Defines

From Stellaris Wiki
Jump to: navigation, search

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.4.

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.lua, which contains more than 1000 variables affecting many areas of the game.

Modding Defines[edit]

Introduction[edit]

Traditionally, it was only possible to replace the defines whole in previous Paradox games. This meant, that in order to set defines, the modder had to create a copy of the original defines file and then change the values that needed changing. This meant several mods changing defines were mutually exclusive with each other.

In Stellaris this is no longer true!

Now modding defines is now similar to all others in stellaris

NOTE: In v1.5.0 (Banks), a bug causes this functionality to fail. The 1.5.1 patch fixes this and restores functionality as intended.

Setting up[edit]

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=== for Version 1.5x 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
		LEADER_EXPERIENCE_INIT_RAND_MOD 		= 0.35				
		LEADER_EXPERIENCE_INIT_ADD 			= 0.25				
		LEADER_SKILL_CAP				= 10				
		LEADER_SKILL_MIN				= 1				
		LEADER_EXP_MAX					= 575				
		LEADER_AGE_HEIR_MIN				= 18		# Min age of generated heirs in dynastic governments
		LEADER_AGE_HEIR_MAX				= 24		# Max age of generated heirs in dynastic governments
		LEADER_AGE_MIN					= 21		# Min age of generated leaders
		LEADER_AGE_MAX					= 40		# Max age of generated leaders
		LEADER_SKILL_LEVEL_START			= 1		# Skill Level Leaders start with. XP needed { 200 475 825 1250 }
		LEADER_EXPERIENCE_REQUIREMENT_SCALE_VALUE	= 75		# Scale factor when calculating required experience for next skill level

		LEADER_ADMIRAL_FLEET_COMBAT_BASE_EXPERIENCE		= 75	# Leader Admiral base experience from fleet combat
		LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_KILLED_CONVERSION	= 0.35	# Scale factor for total number of ships killed after combat when calculating experience gain for Admiral
		LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_LOST_CONVERSION	= 0.2	# Scale factor for total number of ships lost after combat when calculating experience gain for Admiral

		LEADER_GENERAL_GROUND_COMBAT_BASE_EXPERIENCE		= 25	# Leader General base experience from ground combat
		LEADER_GENERAL_GROUND_COMBAT_ARMIES_KILLED_CONVERSION	= 0.35	# Scale factor for total number of armies killed after combat when calculating experience gain for General
		LEADER_GENERAL_GROUND_COMBAT_ARMIES_LOST_CONVERSION	= 0.2	# Scale factor for total number of armies lost after combat when calculating experience gain for General

		LEADER_SCIENTIST_LEADING_RESEARCH_FIELD_EXPERIENCE	= 25	#Experience gained from Leading the Field of Research
		LEADER_SCIENTIST_SURVEY_EXPERIENCE			= 30 	# Experience gained from surveyed planet
		LEADER_SCIENTIST_SUCCESSFUL_ANOMALY_RESEARCH_EXPERIENCE	= 150 	# Experience gained from a successful discovery research
		LEADER_SCIENTIST_COMPLETED_SPECIAL_PROJECT_EXPERIENCE	= 150	# Experience gained from completing a special project
		LEADER_SCIENTIST_DEEP_SCAN_EXPERIENCE			= 300	# Experience gained from a deep scan
		LEADER_SCIENTIST_ASSIST_RESEARCH			= 0.50 	# Experience gained from assisting research per day
		LEADER_SCIENTIST_ASSIST_RESEARCH_MULT			= 0.150	# Assist Research modifier-mult per skill level (this value times skill level equals modifier)

		LEADER_GOVERNOR_BUILDING_OR_TILE_CLEAR_EXPERIENCE	= 0.15	# Scale-value for each completed building-construction or tile-clear multiplied with the resources spent
		LEADER_GOVERNOR_EDICT_GAIN_EXPERIENCE			= 0.20	# Scale-value for the exp-gain given each month an Edict is active on the planet multiplied with the resources spent
		LEADER_GOVERNOR_POP_IS_BORN_EXPERIENCE			= 25	# Exp-gain for each Pop born
		LEADER_GOVERNOR_SECTOR_MONTHLY_EXPERIENCE		= 15	# Monthly exp from governing sector.

		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

		ETHOS_MAX_POINTS			= 5		# Number of points which you can spend on ethos.
		ETHOS_DISTRIBUTION_FACTOR 		= 0.5		# The higher this is the more evenly ethics will be distributed among playable empires

		GOVERNMENT_CIVIC_POINTS_BASE		= 4		# Base amount of civic points (to "pay" for government civic costs)
	}

	NSpecies = {
		MAX_ETHIC_POINTS 			= 5                     # Max Ethic Points (I balanced this with ETHOS_MAX_POINTS and it allows me to use 5 instead of 3)
		MAX_TRAIT_POINTS 			= 2			# Max racial trait points
		MAX_TRAITS 				= 5			# Max racial traits (1 is always used for homeworld type trait)
		MAX_TRAIT_POINTS_LEADER			= 1			# How many trait points a leader can have
		MAX_TRAIT_POINTS_RULER			= 2			# Max traits a rule can have
	}

	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[edit]

Camera[edit]

FOV = 35 # Field-of-View

ENTITY_SPRITE_DESIGN_ENTRY_CAM_DIR = { -1.0 -0.6 0.3 } # Used for all ships

ENTITY_SPRITE_DESIGN_ENTRY_CAM_LOOK_AT = { -2 -1.5 -1.0 } # Used for all ships x=closer -y = up +z = left -z = right

ENTITY_SPRITE_DESIGN_ENTRY_ZOOM_SCALE = 1.7 # Used for all ships

ENTITY_SPRITE_SHIP_SECTION_CAM_DIR = { -1.0 -0.9 0.7 } # Used for ship sections in the ship designer

ENTITY_SPRITE_SHIP_SECTION_CAM_LOOK_AT = { 0 0 0 } # Used for ship sections in the ship designer

ENTITY_SPRITE_SHIP_SECTION_ZOOM_SCALE = 2.3 # Used for ship sections in the ship designer

ENTITY_SPRITE_SYSTEM_VIEW_CAM_DIR = { -1.0 -0.5 0.3 } # Used for planets

ENTITY_SPRITE_SYSTEM_VIEW_CAM_LOOK_AT = { 0 0 0 } # Used for planets

ENTITY_SPRITE_SYSTEM_VIEW_ZOOM_SCALE = 1.6 # Used for planets

ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_CAM_DIR = { -1.0 -0.5 0.3 } # Used for planets in the species customization menus

ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_CAM_LOOK_AT = { 0 0 0 } # Used for planets in the species customization menus

ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_ZOOM_SCALE = 1.7 # Used for planets in the species customization menus

ENTITY_SPRITE_FRONTEND_BG_CAM_DIR = { 0.0 0.0 1.0 } # Used for the animated front end background

ENTITY_SPRITE_FRONTEND_BG_CAM_LOOK_AT = { 0.0 0 0 } # Used for the animated front end background

ENTITY_SPRITE_FRONTEND_BG_ZOOM_SCALE = 10.0 # Used for the animated front end background

GALAXY_SHOW_FLEETS_ZOOM = 2300 # Camera zoom interval to show fleet icons

GALAXY_SHOW_STARNAME_ZOOM = 800 # Camera zoom interval to show star name

GALAXY_SHOW_FILTERICONS_ZOOM = 300 # Camera zoom interval to show filter icons

SHOW_FLEETS_ZOOM = 300 # Show fleet icons instead of ship icons above this height

HIDE_ORBITS_ZOOM = 0

ZOOM_STEPS_GALAXY = { 100 200 400 600 900 1500 3000 } # Galaxy zoom steps

ZOOM_STEPS_SYSTEM_PERCENTAGES = { 0.025 0.1 0.25 0.5 1.0 1.5 3.0 } # System zoom steps in percent relative to the system size

ZOOM_STEPS_SHOW_FLEET_HEALTH_BARS = { 3 4 5 6 } # on which zoom steps per-fleet health bars should be shown

LEAVE_SYSTEM_BIAS = 15000.0 # Leave system if we are 10 distance from step

LEAVE_GALAXY_BIAS = 55.0 # Leave galaxy if we are 10 distance from step

LEAVE_SYSTEM_ZOOM_STEP = 1 # Controls which zoom step is used after leaving system

ENTER_SYSTEM_ZOOM_STEP = 6 #Controls which zoom step is used after entering system

SYSTEM_FOCUS_PLANET_STEP = 2 # Controls which zoom step to planet zoom to in a system

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 = 3 # how many pixels from window edge that will trigger edge scrolling

SCROLL_SPEED = 0.035 # higher values = faster camera. NOTE that this is tweakables from settings as well!

SYSTEM_CAMERA_RESTRICT_EXTRA_SPACE =100.0 # how far the camera can go outside a systems outer radius

SYSTEM_MIN_PITCH = 20.0 # in degrees

SYSTEM_MAX_PITCH = 80.0 # in degrees

GALAXY_MIN_PITCH = 30.0 # in degrees

GALAXY_MAX_PITCH = 85.0 # in degrees

FOCUSED_MIN_PITCH = -80.0 # in degrees used when focused on planet/ship

FOCUSED_MAX_PITCH = 80.0 # in degrees used when focused on planet/ship

FOCUSED_MIN_ZOOM_BASE = 20.0 # base min zoom

FOCUSED_MIN_ZOOM_MULT = 0.5 # min zoom is base + entity radius * FOCUSED_MIN_ZOOM_MULT

FOCUSED_PLANET_MIN_ZOOM_MULT = 1.6

FOCUSED_ZOOM_RATE = 0.2 # higher values means faster zoom in/out

FOCUS_START_ZOOM_STEP = 4 # which zoom step will be used when focusing on a new object

ROTATION_RADIANS_PER_MOUSE_UNIT =0.004 # moving the mouse 1 pixel results in rotation of X radians * sensitivity from settings

MOUSE_MOVEMENT_TO_START_ROTATION_SQ = 16 # how far (squared) you need to move the mouse before the game recognizes this as a camera rotation action

OFFSET_ANOMALY_VIEW = 50 # how far from the right the anomaly view will pop up when toggling in galaxy view

SYSTEM_SLIDE_RADIUS_FACTOR = 4.0

SYSTEM_SLIDE_SPEED = 100.0

Graphics[edit]

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 = { 1, 6 }, -- Fade alpha betweeen zoom step X and Y

SYSTEM_LINE_ALPHA_FADE_VALUE = { 0.1, 0.05 }, -- Fade alpha value between X and Y

DEFAULT_PLANET_PLANE = -150.0,

MOON_SCALE = 0.7,

PLANET_SCALE_SYSTEM = { 0.425, 0.325, 0.35, 0.5, 0.5, 0.5, 0.75 }, -- Scale for each System zoom steps

-- 0 1 2 3 4 5 6 7

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 = .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 = 0.52, -- Tilt away from sun

PLANET_RING_TILT_FROM_SUN = -0.16,

PLANET_MAP_ICON_OFFSET = 0.6, -- based on planet size

TRAILS_ALPHA_FADE = 0.5, -- Controls of quick we alpha fade-out

TRAILS_MISSILE_ALPHA_FADE = 6, -- Controls of quick we alpha fade-out missile trails

TRAILS_BASE_WIDTH = 1.0, -- Trails width

TRAILS_MISSILE_BASE_WIDTH = 3.0, -- Missile trails width

TRAILS_LOCATOR_NAME = "exhaust",

STRIKE_CRAFT_TRAIL_FADE_RATE = 1.0,

BORDER_TEXTURE_SIZE = 512, -- 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

BORDER_MIN_SIZE_FOR_SYMBOL = 2, -- To show a symbol the border blob must be able to fit a square of x pixels

BORDER_COUNTRY_FILL_TEXTURE = "gfx/map/hexgrid.dds", -- texture to use on the inside

BORDER_COUNTRY_EDGE_TEXTURE = "gfx/map/edge.dds", -- texture to use for the edge triangle strip

BORDER_FALLEN_EMPIRE_FILL_TEXTURE = "gfx/map/fallen_empire_border_fill.dds", -- texture to use on the inside

BORDER_FALLEN_EMPIRE_EDGE_TEXTURE = "gfx/map/fallen_empire_border_edge.dds", -- texture to use for the edge triangle strip

BORDER_CONFLICTED_FILL_TEXTURE = "gfx/map/conflicted_border_fill.dds", -- texture to use for the inside of conflicted systems.

BORDER_CONFLICTED_EDGE_TEXTURE = "gfx/map/conflicted_border_edge.dds", -- texture to use for the edge of conflicted systems.

STAR_PIN_CIRCLE_RADIUS = 2.0, -- The lines that go from solar systems down to the 0-plane. This is the radius of that circle

STAR_PIN_CIRCLE_NUM_POINTS = 6, -- how many points in the circle on the 0-plane

STAR_PIN_ENABLE_NEUTRAL = true, -- Should the game draw pins for stars that are not within any borders?

STAR_PIN_NEUTRAL_COLOR = { 0.5, 0.5, 0.5, 0.5 }, -- The color for pins that are not inside any borders

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 = 1.0, -- 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

STATION_CONSTRUCTION_ENTITY_NUM_STATES = 0, -- states should be named "progress_X" where X is a multiple of 100 / STATION_CONSTRUCTION_ENTITY_NUM_STATES. i.e progress_0, progress_20, progress_40 etc ( if define is 5 )

-- NAVIGATION_ARROW_X values might require a game restart to push changes

NAVIGATION_ARROW_ENTITY = "navigation_arrow_entity",

NAVIGATION_ARROW_OFFSET = 150.0, -- offsets the arrow towards the edge

NAVIGATION_ARROW_FONT = "Orbitron",

NAVIGATION_ARROW_FONT_SPECIAL = "arial", -- russian and polish

NAVIGATION_ARROW_TEXT_OFFSET = -50.0,

NAVIGATION_ARROW_TEXT_SCALE = 1.6,

NAVIGATION_ARROW_FONT_SIZE = 32,

NAVIGATION_ARROW_TEXT_KERNING = 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 = 10.0, -- how high up missiles will fly

MISSILE_ROTATION_RATE = 17.0, -- how fast missiles will adjust their rotation. High values can cause visible snaps each micro update

MISSILE_RANDOM_OFFSET_MIN_RADIUS = 5.0, -- random spread of missiles

MISSILE_RANDOM_OFFSET_MAX_RADIUS = 10.0,

BALLISTIC_PROJECTILE_MISSED_LIFETIME = 2.0, -- missed ballistic projectiles will live for (at least) this long before being removed

PROJECTILE_ENTITY_STOP_STATE = "stop", -- state that gets played on missile-, projectile- and on_hit entities when its time to stop

SHIELD_EFFECT_TIME_SCALE = 1.5, -- how fast the shield effects are animated

SHIELD_EFFECT_LOOP_INTERVAL = 0.5, -- when to loop animation. value is in percent

SHIELD_DISTANCE_FROM_SHIP = { 2.0, 0.0, 5.0 }, -- how far "out" from the ships shields will extend. left-right, upd-down, front-back

SHIELD_DISTANCE_FROM_SHIP_MULT = { 1.15, 1.15, 1.15 }, -- how far "out" from the ships shields will extend. based on ship's size. left-right, upd-down, front-back

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 = 500.0, -- how long missed beams will be

SHIP_DAMAGE_TEXTURE = "gfx/models/ships/other/damaged_noise.dds",

SHIP_RANDOM_HEIGHT_OFFSET = 15.0,

RANDOM_HEIGHT_MIN = -20.0,

RANDOM_HEIGHT_MAX = 20.0,

MOVE_ARROW_SYSTEM_CONTROL_POINT_SPACING = 100.0, -- When plotting the movement arrows, how far apart should the control points be?

MOVE_ARROW_GALAXY_CONTROL_POINT_SPACING = 5.0, -- When plotting the movement arrows, how far apart should the control points be?

MOVE_ARROW_SYSTEM_TARGET_ENTITY = "move_indicator_entity", -- Entity that is used at the end of the arrow

MOVE_ARROW_GALAXY_TARGET_ENTITY = "galaxy_move_indicator_entity", -- Entity that is used at the end of the arrow

ATTACK_ARROW_SYSTEM_TARGET_ENTITY = "attack_indicator_entity", -- Entity that is used at the end of the arrow

ATTACK_ARROW_GALAXY_TARGET_ENTITY = "galaxy_attack_indicator_entity", -- Entity that is used at the end of the arrow

TASK_ARROW_SYSTEM_TARGET_ENTITY = "task_indicator_entity", -- Entity that is used at the end of the arrow

TASK_ARROW_GALAXY_TARGET_ENTITY = "galaxy_task_indicator_entity", -- Entity that is used at the end of the arrow

GUI_PLANET_RING_DIR = { 1.5, -0.25, 1.5 }, -- direction of the ring for planets in gui icons

TI_TEXTURE_GROW_AMOUNT = 1, -- amount to grow TI for graphics

--REPAIR_FLEET_EFFECT_ENTITY = "ship_repair_entity",

--UPGRADE_FLEET_EFFECT_ENTITY = "ship_upgrade_entity",

--ORBIT_FLEET_EFFECT_ENTITY = "ship_orbit_entity",

--IDLE_FLEET_EFFECT_ENTITY = "",

FLEET_EFFECT_ENTITIES = { "ship_repair_entity", -- when repairing "ship_upgrade_entity", -- when upgrading "ship_orbit_entity", -- when orbiting "" -- when idling },

FLEET_EFFECT_ENTITIES_BILLBOARD = { 1, -- when repairing 1, -- when upgrading 0, -- when orbiting 1 -- when idling },

FLEET_EFFECT_ENTITIES_SCALE = { 0, -- when repairing 0, -- when upgrading 1, -- when orbiting 0 -- when idling },

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_MISSILES = 50,

MUZZLE_FLASH_LIMIT = 50,

MUZZLE_FLASH_DURATION = 2.0,

Interface[edit]

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 = 130, -- X-position where notification message starts

NOTIFICATION_MESSAGE_YPOS = 44, -- Y-position where notification message stops

NOTIFICATION_MESSAGE_CLOSE_WARNING_PERC = 0.30, -- Percentage of time left before auto close

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 = 50, -- How high percentage health before orbital health bar turns red in planet view.

PLANETVIEW_ORBITAL_YELLOW_HEALTH = 75, -- How high percentage health before orbital health bar turns yellow in planet view.

PLANETVIEW_DETACH_POP_DISTANCE = 20, -- How far the pop has to be dragged before actually detaching from a tile

GROWING_POP_ALPHA = 0.60, -- Used in planet view surface tab

QUEUED_BUILDING_ALPHA = 0.60, -- Used in planet view surface tab

POTENTIAL_ARMY_ALPHA = 0.45, -- Used in planet view army tab

ANOMALY_VIEW_RISK_LOW = 0.1, -- Color green if < 11%

ANOMALY_VIEW_RISK_MEDIUM = 0.49, -- Color yellow if < 50%, else red

BUILDINGS_TO_SHOW_CITY_LEVEL = { 1, 3, 5, 8, 11 }, -- Decides how many buildings are required to show the next level of city-infrastructure in city_frame

TRADE_VIEW_SMALL_CREDIT_CHANGE = 10, -- Decides how much value is changed while holding control when increasing/decreasing credit in trade

TRADE_VIEW_LARGE_CREDIT_CHANGE = 100, -- Decides how much value is changed while holding shift when increasing/decreasing credit in trade

TRADE_VIEW_WIDE_MODE_THRESHHOLD = 1470, -- Shows Trade View in wide mode if game resolution is above this

SHIP_NAME_CAP_LENGTH = 175, -- Fleet name max width to limit Henrik Eklund's imagination

SHIP_NAME_SIZE_MAX = 26, -- Max number of letters in ship names

SPECIES_NAME_SIZE_MAX = 20, -- Max number of letters in army names

SPECIES_NAME_CAP_LENGTH = 175, -- Max name width for army names

EMPIRE_NAME_CAP_LENGTH = 280, -- Width, based on galaxy view entry name for empires

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" },

POP_FACTION_HEADER_SPRITE_TYPE_DEFAULT = "GFX_faction_header_blue",

OUTLINER_PING_TIME = 2.40, -- Amount of seconds to show the ping when having selected an object from the outliner

FRONTEND_ANIMATED_BG_ENTITY = "frontend_background_entity",

FRONTEND_ANIMATED_BG_ASPECT_RATIO = 1.777,

MAX_NUM_SAVE_GAMES = 30,

DANGEROUS_FACTIONS_WHITE = 0.3, -- How much support a faction must have to be listed as a white dangerous faction.

DANGEROUS_FACTIONS_YELLOW = 0.5, -- How much support a faction must have to be listed as a yellow dangerous faction.

DANGEROUS_FACTIONS_RED = 0.8, -- How much support a faction must have to be listed as a red dangerous faction.

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"

Gameplay[edit]

ALLOW_EMPIRE_DESIGN_CHEATS = false,

VICTORY_CONDITION_DOMINATION = 0.4,

PRE_COMMUNICATIONS_EMPIRE_FLAG = "special/unknown.dds",

FLEET_MIN_TI_CLEAR_RADIUS = 10, -- min radius for clearing terra incognita, will use the highest of this and sensor range

TI_TEXTURE_SIZE = 256, -- size of the internal terra incognita texture, high resolutions can cause stuttering and will increase memory demand and save file size.

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 = 5, -- General speed multiplier for ship movement within solar systems

MISSILE_SUBLIGHT_SPEED_MULT = 5, -- General speed multiplier for ship movement within solar systems

FTL_MIN_DIST = 1, -- Min distance to FTL point to start the FTL

CONSTRUCTION_SHIP_WORK_SPEED_MULT = 1, -- Construction ship construction speed multiplier

OUTPOST_STATION_BUILD_SPEED_MULT = 0.3, -- Applied when building outpost stations

CONSTRUCTION_SHIP_STATION_OFFSET = 5, -- distance to the station that the ship is building

SCIENCE_SHIP_SPECIAL_PROJECT_OFFSET = 20, -- distance to the special project when collecting data

SCIENCE_SHIP_WORK_SPEED_MULT = 1.75, -- Science ship survey speed multiplier

SENSOR_KNOWLEDGE_HIGH_DIST_PERC = 0.30, -- See planet classes if distance is 30% of total sensor range sq distance

NEBULA_TRAVEL_SPEED_PENALTY = 0.30, -- 30% travel speed penalty

HYPERLANE_GEN_REMOVE_PERC = 0.20, -- Try to remove 20% of the longest edges

HYPERLANE_GEN_REMOVED_MAX_DIST = 30, -- Don't remove an edge if you have to travel more than 30 stars to reach the same position

HYPERLANE_GEN_REMOVE_TOO_MANY_EDGES = 4, -- Remove edges if having 4 or more edges

WORMHOLE_OPEN_SPEED = 1.3, -- Wormhole opening speed. Wormhole capacity is incremented with this every micro update

WORMHOLES_PER_STATION = 1, -- How many wormholes a station can open at a time

WORMHOLE_BASE_CAPACITY_REQUIREMENT = 200, -- Required wormhole capacity for a jump is base(this one!) + fleet size

FTL_TRAIL_DAYS = 360, -- FLT Trail lifetime in days

NORMAL_TAX_LEVEL = 0.25, -- Tax level without happiness penalty

PLANET_ORBIT_DISTANCE = 10.0, -- how far from the planet ships will orbit

PLANET_STATION_ORBIT_DISTANCE = 6.0, -- how far from the planet orbital stations will be

BASE_MONTHLY_INFLUENCE = 3, -- Base Influence gained per month

BASE_MONTHLY_MINERALS = 0, -- Base Minerals gained per month

BASE_MONTHLY_PHYSICS = 5, -- Base Physics gained per month

BASE_MONTHLY_SOCIETY = 5, -- Base Society gained per month

BASE_MONTHLY_ENGINEERING = 5, -- Base Engineering gained per month

BASE_MONTHLY_ENERGY = 0, -- Base Energy gained per month

BASE_SURVEY_TIME = 20.0, -- Base Time In Days for surveying a planet

PIRATE_TARGET_DIST = 80.0, -- Target system can't be further away from home system

FTL_RANGE_WARP = 45, -- Base warp range

FTL_RANGE_WORMHOLE = 65, -- Wormhole range

FTL_RANGE_JUMPDRIVE = 100, -- Jumpdrive range

LEADER_POOL_SIZE = 3, -- Each leader pool will consist of this many leaders

LEADER_POOL_LEAD_TIME = 10, -- Years leaders will remain in the leader pool until replaced

LEADER_HIRING_COST = 50,

LEADER_BASE_CAP = 10,

LEADER_EXPERIENCE_INIT_RAND_MOD = 0.35,

LEADER_EXPERIENCE_INIT_ADD = 0.25,

LEADER_SKILL_CAP = 5,

LEADER_SKILL_MIN = 1,

LEADER_EXP_MIN = 200,

LEADER_EXP_MAX = 400,

LEADER_AGE_HEIR_MIN = 18, -- Min age of generated heirs in dynastic governments

LEADER_AGE_HEIR_MAX = 24, -- Max age of generated heirs in dynastic governments

LEADER_AGE_MIN = 28, -- Min age of generated leaders

LEADER_AGE_MAX = 50, -- Max age of generated leaders

LEADER_SKILL_LEVEL_START = 1, -- Skill Level Leaders start with. XP needed { 200 475 825 1250 }

LEADER_EXPERIENCE_REQUIREMENT_BASE_VALUE = 125, -- Base value when calculating required experience for next skill level

LEADER_EXPERIENCE_REQUIREMENT_SCALE_VALUE = 75, -- Scale factor when calculating required experience for next skill level

LEADER_ADMIRAL_FLEET_COMBAT_BASE_EXPERIENCE = 10, -- Leader Admiral base experience from fleet combat

LEADER_ADMIRAL_FLEET_COMBAT_EXPERIENCE_SCALE = 0.4, -- Scale factor used when calculating experience gain for Admiral

LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_KILLED_CONVERSION = 0.25, -- Scale factor for total number of ships killed after combat when calculating experience gain for Admiral

LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_LOST_CONVERSION = 0.1, -- Scale factor for total number of ships lost after combat when calculating experience gain for Admiral

LEADER_GENERAL_GROUND_COMBAT_BASE_EXPERIENCE = 10, -- Leader General base experience from ground combat

LEADER_GENERAL_GROUND_COMBAT_EXPERIENCE_SCALE = 0.4, -- Scale factor used when calculating experience gain for General

LEADER_GENERAL_GROUND_COMBAT_ARMIES_KILLED_CONVERSION = 0.25, -- Scale factor for total number of armies killed after combat when calculating experience gain for General

LEADER_GENERAL_GROUND_COMBAT_ARMIES_LOST_CONVERSION = 0.1, -- Scale factor for total number of armies lost after combat when calculating experience gain for General

LEADER_SCIENTIST_LEADING_RESEARCH_FIELD_EXPERIENCE = 3.5,

LEADER_SCIENTIST_SURVEY_EXPERIENCE = 18, -- Experience gained from surveyed planet

LEADER_SCIENTIST_SUCCESSFUL_ANOMALY_RESEARCH_EXPERIENCE = 100, -- Experience gained from a successful discovery research

LEADER_SCIENTIST_COMPLETED_SPECIAL_PROJECT_EXPERIENCE = 100, -- Experience gained from completing a special project

LEADER_SCIENTIST_DEEP_SCAN_EXPERIENCE = 200, -- Experience gained from a deep scan

LEADER_SCIENTIST_ASSIST_RESEARCH = 0.35, -- Experience gained from assisting research per day

LEADER_SCIENTIST_ASSIST_RESEARCH_MULT = 1, -- Assist Research modifier-mult per skill level (this value times skill level equals modifier)

LEADER_GOVERNOR_BUILDING_OR_TILE_CLEAR_EXPERIENCE = 0.5, -- Scale-value for each completed building-construction or tile-clear, multiplied with the resources spent

LEADER_GOVERNOR_EDICT_GAIN_EXPERIENCE = 0.05, -- Scale-value for the exp-gain given each month an Edict is active on the planet, multiplied with the resources spent

LEADER_GOVERNOR_POP_IS_BORN_EXPERIENCE = 8, -- Exp-gain for each Pop born

LEADER_GOVERNOR_SECTOR_MONTHLY_EXPERIENCE = 3.5, -- Monthy exp from governing sector.

LEADER_AGE_DEATH_CHANCE_AGE = 72, -- Before this age the chance wont increase

LEADER_AGE_DEATH_CHANCE_INC = 0.01, -- Increase with these % for each year above CHANCE_AGE

GENERAL_DAMAGE_EXP_MULT = 1.0, -- Multiplier of how much damage translates into experience.

GENERAL_DEFENSE_EXP_MULT = 1.0, -- Multiplier of how much defense translates into experience.

HABITABILITY_IDEAL_PLANET = 1.00, -- Habitability of Gaia worlds

HABITABILITY_WRONG_PLANET = 0.60, -- At which point we color habitability icons and text yellow

HABITABILITY_OPPOSITE_PLANET = 0.20, -- At which point we color habitability icons and text red

BORDER_BASE_RADIUS = 12, -- The base radius of the border

BORDER_NEW_COLONY_START = 0.25, -- Newly started colony's borders is modified by this, goes up to 1x with progress

BORDER_POPULATION_MODIFIER = 0.15, -- The border population modifier

PLANETARY_BUILDING_ADD_FACTOR = 20, -- Used in the calculation of the planetary building progress

ORBITAL_BUILDING_DIV_FACTOR = 6, -- Used in the calculation of the orbital building progress

-- 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_BLOCKADE_MUL = 0.25, -- Percentage warscore gained from having planets blockaded instead of occupied.

WAR_SCORE_SHIP_KILL_MUL = 0.25, -- Multiplier of warscore gained

WAR_SCORE_SHIP_KILL_WINNER_MUL = 0.75, -- Multiplier of warscore loss for the sinking of ships for the winner

WAR_SCORE_FLEET_COMBAT_WIN_BASE = 1.0, -- Base score for winning a fleet combat

WAR_SCORE_PLANET_BASE = 10.0, -- Relative warscore value of a planet

WAR_SCORE_PLANET_BUILDING = 1.0, -- Relative warscore value of a planet for every building

WAR_SCORE_OCCUPATION_MUL = 1.5, -- 150% warscore gained from completely occupying the opponents

WAR_SCORE_PLANET_MIN = 5.0, -- Warscore from 1 planet will never be less than this

WAR_SCORE_WARGOAL_MULT = 1.25, -- Wargoal planets are worth this much more

REBELS_JOIN_DISTANCE_SQRT = 100.0, -- Distance threshold if rebels are to join an already existing rebel.

REBELS_POWER_THRESHOLD = 0.5, -- A Threshold that controls when rebels think they have a chance, Higher = more unwilling

GARRISON_SIZE_BASE = 2, -- Planet always spawns this number of garrisons

GARRISON_SIZE_MULT = 0.4, -- Per pop over 1

PLANET_FORTIFICATION_BASE = 1000, -- Planet always has this much fortification health

PLANET_FORTIFICATION_MULT = 100, -- Per pop over 1

PLANET_FORTIFICATION_DEFENSE_BONUS = 10, -- At 100% fortification, divide damage to defending armies by this

PLANET_FORTIFICATION_DEFENSE_MIN = 0.5, -- At 0% fortification, divide damage to defending armies by this

PLANET_FORTIFICATION_REPAIR = 0.01, -- Each day

PLANET_FORTIFICATION_REPAIR_DELAY = 60, -- Days since being bombarded before repairs to fortifications start

ELECTION_COST = 200, -- Base cost of electing a candidate

DEMOCRATIC_ELECTION_COST = 50, -- Base cost of supporting a candidate democratic election.

NEXT_ELECTION_MESSAGE_DAYS = 90, -- Days player can choose a new ruler from new election date

NEW_RULER_MESSAGE_DAYS = 45, -- Days player can see message of new ruler

ETHOS_MAX_POINTS = 3, -- Number of points which you can spend on ethos.

-- ETHOS_CONFLICTING = -35, -- Conflicting ethos results in this opinion value

-- ETHOS_RIVAL = -25, -- Rival ethos results in this opinion value

-- ETHOS_DIFFERENT = -15, -- Ethic is two steps from ours.

-- ETHOS_RELATED = 15, -- Related ethos results in this opinion value

-- ETHOS_UNIFORM = 25, -- Uniform ethos results in this opinion value

POP_ETHOS_DIVERGENCE_INTERVAL = 360, -- Number of days until a Pop has a change to diverge from empire ethos

POP_ETHOS_DIVERGENCE_RATE_MULT = 0.1, -- Base rate multiplier to the chance of Pop Ethics convergence and divergence

POP_CHANGE_FACTION_CHANCE = 0.1, -- Once every month a pop has X chance to change faction, but only if the pop wants to

POP_JOIN_FACTION_THRESHOLD = 0.1, -- A pop can join another faction if the difference in attraction(%) between the new and old factions is greater that this threshold

POP_CREATE_FACTION_THRESHOLD = 0.15, -- A pop can create another faction if the difference in attraction(%) between the new and old factions is greater that this threshold

POP_FACTION_MINIMUM_MEMBERS = 0.5, -- Minimum amount of members relative to default factions required to reach 100% support.

POP_FACTION_SUPPORT_INCREASE_CHANCE = 0.15, -- Once per month, each faction has X% chance to increase their support value. X is calculated based on faction size and pop happines and core-faction strength

POP_FACTION_SUPPORT_INCREASE = 0.1, -- If roll( 100 ) < value calculated above, increase factions' support with this

POLICY_YEARS = 10, -- Years a set policy can not be changed for

FEDERATION_FIRST_LEADER_YEARS = 10, -- Number of years the first leader gets to rule.

FEDERATION_LEADER_ROTATION_YEARS = 5, -- Leader Rotation Years

FEDERATION_USES_LEADER_ROTATION = 1, -- Toggle whether rotation should be used

FEDERATION_TAX_PER_POP = 0.1, -- Tax paid to federation per pop in empire

FEDERATION_MIN_MEMBERS_TO_FORM = 4, -- Minimal amount of members to form a federation.

WAR_VASSALIZATION_PER_POP = 20.0, -- Influence cost to vassalize someone scaled with pop amount

WAR_RELEASE_PER_POP = 10.0, -- Influence cost to release a vassal scaled with pop amount

DEBRIS_BASE_COST = 0, -- Base cost of special project for analyzing debris

DEBRIS_ANALYZED_AREA_POINTS = 5, -- Points * Level given for each component analyzed

DEBRIS_ANALYZED_TECH_PROGRESS = 0.10, -- Tech progress added when analyzing component that require tech you don't have

DEBRIS_DAYS = 1800, -- How many days the debris is visible for

DEBRIS_RESEARCH_TIME = 90, -- How many days it takes to analyze 1 debris.

BASE_FLEET_SIZE = 10, -- Number of ships allowed in a fleet at game start

SPECIAL_PROJECT_BASE_PROGRESS = 1, -- i in the equation for special project time: x = (k * i) / (i + (y1 - z1) + (y2 - z2)... + (yn - zn))

MONUMENTAL_UNDERTAKING_DAYS = 730, -- project time to consider it a monumental undertaking.

MODERATE_UNDERTAKING_DAYS = 180, -- project time to consider it a moderate undertaking.

SCIENCE_SHIP_SPECIAL_PROJECT_DIST = 25.0, -- Distance to be able to progress a special project

COLONY_SENSOR_RANGE = 32.0, -- Base Sensor range from system from having colony in it (does not stack)

EVENT_AUTOSELECT_MONTHS = 9, -- After these months an event option will be autoselected

REVOLT_RISK_ALERT = 0.5, -- This is the threshold for the revolt risk alert

SURRENDER_MONTHS = 6, -- For how many months should a war be active after a surrender

TRUCE_YEARS = 10, -- Truce last for X years

WARNING_INACTIVE_IN_WAR = 20, -- Warscore when warning is sent out for being inactive in war

ACTION_INACTIVE_IN_WAR = 50, -- Warscore when action is sent out for being inactive in war (opinion change etc)

TERRAFORM_DEFAULT_DURATION_DAYS = 3600, -- Default number of days required to successfully terraform a planet

AUTO_DECLINE_DIPLOMACY_DAYS = 180, -- Number of days after which diplomatic action will automatically be declined

MIN_RIVAL_YEARS = 10, -- Years before you can remove an empire as a rival

ALLIANCE_INFLUENCE_COST = 2, -- For being in an alliance

RIVALRY_INFLUENCE_GAIN = 2, -- Per rival (scales to relative power, value here is at 2x power)

MAX_FRICTION = 100, -- Max friction (total)

FRICTION_FROM_BORDERING_SYSTEM = 3, -- Friction for each bordering system

CUSTOM_EMPIRE_SPAWN_CHANCE = 10, -- Chance that an empire will be created from an existing template instead of randomly generated (10 = 1% chance)

PRESCRIPTED_PLANETS_NUM = 2, -- The number of prescripted ideal colonies in empire_initializers.txt (don't change one without changing the other)

PRESCRIPTED_PLANETS_MAX_DISTANCE = 50, -- Max distance of prescripted ideal colonies in empire_initializers.txt (don't change one without changing the other)

ADVANCED_EMPIRE_EXTRA_POPS_MIN = 1, -- How many extra pops does advanced empires get on their homeworld?

ADVANCED_EMPIRE_EXTRA_POPS_MAX = 3,

ADVANCED_EMPIRE_EXTRA_MINERALS_MIN = 500, -- How much extra minerals does advanced empires start with?

ADVANCED_EMPIRE_EXTRA_MINERALS_MAX = 1500,

ADVANCED_EMPIRE_EXTRA_ENERGY_MIN = 300, -- How much extra energy does advanced empires start with?

ADVANCED_EMPIRE_EXTRA_ENERGY_MAX = 900,

ADVANCED_EMPIRE_EXTRA_INFLUENCE_MIN = 50, -- How much extra influence does advanced empires start with?

ADVANCED_EMPIRE_EXTRA_INFLUENCE_MAX = 150,

ADVANCED_EMPIRE_EXTRA_WARSHIPS_MIN = 3, -- How many extra war ships do advanced empires start with?

ADVANCED_EMPIRE_EXTRA_WARSHIPS_MAX = 7,

ADVANCED_EMPIRE_MAX_EXTRA_COLONIES = 4, -- Max extra colonies an advanced empire can start with

ADVANCED_EMPIRE_COLONY_DISTANCE = 50, -- Max distance at which an advanced empire can get extra colonies

ADVANCED_EMPIRE_COLONY_CHANCE = 50, -- Per colonizeable planet within colony distance (after the 1st)

ADVANCED_EMPIRE_COLONY_POPS = 4, -- How many pops (besides the first) on each extra colony?

ADVANCED_EMPIRE_COLONY_NUM_FARMS = 1,

ADVANCED_EMPIRE_COLONY_NUM_POWER_PLANTS = 2,

ADVANCED_EMPIRE_COLONY_CAPITAL = "building_capital_1",

ADVANCED_EMPIRE_COLONY_POWER_PLANT = "building_power_plant_1",

ADVANCED_EMPIRE_COLONY_FARM = "building_hydroponics_farm_1",

GROUND_SUPPORT_SOFT_DMG = 0.30, -- Multiplier to fortification damage

GROUND_SUPPORT_LIMITED_DMG = 0.40, -- Multiplier to fortification damage

GROUND_SUPPORT_FULL_DMG = 0.50, -- Multiplier to fortification damage

LIFE_DATA_OBSERVATION_OUTPOST = 3, -- Number of added life data when building an observation outpost

START_REPARATION_TIMER_DAYS = 30, -- Number of days after taking damage before a ship can repair in orbit

STATION_SELF_REPAIR_TIMER_DAYS = 10, -- Number of days after taking damage before a station will start self-repairing

STATION_SELF_REPAIR_RATE = 0.01, -- How fast stations self-repair (% of max health each day)

INFLUENCE_ADD_UPLIFTED_SPECIES = 500, -- Influence gain when uplifting species

PLANET_ARMIES_LIMIT = 12, -- Maximum number of troops per planet

MAX_OBSERVATION_STATIONS = 8, --Maximum observation stations per planet

SPACEPORT_CONSTRUCTION_TIME = 360, -- Amount of days it takes to construct a spaceport.

SPACEPORT_CONSTRUCTION_HEALTH = 0.1, -- How much HP, in %, that the spaceport starts with.

SPACEPORT_LEVELS = 6, -- Number of spaceport levels

SPACEPORT_UPGRADE_TIME = 180, -- Time to upgrade a spaceport to the next level

--SHIP_COST_RESOURCE = "minerals", -- resource to pay ships with

ANOMALY_RISK_DEFAULT = 20, -- Defualt risk if no other is specified for discovery category

ANOMALY_RISK_MOD_POSITIVE = -7.5, -- Positive risk modifier for researching discovery

ANOMALY_RISK_MOD_NEGATIVE = 25, -- Negative risk modifier for researching discovery

ANOMALY_CRITICAL_FAIL_CHANCE = 0.20, -- 20% chance of critical fail on fail

ANOMALY_SPAWN_CHANCE = 0.025,-- Percent chance that a planet gets a discovery when surveyed

ANOMALY_SPAWN_CHANCE_INCREMENT = 0.005,-- Percentage increase towards next chance when failing

GOVERNMENT_COOLDOWN_YEARS = 20, -- Cooldown years after changing government before you can change it again

GOVERNMENT_CHANGE_INFLUENCE_COST = 250, -- The Influence it costs to change government type

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 = 0.1, -- Each Planet adds +X% tech cost

TECH_COST_FREE_POPS = 10, -- First X pops do not add any tech cost

TECH_COST_MULT_NUM_POPS = 0.01, -- Each non-free Pop adds +X% tech cost

TECH_WEIGHT_PREVIOUS_OPTION = 0.5, -- If a tech was one of the alternatives last time its weight will be multiplied with TECH_WEIGHT_PREVIOUS_OPTION

KEYBOARD_DOUBLE_CLICK_TIME = 0.5, -- Seconds listening to control group double clicks.

DOCKED_FLEET_MAINTENANCE_REDUCTION = 0.25, -- Docked fleets will have a lowered maintenance reduction of this amount

MIN_TRADE_DEAL_LENGTH_YEARS = 10, -- Minimum length of a trade deal in years.

MAX_TRADE_DEAL_LENGTH_YEARS = 30, -- Maximum length of a trade deal in years.

ORBITAL_BOMBARDMENT_COLONIZE_PROGRESS_DAMAGE_PER_DAY = 4 / 30, -- Damage dealt to a colony's progress each day of orbital bombardment. Only applies during the initial colonization process, established colonies are unaffected.

MISSION_PROGRESS_MAX = 1, -- When is a mission finished?

CORE_SECTOR_PLANET_CAP = 5, -- Too many planets in core sector will apply modifier inefficient_planet_management.

SECTOR_CAP = 2, -- Too many sectors will apply modifier inefficient_sector_management.

SECTOR_CAP_INCR = 0.25, -- 0.25 means that for every four planets an extra sector can be created.

SECTOR_SUPPORT_RESOURCE_AMOUNT = 100, -- How much resources each click will give the sector.

SECTOR_REVOKE_PLANET_COST = 25, -- Influence cost for revoking a planet from a sector

DELETE_SECTOR_COST = 100, -- Influence cost for deleting a sector

NEW_HEIR_CHANCE = 0.05, -- Chance to get a new heir each day. Range is 0 to 1

ELECTIONS_BASE_UNCERTAINTY = 0.1, -- ( -5% to 5% ) to each election candidate

GROUNDSUPPORT_STANCE_SOFT_REQUIRED_POLICY_FLAG = "allow_orbital_bombardment_light", -- Each ground support stance can require that a certain policy flag is set

GROUNDSUPPORT_STANCE_LIMITED_REQUIRED_POLICY_FLAG = "allow_orbital_bombardment_limited",

GROUNDSUPPORT_STANCE_FULL_REQUIRED_POLICY_FLAG = "allow_orbital_bombardment_full",

BORDER_INFLUENCE_THRESHOLD = 0.15, -- Min threshhold for countries to be considered intersecting

SET_DEFENDER_WAR_DEMANDS_TIME_LIMIT = 360, -- Days defender have to set war demands after war started.

PEACE_OFFER_DECLINE_THRESHOLD = 30.0, -- War score diff threshold for when declining a peace offer has a cost applied.

PEACE_OFFER_DECLINE_COST = 100.0, -- Cost for declining an offer the AI would accept.

RESOURCE_CLUSTER_COUNT = 6, -- Number of resource clusters containing special resources

POP_MIGRATION_NOT_ALLOWED_POLICY_FLAG = "migration_not_allowed", -- Policy flag for pop migration not allowed (used by migration access)

POP_MIGRATION_ALLOWED_PRIMARY_ONLY_POLICY_FLAG = "migration_allowed_primary_only", -- Policy flag for pop migration not allowed (used by migration access)

RESEARCH_AGREEMENT_COST_MULT = -0.25, -- Technology cost reduced with 25% for trade research agreement deal

INTEGRATE_SUBJECT_MIN_DAYS = 3600, -- Amount of days the subject has been a subject before we can integrate it

SUBJECTS_INTEGRATION_CAP = 1, -- Amount of integrations you're allowed to have at the same time

SUBJECT_INTEGRATION_BASE_PROGRESS = 3, -- Cost per month for subject integration

SUBJECT_INTEGRATION_COST_BASE = 20, -- Base cost for integration

SUBJECT_INTEGRATION_COST_PER_POP = 10, -- Integration cost per pop

SUBJECT_INTEGRATION_COST_PER_PLANET = 50, -- Integration cost per planet

XENOPHOBIA_SAME_SPECIES_CLASS_MULT = 0.5, -- Same Species Class: All Xenophobia and Xenophilia happiness and opinion effects are multiplied by this

XENOPHOBIA_SUBSPECIES_MULT = 0.25, -- Subspecies: All Xenophobia and Xenophilia happiness and opinion effects are multiplied by this

XENOPHOBIA_ROBOT_MULT = 0.25, -- Robots and Synthetics: All Xenophobia and Xenophilia happiness and opinion effects are multiplied by this

XENOPHOBIA_CLIENT_PATRON_MULT = 0.25, -- Uplifed vs Uplifter: All Xenophobia and Xenophilia happiness and opinion effects are multiplied by this

XENOPHOBIA_ALIEN_OVERLORDS_MULT = 2, -- Unhappiness effect Multiplier for Xenophobe Pops within Alien empires

FLEET_COMBAT_DEALT_BIG_HP_DMG = 100000, -- Amount of hitpoints damage to give achievement_grand_admiral

NAVY_SIZE_MAX = 1000, -- Max value of Naval Capacity

NAVY_SIZE_BASE = 5, -- Base value of Naval Capacity

NAVY_SIZE_POP_MULT = 0.25, -- Mult value of Naval Capaicty for each Pop

NAVY_SIZE_SPACEPORT_BASE = 5, -- Base value of Naval Capacity for each spaceport

NAVY_SIZE_SPACEPORT_MULT = 1, -- Mult value of Naval Capacity for each spaceport level ( NAVY_SIZE_BASE + Level * NAVY_SIZE_MULT )

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", },

TECH_TO_SURVEY_OWNED = "tech_galactic_ambitions",

Species[edit]

Name Desc Default Value
MAX_ETHIC_POINTS 3
MAX_TRAIT_POINTS 2
MAX_TRAITS Max racial traits (1 is always used for homeworld type trait) 4
MAX_TRAIT_POINTS_LEADER How many trait points a leader can have 1
MAX_TRAIT_POINTS_RULER 2
TRAIT_MODIFICATION_COST_MULT The cost of the species modification special project is trait cost * this 30
UPLIFT_COST_BASE 250.0
TRAIT_MODIFICATION_TIME_LIMIT Days it takes to modify a species 90
HOMEWORLD_HABITABILITY Habitability on homeworld is always this value 1.0

Ship[edit]

Name Desc Default Value
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 0.20
ENERGY_MAINTENANCE_MUL Ship Maintenance Multiplier, Percentage of the cost of the ship 0.005
MINERAL_MAINTENANCE_MUL Ship Maintenance Multiplier, Percentage of the cost of the ship 0.005
REPAIR_RATE Repair rate per day 0.01
REPAIR_COST_MUL Ship Repair Cost Multiplier, Percentage of the cost of the ship 0.35
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
FALLEN_EMPIRE_NAVAL_CAPACITY_MULT 10
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_SMALL_UTIL_SLOT 10.0
COST_SECTION_ADD_MEDIUM_UTIL_SLOT 30.0
COST_SECTION_ADD_LARGE_UTIL_SLOT 60.0
FLEET_MOVE_MAX_DIST_SHIPS Max distance that ships are allowed to travel before last ship 10.0
FLEET_BASE_FORMATION_SCALE 2.0
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 micro updates 1.0
WARP_WINDDOWN Distance multiplier to warp winddown in micro updates 5.5
WARP_INTERSTELLAR_TRAVEL_SPEED In micro updates ( 10/day ) 0.20
HYPERLANE_WINDUP In micro updates ( 10/day ) 150
HYPERLANE_WINDDOWN In micro updates 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_DAMAGE_WEIGHT 0.5
MILITARY_POWER_SPACEPORT_MULT 1
MILITARY_POWER_SCALE 0.25
MILITARY_POWER_EXPONENT power = ( ( effective_health - damage_per_day ) ^ exponent ) - scale 0.75
MILITARY_POWER_ESTIMATED_ARMOR_PENETRATION use as an estimated armor penetration in formula damage_reduction *= 1 - armor_penetration. 0.3

Combat[edit]

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 0.25
FORMATION_POS_AHEAD_OF_PARENT 0.75
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_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 0.25
COMBAT_EMERGENCY_FTL_SURVIVE_CHANCE x% chance to survive with x% health even if ship should have died 0.20
COMBAT_EMERGENCY_FTL_SURVIVE_HITPOINTS x% of max health to survive with 0.01
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 12.0
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
SHIP_TARGETING_NUM_SHOTS_FOR_LOW_HEALTH_BONUS 5
DAMAGE_REDUCTION armor / ( armor + DAMAGE_REDUCTION ) 60

Pop[edit]

Name Desc Default Value
MAX_POPS_BASE Max pops is base multiplied by planet size 10
MIGRATION_CROWDING_EFFECT How much does crowding affect where pops want to migrate 0.25
MIN_HAPPINESS_DIFF_FOR_MIGRATION Only if the difference in happiness is greater than this will a pop migrate 0.1
MIN_HABITABILITY_TO_MIGRATE Will not migrate to players with habitability under this 0.5
MIGRATION_SPEED Monthly migration speed of pops: when the pop has reached a migration progress of 1, it will be moved 0.05
WAS_ENSLAVED_LENGTH_DAYS Number of days after emancipation a pop is angry for being enslaved 1825
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
FALLEN_EMPIRE_GROWTH_REQ_MULT Fallen Empire pops need this much more food for growth 40
FOOD_SUSTAINED Amount of food each pop require 1
FOOD_SURPLUS_BASE_GROWTH Amount to grow if there is a surplus 1
FOOD_SURPLUS_EXTRA_GROWTH Amount to grow per food surplus over 1 0.10
MIN_PRODUCTION_HAPPINESS Minimum required happiness for generating production, no production generated below this level 0.2
MIN_PRODUCTION_HAPPINESS_LEVEL Minimum production generated at the minimum required happiness level 0.25
MAX_PRODUCTION_HAPPINESS Maximum amount of happiness where pops have maximum production 0.8
MAX_PRODUCTION_HAPPINESS_LEVEL Maximum amount of production generated at maximum happiness 1.0
MIN_REVOLT_HAPPINESS Minimum happiness for revolt risk 0.0
MIN_REVOLT_HAPPINESS_LEVEL Minimum revolt risk at the minimum revolt risk happiness 1.0
MAX_REVOLT_HAPPINESS Maximum happiness for revolt risk 0.35
MAX_REVOLT_HAPPINESS_LEVEL Maximum revolt risk at the maximum revolt risk happiness 1.0
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
WAS_PURGED_LENGTH_DAYS Number of days after purging a pop is angry for being genocided 5400
EXTERMINATION_MONTHS Number of months it takes to exterminate a population when purging 6
HAPPINESS_PROGRESS_BAR_GREEN Happiness percentage min where bar is showed as green 65
HAPPINESS_PROGRESS_BAR_YELLOW Happiness percentage min where bar is showed as yellow; below this value, bar will be shown in red 25
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 0.6
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[edit]

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[edit]

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. 2.0
COLONY_MAINTENANCE_COST Base cost per month for a new colony. 8
START_ENERGY The amount of money each country starts with 50.0
START_INFLUENCE The amount of influence each country starts with 100.0
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
COLONY_SHIP_PRODUCTION Colony ship production cost 350.0
SPONSORED_COLONY_SHIP_PRODUCTION Sponsored colony ship production cost 250.0
FLEET_UPGRADE_TIME_COST_MULT Upgrade fleet cost 0.25
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 ) 0.75
OBSERVATION_STATION_MAINTENANCE Monthly observation station maintenance 1.0
SPACEPORT_UPGRADE_COSTS Mineral costs for upgrading the spaceport { 300.0, 450.0, 600.0, 850.0, 1000.0 }
SEVERE_DEFICIT_VALUE Balance/Income smaller than this value counts as severe 0.8
OUTPOST_STATION_MINERAL_COST Mineral cost to build outpost 100
OUTPOST_STATION_INFLUENCE_COST Influence cost to build outpost 200
OUTPOST_STATION_MAINTENANCE Monthly outpost station EC maintenance 2
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 }

Engine[edit]

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[edit]

WAS_HUMAN_MONTHS = 120, -- Amount of months that the AI will refrain from making large changes to the empire if it's taking over from a player

DEFICIT_SPENDING_START_WAR = 0.25, -- If at war and energy is at this fraction of max storage, deficit spend energy

DEFICIT_SPENDING_START_PEACE = 0.75, -- If at peace and energy is at this fraction of max storage, deficit spend energy

DEFICIT_SPENDING_STOP_WAR = 0.1, -- If at war and energy is at this fraction of max storage, stop deficit spending

DEFICIT_SPENDING_STOP_PEACE = 0.5, -- If at peace and energy is at this fraction of max storage, stop deficit spending

DEFICIT_SPENDING_MONTHLY_PEACE = 0.003, -- This percentage of max storage should be deficit spent each month when at peace

DEFICIT_SPENDING_MONTHLY_WAR = 0.005, -- This percentage of max storage should be deficit spent each month when at war

BROKEN_TRADE_DEAL_FACTOR = 0.1, -- How much does each broken trade deal affect future trade willingness ( * value of deal and years )

BROKEN_TRADE_DEAL_MAX = 50,

BROKEN_TRADE_DEAL_DECAY = -0.05, -- Per month

THREAT_PLANET_MULT = 5, -- Base threat multiplier for planet

THREAT_POP_MULT = 0.33, -- Base threat multiplier for pop

DIPLOVASSALIZE_THREAT = 1.5, -- Threat generated from diplovassalization (scales with size of vassalized empire)

HIGH_THREAT_THRESHOLD = 50, -- Must have at least this much threat to become fearful

SHARED_THREAT_MULT = 0.5, -- How much does having a shared threat boost opinion?

SHARED_THREAT_MAX = 200,

THREAT_DECAY = -0.25, -- Each month

THREAT_DISTANCE_FACTOR = 0.01, -- The higher this is, the larger the threat reduction from being far away

THREAT_SIZE_FACTOR = 1.0, -- How much does the relative power of the aggressive empire affect threat?

THREAT_SIZE_FACTOR_MAX = 2.0,

THREAT_SIZE_FACTOR_MIN = 0.1,

THREAT_POSITIVE_OPINION_FACTOR = 0.002, -- How much does opinion of the victim affect threat?

THREAT_NEGATIVE_OPINION_FACTOR = 0.002,

THREAT_OPINION_MAX = 1.25,

THREAT_OPINION_MIN = 0.75,

COLONIZE_NON_ADJACENT = 0, -- If enabled, AI will colonize far away systems (will result in border gore)

COLONIZE_NON_ADJACENT_DIV = 3, -- If colony is far away, divide priority to colonize it by this

AI_AGGRESSIVENESS_LOW_MULT = 0.5,

AI_AGGRESSIVENESS_HIGH_MULT = 2.0,

AI_AGGRESSIVENESS_BASE = 25, -- Base chance AI will declare a war (multiplied by personality aggressiveness score)

AI_AGGRESSIVENESS_PROPAGATOR_BOXED_IN_MULT = 10, -- When a warlike 'propagator' personality is boxed in, aggression is multiplied by this value

AI_AGGRESSIVENESS_BOXED_IN_MULT = 4, -- When an AI can no longer peacefully expand, aggression is multiplied by this value

AI_AGGRESSIVENESS_NO_COLONY_TARGET_MULT = 2, -- 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

MAX_RESOURCE_SCORE = 10000, -- Maximum amount AI will value a resource at

MAX_RESOURCE_SCORE_DIV = 1000, -- Resources that aren't critical prio are divided by this amount

ACTION_MIN_DAYS_REJECTED = 1000, -- AI will remember a rejection at least this time

ACTION_MIN_DAYS_REJECTED_PEACE = 150, -- AI will remember a peace deal rejection at least this time

ACTION_DAYS_REJECTED_RANDOM = 730, -- Max random extra days AI will reject offer

INSTANT_AI_DIPLOMACY = 0, -- AI answers diplomacy immediately. No proposals are sent off to AIs.

ACTION_DAYS_REJECTED_RANDOM_PEACE = 100,-- Max random extra days AI will reject peace offer

ACCEPTANCE_DEAL_BREAKER = -1000, -- This is used when something is a deal breaker in diplomacy

ACCEPTANCE_DEAL_ALWAYS = 1000, -- This is used when the AI should always accept a deal

-- Below are various acceptance factors for specific actions

ALLIANCE_ACCEPTANCE_OPINION_FACTOR = 0.1,

ALLIANCE_ACCEPTANCE_ATTITUDE_ALLIANCE = 30,

ALLIANCE_ACCEPTANCE_ATTITUDE_COEXIST = 10,

ALLIANCE_ACCEPTANCE_OTHER_ATTITUDE = -30,

ALLIANCE_ACCEPTANCE_SHARED_RIVAL = 15, -- per rival

ALLIANCE_ACCEPTANCE_SHARED_RIVAL_IN_ALLIANCE = 10, -- extra per rival in alliance

ALLIANCE_ACCEPTANCE_SHARED_THREAT = 1, -- scales with actual threat

ALLIANCE_ACCEPTANCE_NAP = 2, -- per year NAP has been active

ALLIANCE_ACCEPTANCE_NAP_MAX = 10,

ALLIANCE_CONQUEROR_DIFFERENCE = -20, -- penalty if one side is expansionistic and the other isn't

ALLIANCE_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR = 5, -- For each 1x we are stronger than them

ALLIANCE_ACCEPTANCE_RELATIVE_STRENGTH_MAX = 20,

ALLIANCE_ACCEPTANCE_MEMBER_VOTE = 60, -- added to acceptance when a member is voting whether to approve an alliance invite

ALLIANCE_ACCEPTANCE_MEMBER_VOTE_SIZE_FACTOR = -10, -- for each member above two,

ALLIANCE_ACCEPTANCE_MEMBER_VOTE_MIN = 10,

ALLIANCE_ACCEPTANCE_DISTANCE_MULT = 0,

ALLIANCE_ACCEPTANCE_HARD_DIFFICULTY = -25,

ALLIANCE_ACCEPTANCE_INSANE_DIFFICULTY = -50,

VASSALIZATION_ACCEPTANCE_PROTECTORATE_MULT = 0.1, -- multiplied by number of techs potential overlord is ahead in

VASSALIZATION_ACCEPTANCE_PROTECTORATE_MAX = 20,

VASSALIZATION_ACCEPTANCE_NUM_POPS = -0.5, -- per pop

VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MIN = 1.5,

VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MULT = 5, -- for each 1x over min

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 = 1,

VASSALIZATION_ACCEPTANCE_HARD_DIFFICULTY = -50,

VASSALIZATION_ACCEPTANCE_INSANE_DIFFICULTY = -100,

OFFER_VASSALIZATION_ACCEPTANCE_ATTITUDE_VASSALIZE = 100,

OFFER_VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE = -1000,

FEDERATION_ACCEPTANCE_ALLIED_YEARS_MULT = 1,

FEDERATION_ACCEPTANCE_ALLIED_YEARS_MAX = 50,

FEDERATION_ACCEPTANCE_SHARED_THREAT = 2,

OFFER_TRADE_ACCEPTANCE_ATTITUDE_FACTOR = -0.3, -- trade willingness reduced by this much if don't have an attitude amenable to trade

OFFER_TRADE_ACCEPTANCE_ATTITUDE = -1000, -- if attitude is trade = no

OFFER_TRADE_MIN_RESOURCE_THRESHOLD = 0.8, -- if ai want for an accumulative resource is at least max * this, it won't trade away that resource

OFFER_TRADE_MIN_UNKNOWN_SYSTEMS_FOR_CHARTS = 10, -- if either side would get knowledge of less systems than this, don't propose trading charts

TRADE_MAX_RESOURCE_PERCENT = 0.3,

TRADE_MIN_RESOURCE_DELTA = 10,

TRADE_MIN_RESOURCE_STOCKPILE = 500,

TRADE_RESOURCE_STOCKPILE_UNDER = 0.33, -- AI will want to trade one resource for another if stockpile is this low (fraction of max storage)

TRADE_RESOURCE_STOCKPILE_OVER = 0.75, -- AI will want to trade one resource for another if stockpile is over this (fraction of max storage)

TRADE_RESOURCE_FRACTION_MIN = 0.1, -- How much of stockpile AI should offer to trade (min)

TRADE_RESOURCE_FRACTION_MAX = 0.2, -- How much of stockpile AI should offer to trade (max)

MIN_WILLINGNESS_TO_OFFER_TRADE = 0.75, -- AIs with a personality whose trade willingness is below this will not offer trades

TRADE_VALUE_RESOURCE = 0.5, -- for minerals and energy

TRADE_VALUE_STRATEGIC_RESOURCE = 1, -- for 1 strategic resource (per year)

TRADE_VALUE_SYSTEM = 100,

TRADE_VALUE_COLONY = 10, -- Per pop

TRADE_VALUE_SENSOR_CHARTS = 0.05, -- Per unsurveyed planet

TRADE_VALUE_SENSOR_CHARTS_MAX = 5,

TRADE_VALUE_SENSOR_LINK = 0.025, -- Per system within their borders

TRADE_VALUE_SENSOR_LINK_MAX = 0.5, -- Multiplied by treaty years

TRADE_VALUE_NON_AGGRESSION_PACT = 1, -- Multiplied by relative power

TRADE_VALUE_NON_AGGRESSION_PACT_MAX = 5, -- Multiplied by treaty years

TRADE_VALUE_GUARANTEE = 2, -- Multiplied by relative power

TRADE_VALUE_GUARANTEE_MAX = 10, -- Multiplied by treaty years

TRADE_VALUE_SUPPORT_INDEPENDENCE = 3, -- Multiplied by relative power

TRADE_VALUE_SUPPORT_INDEPENDENCE_MAX = 10, -- Multiplied by treaty years

TRADE_VALUE_MILITARY_ACCESS = 0.2, -- Per system within their borders

TRADE_VALUE_MILITARY_ACCESS_MAX = 5, -- Multiplied by treaty years

TRADE_VALUE_CONSTRUCTION_ACCESS = 0.2, -- Per system within their borders

TRADE_VALUE_CONSTRUCTION_ACCESS_MAX = 5, -- Multiplied by treaty years

TRADE_VALUE_TRADE_ACCESS = 0.1, -- Per system within their borders

TRADE_VALUE_TRADE_ACCESS_MAX = 2.5, -- Multiplied by treaty years

TRADE_VALUE_MIGRATION_ACCESS = 0.5, -- Per planet they own

TRADE_VALUE_MIGRATION_ACCESS_MAX = 5, -- Multiplied by treaty years

TRADE_VALUE_RESEARCH_AGREEMENT = 0.1, -- Per tech they have that we don't

TRADE_VALUE_RESEARCH_AGREEMENT_MAX = 5, -- Multiplied by treaty years

-- Above are various acceptance factors for specific actions

NON_MINED_RESOURCES_ENERGY_WANT_FACTOR = 1, -- If 100% of AI's resources in space are unmined, increase desire for energy by this

MILITARY_STATION_BUDGET_FRACTION = 0.10, -- AI will spend this fraction of their income on military stations

SAVINGS_BUDGET_FRACTION = 0.00, -- AI will spend this fraction of their income on savings (normally not needed as fleets in dock will result in energy surplus)

ARMY_BUDGET_FRACTION = 0.05, -- AI will spend this fraction of their income on armies

NAVY_BUDGET_FRACTION = 0.15, -- AI will spend this fraction of their income on ships

STATION_BUDGET_FRACTION = 0.35, -- AI will spend this fraction of their income on stations

BUILDING_BUDGET_FRACTION = 0.25, -- AI will spend this fraction of their income on buildings

ROBOT_BUDGET_FRACTION = 0.10, -- AI will spend this fraction of their income on robots (transfered to stations & buildings if they don't use robots)

SHIPSIZE_BUDGET_FACTOR = 0.05, -- For each ship size unlocked, increase navy budget by this amount

NAVAL_CAPACITY_BUDGET_MAX = 100, -- At this naval capacity, AI puts max budget into ships

PLANET_BUDGET_FACTOR = 0.10, -- When AI has few planets, it will decrease building/mil station budget by this and put it into colonies/stations instead

MAX_PLANETS_FOR_BUDGET_FACTOR = 5, -- At this amount of planets, budget is normalized

MINERAL_MILITARY_STATION_BUDGET_FRACTION = 0.05, -- AI will spend this fraction of their stored minerals on military stations

MINERAL_NAVY_BUDGET_FRACTION = 0.15, -- AI will spend this fraction of their stored minerals on ships

MINERAL_STATION_BUDGET_FRACTION = 0.15, -- AI will spend this fraction of their stored minerals on stations (used for spaceport instead when it needs a new spaceport)

MINERAL_BUILDING_BUDGET_FRACTION = 0.20,-- AI will spend this fraction of their stored minerals on buildings (used for spaceport instead when it needs a new spaceport)

MINERAL_SPACEPORT_BUDGET_FRACTION = 0.10, -- AI will spend this fraction of their stored minerals on spaceport modules

MINERAL_COLONY_BUDGET_FRACTION = 0.15,

MINERAL_ARMY_BUDGET_FRACTION = 0.05, -- AI will spend this fraction on armies

MINERAL_TILE_BLOCKER_BUDGET_FRACTION = 0.05, -- AI will spend this fraction on tile blockers

MINERAL_ROBOT_BUDGET_FRACTION = 0.05, -- AI will spend this fraction of their stored minerals on robots (transfered to buildings if they don't use robots)

DISBAND_THRESHOLD = 0.8, -- If budget does not cover at least this fraction of the navy maintenance, disband ships & stations

MIN_NAVY_BUDGET = 3, -- Always add this amount to the navy budget so we can have at least a few ships

MIN_ARMY_BUDGET = 2, -- Always add this amount to the army budget so we can have at least a few armies

-- Below values are increased when mineral storage capacity goes up

MAX_MINERALS_STORED_MILITARY_STATIONS = 1000, -- Minerals AI will store for mil stations when it needs more

MIN_MINERALS_STORED_MILITARY_STATIONS = 100, -- Minerals AI will store for mil stations when it does not need more

MAX_MINERALS_STORED_NAVY = 1000, -- Minerals AI will store for navy when it needs more

MIN_MINERALS_STORED_NAVY = 250, -- Minerals AI will store for navy when it does not need more

MAX_MINERALS_STORED_BUILDINGS = 1000, -- Minerals AI will store for buildings when it needs more

MIN_MINERALS_STORED_BUILDINGS = 250, -- Minerals AI will store for buildings when it does not need more

MAX_MINERALS_STORED_STATIONS = 500, -- Minerals AI will store for stations when it needs more

MIN_MINERALS_STORED_STATIONS = 250, -- Minerals AI will store for stations when it does not need more

MAX_MINERALS_STORED_SPACEPORT = 500, -- Minerals AI will store for spaceport when it needs more

MIN_MINERALS_STORED_SPACEPORT = 250, -- Minerals AI will store for spaceport when it does not need more

MAX_MINERALS_STORED_COLONIES = 400, -- Minerals AI will store for colonies when it needs more

MIN_MINERALS_STORED_COLONIES = 200, -- Minerals AI will store for colonies when it does not need more

MAX_MINERALS_STORED_ARMIES = 300, -- Minerals AI will store for armies when it needs more

MIN_MINERALS_STORED_ARMIES = 100, -- Minerals AI will store for armies when it does not need more

MAX_MINERALS_STORED_TILE_BLOCKERS = 200, -- Minerals AI will store for tile blockers when it needs more

MIN_MINERALS_STORED_TILE_BLOCKERS = 0, -- Minerals AI will store for tile blockers when it does not need more

MAX_MINERALS_STORED_ROBOTS = 100, -- Minerals AI will store for robots when it needs more

MIN_MINERALS_STORED_ROBOTS = 0, -- Minerals AIwill store for robots when it does not need more

AI_DESIRED_NAVY_MINERALS_AT_WAR = 500, -- AI wants at least this many minerals for ships while at war

AI_DESIRED_ARMY_MINERALS_AT_WAR = 100, -- AI wants at least this many minerals for armies while at war

-- Above values are increased when mineral storage capacity goes up

MAX_MINERALS_STORED_SECTOR_POST = 1000, -- Minerals AI will store for each budget post in sectors

MAX_MINERALS_SPENT_ON_NAVY = 0.50, -- Spend no more than this fraction of mineral income on navy maintenance

EXPECTED_MINERALS_BASE = 30, -- AI expects to make this base amount in minerals

EXPECTED_MINERALS_PER_POP = 0.75, -- AI expects to make about their num pops x this in minerals

EXPECTED_TECH_BASE = 10, -- AI expects to make this base amount in tech

EXPECTED_TECH_PER_POP = 1, -- AI expects to make about their num pops x this in tech

EXPECTED_ENERGY_BASE = 20, -- AI expects to make this base amount in energy

EXPECTED_ENERGY_PER_POP = 0.75, -- AI expects to make about their num pops x this in energy

EXPECTED_ENERGY_SURPLUS = 3, -- AI wants a surplus of least this amount in monthly energy production (temporary spending such as colonies does not count)

EXPECTED_SECTOR_ENERGY_SURPLUS = 3, -- As above, but for sectors

POPS_FOR_HALF_SECTOR_SHARE = 10, -- At this number of pops, raise sector tax to 50%

POPS_FOR_HIGH_SECTOR_SHARE = 30, -- At this number of pops, raise sector tax to 75%

MIN_RESOURCES_TO_BUILD_ORBITAL_STATION = 2, -- If a planet has less than this amount of minerals/research, don't bother with a mining/research station here

ENERGY_COLONY_BUDGET_FRACTION = 0.3, -- AI will spend this fraction of their energy on new colonies

ENERGY_FACTIONS_BUDGET_FRACTION = 0.2, -- AI will spend this fraction of their energy on factions

ENERGY_TILE_BLOCKER_BUDGET_FRACTION = 0.2, -- AI will spend this fraction of their energy on tile blockers

ENERGY_ROBOT_BUDGET_FRACTION = 0.2, -- AI will spend this fraction of their energy on robots (transfered to colonies if no robots)

ENERGY_SAVINGS_BUDGET_FRACTION = 0.1, -- AI will spend this fraction of their energy on savings

EXPAND_NAVY_LIMIT_FACTOR = 4, -- If the AI Navy maintenance is this much bigger than the opponents, navy will not be expanded

CONSTRUCTOR_SHIPS_MUL = 0.04, -- Number of constructor ships of AI is the number of planets times this value

THRESHOLD_DISBAND_SHIPS = 3, -- AI will disband ships if wanted + this value < owned

COLONIZER_SHIPS_MAX = 1, -- Maximum number of colonizer ships of AI

RESEARCH_SHIPS_MAX = 2, -- Maximum number of research ships of AI

CONSTRUCTOR_SHIPS_MAX = 4, -- Maximum number of constructor ships of AI

LEADER_FRACTION_SCIENTIST = 0.6, -- Fraction of AI Leaders that should be scientists

LEADER_FRACTION_ADMIRAL = 0.1, -- Fraction of admirals

LEADER_FRACTION_GENERAL = 0.1, -- Fraction of generals

LEADER_FRACTION_GOVERNOR = 0.2, -- Fraction of governor

LEADER_FRACTION_CHANGE_CAP = 11, -- Leader cap > this will decrease scientist fraction and increase other

ABORT_MISSION_LIMIT = 0.40, -- MilitaryPower fraction below this level will result in AI escaping battle

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,

MILITARY_STATION_DISTANCE = 50.0, -- Distance from planet to where military station should be built

MILITARY_STATION_ANGLE_MAX = 3, -- A random value between 0 and the angle max is added to the angle of where the military station is built

MILITARY_STATION_DISTANCE_RANDOM = 6, -- Random distance from the military station distance where it can be built

TECH_NEED_MULT_VALUE = 10, -- Tech need value will multiplied by this value e.g. when certain diplomacy techs are needed

INFLUENCE_FRACTION_LEADERS = 0.30, -- Fraction of AI Influence that goes to electing new leader

INFLUENCE_FRACTION_EDICTS = 0.10, -- Fraction of AI Influence that goes to edicts

INFLUENCE_FRACTION_FACTIONS = 0.30, -- Fraction of AI Influence that is used on fractions

INFLUENCE_FRACTION_SAVINGS = 0.30, -- Fraction of AI influence that is saved

INFLUENCE_MAX_STORED_PER_POST = 200, -- Max stored in any single influence budget post

INFLUENCE_BUDGET_STATIONS = 0.40, -- Fraction of monthly influence that is used on stations (frontier outposts)

INFLUENCE_BUDGET_EDICTS = 0.25, -- Fraction of monthly influence that is used on edicts

INFLUENCE_BUDGET_SAVINGS = 0.35, -- Fraction of monthly influence that is saved

THREAT_TRUCE_MONTHS = 12, -- AI will not consider the opponent a threat if this many months are left on a truce

FLEET_BALANCE_THREAT = 0.5, -- If FleetPower of AI / FleetPower of Enemy is lower than this, AI will consider the country a threat

ENERGY_MONTHS_FACTOR_WAR = 12, -- Energy are supposed to last this many months when used to buy new ships in war

ENEMY_FLEET_POWER_MULT = 1.3, -- AI will need the the fleet power of the enemy multiplied by this value to become offensive in an offensive war

ENEMY_NEUTRALS_FLEET_POWER_MULT = 2, -- AI will need the the fleet power of the enemy multiplied by this value to attack neutrals and space hostiles

ENEMY_FLEET_POWER_HOME_SYSTEM_MULT = 1.1, -- AI will need the fleet power of the enemy multiplied by this value to attack hostiles in own systems

PRIO_BASE_FRACTION = 0.80, -- Prio base fraction, for example if prio is assault, arsenal fraction will be set to this value

START_WEAPON_TECH_AREA_MULT = 2, -- Weapons within the same tech area as the start weapon will be weighted (multiplied) by this value when deciding tech strategies

FRACTION_PERSONALITY_MULT = 2, -- Techs that apply to a certain personality will be multiplied by this value + tolerance/hierarchical value (interval: -2, +2) divided by this value

MINERALS_MULT = 8, -- Mult used to promote building manufactories

BUILDING_ENERGY_MAX = 100, -- Used to calc AI want for buildings with energy

INFLUENCE_MULT = 1, -- Used to calc AI want for buildings with influence

BUILDING_PRODUCTION_MAX = 1000, -- Used to calc AI want for buildings with production points

POP_FOOD_MIN = 3, -- AI should always prioritize to get more food when planet food tot is below this value

WORMHOLE_STATION_OFFSET = 150.0, -- Used to place wormhole stations in system

COLONIZE_HABITABILITY_MIN = 0.50, -- Planet habitability must be at least this value in order for AI to colonize

CRISIS_FLEET_SIZE_LIMIT_LOWER = 130, -- Swarm fleet will aim for this size before attacking targets

CRISIS_NAVY_SIZE_LIMIT = 130, -- Swarm fleet will aim for this size before attacking targets

SECTOR_PLANET_CAP_MIN = 2, -- AI sectors will have minimum these many planets in each sector before creating new sectors

SECTOR_FOCUS_EFFECT = 10, -- Resources designated as the focus of a sector are valued this much more

SECTOR_IGNORE_TILE_RESOURCE = 0, -- Should sectors ignore which resources are on the tile when building?

SECTOR_STATION_BUDGET_FRACTION = 0.30, -- Fraction of budget going to stations

SECTOR_BUILDING_BUDGET_FRACTION = 0.40, -- Fraction of budget going to buildings

SECTOR_SPACEPORT_BUDGET_FRACTION = 0.20,-- Fraction of budget going to spaceports

SECTOR_ARMY_BUDGET_FRACTION = 0.10, -- Fraction of budget going to armies

SECTOR_MINERALS_NEED_THRESHOLD = 5, -- Minerals needed per month before starting to build other buildings

SECTOR_BUILDING_MAINT_BUDGET_FRACTION = 0.40, -- Fraction of maintenance budget going to buildings

SECTOR_STATION_MAINT_BUDGET_FRACTION = 0.50,-- Fraction of maintenance budget going to spaceports and stations

SECTOR_ARMY_MAINT_BUDGET_FRACTION = 0.10, -- Fraction of maintenance budget going to spaceports and stations

ATTITUDE_CHANGE_BUFFER = 0, -- Don't change attitude if weight diff is less than this

AI_COMMUNICATIONS_RANDOM_VALUE = 60, -- AI communications days will vary with +- these many days

OUTPOST_STATION_RESOURCES_BUILD = 7, -- AI should build outpost station if system has more than this many resources

OUTPOST_STATION_RESOURCES_NEIGHBORS_BUILD = 20, -- AI should build oupost station if neighboring systems have these many resources

OUTPOST_STATION_DISTANCE_MIN = 30, -- AI consideres station in neighboring system if square distance is less than this value

OUTPOST_STATION_DISTANCE_MAX = 50, -- AI consideres station in neighboring system if square distance is higher than this value from a colony

OUTPOST_STATION_RANGE = 20, -- AI consider outpost station to be able to extrude border about this far

MAX_CAPITAL_UPGRADE_BEFORE_PLANET_FULL = 1, -- AI will not upgrade capital above this level before the planet is full (in pops)

TRANSPORT_FLEET_SIZE = 12, -- AI will have transport fleets of this size

ARSENAL_FLEET_SIZE = 100, -- AI will have arsenal fleets of this size

References[edit]


Modding
Static modding DefinesStatic modifiersMapSpeciesTraitsEthosGovernmentsEmpiresPoliciesEdictsTechnologyBuildingsShipsFleetsEventsCrisisAnomaliesAgenda
Dynamic modding EffectsConditionsScopesModifiersGameplayDecisionsObjectivesAI
Media/localisation Maya exporterGraphicsPortraitsFlagsEvent picturesEvent soundsInterfaceIconsMusicLocalisation
Other Console commandsSave-game editingSteam Workshop