Open source Star Ruler 2 source code!
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//How long it takes for a planet to decay a level after losing its resources (seconds).
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LEVEL_DECAY_TIMER: 180
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//How much the labor cost of building an asteroid mining base increases per hop of distance.
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ASTEROID_COST_STEP: 0.5
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//The base frequency of permanent resources on asteroids.
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ASTEROID_PERMANENT_FREQ: 1.4
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//How much the labor cost of terraforming increases per hop of distance.
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TERRAFORM_COST_STEP: 1.0
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//How much the labor cost of constructing an orbital increases per hop of distance.
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ORBITAL_LABOR_COST_STEP: 0.5
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//Time at which influence votes pass (seconds).
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INFLUENCE_PASS_THRES: 180
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//Time at which influence votes fail (seconds).
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INFLUENCE_FAIL_THRES: -180
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//How much galactic influence is produced per empire per budget cycle.
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INFLUENCE_PER_EMPIRE: 6
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//Maximum influence generation per budget cycle for one influence stake.
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INFLUENCE_STAKE_MAX: 1
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//Influence storage capacity per influence stake.
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INFLUENCE_STAKE_STORE: 2
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//How many levels per research insight
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RESEARCH_LEVELS_PER_INSIGHT: 4
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//Influence card stack size.
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CARD_STACK_MIN: 6
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CARD_STACK_MAX: 9
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CARD_STACK_BASE: 3
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CARD_STACK_PER_PLAYER: 1
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//How long a card should stay on the stack under normal circumstances.
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CARD_STACK_DRAW_INTERVAL: 30
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//The amount of wormholes in multi-galaxy games.
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SYSTEMS_PER_WORMHOLE: 30
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GALAXY_MIN_WORMHOLES: 2
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//Stored energy increment that halves energy generation.
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ENERGY_EFFICIENCY_STEP: 500
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//Amount of energy to be collected for every seed ship.
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ENERGY_PER_SEEDSHIP: 2000
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//Amount of artifacts per system to aim for.
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TARGET_ARTIFACTS_PER_SYSTEM: 0.3
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//Artifacts seeded per seed ship.
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ARTIFACTS_PER_SEEDSHIP: 5
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//Artifacts dropped when a seed ship dies.
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ARTIFACTS_SEEDSHIP_DEATH: 5
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//Time to siege for every 10 loyalty
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SIEGE_LOYALTY_TIME: 90
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//Supply cost to siege per loyalty
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SIEGE_LOYALTY_SUPPLY_COST: 4000
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//Population growth reduction when colonizing
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COLONIZING_GROWTH_PENALTY: 0.3
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//The chance a planet has of spawning with a condition
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PLANET_CONDITION_CHANCE: 0.2
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//Frequency of anomalies
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ANOMALY_OCCURANCE: 0.2
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//Frequency of remnants
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REMNANT_OCCURANCE: 0.3
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//Frequency of asteroids
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ASTEROID_OCCURANCE: 0.45
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RESOURCE_ASTEROID_OCCURANCE: 0.45
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//Frequency of unique systems
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UNIQUE_SYSTEM_OCCURANCE: 0.3
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//Frequency of unique resources
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UNIQUE_RESOURCE_OCCURANCE: 0.3
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//Frequency of planets in systems
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PLANET_FREQUENCY: 1.0
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//Frequency of artifacts
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ARTIFACT_FREQUENCY: 0.25
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//System size modifier
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SYSTEM_SIZE: 1.0
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//Whether to enable civilian trade
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ENABLE_CIVILIAN_TRADE: 1.0
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//Modifier on graphical distances
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GFX_DISTANCE_MOD: 1.0
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//Time limit for the game
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GAME_TIME_LIMIT: 0
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//Whether empires start with fleets
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DISABLE_STARTING_FLEETS: 0
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//Whether the remnants are aggressive
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REMNANT_AGGRESSION: 0
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//Mass of an asteroid
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ASTEROID_MASS: 3000
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//Whether to enable revenant parts
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ENABLE_UNIQUE_SPREADS: 1
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ENABLE_REVENANT_PARTS: 1
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//Whether teams should start close together
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TEAMS_START_CLOSE: 1
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//Whether members of teams can surrender
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ALLOW_TEAM_SURRENDER: 0
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//Whether the dread pirate should be enabled
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ENABLE_DREAD_PIRATE: 1
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//Whether or not to enforce resource scarcity
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RESOURCE_SCARCITY: 1
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//How long it takes for a full labor storage to dump into a project
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LABOR_STORAGE_DUMP_TIME: 60
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//How many influence points you get as bonus when being the first empire someone meets
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INFLUENCE_CONTACT_BONUS: 5
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//Whether to enable influence events
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ENABLE_INFLUENCE_EVENTS: 1
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//Whether all systems should start explored
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START_EXPLORED_MAP: 1
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//Increase in build cost from using a dry dock
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DRYDOCK_BUILDCOST_FACTOR: 1.25
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//Chance of a planet having an extra moon
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PLANET_MOON_CHANCE: 0.3
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//Whether to hide empire relations to each other
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HIDE_EMPIRE_RELATIONS: 0
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//Frequency of random events in games
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RANDOM_EVENT_OCCURRENCE: 0
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//Absolute minimum interval between random events
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RANDOM_EVENT_MIN_INTERVAL: 180
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//Whether to enable terraforming
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ENABLE_TERRAFORMING: 1
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//Multiplier to civilian trade activity
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CIVILIAN_TRADE_MULT: 1
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//Amount of secret projects to unlock per game
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PICK_SECRET_PROJECTS: 2
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//Invasion difficulty
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INVASION_DIFFICULTY: 0.5
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//How often senate leader receives new cards
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SENATE_LEADER_CARD_TIMER: 600
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//Experience data
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EXPERIENCE_GAIN_FACTOR: 1
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EXPERIENCE_BASE_AMOUNT: 1
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EXPERIENCE_INCREASE_AMOUNT: 1
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//Influence victory
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ENABLE_INFLUENCE_VICTORY: 1
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//Attitude costs
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ATTITUDE_BASE_COST: 5
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ATTITUDE_INC_COST: 5
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ATTITUDE_DISCARD_COST: 4
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ATTITUDE_DISCARD_LEVEL_COST: 3
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INFLUENCE_EVENT_FREQ_MIN: 0.03
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INFLUENCE_EVENT_FREQ_MAX: 0.06
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