Class Kingdom
- Namespace
- TaleWorlds.CampaignSystem
- Assembly
- TaleWorlds.CampaignSystem.dll
public sealed class Kingdom : MBObjectBase, IFaction
- Inheritance
-
Kingdom
- Implements
- Inherited Members
Constructors
Kingdom()
public Kingdom()
Fields
PoliticalStagnation
[SaveableField(23)]
public int PoliticalStagnation
Field Value
Properties
ActivePolicies
public IList<PolicyObject> ActivePolicies { get; }
Property Value
Aggressiveness
public float Aggressiveness { get; }
Property Value
All
public static MBReadOnlyList<Kingdom> All { get; }
Property Value
AllParties
public IEnumerable<MobileParty> AllParties { get; }
Property Value
AlternativeColor
[SaveableProperty(11)]
public uint AlternativeColor { get; }
Property Value
AlternativeColor2
[SaveableProperty(12)]
public uint AlternativeColor2 { get; }
Property Value
Armies
public MBReadOnlyList<Army> Armies { get; }
Property Value
Banner
[SaveableProperty(16)]
public Banner Banner { get; }
Property Value
BasicTroop
public CharacterObject BasicTroop { get; }
Property Value
Clans
public MBReadOnlyList<Clan> Clans { get; }
Property Value
Color
[SaveableProperty(9)]
public uint Color { get; }
Property Value
Color2
[SaveableProperty(10)]
public uint Color2 { get; }
Property Value
Culture
[SaveableProperty(6)]
public CultureObject Culture { get; }
Property Value
DailyCrimeRatingChange
public float DailyCrimeRatingChange { get; }
Property Value
DailyCrimeRatingChangeExplained
public ExplainedNumber DailyCrimeRatingChangeExplained { get; }
Property Value
DistanceToClosestNonAllyFortification
public float DistanceToClosestNonAllyFortification { get; }
Property Value
EncyclopediaLink
public string EncyclopediaLink { get; }
Property Value
EncyclopediaLinkWithName
public TextObject EncyclopediaLinkWithName { get; }
Property Value
EncyclopediaRulerTitle
[SaveableProperty(5)]
public TextObject EncyclopediaRulerTitle { get; }
Property Value
EncyclopediaText
[SaveableProperty(3)]
public TextObject EncyclopediaText { get; }
Property Value
EncyclopediaTitle
[SaveableProperty(4)]
public TextObject EncyclopediaTitle { get; }
Property Value
FactionMidSettlement
public Settlement FactionMidSettlement { get; }
Property Value
Fiefs
public MBReadOnlyList<Town> Fiefs { get; }
Property Value
Heroes
public MBReadOnlyList<Hero> Heroes { get; }
Property Value
InformalName
[SaveableProperty(2)]
public TextObject InformalName { get; }
Property Value
InitialHomeLand
[SaveableProperty(17)]
public Settlement InitialHomeLand { get; }
Property Value
InitialPosition
public Vec2 InitialPosition { get; }
Property Value
IsBanditFaction
public bool IsBanditFaction { get; }
Property Value
IsClan
public bool IsClan { get; }
Property Value
IsEliminated
public bool IsEliminated { get; }
Property Value
IsMapFaction
public bool IsMapFaction { get; }
Property Value
IsMinorFaction
public bool IsMinorFaction { get; }
Property Value
IsOutlaw
public bool IsOutlaw { get; }
Property Value
IsRebelClan
public bool IsRebelClan { get; }
Property Value
KingdomBudgetWallet
public int KingdomBudgetWallet { get; set; }
Property Value
LabelColor
[SaveableProperty(8)]
public uint LabelColor { get; }
Property Value
LastArmyCreationDay
[SaveableProperty(19)]
public int LastArmyCreationDay { get; }
Property Value
LastKingdomDecisionConclusionDate
[SaveableProperty(28)]
public CampaignTime LastKingdomDecisionConclusionDate { get; }
Property Value
LastMercenaryOfferTime
[SaveableProperty(41)]
public CampaignTime LastMercenaryOfferTime { get; set; }
Property Value
Leader
public Hero Leader { get; }
Property Value
Lords
public MBReadOnlyList<Hero> Lords { get; }
Property Value
MainHeroCrimeRating
[SaveableProperty(15)]
public float MainHeroCrimeRating { get; set; }
Property Value
MapFaction
public IFaction MapFaction { get; }
Property Value
MercenaryWallet
[SaveableProperty(70)]
public int MercenaryWallet { get; }
Property Value
Name
[SaveableProperty(1)]
public TextObject Name { get; }
Property Value
NotAttackableByPlayerUntilTime
[SaveableProperty(50)]
public CampaignTime NotAttackableByPlayerUntilTime { get; set; }
Property Value
PrimaryBannerColor
[SaveableProperty(13)]
public uint PrimaryBannerColor { get; }
Property Value
RulingClan
public Clan RulingClan { get; set; }
Property Value
SecondaryBannerColor
[SaveableProperty(14)]
public uint SecondaryBannerColor { get; }
Property Value
Settlements
public MBReadOnlyList<Settlement> Settlements { get; }
Property Value
Stances
public IEnumerable<StanceLink> Stances { get; }
Property Value
TotalStrength
public float TotalStrength { get; }
Property Value
TributeWallet
public int TributeWallet { get; set; }
Property Value
UnresolvedDecisions
public MBReadOnlyList<KingdomDecision> UnresolvedDecisions { get; }
Property Value
Villages
public MBReadOnlyList<Village> Villages { get; }
Property Value
WarPartyComponents
public MBReadOnlyList<WarPartyComponent> WarPartyComponents { get; }
Property Value
Methods
AddDecision(KingdomDecision, bool)
public void AddDecision(KingdomDecision kingdomDecision, bool ignoreInfluenceCost = false)
Parameters
kingdomDecision
KingdomDecisionignoreInfluenceCost
bool
AddPolicy(PolicyObject)
public void AddPolicy(PolicyObject policy)
Parameters
policy
PolicyObject
AfterLoad()
protected override void AfterLoad()
AutoGeneratedInstanceCollectObjects(List<object>)
protected override void AutoGeneratedInstanceCollectObjects(List<object> collectedObjects)
Parameters
ChangeKingdomName(TextObject, TextObject)
public void ChangeKingdomName(TextObject name, TextObject informalName)
Parameters
name
TextObjectinformalName
TextObject
CreateArmy(Hero, Settlement, ArmyTypes)
public void CreateArmy(Hero armyLeader, Settlement targetSettlement, Army.ArmyTypes selectedArmyType)
Parameters
armyLeader
HerotargetSettlement
SettlementselectedArmyType
Army.ArmyTypes
CreateKingdom(string)
public static Kingdom CreateKingdom(string stringID)
Parameters
stringID
string
Returns
Deserialize(MBObjectManager, XmlNode)
public override void Deserialize(MBObjectManager objectManager, XmlNode node)
Parameters
objectManager
MBObjectManagernode
XmlNode
GetStanceWith(IFaction)
public StanceLink GetStanceWith(IFaction other)
Parameters
other
IFaction
Returns
HasPolicy(PolicyObject)
public bool HasPolicy(PolicyObject policy)
Parameters
policy
PolicyObject
Returns
InitializeKingdom(TextObject, TextObject, CultureObject, Banner, uint, uint, Settlement, TextObject, TextObject, TextObject)
public void InitializeKingdom(TextObject name, TextObject informalName, CultureObject culture, Banner banner, uint kingdomColor1, uint kingdomColor2, Settlement initialHomeland, TextObject encyclopediaText, TextObject encyclopediaTitle, TextObject encyclopediaRulerTitle)
Parameters
name
TextObjectinformalName
TextObjectculture
CultureObjectbanner
BannerkingdomColor1
uintkingdomColor2
uintinitialHomeland
SettlementencyclopediaText
TextObjectencyclopediaTitle
TextObjectencyclopediaRulerTitle
TextObject
IsAtWarWith(IFaction)
public bool IsAtWarWith(IFaction other)
Parameters
other
IFaction
Returns
OnFiefRemoved(Town)
public void OnFiefRemoved(Town fief)
Parameters
fief
Town
OnFortificationAdded(Town)
public void OnFortificationAdded(Town fief)
Parameters
fief
Town
OnHeroAdded(Hero)
public void OnHeroAdded(Hero hero)
Parameters
hero
Hero
OnHeroRemoved(Hero)
public void OnHeroRemoved(Hero hero)
Parameters
hero
Hero
OnKingdomDecisionConcluded()
public void OnKingdomDecisionConcluded()
OnNewGameCreated(CampaignGameStarter)
public void OnNewGameCreated(CampaignGameStarter starter)
Parameters
starter
CampaignGameStarter
OnWarPartyAdded(WarPartyComponent)
public void OnWarPartyAdded(WarPartyComponent warPartyComponent)
Parameters
warPartyComponent
WarPartyComponent
OnWarPartyRemoved(WarPartyComponent)
public void OnWarPartyRemoved(WarPartyComponent warPartyComponent)
Parameters
warPartyComponent
WarPartyComponent
ReactivateKingdom()
public void ReactivateKingdom()
RemoveDecision(KingdomDecision)
public void RemoveDecision(KingdomDecision kingdomDecision)
Parameters
kingdomDecision
KingdomDecision
RemovePolicy(PolicyObject)
public void RemovePolicy(PolicyObject policy)
Parameters
policy
PolicyObject
ToString()
public override string ToString()
Returns
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).