trade route. Trade flows from this point to all other points downstream.', 29 => ' 127 # Lorraine', 30 => ' }', 31 => ' path = { # Creates a connection between either a starting province or an already defined end province of a previous path.', 32 => ' 127 128 118 # Lorraine - Metz - Trier', 33 => ' }', 34 => '}', 35 => '</pre>', 36 => '', 37 => 'The end result of this code is a new trade route, the Trier tree trade, starting in Lorraine, passing through Metz, and ending in Trier, granting a 33.3% bonus to local income, an 83.3% bonus to local movement speed and technology spread, and a base income of 83.3 for any trade posts built along the trade route, and showing tool-tips for Lorraine and Trier as Potential Trade Post counties. ', 38 => '', 39 => 'Now that the Trier tree trade has been defined, localization can be added to change the name of the province modifier. Create a .csv file under <code>/localisation/</code>, and add a localization for the trade route:', 40 => '', 41 => '<pre>', 42 => 'trier_tree_trade;Trier Tree Trade;;;;;;;;;;;;;x', 43 => '</pre>', 44 => '', 45 => 'Finally, a scripted trigger is required to allow the construction of trade posts on Potential Trade Post counties. Create a .txt file under <code>/common/scripted_triggers/</code>, and add a trade route post trigger:', 46 => '', 47 => '<pre>', 48 => 'trade_route_post_trigger = {', 49 => ' custom_tooltip = {', 50 => ' text = trade_route_province_desc', 51 => ' hidden_tooltip = {', 52 => ' OR = {', 53 => ' province_id = 127 # Lorraine', 54 => ' province_id = 118 # Trier', 55 => ' }', 56 => ' }', 57 => ' }', 58 => '}', 59 => '', 60 => '</pre>', 61 => '', 62 => 'The Trier tree trade is now complete - its province modifiers apply, trade posts can be built in Lorraine and Trier, and its name is now properly localized to display in-game.', 63 => '', 64 => '== Trade Route Pathing ==', 65 => 'A path connects either a starting province or previously defined end province to a new end province. These provinces do not need to be adjacent. Both <code>path = { 127 128 118}</code> and <code>path = { 127 118}</code> are valid. A path cannot connect a province defined in an existing path that was ''not'' the end province of that path. As an example:', 66 => '', 67 => '<pre>', 68 => 'path = { 127 128 118 } # Lorraine - Metz - Trier', 69 => 'path = { 128 123 } # Metz - Mainz', 70 => '</pre>', 71 => '', 72 => 'The second path between Metz and Mainz is invalid. In order to create a valid path between Metz and Mainz, Metz must be the end province of an existing path, like so:', 73 => '', 74 => '<pre>', 75 => 'path = { 127 128} # Lorraine - Metz', 76 => 'path = { 128 118} # Metz - Trier', 77 => 'path = { 128 123} # Metz - Mainz', 78 => '</pre>', 79 => '', 80 => 'Provinces in a path can also be non-county provinces, such as major rivers and sea tiles. The same pathing rules apply for these provinces as well as counties. Ids for these non-county provinces can be found in <code>/map/definition.csv</code> As an example, suppose we want to add river trade from Trier to Holland:', 81 => '', 82 => '<pre>', 83 => 'path = { 127 128} # Lorraine - Metz', 84 => 'path = { 128 118} # Metz - Trier', 85 => 'path = { 128 123} # Metz - Mainz', 86 => 'path = { 118 1045 1043 1044 80 } # Trier - Rhine River - Holland', 87 => '</pre>' ]
Lines removed in edit (removed_lines)
[]
Whether or not the change was made through a Tor exit node (tor_exit_node)
false
Unix timestamp of change (timestamp)
1593043317