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