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Module plan

Module plan 

Source
Expand description

Component ids of every AI object, in the order the game creates them.

The game counts from ROOT_ID: the interface, the two components of its world mirror, the central pool’s desires, the theatre, each map region followed by its HLCIs, the factions (each with its AI faction, technology tree and technologies; the rebels last), the settlements (each after its building slots), the trade route segments, the region boundaries, the characters (each followed by its force: the mobile, a horde’s building slots and the units), the provinces (each followed by its factions’ parts), the factions’ views of the seas, the governorships and the government posts. Beliefs the game creates in between aren’t written (the game rebuilds them), so their ids aren’t taken.

Structs§

BoundaryIds
A boundary between two map regions.
CaiPlan
Component ids of the AI objects.
CharacterIds
Ids of a character and its force.
FactionIds
Ids of a faction.
ManagerIds
Ids of a faction’s AI manager.
PlanInputs
What the id plan is built from.
ProvinceIds
Ids of a province and its factions’ parts.
RegionIds
Ids of a map region and its HLCIs.
SettlementIds
Ids of a settlement and its building slots.

Constants§

ROOT_ID
Component id of the AI interface itself.