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Ferdinand Story Format

Game version: 1.32a

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Library table: Ferdinand Story Format (ID 4)  ·  S&S Editor slot: 12  ·  Template: 12 ferdinand_story_format.csv

A Delta-like story format built for MAJOR DIPLOMATIC stories (use INSTANCETYPE 2 / diplomatic). Two things make it special: the opening sentence has a per-IDEOLOGY variant (cols 5-13, one for each of the 9 major AI types) so the controlling faction gets tailored text; and each decision resolves as a SUCCESS or FAILURE via a difficulty/roll (cols _DIFFICULTY/_ROLL) with separate success/failure text and SET logic. It also supports enemy-leader advice (cols 151-157). The decision block (cols 15-36) repeats 4x with a 22-column stride (Decision 2 = 37-58, 3 = 59-80, 4 = 81-102).

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_success_set, decisions[].result_failure_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.
1 TITLE Title (limited UDS).
2 INSTANCETYPE INSTANCETYPE — use 2 (diplomatic); Ferdinand is meant for per-other-regime major-diplomacy stories. See Logic Scopes — what's available where. Values: 2 = diplomatic (per other regime) — the intended type for Ferdinand
3 IF IF — candidate gate (blank or >0).
4 SET SET — run on display (TEMP setup).
5 SENTENCE1 : Isolationists SENTENCE1 per ideology — cols 5-13 are the opening sentence for each major AI type: Isolationists, Expansionists, Federalists, Realpolitik, Syndic, Corporatist, Doctrine, Crusade, Humanist (in that column order). The controlling faction's variant is shown.
6 SENTENCE1 : Expansionists
7 SENTENCE1 : Federalists
8 SENTENCE1 : Realpolitik
9 SENTENCE1 : Syndic
10 SENTENCE1 : Corporatist
11 SENTENCE1 : Doctrine
12 SENTENCE1 : Crusade
13 SENTENCE1 : Humanist
14 KEY QUESTION Key Question — text between sentences and decisions.
15 DECISION1_IF DECISION1_IF — decision offered when blank or >0.
16 DECISION1 TEXT DECISION1 TEXT — the button (blank = no decision).
17 REGIMEKEY Regime Key / qty (cols 17-18) — optional extra cost; trait A/B in cols 19-22; advice A/B/C in cols 23-28 (talk code beside each; see Talk Codes).
18 QTY
19 TRAIT1A
20 TRAIT DELTA
21 TRAIT 1B
22 TRAIT DELTA
23 ADVISE1A_TEXT
24 ADVISE1A_TALKCODE
25 ADVISE1B_TEXT
26 ASVISE1B_TALKCODE
27 ADVISE1C_TEXT
28 ADVISE1C_TALKCODE
29 RESULT1_DIFFICULTY RESULT1_DIFFICULTY — difficulty for the success/failure roll.
30 RESULT1_ROLL RESULT1_ROLL — the roll evaluated against difficulty.
31 RESULT1_FAILURE_TEXT RESULT1_FAILURE_TEXT / SUCCES_TEXT (cols 31-32) — text shown on failure / success.
32 RESULT1_SUCCES_TEXT
33 RESULT1_FAILURE_SET RESULT1_FAILURE_SET / SUCCES_SET (cols 33-34) — SET logic run on failure / success (scope-checked).
34 RESULT1_SUCCES_SET
35 RESULT_IF RESULT_IF / RESULT_IF_SET (cols 35-36) — an extra conditional effect after the decision.
36 RESULT_IF_SET
37 DECISION2_IF
38 DECISION2 TEXT
39 REGIMEKEY
40 QTY
41 TRAIT2A
42 TRAIT DELTA
43 TRAIT 2B
44 TRAIT DELTA
45 ADVISE2A_TEXT
46 ADVISE2A_TALKCODE
47 ADVISE2B_TEXT (sardonic)
48 ASVISE2B_TALKCODE
49 ADVISE2C_TEXT
50 ADVISE2C_TALKCODE
51 RESULT2_DIFFICULTY
52 RESULT2_ROLL
53 RESULT2_FAILURE_TEXT
54 RESULT2_SUCCES_TEXT
55 RESULT2_FAILURE_SET
56 RESULT2_SUCCES_SET
57 RESULT_IF
58 RESULT_IF_SET
59 DECISION3_IF
60 DECISION3 TEXT
61 REGIMEKEY
62 QTY
63 TRAIT3A
64 TRAIT DELTA
65 TRAIT 3B
66 TRAIT DELTA
67 ADVISE3A_TEXT
68 ADVISE3A_TALKCODE
69 ADVISE3B_TEXT
70 ASVISE3B_TALKCODE
71 ADVISE3C_TEXT
72 ADVISE3C_TALKCODE
73 RESULT3_DIFFICULTY
74 RESULT3_ROLL
75 RESULT3_FAILURE_TEXT
76 RESULT3_SUCCES_TEXT
77 RESULT3_FAILURE_SET
78 RESULT3_SUCCES_SET
79 RESULT_IF
80 RESULT_IF_SET
81 DECISION4_IF
82 DECISION4 TEXT
83 REGIMEKEY
84 QTY
85 TRAIT4A
86 TRAIT DELTA
87 TRAIT 4B
88 TRAIT DELTA
89 ADVISE4A_TEXT
90 ADVISE4A_TALKCODE
91 ADVISE4B_TEXT
92 ASVISE4B_TALKCODE
93 ADVISE4C_TEXT
94 ADVISE4C_TALKCODE
95 RESULT4_DIFFICULTY
96 RESULT4_ROLL
97 RESULT4_FAILURE_TEXT
98 RESULT4_SUCCES_TEXT
99 RESULT4_FAILURE_SET
100 RESULT4_SUCCES_SET
101 RESULT_IF
102 RESULT_IF_SET
103 DEFAULT DECISION NUMBER Default Decision number.
104 TRAITSNOTASPROFILE Traits-not-as-profile.
105 MAXRUNS Max runs.
106 STORY GROUP ID Story Group ID.
107 COMPLEX_SPECIAL Complex special.
108 MAX_1_INSTANCE_WEIGHT Max-1-instance weight.
109 AFTER_DEC_ALL_LOGIC_CHECK after_dec_all_logic block (check/set/text) — repeats 6x (cols 109-126); runs after a decision (scope-checked).
110 AFTER_DEC_ALL_LOGIC_SET
111 AFTER_DEC_ALL_LOGIC_TEXT
112 AFTER_DEC_ALL_LOGIC_CHECK
113 AFTER_DEC_ALL_LOGIC_SET
114 AFTER_DEC_ALL_LOGIC_TEXT
115 AFTER_DEC_ALL_LOGIC_CHECK
116 AFTER_DEC_ALL_LOGIC_SET
117 AFTER_DEC_ALL_LOGIC_TEXT
118 AFTER_DEC_ALL_LOGIC_CHECK
119 AFTER_DEC_ALL_LOGIC_SET
120 AFTER_DEC_ALL_LOGIC_TEXT
121 AFTER_DEC_ALL_LOGIC_CHECK
122 AFTER_DEC_ALL_LOGIC_SET
123 AFTER_DEC_ALL_LOGIC_TEXT
124 AFTER_DEC_ALL_LOGIC_CHECK
125 AFTER_DEC_ALL_LOGIC_SET
126 AFTER_DEC_ALL_LOGIC_TEXT
127 IMMEDIATE_LOGIC_CHECK immediate_logic block (check/set) — repeats 6x (cols 127-138); runs once per turn while present (scope-checked).
128 IMMEDIATE_LOGIC_SET
129 IMMEDIATE_LOGIC_CHECK
130 IMMEDIATE_LOGIC_SET
131 IMMEDIATE_LOGIC_CHECK
132 IMMEDIATE_LOGIC_SET
133 IMMEDIATE_LOGIC_CHECK
134 IMMEDIATE_LOGIC_SET
135 IMMEDIATE_LOGIC_CHECK
136 IMMEDIATE_LOGIC_SET
137 IMMEDIATE_LOGIC_CHECK
138 IMMEDIATE_LOGIC_SET
139 IMMEDIATE_CINEMATIC_CHECK immediate cinematic blocks (check/title/text/illustr/background/gui_mode) — 2x (cols 139-150).
140 IMMEDIATE_CINEMATIC_TITLE
141 IMMEDIATE_CINEMATIC_TEXT
142 IMMEDIATE_CINEMATIC_ILLUSTR
143 IMMEDIATE_CINEMATIC_BACKGROUND_ILLUSTR
144 IMMEDIATE_CINEMATIC_GUI_MODE
145 IMMEDIATE_CINEMATIC_CHECK
146 IMMEDIATE_CINEMATIC_TITLE
147 IMMEDIATE_CINEMATIC_TEXT
148 IMMEDIATE_CINEMATIC_ILLUSTR
149 IMMEDIATE_CINEMATIC_BACKGROUND_ILLUSTR
150 IMMEDIATE_CINEMATIC_GUI_MODE
151 ENEMYLEADERDECISION Enemy-leader decision + enemy-leader advice A/B/C (cols 151-157) — the opposing leader's reaction text/talkcodes.
152 ENEMYLEADERA_TEXT
153 ENEMYLEADERA_TALKCODE
154 ENEMYLEADERB_TEXT (sardonic)
155 ENEMYLEADERB_TALKCODE
156 ENEMYLEADERC_TEXT
157 ENEMYLEADERC_TALKCODE
158 Max Runs Per Instance Max runs per instance.

Notes


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