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Epsilon Part 1 Story Format

Game version: 1.32a

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Library table: Epsilon Part 1 Story Format (ID 2)  ·  S&S Editor slot: 6  ·  Template: 6 epsilon_part_1_story_format.csv

The Epsilon format is Delta split over two tables so decision EFFECTS can be authored separately (Part 2). Part 1 defines the story, its sentences and up to 4 decisions; Part 2 (matched by NAME + decision number) holds each decision's IF/SET/text effects. The decision block (cols 14-27) repeats 4x with a 14-column stride (Decision 2 = 28-41, 3 = 42-55, 4 = 56-69).

Scope & logic

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

Logic-bearing columns (build-time scope-checked): if, set

Columns

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

Col Name Description
0 NAME Name — unique id used by Part 2 to attach decision effects ($-wrapped / library-prefixed).
1 TITLE Title — shown atop the story (limited UDS).
2 TYPE TYPE — the instance/scope this story runs in (selects which flags resolve; see Logic Scopes — what's available where). Values: 0 = global / national; 1 = org; 2 = diplomatic (per other regime); 3 = zone (ZONEID/ZONEKEY resolve); 4 = character; 5 = unit (non-HQ); 6 = unit-commander (HQ); 7 = trade
3 IF IF — story is a candidate when blank or this tests >0.
4 Storygroup ID Story Group ID — obligatory; must reference an existing Story Group.
5 SET SET — run when the story is DISPLAYED (TEMP setup only; for once-per-turn use Part 2 / immediate logic).
6 SENTENCE1regular SENTENCE1regular — opening text (UDS). Sentences 2-3 follow (cols 7-12; use the 'regular' column, ignore witty/lowIq).
7 SENTENCE2regular
8 SENTENCE2witty
9 SENTENCE2lowIq
10 SENTENCE3regular
11 SENTENCE3witty
12 SENTENCE3lowIq
13 KEY QUESTION Key Question — text between the sentences and the decisions.
14 DECISION1 TEXT DECISION1 TEXT — the decision button (blank = no decision here).
15 REGIMEKEY Regime Key — optional extra cost key (credits, PP); col 16 is the qty.
16 QTY
17 TRAIT1A TRAIT1A — optional Regime Profile for the leader's attitude; col 18 is its delta. Cols 19-20 are an optional 2nd trait.
18 TRAIT DELTA
19 TRAIT 1B
20 TRAIT DELTA
21 ADVISE1A_TEXT ADVISE1A_TEXT — advice speech bubble; col 22 is its talk code (1 = REGULAR; see Talk Codes). Advice B/C in 23-26.
22 ADVISE1A_TALKCODE
23 ADVISE1B_TEXT (sardonic)
24 ASVISE1B_TALKCODE
25 ADVISE1C_TEXT (auth+demo)
26 ADVISE1C_TALKCODE
27 RESULT1_SUCCES_TEXT RESULT1_SUCCES_TEXT — Epsilon decisions always succeed; this text shows after the pick, then Part 2's text follows.
28 DECISION2 TEXT
29 REGIMEKEY
30 QTY
31 TRAIT2A
32 TRAIT DELTA
33 TRAIT 2B
34 TRAIT DELTA
35 ADVISE2A_TEXT
36 ADVISE2A_TALKCODE
37 ADVISE2B_TEXT (sardonic)
38 ASVISE2B_TALKCODE
39 ADVISE2C_TEXT
40 ADVISE2C_TALKCODE
41 RESULT2_SUCCES_TEXT
42 DECISION3 TEXT
43 REGIMEKEY
44 QTY
45 TRAIT3A
46 TRAIT DELTA
47 TRAIT 3B
48 TRAIT DELTA
49 ADVISE3A_TEXT
50 ADVISE3A_TALKCODE
51 ADVISE3B_TEXT
52 ASVISE3B_TALKCODE
53 ADVISE3C_TEXT
54 ADVISE3C_TALKCODE
55 RESULT3_SUCCES_TEXT
56 DECISION4 TEXT
57 REGIMEKEY
58 QTY
59 TRAIT4A
60 TRAIT DELTA
61 TRAIT 4B
62 TRAIT DELTA
63 ADVISE4A_TEXT
64 ADVISE4A_TALKCODE
65 ADVISE4B_TEXT
66 ASVISE4B_TALKCODE
67 ADVISE4C_TEXT
68 ADVISE4C_TALKCODE
69 RESULT4_SUCCES_TEXT
70 DEFAULT DECISION NUMBER Default Decision number — the secretary's pick if the player skips.
71 MAX_1_INSTANCE_WEIGHT Max-1-instance weight — if >0, only one instance from this group gets the story; the value is a selection weight (higher wins).

Notes

  • Author each decision's effects in Epsilon Part 2, matched by Name + decision number.

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