Glossary


Eras


Each era has slighly differnt setting and each one lasts for 20 years. Here are the available eras:

18301830 to 1849
18501850 to 1869
1850War1850 to 1869 (special setting for civil war)
18701870 to 1889
18901890 to 1909
19101910 to 1929

About Tiled to Tome


Here are some general parameters and their meanings:

ID
In case of a city: Internal name of the city (make sure, this is the same in your *.tmx file). Keep an eye on the format, as everything has to be in small case letters and with underline (“_”) instead of spaces. For example, the city “Las Vegas” should have the IDlas_vegas”.
In case of a rural business: Internal name of the production (make sure, this is the same in your *.tmx file). As an example for your first grain production, it would be “grain1”.
DisplayName
In case of a city: The city's actual name (currently, this might not work correctly and thus, it is recommended to check manually that the DisplayName has its correct value in Tome). The text of this is allowed to include capital letters and spaces. For example, the city “Las Vegas” should have the DisplayNameLas Vegas”.
In case of a rural business: The production’s actual name (currently, this might not work correctly and thus, it is recommended to check manually that the DisplayName has its correct value in Tome). The text is basically the same as the ID, but you should start with a capital letter. For example, your first grain production would be named “Grain1”.
NameId
In case of a city: This line is referencing the pre-defined string ID to give the city a name from our localisation database (but must be empty if you are using a custom input). In case you want to use an existing sting from our database you can simply add the city’s name in capital letters to this sting: “ID_CITY_”. So, for example, the NameID of the city “Dodge City” (as it is already existing in-game) would be “ID_CITY_DODGE_CITY”. Keep in mind that you have to ignore any special characters and that you have to use an underline (“_”) instead of a space (e.g. “St. Louis” becomes “ST_LOUIS”). If you want to use a custom string, you might have a closer look at How to edit an existing city?.
In case of a rural business: This line is referencing the pre-defined string ID to give the production a name from our localisation database (name for the production’s type). The string always starts with “ID_NAME_LAND_” and ends with a consecutive numbering (lowest value is 00; max value is 69; if exceeded start with 00 again).
TownFoundedThe city's founding year (should not have an impact in-game).
TownActiveState of the city (true or false). If a town is passive, its number of inhabitants will not change until it will be activated by either the storyline or by erecting a station in that city. As soon as the city is connected and becomes active it will gain a bonus of 10% on its fulfilment of demand until they reach 20,000 inhabitants.
TownFactory0 / TownFactory1 / TownFactory21st, 2nd or 3rd pre-defined production.
TownPopulationThe city's population

ProductionSiteFactory:
The production’s site is defined by a string consisting of two parts: the type of production and “Factory” added to the end. For example, all your grain productions would have the string: “GrainFactory” (note the capital letters at the beginning of the words). Here is a list of all options for rural businesses and their in-game text:

GrainFactoryFarm *
CattleFactoryRanching *
CornFactoryFarm *
WoodFactoryClearing *
WoolFactoryFarm *
SugarFactoryFarm *
MilkFactoryRanching *
VegetablesFactoryFarm *
FruitsFactoryFarm *
CoalFactoryMine *
IronFactoryMine *
SaltFactoryPothole *
ClayFactoryPothole *
ConcreteFactoryPothole *
OilFactoryDrilling *

*) All in-game text will be translated to any of the supported languages automatically

The SiteStatus will define the state of the rural business which can be adjusted with the following parameters:

Active (default)a regular production
Inactiveappears like a regular production, but does not produce anything; must have a connection to a city; becomes active once the connected city (required!) grows to >20,000 inhabitants
Passive(not working) unlocked by storyline
Unusedproduction will appear at all

ProductionSiteTypeNameIdPretty much like NameId, but needs a type as well. The string always starts with “ID_NAME_TYP”, followed by in indicator for the type (A, B, C, D, E, or F) and an index number at the end.

With this knowledge you can assign a string by using one of the following stings (String ID; type; in-game text):

ID_NAME_TYPA_00FarmFarm *
ID_NAME_TYPA_01FarmManor *
ID_NAME_TYPA_02FarmEstate *
ID_NAME_TYPA_03FarmPreserve *
ID_NAME_TYPB_00RanchingBreeding *
ID_NAME_TYPB_01RanchingFattening *
ID_NAME_TYPB_02RanchingRanch *
ID_NAME_TYPB_03RanchingCattle *
ID_NAME_TYPC_00ClearingLogging *
ID_NAME_TYPC_01ClearingForest aisles *
ID_NAME_TYPC_02ClearingClearing *
ID_NAME_TYPC_03ClearingChopping *
ID_NAME_TYPD_00MineQuarry *
ID_NAME_TYPD_01MineColliery *
ID_NAME_TYPD_02MinePit *
ID_NAME_TYPD_03MineMine *
ID_NAME_TYPE_00PotholeWell *
ID_NAME_TYPE_01PotholeHollow *
ID_NAME_TYPE_02PotholeTrough *
ID_NAME_TYPE_03PotholeDitch *
ID_NAME_TYPF_00DrillingDrill hole *
ID_NAME_TYPF_01DrillingCountryside *
ID_NAME_TYPF_02DrillingField *
ID_NAME_TYPF_03DrillingArea *

*) All in-game text will be translated to any of the supported languages automatically


About commodities


The pre-defined productions of a city should be self explaining by their names. Here is a list:

MeatFactory (produces Leather as well)
BeerFactory
ClothFactory
ClothingFactory
LumberFactory
AlcoholFactory
CheeseFactory
PaperFactory
ToolsFactory
PotteryFactory
FurnitureFactory
ChemicalsFactory
SteelFactory
CansFactory
PetroleumFactory
CandyFactory
NewspapersFactory
CandiesFactory
GasolineFactory
AutomobilesFactory

However, there is no need to define all three of those factories and it would even work with no factories defined at all.

Certain groups of commodities are important for balancing. Here is is list showing the dependencies:

Group 0Grain, Cattle, Corn, Wood, Meat and Beer
Group 1Wool, Sugar, Milk, Vegetables and Fruits
Group 2Coal, Iron, Salt, Clay, Concrete and Oil