Files
2018-07-17 14:15:37 +02:00

187 lines
4.6 KiB
Plaintext

//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