- buildings_units_allowed --> buildings required to recruit specific units (campaign)
- land_units --> land unit stats table (campaign & battle)
- naval_units --> naval unit stats table (campaign & battle)
- land_units_to_units_ability_junctions --> land unit abilities table (battle)
- naval_units_to_units_ability_junctions --> naval unit abilities table (battle)
- main_land_units --> unit campaign entities such as cap limits, recruitment times, types etc. (campaign)
- unit_set_to_units_junctions --> unit groups (overall)
- unit_variants --> unit variantmeshes, UI icons and more (overall)
- units_custom_battle_permissions --> Which factions can use the unit in custom battles (custom battles)
- units_to_groupings_military_permissions --> Which factions can use the unit (campaign)
- armed_citizenry_units_to_unit_groups_junctions --> set the unit up as a garrison unit in buildings (campaign)
- commander_military_unit_permissions --> make the unit available as a general's bodyguard in the campaign (campaign)
- unit_required_technology_junction_tables --> this will add a technology requirement for the recruitment of a unit on top of the building one. (campaign)
- variant --> if your unit uses custom variantmeshdefinitions, you need to list them here.
- land_units.loc --> all land units are listed here. If a unit is not here it won't be in the game.
- naval_units.loc --> guess what?? same for naval units
- unit_description_short_texts.loc --> a mini customized description of the unit. If you make one you will need to add the unit_description_short_texts db table and add its entry there.
- unit_description_historical_texts.loc --> a more detailed description of a unit or a class of units. If you make one you will need to add the unit_description_historical_texts db table and add its entry there.
even more additions provided by crzrndm :
melee_weapons --> melee weapons damage, bonus vs. infantry/mounted
missile_weapons --> default projectile, precursor, can fire at buildings
missile_weapons_to_projectiles --> Alternate projectiles
projectiles --> launch speed, damage, explosions, arc, number, spread, etc.
projectiles_explosions --> explosions
projectiles_shot_type_enum --> supersedes/locked until effect
unit_armour_types --> armour/defence for armour types
unit_shield_types --> armour/defence/block for shield types
unit_* --> All useful tables, too many to list individually (attributes*, fatigue_effects, experience_*, ground_type_movement_modifiers, abilities, spacings)
special_ability_phase_stat_effects --> effects of abilities (all special_ability_* tables are interesting)
spotting_and_hiding_values --> I think you can work this out...
kv_rules --> numbers controlling rules relating to combat. Melee hit chance, fatigue, etc.
campaign_ground_type --> contains the movement costs for all terrain, including the various types of water |