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.