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api:soldier_training_state
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api
abstract_quest
add_to_inventory
agent_animation
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agent_need_type_visit_building
agent_portrait
agent_profile
agent_profile_function
agent_profile_function_soldier
agent_profile_function_visitor
agent_profile_gender_usage_pair
agent_profile_status_pair
assemblage_custom_set
assemblage_custom_set_value
asset
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atlas_cell
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behavior_soldier_training
behavior_study
behavior_tax_collection
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behavior_tree_data_agent
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behavior_tree_data_animation_data
behavior_tree_data_bool
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behavior_tree_data_float
behavior_tree_data_gathering
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behavior_tree_data_interactive_location_setup
behavior_tree_data_location
behavior_tree_data_loop
behavior_tree_data_path_flag
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behavior_tree_data_resource_transport
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behavior_tree_data_string
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behavior_visitor
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building_constructor_default
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building_constructor_scaler
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building_function
building_function_assignable
building_function_bailiff_office
building_function_bridge
building_function_church
building_function_crafting_workshop
building_function_farm
building_function_fishing
building_function_forester
building_function_great_hall
building_function_house
building_function_inn
building_function_interactive_location
building_function_kitchen
building_function_livestock_farm
building_function_lodging
building_function_market
building_function_monastery
building_function_musical_part
building_function_point_of_interest
building_function_public_lounge
building_function_public_lounge_room
building_function_quarry
building_function_resource_generator
building_function_resource_stockpile
building_function_tax_office
building_function_training_ground
building_function_training_site
building_function_treasury
building_function_unique_resource_depot
building_function_village_center
building_function_warehouse
building_function_warehouse_allowed_resource_type_info
building_function_workplace
building_information
building_issue_list_entry
building_list
building_miniature_config
building_part
building_part_cost
building_part_cost_pair
building_part_mover
building_part_mover_bridge
building_part_mover_instance
building_part_set
building_part_type
building_path
building_path_random_shape
building_path_type
building_progress
building_status
building_type
building_zone
building_zone_entry
building_zone_type
button_state
change_edict
change_edict_mandate_type
change_privilege
change_privilege_mandate_type
character_part
character_setup
character_setup_data
check_farm_state
check_if_not_null
check_if_true
color
comp_abstract_buildable
comp_agent
comp_agent_need_processor
comp_bailiff_office
comp_building
comp_building_attach_node
comp_building_manager
comp_building_part
comp_building_zone
comp_crop_field_element
comp_dirt_circle
comp_dirt_rectangle
comp_farm
comp_farm_livestock
comp_grounded
comp_guest
comp_immigration_manager
comp_interactive_location
comp_inventory
comp_lodging
comp_main_game_loop
comp_mandate_office
comp_particle_emitter
comp_particle_emitter_toggle
comp_plantable
comp_quotable
comp_resource_container
comp_resource_depot
comp_resource_generator
comp_resource_stockpile
comp_rigid_body
comp_soldier
comp_trader
comp_tree
comp_vehicle
comp_victory_condition_manager
comp_villager
comp_villager_manager
comp_warehouse_setuper
comp_workplace
comp_workplace_forester
comp_workplace_kitchen
comp_workplace_tax_office
comparison_operator
component
component_manager
condensed_help_item
construction_step_mode
curve_float
curve_value
custom_map
data_notification_on_click
data_notification_on_click_book
data_notification_on_click_building
data_notification_on_click_mandate_window
data_weather_probability
deceased_villager_data
delayed_quest
desirability
desirability_effect_type
desirability_house_selection_factor
desirability_level
desirability_level_item
desirability_modifier
desirability_modifier_item
disable_path_flag
disable_path_tracing
drop_stuff_to_depot
edict
enable_path_flag
enable_path_tracing
estate
estate_quantity_pair
estate_setting
estate_string_association
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event
event_callback
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event_callback_trigger_event
event_choice
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execute_action_list_mandate_type
farm_field_config
farm_state
fetch_next_gatherable
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find_resource_for_workplace
finish_work_shift
gain_influence
game
game_action
game_action_add_event
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game_action_add_taxation
game_action_add_trade_route
game_action_apply_game_rule
game_action_apply_happiness_factor
game_action_audio
game_action_change_weather
game_action_conditional_action_list
game_action_delay_mandate
game_action_deliver_resource
game_action_dice_roller
game_action_dice_roller_boolean_outcome
game_action_dice_roller_estate_option
game_action_dice_roller_influence
game_action_dice_roller_percentage
game_action_dice_roller_percentage_option
game_action_execute_action_by_game_step
game_action_generate_reward
game_action_give_blueprint
game_action_give_influence
game_action_give_quest
game_action_give_random_resource
game_action_give_resource_list
game_action_give_resource_list_per_villager_status
game_action_give_reward
game_action_give_territory
game_action_ignore
game_action_immigrate
game_action_military_campaign_action
game_action_pause_recurring_event
game_action_random_action
game_action_remove_mandate_type
game_action_remove_taxation
game_action_remove_trade_route
game_action_resume_recurring_event
game_action_set_village_level
game_action_show_narrative_panel
game_action_show_outcome_panel
game_action_skip_trade_route_upgrade_quest
game_action_snooze_recuring_event
game_action_stub
game_action_trigger_event_callback
game_action_trigger_immigration_wave
game_action_trigger_important_help
game_action_trigger_military_campaign
game_action_unlock_building_list
game_action_unlock_edict
game_action_unlock_edict_slot
game_action_unlock_privilege
game_action_unlock_privilege_slot
game_action_unlock_system
game_action_upgrade_trade_route
game_action_use_influence
game_action_visit
game_condition
game_condition_above_surroundings
game_condition_accumulate_in_storage
game_condition_agent_killed
game_condition_assign_job_to_all_villagers
game_condition_assign_trade_resource
game_condition_available_villager_for_promotion
game_condition_building_available
game_condition_building_built
game_condition_building_function_assigned
game_condition_building_inventory
game_condition_building_not_built
game_condition_building_part_count
game_condition_building_reachable
game_condition_building_splendor_amount_reached
game_condition_building_worker_capacity
game_condition_day_count
game_condition_decorative_part_count
game_condition_edict_activated
game_condition_enclosed_area
game_condition_enclosed_area_size
game_condition_execute_action_list
game_condition_far_from_other_buildings
game_condition_fill_guest_requirements
game_condition_forest_surrounded
game_condition_game_step_condition_list
game_condition_has_zone
game_condition_influence_amount_reached
game_condition_inside_zone
game_condition_job_status_required
game_condition_lodging_opened
game_condition_mandate_state
game_condition_maximum_coin_capacity
game_condition_military_campaign_completed
game_condition_military_campaign_ongoing
game_condition_multiple_condition
game_condition_non_decorative_part_count
game_condition_on_met_action
game_condition_part_of_building
game_condition_population_count
game_condition_privilege_activated
game_condition_probability
game_condition_quest_state
game_condition_resource_list_produced
game_condition_resource_produced
game_condition_resource_produced_for_need
game_condition_resource_quantity_number
game_condition_resource_unlocked
game_condition_ressource_assigned
game_condition_revenue
game_condition_score
game_condition_splendor_change
game_condition_splendor_reached
game_condition_state
game_condition_survive_bad_weather
game_condition_tax_activated
game_condition_tax_meter_changed
game_condition_territory_bought
game_condition_tier_unlocked
game_condition_track_victory_condition
game_condition_trade_amount
game_condition_trade_resource_quantity
game_condition_trade_route_level
game_condition_unlock_function_unlocked
game_condition_unlock_trade_route
game_condition_unlockable_bought
game_condition_villager_happiness_count
game_condition_villager_happiness_global
game_condition_villager_need_filled
game_condition_villager_need_filled_villager_count_type
game_condition_villager_promoted
game_condition_villager_status_reached
game_condition_visibility_layer_shown
game_condition_visit
game_condition_worker_assigned
game_condition_workplace_recipe_yield
game_condition_wounded_count
game_object
game_rule
game_rule_mandate
game_rule_masterpiece
game_rule_mineral
game_rule_modifier
game_rule_modifier_agent_happiness
game_rule_modifier_apply_action
game_rule_modifier_block_trade_route
game_rule_modifier_buildable_as_point_of_interest
game_rule_modifier_building_beautification
game_rule_modifier_building_maintenance_cost
game_rule_modifier_building_splendor
game_rule_modifier_concurring_taxes_bonus
game_rule_modifier_conditional_game_rule
game_rule_modifier_construction_refund
game_rule_modifier_crop_yields
game_rule_modifier_descriptor
game_rule_modifier_descriptor_buildable
game_rule_modifier_descriptor_edict
game_rule_modifier_descriptor_event
game_rule_modifier_descriptor_house_move
game_rule_modifier_descriptor_job_status
game_rule_modifier_descriptor_need_type
game_rule_modifier_descriptor_privilege
game_rule_modifier_descriptor_status
game_rule_modifier_descriptor_string
game_rule_modifier_descriptor_unlockable
game_rule_modifier_estate_building_maintenance_cost
game_rule_modifier_estate_default_influence
game_rule_modifier_estate_influence
game_rule_modifier_estate_splendor_impact
game_rule_modifier_free_territory
game_rule_modifier_happiness
game_rule_modifier_immigration_ignore_factor
game_rule_modifier_immigration_rate
game_rule_modifier_improve_area_desirability
game_rule_modifier_job_learning_speed
game_rule_modifier_job_status
game_rule_modifier_mandate_cost
game_rule_modifier_mandate_time
game_rule_modifier_military_training
game_rule_modifier_need_permanently_filled
game_rule_modifier_need_type_deplete_rate
game_rule_modifier_range_pair
game_rule_modifier_resource_depot_capacity
game_rule_modifier_soldier_recovery_speed
game_rule_modifier_soldier_strength_from_happiness
game_rule_modifier_taxation_cumulation_bonus
game_rule_modifier_taxation_housing_happiness_factor_multiplier
game_rule_modifier_trade_bonus
game_rule_modifier_trade_completed_influence
game_rule_modifier_trade_resource_price_bonus
game_rule_modifier_trader_visit_delay_multiplier
game_rule_modifier_upkeep_building_parts
game_rule_modifier_villager_happiness
game_rule_modifier_workplace_recipe
game_rule_move_house
game_rule_status_promotion
game_rule_trade
game_rule_victory_condition
game_state_flag
game_step
game_step_action_list_pair
game_step_condition_list_pair
game_step_list
game_step_list_prosperity
gather_request
gather_resource
gender
gender_usage
gender_usage_text
give_job_xp
go_to
gradient
gradient_alpha_value
gradient_color_value
guest
guest_quantity_pair
guest_requirement
hair_list
haircut
hand_object
happiness_factor
happiness_factor_status_demote
help
help_category
help_instance
help_item
hosting_mission_feedback
hosting_mission_feedback_happiness_pair
house_density
house_manager_data
house_requirement
house_requirement_in_layer
house_requirement_villager_status
house_requirement_zone
house_selection_factor
house_setup
house_status
image_asset_type
immigration_factor
immigration_factor_happiness
immigration_factor_residential
immigration_factor_unemployment
immigration_probability
immigration_probability_setting
immigration_settings
incoming_reserved_resource_list
influence_estate
influence_mandate_type
information_layer_building
information_layer_building_beautification
information_layer_building_splendor
information_layer_building_undesirability
interactive_location_purpose
interactive_location_setup
inverter
is_workplace_available
is_workplace_need_resource
job
job_instance
job_progession_element
job_progression
job_proximity_house_selection_factor
level
line
look_at
lua_input_output_mode
mandate
mandate_show_narrative_panel_choice
mandate_state
mandate_type
map_density_prefab_config
map_density_spawn_info
map_spawn_info
map_village_path
masterpiece
masterpiece_effect_condition
masterpiece_list
material
material_render_mode
material_set
matrix
military_campaign
military_campaign_settings
military_campaign_state
military_campaign_step
mineral_category
mineral_deposit_state
mineral_type_data
monument_required_part_pair
name_list
navmesh_lock_category
node
node_branch
node_composite
node_decorator
node_leaf
notification
notification_important_help
notification_type
number_rule_modifier_list_pair
numeric_range_game_step
object_flag
outcome_panel_data
outcome_panel_result
outgoing_reserved_resource_list
part_probability
particle_billboard_behavior
particle_burst_data
particle_default_visual
particle_emitter_shape
particle_emitter_shape_box
particle_emitter_shape_cone
particle_emitter_shape_cylinder
particle_emitter_shape_sphere
particle_float3_value
particle_float3_value_constant
particle_float3_value_constant_random
particle_float3_value_curve
particle_float3_value_curve_random
particle_no_visual
particle_object_visual
particle_quality
particle_space
particle_sub_emitter_data
particle_sub_system_type
particle_system
particle_visual
path_flag
physics_ray_result
plant
plant_request
plantable
point_of_interest
polygon
prefab
privilege
probability_bonus
probability_bonus_estate
probability_bonus_job_level
produce_resource
progress_path
progress_tier_data
progress_unlock_building_function
progress_unlock_building_part
progress_unlock_estate_decoration
promote_villager_mandate_type
promotion_cost_list
prospect
prospect_mandate_type
quaternion
quest
quest_hosting_mission
quest_reward_generator
quest_reward_probability
quest_reward_quality_setup
quest_state
random_color_range
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random_integer_range
random_orientation_range
random_vector2_range
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range_float
repeat
repeat_until_fail
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reserved_resource_element
resource
resource_collection
resource_collection_usage
resource_collection_value
resource_float_quantity_pair
resource_layout_type
resource_location_type
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resource_stockpile_visual_mode
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rounding_type
ruler_title
score_tracker
score_tracker_beautification
score_tracker_beautification_data
score_tracker_data
score_tracker_data_profit
score_tracker_splendor
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score_tracker_villager_count
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score_tracker_wealth
selector
sequencer
set_activity_message
set_agent_unavailable
set_orientation
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setup_change_edict
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setup_gathering_work
setup_growing_work
setup_influence_mandate
setup_planting_work
setup_study
setup_work
setup_workplace_transport
show_narrative_panel_mandate_type
soldier_status
soldier_training_state
splendor_range
start_work_shift
string_pair
string_value
string_value_list
study_blueprint
succeeder
taxation_bracket
taxation_function
taxation_function_church
taxation_function_housing
taxation_function_market
taxation_function_resource_production
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taxation_per_villager_status
taxation_settings
terrain_static_layer_zone_type
texture
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time_system
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unlock_function
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unlock_function_estate_system
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unlockable
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vec2d
vec2f
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vehicle
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villager_assign_workplace_function
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villager_status
villager_status_gender_usage_pair
villager_status_quantity_pair
villager_status_quota
villager_status_ratio
villager_status_resource_list_pair
villager_status_score_value
villager_value_pair
visibility_layer
visibility_layer_building
visibility_layer_desirability
visitor
wait
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api/soldier_training_state.txt
ยท Last modified: 2023/10/02 13:55 (external edit)
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