Welcome to Unknown Horizons’s documentation!¶
Contents:
Buildings Overview¶
Sailors¶
Warehouse¶
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Tent¶
Houses your inhabitants.
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Pavilion¶
Fulfills religious needs of sailors.
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Lumberjack Tent¶
Chops down trees and turns them into boards.
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Hunter’s Tent¶
Hunts wild forest animals, produces food.
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Ruined Tent¶
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Fisherman’s Tent¶
Fishes the sea, produces food.
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Tree¶
Provides lumber. Chopped down by lumberjacks.
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Clay Deposit¶
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Fish Deposit¶
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Mountain¶
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Pioneers¶
Warehouse¶
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Hut¶
Houses your inhabitants.
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Pavilion¶
Fulfills religious needs of sailors.
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Weaver’s Hut¶
Turns lamb wool into cloth.
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Lumberjack Hut¶
Chops down trees and turns them into boards.
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Boat Builder¶
Builds boats and small ships. Built on coast.
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Pasture¶
Raises sheep. Produces wool. Needs a farm.
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Potato Field¶
Yields food. Needs a farm.
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Farm¶
Grows field crops and raises livestock.
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Village school¶
Provides education.
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Sugar Field¶
Used in liquor production. Needs a farm.
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Brickyard¶
Turns clay into bricks.
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Clay Pit¶
Gets clay from deposit.
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Distillery¶
Turns sugar into liquor.
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Brewery¶
Consumes hops. Produces Beer.
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Settlers¶
Warehouse¶
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House¶
Houses your inhabitants.
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Mine¶
Gets iron ore from deposit.
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Smeltery¶
Refines all kind of ores.
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Toolmaker¶
Produces tools out of iron.
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Charcoal Burning¶
Burns a lot of boards.
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Tavern¶
Provides get-together.
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Salt Ponds¶
Evaporates salt. Built on sea coast.
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Tobacco Field¶
Produces tobacco. Needs a farm.
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Tobacconist¶
Produces tobaccos out of tobacco.
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Cattle Run¶
Raises cattle. Needs a farm.
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Herbary¶
Produces herbs. Needs a farm.
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Butchery¶
Needs pigs or cattle. Produces food.
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Spice Field¶
Grows spices. Needs a farm.
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Blender¶
Produces condiments out of spices.
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Barracks¶
Recruits units suitable for ground combat.
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Stone Pit¶
Gets stone from a mountain.
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Stonemason¶
Carves stone tops into bricks.
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Weaponsmith¶
Produces weapons out of iron.
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Citizens¶
Warehouse¶
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Stone house¶
Houses your inhabitants.
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Corn Field¶
Yields corn. Needs a farm.
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Windmill¶
Grinds corn into flour.
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Bakery¶
Consumes flour. Produces food.
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Cocoa Field¶
Produces cocoa beans used for confectionery. Needs a farm.
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Vineyard¶
Produces grapes for use in wine and confectionery. Needs a farm.
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Alvearies¶
Keeps bees. Produces honeycombs used for confectionery. Needs a farm.
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Pastry Shop¶
Produces all kinds of confectionery.
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Winery¶
Produces wine out of grapes.
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Hop Field¶
Yields hop. Needs a farm.
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Scenario¶
Actions¶
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alter_inventory
(resource, amount)¶ Alters the inventory of each settlement.
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change_increment
(tier)¶ Changes the tier of the settlements.
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db_message
(database_message_id)¶ Shows a message with predefined text in the messagewidget.
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goal_reached
(goal_number)¶ The player reaches a certain goal in the current scenario.
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highlight_position
(where, play_sound, color)¶ Highlights a position on the minimap. where: (x, y) coordinate tuple color is a optional parameter that defines the color of the highlight.
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logbook
(*parameters)¶ Shows a logbook entry and opens the logbook after some seconds. Displays a YAML-defined notification message on logbook close.
See widgets.logbook:add_captainslog_entry for parameter documentation.
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lose
()¶ The player fails the current scenario.
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message
(type, *messages)¶ Shows a message with custom text in the messagewidget. If you pass more than one message, they are shown simultaneously.
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set_var
(variable, value)¶ Assigns values to scenario variables. Overwrites previous assignments to the same variable.
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spawn_ships
(owner_id, ship_id, number, *position)¶ Creates a number of ships controlled by a certain player around a position on the map.
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wait
(seconds)¶ Postpones any other scenario events for a certain amount of seconds.
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win
()¶ The player wins the current scenario.
Conditions¶
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building_in_range
(building_class1, building_class2)¶ Checks whether there is a building_class2 in range of a building_class1.
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building_num_of_type_greater
(building_class, limit)¶ Returns whether any player settlement has more than limit buildings of type building_class.
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buildings_connected_to_building_gt
(building_class, class2, limit)¶ Checks whether more than limit of building_class type buildings are connected to any building of type class2.
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buildings_connected_to_building_lt
(building_class, class2, limit)¶ Checks whether less than limit of building_class type buildings are connected to any building of type class2.
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buildings_connected_to_warehouse_gt
(building_class, limit)¶ Checks whether more than limit of building_class type buildings are connected to a warehouse or storage.
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buildings_connected_to_warehouse_lt
(building_class, limit)¶ Checks whether less than limit of building_class type buildings are connected to a warehouse or storage.
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game_started
()¶ Always return True. Used for one-off events
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player_balance_greater
(limit)¶ Returns whether the cumulative balance of all player settlements is higher than limit.
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player_gold_greater
(limit)¶ Returns whether the player has more gold than limit.
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player_gold_less
(limit)¶ Returns whether the player has less gold than limit.
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player_inhabitants_greater
(limit)¶ Returns whether all player settlements combined have more than limit inhabitants.
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player_number_of_ships_gt
(player_id, limit)¶ Returns whether the number of ships owned by the player player_id is greater than limit.
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player_number_of_ships_lt
(player_id, limit)¶ Returns whether the number of ships owned by the player player_id is less than limit.
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player_produced_res_greater
(resource, limit)¶ Returns whether more than limit of the resource resource have been produced in all player settlements combined.
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player_res_stored_greater
(resource, limit)¶ Returns whether all player settlements combined have more than limit of resource in their inventories.
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player_res_stored_less
(resource, limit)¶ Returns whether all player settlements combined have less than limit of resource in their inventories.
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player_total_earnings_greater
(limit)¶ Returns whether the player has earned more than limit money with trading in all settlements combined. Profit = sell_income - buy_expenses.
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settlement_balance_greater
(limit)¶ Returns whether the balance of at least one player settlement is higher than limit.
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settlement_inhabitants_greater
(limit)¶ Returns whether at least one player settlement has more than limit inhabitants.
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settlement_produced_res_greater
(resource, limit)¶ Returns whether more than limit resource have been produced in any player settlement.
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settlement_res_stored_greater
(resource, limit)¶ Returns whether at least one player settlement has more than limit of resource in its inventory.
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settlements_num_greater
(limit)¶ Returns whether the number of player settlements is greater than limit.
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settler_level_greater
(limit)¶ Returns whether the highest tier reached in any player settlement is greater than limit.
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time_passed
(seconds)¶ Returns whether at least seconds seconds have passed since the game started.
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var_eq
(variable, value)¶ Returns whether variable has a value equal to value. Returns False if variable was never set in the current session.
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var_gt
(variable, value)¶ Returns whether variable has a value greater than value. Returns False if variable was never set in the current session.
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var_lt
(variable, value)¶ Returns whether variable has a value less than value. Returns False if variable was never set in the current session.