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==List of defines== === Camera === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value !! Version |- |FOV |Field-of-View |35 |- |SYSTEM_NEAR_PLANE_DISTANCE_BASE | |0.0 |2.72 |- |SYSTEM_FAR_PLANE_DISTANCE_BASE | |12000.0 |2.72 |- |ENTITY_SPRITE_DESIGN_ENTRY_CAM_DIR |Used for all ships |{ -1.0 -0.6 0.3 } |- |ENTITY_SPRITE_DESIGN_ENTRY_CAM_LOOK_AT |Used for all ships # x=closer, -y=up, +z=left, -z=right |{ -2 -1.5 -1.0 } |- |ENTITY_SPRITE_DESIGN_ENTRY_ZOOM_SCALE |Used for all ships |1.7 |- |ENTITY_SPRITE_SHIP_SECTION_CAM_DIR |Used for ship sections in the ship designer |{ -1.0 -0.9 0.7 } |- |ENTITY_SPRITE_SHIP_SECTION_CAM_LOOK_AT |Used for ship sections in the ship designer |{ 0 0 0 } |- |ENTITY_SPRITE_SHIP_SECTION_ZOOM_SCALE |Used for ship sections in the ship designer |2.3 |- |ENTITY_SPRITE_SYSTEM_VIEW_CAM_DIR |Used for planets |{ -1.0 -0.5 0.3 } |- |ENTITY_SPRITE_SYSTEM_VIEW_CAM_LOOK_AT |Used for planets |{ 0 0 0 } |- |ENTITY_SPRITE_SYSTEM_VIEW_ZOOM_SCALE |Used for planets |1.6 |- |ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_CAM_DIR |Used for planets in the species customization menus |{ -1.0 -0.5 0.3 } |- |ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_CAM_LOOK_AT |Used for planets in the species customization menus |{ 0 0 0 } |- |ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_ZOOM_SCALE |Used for planets in the species customization menus |1.7 |- |ENTITY_SPRITE_CUSTOMIZE_RINGWORLD_CAM_DIR = |# Same, but specifically for ring worlds |{ -1.0 -0.75 0.3 } |2.72 |- |ENTITY_SPRITE_CUSTOMIZE_RINGWORLD_CAM_LOOK_AT = |# Same, but specifically for ring worlds |{ 0 0 0 } |2.72 |- |ENTITY_SPRITE_CUSTOMIZE_RINGWORLD_ZOOM_SCALE = |# Same, but specifically for ring worlds |1.9 |2.72 |- |ENTITY_SPRITE_FRONTEND_BG_CAM_DIR |Used for the animated front end background |{ 0.0 0.0 1.0 } |- |ENTITY_SPRITE_FRONTEND_BG_CAM_LOOK_AT |Used for the animated front end background |{ 0.0 0 0 } |- |ENTITY_SPRITE_FRONTEND_BG_ZOOM_SCALE |Used for the animated front end background |10.0 |- |GALAXY_SHOW_FLEETS_ZOOM |Camera zoom interval to show fleet icons |2300 |- |GALAXY_SHOW_STARNAME_ZOOM |Camera zoom interval to show star name |800 |- |GALAXY_SHOW_FILTERICONS_ZOOM |Camera zoom interval to show filter icons |300 |Not in 2.72 |- |SHOW_FLEETS_ZOOM |Show fleet icons instead of ship icons above this height |300 |- |HIDE_ORBITS_ZOOM | |0 |- |ZOOM_STEPS_GALAXY |Galaxy zoom steps |{ 100 200 400 600 900 1500 3000 } |- |ZOOM_STEPS_SYSTEM_PERCENTAGES |System zoom steps in percent relative to the system size |{ 0.025 0.1 0.25 0.5 1.0 1.5 3.0 } |Changed in 2.72 |- |ZOOM_STEPS_SHOW_FLEET_HEALTH_BARS |on which zoom steps per-fleet health bars should be shown |{ 3 4 5 6 } |- |LEAVE_SYSTEM_BIAS |Leave system if we are 10 distance from step |15000.0 |Obsolete in 2.72 |- |LEAVE_GALAXY_BIAS |Leave galaxy if we are 10 distance from step |55.0 |Obsolete in 2.72 |- |LEAVE_SYSTEM_ZOOM_STEP |Controls which zoom step is used after leaving system |1 |- |ENTER_SYSTEM_ZOOM_STEP |Controls which zoom step is used after entering system |6 |- |SYSTEM_FOCUS_PLANET_STEP |Controls which zoom step to planet zoom to in a system |2 |- |FOCUS_PLANET_DBLCLICK_X_OFFSET | |10.0 |- |SYSTEM_SPACE_SCALE_MULT | |10.0 |- |GALAXY_SPACE_SCALE_MULT | |2.0 |- |SYSTEM_HOVER_RANGE | |0.005 |- |DEFAULT_ACCELERATION | |0.8 |- |FOCUS_ACCELERATION | |1.6 |- |VELOCITY_FACTOR | |0.13 |- |VELOCITY_FACTOR_TRANSITION | |0.06 |- |BORDER_NAMES_FADEOUT_ZOOM | |600 |- |BORDER_NAMES_FADEOUT_SPEED | |4.0 |- |BORDER_FLAG_FADEOUT_ZOOM | |600 |- |BORDER_FLAG_FADEOUT_SPEED | |4.0 |- |NEBULA_NAMES_FADEOUT_ZOOM | |250 |- |NEBULA_NAMES_FADEOUT_SPEED | |1.5 |- |PARTICLE_GALAXY_TRANSITION_OFFSET | |30.0 |- |PARTICLE_SYSTEM_TRANSITION_OFFSET | |20.0 |- |EDGE_SCROLLING_PIXELS |how many pixels from window edge that will trigger edge scrolling |3 |- |SCROLL_SPEED |higher values = faster camera. NOTE that this is tweakables from settings as well! |0.035 |- |SYSTEM_CAMERA_RESTRICT_EXTRA_SPACE |how far the camera can go outside a systems outer radius |100.0 |- |SYSTEM_MIN_PITCH |in degrees |20.0 |- |SYSTEM_MAX_PITCH |in degrees |80.0 |- |GALAXY_MIN_PITCH |in degrees |30.0 |- |GALAXY_MAX_PITCH |in degrees |85.0 |- |FOCUSED_MIN_PITCH |in degrees used when focused on planet/ship | -80.0 |- |FOCUSED_MAX_PITCH |in degrees used when focused on planet/ship |80.0 |- |FOCUSED_MIN_ZOOM_BASE |base min zoom. The smaller the value is, the closer of the ENTITY the camera is at minimal zoom. |20.0 |- |FOCUSED_MIN_ZOOM_MULT |Minimal zoom = Base + Entity radius * FOCUSED_MIN_ZOOM_MULT # The smaller the value is, the closer of the SHIP the camera is at minimal zoom. |0.5 |- |FOCUSED_PLANET_MIN_ZOOM_MULT |The smaller the value is, the closer of the PLANET the camera is at minimal zoom. |1.6 |- |FOCUSED_ZOOM_RATE |higher values means faster zoom in/out |0.2 |- |FOCUS_START_ZOOM_STEP |which zoom step will be used when focusing on a new object |4 |- |ROTATION_RADIANS_PER_MOUSE_UNIT |moving the mouse 1 pixel results in rotation of X radians * sensitivity from settings |0.004 |- |MOUSE_MOVEMENT_TO_START_ROTATION_SQ |how far (squared) you need to move the mouse before the game recognizes this as a camera rotation action |16 |- |OFFSET_ANOMALY_VIEW |how far from the right the anomaly view will pop up when toggling in galaxy view |50 |- |SYSTEM_SLIDE_RADIUS_FACTOR | |4.0 |- |SYSTEM_SLIDE_SPEED | |100.0 |- |} === Graphics === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |CAMERA_DISTANCE_TO_ZOOM | |10.0 |- |DEAD_SHIP_DRAG |# When ships die reduce their speed with x / second |15.0 |- |ORBIT_HSV | |{ 0.44 0.8 0.6 } |- |SYSTEM_INNER_BORDER_HSV | |{ 0.0 0.0 1.0 } |- |SYSTEM_OUTER_BORDER_HSV | |{ 0.1 0.8 0.9 } |- |SYSTEM_LINE_ALPHA_FADE_STEP |Fade alpha betweeen zoom step X and Y |{ 1 6 } |- |SYSTEM_LINE_ALPHA_FADE_VALUE |Fade alpha value between X and Y |{ 0.1 0.05 } |- |DEFAULT_PLANET_PLANE | | -150.0 |- |MOON_SCALE | |0.7 |- |PLANET_SCALE_SYSTEM |Scale for each System zoom steps (0 1 2 3 4 5 6 7) |{ 0.425 0.325 0.35 0.5 0.5 0.5 0.75 } |- |PLANET_DESTRUCTION_HIT_ENTITY_SCALE (2.3.3) |Scale of the planet destruction hit entity is <planet display size> * this |0.02 |- |RELATION_COLOR_PLAYER_HSV | |{ 0.67 0.8 0.35 } |- |RELATION_COLOR_ALLIED_HSV | |{ 0.8 0.35 0.4 } |- |RELATION_COLOR_NEUTRAL_HSV | |{ 0.0 0.0 0.22 } |- |RELATION_COLOR_HOSTILE_HSV | |{ 0.0 0.3 0.3 } |- |RELATION_COLOR_SELECTED_RGB | |{ 1.5 1.1 0.0} |- |ASTEROID_PLANE | | -100.0 |- |ASTEROID_POSITION_OFFSET | |8.0 |- |ASTEROID_HEIGHT_OFFSET | |4.0 |- |ASTEROID_DIST_POW | |3 |- |ASTEROID_AMOUNT_RADIUS_SCALER | |0.1 |- |ASTEROID_MAX_SCALE | |4.0 |- |ASTEROID_ROTATION_SPEED | |0.3035 |- |GALAXY_STAR_ICON_SCALE | |1.5 |- |GALAXY_STAR_ICON_MAX_SCALE | |1.25 |- |GALAXY_DUST_SIZE | |25.0 |- |GALAXY_DUST_SIZE_EXTRA | |35.0 |- |GALAXY_DUST_ROTATION_SPEED | |0.005 |- |GALAXY_NEBULA_DUST_SIZE | |10.0 |- |GALAXY_NEBULA_DUST_SIZE_EXTRA | |25.0 |- |GALAXY_NEBULA_DUST_ROTATION_SPEED | |0.002 |- |SHIP_ZOOM_SCALE_MULT | |200.0 |- |PLANET_TILT_FROM_SUN |Tilt away from sun |0.52 |- |PLANET_RING_TILT_FROM_SUN | | -0.16 |- |PLANET_MAP_ICON_OFFSET |based on planet size |0.6 |- |MEGASTRUCTURE_MAP_ICON_OFFSET |based on mega structure size |0.06 |- |TRAILS_ALPHA_FADE |Controls of quick we alpha fade-out |0.5 |- |TRAILS_MISSILE_ALPHA_FADE |Controls of quick we alpha fade-out missile trails |6 |- |TRAILS_BASE_WIDTH |Trails width |1.0 |- |TRAILS_MISSILE_BASE_WIDTH |Missile trails width |3.0 |- |TRAILS_LOCATOR_NAME | |"exhaust" |- |STRIKE_CRAFT_TRAIL_FADE_RATE | |1.0 |- |STRIKE_CRAFT_HEIGHT_OFFSET | |30.0 |- |STRIKE_CRAFT_HEIGHT_RANDOM | |5.0 |- |BORDER_TEXTURE_SIZE |size of borders data texture. larger = slower with more sample points. Too small and it will be inaccurate too big and the super sampling won't have much effect |512 |- |BORDER_MIN_SIZE_FOR_SYMBOL |To show a symbol the border blob must be able to fit a square of x pixels |2 |- |BORDER_COUNTRY_FILL_TEXTURE |texture to use on the inside |"gfx/map/hexgrid.dds" |- |BORDER_COUNTRY_EDGE_TEXTURE |texture to use for the edge triangle strip |"gfx/map/edge.dds" |- |BORDER_FALLEN_EMPIRE_FILL_TEXTURE |texture to use on the inside |"gfx/map/fallen_empire_border_fill.dds" |- |BORDER_FALLEN_EMPIRE_EDGE_TEXTURE |texture to use for the edge triangle strip |"gfx/map/fallen_empire_border_edge.dds" |- |BORDER_CONFLICTED_FILL_TEXTURE |texture to use for the inside of conflicted systems. |"gfx/map/conflicted_border_fill.dds" |- |BORDER_CONFLICTED_EDGE_TEXTURE |texture to use for the edge of conflicted systems. |"gfx/map/conflicted_border_edge.dds" |- |STAR_PIN_CIRCLE_RADIUS |The lines that go from solar systems down to the 0-plane. This is the radius of that circle |2.0 |- |STAR_PIN_CIRCLE_NUM_POINTS |how many points in the circle on the 0-plane |6 |- |STAR_PIN_ENABLE_NEUTRAL |Should the game draw pins for stars that are not within any borders? |yes |- |STAR_PIN_ENABLE_NEUTRAL |Should the game draw pins for stars that are not within any borders? |{ 0.5 0.5 0.5 0.5 } |- |STAR_PIN_NEUTRAL_COLOR |The color for pins that are not inside any borders |{ 0.5 0.5 0.5 0.5 } |- |BORDER_FLAG_SCALE | |0.6 |- |MAPNAME_BORDER_SCALE | |1.0 |- |MAPNAME_BORDER_MIN_SIZE | |100 |- |MAPNAME_BORDER_OFFSET_MUL | |0.75 |- |MAPNAME_BORDER_OFFSET_ADD | |4.0 |- |MAPNAME_NEBULA_SCALE | |0.8 |- |MAPNAME_SECTOR_SCALE | |3 |- |NULL_ENTITY | |"test_object_entity" |- |NULL_INSTANT_PROJECTILE | |"default_instant_projectile" |- |NULL_MISSILE_PROJECTILE | |"default_missile_projectile" |- |SCIENCE_SHIP_SURVEY_ENTITY | |"survey_base_effect_entity" |- |SCIENCE_SHIP_SURVEY_ENTITY_LOCATOR | |"" |- |SCIENCE_SHIP_SURVEY_ENTITY_MAX_SCALE_FACTOR |Scale in xy can max be scale z * SCIENCE_SHIP_SURVEY_ENTITY_MAX_SCALE_FACTOR. Scale z will be equal to the distance between surveyed object and ship |1.0 |- |CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY | |"terraforming_effect_entity" |- |CONSTRUCTION_SHIP_TERRAFORMING_PLANET_ENTITY | |"terraforming_planet_effect_entity" |- |CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY_SCALE_XY |Scale xy in local coords between ship and planet. |1.0 |- |CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY_SCALE_Z |Scale beam tip z in local coords so beam hits planet surface. |0.62 |- |CONSTRUCTION_SHIP_TERRAFORMING_PLANET_ENTITY_SCALE_R |Scale radius r of the cloud surrounding the planet. |3.0 |- |NAVIGATION_ARROW_ENTITY |might require a game restart to push changes |"navigation_arrow_entity" |- |NAVIGATION_ARROW_OFFSET |offsets the arrow towards the edge # might require a game restart to push changes |150.0 |- |NAVIGATION_ARROW_FONT |might require a game restart to push changes |"Orbitron" |- |NAVIGATION_ARROW_FONT_SPECIAL |russian and polish # might require a game restart to push changes |"arial" |- |NAVIGATION_ARROW_FONT_SIMP_CHINESE |Chinese # might require a game restart to push changes |"Chinese_normal" |- |NAVIGATION_ARROW_TEXT_OFFSET |might require a game restart to push changes | -50.0 |- |NAVIGATION_ARROW_TEXT_SCALE |might require a game restart to push changes |1.6 |- |NAVIGATION_ARROW_FONT_SIZE |might require a game restart to push changes |32 |- |NAVIGATION_ARROW_TEXT_KERNING |might require a game restart to push changes |8 |- |SHIP_HEALTH_BAR_COLOR | |{ 0.0 1.0 0.0 1.0 } |- |SHIP_HEALTH_BAR_BG_COLOR | |{ 0.5 0.0 0.0 1.0 } |- |SHIP_SHIELD_BAR_COLOR | |{ 0.0 0.4 1.0 1.0 } |- |SHIP_SHIELD_BAR_BG_COLOR | |{ 0.0 0.0 0.5 1.0 } |- |SHIP_TURRET_PROJECTILE_SPAWN_LOCATOR | |"turret_muzzle_01" |- |STRIKE_CRAFT_PROJECTILE_SPAWN_LOCATOR | |"projectile_spawn" |- |SHIP_TARGET_LOCATOR | |"target_locator_" |- |MISSILE_HEIGHT_OFFSET |how high up missiles will fly |10.0 |- |MISSILE_ROTATION_RATE |how fast missiles will adjust their rotation. High values can cause visible snaps each micro update |17.0 |- |MISSILE_RANDOM_OFFSET_MIN_RADIUS |random spread of missiles |5.0 |- |MISSILE_RANDOM_OFFSET_MAX_RADIUS | |10.0 |- |BALLISTIC_PROJECTILE_MISSED_LIFETIME |missed ballistic projectiles will live for (at least) this long before being removed |2.0 |- |PROJECTILE_ENTITY_STOP_STATE |state that gets played on missile- projectile- and on_hit entities when its time to stop |"stop" |- |SHIELD_EFFECT_TIME_SCALE |how fast the shield effects are animated |1.5 |- |SHIELD_EFFECT_LOOP_INTERVAL |when to loop animation. value is in percent |0.5 |- |SHIELD_DISTANCE_FROM_SHIP |how far "out" from the ships shields will extend. left-right upd-down front-back |{ 2.0 0.0 5.0 } |- |SHIELD_DISTANCE_FROM_SHIP_MULT |how far "out" from the ships shields will extend. based on ship's size. left-right upd-down front-back |{ 1.15 1.15 1.15 } |- |SHIELD_EFFECT_ENTITIES | |{ "small_shield_impact_entity" "medium_shield_impact_entity" "large_shield_impact_entity" } |- |SHIELD_EFFECT_LOOPING_ENTITIES | |{ "small_shield_impact_looping_entity" "medium_shield_impact_looping_entity" "large_shield_impact_looping_entity" } |- |MISSED_BEAM_LENGTH |how long missed beams will be |1500.0 |- |SHIP_DAMAGE_TEXTURE | |"gfx/models/ships/other/damaged_noise.dds" |- |SHIP_DISSOLVE_NOISE_TEXTURE | |"gfx/models/ships/other/dissolve_noise.dds" |- |SHIP_RANDOM_HEIGHT_OFFSET | |15.0 |- |RANDOM_HEIGHT_MIN | | -20.0 |- |RANDOM_HEIGHT_MAX | |20.0 |- |MOVE_ARROW_SYSTEM_CONTROL_POINT_SPACING |When plotting the movement arrows how far apart should the control points be? |100.0 |- |MOVE_ARROW_GALAXY_CONTROL_POINT_SPACING |When plotting the movement arrows how far apart should the control points be? |5.0 |- |MOVE_ARROW_SYSTEM_TARGET_ENTITY |Entity that is used at the end of the arrow |"move_indicator_entity" |- |MOVE_ARROW_GALAXY_TARGET_ENTITY |Entity that is used at the end of the arrow |"galaxy_move_indicator_entity" |- |ATTACK_ARROW_SYSTEM_TARGET_ENTITY |Entity that is used at the end of the arrow |"attack_indicator_entity" |- |ATTACK_ARROW_GALAXY_TARGET_ENTITY |Entity that is used at the end of the arrow |"galaxy_attack_indicator_entity" |- |TASK_ARROW_SYSTEM_TARGET_ENTITY |Entity that is used at the end of the arrow |"task_indicator_entity" |- |TASK_ARROW_GALAXY_TARGET_ENTITY |Entity that is used at the end of the arrow |"galaxy_task_indicator_entity" |- |GUI_PLANET_RING_DIR |direction of the ring for planets in gui icons |{ 1.5 -0.25 1.5 } |- |TI_TEXTURE_GROW_AMOUNT |amount to grow TI for graphics |1 |- |FLEET_EFFECT_ENTITIES |{ <when repairing> <when upgrading> <when orbiting> <when idling>} |{ "ship_repair_entity" "ship_upgrade_entity" "ship_orbit_entity" "" } |- |FLEET_EFFECT_ENTITIES_BILLBOARD |{ <when repairing> <when upgrading> <when orbiting> <when idling>} |{ 1 1 0 1 } |- |FLEET_EFFECT_ENTITIES_SCALE |{ <when repairing> <when upgrading> <when orbiting> <when idling>} |{ 0 0 1 0 } |- |FTL_WINDUP_ENTITY_WARP | |"warp_ftl_ship_effect_entity" |- |FTL_WINDUP_ENTITY_HYPERLANE | |"hyperlane_ftl_ship_effect_entity" |- |FTL_WINDUP_ENTITY_JUMPDRIVE | |"hyperlane_ftl_ship_effect_entity" |- |ALIENFX_DEFAULT_COLOR | |{ 0.43 0.8 0.61 } |- |RUINED_BUILDING | |"gfx/interface/icons/buildings/building_destroyed.dds" |- |AURA_EFFECT_COLOR_ALLIED_FRIENDLY | |{ 0.35 1 1 0.05 } |- |AURA_EFFECT_COLOR_ALLIED_HOSTILE | |{ 0.58 1 1 0.05 } |- |AURA_EFFECT_COLOR_ENEMY_FRIENDLY | |{ 0.1 1 1.0 0.05 } |- |AURA_EFFECT_COLOR_ENEMY_HOSTILE | |{ 0.00 1 0.3 0.1 } |- |MAX_GFX_PROJECTILES | |100 |- |MAX_GFX_PRIO_PROJECTILES | |100 |- |MAX_GFX_MISSILES | |50 |- |MUZZLE_FLASH_LIMIT | |50 |- |MUZZLE_FLASH_DURATION | |2.0 |- |MAP_MODE_NEUTRAL_COLOR | |{ 0.5 0.5 0.5 0.75 } |- |COUNTRY_BORDER_COLOR_RANDOM_SATURATION_OFFSETS | |{ 0.0 -0.1 0.1 -0.2 0.2 -0.3 0.3 } |- |COUNTRY_BORDER_COLOR_RANDOM_VALUE_OFFSETS | |{ 0.0 -0.1 0.1 -0.2 0.2 -0.25 0.3 } |- |CONSTRUCTION_COLOR_VALID | |{ 0.38 1.0 0.6 0.5 } |- |CONSTRUCTION_COLOR_INVALID | |{ 0.0 0.95 0.3 0.5 } |- |CONSTRUCTION_COLOR_IN_PROGRESS | |{ 0.41 1.0 0.6 0.10 } |- |CONSTRUCTION_PROGRESS_BLEND_SPEED | |0.025 |- |CONSTRUCTION_MEGASTRUCTURE_PROGRESS_BLEND_SPEED | |0.001 |- |} === Interface === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |TOOLTIP_TIME |width="50%" | |0.05 |- |TOOLTIP_DELAYED_TIME | |0.8 |- |TOOLTIP_POSITION_OFFSET | |{ 21 24 } |- |TOOLTIP_POSITION_OFFSET_STAR | |{ 6.4 0 } |- |COUNTRY_ICONS | |23 |- |FLEET_VIEW_RESERVE_ABOVE | |230 |- |FLEET_VIEW_RESERVE_INSIDE | |134 |- |NOTIFICATION_MESSAGE_XPOS |X-position where notification message starts |130 |- |NOTIFICATION_MESSAGE_YPOS |Y-position where notification message stops |44 |- |NOTIFICATION_MESSAGE_CLOSE_WARNING_PERC |Percentage of time left before auto close |0.30 |- |NOTIFICATION_MESSAGE_SPACING | | -10 |- |NOTIFICATION_MESSAGE_MARGIN_RIGHT | |80 |- |NOTIFICATION_MESSAGE_SPEED | |120.0 |- |TECH_VIEW_ZOOM_STEPS | |{ 1.0 0.75 0.5 0.3 } |- |TECH_VIEW_CAMERA_SPEED | |6.0 |- |TECH_VIEW_CAMERA_EDGE_SPEED | |3000.0 |- |PLANETVIEW_ORBITAL_RED_HEALTH |How high percentage health before orbital health bar turns red in planet view. |50 |- |PLANETVIEW_ORBITAL_YELLOW_HEALTH |How high percentage health before orbital health bar turns yellow in planet view. |75 |- |PLANETVIEW_DETACH_POP_DISTANCE |How far the pop has to be dragged before actually detaching from a tile |20 |- |GROWING_POP_ALPHA |Used in planet view surface tab |0.60 |- |QUEUED_BUILDING_ALPHA |Used in planet view surface tab |0.60 |- |POTENTIAL_ARMY_ALPHA |Used in planet view army tab |0.45 |- |ANOMALY_VIEW_RISK_LOW |Color green if < 11% |0.1 |- |ANOMALY_VIEW_RISK_MEDIUM |Color yellow if < 50% else red |0.49 |- |BUILDINGS_TO_SHOW_CITY_LEVEL |Decides how many buildings are required to show the next level of city-infrastructure in city_frame |{ 1 3 5 8 11 } |- |TRADE_VIEW_SMALL_CREDIT_CHANGE |Decides how much value is changed while holding control when increasing/decreasing credit in trade |10 |- |TRADE_VIEW_LARGE_CREDIT_CHANGE |Decides how much value is changed while holding shift when increasing/decreasing credit in trade |100 |- |TRADE_VIEW_MASSIVE_CREDIT_CHANGE |Decides how much value is changed while holding shift AND control when increasing/decreasing credit in trade |1000 |- |TRADE_VIEW_WIDE_MODE_THRESHHOLD |Shows Trade View in wide mode if game resolution is above this |1470 |- |SHIP_NAME_CAP_LENGTH |Fleet name max width to limit Henrik Eklund's imagination |175 |- |SHIP_NAME_SIZE_MAX |Max number of letters in ship names |26 |- |SPECIES_NAME_SIZE_MAX |Max number of letters in army names |20 |- |SPECIES_NAME_CAP_LENGTH |Max name width for army names |175 |- |EMPIRE_NAME_CAP_LENGTH |Width based on galaxy view entry name for empires |280 |- |ADVISOR_DEFAULT_SHOW_SOUND | |"advisor_generic_phrase" |- |ADVISOR_DEFAULT_CLICK_SOUND | |"advisor_clicking_respons_01" |- |ADVISOR_ANNOYED_COUNT | |5 |- |ADVISOR_ANNOYED_SOUNDS | |{ "advisor_clicking_respons_05" "advisor_clicking_respons_06" "advisor_clicking_respons_07" "advisor_clicking_respons_08" "advisor_clicking_respons_09" "advisor_clicking_respons_10" "advisor_clicking_respons_11" "advisor_clicking_respons_12" "advisor_clicking_respons_13" "advisor_clicking_respons_14" "advisor_clicking_respons_15" "advisor_clicking_respons_16" } |- |ADVISOR_SOUND_MIN_WAIT |After playing a VO line, don't play any other VO line for X seconds |2.0 |- |ADVISOR_SOUND_BLOCKED_DEFAULT |Default time VO line blocked from playing for X seconds |0.0 |- |ADVISOR_SOUND_BLOCKED_SHIP_LOST |This VO line will be blocked from playing for X seconds |10.0 |- |ADVISOR_SOUND_BLOCKED_FLEET_ENGAGED |This VO line will be blocked from playing for X seconds |10.0 |- |POP_FACTION_HEADER_SPRITE_TYPE_DEFAULT | |"GFX_faction_header_blue" |- |OUTLINER_PING_TIME |Amount of seconds to show the ping when having selected an object from the outliner |2.40 |- |FRONTEND_ANIMATED_BG_ENTITY | |"frontend_background_entity" |- |FRONTEND_ANIMATED_BG_ASPECT_RATIO | |1.777 |- |MAX_NUM_SAVE_GAMES | |100 |- |DANGEROUS_FACTIONS_WHITE |How much support a faction must have to be listed as a white dangerous faction. |0.3 |- |DANGEROUS_FACTIONS_YELLOW |How much support a faction must have to be listed as a yellow dangerous faction. |0.5 |- |DANGEROUS_FACTIONS_RED |How much support a faction must have to be listed as a red dangerous faction. |0.8 |- |SITUATION_LOG_DEBRIS_PICTURE_SPRITE | |"GFX_situation_log_debris_picture" |- |SITUATION_LOG_DEBRIS_ICON_FILENAME | |"gfx/interface/icons/situation_log/situation_log_debris.dds" |- |SITUATION_LOG_MODIFICATION_PICTURE_SPRITE | |"GFX_situation_log_modification_picture" |- |SITUATION_LOG_MODIFICATION_ICON_FILENAME | |"gfx/interface/icons/situation_log/situation_log_modification.dds" |- |MIN_GUI_SCALE |Minimum UI scale factor |0.5 |- |BROWSER_BASE_URL | |"http://www.stellariswiki.com/" |- |INGAME_HELP_URL | |"http://www.stellariswiki.com/" |- |INGAME_HELP_URL_TGP | |"http://plat.tgp.qq.com/forum/index.html#!/2000011" |- |TOPBAR_BUTTONS_SHORTCUTS |Shortcuts for topbar buttons |{ "contacts" "F2" "situation" "F3" "technology" "F4" "empire" "F5" "policies" "F6" "factions" "F7" "traditions" "F8" "expansion_planner" "F9" "ship_designer" "F10"} |- |TOPBAR_BUTTONS_PRIORITY |The order of topbar buttons |{ "contacts" "situation" "technology" "empire" "policies" "factions" "strategic_resource" "species" "leaders" "traditions" "expansion_planner" "ship_designer" } |- |TOPBAR_BUTTONS |Amount of topbar buttons shown |4 |- |NUM_INDENTATION_SPACES | |4 |- |OUTLINER_PLANET_CONSTRUCTION_MAX_ENTRIES |not enough space in vanilla stellaris for more. priority: spaceport, tile, army, pop |3 |- |} === Gameplay === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |SHROUD_FLAG | |"breached_shroud" |- |DECADENCE_START |After this many years of being awakened, an awakened empire will experience decadence |20 |- |DECADENCE_CHANCE |Chance of decadence increasing each month (multiplied by total size of empire & subjects) |0.5 |- |DECADENCE_INCREASE |How much does decadence increase per time? |2 |- |DECADENCE_MAX |Max decadence |100 |- |ALLOW_MANAGE_SECTOR_PLANETS |Can empire manually manage sector tiles? |1 |- |FTL_MAGNET_DISTANCE |The distance at which ships will warp in when caught by an FTL snare |50 |- |ALLOW_EMPIRE_DESIGN_CHEATS | |no |- |VICTORY_CONDITION_DOMINATION | |0.4 |- |VICTORY_CONDITION_FEDERATION | |0.6 |- |MIN_RESOURCE_STORAGE |Minimum amount that can always be stored of accumulative resources # changed to 0 for machine food stockpiling |0 |- |SCALED_DIFFICULTY_MAX_GALAXY_SIZE |At this galaxy size, the full scaled difficulty modifier is applied # Not used for crisis faction, mainly for FEs/AEs |1000 |- |SCALED_DIFFICULTY_GALAXY_SIZE_MULT |How much does galaxy size impact difficulty scaling # Not used for crisis faction, mainly for FEs/AEs |0.75 |- |SCALED_DIFFICULTY_HABITABLE_PLANETS_MULT |How much does amount of habitable planets impact difficulty scaling # Not used for crisis faction, mainly for FEs/AEs |0.5 |- |FALLEN_EMPIRE_RESOURCE_STORAGE_MULT | |10 |- |FALLEN_EMPIRE_REPEATABLE_TECHS | |5 |- |FALLEN_EMPIRE_FLEET_POWER | |0.85 |- |CRISIS_FLEET_POWER | |0.75 |- |MIN_UNBLOCKED_TILES |Always try to have this many unblocked tiles on planets when generating the galaxy |5 |- |MIN_HABITABILITY |Planet habitability must be at least this value to be able to colonize |0.2 |- |MIN_HABITABILITY_FOR_MIGRATE |Planet habitability must be at least this for Pops to want to move there |0.50 |- |ABANDONED_EMPIRE_FLAG | |"special/abandoned.dds" |- |PRE_COMMUNICATIONS_EMPIRE_FLAG | |"special/unknown.dds" |- |FLEET_MIN_TI_CLEAR_RADIUS |min radius for clearing terra incognita will use the highest of this and sensor range |10 |- |TI_TEXTURE_SIZE |size of the internal terra incognita texture high resolutions can cause stuttering and will increase memory demand and save file size. |256 |- |START_YEAR | |2200 |- |MIN_ANOMALIES | | -1 |- |MAX_ANOMALIES | |1 |- |SYSTEM_INNER_RADIUS_OFFSET | |30 |- |SYSTEM_MIN_INNER_RADIUS | |150 |- |SYSTEM_OUTER_RADIUS_OFFSET | |100 |- |SHIP_SUBLIGHT_SPEED_MULT |General speed multiplier for ship movement within solar systems |5 |- |MISSILE_SUBLIGHT_SPEED_MULT |General speed multiplier for ship movement within solar systems |5 |- |FTL_MIN_DIST |Min distance to FTL point to start the FTL |1 |- |BORDERING_DISTANCE |Within this distance we're considered to be neighbours |75 |- |RELEVANT_DISTANCE |Within this distance we're considered to be diplomatically relevant |150 |- |CONSTRUCTION_SHIP_WORK_SPEED_MULT |Construction ship construction speed multiplier |1 |- |OUTPOST_STATION_BUILD_SPEED_MULT |Applied when building outpost stations |0.3 |- |CONSTRUCTION_SHIP_STATION_OFFSET |distance to the station that the ship is building |5 |- |SCIENCE_SHIP_SPECIAL_PROJECT_OFFSET |distance to the special project when collecting data |20 |- |SCIENCE_SHIP_WORK_SPEED_MULT |Science ship survey speed multiplier |1.75 |- |SENSOR_KNOWLEDGE_HIGH_DIST_PERC |See planet classes if distance is 30% of total sensor range sq distance |0.30 |- |NEBULA_TRAVEL_SPEED_PENALTY |30% travel speed penalty |0.30 |- |HYPERLANE_GEN_REMOVE_PERC |Try to remove 20% of the longest edges |0.20 |- |HYPERLANE_GEN_REMOVED_MAX_DIST |Don't remove an edge if you have to travel more than 30 stars to reach the same position |30 |- |HYPERLANE_GEN_REMOVE_TOO_MANY_EDGES |Remove edges if having 4 or more edges |4 |- |WORMHOLE_OPEN_SPEED |Wormhole opening speed. Wormhole capacity is incremented with this every micro update |1.3 |- |WORMHOLES_PER_STATION |How many wormholes a station can open at a time |1 |- |WORMHOLE_BASE_CAPACITY_REQUIREMENT |Required wormhole capacity for a jump is base(this one!) + fleet size |200 |- |WORMHOLE_CAPREQ_OUTSIDE_BORDERS |Percentage malus when opening wormholes to systems outside owner borders |0.3 |- |FTL_TRAIL_DAYS |FLT Trail lifetime in days |360 |- |NORMAL_TAX_LEVEL |Tax level without happiness penalty |0.25 |- |PLANET_ORBIT_DISTANCE |how far from the planet ships will orbit |10.0 |- |PLANET_STATION_ORBIT_DISTANCE |how far from the planet orbital stations will be |6.0 |- |BASE_SURVEY_TIME |Base Time In Days for surveying a planet |20.0 |- |PIRATE_TARGET_DIST |Target system can't be further away from home system |80.0 |- |FTL_RANGE_WARP |Base warp range |50 |- |FTL_RANGE_WORMHOLE |Wormhole range |65 |- |FTL_RANGE_JUMPDRIVE |Jumpdrive range |100 |- |LEADER_POOL_SIZE |Each leader pool will consist of this many leaders |3 |- |LEADER_POOL_LEAD_TIME |Years leaders will remain in the leader pool until replaced |10 |- |LEADER_HIRING_COST | |50 |- |LEADER_BASE_CAP |Base or Starting Quantity of Assigned Leaders Allowed for your Empire |10 |- |LEADER_EXPERIENCE_INIT_RAND_MOD | |0.35 |- |LEADER_EXPERIENCE_INIT_ADD | |0.25 |- |LEADER_BASE_SKILL_CAP | |5 |- |LEADER_MAX_SKILL_CAP | |10 |- |LEADER_SKILL_MIN | |1 |- |LEADER_EXP_MIN | |200 |- |LEADER_EXP_MAX | |400 |- |LEADER_AGE_HEIR_MIN |Min age of generated heirs in dynastic governments |18 |- |LEADER_AGE_HEIR_MAX |Max age of generated heirs in dynastic governments |26 |- |LEADER_AGE_MIN |Min age of generated leaders |28 |- |LEADER_AGE_MAX |Max age of generated leaders |50 |- |LEADER_SKILL_LEVEL_START |Skill Level Leaders start with. XP needed { 200 475 825 1250 } |1 |- |LEADER_EXPERIENCE_REQUIREMENT_BASE_VALUE |Base value when calculating required experience for next skill level |125 |- |LEADER_EXPERIENCE_REQUIREMENT_SCALE_VALUE |# Scale factor when calculating required experience for next skill level |75 |- |LEADER_RULER_MONARCH_EXPERIENCE | |2.5 |- |LEADER_RULER_HEIR_EXPERIENCE | |0.5 |- |LEADER_ADMIRAL_FLEET_COMBAT_BASE_EXPERIENCE |Leader Admiral base experience from fleet combat |10 |- |LEADER_ADMIRAL_FLEET_COMBAT_EXPERIENCE_SCALE |Scale factor used when calculating experience gain for Admiral |0.4 |- |LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_KILLED_CONVERSION |Scale factor for total number of ships killed after combat when calculating experience gain for Admiral |0.25 |- |LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_LOST_CONVERSION |Scale factor for total number of ships lost after combat when calculating experience gain for Admiral |0.1 |- |LEADER_GENERAL_GROUND_COMBAT_BASE_EXPERIENCE |Leader General base experience from ground combat |10 |- |LEADER_GENERAL_GROUND_COMBAT_EXPERIENCE_SCALE |Scale factor used when calculating experience gain for General |0.4 |- |LEADER_GENERAL_GROUND_COMBAT_ARMIES_KILLED_CONVERSION |Scale factor for total number of armies killed after combat when calculating experience gain for General |0.25 |- |LEADER_GENERAL_GROUND_COMBAT_ARMIES_LOST_CONVERSION |Scale factor for total number of armies lost after combat when calculating experience gain for General |0.1 |- |LEADER_SCIENTIST_LEADING_RESEARCH_FIELD_EXPERIENCE | |3.5 |- |LEADER_SCIENTIST_SURVEY_EXPERIENCE |Experience gained from surveyed planet |10 |- |LEADER_SCIENTIST_SUCCESSFUL_ANOMALY_RESEARCH_EXPERIENCE |Experience gained from a successful discovery research |100 |- |LEADER_SCIENTIST_COMPLETED_SPECIAL_PROJECT_EXPERIENCE |Experience gained from completing a special project |100 |- |LEADER_SCIENTIST_DEEP_SCAN_EXPERIENCE |Experience gained from a deep scan |200 |- |LEADER_SCIENTIST_ASSIST_RESEARCH |Experience gained from assisting research per day |0.35 |- |LEADER_SCIENTIST_ASSIST_RESEARCH_MULT |Assist Research modifier-mult per skill level (this value times skill level equals modifier) |0.125 |- |LEADER_GOVERNOR_BUILDING_OR_TILE_CLEAR_EXPERIENCE |Scale-value for each completed building-construction or tile-clear multiplied with the resources spent |0.5 |- |LEADER_GOVERNOR_EDICT_GAIN_EXPERIENCE |Scale-value for the exp-gain given each month an Edict is active on the planet multiplied with the resources spent |0.05 |- |LEADER_GOVERNOR_POP_IS_BORN_EXPERIENCE |Exp-gain for each Pop born |8 |- |LEADER_GOVERNOR_SECTOR_MONTHLY_EXPERIENCE |Monthy exp from governing sector. |3.5 |- |LEADER_AGE_DEATH_CHANCE_AGE |Before this age the chance wont increase |72 |- |LEADER_AGE_DEATH_CHANCE_INC |Increase with these % for each year above CHANCE_AGE |0.01 |- |GENERAL_DAMAGE_EXP_MULT |Multiplier of how much damage translates into experience. |1.0 |- |GENERAL_DEFENSE_EXP_MULT |Multiplier of how much defense translates into experience. |1.0 |- |HABITABILITY_IDEAL_PLANET |Habitability of Gaia worlds |1.00 |- |HABITABILITY_WRONG_PLANET |Below which point we color habitability icons and text yellow |0.70 |- |HABITABILITY_OPPOSITE_PLANET |Below which point we color habitability icons and text red |0.40 |- |BORDER_BASE_RADIUS |The base radius of the border |20 |- |BORDER_NEW_COLONY_START |Newly started colony's borders is modified by this goes up to 1x with progress |0.25 |- |BORDER_POPULATION_MODIFIER |The border population modifier |0.20 |- |BORDER_HABITAT_MODIFIER | |0.33 |- |PLANETARY_BUILDING_ADD_FACTOR |Used in the calculation of the planetary building progress |20 |- |ORBITAL_BUILDING_DIV_FACTOR |Used in the calculation of the orbital building progress |6 |- |colspan="3"| War-score from fleet-battles = WAR_SCORE_SHIP_KILL_MUL * (WAR_SCORE_FLEET_COMBAT_WIN_BASE + ((loser_fleet_value_lost / loser_fleet_value_total) * (1 - ((winner_fleet_value_lost * WAR_SCORE_SHIP_KILL_WINNER_MUL) / winner_fleet_value_total)))) |- |WAR_SCORE_SHIP_KILL_MUL |Multiplier of warscore gained |0.25 |- |WAR_SCORE_SHIP_KILL_WINNER_MUL |Multiplier of warscore loss for the sinking of ships for the winner |0.75 |- |WAR_SCORE_FLEET_COMBAT_WIN_BASE |Base score for winning a fleet combat |0.0 |- |WAR_SCORE_PLANET_BASE |Relative warscore value of a planet |10.0 |- |WAR_SCORE_PLANET_POP |Relative warscore value of a planet for every Pop |0.5 |- |WAR_SCORE_OCCUPATION_MUL |150% warscore gained from completely occupying the opponents |1.5 |- |WAR_SCORE_PLANET_MIN |Warscore from 1 planet will never be less than this |5.0 |- |WAR_SCORE_WARGOAL_MULT |Wargoal planets are worth this much more |2.0 |- |WAR_SCORE_MAJOR_WAR_MULT |All warscore gains are multiplied by this in a major war |0.33 |- |WAR_SCORE_SUBJECT_MULT |Planets of subjects have this multiplier attached to their warscore value |0.5 |- |WAR_SCORE_SUBJECT_FE_MULT |Planets of Fallen/Awakened Empire subjects have this multiplier attached to their warscore value |0.1 |- |REBELS_JOIN_DISTANCE_SQRT |Distance threshold if rebels are to join an already existing rebel. |100.0 |- |REBELS_POWER_THRESHOLD |A Threshold that controls when rebels think they have a chance Higher = more unwilling |0.5 |- |GARRISON_SIZE_BASE |Planet always spawns this number of garrisons |2 |- |GARRISON_SIZE_MULT |Per pop over 1 |0.4 |- |PLANET_FORTIFICATION_BASE |Planet always has this much fortification health |1000 |- |PLANET_FORTIFICATION_MULT |Per pop over 1 |100 |- |PLANET_FORTIFICATION_DEFENSE_BONUS |At 100% fortification divide damage to defending armies by this |50 |- |PLANET_FORTIFICATION_DEFENSE_MIN |At 0% fortification divide damage to defending armies by this |0.5 |- |PLANET_FORTIFICATION_REPAIR |Each day |0.01 |- |PLANET_FORTIFICATION_REPAIR_BOMBARDMENT |Repair is this much less during bombardment (mult) |0.25 |- |MAX_BOMBARD_FLEET_SIZE |Fleet size over this won't be counted for how fast planetary defenses are bombed down |200 |- |ELECTION_COST |Base cost of electing a candidate |200 |- |DEMOCRATIC_ELECTION_COST |Base cost of supporting a candidate democratic election. |50 |- |NEXT_ELECTION_MESSAGE_DAYS |Days player can choose a new ruler from new election date |90 |- |NEW_RULER_MESSAGE_DAYS |Days player can see message of new ruler |45 |- |ETHOS_MAX_POINTS |#umber of points which you can spend on ethos. |3 |- |ETHOS_DISTRIBUTION_FACTOR |The higher this is the more evenly ethics will be distributed among playable empires |0.5 |- |GOVERNMENT_CIVIC_POINTS_BASE |Base amount of civic points (to "pay" for government civic costs) |2 |- |POP_ETHOS_LOWER_ETHIC_THRESHOLD |If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it |0.5 |- |POP_ETHOS_UPPER_ETHIC_THRESHOLD |If the % of pops following an ethic is >= this relative to its attraction do not diverge to it |2.0 |- |POP_MIN_ETHIC_RELATIVE_ATTRACTION |If relative attraction is less than this, do not diverge to this ethic |0.1 |- |POP_ETHOS_DIVERGENCE_INTERVAL |Number of days until a Pop has a change to diverge from empire ethos |360 |- |POP_ETHOS_DIVERGENCE_RATE_MULT |Chance of a pop evaluating its ethics every year |0.02 |- |POP_DISENFRANCHISE_EFFECT |How much does a disenfrachised Pop contribute to faction support (where Pop with the vote = 1) |0.25 |- |POP_CHANGE_FACTION_CHANCE |Once every month a pop has X chance to change faction but only if the pop wants to |0.02 |- |POP_CURRENT_FACTION_WEIGHT |Weight for current faction is multiplied by this much for pops |1.25 |- |POP_CURRENT_FACTION_LAST_MEMBER_WEIGHT |Weight for current faction is multiplied by this much for pops when they are the last faction member |100.0 |- |POP_FACTION_HAPPINESS_FOR_CONTENT |Below this level of happines a faction will start causing trouble |0.4 |- |POP_FACTION_MIN_HAPPINESS_FOR_INFLUENCE |Above this level of happiness a faction provides +influence |0.6 |- |POP_FACTION_INFLUENCE_SCALING |Base influence gained from a faction being at 100% happiness and 100% support |2 |- |POP_FACTION_SIZE_ATTRACTION |How much does the current size of membership affect attraction (higher number = lower attraction when large) |1 |- |POP_FACTION_MIN_POTENTIAL_MEMBERS |If a faction has less potential members than this, do not form |5 |- |POP_FACTION_CREATION_COOLDOWN |Wait this many days after creating a faction to create another one (not applied to hidden factions) |180 |- |POLICY_YEARS |Years a set policy can not be changed for |10 |- |SPECIES_POLICY_YEARS | |10 |- |FEDERATION_FIRST_LEADER_YEARS |Number of years the first leader gets to rule. |10 |- |FEDERATION_LEADER_ROTATION_YEARS |Leader Rotation Years |10 |- |FEDERATION_USES_LEADER_ROTATION |Toggle whether rotation should be used |1 |- |FEDERATION_MIN_MEMBERS_TO_KICK |Can't kick alliance members unless you have at least this many members |3 |- |DEBRIS_BASE_COST |Base cost of special project for analyzing debris |0 |- |DEBRIS_ANALYZED_AREA_POINTS |Points * Level given for each component analyzed |5 |- |DEBRIS_ANALYZED_TECH_PROGRESS |Tech progress added when analyzing component that require tech you don't have |0.10 |- |DEBRIS_DAYS |How many days the debris is visible for |1800 |- |DEBRIS_RESEARCH_TIME |How many days it takes to analyze 1 debris. |90 |- |BASE_FLEET_SIZE |Number of ships allowed in a fleet at game start |10 |- |SPECIAL_PROJECT_BASE_PROGRESS |i in the equation for special project time: x = (k * i) / (i + (y1 - z1) + (y2 - z2)... + (yn - zn)) |1 |- |MONUMENTAL_UNDERTAKING_DAYS |project time to consider it a monumental undertaking. |730 |- |MODERATE_UNDERTAKING_DAYS |project time to consider it a moderate undertaking. |180 |- |SCIENCE_SHIP_SPECIAL_PROJECT_DIST |Distance to be able to progress a special project |25.0 |- |COLONY_SENSOR_RANGE |Base Sensor range from system from having colony in it (does not stack) |10.0 |- |EVENT_AUTOSELECT_MONTHS |After these months an event option will be autoselected |9 |- |REVOLT_RISK_ALERT |This is the threshold for the revolt risk alert |0.5 |- |SURRENDER_MONTHS |For how many months should a war be active after a surrender |6 |- |TRUCE_YEARS |Truce last for X years |10 |- |WARNING_INACTIVE_IN_WAR |Warscore when warning is sent out for being inactive in war |20 |- |ACTION_INACTIVE_IN_WAR |Warscore when action is sent out for being inactive in war (opinion change etc) |50 |- |INSULT_COOLDOWN_DAYS |How often can you send insults? |30 |- |AUTO_DECLINE_DIPLOMACY_DAYS |Number of days after which diplomatic action will automatically be declined |180 |- |FEDERATION_FLEET_SIZE |Federation fleet capacity is this % of all members' fleets |0.2 |- |MIN_RIVAL_YEARS |Years before you can remove an empire as a rival |10 |- |DEFENSIVE_PACT_INFLUENCE_COST |Per defensive pact |1 |- |GUARANTEE_INFLUENCE_COST |Per guarantee |0.5 |- |FEDERATION_INFLUENCE_COST |For being in a federation |2 |- |RIVALRY_INFLUENCE_GAIN |Per rival (scales to relative power value here is at 2x power) |1 |- |MAX_FRICTION |Max friction (total) |100 |- |FRICTION_FROM_BORDERING_SYSTEM |Friction for each bordering system |3 |- |CUSTOM_EMPIRE_SPAWN_CHANCE |Chance that an empire will be created from an existing template instead of randomly generated (10 = 1% chance) |50 |- |FALLEN_CUSTOM_EMPIRE_SPAWN_CHANCE |Chance that a fallen empire will be created from an existing template instead of randomly generated (10 = 1% chance) |50 |- |PRESCRIPTED_PLANETS_NUM |The number of prescripted ideal colonies in empire_initializers.txt (don't change one without changing the other) |2 |- |PRESCRIPTED_PLANETS_MAX_DISTANCE |Max distance of prescripted ideal colonies in empire_initializers.txt (don't change one without changing the other) |50 |- |START_ARMIES |This amount of defense armies will be generated on home planet |5 |- |ADVANCED_EMPIRE_EXTRA_MINERALS_MIN |How much extra minerals does advanced empires start with? |500 |- |ADVANCED_EMPIRE_EXTRA_MINERALS_MAX | |1500 |- |ADVANCED_EMPIRE_EXTRA_ENERGY_MIN |How much extra energy does advanced empires start with? |300 |- |ADVANCED_EMPIRE_EXTRA_ENERGY_MAX | |900 |- |ADVANCED_EMPIRE_EXTRA_INFLUENCE_MIN |How much extra influence does advanced empires start with? |50 |- |ADVANCED_EMPIRE_EXTRA_INFLUENCE_MAX | |150 |- |ADVANCED_EMPIRE_EXTRA_WARSHIPS_MIN |How many extra war ships do advanced empires start with? |3 |- |ADVANCED_EMPIRE_EXTRA_WARSHIPS_MAX | |7 |- |ADVANCED_EMPIRE_MAX_EXTRA_COLONIES |Max extra colonies an advanced empire can start with |4 |- |ADVANCED_EMPIRE_COLONY_DISTANCE |Max distance at which an advanced empire can get extra colonies |50 |- |ADVANCED_EMPIRE_COLONY_CHANCE |Per colonizeable planet within colony distance (after the 1st) |50 |- |MATURE_GALAXY_YEARS | |100 |- |MATURE_GALAXY_COLONY_DISTANCE_FIXED |max dist at which planets can be taken (fixed) |50 |- |MATURE_GALAXY_COLONY_DISTANCE_RANDOM |max dist at which planets can be taken (random) |100 |- |MATURE_GALAXY_COLONY_DISTANCE_SURVEYED |additional dist outside borders that has been surveyed |100 |- |MATURE_GALAXY_TECH_TIER | |2 |- |MATURE_GALAXY_NAVY_SIZE |of naval capacity |0.5 |- |MATURE_GALAXY_EXTRA_MINERALS | |10000 |- |MATURE_GALAXY_EXTRA_ENERGY | |5000 |- |MATURE_GALAXY_EXTRA_INFLUENCE | |500 |- |MATURE_GALAXY_EXTRA_UNITY |# per planet |2500 |- |MATURE_GALAXY_SPACEPORT_LEVEL | |5 |- |MATURE_GALAXY_NUM_ARMIES | |10 |- |MATURE_GALAXY_CAPITAL | |"building_capital_2" |- |MATURE_GALAXY_COLONY_CAPITAL | |"building_capital_2" |- |MATURE_GALAXY_COLONY_POWER_PLANT | |"building_power_plant_3" |- |MATURE_GALAXY_COLONY_FARM | |"building_hydroponics_farm_3" |- |MATURE_GALAXY_COLONY_MINE | |"building_mining_network_3" |- |MATURE_GALAXY_COLONY_LAB | |"building_basic_science_lab_1" |- |MATURE_GALAXY_ARMY | |"assault_army" |- |ADVANCED_GALAXY_YEARS | |150 |- |ADVANCED_GALAXY_COLONY_DISTANCE_FIXED |max dist at which planets can be taken (fixed) |100 |- |ADVANCED_GALAXY_COLONY_DISTANCE_RANDOM |max dist at which planets can be taken (random) |100 |- |ADVANCED_GALAXY_COLONY_DISTANCE_SURVEYED |additional dist outside borders that has been surveyed |500 |- |ADVANCED_GALAXY_TECH_TIER | |3 |- |ADVANCED_GALAXY_NAVY_SIZE |of naval capacity |0.5 |- |ADVANCED_GALAXY_EXTRA_MINERALS | |20000 |- |ADVANCED_GALAXY_EXTRA_ENERGY | |10000 |- |ADVANCED_GALAXY_EXTRA_INFLUENCE | |1000 |- |ADVANCED_GALAXY_EXTRA_UNITY |per planet |5000 |- |ADVANCED_GALAXY_SPACEPORT_LEVEL | |6 |- |ADVANCED_GALAXY_NUM_ARMIES | |20 |- |ADVANCED_GALAXY_CAPITAL | |"building_capital_3" |- |ADVANCED_GALAXY_COLONY_CAPITAL | |"building_capital_2" |- |ADVANCED_GALAXY_COLONY_POWER_PLANT | |"building_power_plant_4" |- |ADVANCED_GALAXY_COLONY_FARM | |"building_hydroponics_farm_4" |- |ADVANCED_GALAXY_COLONY_MINE | |"building_mining_network_4" |- |ADVANCED_GALAXY_COLONY_LAB | |"building_basic_science_lab_1" |- |ADVANCED_GALAXY_ARMY | |"assault_army" |- |GROUND_SUPPORT_SOFT_DMG |Multiplier to fortification damage |0.30 |- |GROUND_SUPPORT_LIMITED_DMG |Multiplier to fortification damage |0.40 |- |GROUND_SUPPORT_FULL_DMG |Multiplier to fortification damage |0.50 |- |GROUND_SUPPORT_ARMAGEDDON_DMG |Multiplier to fortification damage |0.60 |- |START_REPARATION_TIMER_DAYS |Number of days after taking damage before a ship can repair in orbit |30 |- |STATION_SELF_REPAIR_TIMER_DAYS |Number of days after taking damage before a station will start self-repairing |10 |- |STATION_SELF_REPAIR_RATE |How fast stations self-repair (% of max health each day) |0.01 |- |INFLUENCE_ADD_UPLIFTED_SPECIES |Influence gain when uplifting species |500 |- |PLANET_ARMIES_LIMIT_BASE |Maximum number of troops per planet (base) |0 |- |PLANET_ARMIES_LIMIT_FROM_SIZE |Extra max number of armies per tile |1 |- |MAX_OBSERVATION_STATIONS |Maximum observation stations per planet |8 |- |SPACEPORT_CONSTRUCTION_TIME |Amount of days it takes to construct a spaceport. |360 |- |SPACEPORT_CONSTRUCTION_HEALTH |How much HP in % that the spaceport starts with. |0.1 |- |SPACEPORT_LEVELS |Number of spaceport levels |6 |- |SPACEPORT_UPGRADE_TIME |Time to upgrade a spaceport to the next level |180 |- |ANOMALY_RISK_DEFAULT |Base failure chance for anomalies |20 |- |ANOMALY_RISK_MOD_POSITIVE |Positive risk modifier for researching discovery |-10 |- |ANOMALY_RISK_MOD_NEGATIVE |Negative risk modifier for researching discovery |20 |- |ANOMALY_RISK_MIN |Risk is never less than this |5 |- |ANOMALY_CRITICAL_FAIL_CHANCE |20% chance of critical fail on fail |0.20 |- |ANOMALY_SPAWN_CHANCE |Percent chance that a planet gets a discovery when surveyed |0.025 |- |ANOMALY_SPAWN_CHANCE_INCREMENT |Percentage increase towards next chance when failing |0.005 |- |GOVERNMENT_COOLDOWN_YEARS |Cooldown years after changing government before you can change it again |20 |- |GOVERNMENT_CHANGE_INFLUENCE_COST |The Influence it costs to change government type |250 |- |DRAIN_SECTOR_RESOURCES_INFLUENCE_COST |The influence cost to drain a sector's stockpile of resources |100 |- |DRAIN_SECTOR_DEFENSIVE_WAR_MULT |Multiplied to above cost while in a defensive war |0.25 |- |DRAIN_SECTOR_FRACTION |How much of sector's stockpile is taken |0.75 |- |DRAIN_SECTOR_MIN_RESOURCES | |10 |- |NUM_TECH_ALTERNATIVES | |3 |- |TECH_WEIGHT_BASE | |10 |- |TECH_WEIGHT_POTENTIAL_ADD | |0 |- |TECH_RESEARCH_NO_LEADER_PENALTY | | -0.25 |- |TECH_COST_MULT_NUM_COLONIES |Each Planet adds +X% tech cost |0.1 |- |TECH_COST_FREE_POPS |First X pops do not add any tech cost |10 |- |TECH_COST_MULT_NUM_POPS |#ach non-free Pop adds +X% tech cost |0.01 |- |TECH_WEIGHT_PREVIOUS_OPTION |If a tech was one of the alternatives last time its weight will be multiplied with TECH_WEIGHT_PREVIOUS_OPTION |0.5 |- |TRADITION_COST_TRADITION |tradition cost = ( base_cost + ( ( cost_tradition * num_traditions )^traditions_exponential ) + cost_pop*num_pops ) * ( 1 + cost_planet*num_planets ) |6 |- |TRADITION_COST_TRADITION_EXP |numbers like 1.656 or 1.639 |1.639 |- |TRADITION_COST_MULT_TRADITION_GROUP |each adopted group adds +X% to total cost |0.05 |- |TRADITION_COST_MULT_NUM_COLONIES |Each Planet adds +X% Tradition cost |0.25 |- |TRADITION_COST_MULT_NUM_POPS |Each Pop adds +X Tradition cost |2 |- |TRADITION_COST_MULT_NUM_SLAVES |Each Slave adds +X% to num pops mult |0.50 |- |TRADITION_COST_MULT_NUM_SAPIENT_ROBOTS |Each Sapient Robot adds +X% to num pops mult |1.00 |- |TRADITION_COST_MULT_NUM_XENOS |Each Xeno Pop adds +X% to num pops mult |1.00 |- |TRADITION_COST_MULT_NUM_XENO_SLAVES |Each Xeno Slave adds +X% to num pops mult |0.50 |- |KEYBOARD_DOUBLE_CLICK_TIME |Seconds listening to control group double clicks. |0.5 |- |DOCKED_FLEET_MAINTENANCE_REDUCTION |Docked fleets will have a lowered maintenance reduction of this amount |0.25 |- |MIN_TRADE_DEAL_LENGTH_YEARS |Minimum length of a trade deal in years. |10 |- |MAX_TRADE_DEAL_LENGTH_YEARS |Maximum length of a trade deal in years. |30 |- |ORBITAL_BOMBARDMENT_COLONIZE_PROGRESS_DAMAGE_PER_DAY |Damage dealt to a colony's progress each day of orbital bombardment. Only applies during the initial colonization process established colonies are unaffected. |4 / 30 |- |MISSION_PROGRESS_MAX |When is a mission finished? |1 |- |CORE_SECTOR_SYSTEM_CAP |Too many systems with owned planets in core sector will apply modifier inefficient_planet_management. |3 |- |SECTOR_CAP |Too many sectors will apply modifier inefficient_sector_management. |2 |- |SECTOR_CAP_INCR |0.25 means that for every four planets an extra sector can be created. |0.25 |- |SECTOR_SUPPORT_RESOURCE_AMOUNT_LARGE |How much resources each click will give the sector if CTRL is held down |1000 |- |SECTOR_SUPPORT_RESOURCE_AMOUNT |How much resources each click will give the sector. |100 |- |NEW_HEIR_CHANCE |Chance to get a new heir each day. Range is 0 to 1 |0.05 |- |MIN_ELECTION_CANDIDATES |If we have fewer factions than this, add additional independent candidates |4 |- |ELECTION_BASE_SUPPORT |Election candidates always have at least this much support |0.05 |- |ELECTION_INDEPENDENT_SUPPORT |Independent candidates get this much extra support |0.20 |- |ELECTION_SKILL_EFFECT |Candidates get this much extra support per skill level (multiplicative) |0.05 |- |AI_BANNED_POLICY_FLAG | |"ai_outlawed" |- |AI_SERVITUDE_POLICY_FLAG | |"ai_servitude" |- |AI_FULL_RIGHTS_POLICY_FLAG | |"ai_full_rights" |- |PRE_SAPIENTS_PURGE_POLICY_FLAG | |"pre_sapients_purge" |- |PRE_SAPIENTS_LIVESTOCK_POLICY_FLAG | |"pre_sapients_eat" |- |PRE_SAPIENTS_PURGE_POLICY_FLAG | |"pre_sapients_purge" |- |REFUGEES_ALLOWED_POLICY_FLAG | |"refugees_allowed" |- |REFUGEES_ONLY_CITIZENS_POLICY_FLAG | |"refugees_only_citizens" |- |BORDERS_OPEN_POLICY_FLAG | |"border_policy_open" |- |GROUNDSUPPORT_STANCE_SOFT_REQUIRED_POLICY_FLAG |Each ground support stance can require that a certain policy flag is set |"allow_orbital_bombardment_light" |- |GROUNDSUPPORT_STANCE_LIMITED_REQUIRED_POLICY_FLAG | |"allow_orbital_bombardment_limited" |- |GROUNDSUPPORT_STANCE_FULL_REQUIRED_POLICY_FLAG | |"allow_orbital_bombardment_full" |- |GROUNDSUPPORT_STANCE_ARMAGEDDON_REQUIRED_POLICY_FLAG | |"allow_orbital_bombardment_armageddon" |- |BORDER_INFLUENCE_THRESHOLD |Min threshhold for countries to be considered intersecting |0.15 |- |SET_DEFENDER_WAR_DEMANDS_TIME_LIMIT |Days defender have to set war demands after war started. |360 |- |PEACE_OFFER_DECLINE_THRESHOLD |War score diff threshold for when declining a peace offer has a cost applied. |30.0 |- |PEACE_OFFER_DECLINE_COST |Cost for declining an offer the AI would accept. |100.0 |- |RESOURCE_CLUSTER_COUNT |Number of resource clusters containing special resources |6 |- |POP_SLAVERY_NOT_ALLOWED_POLICY_FLAG |Policy flag for pop slavery not allowed |"slavery_not_allowed" |- |POP_PURGE_NOT_ALLOWED_POLICY_FLAG |Policy flag for pop purge not allowed |"purge_not_allowed" |- |RESEARCH_AGREEMENT_SPEED_MULT |Research speed increased by this for trade research agreement deal |0.25 |- |MOVE_CAPITAL_INFLUENCE_COST |Influence cost to move the empire capital to another planet. |250 |- |MOVE_CAPITAL_COOLDOWN_YEARS |Cooldown in years for moving capital. |10 |- |INTEGRATE_SUBJECT_MIN_DAYS |Amount of days the subject has been a subject before we can integrate it |3600 |- |SUBJECTS_INTEGRATION_CAP |Amount of integrations you're allowed to have at the same time |1 |- |SUBJECT_INTEGRATION_BASE_PROGRESS |Cost per month for subject integration |5 |- |SUBJECT_INTEGRATION_COST_BASE |Base cost for integration |20 |- |SUBJECT_INTEGRATION_COST_PER_POP |Integration cost per pop |5 |- |SUBJECT_INTEGRATION_COST_PER_PLANET |Integration cost per planet |50 |- |FLEET_MAX_SHIPS | |500 |- |NAVY_SIZE_MAX |Max value of Naval Capacity |9999 |- |NAVY_SIZE_BASE |Base value of Naval Capacity |10 |- |NAVY_SIZE_POP_MULT |Mult value of Naval Capacity for each Pop |0.20 |- |NAVY_SIZE_SPACEPORT_LEVEL |Naval Capacity per spaceport level |{ 5 6 7 8 9 10 } |- |NAVY_SIZE_HABITAT_ADD |Per habitat |8 |- |STARTING_WEAPON_TECHS | |{ "tech_mass_drivers_1" "tech_lasers_1" "tech_missiles_1" } |- |STARTING_WEAPON_TECHS_ICONS | |{ "GFX_weapon_type_01" "GFX_weapon_type_02" "GFX_weapon_type_03" } |- |STARTING_FTL_TYPES | |{ "warp" "hyperdrive" "wormhole" } |- |ASCENSION_PERKS_SLOTS |Number of ascension perk slots |8 |- |PLANET_UNREST_MAX |Planetary unrest is capped at this value |100 |- |PLANET_UNREST_BAD_MIN |Threshold for when the alert is shown |50 |- |PLANET_UNREST_HAPPY_POP |Max. effect of happy not enslaved pops on planetary unrest | -5 |- |PLANET_UNREST_UNHAPPY_POP |Max. effect of unhappy not enslaved pops on planetary unrest |20 |- |PLANET_UNREST_HAPPY_SLAVE |Max. effect of happy enslaved pops on planetary unrest |0 |- |PLANET_UNREST_UNHAPPY_SLAVE |Max. effect of unhappy enslaved pops on planetary unrest |15 |- |PLANET_UNREST_ARMY |Effect per army on planetary unrest | -10 |- |EVADE_HOSTILE_CANCEL_ORDERS_THRESHOLD_DAYS |When evading hostiles ships will cancel orders that would take more than X days to reach. |180 |- |} === Species === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |MIN_ETHIC_POINTS | |3 |- |MAX_ETHIC_POINTS |Max Ethic Points (I balanced this with ETHOS_MAX_POINTS and it allows me to use 5 instead of 3) |3 |- |MAX_TRAIT_POINTS_LEADER |How many trait points a leader can have |1 |- |MAX_TRAIT_POINTS_RULER | |2 |- |TRAIT_MODIFICATION_BASE_COST |This cost is always added to a species modification project so modifying single pops isn't efficient |5000 |- |TRAIT_CLIMATE_MODIFICATION_COST | |3 |- |TRAIT_MODIFICATION_COST_MULT |species modification cost to be multiplied with the absolute trait cost of all changes applied, per pop |30 |- |MODIFICATION_COST_MULT |adds to the above species modification cost, per pop |10 |- |ROBO_TRAIT_MODIFICATION_BASE_COST |This cost is always added to a species modification project so modifying single pops isn't efficient |500 |- |ROBO_TRAIT_MODIFICATION_COST_MULT |species modification cost to be multiplied with the absolute trait cost of all changes applied, per pop |50 |- |ROBO_MODIFICATION_COST_MULT |adds to the above species modification cost, per pop |20 |- |UPLIFT_COST_BASE | |5000.0 |- |TRAIT_MODIFICATION_TIME_LIMIT |Timeout for species modification special projects |30 |- |HOMEWORLD_HABITABILITY |Habitability on homeworld is increased by this value |0.3 |- |MUTATION_REMOVE_CHANCE | |50 |- |MUTATION_ADD_CHANCE | |50 |- |MUTATION_MIN_TRAITS | |2 |- |MUTATION_MAX_TRAITS | |5 |- |} === Ship === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |AGGRESSIVE_STANCE_MIN_POWER_MULT |Fleets that are less than our military power x this will be ignored by aggressive fleets that are bombarding |0.2 |- |DESIGNER_WEAPON_PREF_MUL |How much does weapon preference tags in the ship designer affect the weight it assigns a weapon? |1.33 |- |DESIGNER_WEAPON_STACKING_DIV |The higher this is the more the ship designer will try to vary which weapon types are used on its sections |0.25 |- |ENERGY_MAINTENANCE_MUL |Ship Maintenance Multiplier Percentage of the cost of the ship |0.004 |- |MINERAL_MAINTENANCE_MUL |Ship Maintenance Multiplier Percentage of the cost of the ship |0.004 |- |REPAIR_RATE |Repair rate per day |0.01 |- |ABANDONED_STATION_DECAY_RATE |Abandoned stations lose this amount of health per day |0.003 |- |REPAIR_SHIELD_MUL |Shields regen faster when ship is being repaired. |1.0 |- |POOR_MAINTENANCE_PENALTY |1% percent max hit points penalty each day for poor maintenance (energy < 0) |0.01 |- |FALLEN_EMPIRE_MAINTENANCE_MULT | |0.25 |- |AWAKENED_FALLEN_EMPIRE_MAINTENANCE_MULT | |0.5 |- |AWAKENED_FALLEN_EMPIRE_NAVAL_CAPACITY | |600 |- |AWAKENED_FALLEN_EMPIRE_NAVAL_PLANET_MIN | |10 |- |AWAKENED_FALLEN_EMPIRE_NAVAL_CAPACITY_PER_PLANET | |10 |- |FALLEN_EMPIRE_NAVAL_CAPACITY | |600 |- |STRIKE_CRAFT_COMBAT_REGEN | |0.2 |- |MOVE_SHIP_TO_FLEET_MAX_DIST | |50.0 |- |COST_SECTION_MUL | |0.25 |- |COST_SECTION_BASE | |50.0 |- |COST_SECTION_ADD_SMALL_WEAPON_SLOT | |10.0 |- |COST_SECTION_ADD_MEDIUM_WEAPON_SLOT | |20.0 |- |COST_SECTION_ADD_LARGE_WEAPON_SLOT | |30.0 |- |COST_SECTION_ADD_TORPEDO_WEAPON_SLOT | |20.0 |- |COST_SECTION_ADD_EXTRA_LARGE_WEAPON_SLOT | |30.0 |- |COST_SECTION_ADD_AUX_WEAPON_SLOT | |10.0 |- |COST_SECTION_ADD_SMALL_UTIL_SLOT | |10.0 |- |COST_SECTION_ADD_MEDIUM_UTIL_SLOT | |30.0 |- |COST_SECTION_ADD_LARGE_UTIL_SLOT | |60.0 |- |COST_SECTION_ADD_AUX_UTIL_SLOT | |10.0 |- |FLEET_MOVE_MAX_DIST_SHIPS |Max distance that ships are allowed to travel before last ship |10.0 |- |FLEET_BASE_FORMATION_SCALE | |2.0 |- |FLEET_BASE_FORMATION_DIV | |10 |- |FLEET_FORMATION_WARP_MULT | |6.0 |- |FLEET_SIZE_FORMATION_WARP_DIV | |3 |- |LANDING_TIME_DAYS |Amount of days it takes to land an army |10 |- |MOVE_TO_ACTION_THRESHOLD |distance threshold used by move_to fleet action to determine when the fleet arrived |5.0 |- |WARP_WINDUP |Distance multiplier to warp windup in microupdates |1.0 |- |WARP_WINDDOWN |Distance multiplier to warp winddown in microupdates |8.0 |- |WARP_WINDDOWN_OUTSIDE_BORDER |How much more winddown time is there for systems which are 100% away from friendly territory |2.0 |- |WARP_INTERSTELLAR_TRAVEL_SPEED |In micro updates ( 10/day ) |0.35 |- |HYPERLANE_WINDUP |In micro updates ( 10/day ) |150 |- |HYPERLANE_WINDDOWN |In micro updates |0 |- |HYPERLANE_WINDUP_OUTSIDE_BORDER |How much more windup time is there for systems which are 100% away from friendly territory |5.0 |- |JUMPDRIVE_WINDUP |In micro updates ( 10/day ) |150 |- |JUMPDRIVE_WINDDOWN |In micro updates ( 10/day ) |50 |- |HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED |In micro updates ( 10/day ) |1.0 |- |RULER_SHIP_SCALE_MULT |Scale up of unique ruler ship. |0.5 |- |MILITARY_POWER_HEALTH_WEIGHT | |0.5 |- |MILITARY_POWER_SHIELD_WEIGHT |compared to health |0.66 |- |MILITARY_POWER_DAMAGE_WEIGHT | |0.5 |- |MILITARY_POWER_SCALE | |0.12 |- |MILITARY_POWER_EXPONENT |math: power = ( ( effective_health * damage_per_day ) ^ exponent ) * scale |0.75 |- |colspan=3|MILITARY_POWER_X values determine how large an effect special values such as shield penetration have on the military power of a weapon |- |MILITARY_POWER_ARMOR_PENETRATION_WEIGHT |larger value = adds more military power |1.0 |- |MILITARY_POWER_SHIELD_PENETRATION_WEIGHT | |0.5 |- |MILITARY_POWER_SHIELD_DAMAGE_WEIGHT | |0.33 |- |MILITARY_POWER_TRACKING_WEIGHT |at 0% tracking | -0.33 |- |MILITARY_POWER_RANGE_DIV |smaller value = adds more military power |100 |- |MILITARY_POWER_MISSILE_MULT |overall military power of missiles is lowered due to being vulnerable to PD |0.85 |- |MILITARY_POWER_PD_MULT |overall military power of PD is lowered because they can only hit missiles |0.5 |- |DEFAULT_ARMOR_RATIO | |0.4 |- |DEFAULT_SHIELD_RATIO | |0.5 |- |MIN_COMBAT_SPEED_FOR_AFTERBURNERS | |1.25 |- |MILITARY_POWER_SPACEPORT_BASE_MULT | |0.7 |- |MILITARY_POWER_SPACEPORT_LEVEL_MULT | | -0.05 |- |EXCESS_POWER_BONUS_THRESHOLD_MAX |0.5 means 0-50% excess power linearly scales ship_excess_power modifier between 0-1. |1.0 |- |EXCESS_POWER_BONUS_THRESHOLD_MIN |min value for excess power to be used. |0.05 |- |} === Combat === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |COMBAT_BACK_OFF_RATE |When ships are attacking they will try to stay at max range and orbit their target.<br /> If the ship is closer than max range this value determines how fast it will "back off" in order to get to max range.<br /> 0.0 means that the ship will not back off and orbit with whatever radius it already has<br /> 1.0 means that the ship will prioritize orbit velocity the same as "back-off"-velocity. i.e a 45º angle |0.04 |- |FORMATION_POS_AHEAD_OF_PARENT | |0.5 |- |SHIP_SMOOTH_ROTATION_THRESHOLD |Used to smooth rotation rate of ships. equation is "y = x * ( min ( 1.0 x / SHIP_SMOOTH_ROTATION_THRESHOLD ) )" where x is the wanted delta rotation this tick and y the resulting delta rotation |3.141 |- |COMBAT_TARGET_STICKYNESS |The higher this is, the less likely ships are to switch targets |1.5 |- |RANDOM_TARGETING_WEIGHT | |0.5 |- |COMBAT_DETECT_RANGE_MULT |Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT |1.05 |- |COMBAT_DETECT_RANGE_MIN | |10 |- |COMBAT_AREA_MIN_ATTACK_RADIUS | |0.2 |- |COMBAT_EMERGENCY_FTL_PENALTY_HITPOINTS |x% of max hitpoints in penalty for doing ftl jump |0.20 |- |COMBAT_EMERGENCY_FTL_LOST_RISK |x% risk of ship becoming forever lost when jumping. |0.01 |- |COMBAT_EMERGENCY_FTL_SURVIVE_CHANCE |x% chance to survive with 1 health even if ship should have died |0.50 |- |COMBAT_EMERGENCY_FTL_WINDUP |how many days it takes from the button press to the actual jump. same timer for all FTL types |2.0 |- |COMBAT_BASE_DAYS_UNTIL_EMERGENCY_FTL |how many days a fleet should be in combat until they can emergency ftl |30.0 |- |CIVILIAN_EMERGENCY_FTL_MULT | |0.25 |- |MISSILE_HIGH_CONTROL_DISTANCE |if the missile is closer to the target than MISSILE_HIGH_CONTROL_DISTANCE it will turn sharply |5.0 |- |MISSILE_HIGH_CONTROL_INTERPOLATION_RANGE |how long the missile will interpolate between "smooth controls" and "full control" |5.0 |- |MISSILE_BASE_ROTATION_SPEED |base rotation rate of missiles in radians per tick |0.001 |- |MISSILE_RETARGET_CHANCE_START |How likely a missile is to find a new target in range the first time its target is lost |100 |- |MISSILE_RETARGET_CHANCE_REDUCTION |How much the chance for a missile to find a new target is reduced each retargeting after the first |35 |- |SHIP_TARGETING_NUM_SHOTS_FOR_LOW_HEALTH_BONUS | |5 |- |DAMAGE_REDUCTION |armor / DAMAGE_REDUCTION |70 |- |SIZE_MULTIPLIER_DAMAGE_REDUCTION_EFFECT |how much does ship size reduce damage reduction from armor (higher number = more armor required for same DR on a larger ship) |0.15 |- |DAMAGE_REDUCTION_MAX_SHIP_SIZE |#hip sizes over this don't affect how much armor is needed |10 |- |DAMAGE_REDUCTION_HIGH |above this level of damage reduction require even more armor |0.75 |- |DAMAGE_REDUCTION_HIGH_SCALING | |0.5 |- |DAMAGE_REDUCTION_MAX |can't have more damage reduction than this |0.9 |- |} === Pop === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |MAX_POPS_BASE |Max pops is base multiplied by planet size |10 |- |MIN_CROWDING_TO_MIGRATE |Unless planet is this % full, pops won't migrate |1 |- |FORCE_MIGRATION_SPEED_MULT | |2 |- |MIGRATION_CROWDING_EFFECT |How much does crowding affect where pops want to migrate |0.25 |- |MIGRATE_CROWDING_FORCE_MOVE_EFFECT |How large is the crowding effect for pops that being force-moved (multiplier on above value) |0.5 |- |MIGRATION_SAME_SPECIES_EFFECT |How much does the species being present on a planet affect chance of migrating there |1.25 |- |MIGRATION_SAME_SPECIES_FORCE_MOVE_EFFECT |How much does the species being present on a planet affect chance of migrating there (if being force-moved) |2.0 |- |MIGRATION_DISTANCE_EFFECT |Higher = pops less inclined to migrate far away |0.01 |- |MIGRATION_LOSE_CITIZENSHIP_MULT |Effect on migration attraction if we'd end up losing our citizenship (multiplier) |0.1 |- |MIGRATION_GAIN_CITIZENSHIP_MULT |Effect on migration attraction if we'd end up gaining citizenship (multiplier) |1.5 |- |MIGRATION_CASTE_SYSTEM_MULT |Effect on migration attraction if we'd end up in a caste system (multiplier) |0.2 |- |MIN_HAPPINESS_DIFF_FOR_MIGRATION |Only if the difference in happiness is greater than this will a pop migrate |0.1 |- |MIGRATION_SPEED |Monthly migration speed of pops: when the pop has reached a migration progress of 1 it will be moved |0.1 |- |WAS_ENSLAVED_LENGTH_DAYS |Number of days after emancipation a pop is angry for being enslaved |1825 |- |WAS_ENSLAVED_MIN_DAYS |Number of days a pop has to be enslaved to be angry about it when emancipated |30 |- |LOST_OWNED_POP_LENGTH_DAYS |Number of days that pops will be angry about having their owned pops freed |1825 |- |CONSUMER_GOODS_COST |mineral cost per unit of consumer goods |0.5 |- |CONSUMER_GOODS_COST_PER_PLANET |extra cost per planet over 1 |0.01 |- |GROWTH_BASE |Required growth for a pop to become fully grown. |25 |- |GROWTH_INCREASE_PER_POP |Increased growth cost per pop planet [+ POP_INCREASE_PER_POP*(num_pop - 1)] |1.65 |- |GROWTH_INCREASE_FACTOR |Increased growth factor [+ (num_pop - 1)^POP_INCREASE_FACTOR] |1.12 |- |FOOD_SUSTAINED |Amount of food each pop require |1 |- |FOOD_SURPLUS_BASE_GROWTH |Amount to grow (base) |1 |- |FOOD_SURPLUS_EXTRA_GROWTH |Extra growth from food surplus (scales to Pops) |0.05 |- |FOOD_SURPLUS_EXTRA_GROWTH_MAX |Max extra growth from food surplus |2 |- |FOOD_SURPLUS_MIN_PLANETS |Always count as having at least this number of growing planets when calculating growth relative to pops |1 |- |ENERGY_CONSUMPTION_FOOD_SCALE |The energy consumption for pops which eat energy is food consumption * this |1.0 |- |STARVATION_YEARS_ESCALATION |Every this amount of years, starvation grows worse |3 |- |STARVATION_ESCALATION_MAX |Starvation effects can't multiply anymore than this |9 |- |LOW_HAPPINESS |Below this happiness, show bar as red |0.40 |- |HIGH_HAPPINESS |Above this happiness, show bar as green |0.60 |- |MIN_REVOLT_SLAVE_HAPPINESS |Minimum happiness for revolt risk |0.0 |- |MIN_REVOLT_SLAVE_HAPPINESS_LEVEL |Minimum revolt risk at the minimum revolt risk happiness |0.5 |- |MAX_REVOLT_SLAVE_HAPPINESS |Maximum happiness for revolt risk |0.60 |- |MAX_REVOLT_SLAVE_HAPPINESS_LEVEL |Maximum revolt risk at the maximum revolt risk happiness |0.0 |- |FORCED_PURGE_MONTHS |Number of months it takes to exterminate a population via force-purge (scripted effect) |20 |- |PURGE_EXTERMINATION_MONTHS |Number of months it takes to exterminate a population when using extermination purging |20 |- |PURGE_MATRIX_MONTHS |Number of months it takes to exterminate a population when purging with "Matrix" setting |200 |- |PURGE_PROCESSING_MONTHS |Number of months it takes to exterminate a population when purging with "Processing" setting |120 |- |PURGE_LABOR_CAMPS_MONTHS |Number of months it takes to exterminate a population when purging with "Labor Camps" setting |300 |- |PURGE_NEUTERING_LENGTH_FACTOR |Factor of leader death age |0.75 |- |HAPPINESS_PROGRESS_BAR_GREEN |Happiness percentage min where bar is showed as green |60 |- |HAPPINESS_PROGRESS_BAR_YELLOW |Happiness percentage min where bar is showed as yellow; below this value bar will be shown in red |40 |- |BASE_RESEARCH |Base value of pop research |1.0 |- |BASE_PRODUCTION |Base value of pop production |1.0 |- |BASE_HAPPINESS |Base value of pop happiness |0.50 |- |EMPIRE_SLAVERY_HAPPINESS_MULT |How much local Pops care about slavery in the empire as a whole. The higher will be used: the local slavery proportion or empire-wide proportion times this multiplier. |0.5 |- |RECENTLY_CONQUERED_DAYS |How long the recently conquered modifier stays on pops. |3650 |- |FACTION_SUPPORT_LEVELS |In pairs first is happiness second is amount of support. |{ 1.0 5.0 0.75 30.0 0.50 65.0 0.25 100.0 } |- |} === Army === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! Default Value |- | BASE_MAINTENANCE_FACTOR | global base maintenance cost | 1 |- | REINFORCE_MAINTENANCE_FACTOR | 50% increase of maintenance cost | 1.50 |- | MONTHLY_REINFORCE | Monthly health percentage reinforcement of armies | 0.2 |- | BASE_HEALTH | Base health | 200.0 |- | BASE_DAMAGE_MIN | Base min damage | 1.5 |- | BASE_DAMAGE_MAX | Base max damage | 3.0 |- | BASE_MORALE | Base morale | 200.0 |- | MORALE_DAMAGE_MULT | Morale Damage Multiplier, how much of damage is also dealt to morale. | 1.0 |- | MONTHLY_MORALE_REGENERATION | How much morale this unit regenerates each month, percentage of max value. | 0.4 |- | EXP_EXPERIENCED | Amount of exp to reach experienced rank | 100 |- | EXP_VETERAN | Amount of exp to reach veteran rank | 1000 |- | EXP_ELITE | Amount of exp to reach elite rank | 10000 |- | NUM_DAYS_BEFORE_RETREAT | How many days that need to pass before we can retreat. | 14 |- | ATTACHMENT_SLOTS | | 1 |} === Economy === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |MILITARY_STATION_MAINTENANCE_MUL |Monthly military station maintenance reduction | -0.25 |- |COLONY_MONTHLY_GROWTH |How much the colonization pop grows every month. |0.5 |- |COLONY_MAINTENANCE_COST |Base cost per month for a new colony. |8 |- |START_ENERGY |The amount of money each country starts with |100.0 |- |START_INFLUENCE |The amount of influence each country starts with |100.0 |- |START_UNITY |The amount of unity each country starts with |0.0 |- |START_MINERALS |The amount of minerals each country starts with |200.0 |- |MINING_STATION_MAINTENANCE |Monthly mining station maintenance |1.0 |- |RESEARCH_STATION_MAINTENANCE |Monthly research station maintenance |1.0 |- |ORBITAL_STATION_MAINTENANCE |Monthly orbital station maintenance cost |3.0 |- |TERRAFORM_STATION_MAINENANCE |Monthly terraform station maintenance |0.0 |- |WORMHOLE_STATION_MAINTENANCE |Monthly wormhole station maintenance |0.25 |- |CONSTRUCTION_SHIP_MAINTENANCE |Monthly construction ship maintenance |1.0 |- |SCIENCE_SHIP_MAINTENANCE |Monthly science ship maintenance |1.0 |- |COLONY_SHIP_MAINTENANCE |Monthly colony ship maintenance |8.0 |- |CONSTRUCTION_SHIP_PRODUCTION |Construction ship production cost |100.0 |- |SCIENCE_SHIP_PRODUCTION |Science ship production cost |100.0 |- |SPONSORED_COLONY_SHIP_COST_MULT |Sponsored colony ship energy cost = colony ship mineral cost * (1 + MULT) |0.0 |- |FLEET_UPGRADE_TIME_COST_MULT |Upgrade fleet cost |0.75 |- |FLEET_UPGRADE_MINERAL_COST_BASE |mineral cost to upgrade a ship is always at least this regardless of relative design cost |5.0 |- |FLEET_UPGRADE_MINERAL_COST_MULT |mineral cost of ship upgrade is abs( price difference between old and new designs * FLEET_UPGRADE_MINERAL_COST_MULT ) |1.0 |- |OBSERVATION_STATION_MAINTENANCE |Monthly observation station maintenance |1.0 |- |SPACEPORT_UPGRADE_COSTS |Mineral costs for upgrading the spaceport |{ 200.0 250.0 300.0 350.0 400.0 } |- |SEVERE_DEFICIT_VALUE |Balance/Income smaller than this value counts as severe |0.8 |- |OUTPOST_STATION_MINERAL_COST |Mineral cost to build outpost |200 |- |OUTPOST_STATION_INFLUENCE_COST |Influence cost to build outpost |0.0 |- |OUTPOST_STATION_MAINTENANCE |Monthly outpost station EC maintenance |3 |- |OUTPOST_STATION_INFLUENCE_MAINTENANCE |Monthly outpost station Influence maintenance |1.0 |- |BUILDING_REPARATION_TIME_RATE |Amount of time required to repair ruined buildings |0.25 |- |BUILDING_REPARATION_COST_RATE |Amount of resources required to repair ruined buildings |0.25 |- |RESETTLEMENT_COST_RESOURCES |Resources for manual resettlement |{ "influence" } |- |RESETTLEMENT_COST_AMOUNTS |Resource costs for manual resettlement |{ 50 } |- |EXPANSION_COST_BASE |the influence base cost of colonzation and frontier outposts by this value. |100.0 |- |EXPANSION_COST_DISTANCE_FREE |a certain amount of distance that is reduced from actual distance in effect making a "free" distance |30.0 |- |EXPANSION_COST_DISTANCE_FAR |special modifiers will be applied from this range |100.0 |- |EXPANSION_COST_DISTANCE_COST |each 1 range equals X of this define as an influence cost to colonize or build a frontier outpost |2.0 |- |EXPANSION_COST_DISTANCE_SCALE |scaled cost for exponentially increased costs depending on range |1.10 |- |} === Engine === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! Default Value |- | EVENT_PROCESS_OFFSET | OBSOLETE: MTTH events are now checked monthly. [Events are checked every X day per country or planet (1 is ideal, but CPU heavy)] | 20 |} === AI === {| class="wikitable sortable mw-collapsible" style="font-size:90%; text-align:left" width="100%" |- ! Name !! Desc !! '''Default''' Value |- |TERRAFORM_SAVE_CREDITS |AI wants to have at least this much energy over after starting a terraforming |2000 |- |EXPANSION_MIN_PLANETS |AI will normally not place frontier outposts until it has this many planets |3 |- |EXTRADIMENSIONAL_MIN_FLEETS |At less fleets than this, extradimensionals pull back to the portal |3 |- |AI_NO_RETREAT_LIMIT |At fewer owner/controlled planets than this, the AI will fight to the death in their home systems |3 |- |CRISIS_THREAT_THRESHOLD_UPPER |At this crisis threat, AI drops other priorities and focuses on fighting the crisis |100 |- |CRISIS_THREAT_THRESHOLD_LOWER |Below this threshold, AI stops focusing on crisis fighting |10 |- |CRISIS_MILITARY_POWER_MULT_DEFAULT |AI willing to engage crisis factions at these odds normally |1.5 |- |CRISIS_MILITARY_POWER_MULT_CRISIS_FIGHTER |AI willing to engage crisis factions at these odds if they prioritize crisis fighting |0.6 |- |CRISIS_MILITARY_POWER_MULT_INHABITED_SYSTEM |AI willing to engage crisis factions at these odds in systems of others under attack by crisis |0.4 |- |CRISIS_MILITARY_POWER_MULT_OWN_SYSTEM |AI willing to engage crisis factions at these odds in their own systems |0.33 |- |CRISIS_MILITARY_POWER_MULT_DESPERATION |AI willing to engage crisis factions at these odds when down to their last few worlds |0.10 |- |BOSS_MILITARY_POWER |The military power at which AI feels safe to engage a 'boss' creature |40000 |- |FALLEN_EMPIRE_AVOID_DISTANCE | |100 |- |WAS_HUMAN_MONTHS |Amount of months that the AI will refrain from making large changes to the empire if it's taking over from a player |60 |- |MAX_SHIPS_BUILD_PER_WEEK | |10 |- |MAX_SHIPS_DISBAND_PER_WEEK | |5 |- |MIN_FLEET_FOR_OFFENSIVE | |2000 |- |MIN_GIFT_SIZE |in opinion impact |25 |- |MAX_GIFT_SIZE | |50 |- |AI_TRADE_INTERVAL |the higher this is the less often the AI will offer trades |5000 |- |MAX_TRUST |trust can never be more than this |100 |- |MAX_TRUST_DEFENSIVE_PACT |trust can tick up to this if defensive pact |100 |- |MAX_TRUST_ASSOCIATE |trust can tick up to this if federation associate |100 |- |MAX_TRUST_NAP |trust can tick up to this if non-aggression pact |75 |- |MAX_TRUST_MIN |trust can always tick up to at least this |50 |- |BASE_TRUST_CHANGE |only applied if no other factor is changing trust | -0.25 |- |MONTHLY_TRUST_GUARANTEE | |0.25 |- |MONTHLY_TRUST_RESEARCH_TREATY | |0.10 |- |MONTHLY_TRUST_MIGRATION_TREATY | |0.25 |- |MONTHLY_TRUST_NON_AGGRESSION_PACT | |0.50 |- |MONTHLY_TRUST_ASSOCIATION_STATUS | |0.50 |- |MONTHLY_TRUST_DEFENSIVE_PACT | |0.75 |- |MONTHLY_TRUST_SUBJECT | |0.25 |- |MONTHLY_TRUST_FEDERATION | |1.00 |- |MONTHLY_TRUST_AT_WAR | | -2.00 |- |MONTHLY_TRUST_RIVAL | | -2.00 |- |WARLEADER_WARGOAL_FACTOR |AI is this much more likely to pick wargoals against the enemy war leader instead of their allies |1.5 |- |DEFICIT_SPENDING_START_WAR |If at war and energy is at this fraction of max storage deficit spend energy |0.25 |- |DEFICIT_SPENDING_START_PEACE |If at peace and energy is at this fraction of max storage deficit spend energy |0.75 |- |DEFICIT_SPENDING_STOP_WAR |If at war and energy is at this fraction of max storage stop deficit spending |0.1 |- |DEFICIT_SPENDING_STOP_PEACE |If at peace and energy is at this fraction of max storage stop deficit spending |0.5 |- |DEFICIT_SPENDING_MONTHLY_PEACE |This percentage of max storage should be deficit spent each month when at peace |0.003 |- |DEFICIT_SPENDING_MONTHLY_WAR |This percentage of max storage should be deficit spent each month when at war |0.005 |- |BROKEN_TRADE_DEAL_FACTOR |How much does broken trade deal affect opinion (based on value of deal) |0.5 |- |THREAT_PLANET_MULT |Base threat multiplier for planet |7.5 |- |THREAT_POP_MULT |Base threat multiplier for pop |0.15 |- |HIGH_THREAT_THRESHOLD |Must have at least this much threat to become fearful |50 |- |SHARED_THREAT_MULT |How much does having a shared threat boost opinion? |0.5 |- |THREAT_SHARED_THREAT_REDUCTION |Each point of threat will also eliminate this much shared threat |4 |- |SHARED_THREAT_MAX | |200 |- |THREAT_DECAY |Each month | -0.25 |- |THREAT_DISTANCE_FACTOR |The higher this is the larger the threat reduction from being far away |0.01 |- |THREAT_SIZE_FACTOR |How much does the relative power of the aggressive empire affect threat? |1.0 |- |THREAT_SIZE_FACTOR_MAX | |2.0 |- |THREAT_SIZE_FACTOR_MIN | |0.1 |- |THREAT_NAP_FACTOR |How much is threat lowered if we have a NAP or defensive pact? |0.5 |- |THREAT_POSITIVE_OPINION_FACTOR |How much does opinion of the victim affect threat? |0.002 |- |THREAT_NEGATIVE_OPINION_FACTOR | |0.002 |- |THREAT_OPINION_MAX | |1.25 |- |THREAT_OPINION_MIN | |0.75 |- |COLONIZE_NON_ADJACENT_DIV |If colony is far away divide priority to colonize it by this |3 |- |AI_AGGRESSIVENESS_LOW_MULT | |0.5 |- |AI_AGGRESSIVENESS_HIGH_MULT | |2.0 |- |AI_AGGRESSIVENESS_BASE |Base chance AI will declare a war (multiplied by personality aggressiveness score) |25 |- |AI_AGGRESSIVENESS_PROPAGATOR_BOXED_IN_MULT |When a warlike 'propagator' personality is boxed in aggression is multiplied by this value |10 |- |AI_AGGRESSIVENESS_BOXED_IN_MULT |When an AI can no longer peacefully expand aggression is multiplied by this value |4 |- |AI_AGGRESSIVENESS_NO_COLONY_TARGET_MULT |When an AI has no immediate colony targets and at least MAX_PLANETS_FOR_BUDGET_FACTOR planets (but is not boxed in) aggression is multiplied by this value |2 |- |MAX_RESOURCE_SCORE |Maximum amount AI will value a resource at |1000 |- |MAX_RESOURCE_SCORE_DIV |Resources that aren't critical prio are divided by this amount |100 |- |ACTION_MIN_DAYS_REJECTED |AI will remember a rejection at least this time |10000 |- |ACTION_DAYS_REJECTED_RANDOM |Max random extra days AI will reject offer |5000 |- |ACTION_MIN_DAYS_REJECTED_PEACE |AI will remember a peace deal rejection at least this time |360 |- |ACTION_DAYS_REJECTED_RANDOM_PEACE |Max random extra days AI will reject peace offer |360 |- |INSTANT_AI_DIPLOMACY |AI answers diplomacy immediately. No proposals are sent off to AIs. |0 |- |DIPLO_BREAK_THRESHOLD |If AI values an existing deal at less than this break it | -30 |- |ACCEPTANCE_DEAL_BREAKER |This is used when something is a deal breaker in diplomacy | -1000 |- |ACCEPTANCE_DEAL_ALWAYS |This is used when the AI should always accept a deal |1000 |- |MAX_GUARANTEES | |3 |- |FEDERATION_ACCEPTANCE_CRISIS_FACTOR | |30 |- |FEDERATION_ACCEPTANCE_OPINION_FACTOR | |0.1 |- |FEDERATION_ACCEPTANCE_VOTED_DOWN_PROPOSAL | | -50 |- |FEDERATION_ACCEPTANCE_ATTITUDE_ALLIANCE | |30 |- |FEDERATION_ACCEPTANCE_ATTITUDE_COEXIST | |0 |- |FEDERATION_ACCEPTANCE_OTHER_ATTITUDE | | -50 |- |FEDERATION_ACCEPTANCE_SHARED_RIVAL |per rival |10 |- |FEDERATION_ACCEPTANCE_SHARED_RIVAL_IN_FEDERATION |extra per rival in alliance |5 |- |FEDERATION_ACCEPTANCE_SHARED_THREAT |scales with actual threat |0.25 |- |FEDERATION_CONQUEROR_DIFFERENCE |penalty if one side wants to wage wars of conquest and the other doesn't | -50 |- |FEDERATION_CONQUEROR_POLICY_FLAG | |"unrestricted_wars" |- |FEDERATION_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR |For each 1x we are stronger than them |5 |- |FEDERATION_ACCEPTANCE_RELATIVE_STRENGTH_MAX | |20 |- |FEDERATION_ACCEPTANCE_MEMBER_VOTE |added to acceptance when a member is voting whether to approve an alliance invite |50 |- |FEDERATION_ACCEPTANCE_MEMBER_VOTE_SIZE_FACTOR |for each member above two |0 |- |FEDERATION_ACCEPTANCE_MEMBER_VOTE_MIN | |50 |- |FEDERATION_ACCEPTANCE_ASSOCIATION_VOTE | |100 |- |FEDERATION_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.1 |- |DEFENSIVE_PACT_ACCEPTANCE_OPINION_FACTOR | |0.2 |- |DEFENSIVE_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | |50 |- |DEFENSIVE_PACT_ACCEPTANCE_ATTITUDE_COEXIST | |20 |- |DEFENSIVE_PACT_ACCEPTANCE_OTHER_ATTITUDE | | -50 |- |DEFENSIVE_PACT_ACCEPTANCE_NUM_PACTS |per existing defensive pact | -50 |- |DEFENSIVE_PACT_ACCEPTANCE_SHARED_RIVAL |per rival |30 |- |DEFENSIVE_PACT_ACCEPTANCE_SHARED_ALLY |per shared ally |30 |- |DEFENSIVE_PACT_ACCEPTANCE_SHARED_THREAT |scales with actual threat |0.25 |- |DEFENSIVE_PACT_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR |For each 1x we are stronger than them |5 |- |DEFENSIVE_PACT_ACCEPTANCE_RELATIVE_STRENGTH_MAX | |20 |- |DEFENSIVE_PACT_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.1 |- |NON_AGGRESSION_PACT_ACCEPTANCE_OPINION_FACTOR | |0.2 |- |NON_AGGRESSION_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | |100 |- |NON_AGGRESSION_PACT_ACCEPTANCE_ATTITUDE_COEXIST | |100 |- |NON_AGGRESSION_PACT_ACCEPTANCE_OTHER_ATTITUDE | |0 |- |NON_AGGRESSION_PACT_ACCEPTANCE_SHARED_RIVAL |per rival |50 |- |NON_AGGRESSION_PACT_ACCEPTANCE_SHARED_THREAT |scales with actual threat |0.25 |- |NON_AGGRESSION_PACT_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR |For each 1x we are stronger than them |20 |- |NON_AGGRESSION_PACT_ACCEPTANCE_RELATIVE_STRENGTH_MAX | |100 |- |NON_AGGRESSION_PACT_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.1 |- |MIGRATION_PACT_ACCEPTANCE_OPINION_FACTOR | |0.5 |- |MIGRATION_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | |10 |- |MIGRATION_PACT_ACCEPTANCE_ATTITUDE_COEXIST | |0 |- |MIGRATION_PACT_ACCEPTANCE_THREAT_MULT |scales with actual threat | -0.5 |- |MIGRATION_PACT_ACCEPTANCE_OTHER_ATTITUDE | |0 |- |MIGRATION_PACT_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.05 |- |VASSALIZATION_ACCEPTANCE_PROTECTORATE_MULT |multiplied by number of techs potential overlord is ahead in |0.1 |- |VASSALIZATION_ACCEPTANCE_PROTECTORATE_MAX | |20 |- |VASSALIZATION_ACCEPTANCE_NUM_POPS |per pop | -0.5 |- |VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MIN | |1.5 |- |VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MULT |for each 1x over min |5 |- |VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MAX | |100 |- |VASSALIZATION_ACCEPTANCE_ATTITUDE_ALLIANCE | |10 |- |VASSALIZATION_ACCEPTANCE_ATTITUDE_COEXIST | |5 |- |VASSALIZATION_ACCEPTANCE_ATTITUDE_ATTACK | | -1000 |- |VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE | | -100 |- |VASSALIZATION_ACCEPTANCE_OTHER_THREAT_MULT | |0.2 |- |VASSALIZATION_ACCEPTANCE_OTHER_THREAT_MAX | |20 |- |VASSALIZATION_ACCEPTANCE_DISTANCE_MULT |per 1 border distance | -0.5 |- |OFFER_VASSALIZATION_ACCEPTANCE_ATTITUDE_VASSALIZE | |100 |- |OFFER_VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE | | -1000 |- |OFFER_TRADE_ACCEPTANCE_ATTITUDE_FACTOR |trade willingness reduced by this much if don't have an attitude amenable to trade |-0.3 |- |OFFER_TRADE_ACCEPTANCE_ATTITUDE |if attitude is trade = no | -1000 |- |OFFER_TRADE_MIN_RESOURCE_THRESHOLD |if ai want for an accumulative resource is at least max * this it won't trade away that resource |0.8 |- |OFFER_TRADE_MIN_UNKNOWN_SYSTEMS_FOR_CHARTS |if either side would get knowledge of less systems than this don't propose trading charts |10 |- |TRADE_MAX_RESOURCE_PERCENT | |0.3 |- |TRADE_MIN_RESOURCE_DELTA | |10 |- |TRADE_MIN_RESOURCE_STOCKPILE | |500 |- |TRADE_RESOURCE_STOCKPILE_UNDER |AI will want to trade one resource for another if stockpile is this low (fraction of max storage) |0.33 |- |TRADE_RESOURCE_STOCKPILE_OVER |AI will want to trade one resource for another if stockpile is over this (fraction of max storage) |0.75 |- |TRADE_RESOURCE_FRACTION_MIN |How much of stockpile AI should offer to trade (min) |0.1 |- |TRADE_RESOURCE_FRACTION_MAX |How much of stockpile AI should offer to trade (max) |0.2 |- |MIN_WILLINGNESS_TO_OFFER_TRADE |AIs with a personality whose trade willingness is below this will not offer trades |0.75 |- |CAPITAL_RESOURCE_IMPORTANCE |How important is it for the AI to place its colonial capital on suitable resources? |4 |- |CAPITAL_WRONG_RESOURCE_IMPORTANCE |How important is it for the AI to avoid placing its colonial capital on non-suitable resources? |2 |- |CAPITAL_STRATEGIC_RESOURCE_IMPORTANCE |How important is it for the AI to not put its capital on strategic resources? |20 |- |CAPITAL_ADJACENCY_IMPORTANCE |How important is it for the AI to place the capital so that it has numerous adjacent tiles |5 |- |CAPITAL_ADJACENCY_BLOCKER_IMPORTANCE |How important is it for the AI to place the capital so that it isn't surrounded by tile blockers |1 |- |TRADE_VALUE_RESOURCE_INCOME_BASE |used for calculating resource income effect (lower = more value reduction from higher income) |50 |- |TRADE_VALUE_RESOURCE |for minerals and energy (scaled by income & need) |2 |- |TRADE_VALUE_RESOURCE_MONTHLY_MULT |value of monthly resources is multiplied by this compared to lump-sum |0.5 |- |TRADE_VALUE_STRATEGIC_RESOURCE |for 1 strategic resource (per year) |1 |- |TRADE_VALUE_SYSTEM | |5 |- |TRADE_VALUE_COLONY |Per pop |0.2 |- |TRADE_VALUE_SENSOR_CHARTS |Per unsurveyed planet |0.02 |- |TRADE_VALUE_SENSOR_CHARTS_MAX | |4 |- |TRADE_VALUE_SENSOR_LINK |Per system within their borders |0.05 |- |TRADE_VALUE_SENSOR_LINK_MAX |Multiplied by treaty years |1.0 |- |TRADE_VALUE_NON_AGGRESSION_PACT |Multiplied by relative power |1 |- |TRADE_VALUE_NON_AGGRESSION_PACT_MAX |Multiplied by treaty years |5 |- |TRADE_VALUE_GUARANTEE |Multiplied by relative power |1 |- |TRADE_VALUE_GUARANTEE_MAX |Multiplied by treaty years |5 |- |TRADE_VALUE_SUPPORT_INDEPENDENCE |Multiplied by relative power |1 |- |TRADE_VALUE_SUPPORT_INDEPENDENCE_MAX |Multiplied by treaty years |5 |- |TRADE_VALUE_WORMHOLE_ACCESS |Per system within their borders |0.1 |- |TRADE_VALUE_WORMHOLE_ACCESS_MAX |Multiplied by treaty years |1 |- |TRADE_VALUE_MIGRATION_ACCESS |Per planet they own |0.1 |- |TRADE_VALUE_MIGRATION_ACCESS_MAX |Multiplied by treaty years |1 |- |TRADE_VALUE_RESEARCH_AGREEMENT |Per tech they have that we don't |0.1 |- |TRADE_VALUE_RESEARCH_AGREEMENT_MAX |Multiplied by treaty years |5 |- |NON_MINED_RESOURCES_ENERGY_WANT_FACTOR |If 100% of AI's resources in space are unmined increase desire for energy by this |1 |- |AI_BUDGETING_START_YEARS |These variables are used for some of the AI's budgeting to ensure it prioritizes the right things early on |15 |- |AI_BUDGETING_MID_YEARS | |30 |- |AI_BUDGETING_LATE_YEARS | |50 |- |BASE_BUILDING_BUDGET |Always reserve this much energy budget for buildings before giving budget anywhere else |5 |- |BASE_STATION_BUDGET |Always reserve this much energy budget for stations before giving budget anywhere else |5 |- |BASE_ROBOT_BUDGET |In a robot/machine country always reserve this much energy budget for robots/machines before giving budget anywhere else |5 |- |BASE_ARMY_BUDGET |Per planet over 1 |1 |- |MILITARY_STATION_BUDGET_FRACTION |AI will spend this fraction of their income on military stations |0.05 |- |SAVINGS_BUDGET_FRACTION |AI will spend this fraction of their income on savings (normally not needed as fleets in dock will result in energy surplus) |0.00 |- |ARMY_BUDGET_FRACTION |AI will spend this fraction of their income on armies |0.05 |- |NAVY_BUDGET_FRACTION |AI will spend this fraction of their income on ships |0.15 |- |STATION_BUDGET_FRACTION |AI will spend this fraction of their income on stations |0.25 |- |BUILDING_BUDGET_FRACTION |AI will spend this fraction of their income on buildings |0.40 |- |ROBOT_BUDGET_FRACTION |AI will spend this fraction of their income on robots (transfered to stations & buildings if they don't use robots) |0.10 |- |DANGER_BUDGET_FACTOR |When there are potential dangers increase navy budget by this amount |0.1 |- |SHIPSIZE_BUDGET_FACTOR |For each ship size unlocked increase navy budget by this amount |0.025 |- |NAVAL_CAPACITY_BUDGET_MAX |At this naval capacity AI puts max budget into ships |100 |- |PLANET_BUDGET_FACTOR |When AI has few planets it will decrease building/mil station budget by this and put it into colonies/stations instead |0.20 |- |MAX_PLANETS_FOR_BUDGET_FACTOR |At this amount of planets budget is normalized |5 |- |MINERAL_MILITARY_STATION_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on military stations |0.04 |- |MINERAL_NAVY_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on ships |0.14 |- |MINERAL_STATION_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on stations (used for spaceport instead when it needs a new spaceport) |0.19 |- |MINERAL_BUILDING_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on buildings (used for spaceport instead when it needs a new spaceport) |0.24 |- |MINERAL_SPACEPORT_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on spaceport modules |0.04 |- |MINERAL_COLONY_BUDGET_FRACTION | |0.14 |- |MINERAL_ARMY_BUDGET_FRACTION |AI will spend this fraction on armies |0.04 |- |MINERAL_TILE_BLOCKER_BUDGET_FRACTION |AI will spend this fraction on tile blockers |0.04 |- |MINERAL_ROBOT_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on robots (transfered to buildings if they don't use robots) |0.09 |- |MINERAL_MEGASTRUCTURE_BUDGET_FRACTION |AI will spend this fraction of their stored minerals on megastructures (taken from stations & buildings) |0.09 |- |ROBOT_EMPIRE_EXTRA_ROBOT_BUDGET |If the empire is a machine/synthetic empire, this amount of all other budget is transfered into constructing robot pops |0.33 |- |DISBAND_THRESHOLD |If budget does not cover at least this fraction of the navy maintenance disband ships & stations |0.8 |- |MIN_NAVY_BUDGET |Always add this amount to the navy budget so we can have at least a few ships |4 |- |MIN_ARMY_BUDGET |Always add this amount to the army budget so we can have at least a few armies |2 |- |ABS_MAX_MINERALS_STORED_MILITARY_STATIONS |Max regardless of cap multiplier |2000 |- |MAX_MINERALS_STORED_MILITARY_STATIONS |Minerals AI will store for mil stations when it needs more |1000 |- |MIN_MINERALS_STORED_MILITARY_STATIONS |Minerals AI will store for mil stations when it does not need more |100 |- |ABS_MAX_MINERALS_STORED_NAVY |Max regardless of cap multiplier |5000 |- |MAX_MINERALS_STORED_NAVY |Minerals AI will store for navy when it needs more |1000 |- |MIN_MINERALS_STORED_NAVY |Minerals AI will store for navy when it does not need more |0 |- |ABS_MAX_MINERALS_STORED_BUILDINGS |Max regardless of cap multiplier |2000 |- |MAX_MINERALS_STORED_BUILDINGS |Minerals AI will store for buildings when it needs more |1000 |- |MIN_MINERALS_STORED_BUILDINGS |Minerals AI will store for buildings when it does not need more |250 |- |ABS_MAX_MINERALS_STORED_STATIONS |Max regardless of cap multiplier |1000 |- |MAX_MINERALS_STORED_STATIONS |Minerals AI will store for stations when it needs more |200 |- |MIN_MINERALS_STORED_STATIONS |Minerals AI will store for stations when it does not need more |100 |- |ABS_MAX_MINERALS_STORED_SPACEPORT |Max regardless of cap multiplier |1000 |- |MAX_MINERALS_STORED_SPACEPORT |Minerals AI will store for spaceport when it needs more |500 |- |MIN_MINERALS_STORED_SPACEPORT |Minerals AI will store for spaceport when it does not need more |250 |- |ABS_MAX_MINERALS_STORED_COLONIES |Max regardless of cap multiplier |600 |- |MAX_MINERALS_STORED_COLONIES |Minerals AI will store for colonies when it needs more |400 |- |MIN_MINERALS_STORED_COLONIES |Minerals AI will store for colonies when it does not need more |200 |- |ABS_MAX_MINERALS_STORED_ARMIES |Max regardless of cap multiplier |250 |- |MAX_MINERALS_STORED_ARMIES |Minerals AI will store for armies when it needs more |200 |- |MIN_MINERALS_STORED_ARMIES |Minerals AI will store for armies when it does not need more |100 |- |ABS_MAX_MINERALS_STORED_TILE_BLOCKERS |Max regardless of cap multiplier |200 |- |MAX_MINERALS_STORED_TILE_BLOCKERS |Minerals AI will store for tile blockers when it needs more |100 |- |MIN_MINERALS_STORED_TILE_BLOCKERS |Minerals AI will store for tile blockers when it does not need more |0 |- |ABS_MAX_MINERALS_STORED_ROBOTS |Max regardless of cap multiplier |200 |- |MAX_MINERALS_STORED_ROBOTS |Minerals AI will store for robots when it needs more |200 |- |MIN_MINERALS_STORED_ROBOTS |Minerals AI will store for robots when it does not need more |0 |- |MINERALS_STORED_MEGASTRUCTURES |Max minerals AI will store for megastructures if it can build them |50000 |- |AI_DESIRED_NAVY_MINERALS_AT_WAR |AI wants at least this many minerals for ships while at war |500 |- |AI_DESIRED_ARMY_MINERALS_AT_WAR |AI wants at least this many minerals for armies while at war |100 |- |MAX_STORED_ENERGY_POST |AI will store maximum this amount for each energy budget post |500 |- |MAX_MINERALS_STORED_SECTOR_POST |Minerals AI will store for each budget post in sectors |1300 |- |MAX_MINERALS_STORED_SECTOR_POST_BUILDINGS |Minerals AI will store for buildings |1000 |- |MAX_MINERALS_SPENT_ON_NAVY |Spend no more than this fraction of mineral income on navy maintenance |0.50 |- |EXPECTED_UNITY_BASE |AI expects to make this base amount in unity |10 |- |EXPECTED_UNITY_PER_POP |AI expects to make about their num pops x this in unity |0.25 |- |EXPECTED_FOOD_BASE |AI expects to produce this much food surplus |8 |- |EXPECTED_FOOD_PER_GROWING_PLANET |AI expects to make about their num planets needing food x this in food surplus |10 |- |EXPECTED_MINERALS_BASE |AI expects to make this base amount in minerals |50 |- |EXPECTED_MINERALS_PER_POP |AI expects to make about their num pops x this in minerals |1.25 |- |EXPECTED_TECH_BASE |AI expects to make this base amount in tech |10 |- |EXPECTED_TECH_PER_POP |AI expects to make about their num pops x this in tech |0.5 |- |EXPECTED_ENERGY_BASE |AI expects to make this base amount in energy |40 |- |EXPECTED_ENERGY_PER_POP |AI expects to make about their num pops x this in energy |1 |- |EXPECTED_ENERGY_SURPLUS |AI wants a surplus of least this amount in monthly energy production (temporary spending such as colonies does not count) |3 |- |EXPECTED_SECTOR_ENERGY_SURPLUS |As above but for sectors |3 |- |EXPECTED_SECTOR_MINERAL_SURPLUS |As above but for sectors |20 |- |AI_SECTOR_ENERGY_BOOST_THRESHOLD | |100 |- |AI_SECTOR_MINERAL_BOOST_THRESHOLD | |500 |- |RESOURCES_FOR_HIGH_SECTOR_SHARE |At this number of stockpiled resources raise sector tax to 75% (0 = never use) |2000 |- |MIN_RESOURCES_TO_BUILD_ORBITAL_STATION |If a planet has less than this amount of minerals/research don't bother with a mining/research station here |2 |- |ENERGY_COLONY_BUDGET_FRACTION |AI will spend this fraction of their energy on new colonies |0.40 |- |ENERGY_TILE_BLOCKER_BUDGET_FRACTION |AI will spend this fraction of their energy on tile blockers |0.30 |- |ENERGY_ROBOT_BUDGET_FRACTION |AI will spend this fraction of their energy on robots (transfered to colonies if no robots) |0.0 |- |ENERGY_SAVINGS_BUDGET_FRACTION |AI will spend this fraction of their energy on savings |0.30 |- |MAX_ARMY_MAINTENANCE |AI will not spend more than this amount on assault armies |20 |- |EXPAND_NAVY_LIMIT_FACTOR |If the AI Navy maintenance is this much bigger than the opponents navy will not be expanded |4 |- |CONSTRUCTOR_SHIPS_MUL |Number of constructor ships of AI is the number of planets times this value |0.04 |- |THRESHOLD_DISBAND_SHIPS |AI will disband ships if wanted + this value < owned |3 |- |COLONIZER_SHIPS_MAX |Maximum number of colonizer ships of AI |1 |- |RESEARCH_SHIPS_MAX |Maximum number of research ships of AI |2 |- |CONSTRUCTOR_SHIPS_MAX |Maximum number of constructor ships of AI |4 |- |MIN_NAVY_SIZE_FOR_ADMIRAL |AI wants a navy of at least this fleetsize before buying an admiral |10 |- |LEADER_FRACTION_SCIENTIST |Fraction of AI Leaders that should be scientists |0.6 |- |LEADER_FRACTION_ADMIRAL |Fraction of admirals |0.1 |- |LEADER_FRACTION_GENERAL |Fraction of generals |0.1 |- |LEADER_FRACTION_GOVERNOR |Fraction of governor |0.2 |- |LEADER_FRACTION_CHANGE_CAP |Leader cap > this will decrease scientist fraction and increase other |11 |- |ABORT_MISSION_LIMIT |MilitaryPower fraction below this level will result in AI escaping battle |0.50 |- |PEACE_MIN_WARSCORE_TO_DEMAND | |20 |- |PEACE_LENGTH_OF_WAR_MONTHS | |120 |- |PEACE_LENGTH_OF_WAR_UNDER_FACTOR | | -0.4 |- |PEACE_LENGTH_OF_WAR_OVER_FACTOR | |0.2 |- |PEACE_RELATIVE_NAVY_STRENGTH_FACTOR | |20 |- |PEACE_OTHER_WARS_FACTOR | |10 |- |PEACE_ANNEXATION_FACTOR | | -30 |- |PEACE_MAJOR_WAR_FACTOR | | -30 |- |PEACE_PURIFIER_FACTOR |AI will be less willing to surrender to fanatical purifiers | -30 |- |MILITARY_STATION_DISTANCE |Distance from planet to where military station should be built |40.0 |- |MILITARY_STATION_ANGLE_MAX |A random value between 0 and the angle max is added to the angle of where the military station is built |3 |- |MILITARY_STATION_DISTANCE_RANDOM |Random distance from the military station distance where it can be built |4 |- |TECH_NEED_MULT_VALUE |Tech need value will multiplied by this value e.g. when certain diplomacy techs are needed |10 |- |MIN_WANTED_SCIENTISTS |Below this AI prioritizes influence spending to get more scientists |4 |- |INFLUENCE_FRACTION_LEADERS |Fraction of AI Influence that goes to recruiting leaders |0.35 |- |INFLUENCE_FRACTION_EDICTS |Fraction of AI Influence that goes to edicts |0.20 |- |INFLUENCE_FRACTION_SAVINGS |Fraction of AI influence that is saved |0.25 |- |INFLUENCE_FRACTION_RESETTLEMENT |Fraction of AI influence that is used for resettlement |0.10 |- |INFLUENCE_MAX_STORED_PER_POST |Max stored in any single influence budget post |200 |- |INFLUENCE_BUDGET_STATIONS |Fraction of monthly influence that is used on stations (frontier outposts) |0.40 |- |INFLUENCE_BUDGET_EDICTS |Fraction of monthly influence that is used on edicts |0.25 |- |INFLUENCE_BUDGET_SAVINGS |# Fraction of monthly influence that is saved |0.35 |- |THREAT_TRUCE_MONTHS |AI will not consider the opponent a threat if this many months are left on a truce |12 |- |FLEET_BALANCE_THREAT |If FleetPower of AI / FleetPower of Enemy is lower than this AI will consider the country a threat |0.5 |- |ENERGY_MONTHS_FACTOR_WAR |Energy are supposed to last this many months when used to buy new ships in war |12 |- |ENEMY_FLEET_POWER_MULT |AI will need the the fleet power of the enemy multiplied by this value to become offensive in an offensive war |1.2 |- |ENEMY_ARMY_POWER_MULT |AI will need the the military power of the enemy multiplied by this value to land armies on planet |1.5 |- |ENEMY_NEUTRALS_FLEET_POWER_MULT |AI will need the the fleet power of the enemy multiplied by this value to attack neutrals and space hostiles |2 |- |ENEMY_FLEET_POWER_HOME_SYSTEM_MULT |AI will need the fleet power of the enemy multiplied by this value to attack hostiles in own systems |1.0 |- |PRIO_BASE_FRACTION |Prio base fraction for example if prio is assault arsenal fraction will be set to this value (When at war any NEW ships built will create fleets that are 25% of the arsenal fleet size (IE: size 50). If a target is selected that is too large for these new war fleets then the AI will merge them together into a larger fleet to hunt down the target.) |0.80 |- |START_WEAPON_TECH_AREA_MULT |Weapons within the same tech area as the start weapon will be weighted (multiplied) by this value when deciding tech strategies |2 |- |FRACTION_PERSONALITY_MULT |Techs that apply to a certain personality will be multiplied by this value + tolerance/hierarchical value (interval: -2 +2) divided by this value |2 |- |MINERALS_MULT |Mult used to promote building manufactories |8 |- |BUILDING_ENERGY_MAX |Used to calc AI want for buildings with energy |100 |- |INFLUENCE_MULT |Used to calc AI want for buildings with influence |1 |- |BUILDING_PRODUCTION_MAX |Used to calc AI want for buildings with production points |1000 |- |POP_FOOD_MIN |AI should always prioritize to get more food when food growth is below this value |5 |- |WORMHOLE_STATION_OFFSET |Used to place wormhole stations in system |150.0 |- |CRISIS_FLEET_SIZE_LIMIT_LOWER |Swarm fleet will aim for this size before attacking targets |130 |- |CRISIS_NAVY_SIZE_LIMIT |Swarm fleet will aim for this size before attacking targets |130 |- |CRISIS_ARMY_LIMIT |Swarms will not build more armies if it has this many armies already |100 |- |SECTOR_SYSTEM_CAP_MIN |AI sectors will have minimum these many colonized systems in each sector before creating new sectors |2 |- |SECTOR_FOCUS_EFFECT |Resources designated as the focus of a sector are valued this much more |10 |- |SECTOR_IGNORE_TILE_RESOURCE |Should sectors ignore which resources are on the tile when building? |0 |- |SECTOR_TILE_BLOCKER_ENERGY_BUDGET_FRACTION |Fraction of sector energy budget going to tile blockers |0.60 |- |SECTOR_ROBOT_ENERGY_BUDGET_FRACTION |Fraction of sector energy budget going to robots |0.40 |- |SECTOR_COLONY_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to colonies |0.10 |- |SECTOR_STATION_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to stations |0.19 |- |SECTOR_BUILDING_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to buildings |0.34 |- |SECTOR_TILE_BLOCKER_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to tile blockers |0.04 |- |SECTOR_SPACEPORT_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to spaceports |0.09 |- |SECTOR_ARMY_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to armies |0.04 |- |SECTOR_ROBOT_MINERALS_BUDGET_FRACTION |Fraction of sector minerals budget going to robots |0.20 |- |SECTOR_MINERALS_NEED_THRESHOLD |Minerals needed per month before starting to build other buildings |5 |- |SECTOR_BUILDING_MAINT_BUDGET_FRACTION |Fraction of maintenance budget going to buildings |0.40 |- |SECTOR_STATION_MAINT_BUDGET_FRACTION |Fraction of maintenance budget going to spaceports and stations |0.30 |- |SECTOR_ARMY_MAINT_BUDGET_FRACTION |Fraction of maintenance budget going to spaceports and stations |0.10 |- |SECTOR_ROBOT_MAINT_BUDGET_FRACTION |AI will spend this fraction of their budget on robots (transfered to buildings if they don't use robots) |0.20 |- |SECTOR_ROBOT_MAINT_MAX |Maximum energy maintenance reserved for new robots |2 |- |ATTITUDE_CHANGE_BUFFER |Don't change attitude if weight diff is less than this |0 |- |AI_COMMUNICATIONS_RANDOM_VALUE |AI communications days will vary with +- these many days |60 |- |OUTPOST_STATION_RESOURCES_BUILD |AI should build outpost station if system has more than this many resources |9 |- |OUTPOST_STATION_RESOURCES_NEIGHBORS_BUILD |AI should build oupost station if neighboring systems have these many resources |20 |- |OUTPOST_STATION_DISTANCE_MAX |AI consideres station in neighboring system if square distance is higher than this value from a colony |2500 |- |OUTPOST_STATION_RANGE |AI consider outpost station to be able to extrude border about this far |400 |- |MAX_CAPITAL_UPGRADE_BEFORE_PLANET_FULL |AI will not upgrade capital above this level before the planet is full (in pops) |1 |- |TRANSPORT_FLEET_SIZE |AI will have transport fleets of this size + 1 |19 |- |ARSENAL_FLEET_SIZE |AI will have arsenal fleets of this size (This means that the AI will create fleets during peace time that are this size) |200 |- |POP_RESETTLEMENT_PRIO |AI Will prio resettling to achieve these many pops in each colony before anything else |5.0 |- |DISTANCE_STARS_RESEARCH |AI will assume this is the average dist between stars |10 |- |AUTO_EXPLORE_ATTRACTION_SCORE |Attraction score to auto explore a system will descrease by this much if system is owned by you or has a planet owned by you |200 |- |MAX_COLONIZATION_COST |Range from borders AI will colonize planet (influence cost) |300 |- |MAX_COLONIZATION_COST_SUBJECT |Range from borders AI will colonize planet when it is a subject (influence cost) |200 |- |OPTIMAL_OUTPOST_DISTANCE |Range from borders ED will build outpost (square distance) |3000 |- |ED_MIL_STATIONS_IN_SYSTEMS |Fraction of systems within borders that will have military stations in it for ED |4 |- |NO_WARS_FLAG | |"ai_no_wars" |- |NO_LEAVE_FED_FLAG | |"ai_no_leave_fed" |- |}
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