Defines

本页面部分全部内容上次核对于2.7版本


Defines are variables used by the engine. They regulate basic game behaviors and settings that are not opened to scripting (the number of core planets, camera field-of-view, ...).

Defines are static and global: they apply to the whole game and cannot be changed dynamically.

Vanilla values are configured in the file common/defines/00_defines.txt, which contains more than 1000 variables affecting many areas of the game.

Modding Defines[编辑 | 编辑源代码]

Setting up[编辑 | 编辑源代码]

In order to start modding defines in your mod, add a defines folder under common:

common/defines

  1. Then copy 00_defines.txt from the game folder
  2. rename the copy (for example to 'example_defines.txt') Note: This is a crucial step you can not leave it as 00_defines.txt or the game will crash.
  3. delete all content in your copy.

This ensures the file has the correct encoding (one of those nasty tripping stones one can encounter in modding Stellaris).

Changing Properties[编辑 | 编辑源代码]

for Version 1.8x Now, in order to change a property, all it takes is a single line per property. For example, let's assume you want to increase the number of leaders in the leader pool.

Looking through the original 00_defines.txt file,

NGameplay = {
    LEADER_POOL_SIZE                   = 4           # Each leader pool will consist of this many leaders
}

And that's it.

For each additional property under the same section, simply add another line. For example, let's say we want to change the time leaders spend in pool, in that case, the whole text file could look like this:

NGameplay = {
    LEADER_POOL_SIZE                   = 4           # Each leader pool will consist of this many leaders
    LEADER_POOL_LEAD_TIME              = 5           # Years leaders will remain in the leader pool until replaced
}

It is also possible to add comments, same as in the original file - everything behind "#" will be ignored.

Here a full example of editing multiple places:

NGameplay = {
    LEADER_POOL_SIZE                   = 4           # Each leader pool will consist of this many leaders
    LEADER_POOL_LEAD_TIME              = 5           # Years leaders will remain in the leader pool until replaced
    LEADER_HIRING_COST                 = 50
    LEADER_BASE_CAP                    = 12          # Base or Starting Quantity of Assigned Leaders Allowed for your Empire

    GENERAL_DAMAGE_EXP_MULT            = 1.2         # Multiplier of how much damage translates into experience.
    GENERAL_DEFENSE_EXP_MULT           = 1.25        # Multiplier of how much defense translates into experience.

    TECH_COST_MULT_NUM_COLONIES        = 0.000       # Each Planet adds +X% tech cost
    TECH_COST_FREE_POPS                = 25          # First X pops do not add any tech cost
    TECH_COST_MULT_NUM_POPS            = 0.001       # Each non-free Pop adds +X% tech cost
}

NSpecies = {
    MAX_ETHIC_POINTS                   = 5           # Max Ethic Points (Allows me to use 5 instead of 3)
    MAX_TRAIT_POINTS                   = 2           # Max racial trait points
}

NPop = {
    PURGE_EXTERMINATION_MONTHS         = 120         # Number of months it takes to exterminate a population when using extermination purging
}

As you can see you can edit multiple lines of Various Sections by adding in that section the lines you want to edit.

List of defines[编辑 | 编辑源代码]

Camera[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

Name Desc Default Value
TOOLTIP_TIME 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[编辑 | 编辑源代码]

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
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
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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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
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[编辑 | 编辑源代码]

Name Desc Default Value
COMBAT_BACK_OFF_RATE When ships are attacking they will try to stay at max range and orbit their target.

If the ship is closer than max range this value determines how fast it will "back off" in order to get to max range.
0.0 means that the ship will not back off and orbit with whatever radius it already has
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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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
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"

References[编辑 | 编辑源代码]


帝国 帝国思潮政府 • 国民理念 • 起源承诺议程传统 • 飞升天赋法令政策遗珍科技自定义帝国
人口 岗位派系
领袖 领袖领袖特质
物种 物种物种特质
行星 行星行星特征 • 轨道矿藏建筑 • 区划行星决议
星系 星系恒星基地巨型结构虫洞 • 星门地图
舰队 舰队舰船 • 部件
地面战 陆军轰炸姿态
外交 外交 • 联邦 • 星海共同体评价修正宣战理由 • 战争目标
事件 事件异常现象特殊项目考古遗址
游玩 游玩定义研究 • 经济游戏开局
动态修改 动态指令效果触发条件作用域修正变量AI
媒体/本地化 Maya 导出器图形肖像旗帜事件图片界面图标音乐本地化
Other 控制台命令存档编辑Steam 创意工坊模组制作教程