OK, let`s go. The sides.txt in the /data/ folder (Rome and Persian GC scenario) is something like
// Grand Campaign
NumSides 120
MapName 1
StartDate -400
// Name for Name
// this file String ID Music/SFX
AddSideType Greek , 0 , 0
AddSideType Persian , 1 , 1
AddSideType Macedonian , 2 , 0
AddSideType Spartan , 3 , 0
AddSideType Roman , 4 , 2
AddSideType Tribal , 5 , 3
AddSideType Eastern , 6 , 1
AddSideType GreekNaval , 7 , 0
AddSideType GreekCavalry , 8 , 0
AddSideType Pirates , 9 , 3
// Gld Fd Irn BM Hrs Mbl Cop Wd Sil
SETMINPRICES 10 , 2 , 8 , 2 , 8 , 8 , 6 , 6 , 1
SETMAXPRICES 40 , 8 , 32 , 8 , 32 , 32 , 24 , 24 , 1
SETMINBPD 15 , 4 , 9 , 4 , 9 , 9 , 7 , 7 , 1
SETMAXBPD 37 , 11 , 22 , 11 , 22 , 22 , 18 , 18 , 1
/// What % of stockpile made available for this type of purchase per turn
SETUNITWEIGHTS 20 , 20 , 20 , 20 , 20 , 20 , 40 , 20 , 20
SETBUILDWEIGHTS 30 , 20 , 20 , 60 , 20 , 30 , 20 , 20 , 20
// UpperBuffer = baseUpperBuffer * (2 + (numCitiesInEmpire * 50%)) - level above which AI will sell resources
SETUPPERBASEBUFFER 30 , 100 , 40 , 200 , 80 , 40 , 100 , 80 , 1000
// LowerBuffer = baseLowerBuffer * (2 + (numCitiesInEmpire * 50%)) - level below which AI will buy in resources
SETLOWERBASEBUFFER 20 , 75 , 30 , 150 , 60 , 30 , 75 , 60 , 750
// AUTARIATIA
SetSide 0
SetSideType Pirates
SetSideHouseType 0
SetSideNameID 0
SetSideRGB 174 , 144 , 128
// SetSideAsDefault
// SetSideAsPassive
SetSideResources 45 , 424 , 145 , 569 , 244 , 121 , 238 , 214 , 2501
SetSideBonus 0 , 15 , 0 , 20 , 5 , 0 , 5 , 0 , 150
// No
Objective Capture 16
AGGRESSION 59
TRUSTLEVEL 94
// Attrib 5 0
// Attrib 6 0
// Attrib 7 0
// Attrib 8 0
// Attrib 9 0
// Attrib 10 0
So we have to change one or two things.
1.) NumSides 12
2.) Start Date: Let's say 1230
3.) I leave the sidetypes as they are until we manage to decide what units and what characteristics to choose for them
4.) Ok. Let's start including the byzantines (sorry, Efthimios)
// BYZANTINES
SetSide 0 (id number??)
SetSideType Pirates (we'll change that later)
SetSideHouseType 0 (same as above)
SetSideNameID 0
SetSideRGB 174 , 144 , 128 (are this the cities beloning to tha faction?)
// SetSideAsDefault
// SetSideAsPassive
SetSideResources 45 , 424 , 145 , 569 , 244 , 121 , 238 , 214 , 2501
SetSideBonus 0 , 15 , 0 , 20 , 5 , 0 , 5 , 0 , 150
// No
Objective Capture 16 (We'll thought about this objective later, let's leave it like this)
AGGRESSION 59 (this will be fixed while testing the scenario)
TRUSTLEVEL 94 (Same as above)
// Attrib 5 0
// Attrib 6 0
// Attrib 7 0
// Attrib 8 0
// Attrib 9 0
// Attrib 10 0
So I guess the main problem is to give each faction the enormous number of cities that they need
Lot of work...