Modding: Race Prefixes

***You can use the generator in Modders Toolbox instead,but this option has sorta more options.***

**RaceSuffix.txt**

Race Prefixes found in the ironically inacurate race suffix.txt are the things added before a race to give them different effects/strengths/unit names and personalities. As of 0.7.5.1 this file has been split into two parts and arranged in alphabetical order.

```
1.Deep .4.15.1.0.0.0.0.0.0.its people come from the deep

```

The above is a random line from this file, there's quite a lot of data here so lets get to work.

The first number indicates if the prefix is something that can be added to, or if it's something that is added on, '1' indicates important traits or origins of the races, so for example Tundra Elves, Dark Elves, Void Elves. As opposed to Blind Elves, Brooding Elves and Berserk Elves. You can have all of these but the latter three are not able to be added on to, Brooding Berserk Elves sounds a little off but Berserk Stone Elves fits better.

The second bit of data is of course the name of the prefix, followed !IMPORTANTLY! by a space before the new '.' unless you are going for something like Arch-Elves, in which case it looks like this

```
1.Arch-.0.3.4.0.0.1.1.0.0.its people are very powerful and the first of their kind

```

Now the numbers. The first one is obsolete so leave it as a zero, the second and third are to do with battlescore so the first number is the battlescore modifying number and the second is the action.

*Battlescore actions*

* 1 - Adds the previous number to the battlescore of the race
* 2 - Takes the previous number from the battlescore of the race
* 3 - Divides the previous number of the battlescore of the race
* 4 - Multiplies the previous number of the battlescore of the race
* 5 - Sets the battlescore of the race to the number

So for example '1.Blah.0.10.1.' The Blah prefix would add 10 battlescore to the races total, but '2.Hah.0.20.2.' The Hah prefix would take 20 from the battlescore.

The fourth and fifth numbers are for the population of the race in a similar fashion to the above

*Population actions*

* 1 - Adds the previous number to the population of the race
* 2 - Takes the previous number from the population of the race
* 3 - Divides the previous number of the population of the race
* 4 - Multiplies the previous number of the population of the race
* 5 - Sets the population of the race to the number

Remember that the average population level for humans is 100.

The sixth and seventh numbers are to do with civilisation level, 0-3 is uncivil and unable to hold diplomacy with the player, 4 is barely civil and anything above that is civilised, humans are a 5, godlings and some wizard peoples are significantly higher.

*Civ actions*

* 1 - Adds the previous number to the civilisation level
* 2 - Takes the previous number from the civilisation level
* 3 - Sets the previous number to be the civilisation level

Finally we have race alignment which is either 0, 1, or 2. 0 is neutral, 1 is good and 2 is evil.

And the last number of the prefix system the race effect, there are some effects triggered outside of this system but these are numbers that can be used to give the prefix additional abilities, I'm adding new ones to this often now so this list should be updated with time

*Effects List*

* 1 - Cursed to Doom
* 2 - Demonic and support the demon horde with troops each turn
* 3 - 50/50 chance of setting race effect to 2 (demonic)
* 4 - ? Attatched to free suffix
* 5 - ? Attatched to magic users
* 6 - Demonic and support the demon horde with troops each turn
* 7 - Eyeless faces
* 8 - Ungovernable (will remove their ruler every year)
* 9 - ? Attatched to clockwork
* 10 - Child faces
* 11 - Hermit
* 12 - Half as much income as normal
* 13 - Raids like bandits
* 14 - Stupid - Always stupid leaders
* 15 - ? Not found ?
* 16 - Deatheater (gain 1 battlescore per 25 kills)
* 17 - ? Not found ?
* 18 - ? Not found ?
* 19 - UNUSED (attached to resurrecting but non functional)
* 20 - Chaotic (random relation changes every turn)
* 21 - Most units are the highest tier of unit (swaps peasant with knight bascially)
* 22 - Chanting (before battle they will chant at you)
* 23 - Laughing (before battle they will laugh at you)
* 24 - Deformed faces (one random face part will be removed)
* 25 - Crying (before battle they will cry)
* 26 - Big head (get an extra forhead piece)
* 27 - Big head and eyeless (missing eye part, two forehead parts)
* 28 - LongNeck (two bottom of head parts)
* 29 - FourEyed (two sets of eye parts)
* 30 - ManyEyed (three sets of eye parts)
* 31 - Two-Headed
* 32 - Three-Headed
* 33 - Two-Headed Masked
* 34 - Three-Headed Masked
* 35 - Mercantile (leaders always have mercantile personality)
* 36 - Friendly (leaders always have friendly personality)
* 37 - Hostile (leaders always have hostile personality)
* 38 - Neutral (leaders always have neutral personality)
* 39 - Strange (leaders always have strange personality)
* 40 - Double Teeth (two teeth parts in their faces)

After that you include the final piece of the puzzle a description of the prefix, the uniform way they are written is 'its people...' so if you added Lava a prefix, you'd have 'Its people are known to have been born out of a strange lava deposit' or 'it's people are known to worship the lava and routinely touch it' or whatever.

So to breakdown a few prefixes just as examples.

```
1.Ditch .0.4.2.0.0.0.0.0.0.its people live in ditches

```

If we look at the ditch prefix, the only thing it modifies numbers wise is the battlescore, it takes 4 battlescore from the total battlescore of the race.

```
1.Hell .30.55.1.0.0.1.3.2.3.its people were said to have emerged from the depths of hell itself

```

If we look at the hell prefix, we'll see that it has 30 in the first number slot from a time when that wasn't an obsolete variable, but you'll also see that it adds 55 battlescore, no changes to population but it sets the civlisation level of the race to 3, then aligns it to evil, then gives it the ability of 50/50 chance of them becoming a demon supporting faction.

I hope this helps, if you have any questions unanwered here just ask! And also if you come up with any cool ones share them with us!

HOW DO I TEST MY NEW PREFIXES

I'm glad you asked, the method I personally use to test new prefixes is by going to the warsim data folder making a backup copy of the RaceSuffix.txt file and then editing the non copy by removing all prefixes I don't want to test, if you left only 5 prefixes in there then the game can only pull from that list of 5 prefixes and all the races you get will be based on them. If you mess up and lose the normal racesuffix.txt just reinstall warsim and you'll get the latest one back!