S&S Editor Decisions
Posted: Mon May 10, 2021 4:33 pm
The first question I had was "how do I make a decsion"?
Well, it appears there is not 1, not 2 but 4 (four) different Decsision Formats. Here is what I figured out thus far:
- Decisions are called "Stories", while the Options within those Stories are called "Decisions"
- There are the Delta, Epsilon, Ferdinand and Gustav Story Formats. each of them covers different scenarios
- the Options seem to be done via Field Duplication. The Database Designer in me is [shocked|confused|annoyed|disapointed] by this. But it is what we have for now.
- the effects are usually also put into fields
- Every Story/Decision needs a Storygroup ID. Even if there is only 1 decision in the series.
- Multi Event stories are called "Complex Stories".
Looking at 3.6.6 in the Handbook I can make out some common patterns:
1. The Category is propably decided by the "InstanceType"
2. The Entry within that Category is "Title"
The main Decision Window is set up following the pattern:
Title
Sentence 1 (witty and lowiq seem to be deprecated)
Sentence 2
Sentence 3
Key Question
3. Decisions parimarily consist of:
- Decision X Text
- "Regime Key" and "Regime Key Qty" if there is any cost beyond the default 1 PP. Primarily you will find extra PP and credit costs
- Trait A/B and their Delta seem to be the regime profile changes. These are used to calculate the Leader happiness Changes.
4. The relationship impact is calculated from Leader Profile preferences and Delta applied.
The Advice Text seems to be about a leader saying something in favor of this option. Purely Fluff I think.
5. Is not part of the gamefiles
6. Is propably decided by the selection at Point 1 + a Randomisation if it is something like OHQ, SHQ or Governorships.
Further Notes:
- "SET Logic" will be called every time the Decision is drawn. Similar to how the Avalible Options refresh. As such it will be subject to extremely common refreshing. If it needs to react to changes (like the Leader being removed or assigned), it needs to be here. Otherwise logic should never be here.
- "Immediate Logic Set" Meanwhile will set something only once. Apparently directly when the Decision is created during turn processing. Use it for things that never change.
- "Traits not as profile" means the Regime Profile will not change. The Profiles are only used to check the Leader Relationship changes and who will say the Advisor Text
- Max Instance is used to make sure only the worst Event in a Group (like Strikes) can trigger
Well, it appears there is not 1, not 2 but 4 (four) different Decsision Formats. Here is what I figured out thus far:
- Decisions are called "Stories", while the Options within those Stories are called "Decisions"
- There are the Delta, Epsilon, Ferdinand and Gustav Story Formats. each of them covers different scenarios
- the Options seem to be done via Field Duplication. The Database Designer in me is [shocked|confused|annoyed|disapointed] by this. But it is what we have for now.
- the effects are usually also put into fields
- Every Story/Decision needs a Storygroup ID. Even if there is only 1 decision in the series.
- Multi Event stories are called "Complex Stories".
Looking at 3.6.6 in the Handbook I can make out some common patterns:
1. The Category is propably decided by the "InstanceType"
2. The Entry within that Category is "Title"
The main Decision Window is set up following the pattern:
Title
Sentence 1 (witty and lowiq seem to be deprecated)
Sentence 2
Sentence 3
Key Question
3. Decisions parimarily consist of:
- Decision X Text
- "Regime Key" and "Regime Key Qty" if there is any cost beyond the default 1 PP. Primarily you will find extra PP and credit costs
- Trait A/B and their Delta seem to be the regime profile changes. These are used to calculate the Leader happiness Changes.
4. The relationship impact is calculated from Leader Profile preferences and Delta applied.
The Advice Text seems to be about a leader saying something in favor of this option. Purely Fluff I think.
5. Is not part of the gamefiles
6. Is propably decided by the selection at Point 1 + a Randomisation if it is something like OHQ, SHQ or Governorships.
Further Notes:
- "SET Logic" will be called every time the Decision is drawn. Similar to how the Avalible Options refresh. As such it will be subject to extremely common refreshing. If it needs to react to changes (like the Leader being removed or assigned), it needs to be here. Otherwise logic should never be here.
- "Immediate Logic Set" Meanwhile will set something only once. Apparently directly when the Decision is created during turn processing. Use it for things that never change.
- "Traits not as profile" means the Regime Profile will not change. The Profiles are only used to check the Leader Relationship changes and who will say the Advisor Text
- Max Instance is used to make sure only the worst Event in a Group (like Strikes) can trigger