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§
- Boundary
Ids - A boundary between two map regions.
- CaiPlan
- Component ids of the AI objects.
- Character
Ids - Ids of a character and its force.
- Faction
Ids - Ids of a faction.
- Manager
Ids - Ids of a faction’s AI manager.
- Plan
Inputs - What the id plan is built from.
- Province
Ids - Ids of a province and its factions’ parts.
- Region
Ids - Ids of a map region and its HLCIs.
- Settlement
Ids - Ids of a settlement and its building slots.
Constants§
- ROOT_ID
- Component id of the AI interface itself.