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Delta Story Format

Game version: 1.32a

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Library table: Delta Story Format (ID 1)  ·  S&S Editor slot: 1  ·  Template: 1 delta_story_format.csv

Each row is a Story with up to 4 Decisions. The Delta format is the workhorse story table; Epsilon (split over 2 tables), Ferdinand (major-diplomacy) and Gustav (hooks/linked) are variants with the same column ideas. A story is instanced per the INSTANCETYPE scope (col 2), offered when its IF (col 3) passes, and its decisions drive result logic. The decision block (cols 15-32) repeats 4x with an 18-column stride (Decision 2 = 33-50, Decision 3 = 51-68, Decision 4 = 69-86).

Scope & logic

Per-row, selected by the instance_type column (story scopes — see Logic Scopes — what's available where).

Logic-bearing columns (build-time scope-checked): if, set, decisions[].if, decisions[].result_set, decisions[].result_if, decisions[].result_if_set, after_dec_logic[].check, after_dec_logic[].set, immediate_logic[].check, immediate_logic[].set, cinematics[].check

Columns

Column names + count are read from the live template (the game's own headers); descriptions are curated.

Col Name Description
0 COMPLEX STORY ID Complex Story ID — blank/0 to not use Complex Stories (see the story-group complex limit).
1 TITLE Title — shown atop the story document and in the list. Limited UDS coding.
2 INSTANCETYPE INSTANCETYPE — the scope this story is instanced in (selects which flags resolve; see Logic Scopes — what's available where). Values: 0 = global / national (secretary); 1 = org (per org, org leader); 2 = diplomatic (per other regime; sets TARGETREGIMEID/TARGETWAR/…); 3 = zone (per owned zone; ZONEID/ZONEKEY resolve here); 4 = character (per character); 5 = unit (per historical unit, non-HQ); 6 = unit-commander (per historical unit, HQ); 7 = trade (per trade; sets TRADEID)
3 IF IF — story is a candidate when blank or this tests >0 (e.g. dth(1,100)<10). Scope-checked: flags must be available in the col-2 scope.
4 SET SET — executed when the story is DISPLAYED (use for TEMP1.. setup only). For once-per-turn-while-present logic use Immediate Logic Set further along the row.
5 SENTENCE1regular SENTENCE1regular — default opening text after the title (UDS coding allowed). Cols 6-7 are witty/low-IQ variants; sentences 2-3 follow (cols 8-13).
6 SENTENCE1witty
7 SENTENCE1lowIq
8 SENTENCE2regular
9 SENTENCE2witty
10 SENTENCE2lowIq
11 SENTENCE3regular
12 SENTENCE3witty
13 SENTENCE3lowIq
14 KEY QUESTION KEY QUESTION — text placed between the sentences and the decisions.
15 DECISION1_IF DECISION1_IF — IF gate; the decision is offered when blank or >0.
16 DECISION1 TEXT DECISION1 TEXT — the decision button text (blank = no decision here).
17 REGIMEKEY REGIMEKEY — optional extra cost key to pick this decision (e.g. credits, PP). Col 18 is the qty.
18 QTY
19 TRAIT1A TRAIT1A — optional Regime Profile used to compute the leader's attitude to this decision; col 20 is its delta. Cols 21-22 are an optional second trait.
20 TRAIT DELTA
21 TRAIT 1B
22 TRAIT DELTA
23 ADVISE1A_TEXT ADVISE1A_TEXT — advice speech-bubble text; col 24 is its talk code (use 1; see Talk Codes). Advice B/C in cols 25-28.
24 ADVISE1A_TALKCODE
25 ADVISE1B_TEXT (sardonic)
26 ASVISE1B_TALKCODE
27 ADVISE1C_TEXT (auth+demo)
28 ADVISE1C_TALKCODE
29 RESULT1_SUCCES_TEXT RESULT1_SUCCES_TEXT — text shown after this decision is chosen.
30 RESULT_SET RESULT_SET — SET logic run when this decision is chosen (effect logic; scope-checked).
31 RESULT_IF RESULT_IF — optional IF gating the RESULT_IF_SET (col 32).
32 RESULT_IF_SET
33 DECISION2_IF
34 DECISION2 TEXT
35 REGIMEKEY
36 QTY
37 TRAIT2A
38 TRAIT DELTA
39 TRAIT 2B
40 TRAIT DELTA
41 ADVISE2A_TEXT
42 ADVISE2A_TALKCODE
43 ADVISE2B_TEXT (sardonic)
44 ASVISE2B_TALKCODE
45 ADVISE2C_TEXT
46 ADVISE2C_TALKCODE
47 RESULT2_SUCCES_TEXT
48 RESULT_SET
49 RESULT_IF
50 RESULT_IF_SET
51 DECISION3_IF
52 DECISION3 TEXT
53 REGIMEKEY
54 QTY
55 TRAIT3A
56 TRAIT DELTA
57 TRAIT 3B
58 TRAIT DELTA
59 ADVISE3A_TEXT
60 ADVISE3A_TALKCODE
61 ADVISE3B_TEXT
62 ASVISE3B_TALKCODE
63 ADVISE3C_TEXT
64 ADVISE3C_TALKCODE
65 RESULT3_SUCCES_TEXT
66 RESULT_SET
67 RESULT_IF
68 RESULT_IF_SET
69 DECISION4_IF
70 DECISION4 TEXT
71 REGIMEKEY
72 QTY
73 TRAIT4A
74 TRAIT DELTA
75 TRAIT 4B
76 TRAIT DELTA
77 ADVISE4A_TEXT
78 ADVISE4A_TALKCODE
79 ADVISE4B_TEXT
80 ASVISE4B_TALKCODE
81 ADVISE4C_TEXT
82 ADVISE4C_TALKCODE
83 RESULT4_SUCCES_TEXT
84 RESULT_SET
85 RESULT_IF
86 RESULT_IF_SET
87 DEFAULT DECISION NUMBER Default Decision number — the secretary's pick if the player skips the turn.
88 TRAITSNOTASPROFILE Traits-not-as-profile flag.
89 MAXRUNS Max runs — how many times this story may run (1 typical).
90 STORY GROUP ID Story Group ID — the group that gates how many of these run per turn (must exist).
91 COMPLEX_SPECIAL Complex special.
92 MAX_1_INSTANCE_WEIGHT Max weight — selection weight when multiple stories qualify (also the 'max 1 instance' weight).
93 AFTER_DEC_ALL_LOGIC_CHECK
94 AFTER_DEC_ALL_LOGIC_SET
95 AFTER_DEC_ALL_LOGIC_TEXT
96 AFTER_DEC_ALL_LOGIC_CHECK
97 AFTER_DEC_ALL_LOGIC_SET
98 AFTER_DEC_ALL_LOGIC_TEXT
99 AFTER_DEC_ALL_LOGIC_CHECK
100 AFTER_DEC_ALL_LOGIC_SET
101 AFTER_DEC_ALL_LOGIC_TEXT
102 AFTER_DEC_ALL_LOGIC_CHECK
103 AFTER_DEC_ALL_LOGIC_SET
104 AFTER_DEC_ALL_LOGIC_TEXT
105 AFTER_DEC_ALL_LOGIC_CHECK
106 AFTER_DEC_ALL_LOGIC_SET
107 AFTER_DEC_ALL_LOGIC_TEXT
108 AFTER_DEC_ALL_LOGIC_CHECK
109 AFTER_DEC_ALL_LOGIC_SET
110 AFTER_DEC_ALL_LOGIC_TEXT
111 IMMEDIATE_LOGIC_CHECK
112 IMMEDIATE_LOGIC_SET
113 IMMEDIATE_LOGIC_CHECK
114 IMMEDIATE_LOGIC_SET
115 IMMEDIATE_LOGIC_CHECK
116 IMMEDIATE_LOGIC_SET
117 IMMEDIATE_LOGIC_CHECK
118 IMMEDIATE_LOGIC_SET
119 IMMEDIATE_LOGIC_CHECK
120 IMMEDIATE_LOGIC_SET
121 IMMEDIATE_LOGIC_CHECK
122 IMMEDIATE_LOGIC_SET
123 IMMEDIATE_CINEMATIC_CHECK
124 IMMEDIATE_CINEMATIC_TITLE
125 IMMEDIATE_CINEMATIC_TEXT
126 IMMEDIATE_CINEMATIC_ILLUSTR
127 IMMEDIATE_CINEMATIC_BACKGROUND_ILLUSTR
128 IMMEDIATE_CINEMATIC_GUI_MODE
129 IMMEDIATE_CINEMATIC_CHECK
130 IMMEDIATE_CINEMATIC_TITLE
131 IMMEDIATE_CINEMATIC_TEXT
132 IMMEDIATE_CINEMATIC_ILLUSTR
133 IMMEDIATE_CINEMATIC_BACKGROUND_ILLUSTR
134 IMMEDIATE_CINEMATIC_GUI_MODE

Notes

  • After the tail come repeating logic/cinematic blocks: after_dec_logic (check/set/text), immediate_logic (check/set), cinematics (check/title/text/illustr/bg/gui_mode). immediate_logic runs once per turn while the story is present; after_dec_logic runs after a decision. Both are scope-checked.

  • ZONEKEY is safe in immediate_logic but NOT in after_dec_logic (it Mid()-errors there) — stash zone stats into REGKEYs from immediate_logic.


This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.