Defines are variables used by the engine. They regulate basic game behaviors and settings that are not opened to scripting (the number of ethic points, camera field-of-view, …).
Defines are static and global: they apply to the whole game and cannot be changed dynamically.
Vanilla values are configured primarily in the file Stellaris/common/defines/00_defines.txt, which contains more than 2000 variables affecting many areas of the game. Additional defines are found in Stellaris/common/defines/00_defines_additional_content.txt and Stellaris/unchecked_defines/00_interface.txt.
Modding Defines[]
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Please help with verifying or updating this section. It was last verified for version 2.7. |
Setting up[]
In order to start modding defines in your mod, add a defines folder under common:
common/defines
- Then copy 00_defines.txt from the game folder
- 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.
- 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 1.8x Now, in order to change a property, all it takes is a single line per property. For example, let's assume you want to increase the number of leaders in the leader pool.
Looking through the original 00_defines.txt file,
NGameplay = { LEADER_POOL_SIZE = 4 # Each leader pool will consist of this many leaders }
And that's it.
For each additional property under the same section, simply add another line. For example, let's say we want to change the time leaders spend in pool, in that case, the whole text file could look like this:
NGameplay = { LEADER_POOL_SIZE = 4 # Each leader pool will consist of this many leaders LEADER_POOL_LEAD_TIME = 5 # Years leaders will remain in the leader pool until replaced }
It is also possible to add comments, same as in the original file - everything behind "#" will be ignored.
Here a full example of editing multiple places:
NGameplay = { LEADER_POOL_SIZE = 4 # Each leader pool will consist of this many leaders LEADER_POOL_LEAD_TIME = 5 # Years leaders will remain in the leader pool until replaced LEADER_HIRING_COST = 50 LEADER_BASE_CAP = 12 # Base or Starting Quantity of Assigned Leaders Allowed for your Empire GENERAL_DAMAGE_EXP_MULT = 1.2 # Multiplier of how much damage translates into experience. GENERAL_DEFENSE_EXP_MULT = 1.25 # Multiplier of how much defense translates into experience. TECH_COST_MULT_NUM_COLONIES = 0.000 # Each Planet adds +X% tech cost TECH_COST_FREE_POPS = 25 # First X pops do not add any tech cost TECH_COST_MULT_NUM_POPS = 0.001 # Each non-free Pop adds +X% tech cost } NSpecies = { MAX_ETHIC_POINTS = 5 # Max Ethic Points (Allows me to use 5 instead of 3) MAX_TRAIT_POINTS = 2 # Max racial trait points } NPop = { PURGE_EXTERMINATION_MONTHS = 120 # Number of months it takes to exterminate a population when using extermination purging }
As you can see you can edit multiple lines of Various Sections by adding in that section the lines you want to edit.
00_defines[]
Camera[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various camera elements.
Define | Dev Comment | Default Value |
---|---|---|
FOV | Field-of-View | 35 |
SYSTEM_NEAR_PLANE_DISTANCE_BASE | 0.0 | |
SYSTEM_FAR_PLANE_DISTANCE_BASE | 12000.0 | |
ENTITY_SPRITE_DESIGN_ENTRY_CAM_DIR | Used for all ships | { -1.0 -0.6 0.3 } |
ENTITY_SPRITE_DESIGN_ENTRY_CAM_LOOK_AT | Used for all ships x=closer -y = up +z = left -z = right | { -2 -1.5 -1.0 } |
ENTITY_SPRITE_DESIGN_ENTRY_ZOOM_SCALE | Used for all ships | 1.7 |
ENTITY_SPRITE_SHIP_SECTION_CAM_DIR | Used for ship sections in the ship designer | { -1.0 -0.9 0.7 } |
ENTITY_SPRITE_SHIP_SECTION_CAM_LOOK_AT | Used for ship sections in the ship designer | { 0 0 0 } |
ENTITY_SPRITE_SHIP_SECTION_ZOOM_SCALE | Used for ship sections in the ship designer | 2.3 |
ENTITY_SPRITE_SYSTEM_VIEW_CAM_DIR | Used for planets | { -1.0 -0.5 0.3 } |
ENTITY_SPRITE_SYSTEM_VIEW_CAM_LOOK_AT | Used for planets | { 0 0 0 } |
ENTITY_SPRITE_SYSTEM_VIEW_ZOOM_SCALE | Used for planets | 1.6 |
ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_CAM_DIR | Used for planets in the species customization menus | { -1.0 -0.5 0.3 } |
ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_CAM_LOOK_AT | Used for planets in the species customization menus | { 0 0 0 } |
ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_ZOOM_SCALE | Used for planets in the species customization menus | 1.7 |
ENTITY_SPRITE_CUSTOMIZE_RINGWORLD_CAM_DIR | Same, but specifically for ring worlds | { -1.0 -0.75 0.3 } |
ENTITY_SPRITE_CUSTOMIZE_RINGWORLD_CAM_LOOK_AT | Same, but specifically for ring worlds | { 0 0 0 } |
ENTITY_SPRITE_CUSTOMIZE_RINGWORLD_ZOOM_SCALE | Same, but specifically for ring worlds | 1.9 |
ENTITY_SPRITE_FRONTEND_BG_CAM_DIR | Used for the animated front end background | { 0.0 0.0 1.0 } |
ENTITY_SPRITE_FRONTEND_BG_CAM_LOOK_AT | Used for the animated front end background | { 0.0 0 0 } |
ENTITY_SPRITE_FRONTEND_BG_ZOOM_SCALE | Used for the animated front end background | 10.0 |
GALAXY_SHOW_FLEETS_ZOOM | Camera zoom interval to show fleet icons | 2300 |
GALAXY_SHOW_STARNAME_ZOOM | Camera zoom interval to show star name | 800 |
SHOW_FLEETS_ZOOM | Show fleet icons instead of ship icons above this height | 300 |
HIDE_ORBITS_ZOOM | 0 | |
ZOOM_STEPS_GALAXY | Galaxy zoom steps | { 100 200 400 600 900 1500 3000 } |
ZOOM_STEPS_SYSTEM_PERCENTAGES | System zoom steps in percent relative to the system size | { 0.025 0.1 0.25 0.5 1.0 1.5 3.0 } |
ZOOM_STEPS_SHOW_FLEET_HEALTH_BARS | on which zoom steps per-fleet health bars should be shown | { 3 4 5 6 } |
LEAVE_SYSTEM_ZOOM_STEP | Controls which zoom step is used after leaving system | 1 |
ENTER_SYSTEM_ZOOM_STEP | Controls which zoom step is used after entering system | 6 |
SYSTEM_SPACE_SCALE_MULT | 10.0 | |
GALAXY_SPACE_SCALE_MULT | 2.0 | |
SYSTEM_HOVER_RANGE | 0.005 | |
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 | |
EDGE_SCROLLING_PIXELS | how many pixels from window edge that will trigger edge scrolling | 3 |
SCROLL_SPEED | higher values = faster camera. NOTE that this is tweakables from settings as well! | 0.035 |
SYSTEM_CAMERA_RESTRICT_EXTRA_SPACE | how far the camera can go outside a systems outer radius | 100.0 |
SYSTEM_MIN_PITCH | in degrees | 20.0 |
SYSTEM_MAX_PITCH | in degrees | 80.0 |
GALAXY_MIN_PITCH | in degrees | 30.0 |
GALAXY_MAX_PITCH | in degrees | 85.0 |
FOCUSED_MIN_PITCH | in degrees used when focused on planet/ship | -80.0 |
FOCUSED_MAX_PITCH | in degrees used when focused on planet/ship | 80.0 |
FOCUSED_MIN_ZOOM_BASE | base min zoom | 20.0 |
FOCUSED_MIN_ZOOM_MULT | min zoom is base + entity radius * FOCUSED_MIN_ZOOM_MULT | 0.5 |
FOCUSED_PLANET_MIN_ZOOM_MULT | 1.6 | |
FOCUSED_ZOOM_RATE | higher values means faster zoom in/out | 0.2 |
KEYBOARD_ZOOM_RATE | higher values means faster zoom in/out when using keybord input to zoom | 7.5 |
FOCUS_START_ZOOM_STEP | which zoom step will be used when focusing on a new object | 4 |
ROTATION_RADIANS_PER_MOUSE_UNIT | moving the mouse 1 pixel results in rotation of X radians * sensitivity from settings | 0.004 |
MOUSE_MOVEMENT_TO_START_ROTATION_SQ | how far (squared) you need to move the mouse before the game recognizes this as a camera rotation action | 16 |
SYSTEM_SLIDE_RADIUS_FACTOR | 4.0 | |
SYSTEM_SLIDE_SPEED | 100.0 |
Graphics[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various graphical elements.
Define | Dev Comment | Default Value |
---|---|---|
CAMERA_DISTANCE_TO_ZOOM | 10.0 | |
DEAD_SHIP_DRAG | When ships die reduce their speed with x / second | 15.0 |
ORBIT_HSV | { 0.44 0.8 0.6 } | |
SYSTEM_INNER_BORDER_HSV | { 0.0 0.0 1.0 } | |
SYSTEM_OUTER_BORDER_HSV | { 0.1 0.8 0.9 } | |
SYSTEM_LINE_ALPHA_FADE_STEP | Fade alpha betweeen zoom step X and Y | { 1 6 } |
SYSTEM_LINE_ALPHA_FADE_VALUE | Fade alpha value between X and Y | { 0.1 0.05 } |
DEFAULT_PLANET_PLANE | -150.0 | |
PLANET_TO_MEGASTRUCTURE_SCALE | 0.045 | |
MOON_SCALE | 0.7 | |
PLANET_SCALE_SYSTEM | Scale for each System zoom steps | { 0.425 0.325 0.35 0.5 0.5 0.5 0.75 } |
PLANET_DESTRUCTION_HIT_ENTITY_SCALE | Scale of the planet destruction hit entity is <planet display size> * this | 0.02 |
RELATION_COLOR_PLAYER_HSV | { 0.67 0.8 0.35 } | |
RELATION_COLOR_ALLIED_HSV | { 0.8 0.35 0.4 } | |
RELATION_COLOR_NEUTRAL_HSV | { 0.0 0.0 0.22 } | |
RELATION_COLOR_HOSTILE_HSV | { 0.0 0.3 0.3 } | |
RELATION_COLOR_SELECTED_RGB | { 1.5 1.1 0.0} | |
MAP_ICON_COLOR_INACTIVE_HSV | { 0.0 0.0 0.22 } | |
MAP_ICON_COLOR_INACCESSIBLE | { 0.7 0.1 0.1 } | |
MAP_ICON_COLOR_ACCESSIBLE | { 0.26 0.52 0.43 } | |
MAP_ICON_COLOR_EXPLORING | { 0.26 0.52 0.43 } | |
MAP_ICON_COLOR_PENDING_EVENT | { 0.76 0.64 0.15 } | |
ASTEROID_PLANE | -100.0 | |
ASTEROID_POSITION_OFFSET | 8.0 | |
ASTEROID_HEIGHT_OFFSET | 4.0 | |
ASTEROID_DIST_POW | 3 | |
ASTEROID_AMOUNT_RADIUS_SCALER | 0.1 | |
ASTEROID_MAX_SCALE | 4.0 | |
ASTEROID_ROTATION_SPEED | 0.3035 | |
GALAXY_STAR_ICON_SCALE | 1.5 | |
GALAXY_STAR_ICON_MAX_SCALE | 1.25 | |
GALAXY_DUST_SIZE | 25.0 | |
GALAXY_DUST_SIZE_EXTRA | 35.0 | |
GALAXY_DUST_ROTATION_SPEED | 0.005 | |
GALAXY_NEBULA_DUST_SIZE | 10.0 | |
GALAXY_NEBULA_DUST_SIZE_EXTRA | 25.0 | |
GALAXY_NEBULA_DUST_ROTATION_SPEED | 0.002 | |
ARCHAEOLOGICAL_SITE_MAP_ICON_OFFSET | -0.5 | |
ASTRAL_RIFTS_MAP_ICON_OFFSET | 0.06 | |
ASTRAL_RIFTS_STATION_OFFSET_MULT | 0.5 | |
PLANET_TILT_FROM_SUN | Tilt away from sun | 0.52 |
PLANET_RING_TILT_FROM_SUN | -0.16 | |
PLANET_MAP_ICON_OFFSET | based on planet size | 0.6 |
PLANET_DISSOLVE_ANIMATION_TIME_SCALE | Larger value => planet dissolve animation lasts longer | 7.4 |
MEGASTRUCTURE_MAP_ICON_OFFSET | based on mega structure size | 0.06 |
TRAILS_ALPHA_FADE | Controls of quick we alpha fade-out | 0.5 |
TRAILS_MISSILE_ALPHA_FADE | Controls of quick we alpha fade-out missile trails | 6 |
TRAILS_BASE_WIDTH | Trails width | 1.0 |
TRAILS_MISSILE_BASE_WIDTH | Missile trails width | 3.0 |
TRAILS_LOCATOR_NAME | "exhaust" | |
STRIKE_CRAFT_TRAIL_FADE_RATE | 1.0 | |
STRIKE_CRAFT_HEIGHT_OFFSET | 30.0 | |
STRIKE_CRAFT_HEIGHT_RANDOM | 5.0 | |
BORDER_TEXTURE_SIZE | size of borders data texture. larger = slower with more sample points. Too small and it will be inaccurate too big and the super sampling won't have much effect | 2048 |
BORDER_MIN_SIZE_FOR_SYMBOL | To show a symbol the border blob must be able to fit a square of x pixels | 16 |
BORDER_SYSTEM_RADIUS | 35.0 | |
BORDER_HYPERLANE_THICKNESS | 20.0 | |
BORDER_INFLUENCE_MAX_DISTANCE_FACTOR | 1.88 | |
BORDER_OWNERLESS_SYSTEM_RADIUS | 30.0 | |
BORDER_OWNERLESS_HYPERLANE_THICKNESS | 20.0 | |
BORDER_OWNERLESS_INFLUENCE_MAX_DISTANCE_FACTOR | 1.88 | |
BORDER_VISIBILITY_THRESHOLD | 0.05 | |
STAR_PIN_CIRCLE_RADIUS | The lines that go from solar systems down to the 0-plane. This is the radius of that circle | 2.0 |
STAR_PIN_CIRCLE_NUM_POINTS | how many points in the circle on the 0-plane | 6 |
STAR_PIN_ENABLE_NEUTRAL | Should the game draw pins for stars that are not within any borders? | yes |
STAR_PIN_NEUTRAL_COLOR | The color for pins that are not inside any borders | { 0.5 0.5 0.5 0.5 } |
BORDER_FLAG_SCALE | 0.6 | |
MAPNAME_BORDER_SCALE | 1.0 | |
MAPNAME_BORDER_MIN_SIZE | 100 | |
MAPNAME_BORDER_OFFSET_MUL | 0.75 | |
MAPNAME_BORDER_OFFSET_ADD | 4.0 | |
MAPNAME_NEBULA_SCALE | 0.8 | |
MAPNAME_SECTOR_SCALE | 3 | |
NULL_ENTITY | "test_object_entity" | |
NULL_INSTANT_PROJECTILE | "default_instant_projectile" | |
NULL_MISSILE_PROJECTILE | "default_missile_projectile" | |
SCIENCE_SHIP_SURVEY_ENTITY | "survey_base_effect_entity" | |
SCIENCE_SHIP_SURVEY_ENTITY_LOCATOR | "" | |
SCIENCE_SHIP_SURVEY_ENTITY_MAX_SCALE_FACTOR | Scale in xy can max be scale z * SCIENCE_SHIP_SURVEY_ENTITY_MAX_SCALE_FACTOR. Scale z will be equal to the distance between surveyed object and ship | 1.0 |
CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY | "terraforming_effect_entity" | |
CONSTRUCTION_SHIP_TERRAFORMING_PLANET_ENTITY | "terraforming_planet_effect_entity" | |
CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY_SCALE_XY | Scale xy in local coords between ship and planet. | 1.0 |
CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY_SCALE_Z | Scale beam tip z in local coords so beam hits planet surface. | 0.62 |
CONSTRUCTION_SHIP_TERRAFORMING_PLANET_ENTITY_SCALE_R | Scale radius r of the cloud surrounding the planet. | 3.0 |
NAVIGATION_ARROW_ENTITY | NAVIGATION_ARROW_X values might require a game restart to push changes | "navigation_arrow_entity" |
NAVIGATION_ARROW_OFFSET | NAVIGATION_ARROW_X values might require a game restart to push changes offsets the arrow towards the edge | 150.0 |
NAVIGATION_ARROW_FONT | NAVIGATION_ARROW_X values might require a game restart to push changes | "Orbitron" |
NAVIGATION_ARROW_FONT_SPECIAL | NAVIGATION_ARROW_X values might require a game restart to push changes | { "l_russian" "arial" "l_polish" "arial" "l_chinese" "Chinese_normal" "l_japanese" "Chinese_normal" "l_korean" "Chinese_normal" } |
NAVIGATION_ARROW_TEXT_OFFSET | NAVIGATION_ARROW_X values might require a game restart to push changes | -50.0 |
NAVIGATION_ARROW_TEXT_SCALE | NAVIGATION_ARROW_X values might require a game restart to push changes | 1.6 |
NAVIGATION_ARROW_FONT_SIZE | NAVIGATION_ARROW_X values might require a game restart to push changes | 32 |
NAVIGATION_ARROW_TEXT_KERNING | NAVIGATION_ARROW_X values might require a game restart to push changes | 8 |
SHIP_TURRET_PROJECTILE_SPAWN_LOCATOR | "turret_muzzle_01" | |
STRIKE_CRAFT_PROJECTILE_SPAWN_LOCATOR | "projectile_spawn" | |
SHIP_TARGET_LOCATOR | "target_locator_" | |
MISSILE_HEIGHT_OFFSET | how high up missiles will fly | 10.0 |
MISSILE_RANDOM_OFFSET_MIN_RADIUS | random spread of missiles | 5.0 |
MISSILE_RANDOM_OFFSET_MAX_RADIUS | 10.0 | |
BALLISTIC_PROJECTILE_MISSED_LIFETIME | missed ballistic projectiles will live for (at least) this long before being removed | 2.0 |
PROJECTILE_ENTITY_STOP_STATE | state that gets played on missile- projectile- and on_hit entities when its time to stop | "stop" |
SHIELD_EFFECT_TIME_SCALE | how fast the shield effects are animated | 1.5 |
SHIELD_EFFECT_LOOP_INTERVAL | when to loop animation. value is in percent | 0.5 |
SHIELD_DISTANCE_FROM_SHIP | how far "out" from the ships shields will extend. left-right upd-down front-back | { 2.0 0.0 5.0 } |
SHIELD_DISTANCE_FROM_SHIP_MULT | how far "out" from the ships shields will extend. based on ship's size. left-right upd-down front-back | { 1.15 1.15 1.15 } |
SHIELD_EFFECT_ENTITIES | { "small_shield_impact_entity" "medium_shield_impact_entity" "large_shield_impact_entity" } | |
SHIELD_EFFECT_LOOPING_ENTITIES | { "small_shield_impact_looping_entity" "medium_shield_impact_looping_entity" "large_shield_impact_looping_entity" } | |
MISSED_BEAM_LENGTH | how long missed beams will be | 1500.0 |
SHIP_DAMAGE_TEXTURE | "gfx/models/ships/other/damaged_noise.dds" | |
SHIP_DISSOLVE_NOISE_TEXTURE | "gfx/models/ships/other/dissolve_noise.dds" | |
SHIP_CLOAK_TEXTURE | "gfx/models/ships/other/cloaking.dds" | |
SHIP_RANDOM_HEIGHT_OFFSET | 15.0 | |
SHIP_MOVEMENT_LENGTH_CONSIDERED_ZERO | Below this value ships actual rotation will be used otherwise the forward vector. | 0.002 |
RANDOM_HEIGHT_MIN | -20.0 | |
RANDOM_HEIGHT_MAX | 20.0 | |
MOVE_ARROW_SYSTEM_CONTROL_POINT_SPACING | When plotting the movement arrows how far apart should the control points be? | 100.0 |
MOVE_ARROW_GALAXY_CONTROL_POINT_SPACING | When plotting the movement arrows how far apart should the control points be? | 5.0 |
MOVE_ARROW_SYSTEM_TARGET_ENTITY | Entity that is used at the end of the arrow | "move_indicator_entity" |
MOVE_ARROW_GALAXY_TARGET_ENTITY | Entity that is used at the end of the arrow | "galaxy_move_indicator_entity" |
ATTACK_ARROW_SYSTEM_TARGET_ENTITY | Entity that is used at the end of the arrow | "attack_indicator_entity" |
ATTACK_ARROW_GALAXY_TARGET_ENTITY | Entity that is used at the end of the arrow | "galaxy_attack_indicator_entity" |
TASK_ARROW_SYSTEM_TARGET_ENTITY | Entity that is used at the end of the arrow | "task_indicator_entity" |
TASK_ARROW_GALAXY_TARGET_ENTITY | Entity that is used at the end of the arrow | "galaxy_task_indicator_entity" |
BYPASS_ARROW_GALAXY_TARGET_ENTITY | Entity used for special FTL jumps - for now use the default move target | "galaxy_move_indicator_entity" |
CATAPULT_TARGET_ENTITY | Entity used for slingshot reticule - for now use the default move target | "catapult_indicator_entity" |
CATAPULT_DESTINATION_ENTITY | Entity used for slingshot destination - for now use the default move target | "catapult_indicator_entity" |
CATAPULT_POTENTIAL_TARGET_INDICATOR_ENTITY | Entity used for slingshot destination - for now use the default move target | "catapult_potential_indicator_entity" |
GUI_PLANET_RING_DIR | direction of the ring for planets in gui icons | { 1.5 -0.25 1.5 } |
TI_TEXTURE_GROW_AMOUNT | amount to grow TI for graphics | 1 |
FLEET_EFFECT_ENTITIES | #when repairing # when upgrading # when orbiting # when idling | { "ship_repair_entity" "ship_upgrade_entity" "ship_orbit_entity" "" } |
FLEET_EFFECT_ENTITIES_BILLBOARD | #when repairing # when upgrading # when orbiting # when idling | { 1 1 0 1 } |
FLEET_EFFECT_ENTITIES_SCALE | #when repairing # when upgrading # when orbiting # when idling | { 0 0 1 0 } |
FTL_WINDUP_ENTITY_HYPERLANE | for hyperlane windup | "hyperlane_ftl_ship_effect_entity" |
FTL_WINDUP_ENTITY_JUMP | for jump drive windup | "warp_ftl_ship_effect_entity" |
FTL_WINDUP_ENTITY_ASTRAL_JUMP | for astral jump windup | "astral_jump_ftl_ship_effect_entity" |
ALIENFX_DEFAULT_COLOR | { 0.43 0.8 0.61 } | |
MAX_GFX_PROJECTILES | 100 | |
MAX_GFX_PRIO_PROJECTILES | 100 | |
MAX_GFX_MISSILES | 50 | |
MUZZLE_FLASH_LIMIT | 50 | |
MUZZLE_FLASH_DURATION | 2.0 | |
MAP_MODE_NEUTRAL_COLOR | { 0.5 0.5 0.5 0.75 } | |
COUNTRY_BORDER_COLOR_RANDOM_SATURATION_OFFSETS | { 0.0 -0.1 0.1 -0.2 0.2 -0.3 0.3 } | |
COUNTRY_BORDER_COLOR_RANDOM_VALUE_OFFSETS | { 0.0 -0.1 0.1 -0.2 0.2 -0.25 0.3 } | |
CONSTRUCTION_COLOR_VALID | { 0.38 1.0 0.6 0.5 } | |
CONSTRUCTION_COLOR_INVALID | { 0.0 0.95 0.3 0.5 } | |
CONSTRUCTION_COLOR_IN_PROGRESS | { 0.41 1.0 0.6 0.10 } | |
CONSTRUCTION_PROGRESS_BLEND_SPEED | 0.025 | |
CONSTRUCTION_MEGASTRUCTURE_PROGRESS_BLEND_SPEED | 0.001 | |
HIDE_HYPERLANES_OUTSIDE_TERRA_INCOGNITA | yes | |
SENSOR_RANGE_COLOR_MEDIUM | { 0.0 0.7 0.3 0.3 } | |
SENSOR_RANGE_COLOR_LOW | { 1.0 0.5 0.0 0.2 } | |
HYPERLANE_DEFAULT_COLOR | { 0.0 1.0 1.0 0.2 } | |
HYPERLANE_NO_ACCESS_COLOR | { 0.9 0.15 0.0 0.4 } | |
HYPERLANE_RELAY_COLOR | { 0.0 0.6 0.4 0.8} | |
HYPERLANE_RELAY_NOT_CONNECTED_COLOR | { 0.9 0.9 0.0 0.8} | |
HYPERLANE_SCREENSIZE_DEFAULT | 0.01 | |
HYPERLANE_SCREENSIZE_MIN | 0.01 | |
HYPERLANE_SCREENSIZE_MAX | 5.0 | |
HYPERLANE_THICKNESS_DEFAULT | 1.0 | |
HYPERLANE_THICKNESS_RELAY | 2.0 | |
CATAPULT_RANGE_COLOR | range indicator color | { 0.0 0.8 0.8 0.6 } |
CATAPULT_INDICATOR_COLOR_DEFAULT | HSVA | { 0.0 0.95 0.3 0.5 } |
CATAPULT_INDICATOR_COLOR_NO_RANGE | HSVA | { 1.0 1.0 1.0 0.5 } |
CATAPULT_INDICATOR_COLOR_CLICKABLE | HSVA | { 0.41 1.0 0.6 0.10 } |
CATAPULT_POTENTIAL_TARGET_INDICATOR_COLOR | range indicator color | { 0.5 0.8 0.1 0.6 } |
MODIFIER_TEXT_ICON_SCALE | 0.70 | |
CELESTIAL_WARNING_COORDINATE_VALUE | System size at which you get errors for the system being too big (500 is the normal values, as graphics can glitch with bigger values) Newer comment: upping limit because certain systems go higher and we haven't had issues reported… |
600 |
GDF_SHIP_GRAPHICAL_CULTURE | "nemesis_01" | |
FEDERATION_UNKOWN_FEDERATION_ICON | "GFX_unknown_federation" |
Gameplay[]
![]() |
Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various game mechanics.
Define | Dev Comment | Default Value |
---|---|---|
NUM_COMMANDS_PER_TURN | Number of tick commands we sent per turn, this is very useful for ppl running the game in fullscreen, a much faster simulation speed should be reached | 2 |
GUARANTEED_COLONIES_DEFAULT | 2 | |
GUARANTEED_COLONIES_MIN | 0 | |
GUARANTEED_COLONIES_MAX | 2 | |
MID_GAME_START_DEFAULT | These values control the mid and end game sliders in game setup | 100 |
MID_GAME_START_MAX | These values control the mid and end game sliders in game setup | 400 |
MID_GAME_START_MIN | These values control the mid and end game sliders in game setup | 25 |
END_GAME_START_DEFAULT | These values control the mid and end game sliders in game setup | 200 |
END_GAME_START_MAX | These values control the mid and end game sliders in game setup | 800 |
END_GAME_START_MIN | These values control the mid and end game sliders in game setup | 50 |
START_YEAR_SLIDER_INTERVAL | These values control the mid and end game sliders in game setup | 25 |
VICTORY_YEAR_DEFAULT | These values control the mid and end game sliders in game setup | 300 |
VICTORY_YEAR_MAX | These values control the mid and end game sliders in game setup | 1050 |
VICTORY_YEAR_MIN | These values control the mid and end game sliders in game setup | 100 |
VICTORY_YEAR_SLIDER_INTERVAL | These values control the mid and end game sliders in game setup | 50 |
SCORE_NO_ECONOMY | For countries with no economy that still count for victory | 5000 |
SCORE_ECONOMIC_POWER | Per economic power | 1 |
SCORE_TECH_POWER | Per tech power | 0.25 |
SCORE_MILITARY_POWER | Per fleet power | 0.00 |
SCORE_POPS | Per pop | 2 |
SCORE_PLANETS | Per colony | 50 |
SCORE_SYSTEMS | Per system | 10 |
SCORE_SUBJECTS | Fraction of subject's own score | 0.5 |
SCORE_FEDERATION_MEMBERS | Fraction of Federation member's own score | 0.1 |
SCORE_CRISIS_KILLS | Per crisis ship killed | 10 |
TECH_COST_DEFAULT | 1.0 | |
TECH_COST_MIN | 0.25 | |
TECH_COST_MAX | 5.00 | |
TECH_COST_SLIDER_INTERVAL | 0.25 | |
LOGISTIC_CEILING_DEFAULT | 1.5 | |
LOGISTIC_CEILING_MIN | 1.0 | |
LOGISTIC_CEILING_MAX | 2.0 | |
LOGISTIC_CEILING_SLIDER_INTERVAL | 0.05 | |
CITIZENSHIP_TYPE_DEFAULT | "citizenship_full" | |
SLAVERY_TYPE_DEFAULT | "slavery_normal" | |
PURGE_TYPE_DEFAULT | "purge_normal" | |
SPECIES_RIGHTS_INITIAL_CONFIG_PRIMARY | Order is citizenship - colonisation control - living standard - migration control - military service - population control - purge - slavery Initial config the game generates for your species rights module. It should at some point check weights and potentials, so this probably doesn't do much. Except break the game if left blank. |
{ citizenship_full colonization_control_no living_standard_normal migration_control_no military_service_full population_control_no purge_normal slavery_normal } |
SPECIES_RIGHTS_INITIAL_CONFIG_DEFAULT | Ditto | { citizenship_limited colonization_control_no living_standard_stratified migration_control_no military_service_limited population_control_no purge_normal slavery_normal } |
SPECIES_RIGHTS_INITIAL_CONFIG_BUILT | Ditto | { citizenship_robot_servitude colonization_control_yes living_standard_servitude migration_control_yes military_service_limited population_control_no purge_normal slavery_normal } |
GROWTH_SCALE_DEFAULT | 0.25 | |
GROWTH_SCALE_MIN | 0.00 | |
GROWTH_SCALE_MAX | 1.00 | |
GROWTH_SCALE_SLIDER_INTERVAL | 0.05 | |
LEADER_JOB_BACKGROUND_STRATA_WEIGHTS | { "1" "5" "10" } | |
COUNCIL_RESEARCH_POSITIONS | { "councilor_gestalt_cognitive" "councilor_research" } | |
COUNCIL_NAVAL_POSITIONS | { "councilor_gestalt_legion" "councilor_defense" } | |
COUNCIL_DIPLOMACY_POSITIONS | { "councilor_gestalt_regulatory" "councilor_state" } | |
SHIPYARD_REINFORCE_DISTANCE_MULT | The higher this is, the bigger impact distance has when distributing reinforcement ship construction. Expected to be >= 1 | 500 |
SHIPYARD_REINFORCE_MAX_JUMPS | If the closest shipyard can theoretically construct all requested ships; shipyards further away than this (plus the number of jumps between the closest shipyard and the fleet) from the fleet will not be considered for reinforcement construction duties. Expected to be >= 1 | 100 |
REINFORCE_MIA_TIME_MULT | Used to customize the duration of reinforcement times. Expected to be > 0 | 1.0 |
REINFORCE_ACCEPTABLE_EVASIVE_PATH_MULT | Allowed maximum distance multiplier for evasive reinforcement path, if evasive path is longer than this reinforcement is aborted. Expected to be >= 1 | 2.0 |
REINFORCE_ACCEPTABLE_EVASIVE_PATH_OVERRIDE_LOWER_THRESHOLD | Evasive paths under this threshold (measured in entry+exit points) will always be used even if the evasive path is longer than the shortest path multiplied by REINFORCE_ACCEPTABLE_EVASIVE_PATH_MULT. Expected to be > 0. | 12 |
MIA_UNKNOWN_PATH_TIME_COEFFICIENT | In a case when it is impossible to find a path for MIA the jump time along the line that directly connects the current position with the target one multiplied by this coefficient and curvature coefficient (below) will be used for MIA ETA. | 10 |
MIA_UNKNOWN_PATH_CURVATURE_COEFFICIENT | 2 | |
TRIGGERED_MODIFIER_UPDATE_DELAY | The game will only update triggered modifiers on each game object every X days | 5 |
LIMITED_EXPLORATION | If set to 1, only science ships with scientists or military fleets let by an commander can enter unvisited systems | 1 |
RANDOM_START_DISTANCE | The minimum distance at which empires will spawn from each other in random start | 75 |
SHROUD_FLAG | "breached_shroud" | |
GUARDIANS_OF_THE_GALAXY_FLAG | "guardians_of_the_galaxy" | |
UNRESTRICTED_WARS_POLICY_FLAG | "unrestricted_wars" | |
GALACTIC_MARKET_FOUNDED_FLAG | "galactic_market_founded" | |
DIMENSIONAL_LOCK_ASTRAL_ACTION | "action_dimensional_lock" | |
DIMENSIONAL_LOCK_AVAILABLE_FLAG | "dimensional_lock_available" | |
DIMENSIONAL_LOCK_BUILD_TIME | Time in days to build a Dimensional Lock | 180 |
DIMENSIONAL_LOCK_EXPIRATION_TIME | Time in days before a Dimensional Lock expires | 3600 |
DIMENSIONAL_LOCK_PRE_EXPIRATION_ALERT_DAYS | 30 | |
FORMLESS_REWARD_AVAILABLE | "formless_reward_available" | |
FORMLESS_COUNTRY_TYPE | "formless" | |
ASTRAL_ACTION_PREVENT_UNLOCK_NOTIFICATION_DELAY | Minimum delay between two "Astral Action unlocked" notifications | 30 |
ASTRAL_ACTION_RECENT_UNLOCK_NOTIFICATION_FLAG | Flag used to prevent multiple "Astral Action unlocked" notifications | "unlocked_astral_action_recently" |
RESEARCH_DEBRIS_POLICY_FLAG | "research_debris" | |
SCAVENGE_DEBRIS_POLICY_FLAG | "scavenge_debris" | |
SCAVENGE_AND_RESEARCH_DEBRIS_POLICY_FLAG | "scavenge_and_research_debris" | |
SCAVENGE_DEBRIS_RESOURCE_MULT | The amount of resources of the cost for the shipdesign of the debris that should be given when scavenging it | 0.1 |
DECADENCE_START | After this many years of being awakened, an awakened empire will experience decadence | 20 |
DECADENCE_CHANCE | Chance of decadence increasing each month (multiplied by total size of empire & subjects) | 0.5 |
DECADENCE_INCREASE | How much does decadence increase per time? | 2 |
DECADENCE_MAX | Max decadence | 100 |
FTL_MAGNET_DISTANCE | The distance at which ships will warp in when caught by an FTL snare | 50 |
NUM_DISTRICTS_BASE | Base num districts | 0 |
NUM_DISTRICTS_FROM_PLANET_SIZE | Each planet size adds this many districts | 1 |
BASE_AMENITIES_USAGE | 5 | |
MAX_PLANET_POPS | Used for building calculations | 1000 |
BASE_PLANET_BUILDING_SLOTS | 1 | |
MAX_PLANET_BUILDING_SLOTS | 12 | |
BASE_PLANET_BRANCH_OFFICE_BUILDING_SLOTS | 0 | |
MAX_PLANET_BRANCH_OFFICE_BUILDING_SLOTS | 4 | |
BASE_PLANET_SUBJECT_HOLDING_BUILDING_SLOTS | 0 | |
MAX_PLANET_SUBJECT_HOLDING_BUILDING_SLOTS | 4 | |
BRANCH_OFFICE_INCOME_SCALE | Per planet trade value | 0.5 |
BRANCH_OFFICE_COST_INCREASE_MIN_RANGE | Above this number of hyperlane jumps away, increase cost for branch offices | 3 |
BRANCH_OFFICE_COST_INCREASE_SCALE | Additional cost per jump | 0.1 |
REPAIR_BUILDING_COST | 0.5 | |
REPAIR_BUILDING_TIME | 0.5 | |
MIN_PLANET_STABILITY | 0 | |
LOW_PLANET_STABILITY | Used for alert | 25 |
BASE_PLANET_STABILITY | 50 | |
MAX_PLANET_STABILITY | 100 | |
LOW_HAPPINESS_STABILITY_EFFECT | If all pops have 0% happiness, stability is impacted this much | -50 |
HIGH_HAPPINESS_STABILITY_EFFECT | If all pops have 100% happiness, stability is impacted this much | 30 |
POP_CRIME | From each pop with happiness (scaled inversely to happiness) | 2 |
MIN_PLANET_CRIME | Minimum planetary crime | 0 |
HIGH_PLANET_CRIME | High planet crime | 50 |
MAX_PLANET_CRIME | Maximum planetary crime | 100 |
CRIMINAL_SYNDICATE_HIGH_CRIME_MULT | Applied to branch office value at max crime | 0.5 |
CRIMINAL_SYNDICATE_LOW_CRIME_MULT | Applied to branch office value at no crime | -0.5 |
MIN_PLANET_AMENITIES | Mult of amenities to amenities needs | 0.25 |
MAX_PLANET_AMENITIES | Mult of amenities to amenities needs | 2.0 |
MIN_PLANET_RELATIVE_HOUSING | Mult of housing to housing needs | 0.5 |
MAX_PLANET_RELATIVE_HOUSING | Mult of housing to housing needs | 4.0 |
DEFAULT_TRAIT_OPTIONS_ON_LEVEL_UP | Default number of selectable trait options before modifiers available on level up | 2 |
NUM_DESTINY_TRAIT_OPTIONS | Default number of destiny traits to select from | 3 |
MIN_BLOCKED_DEPOSITS | Always try to have this many blocker deposits on planets when generating the galaxy | 1 |
MIN_UNBLOCKED_DEPOSITS | Always try to have this many non-blocker deposits on planets when generating the galaxy | 3 |
DEPOSIT_USED_CATEGORY_WEIGHT | The higher this is, the more randomization will tend to diversify planet deposit types | 0.25 |
COLONY_DEPOSITS_USE_NULL | Should the null deposit be a potential outcome in randomization? | no |
COLONY_DEPOSITS_FIXED_BASE | min number of deposits on colonizable planets | 5 |
COLONY_DEPOSITS_RANDOM_BASE | this number of random deposit chances are always given to colonizable planets | 2 |
COLONY_DEPOSITS_FIXED_FROM_SIZE | ( planet size * this ) is added to min number of deposits on colonizable planets | 0.2 |
COLONY_DEPOSITS_RANDOM_FROM_SIZE | ( planet size * this ) is added to random deposit chances on colonizable planets | 0.2 |
NON_COLONY_DEPOSITS_USE_NULL | Should the null deposit be a potential outcome in randomization? | yes |
NON_COLONY_DEPOSITS_FIXED_BASE | min number of deposits on uninhabitable planets | 1 |
NON_COLONY_DEPOSITS_RANDOM_BASE | this number of random deposit chances are always given to uninhabitable planets | 0 |
NON_COLONY_DEPOSITS_FIXED_FROM_SIZE | ( planet size * this ) is added to min number of deposits on uninhabitable planets | 0 |
NON_COLONY_DEPOSITS_RANDOM_FROM_SIZE | ( planet size * this ) is added to random deposit chances on uninhabitable planets | 0 |
QUICK_CLEAR_BLOCKER_GENERAL_MODIFIER_WEIGHT | How heavily should general max districts modifier be considered for quick-clear blocker | 1 |
QUICK_CLEAR_BLOCKER_SPECIFIC_MODIFIER_WEIGHT | How heavily should specific-type max districts modifier be considered for quick-clear blocker | 1 |
ALLOW_EMPIRE_DESIGN_CHEATS | no | |
SCALED_DIFFICULTY_MAX_GALAXY_SIZE | Not used for crisis faction, mainly for FEs/AEs At this galaxy size, the full scaled difficulty modifier is applied | 1000 |
SCALED_DIFFICULTY_GALAXY_SIZE_MULT | Not used for crisis faction, mainly for FEs/AEs How much does galaxy size impact difficulty scaling | 0.75 |
SCALED_DIFFICULTY_HABITABLE_PLANETS_MULT | Not used for crisis faction, mainly for FEs/AEs How much does amount of habitable planets impact difficulty scaling | 0.5 |
FALLEN_EMPIRE_REPEATABLE_TECHS | 10 | |
RELATIVE_POWER_SUPERIOR | 1.5 | |
RELATIVE_POWER_OVERWHELMING | 2.5 | |
ECON_POWER_COST_DIV | 1 | |
TECH_POWER_COST_DIV | 100 | |
TECH_BASE_POWER | 200 | |
TECH_REPEATABLE_POWER_MULT | 1.0 | |
RELATIVE_POWER_FLEET_MULT | How much is fleet power factored when determining relative power | 2.0 |
RELATIVE_POWER_ECONOMY_MULT | How much is economic power factored when determining relative power | 3.0 |
RELATIVE_POWER_TECH_MULT | How much is technological power factored when determining relative power | 1.0 |
MIN_HABITABILITY | Planet habitability must be at least this value to be able to colonize | 0.0 |
ABANDONED_EMPIRE_FLAG | "special/abandoned.dds" | |
PRE_COMMUNICATIONS_EMPIRE_FLAG | "special/unknown.dds" | |
FLEET_MIN_TI_CLEAR_RADIUS | min radius for clearing terra incognita will use the highest of this and sensor range | 10 |
TI_TEXTURE_SIZE | size of the internal terra incognita texture high resolutions can cause stuttering and will increase memory demand and save file size. | 256 |
TI_CORE_SCALE | 0.9 | |
START_YEAR | 2200 | |
SYSTEM_INNER_RADIUS_OFFSET | 30 | |
SYSTEM_MIN_INNER_RADIUS | 150 | |
SYSTEM_OUTER_RADIUS_OFFSET | 100 | |
SYSTEM_BOTTLENECK_RADIUS | System will be considered bottleneck if within N systems there are no intersections between all of the directions | 2 |
SHIP_DESIGN_SAME_NAME_FACTOR | The higher this is, the more likely a design of the same name is to be picked when upgrading to latest design | 10 |
GALACTIC_DEFENSE_FORCE_NAMELIST | "GDF" | |
IMPERIAL_ARMADA_NAMELIST | "IA" | |
JUMP_DRIVE_COOLDOWN | Days between uses of Jump Drive | 200 |
ASTRAL_JUMP_COOLDOWN | Days between uses of Astral Jump | 900 |
PHASE_FLEET_COOLDOWN | Days between uses of Phase Fleet | 360 |
PHASE_FLEET_DURATION | 180 | |
RELEVANT_DISTANCE | Within this distance we're considered to be diplomatically relevant | 150 |
CONSTRUCTION_SHIP_WORK_SPEED_MULT | Construction ship construction speed multiplier | 1 |
CONSTRUCTION_SHIP_STATION_OFFSET | distance to the station that the ship is building | 5 |
SCIENCE_SHIP_SPECIAL_PROJECT_OFFSET | distance to the special project when collecting data | 20 |
SCIENCE_SHIP_SURVEY_SPEED_MULT | Science ship survey speed multiplier | 0.5 |
SCIENCE_SHIP_ANOMALY_RESEARCH_DAYS | equal level is middle (count of items / 2): 20 #9 lvls above; 24 #8 lvls above; 30 #7 lvls above; 35 #6 lvls above; 45 #5 lvls above; 55 #4 lvls above; 65 #3 lvls above; 80 #2 lvls above; 100 #1 lvl above; 120 #0 lvl equal to; 180 #1 lvl below; 300 #2 lvls below; 540 #3 lvls below; 720 #4 lvls below; 1080 #5 lvls below; 1440 #6 lvls below; 2160 #7 lvls below; 2880 #8 lvls below; 5760 #9 lvls below | { 20 24 30 35 45 55 65 80 100 120 180 300 540 720 1080 1440 2160 2880 5760 } |
HYPERLANE_GEN_REMOVE_PERC | Try to remove 40% of the longest edges | 0.15 |
HYPERLANE_GEN_REMOVED_MAX_DIST | Don't remove an edge if you have to travel more than 20 stars to reach the same position | 20 |
HYPERLANE_GEN_REMOVE_TOO_MANY_EDGES | Remove edges if having 4 or more edges | 4 |
GALAXY_GENERATION_DEFAULT_SHAPE | "spiral_2" | |
GALAXY_GENERATION_RELAX_ITERATIONS | Higher values means that systems will be more evenly spaced. Too high values will break spiral galaxies | 1 |
GALAXY_GENERATION_CENTER_DUMMY_POINTS | number of dummy points that occupy empty space when relaxing the system positions | 256 |
PLANET_ORBIT_DISTANCE_MIN_SIZE | 10 | |
PLANET_ORBIT_DISTANCE_SIZE_SCALE | extra orbit distance per planet size over PLANET_ORBIT_DISTANCE_MIN_SIZE | 0.33 |
PLANET_SHIP_ORBIT_DISTANCE | how far from the planet ships will orbit | 10.0 |
PLANET_STATION_ORBIT_DISTANCE | how far from the planet orbital stations will be | 6.0 |
STARBASE_ORBIT_DISTANCE | how far from the star starbases will orbit | 15.0 |
PLANET_DESTROYER_OFFENSIVE_SHIP_OFFSET | { 0.0 0.0 10.0 } | |
PLANET_ORBIT_STACK_SIZE | 4 | |
PLANET_ORBIT_STACK_DISTANCE | 2.0 | |
BASE_SURVEY_TIME | Base Time In Days for surveying a planet | 30.0 |
LEADER_POOL_SIZE | Each leader pool will consist of this many leaders | 3 |
EXTERNAL_LEADER_POOL_SIZE | Base amount of external leaders in the leader pool | 1 |
LEADER_POOL_REFRESH_TIME | Number of days between leader pool refresh | 1800 |
LEADER_BASE_SKILL_CAP | 10 | |
LEADER_MAX_SKILL_CAP | 10 | |
LEADER_SKILL_MIN | 1 | |
LEADER_AGE_HEIR_MIN | Min age of generated heirs in dynastic governments | 18 |
LEADER_AGE_HEIR_MAX | Max age of generated heirs in dynastic governments | 26 |
LEADER_AGE_MIN | Min age of generated leaders (uses bell-curve) | 25 |
LEADER_AGE_MAX | Max age of generated leaders (uses bell-curve) | 45 |
LEADER_SKILL_LEVEL_START | Skill Level Leaders start with. XP needed { 200 475 825 1250 } | 1 |
LEADER_EXPERIENCE_REQUIREMENT_BASE_VALUE | Base value when calculating required experience for next skill level | 100 |
LEADER_EXPERIENCE_REQUIREMENT_SCALE_VALUE | Scale factor when calculating required experience for next skill level | 300 |
LEADER_SUBCLASS_CHOICE_LEVEL | At what level you can pick your leader subclass | 4 |
LEADER_DESTINY_CHOICE_LEVEL | At what level you can pick your leader destiny trait | 8 |
MAX_BASIC_TRAITS | How many basic traits you can have before you only get the option to level them up | 2 |
MAX_VETERAN_TRAITS | How many veteran traits you can have before you only get the option to level them up | 3 |
LEADER_RULER_MONARCH_EXPERIENCE | 5.0 | |
LEADER_RULER_HEIR_EXPERIENCE | 1.0 | |
LEADER_ADMIRAL_FLEET_COMBAT_BASE_EXPERIENCE | Leader Admiral base experience from fleet combat | 5 |
LEADER_ADMIRAL_FLEET_COMBAT_EXPERIENCE_SCALE | Scale factor used when calculating experience gain for Admiral | 0.5 |
LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_KILLED_CONVERSION | Scale factor for total number of ships killed after combat when calculating experience gain for Admiral | 0.05 |
LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION | Scale factor for total number of ships that disengaged after combat when calculating experience gain for Admiral | 0.025 |
LEADER_ADMIRAL_FLEET_PIRACY_SUPPRESSION_DAILY | Leader Admiral base experience from piracy suppression | 0.05 |
LEADER_GENERAL_GROUND_COMBAT_BASE_EXPERIENCE | Leader General base experience from ground combat | 100 |
LEADER_GENERAL_GROUND_COMBAT_EXPERIENCE_SCALE | Scale factor used when calculating experience gain for General | 2.5 |
LEADER_GENERAL_GROUND_COMBAT_ARMIES_KILLED_CONVERSION | Scale factor for total number of armies killed after combat when calculating experience gain for General | 0.25 |
LEADER_SCIENTIST_LEADING_RESEARCH_FIELD_EXPERIENCE | 3.5 | |
LEADER_SCIENTIST_SURVEY_EXPERIENCE | Experience gained from surveyed planet | 10 |
LEADER_SCIENTIST_SUCCESSFUL_ANOMALY_RESEARCH_EXPERIENCE | Experience gained from a successful discovery research | 50 |
LEADER_SCIENTIST_COMPLETED_SPECIAL_PROJECT_EXPERIENCE | Experience gained from completing a special project | 100 |
LEADER_SCIENTIST_COMPLETED_ARCHAEOLOGICAL_SITE_STAGE_EXPERIENCE | Experience gained from a successful archaeological site roll | 75 |
LEADER_SCIENTIST_ASSIST_RESEARCH | Experience gained from assisting research per day | 0.10 |
LEADER_SCIENTIST_ASSIST_RESEARCH_MULT | Assist Research modifier-mult per skill level (this value times skill level equals modifier) | 0.20 |
LEADER_SCIENTIST_ASSIST_CLOAKING_DETECTION_EXPERIENCE | Experience gained from assisting cloaking detection per day | 0.10 |
LEADER_SCIENTIST_ASSIST_CLOAKING_DETECTION_MULT | Assist Cloaking Detection modifier-mult per skill level (this value times skill level equals modifier) | 0.50 |
LEADER_SCIENTIST_ACTIVE_RECONNAISSANCE_EXPERIENCE | Experience gained from active reconnaissance per day | 0.10 |
LEADER_SCIENTIST_ACTIVE_RECONNAISSANCE_LEADER_LEVEL_MULT | Active Reconnaissance modifier-mult per skill level (this value times skill level equals modifier) | 0.00 |
LEADER_SCIENTIST_ACTIVE_RECONNAISSANCE_COLONY_LEVEL_MULT | Active Reconnaissance modifier-mult per capital building level (this value times capital building level equals modifier) | 1.00 |
LEADER_ASSIGNED_MONTHLY_EXPERIENCE | Monthy exp from not being idle (i.e. assigned to planet/sector/fleet/federation/galcom) | 5 |
LEADER_COUNCILOR_MONTHLY_EXPERIENCE | Monthly exp from being on the council | 5 |
LEADER_LIFESPAN_DEATH_CHANCE_AGE | Before this age the chance wont increase | 80 |
LEADER_LIFESPAN_DEATH_CHANCE_INC | Increase with these % for each year above CHANCE_AGE | 0.002 |
LEADER_LIFESPAN_HIGH_DEATH_CHANCE_AGE | Above this age, death chance increases drastically | 100 |
LEADER_LIFESPAN_HIGH_DEATH_CHANCE_INC | Increase with these % for each year above HIGH_DEATH_CHANCE_AGE | 0.02 |
HABITABILITY_IDEAL_PLANET | Habitability of Gaia worlds | 1.00 |
HABITABILITY_WRONG_PLANET | Below which point we color habitability icons and text yellow | 0.70 |
HABITABILITY_OPPOSITE_PLANET | Below which point we color habitability icons and text red | 0.40 |
HABITABILITY_AUTO_MIGRATION | The minimum habitability that will be considered for automatic migration | 0.40 |
WAR_EXHAUSTION_NAVAL_CAP_ADD | 100 | |
WAR_EXHAUSTION_SHIP_KILLED_MULT | Multiplier of war exhaustion gained from ships | 2.00 |
WAR_EXHAUSTION_ARMY_KILLED_MULT | Multiplier of war exhaustion gained from land battles (armies) | 0.25 |
WAR_EXHAUSTION_PLANET_DESTRUCTION_MULT | War exhaustion from planets destroyed | 5.0 |
WAR_EXHAUSTION_PASSIVE_GAIN_YEARLY | The amount of yearly war exhaustion gained during war while under WAR_EXHAUSTION_PASSIVE_GAIN_CUTOFF | 0.1 |
WAR_EXHAUSTION_PASSIVE_WAR_SIZE_DIV | 0.1 | |
WAR_EXHAUSTION_PASSIVE_GAIN_CUTOFF | At this amount of war exhaustion (excluding occupation) you stop getting war exhaustion passively over time | 1.0 |
WAR_EXHAUSTION_FROM_UNITS_CUTOFF | At this amount of war exhaustion (excluding occupation) you stop gaining war exhaustion from lost units | 1.0 |
WAR_EXHAUSTION_HIGH_THRESHOLD | Apply negative modifier and show alert if war exhaustion >= this | 1.0 |
ENFORCE_STATUS_QUO_ENABLED | Can status quo be enforced at high WE? | yes |
ENFORCE_STATUS_QUO_MONTHS | 24 | |
PLANET_HEALTH_MAX | 100 | |
PLANET_HEALTH_REGEN | Each day | 0.05 |
PLANET_HEALTH_REGEN_DELAY | Days since being bombarded before repairs can be done at full speed | 60 |
PLANET_HEALTH_PROTECT_POPS | At above this health fraction, pops will not die | 0.75 |
PLANET_HEALTH_PROTECT_ARMIES | At above this health fraction, defending armies take half damage from bombardment | 0.75 |
PLANET_HEALTH_INHIBIT_FTL | At above this health fraction, planet FTL inhibitors are functional | 0.5 |
PLANET_HEALTH_INCREASE_ARMY_DAMAGE | Below this health fraction, defending armies take double damage from bombardment | 0.25 |
PLANET_HEALTH_ARMY_PROTECTED_DAMAGE_MULT | 0.5 | |
PLANET_HEALTH_ARMY_INCREASED_DAMAGE_MULT | 2.0 | |
PLANET_ARMIES_PROTECT_POPS | Each army present on a planet will protect this many pops from raids. | 2 |
NEXT_ELECTION_MESSAGE_DAYS | Days player can choose a new ruler from new election date | 180 |
NEW_RULER_MESSAGE_DAYS | Days player can see message of new ruler | 45 |
ETHOS_MAX_POINTS | Number of points which you can spend on ethos. | 3 |
GOVERNMENT_CIVIC_POINTS_BASE | Base amount of civic points (to "pay" for government civic costs) | 2 |
POP_ETHOS_LOWER_ETHIC_THRESHOLD | If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it | 0.5 |
POP_ETHOS_UPPER_ETHIC_THRESHOLD | If the % of pops following an ethic is >= this relative to its attraction do not diverge to it | 2.0 |
POP_MIN_ETHIC_RELATIVE_ATTRACTION | If relative attraction is less than this, do not diverge to this ethic | 0.1 |
POP_ETHOS_DIVERGENCE_INTERVAL | Number of days until a Pop has a change to diverge from empire ethos | 360 |
POP_ETHOS_DIVERGENCE_RATE_MULT | Chance of a pop evaluating its ethics every year | 0.05 |
POP_CHANGE_FACTION_CHANCE | Once every month a pop has X chance to change faction but only if the pop wants to | 0.05 |
POP_CURRENT_FACTION_WEIGHT | Weight for current faction is multiplied by this much for pops | 1.25 |
POP_FACTION_APPROVAL_VERY_LOW | Below this level of approval a faction will have severe happiness penalties | 0.20 |
POP_FACTION_APPROVAL_LOW | Below this level of approval a faction will have severe happiness penalties | 0.40 |
POP_FACTION_APPROVAL_BASE | Base faction approval | 0.50 |
POP_FACTION_APPROVAL_HIGH | Above this level of approval a faction will have some bonus happiness | 0.60 |
POP_FACTION_APPROVAL_VERY_HIGH | Above this level of approval a faction will have more bonus happiness | 0.80 |
POP_FACTION_MIN_POTENTIAL_MEMBERS | If a faction has fewer potential members than this, do not form, and delete if formed | 5 |
POP_FACTION_MIN_POTENTIAL_MEMBERS_FRACTION | If a faction has fewer potential members / total pops in factions (if not 0) than this, do not form, and delete if formed | 0.03 |
POP_FACTION_CREATION_COOLDOWN | Wait this many days after creating a faction to create another one (not applied to hidden factions) | 180 |
POP_FACTION_RESOURCE_TABLE_MULT | Resources granted by factions are multiplied by <power of supporters> x <approval> x this | 0.5 |
POLICY_YEARS | Years a set policy can not be changed for | 10 |
SPECIES_POLICY_YEARS | 10 | |
FEDERATION_LEADER_POWER_THRESHOLD | Must have this much more power than current Federation leader to become new leader | 1.25 |
FEDERATION_MIN_MEMBERS_TO_KICK | Can't kick alliance members unless you have at least this many members | 3 |
FEDERATION_EXPERIENCE_BUFFER | When a federation reaches max level, it will carry on gaining experience up to this level | 2000 |
DEBRIS_BASE_COST | Base cost of special project for analyzing debris | 0 |
DEBRIS_ANALYZED_AREA_POINTS | Points * Level given for each component analyzed | 20 |
DEBRIS_ANALYZED_TECH_PROGRESS | Tech progress added when analyzing component that require tech you don't have | 0.10 |
DEBRIS_DAYS | How many days the debris is visible for | 1800 |
DEBRIS_RESEARCH_TIME | How many days it takes to analyze 1 debris. | 90 |
SPECIAL_PROJECT_BASE_PROGRESS | i in the equation for special project time: x = (k * i) / (i + (y1 - z1) + (y2 - z2)… + (yn - zn)) | 1 |
SCIENCE_SHIP_SPECIAL_PROJECT_DIST | Distance to be able to progress a special project | 25.0 |
SCIENCE_SHIP_ASTRAL_RIFT_DIST | Distance to be able to enter an Astral Rift | 5.0 |
PLANET_SENSOR_RANGE | Base Sensor range for system that contain fully owned planets in it | 1 |
PLANET_HYPERLANE_RANGE | Base Hyperlane Detection range for system that contain fully owned planets in it | 2 |
EVENT_AUTOSELECT_MONTHS | After these months an event option will be autoselected | 9 |
TRUCE_YEARS | Truce last for X years | 10 |
INSULT_COOLDOWN_DAYS | How often can you send insults? | 30 |
AUTO_DECLINE_DIPLOMACY_DAYS | Number of days after which diplomatic action will automatically be declined | 180 |
FEDERATION_PERK_EXPERATION_MONTHS | Month for picked perk to expire if level lost | 3 |
FEDERATION_BASE_ETHICS | count of unique ethics not penalized for federation cohesion | 3 |
FEDERATION_ENVOY_BASE_EFFECT | envoys base effect on cohesion | 1.0 |
FEDERATION_MEMBERS_PENALTY | penalty for each federation member | -0.25 |
FEDERATION_NO_MEMBERS_PENALTY | penalty if the federation has no members | -100.0 |
FEDERATION_ETHICS_PENALTY | Federation cohesion penalty for extra unique ethics | -0.15 |
FEDERATION_OPPOSING_ETHICS_PENALTY | Federation cohesion for opposing ethics | -0.5 |
FEDERATION_BASE_COHESION | base federation cohesion | 5.0 |
FEDERATION_COHESION_RANGE | max cohesion range | 100 |
FEDERATION_COHESION_TO_XP | cohesion to xp conversion | 0.1 |
FEDERATION_MAX_FLEET_SIZE | 0 | |
FEDERATION_JOIN_COHESION_PENALTY | Cohesion loss every time a new member is added to the federation (after the first two) | -100 |
FEDERATION_LEAVE_COHESION_PENALTY | Cohesion loss every time a member leaves the federation | -100 |
FEDERATION_SWITCH_COHESION_PENALTY | Cohesion loss when you switch federation type | -50 |
ENVOY_IMPROVE_RELATION_BASE | Monthly effect on opinion when an envoy is improving relations | 0.25 |
ENVOY_IMPROVE_RELATION_MAX | Maximum value from using envoys to improve relations | 150.0 |
ENVOY_HARM_RELATION_BASE | Monthly effect on opinion when an envoy is harming relations | -0.5 |
ENVOY_HARM_RELATION_MIN | Lowest possible value from using envoys to harm relations | -150.0 |
ENVOY_RELATION_EFFECT_DECAY | Every month that there is no envoy effecting opinion it moves towards 0 with this/month | 1.0 |
EMBASSY_IMPROVE_RELATION_MULTIPLIER | Multiplies ENVOY_IMPROVE_RELATION_BASE if you have established embassies | 3 |
MIN_RIVAL_YEARS | Years before you can remove an empire as a rival | 10 |
MAX_FRICTION | Max friction (total) | 100 |
FRICTION_FROM_BORDERING_SYSTEM | Friction for each bordering system | 5 |
CUSTOM_EMPIRE_SPAWN_CHANCE | Chance that an empire will be created from an existing template instead of randomly generated (10 = 1% chance) | 50 |
FALLEN_CUSTOM_EMPIRE_SPAWN_CHANCE | Chance that a fallen empire will be created from an existing template instead of randomly generated (10 = 1% chance) | 50 |
FALLEN_EMPIRE_OUTER_BOUNDARY | Outer boundary of galaxy that fallen empire generation will try to avoid | 100 |
FALLEN_EMPIRE_INNER_BOUNDARY | Inner boundary of galaxy that fallen empire generation will try to avoid | 0 |
COUNCIL_AGENDA_BASE_COUNCILOR_MONTHLY_PROGRESS | Monthly progress gained towards advancing an agenda per councilor | 10.0 |
COUNCIL_AGENDA_COUNCILOR_PROGRESS_PER_SKILL | Monthly progress gained towards advancing an agenda per councilor skill level | 1.0 |
COUNCIL_AGENDA_COOLDOWN | Number of days before you can pick the same agenda after launching it | 10800 |
COUNCIL_AGENDA_FINISH_MODIFIER_DURATION | Duration of agenda finish modifier. Should match @agenda_finish_modifier_duration | 3600 |
COUNCIL_AGENDA_HIGH_LEGITIMACY_MODIIFER | Maximum Agenda speed modifier from high legitimacy (i.e. at 100% Legitimacy) | 0.25 |
COUNCIL_AGENDA_LOW_LEGITIMACY_MODIIFER | Maximum Agenda speed modifier from low legitimacy (i.e. at 0% Legitimacy). | -0.50 |
ADVANCED_EMPIRE_EXTRA_WARSHIPS_MIN | How many extra war ships do advanced empires start with? | 3 |
ADVANCED_EMPIRE_EXTRA_WARSHIPS_MAX | 7 | |
ADVANCED_EMPIRE_MIN_EXTRA_SYSTEMS | Min extra systems an advanced empire can start with | 2 |
ADVANCED_EMPIRE_MAX_EXTRA_SYSTEMS | Max extra systems an advanced empire can start with | 5 |
ADVANCED_EMPIRE_COLONY_CHANCE | Chance that a colonizable planet inside advanced empire's borders is colonized | 75 |
ADVANCED_EMPIRE_ALWAYS_COLONIZE_HABITABILITY | If habitability is at least this, always colonize planet in advanced empire's borders | 0.70 |
MATURE_GALAXY_YEARS | 100 | |
MATURE_GALAXY_COLONY_DISTANCE_FIXED | max dist at which planets can be taken (fixed) | 4 |
MATURE_GALAXY_COLONY_DISTANCE_RANDOM | max dist at which planets can be taken (random) | 2 |
MATURE_GALAXY_COLONY_DISTANCE_SURVEYED | additional dist outside borders that has been surveyed | 6 |
MATURE_GALAXY_TECH_TIER | 3 | |
MATURE_GALAXY_NAVY_SIZE | of naval capacity | 1.0 |
MATURE_GALAXY_EXTRA_MINERALS | 10000 | |
MATURE_GALAXY_EXTRA_ENERGY | 5000 | |
MATURE_GALAXY_EXTRA_INFLUENCE | 500 | |
MATURE_GALAXY_EXTRA_UNITY | per planet | 2500 |
MATURE_GALAXY_MAX_NUM_STARBASES | 4 | |
MATURE_GALAXY_STARBASE_LEVEL | "starbase_level_starhold" | |
MATURE_GALAXY_NUM_ARMIES | 10 | |
MATURE_GALAXY_CAPITAL | "building_capital_2" | |
MATURE_GALAXY_COLONY_CAPITAL | "building_capital_2" | |
MATURE_GALAXY_COLONY_POWER_PLANT | "building_power_plant_3" | |
MATURE_GALAXY_COLONY_FARM | "building_hydroponics_farm_3" | |
MATURE_GALAXY_COLONY_MINE | "building_mining_network_3" | |
MATURE_GALAXY_COLONY_LAB | "building_basic_science_lab_1" | |
MATURE_GALAXY_ARMY | "assault_army" | |
MATURE_GALAXY_HOME_POPS | 50 | |
MATURE_GALAXY_HOME_BUILDINGS | 10 | |
ADVANCED_GALAXY_YEARS | 200 | |
ADVANCED_GALAXY_COLONY_DISTANCE_FIXED | max dist at which planets can be taken (fixed) | 5 |
ADVANCED_GALAXY_COLONY_DISTANCE_RANDOM | max dist at which planets can be taken (random) | 5 |
ADVANCED_GALAXY_COLONY_DISTANCE_SURVEYED | additional dist outside borders that has been surveyed | 10 |
ADVANCED_GALAXY_TECH_TIER | 4 | |
ADVANCED_GALAXY_NAVY_SIZE | of naval capacity | 1.0 |
ADVANCED_GALAXY_EXTRA_MINERALS | 20000 | |
ADVANCED_GALAXY_EXTRA_ENERGY | 10000 | |
ADVANCED_GALAXY_EXTRA_INFLUENCE | 1000 | |
ADVANCED_GALAXY_EXTRA_UNITY | per planet | 5000 |
ADVANCED_GALAXY_MAX_NUM_STARBASES | 6 | |
ADVANCED_GALAXY_STARBASE_LEVEL | "starbase_level_starfortress" | |
ADVANCED_GALAXY_NUM_ARMIES | 20 | |
ADVANCED_GALAXY_CAPITAL | "building_capital_3" | |
ADVANCED_GALAXY_COLONY_CAPITAL | "building_capital_2" | |
ADVANCED_GALAXY_COLONY_POWER_PLANT | "building_power_plant_4" | |
ADVANCED_GALAXY_COLONY_FARM | "building_hydroponics_farm_4" | |
ADVANCED_GALAXY_COLONY_MINE | "building_mining_network_4" | |
ADVANCED_GALAXY_COLONY_LAB | "building_basic_science_lab_1" | |
ADVANCED_GALAXY_ARMY | "assault_army" | |
ADVANCED_GALAXY_HOME_POPS | 150 | |
ADVANCED_GALAXY_HOME_BUILDINGS | 25 | |
ORBITAL_BOMBARDMENT_PLANET_SIZE_FACTOR | Planet size factor, applies to units and buildings # Planets take damage / ( 1 + planet size * ORBITAL_BOMBARDMENT_PLANET_SIZE_FACTOR ), bigger planets take less dmg | 0.1 |
ORBITAL_BOMBARDMENT_FLEET_BASE_SIZE | Higher number means more total bombardment damage # Over this amount of fleet cap bombarding we will start getting penalties to efficiency | 100 |
ORBITAL_BOMBARDMENT_OVER_FLEET_FACTOR | Each time we surpass ORBITAL_BOMBARDMENT_FLEET_BASE_SIZE we retain this factor of efficiency | 0.9 |
ORBITAL_BOMBARDMENT_COLONY_DMG_SCALE | Bombardment damage to planets from ships | 0.01 |
ORBITAL_BOMBARDMENT_PLANET_DMG_SCALE | Bombardment damage to planets from ships | 0.002 |
ORBITAL_BOMBARDMENT_ARMY_DMG_SCALE | Bombardment damage to planets from ships | 0.09 |
ORBITAL_BOMBARDMENT_ASSAULT_ARMY_DAMAGE_MULT | Assault armies take this much more damage from orbital bombardment | 2.00 |
ORBITAL_BOMBARDMENT_KILL_POP_CHANCE | Multiplied by stance & damage dealt | 0.2 |
ORBITAL_BOMBARDMENT_KILL_POP_COOLDOWN | Min days between killing pops from bombardment | 10 |
COLLATERAL_DAMAGE_CHANCE | Collateral damage to planet from armies Chance that an army causes collateral damage while dealing damage to an enemy army | 0.20 |
COLLATERAL_DAMAGE_BASE_SCALE | Collateral damage to planet from armies Base amount of planetary damage inflicted from collateral damage | 0.02 |
COLLATERAL_DAMAGE_DEFENDER_MULT | Collateral damage to planet from armies Collateral damage from defending units is multiplied by this | 0.25 |
COLLATERAL_DAMAGE_MAX_PER_DAY | Collateral damage to planet from armies Per combat side | 0.50 |
COLLATERAL_DAMAGE_KILL_POP_CHANCE | Collateral damage to planet from armies Multiplied by damage dealt | 0.1 |
EXTRA_POP_KILL_MULTIPLIER_CHANCE | Increased chance that pops die based on number of pops on the planet | 0.02 |
COLLATERAL_DAMAGE_DESTROY_BUILDING_CHANCE | Chance that buildings are destroyed from devastation | 0.002 |
COLLATERAL_DAMAGE_DESTROY_DISTRICT_CHANCE | Chance that districts are destroyed from devastation | 0.002 |
COLLATERAL_DAMAGE_GROUND_COMBAT_SAFE_POPS | Ground Combat cannot kill the last few pops of a colony through collateral damage | 3 |
STATION_SELF_REPAIR_TIMER_DAYS | Number of days after taking damage before a station will start self-repairing | 10 |
STARBASE_SELF_REPAIR_TIMER_DAYS | Number of days after taking damage before a starbase will start self-repairing | 30 |
STARBASE_DISABLED_HEALTH_PERCENTAGE | Percentage of max health when a starbase that can be disabled will be disabled. | 0 |
STARBASE_ENABLED_HEALTH_PERCENTAGE | Percentage of max health when a starbase that can be disabled will be enabled. | 0.05 |
STARBASE_AUTO_CONTROL_DISTANCE | Distance at which a fleet can seize control of a disabled starbase | 80 |
INFLUENCE_ADD_UPLIFTED_SPECIES | Influence gain when uplifting species | 50 |
PLANET_COMBAT_WIDTH_BASE | Maximum number of troops that can fight at the same time | 5 |
PLANET_COMBAT_WIDTH_FROM_SIZE | Extra combat width per tile | 0.2 |
PLANET_COMBAT_WIDTH_MINIMUM | Minimum combat width | 2 |
GENERAL_DEATH_CHANCE | Chance that general dies when an army under command is destroyed (scaled to number of armies) | 0.02 |
ANOMALY_SPAWN_CHANCE | Percent chance that a planet gets a discovery when surveyed | 0.050 |
ANOMALY_SPAWN_CHANCE_INCREMENT | Percentage increase towards next chance when failing | 0.005 |
GOVERNMENT_COOLDOWN_YEARS | Cooldown years after changing government before you can change it again | 20 |
GOVERNMENT_CHANGE_EMPIRE_SIZE_MULT | It will cost (Empire Size) * X Unity to change Government Type | 10.0 |
EMPIRE_SIZE_BASE | No modifiers at this empire size or below | 100 |
EMPIRE_SIZE_FLOOR | Empire Size is never treated as under this | 50 |
EMPIRE_SIZE_FROM_DISTRICTS | Per district | 0.5 |
EMPIRE_SIZE_FROM_SYSTEMS | Per system | 1 |
EMPIRE_SIZE_FROM_COLONIES | Per planet | 10 |
EMPIRE_SIZE_FROM_BRANCH_OFFICES | Per branch office | 2 |
EMPIRE_SIZE_FROM_POPS | Per pop | 1 |
DIPLOMACY_WEIGHT_BASE | Base diplomacy weight for all empires | 0.0 |
DIPLOMACY_WEIGHT_STANCE_FACTOR | Factors weight from Diplo Stance before it is added to diplo weight | 0 |
DIPLOMACY_WEIGHT_SPRAWL_FACTOR | Factors Empire Sprawl before it is added to diplo weight | 0 |
DIPLOMACY_WEIGHT_NAVAL_FACTOR | Factors Naval Power before it is added to diplo weight | 0.025 |
DIPLOMACY_WEIGHT_GESTALT_WEIGHT | Gestalts gets a flat base value | 1.0 |
DIPLOMACY_WEIGHT_POP_BASE | Base diplomacy weight for each pop | 1.0 |
DIPLOMACY_WEIGHT_POP_HAPPINESS | as in formula: DIPLOMACY_WEIGHT_POP_BASE + (DIPLOMACY_WEIGHT_POP_HAPPINESS * Happiness) | 2.0 |
DIPLOMACY_WEIGHT_ECONOMY_FACTOR | Factors Economic Power before it is added to diplo weight | 0.15 |
DIPLOMACY_WEIGHT_TECHNOLOGY_FACTOR | Factors Technology Level before it is added to diplo weight | 0.1 |
DIPLOMACY_WEIGHT_NO_LEADER_PENALTY | Penalty to diplomatic weight for not having the relevant council position | -0.25 |
EMPIRE_SIZE_TECH_COST_PENALTY | Per empire size above base | 0.001 |
EMPIRE_SIZE_TRADITION_COST_PENALTY | Per empire size above base | 0.002 |
EMPIRE_SIZE_COUNCIL_AGENDA_COST_PENALTY | Per empire size above base | 0.001 |
EMPIRE_SIZE_ARMIES_PENALTY | Per empire size above base | 0.001 |
NUM_TECH_ALTERNATIVES | 3 | |
TECH_WEIGHT_BASE | 10 | |
TECH_WEIGHT_POTENTIAL_ADD | 0 | |
TECH_RESEARCH_NO_LEADER_PENALTY | -0.25 | |
TECH_COST_MULT_FALLEN_EMPIRE | Awakened Empires pay this much more to research techs | 2 |
TECH_WEIGHT_PREVIOUS_OPTION | If a tech was one of the alternatives last time its weight will be multiplied with TECH_WEIGHT_PREVIOUS_OPTION | 0.5 |
TRADITION_COST_TRADITION | tradition cost = ( base_cost + ( cost_tradition * num_traditions )^traditions_exponential ) * ( 1 + cost_planet*num_planets + cost_system*num_systems ) change this value if you want to increase all costs | 8 |
TRADITION_COST_TRADITION_EXP | change this value if you want to increase costs at the end | 1.800 |
TRADITION_COST_MULT_TRADITION_GROUP | each adopted group adds +X% to total cost | 0.00 |
KEYBOARD_DOUBLE_CLICK_TIME | Seconds listening to control group double clicks. | 0.5 |
MIN_TRADE_DEAL_LENGTH_YEARS | Minimum length of a trade deal in years. | 10 |
MAX_TRADE_DEAL_LENGTH_YEARS | Maximum length of a trade deal in years. | 30 |
MISSION_PROGRESS_MAX | When is a mission finished? | 1 |
NEW_HEIR_CHANCE | Chance to get a new heir each day. Range is 0 to 1 | 0.05 |
MIN_ELECTION_CANDIDATES | If we have fewer factions than this, add additional independent candidates | 4 |
ELECTION_BASE_SUPPORT | Election candidates always have at least this much support | 0.05 |
ELECTION_SUPPORT_LEADER_EFFECT | added score when you support a candiate in election | 5 |
ELECTION_INDEPENDENT_SUPPORT | Independent candidates get this much extra support | 0.20 |
ELECTION_SKILL_EFFECT | Candidates get this much extra support per skill level (multiplicative) | 0.10 |
AI_FULL_RIGHTS_POLICY_FLAG | "ai_full_rights" | |
BORDERS_OPEN_POLICY_FLAG | "border_policy_open" | |
SET_DEFENDER_WAR_GOAL_TIME_LIMIT | Days defender have to set war goal after war started. | 360 |
OCCUPATION_BASE_VALUE | Base value of occupied system, used for calculating relative occupation score of empire | 5 |
OCCUPATION_PLANET_VALUE | Per planet in system | 10 |
OCCUPATION_POP_VALUE | Per pop in system | 0.1 |
OCCUPATION_STARBASE_VALUE | If starbase is upgraded | 10 |
SYSTEM_LOST_CLAIM_STRENGTH | Strength of a claim given to an empire when their system is annexed | 10 |
RESOURCE_CLUSTER_COUNT | Number of resource clusters containing special resources | 6 |
RESEARCH_AGREEMENT_SPEED_MULT | Research speed increased by this for trade research agreement deal | 0.25 |
MOVE_CAPITAL_INFLUENCE_COST | Influence cost to move the empire capital to another planet. | 250 |
MOVE_CAPITAL_COOLDOWN_YEARS | Cooldown in years for moving capital. | 10 |
INTEGRATE_SUBJECT_MIN_DAYS | Amount of days the subject has been a subject before we can integrate it | 3600 |
SUBJECTS_INTEGRATION_CAP | Amount of integrations you're allowed to have at the same time | 1 |
SUBJECT_INTEGRATION_BASE_PROGRESS | Cost per month for subject integration | 5 |
SUBJECT_INTEGRATION_COST_BASE | Base cost for integration | 50 |
SUBJECT_INTEGRATION_COST_PER_POP | Integration cost per pop | 1 |
SUBJECT_INTEGRATION_COST_PER_PLANET | Integration cost per planet | 10 |
SUBJECT_LOYALTY_RELATION_FACTOR | These are used to determine the initial subject loyalty based on relation and relative military power Multiplied with relation (0-4) for initial loyalty | 50 |
SUBJECT_LOYALTY_RELATION_SUBTRACT | These are used to determine the initial subject loyalty based on relation and relative military power Subtracted to balance out the relation loyalty weight | 150 |
SUBJECT_LOYALTY_RELATIVE_POWER_FACTOR | These are used to determine the initial subject loyalty based on relation and relative military power Multiplied with relative military power (0-4) for initial loyalty | 25 |
SUBJECT_LOYALTY_RELATIVE_POWER_SUBTRACT | These are used to determine the initial subject loyalty based on relation and relative military power Subtracted to balance out the relative military power loyalty weight | 100 |
SUBJECT_MONTHLY_LOYALTY_INTEGRATION | Each month the subject is being integrated, its loyalty is modified by this amount | -5 |
SUBJECT_MONTHLY_LOYALTY_OPINION_MULTIPLIER | Each month, the subject's opinion of its overlord is multiplied by this amount & added to its loyalty | 0.01 |
SUBJECT_LOYALTY_MAX | Max value of loyalty | 100 |
SUBJECT_LOYALTY_MIN | Min value of loyalty | -100 |
SUBJECT_XP_LOYALTY_MULTIPLIER | The subject specialist XP will increase by this multiplied with Loyalty every month | 0.1 |
SUBJECT_TYPE_CONVERSION_MATCHES_PREFERRED_ETHIC_SPEED_FACTOR | How much faster/slower the specialization conversion will go if the subject has the type's preferred ethic | 1.42 |
SUBJECT_TYPE_CONVERSION_MATCHES_FANATIC_PREFERRED_ETHIC_SPEED_FACTOR | How much faster/slower the conversion will go if the subject has the fanatic variant of the type's preferred ethic | 2 |
SUBJECT_TYPE_CONVERSION_NO_PREFERRED_ETHIC_SPEED_FACTOR | How much faster/slower the conversion will go if the subject does not have the type's preferred ethic | 1 |
SUBJECT_TYPE_CONVERSION_OPPOSITE_ETHIC_SPEED_FACTOR | How much faster/slower the conversion will go if the subject has the opposite ethic to the type's preferred ethic | 0.67 |
SUBJECT_TYPE_CONVERSION_FANATIC_OPPOSITE_ETHIC_SPEED_FACTOR | How much faster/slower the conversion will go if the subject has the fanatic variant of the opposite ethic to the type's preferred ethic | 0.5 |
SUBJECT_TYPE_CONVERSION_SPRAWL_FACTOR | Conversion speed is affected by this÷EmpireSprawl | 5 |
AGREEMENT_RESOURCE_SUBSIDIES_MIN | Minimum percentage value for Resource Subsidies term | -0.75 |
AGREEMENT_RESOURCE_SUBSIDIES_MAX | Maximum percentage value for Resource Subsidies term | -0.75 |
AGREEMENT_RESOURCE_SUBSIDIES_INCREMENT | The increments between values for Resource Subsidies term | 0.05 |
AGREEMENT_INTANGIBLE_TITHE_LINEAR_FACTOR | For small tithes, each fraction of intangible (e.g. science) tithe yields this much (negative) impact | 1.0 |
AGREEMENT_INTANGIBLE_TITHE_LARGE | A "large" tithe, for which impact reaches the below value | 0.5 |
AGREEMENT_INTANGIBLE_TITHE_LARGE_VALUE | (Negative) impact reached for the above "large" tithe | 1.0 |
AGREEMENT_INTANGIBLE_SUBSIDY_LINEAR_FACTOR | For small subsidies, each fraction of intangible (e.g. science) subsidy yields this much impact | 0.5 |
AGREEMENT_INTANGIBLE_SUBSIDY_LARGE | A "large" subsidy, for which impact reaches the below value | 0.5 |
AGREEMENT_INTANGIBLE_SUBSIDY_LARGE_VALUE | Impact reached for the above "large" subsidy | 0.5 |
AGREEMENT_INTANGIBLE_IMPACT_LOYALTY_WEIGHT | Translates change in intangible impact into loyalty change | 100 |
AGREEMENT_ECONOMIC_IMPACT_LOYALTY_WEIGHT | Translates change in economic impact (roughly -1 - +1) into loyalty change | 100 |
COMMAND_LIMIT_MAX | Max value of Command Limit | 500 |
COMMAND_LIMIT_BASE | Base value of Command Limit | 20 |
NAVAL_CAPACITY_MAX | Max value of Naval Capacity | 9999 |
NAVAL_CAPACITY_BASE | Base value of Naval Capacity | 20 |
NAVAL_CAPACITY_POP_MULT | Mult value of Naval Capacity for each Pop | 0 |
NAVAL_CAPACITY_NO_LEADER_PENALTY | -0.25 | |
LEADER_CAPACITY_XP_SCALE | Leader XP gets multiplied by XP_Scale ^ Number of Leaders over cap. Never hits zero. | 0.85 |
NON_PARAGON_LEADER_TRAIT_SELECTION_LEVELS | { 1 3 5 7 9 } | |
NAVAL_CAPACITY_BASE_GALACTIC_COMMUNITY | Base value of Naval Capacity for the Galactic Defense Force/Imperial Armada | 400 |
SHIP_SIZE_LIMITS_GALACTIC_COMMUNITY | Entry in "00_ownership_limits.txt" defining GalCom's maximum ship counts | "default" |
STARBASE_CAPACITY_MAX | Max value of Starbase Capacity | 999 |
STARBASE_CAPACITY_BASE | Base value of Starbase Capacity | 3 |
STARBASE_CAPACITY_SYSTEM_MULT | Mult value of Starbase Capacity for each owned system | 0.10 |
STARBASE_CAPACITY_POP_MULT | Mult value of Starbase Capacity for each Pop | 0.00 |
COUNTRY_ENCLAVE_CAPACITY_BASE | Base value of allowed number of enclaves country can spawn | 0 |
COUNTRY_ENCLAVE_CAPACITY_MAX | Maximum value of allowed number of enclaves country can spawn | 10 |
STARBASE_BASE_LEVEL | The base starbase level | "starbase_level_outpost" |
UPGRADED_STARBASE_BASE_LEVEL | The first starbase level you upgrade to | "starbase_level_starport" |
ASCENSION_PERKS_SLOTS | Number of ascension perk slots | 8 |
PLANET_ASCENSION_STARTING_POINT | Planetary Ascension Tier cap formula: Max( ( Unlocked Ascension Perks Slots - 2 ), PLANET_ASCENSION_MIN ) + ( ( Unlocked Ascension Perks Slots == ASCENSION_PERKS_SLOTS ? ) PLANET_ASCENSION_COMPLETION_BONUS : 0 ) Number of ascension perks unlocked slots required for Planetary Ascension | 3 |
PLANET_ASCENSION_MIN | Minimum Planetary Ascension tier | 0 |
PLANET_ASCENSION_COMPLETION_BONUS | Flat bonus on Planetary Ascension Tier cap when all the slots are unlocked | 4 |
PLANET_ASCENSION_SPRAWL_SCALE | Planetary Ascension cost formula: ( Empire Sprawl * PLANET_ASCENSION_SPRAWL_SCALE) * ( 1 + ( Empire Wide Sum of Ascension Tiers * PLANET_ASCENSION_SUM_SCALE ) Scaling factor for Planetary Ascension cost based on the empire Sprawl | 10.0 |
PLANET_ASCENSION_SUM_SCALE | Scaling factor for Planetary Ascension cost based on the empire-wide sum of Ascension Tiers | 0.6 |
PLANET_ASCENSION_SPRAWL_MODIFIER | Reduction of planet sprawl per level of ascension | -0.05 |
PLANET_ASCENSION_MODIFIER_SCALE | Designation modifier formula: MOD * ( 1 + ( Ascension Tier * PLANET_ASCENSION_MODIFIER_SCALE ) Scaling factor of the designation benefits, multiple instances will sum (first will be 1.25, then 1.50…) | 0.25 |
EVADE_HOSTILE_CANCEL_ORDERS_THRESHOLD_DAYS | When evading hostiles ships will cancel orders that would take more than X days to reach. | 180 |
EDICT_MAX_RESOURCE_COST | 1000000 | |
EXPERIMENTAL_SUBSPACE_NAVIGATION_TIME_MULT | value * hyperlane distance to system defines the MIA time (travel time in days) for a Science Ship MIA Jump | 3.0 |
MIA_TIME_MULT | Used to customize the duration of MIA times. Expected to be > 0 | 1.0 |
MIA_FLEET_MODIFIER_MULT_LOWER_TRESHOLD | 0.5 | |
SECTOR_RESOURCE_TRANSFER_AMOUNT_LARGE | 1000 | |
SECTOR_RESOURCE_TRANSFER_AMOUNT | 100 | |
HIGH_PIRACY_RISK | ratio of dangerous actual piracy to trade protection | 0.8 |
MACHINE_EMPIRE_EXCLUSION_TRAIT | pops with this trait will not be built by machine empires | "trait_mechanical" |
PSIONIC_TRAIT | trait identifying psionics | "trait_psionic" |
CHOSEN_ONE_LEADER_TRAIT | trait identifying the chosen one | "leader_trait_chosen" |
ARCHAEOLOGICAL_SITE_DICE_ROLL_MIN | 1 | |
ARCHAEOLOGICAL_SITE_DICE_ROLL_MAX | 10 | |
ARCHAEOLOGICAL_SITE_DISCOVERY_SCORE | 14 | |
ARCHAEOLOGICAL_SITE_DISCOVERY_DAYS | 90 | |
ESPIONAGE_OPERATION_BASE_ROLL_FREQUENCY | Roll frequency in days | 30.0 |
ESPIONAGE_OPERATION_SUCCESS_SCORE | 14.0 | |
ESPIONAGE_OPERATION_DICE_ROLL_MIN | 1 | |
ESPIONAGE_OPERATION_DICE_ROLL_MAX | 10 | |
RELIC_VIEW_SLOTS_PER_ROW | 3 | |
RELIC_VIEW_SLOTS_PER_ROW_WIDE | 4 | |
RELIC_VIEW_DEFAULT_ROW_COUNT | 2 | |
MEGASTRUCTURE_BUILD_CAP_BASE | 1.0 | |
BASE_ENVOYS_REGULAR_EMPIRE | The starting number of envoys for regular empires | 2 |
RESOLUTION_VOTE_TIMER | number of days a resolution will be on the senate floor before being passed/failed | 1440 |
RESOLUTION_VOTE_PREMATURE_TIMER | number of days until the custodian/emperor can prematurely end the senate session | 720 |
SENATE_RECESS_TIMER | number of days until the next proposed resolution will be put on the floor after the current vote | 720 |
COUNCIL_DIPLOMACY_WEIGHT_MODIFIER | how much a countries diplomatic weight will be increased when voting if on the council | 1.5 |
CHANGE_VOTE_COOLDOWN | number of days after voting in a resolution before you can change your vote | 120 |
DEFAULT_COUNCIL_SIZE | default number of community council members, will be modified | 0 |
DEFAULT_COUNCIL_VETO | can the council veto resolutions by default? | no |
DEFAULT_COUNCIL_EMERGENCY_MEASURES | can the council by default propose emergency measures? | yes |
CATEGORY_VOTE_COOLDOWN | time before another resolution in a given category can proposed again | 2520 |
TYPE_VOTE_COOLDOWN | time before a referendum of a given type can be proposed again | 5040 |
VETO_COOLDOWN | time before a country can enact another veto | 1800 |
EMERGENCY_MEASURES_COOLDOWN | time before a country can propose another emergency measure | 7200 |
DEFAULT_VETO_COST_MULT | proposed resolution cost is multiplied by this to determine the cost of vetoing that resolution | 3 |
JOIN_COMMUNITY_INFLUENCE_COST | cost to join the community manually after its formation | 100 |
LEAVE_COMMUNITY_MIN_INFLUENCE_COST | minimum cost to leave the galactic community | 100 |
LEAVE_COMMUNITY_MAX_INFLUENCE_COST | maximum cost to leave the galactic community | 500 |
LEAVE_COMMUNITY_INFLUENCE_COST_FACTOR | factor determining actual cost of leaving the community, this is multiplied with empire sprawl | 0.5 |
LEFT_COMMUNITY_MODIFIER_TIMER | how many days the left_community_modifier will affect the leaving country | 7200 |
COUNCIL_ELECTION_TIMER | time between galactic council elections | 7200 |
COUNCIL_ELECTION_SOON_CUTOFF | when there is less than this many days left until the next council we show an alert | 180 |
COMMUNITY_FREEZE_RESOLUTION_MONTHS | The time period a resolution is frozen by the Custodian/Emperor | 48 |
CUSTODIAN_TERM_LIMIT_DAYS | The time period that a Custodian keeps their position | 10800 |
CUSTODIAN_TERM_LIMIT_EXPIRATION_MESSAGE_DAYS | The amount of days left on a term limit when a notification should be sent to the custodian about their term expiring | 1800 |
ENVOY_STRENGTHEN_IMPERIAL_AUTHORITY_RELATION_GROWTH | Monthly opinion growth when having envoys assigned that strengthen the imperial authority | 2 |
ENVOY_STRENGTHEN_IMPERIAL_AUTHORITY_RELATION_DECAY | Monthly opinion decay when having envoys assigned that strengthen the imperial authority | -1 |
ENVOY_STRENGTHEN_IMPERIAL_AUTHORITY_RELATION_MAX | The highest the above growth can get to | 200 |
ENVOY_UNDERMINE_IMPERIAL_AUTHORITY_RELATION_GROWTH | Monthly opinion "growth" when having envoys assigned that undermine the imperial authority | -2 |
ENVOY_UNDERMINE_IMPERIAL_AUTHORITY_RELATION_DECAY | Monthly opinion "decay" when having envoys assigned that undermine the imperial authority | 1 |
ENVOY_UNDERMINE_IMPERIAL_AUTHORITY_RELATION_MIN | The "lowest" the above growth can get to | -200 |
FEDERATION_LOW_COHESION_CUTOFF | when there is less than this ratio left of cohesion with negative cohesion growth we show an alert | 0.1 |
OPINION_MAX | Upper limit for opinion value | 1500 |
OPINION_EXCELLENT | Min value to be considered level excellent | 750 |
OPINION_GOOD | Min value to be considered level good | 300 |
OPINION_POOR | Max value to be considered level poor | -300 |
OPINION_TERRIBLE | Max value to be considered level terrible | -750 |
OPINION_MIN | Lower limit for opinion value | -1500 |
FAVOR_CAP | Max amount of favors from same empire that can be stored | 10 |
FAVORS_PER_RESOLUTION_CAP | Max amount of favors that can be used for a resolution | 100 |
BORROWED_DIPLO_WEIGHT_FAVOR_MULT | Diplo weight mult per favor | 0.1 |
DECLINED_TO_LEAVE_FEDERATION_CASUS_BELLI_TYPE | Casus belli to use on the federation leader if a request to leave the federation was declined | "cb_secession" |
FEDERATION_VOTE_RESUBMIT_DELAY | Number of days that must pass before you can propose to vote for a given law again | 180 |
DEFAULT_ORIGIN | "origin_default" | |
SPAWN_SYSTEM_BUFFER_DISTANCE | Systems created via spawn_system will not spawn within this distance to another system unless there really is no space for them to not do so | 10.0 |
SPAWN_SYSTEM_ATTEMPTS | Number of times the game will try and find a location for a system created via spawn_system before it defaults to the center of the galaxy. Note: The last two tries ignore SPAWN_SYSTEM_BUFFER_DISTANCE | 15 |
EDICT_CAPACITY_BASE | Max number of active edicts before penalties kick in | 1 |
EDICT_UNITY_AMBITION_COST_MULT | Active Unity Ambitions cost (Next Tradition * this) Unity per month | 0.001 |
INTEL_CAP | Maximum Intel for countries | 100 |
INTEL_YEARLY_DECREASE | Amount of Intel lost every year to reach the target Intel | 1.0 |
INTEL_YEARLY_INCREASE | Amount of Intel gained every year to reach the target Intel | 12.0 |
INTEL_FROM_TRUST_MULTIPLIER | Value to be multiplied to the trust to calculate the minimum intel due to trust | 0.5 |
INTEL_FROM_COMMUNICATIONS | Minimum Intel, after establishing communications | 10.0 |
INTEL_FROM_NON_AGGRESSION_PACT | Minimum Intel, if there's a non aggression pact | 20.0 |
INTEL_FROM_GALACTIC_COMMUNITY | Minimum Intel, if both empires are part of the Galactic Community | 30.0 |
INTEL_FROM_GALACTIC_CUSTODIAN | Minimum Intel, if we are galactic custodian and they are a galactic community member | 45.0 |
INTEL_FROM_GALACTIC_EMPEROR | Minimum Intel, if we are galactic emperor and they are an imperium member | 65.0 |
INTEL_FROM_GALACTIC_EMPEROR_HEIGHTENED_SECURITY | Minimum Intel, if we are galactic emperor and they are an imperium member and the imperial_security_directorate resolution is passed | 80.0 |
INTEL_FROM_COMMERCIAL_PACT | Minimum Intel, if there's a commercial pact | 20.0 |
INTEL_FROM_MIGRATION_PACT | Minimum Intel, if there's a migration treaty | 30.0 |
INTEL_FROM_GUARANTEE | Minimum Intel, if one country is guaranteeing the other country | 20.0 |
INTEL_FROM_DEFENSIVE_PACT | Minimum Intel, if there's a defensive pact | 40.0 |
INTEL_FROM_FEDERATION_ASSOCIATION | Minimum Intel, if the country has federation association status | 40.0 |
INTEL_FROM_RESEARCH_AGREEMENT | Minimum Intel, if there's a research agreement | 30.0 |
INTEL_FROM_FEDERATION_CENTRALIZATION | Additive modifier to the base federation Intel. Multiplied by centralization level | 10.0 |
INTEL_FROM_EMBASSY | Additive modifier to the minimum Intel. | 20.0 |
INTEL_FROM_BEING_SUBJECT | Minimum Intel, if you're their subject | 30.0 |
INTEL_FROM_BEING_OVERLORD | Minimum Intel, if you're their overlord | 40.0 |
INTEL_FROM_SECRET_FEALTY | Additive modifier if you have pledged secret fealty. | 20.0 |
DETECTION_INTEL_DECAY_MONTHS | Length of time to retain memory of having been detected in a system | 120 |
FIRST_CONTACT_DICE_ROLL_MIN | 1 | |
FIRST_CONTACT_DICE_ROLL_MAX | 10 | |
FIRST_CONTACT_LOWER_INSIGHT_SCORE | score for any insights to be granted | 0 |
FIRST_CONTACT_HIGHER_INSIGHT_SCORE | score for more insights to be granted | 5 |
FIRST_CONTACT_LOWER_INSIGHT_REWARD | insights granted for FIRST_CONTACT_LOWER_INSIGHT_SCORE | 1 |
FIRST_CONTACT_HIGHER_INSIGHT_REWARD | insights granted for FIRST_CONTACT_HIGHER_INSIGHT_SCORE | 2 |
FIRST_CONTACT_DISCOVERY_SCORE | score for completing the stage | 10 |
FIRST_CONTACT_DISCOVERY_DAYS | 80 days for 1 roll | 80 |
FIRST_CONTACT_DISCOVERY_DAYS_AI | slower for AI to guarantee player has a chance to finish first | 110 |
FIRST_CONTACT_FIRST_STAGE | Starting stage for all first contacts (see game/common/first_contact) | "base_contact_set" |
FIRST_CONTACT_INTEL_TARGET | 10 | |
FIRST_CONTACT_POLICY | "first_contact_protocol" | |
FIRST_CONTACT_POLICY_FLAG_CAUTIOUS | "first_contact_cautious" | |
FIRST_CONTACT_POLICY_FLAG_PROACTIVE | "first_contact_proactive" | |
FIRST_CONTACT_POLICY_FLAG_ATTACK_ALLOWED | "first_contact_attack_allowed" | |
FIRST_CONTACT_UNKNOWN_SPECIES_PORTRAITS_AMOUNT | Matches number of portraits in gfx\interface\intel\firstcontact\unknown_species; picks which one to use by doing ( "GFX_unknown_species_portrait_" + ( <First Contact ID> % <this define> ) ) | 22 |
ORBITAL_SURRENDER_POLICY | "orbital_bombardment_accept_surrender" | |
ORBITAL_SURRENDER_POLICY_FLAG_ALLOWED | "orbital_bombardment_surrender_allowed" | |
ORBITAL_SURRENDER_POLICY_FORBIDDEN | "orbital_bombardment_surrender_forbidden" | |
SPY_NETWORK_LEVELS | What is the base maximum spy network level? (spy_network_levels_add and relative encryption can increase this value) | 50 |
SPY_NETWORK_MAX_LEVELS | What is the absolute maximum spy network level? | 100 |
SPY_NETWORK_ENCRYPTION_DECRYPTION_LEVELS_EFFECT | How much does each point of relative encryption difference modify the maximum network level? | -10 |
SPY_NETWORK_ENCRYPTION_DECRYPTION_LEVELS_MIN | Lower bounds on the infiltration level modifier value | -40 |
SPY_NETWORK_ENCRYPTION_DECRYPTION_LEVELS_MAX | Upper bounds on the infiltration level modifier value | 40 |
SPY_NETWORK_MAX_POWER | Including all modifiers, how powerful can a Spy Network ever be? | 100 |
SPY_NETWORK_MAX_ENVOYS_COUNT | How many envoys can be assigned to build a single spy network? | 1 |
SPY_NETWORK_DAILY_ENVOY_SCORE | How much progression do you get for each envoy | 1.0 |
SPY_NETWORK_SPRAWL_SCORE_SCALE | This many empire sprawl in the opposing empire adds 1 to daily spy network progression. | 400.0 |
SPY_NETWORK_BASE_LEVEL_SCORE | It takes (SPY_NETWORK_BASE_LEVEL_SCORE) + (Current Level * SPY_NETWORK_PER_LEVEL_SCORE) points to increase spy network level | 5.0 |
SPY_NETWORK_PER_LEVEL_SCORE | Per level portion of the above formula | 5.0 |
SPY_NETWORK_MONTHLY_DECAY | If we don't have an envoy assigned to a spy network or it's above the max value, it decays at this many levels per month | 1.0 |
SPY_NETWORK_ENCRYPTION_DECRYPTION_BONUS_MULT | Encryption vs decryption bonus scale, multiplied with the difference between those values. | -0.10 |
SPY_NETWORK_ENCRYPTION_DECRYPTION_BONUS_MIN | Lower bounds to encryption vs decryption (bad for attacker) | -0.4 |
SPY_NETWORK_ENCRYPTION_DECRYPTION_BONUS_MAX | Upper bounds to encryption vs decryption (good for attacker) | 0.4 |
SPY_NETWORK_MAXIMUM_ASSIGNED_ASSETS | Maximal number of assets that can be assigned to spy network | 1 |
SPY_NETWORK_RELATIVE_ENCRYPTION_DIFFICULTY_MULT | Difficulty modifier to be multiplied to the relative encryption | 1 |
SPY_NETWORK_RELATIVE_ENCRYPTION_DIFFICULTY_MIN | How low can excess Codebreaking drop the difficulty of operations? Negative numbers good for the spy. | -4 |
SPY_NETWORK_RELATIVE_ENCRYPTION_DIFFICULTY_MAX | How high can excess Encryption increase the difficulty of operations? Positive numbers good for the defender. | 4 |
SPY_NETWORK_RELATIVE_ENCRYPTION_MIN | Lower bounds for relative encryption | -4 |
SPY_NETWORK_RELATIVE_ENCRYPTION_MAX | Upper bounds for relative encryption | 4 |
GALACTIC_EMPIRE_BASE_AUTHORITY | Starting imperial authority when establishing the galactic empire | 100 |
GALACTIC_EMPIRE_MAX_AUTHORITY | Maximum value for imperial authority | 200 |
GALACTIC_EMPIRE_ENVOY_AUTHORITY_CHANGE | How much imperial authority is gained/lost each month per envoy assigned | 0.1 |
IMPERIAL_COUNCIL_CHANGE_MEMBER_INFLUENCE_COST | Influence cost of adding/removing members to/from Imperial Council | 100.0 |
MENACE_PERK_MINIMUM_ACTIVATION_TIME | Number of days before the perk can be deactivated | 360 |
SEEN_ALIENS | "seen_aliens" | |
PLANET_COLONIZED_STRING | Identifies when a planet is newly colonized in telemetries | "colonized" |
PLANET_ACQUIRED_STRING | Identifies when a planet was acquired in any way from another empire in telemetries | "acquired" |
TRADITION_CATEGORIES_MAX | 7 | |
CATAPULT_MIN_REACH | How far the catapult should reach at the least | 5 |
CATAPULT_MIN_RADIUS | Minimum radius of a catapult circle | 10 |
CATAPULT_MAX_RADIUS | Maximum radius of a catapult circle | 100 |
COUNCIL_COHESION_EDICT_FUND_MAX_MULT | Maximum edict fund multiplier from council cohesion | 0.5 |
COUNCIL_COHESION_TREND_FACTOR | Monthly council cohesion change | 0.01 |
COUNCIL_COHESION_SCORE_FANATIC_ETHIC | Cohesion change from matching/mismatching fanatic ethics | 1.5 |
COUNCIL_COHESION_SCORE_ETHIC | Cohesion change from normal ethics | 1.0 |
FLEET_LEASE_DAYS_MAXIMUM | A fleet can be leased for this number of days maximum | 36000 |
FLEET_LEASE_DAYS_DEFAULT | A fleet can be leased for this number of days by default | 3600 |
AGREEMENT_CHANGE_COOLDOWN_MONTHS | How often an agreement can be changed in months | 60 |
AGREEMENT_LOYALTY_DELTA_MULT | Used in Influence Cost calculations | 5 |
AGREEMENT_PROPOSE_INFLUENCE_COST | Base cost of agreement proposal. + |Loyalty Delta| * AGREEMENT_LOYALTY_DELTA_MULT between old and new agreements | 50 |
AGREEMENT_DENY_AS_SUBJECT_INFLUENCE_COST | + |Loyalty Delta| * AGREEMENT_LOYALTY_DELTA_MULT between old and new agreements | 50 |
AGREEMENT_DENY_AS_OVERLORD_INFLUENCE_COST | + |Loyalty Delta| * AGREEMENT_LOYALTY_DELTA_MULT between old and new agreements | 25 |
AGREEMENT_EXPANSION_TITHE_FACTOR | Factor applied on the total after modifiers are applied. 1.5 means 50% more cost which goes to the overlord | 0.5 |
AGREEMENT_PRESET_RELEASE_AS_SECTOR | Preset that will be applied when releasing a sector as a vassal | "preset_release_sector" |
AGREEMENT_PRESET_VASSAL | The standard Vassal preset | "preset_vassal" |
AGREEMENT_INTEGRATION_TERM | The agreement term for integration | "subject_integration" |
AGREEMENT_CAN_INTEGRATE_TERM_VALUE | The agreement term value for allowing integration | "subject_can_be_integrated" |
CLOAKING_ACTIVATION_COOLDOWN | days | 120 |
CLOAKING_LEVEL_MAX | days | 10 |
MAX_COOP_PLAYERS | The maximum players allowed in coop empire | 5 |
MAX_ADDITIONAL_COOP_PLAYERS | The number of additional players allowed in coop empire | 4 |
AWARENESS_MIN | 0 | |
AWARENESS_MAX | 100 | |
AWARENESS_UNAWARE_LIMIT | (exclusive) upper bound for the "unaware" awareness stage | 1 |
AWARENESS_LOW_LIMIT | (exclusive) upper bound for the "low" awareness stage | 30 |
AWARENESS_PARTIAL_LIMIT | (exclusive) upper bound for the "partially" awareness stage | 60 |
AWARENESS_HIGH_LIMIT | (exclusive) upper bound for the "high" awareness stage (anything >= this will be the fully aware stage) | 100 |
FLEET_FLASH_FORGING_HYPER_RELAY_FLAG | Flag to allow to instantly build a megastructure, in this case hyper relay | "flash_forging_hyper_relay" |
ASTRAL_RIFT_DEFAULT_DISPLAY_SIZE | 100.0 | |
ASTRAL_RIFT_DICE_ROLL_MIN | 1 | |
ASTRAL_RIFT_DICE_ROLL_MAX | 10 | |
ASTRAL_RIFT_DISCOVERY_DAYS | 90 | |
ASTRAL_RIFT_DISCOVERY_SCORE | 14 | |
ASTRAL_JUMP_THREADS_COST | Cost in Astral Thread to perform an Astral Jump | 500 |
PHASE_FLEET_THREADS_COST | Cost in Astral Thread to perform a Phase Fleet | 250 |
UNLOCK_ASTRAL_JUMP_FLAG | "unlock_astral_jump" | |
UNLOCK_PHASE_FLEET_FLAG | "unlock_phase_fleet" | |
Cached Technologies | ||
COLONY_TECH | "tech_colonization_1" | |
RANDOMLY_SPAWNED_OBJECTS_ON_OUTER_BORDER_MINIMUM_DISTANCE | 100.0 | |
ASTRAL_RIFT_RELATIVE_SPAWN_MINIMAL_DISTANCE_FROM_PLANETS | Minimal distance required between any planet and the spawning rift when using relative_to. Replaced by orbit_distance if value is inferior. | 100.0 |
DIMENSIONAL_LOCK_ICON_FRAME | 52 | |
DIMENSIONAL_LOCK_OPEN_ICON_FRAME | 53 |
Species[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various species stats.
Define | Dev Comment | Default Value |
---|---|---|
MIN_ETHIC_POINTS | 3 | |
HALF_BREED_BASE_CHANCE | 0.1 | |
HALF_BREED_SAME_CLASS_CHANCE_ADD | 0.3 | |
HALF_BREED_SWAP_BASE_SPECIES_CHANCE | 0.33 | |
HALF_BREED_EXTRA_TRAIT_POINTS | 1 | |
HALF_BREED_EXTRA_TRAIT_PICKS | 1 | |
TRAIT_MODIFICATION_BASE_COST | This cost is always added to a species modification project so modifying single pops isn't efficient | 3000 |
TRAIT_CLIMATE_MODIFICATION_COST | 3 | |
TRAIT_MODIFICATION_COST_MULT | species modification cost to be multiplied with the absolute trait cost of all changes applied, per pop | 20 |
MODIFICATION_COST_MULT | adds to the above species modification cost, per pop | 5 |
ROBO_TRAIT_MODIFICATION_BASE_COST | This cost is always added to a species modification project so modifying single pops isn't efficient | 1500 |
ROBO_TRAIT_MODIFICATION_COST_MULT | species modification cost to be multiplied with the absolute trait cost of all changes applied, per pop | 40 |
ROBO_MODIFICATION_COST_MULT | adds to the above species modification cost, per pop | 20 |
UPLIFT_COST_BASE | 3000.0 | |
TRAIT_MODIFICATION_TIME_LIMIT | Timeout for species modification special projects | 30 |
HOMEWORLD_HABITABILITY | Habitability on homeworld is increased by this value | 0.3 |
HABITABILITY_FLOOR | Default lowest possible habitability for a species | 0.0 |
HABITABILITY_CEIL | Default highest possible habitability for a species | 1.0 |
MUTATION_REMOVE_CHANCE | 50 | |
MUTATION_ADD_CHANCE | 50 | |
MUTATION_MIN_TRAITS | 2 | |
MUTATION_MAX_TRAITS | 5 | |
DEFAULT_GENDER_CHANCE | The following four defines are for deciding the genders that randomly generated species will use for their leaders. Default means male/female divide. Non-gendered is also known as undeterminable in the game files It expects non-negative integer values. They can add up to anything, so long as it is greater than 0, and less than int_max |
70 |
MALE_GENDER_CHANCE | 10 | |
FEMALE_GENDER_CHANCE | 10 | |
NON_GENDERED_CHANCE | 10 |
Ship[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various ship stats.
Define | Dev Comment | Default Value |
---|---|---|
AGGRESSIVE_STANCE_INVASION_ODDS_MULT | Transport fleets on aggressive stance want to have combat strength of enemy ground troops x this to invade a world | 1.5 |
AGGRESSIVE_STANCE_MIN_POWER_MULT | Fleets that are less than our military power x this will be ignored by aggressive fleets that are bombarding | 0.2 |
DESIGNER_WEAPON_PREF_MUL | How much does weapon preference tags in the ship designer affect the weight it assigns a weapon? | 1.33 |
DESIGNER_WEAPON_ROLE_MUL | How much does weapon role tags in the ship designer affect the weight it assigns a weapon? | 5.33 |
DESIGNER_UTILITY_ROLE_MUL | How much does weapon role tags in the ship designer affect the weight it assigns a utility component | 5.33 |
DESIGNER_WEAPON_STACKING_DIV | The higher this is the more the ship designer will try to vary which weapon types are used on its sections | 0.25 |
ABANDONED_STATION_DECAY_RATE | Abandoned stations lose this amount of health per day | 0.003 |
STRIKE_CRAFT_COMBAT_REGEN | 0.2 | |
MOVE_SHIP_TO_FLEET_MAX_DIST | 50.0 | |
OUT_OF_COMBAT_SHIELD_REGEN_MULT | Shields recharge this much faster outside combat | 5.0 |
OUT_OF_COMBAT_ARMOR_REGEN_MULT | Armor recharge this much faster outside combat | 5.0 |
OUT_OF_COMBAT_HULL_REGEN_MULT | Hull recharge this much faster outside combat | 5.0 |
SHIP_SPEED_SCALE | Setting this to 1 makes the scripted speed value correspond to units/day | 0.045 |
SHIP_MAX_EVASION | The maximum evasion value a ship is allowed to have (percent) | 0.9 |
MAX_DAMAGE_SCALING | The maximum scaling value a target is allowed to have (ship size) | 8 |
ASSIST_CLOAKING_DETECTION_ORBIT_DISTANCE | The orbiting distance of the ship in a process of assisting cloaking detection | 10.0 |
FLEET_BASE_FORMATION_SCALE | 3.0 | |
FLEET_BASE_FORMATION_DIV | 10 | |
FLEET_FORMATION_CIRCLE_SHIPS_PER_LAYER_MULT | 4 | |
FLEET_FORMATION_CIRCLE_RADIUS_PER_LAYER_MULT | 2.0 | |
FLEET_UPGRADE_QUEUE_FACTOR_MULT | Scale the importness of the number of items in the construction queue when calculating best shipyard for upgrade in. | 0.25 |
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 |
HYPERLANE_WINDUP | In micro updates ( 10/day ) | 150 |
HYPERLANE_WINDDOWN | In micro updates | 0 |
HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED | In micro updates ( 10/day ) | 1.0 |
RULER_SHIP_SCALE_MULT | Scale up of unique ruler ship. | 0.5 |
JUMP_DRIVE_WINDUP | Jump drive windup in days | 14 |
JUMP_DRIVE_RANGE | 100 | |
QC_WINDUP_SHIP_SIZE_DIV | Bigger the value faster the windup time will be. | 50 |
QC_WINDUP_SHIP_SIZE | Ship size after which the windup mult will be applied. | 150 |
SHIELD_RECHARGE_TICKS | Combat ticks before a shield that is fully depleted will start to recharge | 20 |
MILITARY_POWER_HEALTH_WEIGHT | 0.5 | |
MILITARY_POWER_ARMOR_WEIGHT | compared to health | 1.0 |
MILITARY_POWER_SHIELD_WEIGHT | compared to health | 1.0 |
MILITARY_POWER_DAMAGE_WEIGHT | 0.5 | |
MILITARY_POWER_SCALE | 0.25 | |
MILITARY_POWER_EXPONENT | math: power = ( ( effective_health * damage_per_day ) ^ exponent ) * scale
detailed formula: effective_health = health_weight * ( hull + armor_weight*armor + shield_weight*shield ) / ( 1 - evasion ); damage_per_day = sum of ( damage_weight * weapon_damage * ( 1 + hull_penetration_weight*hull_penetration + armor_penetration_weight*armor_penetration + shield_penetration_weight*shield_penetration + (no hull_damage_weight) + armor_damage_weight*(armor_damage-1) + shield_damage_weight*(shield_damage-1) + range/range_div ) * ( 1 + tracking_weight * ( 1 - tracking )) / ( 1 + excess_power ) ) weapon_damage = weapon_average_damage * ( 1 + (1+excess_power)*(1+ship_weapon_damage)*(1+ship_fire_rate_mult+home_territory_fire_rate_mult)-1 + (1+weapon_type_weapon_damage_mult)*(1+weapon_type_weapon_fire_rate_mult)-1 ) |
0.65 |
MILITARY_POWER_ARMOR_PENETRATION_WEIGHT | below values determine how large an effect special values such as shield penetration have on the military power of a weapon larger value = adds more military power | 0.5 |
MILITARY_POWER_SHIELD_PENETRATION_WEIGHT | below values determine how large an effect special values such as shield penetration have on the military power of a weapon | 0.5 |
MILITARY_POWER_HULL_DAMAGE_WEIGHT | below values determine how large an effect special values such as shield penetration have on the military power of a weapon | 0.33 |
MILITARY_POWER_ARMOR_DAMAGE_WEIGHT | below values determine how large an effect special values such as shield penetration have on the military power of a weapon | 0.33 |
MILITARY_POWER_SHIELD_DAMAGE_WEIGHT | below values determine how large an effect special values such as shield penetration have on the military power of a weapon | 0.33 |
MILITARY_POWER_TRACKING_WEIGHT | below values determine how large an effect special values such as shield penetration have on the military power of a weapon at 0% tracking | -0.5 |
MILITARY_POWER_RANGE_DIV | below values determine how large an effect special values such as shield penetration have on the military power of a weapon smaller value = adds more military power | 100 |
MILITARY_POWER_MISSILE_MULT | below values determine how large an effect special values such as shield penetration have on the military power of a weapon overall military power of missiles is lowered due to being vulnerable to PD | 0.75 |
MILITARY_POWER_PD_MULT | below values determine how large an effect special values such as shield penetration have on the military power of a weapon overall military power of PD is increased to compensate for relatively bad DPS/range | 1.15 |
MILITARY_POWER_SIZE_MULTIPLIER_WEIGHT | increase the expected DPS and military power for weapons with size multipliers as if they're fighting this | 4.0 |
DEFAULT_ARMOR_RATIO | 0.4 | |
DEFAULT_SHIELD_RATIO | 0.5 | |
MIN_SPEED_FOR_UTILITIES | Minimum value for ship utilities with speed to be considered viable when creating designs | 1.25 |
EXCESS_POWER_BONUS_THRESHOLD_MAX | 0.5 means 0-50% excess power linearly scales ship_excess_power modifier between 0-1. | 1.0 |
EXCESS_POWER_BONUS_THRESHOLD_MIN | min value for excess power to be used. | 0.05 |
SHIP_EXP_GAIN_COMBAT | Gained each day ship is in combat | 5 |
SHIP_EXP_GAIN_PIRACY_SUP | Gained each day ship suppressing piracy | 0.1 |
SHIP_EXP_EXPERIENCED | Amount of exp to reach experienced rank | 100 |
SHIP_EXP_VETERAN | Amount of exp to reach veteran rank | 1000 |
SHIP_EXP_ELITE | Amount of exp to reach elite rank | 10000 |
CAN_TRAVEL_BETWEEN_UNEXPLORED_SYSTEMS | Can move between 2 unexplored systems | no |
CLOAKING_ANIMATION_SPEED | 0.02 |
Combat[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various fleet combat stats.
Define | Dev Comment | 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 45 degree angle |
0.50 |
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 |
FORCE_DISPARITY_BASE | Added to size of fleets when calculating force disparity | 20 |
FORCE_DISPARITY_MAX_EFFECT | Max multiplier on force disparity | 5.0 |
COMBAT_DAYS_BEFORE_TARGET_STICKYNESS | Combat must have gone on at least this many days before ships 'lock in' their target | 5 |
COMBAT_TARGET_STICKYNESS_FACTOR | The higher this is, the less likely ships are to switch targets | 1.5 |
RANDOM_TARGETING_WEIGHT | The higher this is, the more random ship targeting will be | 3.0 |
ADMIRAL_DEATH_CHANCE | Chance that admiral dies when their ship gets blown up | 0.1 |
COMBAT_SHIP_TARGETING_SIZE_MULT | The higher this weight is, the more likely smaller, more fragile ships are to be targeted first | 0.03 |
COMBAT_SHIP_TARGETING_SIZE_MAX | 10 | |
COMBAT_SHIP_TARGETING_TRACKING_MULT | This weight is needed to ensure high-tracking ships target high-evasion ships | 2.0 |
COMBAT_SHIP_EVASION_TARGETING_WEIGHT | The higher this is, the less likely ships are to target enemy ships with high chance to evade their shots | 2.0 |
COMBAT_SHIP_LOW_HEALTH_THRESHOLD | The health threshold at which the low health targeting weight is applied | 0.5 |
COMBAT_SHIP_LOW_HEALTH_TARGETING_WEIGHT | 1.5 | |
COMBAT_SHIP_DISTANCE_TARGETING_WEIGHT | The higher this is, the less likely ships will be to fire on distant targets | 0.002 |
COMBAT_SHIP_DISTANCE_TARGETING_WEIGHT_MIN | Target weight can't be multiplied by less than this due to distance | 0.10 |
COMBAT_SHIP_UNARMED_TARGETING_WEIGHT | The lower this is, the less likely ships are to target unarmed enemies over armed ones | 0.005 |
COMBAT_SHIP_STARBASE_TARGETING_WEIGHT | The lower this is, the less likely ships are to target Starbases over military ships & defensive platforms | 0.75 |
COMBAT_SHIP_EVASION_AVOID_MIN_SHIP_SIZE | Minimum size of ships that should try to avoid firing on highly evasive targets | 8 |
COMBAT_SHIP_EVASION_AVOID_THRESHOLD | Above this level of evasion, try to find a less evasive target | 0.7 |
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_LOST_RISK | x% risk of ship becoming forever lost when jumping. | 0.05 |
COMBAT_EMERGENCY_FTL_DAMAGE_RISK | x% chance of ship taking damage in emergency ftl jump | 0.25 |
COMBAT_EMERGENCY_FTL_DAMAGE_AMOUNT | x% of damage that emergency ftl can potentially cause | 0.75 |
COMBAT_BASE_DAYS_UNTIL_EMERGENCY_FTL | how many days a fleet should be in combat until they can emergency ftl | 14.0 |
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 |
MISSILE_BASE_ROTATION_SPEED | base rotation rate of missiles in radians per tick | 0.001 |
MISSILE_RETARGET_CHANCE_START | How likely a missile is to find a new target in range the first time its target is lost | 100 |
MISSILE_RETARGET_CHANCE_REDUCTION | How much the chance for a missile to find a new target is reduced each retargeting after the first | 35 |
SHIP_DISENGAGE_BASE_CHANCE | Chance each time a ship takes damage that it disengages, scales with damage received (X = chance at SHIP_DISENGAGE_HEALTH_THRESHOLD of health damage) | 0.75 |
SHIP_DISENGAGE_MAX_CHANCE | 0.5 | |
SHIP_DISENGAGE_HEALTH_THRESHOLD | Health must be below this before damage taken for a ship to disengage | 0.5 |
SHIP_DISENGAGE_FRIENDLY_TERRITORY_MULT | 1.25 |
Pop[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various pop stats.
Define | Dev Comment | Default Value |
---|---|---|
FORCED_SPECIES_GROWTH_PENALTY | This amount of progress is lost on setting a forced species for growth | 0.5 |
FORCED_SPECIES_ASSEMBLY_PENALTY | This amount of progress is lost on setting a forced species for assembly | 0.1 |
BASE_POLITICAL_POWER | Base political power | 1 |
MIN_POLITICAL_POWER_POSITIVE_STABILITY_IMPACT | 0.0 | |
MAX_POLITICAL_POWER_POSITIVE_STABILITY_IMPACT | 20 | |
MIN_POLITICAL_POWER_NEGATIVE_STABILITY_IMPACT | 0.05 | |
MAX_POLITICAL_POWER_NEGATIVE_STABILITY_IMPACT | 20 | |
BASE_POP_GROWTH | Base growth rate of pops | 3 |
LOGISTIC_POP_GROWTH_R | Logistic Pop Growth Constant r | 0.125 |
LOGISTIC_POP_GROWTH_FLOOR | Logistic Pop Growth won't lower growth to less than this percent. | 0.1 |
LOGISTIC_POP_GROWTH_MIN_POPS | Treat small colonies as having this many pops to avoid the very bottom of the curve | 5 |
LOGISTIC_POP_GROWTH_LOWER_THRESHOLD | Ignore penalties to Pop Growth if the current number of pops are below this percent of the carrying capacity | 0.5 |
MAX_CARRYING_CAPACITY | Logistic Carrying Capacity Cap (so modders have access to this value in case they make a planet with infinite districts or something like that) | 500 |
MAX_NEW_COLONIES_SCALE | At this ratio of new to old colonies, no further scaling of migration | 2 |
REQUIRED_POP_GROWTH | Required growth to make a new pop | 100 |
OVERCROWDING_NO_GROWTH_THRESHOLD | At this amount of overcrowding (required housing / actual housing), growth stops entirely | 1.15 |
OVERCROWDING_DECLINE_THRESHOLD | At this amount of overcrowding (required housing / actual housing), pops start declining | 1.25 |
OVERCROWDING_ABSOLUTE_THRESHOLD_FOR_NO_GROWTH | Planet needs this amount of overcrowding (required housing - actual housing) for OVERCROWDING_NO_GROWTH_THRESHOLD to kick in | 5 |
MAX_NUM_GROWTH_OR_DECLINE_PER_MONTH | No more than this amount of pops can grow, assemble or decline in the same month | 10 |
RESETTLE_UNEMPLOYED_BASE_RATE | Chance an unemployed pop will automatically migrate if an acceptable location is found (Range is 0 to 1) | 0.05 |
RESETTLE_DESTROY_COLONY_COST | Influence surcharge for manually resettling the last pop from a colony | 200 |
NEW_POP_SPECIES_RANDOMNESS | The higher this is, the more random species selection of new pops will be. Does not apply for assembly, as this would mean randomly picking obsolete species | 0.5 |
NEW_POP_SAME_SPECIES_WEIGHT | The higher this is, the more new pops will be weighted by number of same or subspecies pops (i.e. the less likely they are to be picked) | 1.0 |
NEW_POP_EXACT_SPECIES_WEIGHT | The higher this is, the more new pops will be weighted by number of exact same species pops (i.e. the less likely they are to be picked) | 0.5 |
NEW_POP_SLAVERY_WEIGHT | The higher this is, the more new pops will tend to be balanced between enslaved and non-enslaved species | 0.25 |
NEW_POP_SPECIES_DIV | The higher this is, the more planets will tend to grow species that are underrepresented on the planet | 0.05 |
NEW_POP_HABITABILITY_THRESHOLD | If habitability is under this, apply exponentially increasing penalties to new pop weight | 0.75 |
NEW_POP_LOW_HABITABILITY_PENALTY | If habitability is under current threshold, apply increasing penalties to new pop weight | 2 |
NEW_POP_HOMEWORLD_MULT | Pops have increased weight for growing on their homeworld | 2 |
NEW_POP_ASSEMBLY_TRAIT_MULT | Extra weight per trait point for assembled pops | 2 |
NEW_POP_ASSEMBLY_FOUNDER_SPECIES_MULT | Extra weight for a country assembling its own species if it can | 1.3 |
NEW_POP_GROWTH_RATE_MULT | How much does species' total predicted growth matter for new pop weight | 0.5 |
NEW_POP_IMMIGRATION_MOD_MULT | How much does species immigration growth mod trait matter for new pop weight (when there is immigration) | 1 |
POP_ENSLAVE_MAX_RANK | Pops above this stratum rank will not be enslaved from civics, etc | 1 |
BASE_POP_DECLINE | Base decline rate of pops | 5 |
REQUIRED_POP_DECLINE | Required decline to remove a pop | 100 |
POP_DECLINE_THRESHOLD | A species will decline when there is another species with a growth priority this many times higher | 3.0 |
BASE_POP_ASSEMBLY | Base assembly rate of pops | 0 |
REQUIRED_POP_ASSEMBLY | Required assembly to add a pop | 100 |
MAX_EMIGRATION_PUSH | 100 | |
MAX_GROWTH_FROM_IMMIGRATION | 10 | |
MAX_GROWTH_PENALTY_FROM_EMIGRATION | Fraction of base monthly growth | 0.95 |
DEFAULT_CHANGE_JOB_THRESHOLD | A job must have this much higher weight in order for a pop to switch to it from their current job | 1.1 |
LOW_HAPPINESS | Below this happiness, show bar as red | 0.40 |
HIGH_HAPPINESS | Above this happiness, show bar as green | 0.60 |
BASE_PRODUCTION | Base value of pop production | 1.0 |
BASE_HAPPINESS | Base value of pop happiness | 0.50 |
RECENTLY_CONQUERED_DAYS | How long the recently conquered modifier stays on pops. | 3600 |
SAME_STRATA_EMPLOYMENT_BONUS | How much score will be added to an unemployed pop when considering it for a job in the same strata | 5.0 |
FAVORITE_JOB_EMPLOYMENT_BONUS | How much will be added to a jobs weight if it's favorited | 1000.0 |
Army[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various army stats.
Define | Desc | Default Value |
---|---|---|
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. | 1.0 |
DISENGAGED_EFFECT | When a unit is disengaged, damage it deals is multiplied by this | 0.15 |
BROKEN_MORALE_EFFECT | When a unit's morale is 0, damage it deals is multiplied by this | 0.25 |
LOW_MORALE_THRESHOLD | 0.5 | |
LOW_MORALE_EFFECT | When a unit's morale is less LOW_MORALE_THRESHOLD, damage it deals is multiplied by this | 0.75 |
ARMY_EXP_GAIN_DAMAGE_DEALT | Gained each time army deals damage | 2.0 |
ARMY_EXP_GAIN_DAMAGE_TAKEN | Gained each time army takes damage | 1.0 |
ARMY_EXP_EXPERIENCED | Amount of exp to reach experienced rank | 100 |
ARMY_EXP_VETERAN | Amount of exp to reach veteran rank | 1000 |
ARMY_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. | 30 |
RETREAT_UNIT_LOST_MIN_CHANCE | Chance that a retreating unit is lost (scales to health) | 0.10 |
RETREAT_UNIT_LOST_MAX_CHANCE | 0.75 | |
GROUND_COMBAT_RANDOM_TARGETING_WEIGHT | The higher this is, the more random army targeting will be | 1.0 |
GROUND_COMBAT_LOW_HEALTH_THRESHOLD | The army health threshold at which the low health targeting weight is applied | 0.5 |
GROUND_COMBAT_LOW_HEALTH_TARGETING_WEIGHT | 2.0 | |
ARMY_MILITARY_POWER_SCALE | 0.25 | |
ARMY_MILITARY_POWER_EXPONENT | math: power = ( ( effective_health * damage_per_day ) ^ exponent ) * scale | 0.65 |
ARMY_MILITARY_POWER_DAMAGE_MULT | 1 | |
ARMY_MILITARY_POWER_MORALE_DAMAGE_MULT | 0.5 | |
ARMY_MILITARY_POWER_HEALTH_MULT | 1 | |
ARMY_MILITARY_POWER_MORALE_MULT | 0.5 | |
ARMY_MILITARY_POWER_NO_MORALE_FACTOR | 3 | |
ARMY_DISENGAGE_BASE_CHANCE | Chance each time a ship takes damage that it disengages, scales with damage received (X = chance at SHIP_DISENGAGE_HEALTH_THRESHOLD of health damage) | 0.75 |
ARMY_DISENGAGE_MAX_CHANCE | 0.5 | |
ARMY_DISENGAGE_HEALTH_THRESHOLD | Morale must be below this before damage taken for an army to disengage | 0.5 |
ARMY_DISENGAGE_MORALE_DIV | At max morale, army chance to disengage is divided by this | 2.0 |
ARMY_DISENGAGE_MORALE_MIN_DIV | 1.0 | |
ARMY_DISENGAGE_TARGET_PRIO | Target priority for disengaged armies is multiplied by this | 0.5 |
Economy[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine costs of various actions and other economy elements.
Define | Desc | Default Value |
---|---|---|
MIN_ECONOMIC_MODIFIER_MULT | Cost, upkeep and production modifiers generated through the economic system (common/economic_categories) cannot go beyond this point | -0.9 |
COLONY_MONTHLY_GROWTH | How much the colonization pop grows every month. | 3 |
COLONY_MAINTENANCE_COST | Base cost per month for a new colony. | 8 |
FLEET_UPGRADE_TIME_COST_MULT | Upgrade fleet time cost | 0.50 |
FLEET_UPGRADE_SECTION_COST_REFUND_MULT | Refund factor for ship section when upgrading | 0.75 |
FLEET_UPGRADE_COMPONENT_COST_REFUND_MULT | Refund factor for ship components when upgrading | 0.90 |
EXPANSION_COST_MAX | Maximum cost of single outpost | 1000.0 |
EXPANSION_COST_BASE | The influence base cost of outpost | 75.0 |
EXPANSION_COST_DISTANCE | Added per hyperlane jump away | 75.0 |
CLAIM_COST_MAX | Maximum cost of a single claim | 1000.0 |
CLAIM_COST_BASE | The influence base cost of making claims | 50.0 |
CLAIM_COST_STARBASE | Added cost for upgraded starbase | 25.0 |
CLAIM_COST_COLONY | Added cost for colonized system | 25.0 |
CLAIM_COST_DISTANCE | Added per hyperlane jump away | 25.0 |
CLAIM_COST_MULT_OFFENSIVE_WAR | Claims are ( 1 + this ) much more expensive to add for attackers in war | 1.0 |
CLAIM_COST_RIVAL_DISCOUNT | Claims are ( 1 + this ) much less expensive against rivals | -0.20 |
TRADITION_COST_RESOURCES | Resource for tradition cost | { "unity" } |
TRADITION_COST_AMOUNTS | Tradition base cost | { 300 } |
COMMERCIAL_PACT_VALUE_MULT | 0.1 | |
TRADE_AMOUNT_MULTIPLIER | Multiplier interval for resource trading base amount | { 1 5 10 50 100 } |
MARKET_TRADE_FEE_BASE | Base procentage for market trade fee | 0.3 |
MARKET_TRADE_FEE_MIN | Minumum trade fee percentage | 0.05 |
MARKET_FLUCTUATION_ABOVE_BASE_PRICE | Base fluctuation when trading a resource' base amount if price is > 0 | 1 |
MARKET_FLUCTUATION_BELOW_BASE_PRICE | Base fluctuation when trading a resource' base amount if price is <= 0 | 0.3 |
MARKET_MIN_FLUCTUATION_FROM_BASE_PRICE | Min fluctuation from base price | -80 |
MARKET_MAX_FLUCTUATION_FROM_BASE_PRICE | Max fluctuation from base price | 400 |
MARKET_DAYS_TO_BASE_PRICE | Days until resource price reaches base price from max or min price | 1800 |
MARKET_FLUCTUATION_EPSILON | If | fluctuation | < epsilon, reset fluctuation to zero | 0.3 |
MARKET_MONTHLY_TRADE_FRACTION | market base amount will be multiplied by this when determining starting amount of a monthly market trade | 0.1 |
MARKET_MAX_BASE_AMOUNTS | Max resource base amounts that the player is allowed to trade in a single trade | 200 |
HIGH_WATER_MARK_MONTHS | Income high water mark is tallied over this length of time | 12 |
HIGH_WATER_MARK_HISTORY | Income high water mark entails this many periods (including the current) | 2 |
INTERNAL_MARKET_DAYS_TO_BASE_PRICE | MARKET_DAYS_TO_BASE_PRICE * VAL for the Internal Market | 3 |
INTERNAL_MARKET_FLUCTUATION_MULT | Multiplier of MARKET_FLUCTUATION_ABOVE_BASE_PRICE/MARKET_FLUCTUATION_BELOW_BASE_PRICE for Internal Market | 2 |
MONTHLY_TRADES_ECONOMIC_CATEGORY | "monthly_trades" | |
PRICE_CHANGE_EQ_POS_C | Constant C in f(x) = ( c / ( x - xo ) ) + d for f(x) > 0 | 320000 |
PRICE_CHANGE_EQ_POS_D | Constant D in f(x) = ( c / ( x - xo ) ) + d for f(x) > 0 | -133.3 |
PRICE_CHANGE_EQ_POS_X0 | Constant X0 in f(x) = ( c / ( x - xo ) ) + d for f(x) > 0 | -600 |
PRICE_CHANGE_EQ_NEG_C | Constant C in f(x) = ( c / ( x - xo ) ) + d for f(x) < 0 | -45000 |
PRICE_CHANGE_EQ_NEG_D | Constant D in f(x) = ( c / ( x - xo ) ) + d for f(x) < 0 | 20 |
PRICE_CHANGE_EQ_NEG_X0 | Constant X0 in f(x) = ( c / ( x - xo ) ) + d for f(x) < 0 | -450 |
PIRACY_FULL_GROWTH_DAYS_COUNT | time it takes piracy to grow to full value without it being suppressed | 3600 |
PIRACY_SUPPRESSION_RATE | suppression multiplier, makes suppression more efficient then growth | 10.0 |
PIRACY_MAX_PIRACY_MULT | base multiplier for max piracy | 0.25 |
TRADE_DELIVERY_PERCENTAGE_HIGH | >= 80% of trade value reaches destination | 80 |
TRADE_DELIVERY_PERCENTAGE_LOW | <= 50 of trade value reaches destination | 50 |
SLAVE_MARKET_SLAVE_BASE_COST_RESOURCES | { "energy" } | |
SLAVE_MARKET_SLAVE_BASE_COST_AMOUNT | { 1000 } | |
SLAVE_MARKET_SIZE_CAP | Max amount of slaves allowed on the market | 100 |
SECTOR_AUTOMATION_CONTRUCTION_RAND_FACTOR | Random factor applied to the score of constructions in the sector automation | 0.1 |
SECTOR_AUTOMATION_FREE_JOBS_BUILD_CAP | Sector automation will build if there is unemployment OR free jobs <= SECTOR_AUTOMATION_FREE_JOBS_BUILD_CAP OR free housing <= SECTOR_AUTOMATION_FREE_HOUSING_BUILD_CAP | 0 |
SECTOR_AUTOMATION_FREE_HOUSING_BUILD_CAP | 1 | |
SECTOR_AUTOMATION_BASE_FOCUS | Items in this sector focus list are appended to all other ones | "basic" |
MONTHLY_SUBJECT_TAX_ECONOMIC_CATEGORY | "subject_tax" | |
MONTHLY_OVERLORD_SUBSIDY_ECONOMIC_CATEGORY | "overlord_subsidy" | |
MONTHLY_SUBJECT_INTEGRATION_ECONOMIC_CATEGORY | "subject_integration" | |
BORROW_DIPLO_WEIGHT_FAVOR_RESOURCE | { "influence" } | |
BORROW_DIPLO_WEIGHT_FAVOR_COST | { 10 } | |
POP_UNEMPLOYED_JOB_WEIGHT_BONUS | 0.001 |
AI[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various base AI decision making.
Define | Dev Comment | Default Value |
---|---|---|
AI_FREE_JOBS_DISTRICT_BUILD_CAP | AI will not build new districts on a planet with more than this many free jobs | 1 |
AI_FREE_JOBS_BUILDING_BUILD_CAP | AI will not build new buildings on a planet with more than this many free jobs | 2 |
AI_DEFICIT_SCORE_MULT | AI will score buildings producing resources in deficit this much more | 100 |
AI_RARE_RESOURCE_SCORE_MULT | AI will score buildings producing rare resources this much more | 10 |
AI_FOCUS_SCORE_MULT | AI will score buildings producing focus resources this much more | 2 |
AI_RESOURCE_PRODUCTION_SCORE_MULT | AI will score resource producing buildings this much more | 1 |
AI_AMENITIES_SCORE_MULT | AI will score amenity buildings this much more than other misc resources | 5 |
AI_HOUSING_SCORE_MULT | AI will score housing buildings this much more than other misc resources | 4.5 |
AI_CRIME_REDUCTION_SCORE_MULT | AI will score crime fighting buildings this much more than other misc resource | 2 |
AI_CRIME_REDUCTION_THRESHOLD | AI will start to think about reducing crime after this threshold has been reached | 15 |
AI_ADMIN_CAP_SCORE_MULT | AI will score admin cap buildings this much more than other misc resource | 2 |
AI_POPS_SCORE_MULT | AI will score pop growth and assembly buildings this much more ( already fairly high weighted in code ) | 1 |
AI_NAVAL_CAP_SCORE_MULT | AI will score naval cap buildings this much more than other misc resource | 15 |
AI_POP_GROWTH_JOB_TRESHOLD | AI will consider a job defined as a giving pop growth if it gives at least this many % bonus | 0.05 |
AI_UPGRADE_SCORE_MULT | AI will score building upgrades this much more ( since they don't take up a new building slot ) | 1.5 |
AI_MIN_CURRENCY_INCOME_TO_BUILD_STARBASE_MODULES | AI will not build starbase modules (or defensive platforms) if energy income is below this threshold | 50 |
AI_MIN_NAVAL_CAP_USAGE_TO_BUILD_DEFENSE_PLATFORMS | AI will not build defensive platforms if it is using less than this amount of its naval cap | 0.95 |
AI_UPPER_AMENITIES_LIMIT | AI will try to reduce the amount of amenities on a planet if it's above this number by downprioritizing amenity jobs | 5 |
AI_LOWER_AMENITIES_LIMIT | AI will try to increase amenities on a planet if it's below this number by increasing priority of amenity jobs and building new amenities buildings | 2 |
AI_PLANET_LOWER_THRESHOLD_AMENITY_CONSTRUCTION | If AI is either below -10 amenities or if both stability and amenity target is met #AI will try to build new amenity buildings if below this amenity target # Both requirements need to be fulfilled | -10 |
AI_PLANET_UPPER_THRESHOLD_AMENITY_CONSTRUCTION | AI will try to build new amenity buildings if below this amenity target | 0 |
AI_PLANET_STABILITY_THRESHOLD_AMENITY_CONSTRUCTION | AI will try to build new amenity buildings if below this stability target | 50 |
AI_IS_AMENITIES_JOB_FACTOR | Factor of when a job is considered an amenities job, e.g. for 2 a job needs to produce twice as much amenities as resources | 1.5 |
POP_RANK_LIMIT_FOR_AMENITIES_ADJUSTMENT | Pops above this rank will not be subject of automatic job reshuffling to balance amenities | 2 |
AI_MINIMUM_AMENITY_PER_JOB_LIMIT | Jobs need to produce at least this many amenities to be considered for the AI amenity shuffling | 3 |
AI_TECHNOLOGY_RARE_WEIGHT_MULT | AI will multiply AI weight of rare techs with this value | 1.5 |
AI_TECHNOLOGY_INFINITELY_REPEATABLE_WEIGHT_MULT | AI will multiply AI weight of infinitely repeatable techs with this value | 0.01 |
AI_IN_BREACH_THRESHOLD | AI will consider leaving the community ( and wont try to join it either ) if theyre in breach of this many resolutions | 3 |
AI_MAX_DISTANCE | AI considers all systems more distant than this to initially be too far away, but this will be multiplied to increase search range when that happens | 200 |
AI_POP_MODIFICATION_DISCOUNT | AI pays this much (of base) for gene/robomodding projects | 0.25 |
MIN_DISTANCE_TO_JUMP | Target must be at least this many systems away for AI to want to use jump drive | 3 |
AI_JUMP_DRIVE_BRAVERY | AI will not want to jump into systems unless enemy is this much weaker than them, relatively | 0.33 |
AI_RESETTLE_FROM_LOW_HABITABILITY_THRESHOLD | AI will resettle pops with lower habitatbility than LOW threshold onto worlds where they will have HIGH threshold habitatbility or more | 0.55 |
AI_RESETTLE_TO_HIGH_HABITABILITY_THRESHOLD | AI will resettle pops with lower habitatbility than LOW threshold onto worlds where they will have HIGH threshold habitatbility or more | 0.70 |
STARBASE_COLONY_SCORE | These are used to determine where the AI should be upgrading its starbases | 5 |
STARBASE_HABITABLE_PLANET_SCORE | These are used to determine where the AI should be upgrading its starbases | 3 |
STARBASE_MEGASTRUCTURE_SCORE | These are used to determine where the AI should be upgrading its starbases | 5 |
STARBASE_BYPASS_SCORE | These are used to determine where the AI should be upgrading its starbases | 10 |
STARBASE_CHOKEPOINT_SCORE | These are used to determine where the AI should be upgrading its starbases | 2 |
STARBASE_HAZARD_CHOKEPOINT_SCORE_MULT | These are used to determine where the AI should be upgrading its starbases | 1.5 |
STARBASE_SECTOR_CAPITAL_SCORE | Extra score to build a starbase at a sector capital system | 5 |
STARBASE_MAX_OVER_CAP_DURING_WAR | AI will not downgrade starbases during war unless it is this many or more over cap | 6 |
MINIMUM_POPS_TO_CONSIDER_GOVERNOR | Minimum amount of pops an AI need to consider assigning a governor here | 1 |
AI_WAR_PREPARATION_MIN_MONTHS | Minimum time AI will prepare for war | 12 |
AI_WAR_PREPARATION_MAX_MONTHS | Maximum time AI will prepare for war | 60 |
AI_ADDITIVE_SUPERFLUOUS_INCOME_THRESOLD | Defines used to enable AI to destroy buildings/districts if they are producing too much of a resource current income needs to surpass both the addative and the multiplicative check in order to be destroyed Addative threshold, |
50 |
AI_MULTIPLICATIVE_SUPERFLUOUS_INCOME_THRESOLD | Multiplicative threshold | 1.3 |
WAR_OCCUPIED_BORDER_PRIO | Priority on targeting systems that are bordering our occupied space | 20 |
WAR_OWN_BORDER_PRIO | Priority on targeting systems that are bordering us | 10 |
WAR_ALLY_BORDER_PRIO | Priority on targeting systems that are bordering allies | 5 |
WAR_NO_BORDER_PRIO | Priority on targeting systems that are in the middle of hostile space | 0.01 |
WAR_DEFENSE_OWN_PRIO | Priority on defending own borders | 3 |
WAR_DEFENSE_CONTROLLED_PRIO | Priority on defending conquered systems | 5 |
WAR_DEFENSE_ALLY_PRIO | Priority on defending allies | 3 |
WAR_NEUTRAL_SPACE_PRIO | Priority on targeting enemies in neutral space | 0.5 |
WAR_ATTACK_CLAIM_PRIO | Priority on targeting enemy systems we have claimed | 1.5 |
WAR_DEFENSE_CLAIM_PRIO | Priority on defending claimed system we have conquered | 1.5 |
WAR_DEFENSE_OWN_PLANET_PRIO | Priority on defending own planets in a controlled system | 1.5 |
WAR_DEFENSE_OWN_PLANET_ENEMY_CONTROL_PRIO | Priority on defending own planets in an enemy controlled system | 5 |
WAR_ATTACK_PLANET_PRIO | Priority on targeting enemy systems with planets | 2.0 |
WAR_ATTACK_PLANET_CONTROLLED_SYSTEM_PRIO | Priority on targeting enemy planets in controlled systems | 3.0 |
WAR_ATTACK_STARBASE_PRIO | Priority on targeting enemy systems with upgraded starbases | 4 |
WAR_DEFEND_STARBASE_PRIO | Priority on defending systems with an upgraded starbase | 2.5 |
WAR_ATTACK_MILITARY_FLEET_PRIO | Priority on targeting enemy military fleets | 5.0 |
WAR_ATTACK_JUMP_DRIVE_FLEET_PRIO | Priority on targeting vulnerable jump-drive fleets that are in cooldown | 2.0 |
SPACE_MONSTER_MOVE_CHANCE | % chance that space monsters pick a new wander target each week | 2 |
SPACE_MONSTER_WANDER_FACTOR | The higher this is, the further space monsters will tend to wander from their spawn point (range: 0.0 - 1.0) | 0.75 |
SEEDED_SPACE_MONSTER_MOVE_CHANCE | % chance that space monsters pick a new wander target each week | 80 |
SEEDED_SPACE_MONSTER_WANDER_FACTOR | The higher this is, the further space monsters will tend to wander from their spawn point (range: 0.0 - 1.0) | 1 |
TERRAFORMING_RESOURCE_THRESHOLD_FACTOR | AI wants to have this factor more resources than what is required for the terraforming | 1.2 |
EXTRADIMENSIONAL_MIN_FLEETS | At less fleets than this, extradimensionals pull back to the portal | 3 |
AI_NO_RETREAT_LIMIT | At fewer owner/controlled planets than this, the AI will fight to the death in their home systems | 3 |
CRISIS_THREAT_THRESHOLD_UPPER | At this crisis threat, AI drops other priorities and focuses on fighting the crisis | 100 |
CRISIS_THREAT_THRESHOLD_LOWER | Below this threshold, AI stops focusing on crisis fighting | 10 |
CRISIS_MILITARY_POWER_MULT_DEFAULT | AI willing to engage crisis factions at these odds normally | 1.5 |
CRISIS_MILITARY_POWER_MULT_CRISIS_FIGHTER | AI willing to engage crisis factions at these odds if they prioritize crisis fighting | 0.6 |
CRISIS_MILITARY_POWER_MULT_INHABITED_SYSTEM | AI willing to engage crisis factions at these odds in systems of others under attack by crisis | 0.5 |
CRISIS_MILITARY_POWER_MULT_OWN_SYSTEM | AI willing to engage crisis factions at these odds in their own systems | 0.33 |
CRISIS_MILITARY_POWER_MULT_DESPERATION | AI willing to engage crisis factions at these odds when down to their last few worlds | 0.10 |
CRISIS_MILITARY_AGGRESSIVENESS | aggressiveness of crisis empires. This works the saame as the value in personalities (but crisis don't have personalities, and were using the default "1" | 2 |
BOSS_MILITARY_POWER | The military power at which AI feels safe to engage a 'boss' creature | 40000 |
WAS_HUMAN_MONTHS | Amount of months that the AI will refrain from making large changes to the empire if it's taking over from a player | 180 |
MIN_FLEET_FOR_OPERATIONS | Minimum fleet power to get assigned to missions like attacking targets etc | 500 |
MIN_FLEET_TO_RESTRICT_SYSTEM | 3000 | |
MIN_FLEET_THREAT_TO_CRISIS | 8000 | |
FLEET_GROUP_ABORT_MISSION_MULT | The wanted amount of fleet power needs to have increased by at least this much for the AI to reconsider a mission once commited | 1.2 |
FLEET_COMBAT_INTERVENTION_MULT | The AI wont try to intervene in a fleet combat unless that intervention puts us at this percentage of the enemy fleet ( i.e. we wont intervene if the enemy outnumbers us by 2 or more ) | 0.5 |
OFFENSE_VS_DEFENSE_STRATEGY_ALLOTMENT | How much of its fleet power should a country with 1.0 aggressiveness should try to commit to offensive missions | 1.0 |
FLEET_DAMAGED_THRESHOLD_WAR | threshold when a fleet will be considered damaged and should return for repairs and avoid certain actions | 0.40 |
FLEET_DAMAGED_THRESHOLD_PEACE | same but for peace | 0.99 |
FLEET_ARMOR_DAMAGED_THRESHOLD_WAR | same as above but for armor | 0.40 |
FLEET_ARMOR_DAMAGED_THRESHOLD_PEACE | same but for armor in peace | 0.99 |
TARGET_BASE_SCORE | base score to use when scoring AI military targets | 100.0 |
HOSTILE_FLEETS_TARGET_SCORE | extra score for engaging hostile fleets | 20 |
CAPITAL_TARGET_SCORE | extra score for defending/invading a capital | 5 |
CRISIS_CONSTRUCTOR_TARGET_SCORE | extra score for crisis defending constructor ships | 3 |
CHOKEPOINT_TARGET_MULT | extra multiplier for defensive scoring of chokepoints | 2 |
MIN_GIFT_SIZE | in opinion impact | 25 |
MAX_GIFT_SIZE | 50 | |
AI_TRADE_INTERVAL | the higher this is the less often the AI will offer trades | 5000 |
MAX_TRUST | trust can never be more than this | 100 |
MAX_TRUST_DEFENSIVE_PACT | trust can tick up to this if defensive pact | 100 |
MAX_TRUST_ASSOCIATE | trust can tick up to this if federation associate | 100 |
MAX_TRUST_NAP | trust can tick up to this if non-aggression pact | 75 |
MAX_TRUST_MIN | trust can always tick up to at least this | 50 |
BASE_TRUST_CHANGE | only applied if no other factor is changing trust | -0.25 |
MONTHLY_TRUST_GUARANTEE | 0.25 | |
MONTHLY_TRUST_RESEARCH_TREATY | 0.10 | |
MONTHLY_TRUST_MIGRATION_TREATY | 0.25 | |
MONTHLY_TRUST_NON_AGGRESSION_PACT | 0.50 | |
MONTHLY_TRUST_COMMERCIAL_PACT | 0.25 | |
MONTHLY_TRUST_ASSOCIATION_STATUS | 0.50 | |
MONTHLY_TRUST_DEFENSIVE_PACT | 0.75 | |
MONTHLY_TRUST_SUBJECT | 0.25 | |
MONTHLY_TRUST_FEDERATION | 1.00 | |
MONTHLY_TRUST_AT_WAR | -2.00 | |
MONTHLY_TRUST_RIVAL | -2.00 | |
MONTHLY_TRUST_EMBASSY | 0.10 | |
TRAIT_AUTOPICK_WEIGHT_FACTOR_IS_COUNCILOR | # If we are on the council increase chance to auto-pick councilor traits | 20 |
TRAIT_AUTOPICK_WEIGHT_FACTOR_IS_NOT_COUNCILOR | If we are not on the council and we do not have a councilor subclass then multiply councilor-only traits' auto-pick weights by this factor | 0.1 |
TRAIT_AUTOPICK_WEIGHT_FACTOR_FOR_UPGRADES | # Trait upgrades are more likely to be auto-picked than new traits. | 2 |
BROKEN_TRADE_DEAL_FACTOR | How much does broken trade deal affect opinion (based on value of deal) | 0.5 |
THREAT_PLANET_MULT | Base threat multiplier for planet | 8.0 |
THREAT_STARBASE_MULT | Base threat multiplier for system with upgraded starbase | 4.0 |
THREAT_SYSTEM_MULT | Base threat multiplier for system | 2.0 |
HIGH_THREAT_THRESHOLD | Must have at least this much threat to become fearful | 50 |
SHARED_THREAT_MULT | How much does having a shared threat boost opinion? | 0.5 |
THREAT_SHARED_THREAT_REDUCTION | Each point of threat will also eliminate this much shared threat | 4 |
SHARED_THREAT_MAX | 200 | |
THREAT_DECAY | Each month | -0.25 |
THREAT_DISTANCE_FACTOR | The higher this is the larger the threat reduction from being far away | 0.01 |
THREAT_SIZE_FACTOR | How much does the relative power of the aggressive empire affect threat? | 1.0 |
THREAT_SIZE_FACTOR_MAX | 2.0 | |
THREAT_SIZE_FACTOR_MIN | 0.1 | |
THREAT_NAP_FACTOR | How much is threat lowered if we have a NAP or defensive pact? | 0.5 |
THREAT_POSITIVE_OPINION_FACTOR | How much does opinion of the victim affect threat? | 0.002 |
THREAT_NEGATIVE_OPINION_FACTOR | 0.002 | |
THREAT_OPINION_MAX | 1.25 | |
THREAT_OPINION_MIN | 0.75 | |
AI_AGGRESSIVENESS_LOW_MULT | 0.5 | |
AI_AGGRESSIVENESS_HIGH_MULT | 2.0 | |
AI_AGGRESSIVENESS_BASE | Base chance AI will declare a war (multiplied by personality aggressiveness score) | 25 |
AI_AGGRESSIVENESS_PROPAGATOR_BOXED_IN_MULT | When a warlike 'propagator' personality is boxed in aggression is multiplied by this value | 10 |
AI_AGGRESSIVENESS_BOXED_IN_MULT | When an AI can no longer peacefully expand aggression is multiplied by this value | 4 |
AI_AGGRESSIVENESS_NO_COLONY_TARGET_MULT | When an AI has no immediate colony targets and at least MAX_PLANETS_FOR_BUDGET_FACTOR planets (but is not boxed in) aggression is multiplied by this value | 2 |
AI_VULNERABLE_PLANET_DISTANCE | Number of jumps from the border of a hostile empire, AI will build strongholds on these planets | 3 |
ACTION_MIN_DAYS_REJECTED | AI will remember a rejection at least this time | 10000 |
ACTION_DAYS_REJECTED_RANDOM | Max random extra days AI will reject offer | 5000 |
ACTION_MIN_DAYS_TIMED_OUT | AI cooldown for timed out proposals | 3600 |
ACTION_MIN_DAYS_REJECTED_PEACE | AI will remember a peace deal rejection at least this time | 360 |
ACTION_DAYS_REJECTED_RANDOM_PEACE | Max random extra days AI will reject peace offer | 360 |
INSTANT_AI_DIPLOMACY | AI answers diplomacy immediately. No proposals are sent off to AIs. | 0 |
DIPLOMACY_RESPONSE_COOLDOWN_DAYS | Cooldown days before the AI will consider answer a proposed diplo action, after that on daily roll with increasing chance until proposal experation date | 7 |
DIPLO_BREAK_THRESHOLD | If AI values an existing deal at less than this break it | -30 |
ACCEPTANCE_DEAL_BREAKER | This is used when something is a deal breaker in diplomacy | -1000 |
ACCEPTANCE_DEAL_ALWAYS | This is used when the AI should always accept a deal | 1000 |
VASSALIZATION_ACCEPTANCE_OVERLORD | -800 | |
MAX_GUARANTEES | 3 | |
FEDERATION_ACCEPTANCE_CRISIS_FACTOR | Below are various acceptance factors for specific actions | 30 |
FEDERATION_ACCEPTANCE_OPINION_FACTOR | 0.1 | |
FEDERATION_ACCEPTANCE_VOTED_DOWN_PROPOSAL | -50 | |
FEDERATION_ACCEPTANCE_ATTITUDE_ALLIANCE | 30 | |
FEDERATION_ACCEPTANCE_ATTITUDE_COEXIST | 0 | |
FEDERATION_ACCEPTANCE_OTHER_ATTITUDE | -50 | |
FEDERATION_ACCEPTANCE_SHARED_RIVAL | per rival | 10 |
FEDERATION_ACCEPTANCE_SHARED_RIVAL_IN_FEDERATION | extra per rival in alliance | 10 |
FEDERATION_ACCEPTANCE_SHARED_THREAT | scales with actual threat | 0.25 |
FEDERATION_CONQUEROR_DIFFERENCE | penalty if one side wants to wage wars of conquest and the other doesn't | -30 |
FEDERATION_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR | For each 1x we are stronger than them | 5 |
FEDERATION_ACCEPTANCE_RELATIVE_STRENGTH_MAX | 20 | |
FEDERATION_ACCEPTANCE_MEMBER_VOTE | added to acceptance when a member is voting whether to approve an alliance invite | 50 |
FEDERATION_ACCEPTANCE_MEMBER_VOTE_SIZE_FACTOR | for each member above two | 0 |
FEDERATION_ACCEPTANCE_MEMBER_VOTE_MIN | 50 | |
FEDERATION_ACCEPTANCE_ASSOCIATION_VOTE | 100 | |
FEDERATION_ACCEPTANCE_DISTANCE_MULT | per 1 border distance | -0.1 |
FEDERATION_LAW_SUPPORT_THRESHOLD | How big ai weight should be for AI to support the vote | 50 |
FEDERATION_ACCEPTANCE_SUPPORT | Support for ai law | 100 |
FEDERATION_PROPOSE_THRESHOLD | How big ai weight should be for AI to propose the vote | 125 |
FEDERATION_WEIGHT_COHESION_FACTOR | Cohesion added on the vote weight | 0.25 |
FEDERATION_ALL_AI_LEADER_WEIGHT_FACTOR | Since the AI is set to generally not propose votes on laws in player federations, it needs this boost to care enough to reach FEDERATION_PROPOSE_THRESHOLD in AI-only federations. | 1.5 |
DEFENSIVE_PACT_ACCEPTANCE_OPINION_FACTOR | 0.2 | |
DEFENSIVE_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | 50 | |
DEFENSIVE_PACT_ACCEPTANCE_ATTITUDE_COEXIST | 20 | |
DEFENSIVE_PACT_ACCEPTANCE_OTHER_ATTITUDE | -50 | |
DEFENSIVE_PACT_ACCEPTANCE_NUM_PACTS | per existing defensive pact | -50 |
DEFENSIVE_PACT_ACCEPTANCE_SHARED_RIVAL | per rival | 30 |
DEFENSIVE_PACT_ACCEPTANCE_SHARED_ALLY | per shared ally | 30 |
DEFENSIVE_PACT_ACCEPTANCE_SHARED_THREAT | scales with actual threat | 0.25 |
DEFENSIVE_PACT_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR | For each 1x we are stronger than them | 5 |
DEFENSIVE_PACT_ACCEPTANCE_RELATIVE_STRENGTH_MAX | 20 | |
DEFENSIVE_PACT_ACCEPTANCE_DISTANCE_MULT | per 1 border distance | -0.1 |
EMBASSY_ACCEPTANCE_OPINION_FACTOR | 0.5 | |
EMBASSY_ACCEPTANCE_ATTITUDE_ALLIANCE | 100 | |
EMBASSY_ACCEPTANCE_ATTITUDE_COEXIST | 40 | |
EMBASSY_ACCEPTANCE_OTHER_ATTITUDE | -25 | |
EMBASSY_ACCEPTANCE_NUM_PACTS | per existing defensive pact | 0 |
EMBASSY_ACCEPTANCE_SHARED_RIVAL | per rival | 40 |
EMBASSY_ACCEPTANCE_SHARED_ALLY | per shared ally | 60 |
EMBASSY_ACCEPTANCE_SHARED_THREAT | scales with actual threat | 0.25 |
EMBASSY_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR | For each 1x we are stronger than them | 1 |
EMBASSY_ACCEPTANCE_RELATIVE_STRENGTH_MAX | 20 | |
EMBASSY_ACCEPTANCE_DISTANCE_MULT | per 1 border distance | -0.05 |
NON_AGGRESSION_PACT_ACCEPTANCE_OPINION_FACTOR | 0.2 | |
NON_AGGRESSION_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | 100 | |
NON_AGGRESSION_PACT_ACCEPTANCE_ATTITUDE_COEXIST | 50 | |
NON_AGGRESSION_PACT_ACCEPTANCE_OTHER_ATTITUDE | 0 | |
NON_AGGRESSION_PACT_ACCEPTANCE_NUM_PACTS | per existing non-aggression pact | -30 |
NON_AGGRESSION_PACT_ACCEPTANCE_SHARED_RIVAL | per rival | 50 |
NON_AGGRESSION_PACT_ACCEPTANCE_SHARED_THREAT | scales with actual threat | 0.25 |
NON_AGGRESSION_PACT_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR | For each 1x we are stronger than them | 20 |
NON_AGGRESSION_PACT_ACCEPTANCE_RELATIVE_STRENGTH_MAX | 100 | |
NON_AGGRESSION_PACT_ACCEPTANCE_DISTANCE_MULT | per 1 border distance | -0.1 |
RESEARCH_AGREEMENT_ACCEPTANCE_OPINION_FACTOR | 0.4 | |
RESEARCH_AGREEMENT_ACCEPTANCE_ATTITUDE_ALLIANCE | 100 | |
RESEARCH_AGREEMENT_ACCEPTANCE_ATTITUDE_COEXIST | 50 | |
RESEARCH_AGREEMENT_ACCEPTANCE_OTHER_ATTITUDE | 0 | |
RESEARCH_AGREEMENT_ACCEPTANCE_NUM_PACTS | per existing research agreement | -30 |
RESEARCH_AGREEMENT_ACCEPTANCE_DISTANCE_MULT | per 1 border distance | -0.1 |
RESEARCH_AGREEMENT_ACCEPTANCE_GIVEN_TECHS | Per tech we have they don't | -0.5 |
RESEARCH_AGREEMENT_ACCEPTANCE_TAKEN_TECHS | Per tech they have we don't | -0.5 |
RESEARCH_AGREEMENT_ACCEPTANCE_TECHS_MIN | -100 | |
RESEARCH_AGREEMENT_ACCEPTANCE_TECHS_MAX | 100 | |
COMMERCIAL_PACT_ACCEPTANCE_OPINION_FACTOR | 0.4 | |
COMMERCIAL_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | 100 | |
COMMERCIAL_PACT_ACCEPTANCE_ATTITUDE_COEXIST | 50 | |
COMMERCIAL_PACT_ACCEPTANCE_OTHER_ATTITUDE | 0 | |
COMMERCIAL_PACT_ACCEPTANCE_NUM_PACTS | per existing commercial pact | -30 |
COMMERCIAL_PACT_ACCEPTANCE_DISTANCE_MULT | per 1 border distance | -0.1 |
COMMERCIAL_PACT_ACCEPTANCE_GIVEN_VALUE | Per collected trade value | -0.5 |
COMMERCIAL_PACT_ACCEPTANCE_GIVEN_VALUE_MIN | -100 | |
COMMERCIAL_PACT_ACCEPTANCE_GIVEN_VALUE_MAX | 0 | |
COMMERCIAL_PACT_ACCEPTANCE_TAKEN_VALUE | Per collected trade value | 1 |
COMMERCIAL_PACT_ACCEPTANCE_TAKEN_VALUE_MIN | 0 | |
COMMERCIAL_PACT_ACCEPTANCE_TAKEN_VALUE_MAX | 100 | |
MIGRATION_PACT_ACCEPTANCE_OPINION_FACTOR | 0.5 | |
MIGRATION_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | 10 | |
MIGRATION_PACT_ACCEPTANCE_ATTITUDE_COEXIST | 0 | |
MIGRATION_PACT_ACCEPTANCE_THREAT_MULT | scales with actual threat | -0.5 |
MIGRATION_PACT_ACCEPTANCE_OTHER_ATTITUDE | 0 | |
MIGRATION_PACT_ACCEPTANCE_DISTANCE_MULT | per 1 border distance | -0.05 |
PREFTL_PACT_ACCEPTANCE_OPINION_FACTOR | 1 | |
PREFTL_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE | 100 | |
PREFTL_PACT_ACCEPTANCE_ATTITUDE_COEXIST | 50 | |
PREFTL_PACT_ACCEPTANCE_OTHER_ATTITUDE | 0 | |
VASSALIZATION_ACCEPTANCE_PROTECTORATE_MULT | multiplied by number of techs potential overlord is ahead in | 0.1 |
VASSALIZATION_ACCEPTANCE_PROTECTORATE_MAX | 20 | |
VASSALIZATION_ACCEPTANCE_NUM_POPS | per pop | -0.25 |
VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MIN | 1.5 | |
VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MULT | for each 1x over min | 15 |
VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MAX | 100 | |
VASSALIZATION_ACCEPTANCE_ATTITUDE_ALLIANCE | 20 | |
VASSALIZATION_ACCEPTANCE_ATTITUDE_COEXIST | 0 | |
VASSALIZATION_ACCEPTANCE_ATTITUDE_ATTACK | -1000 | |
VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE | -20 | |
VASSALIZATION_ACCEPTANCE_OTHER_THREAT_MULT | 0.2 | |
VASSALIZATION_ACCEPTANCE_OTHER_THREAT_MAX | 20 | |
VASSALIZATION_ACCEPTANCE_DISTANCE_MULT | per 1 border distance | -0.5 |
VASSALIZATION_ACCEPTANCE_LOYALTY_MULT | 2.0 | |
OFFER_VASSALIZATION_ACCEPTANCE_ATTITUDE_VASSALIZE | 100 | |
OFFER_VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE | -1000 | |
OFFER_TRADE_ACCEPTANCE_ATTITUDE | if attitude is trade = no | -1000 |
OFFER_TRADE_MIN_RESOURCE_THRESHOLD | if ai want for an accumulative resource is at least max * this it won't trade away that resource | 0.8 |
TRADE_MAX_RESOURCE_PERCENT | 0.3 | |
TRADE_MIN_RESOURCE_DELTA | 10 | |
TRADE_MIN_RESOURCE_STOCKPILE | 500 | |
TRADE_RESOURCE_STOCKPILE_UNDER | AI will want to trade one resource for another if stockpile is this low (fraction of max storage) | 0.33 |
TRADE_RESOURCE_STOCKPILE_OVER | AI will want to trade one resource for another if stockpile is over this (fraction of max storage) | 0.75 |
TRADE_RESOURCE_FRACTION_MIN | How much of stockpile AI should offer to trade (min) | 0.1 |
TRADE_RESOURCE_FRACTION_MAX | How much of stockpile AI should offer to trade (max) | 0.2 |
MIN_WILLINGNESS_TO_OFFER_TRADE | AIs with a personality whose trade willingness is below this will not offer trades | 0.75 |
TRADE_VALUE_RESOURCE_INCOME_BASE | used for calculating resource income effect (lower = more value reduction from higher income) | 50 |
TRADE_VALUE_RESOURCE | for minerals and energy (scaled by income & need) | 2 |
TRADE_VALUE_RESOURCE_MONTHLY_MULT | value of monthly resources is multiplied by this compared to lump-sum | 0.5 |
TRADE_VALUE_SYSTEM | 5 | |
TRADE_VALUE_COLONY | Per pop | 0.2 |
TRADE_VALUE_SENSOR_CHARTS | Per new comms | 2 |
TRADE_VALUE_SENSOR_CHARTS_MAX | 10 | |
TRADE_VALUE_SENSOR_LINK | Per system within their borders | 0.05 |
TRADE_VALUE_SENSOR_LINK_MAX | Multiplied by treaty years | 1.0 |
TRADE_VALUE_LOYALTY | Multiplied by the Loyalty offered in the trade | 1.0 |
TRADE_VALUE_LEADER_TRAIT_DEFAULT | 1 | |
TRADE_VALUE_LEADER_TRAIT_WEIGHT_MULT | 10 | |
TRADE_VALUE_LEADER_MAX_WEIGHT | 100 | |
TRADE_VALUE_LEADER_LEVEL_WEIGHT_MAGIC_NUMBER | 0.2 | |
TRADE_VALUE_FLEET_MILITARY_WEIGHT_MULT | Above are various acceptance factors for specific actions | 120 |
AI_BUDGETING_START_YEARS | These variables are used for some of the AI's budgeting to ensure it prioritizes the right things early on | 15 |
AI_BUDGETING_MID_YEARS | 30 | |
AI_BUDGETING_LATE_YEARS | 50 | |
BUILDING_DEMOLISH_THRESHOLD | At AI weight less than or equal to this, demolish building or district | -1 |
BUILDING_BUILD_THRESHOLD | Ait AI weight greater than or equal to this, the AI will consider building it. | 1 |
MIN_ASSAULT_ARMIES | 20 | |
MAX_ASSAULT_ARMIES | 60 | |
ASSAULT_ARMIES_PER_POP | 0.1 | |
BUILDING_EXISTS_DIV_SCORE | The higher this is, the more the AI will avoid building the same building on planets | 1 |
NUM_TRADITIONS_FOR_EDICTS | How many traditions does the AI want before spending Unity on edicts (there are 49 in total in the base game counting adoption & completion effects) | 49 |
MAX_PLANETS_FOR_BUDGET_FACTOR | At this amount of planets budget is normalized | 3 |
MIN_NAVY_SIZE_FOR_ADMIRAL | AI wants a navy of at least this fleetsize before buying an admiral | 10 |
FLEET_SPECIALIZATION_REFIT_TRESHOLD | AI will refit its fleet to fit into the admirals specialization if at least this ratio of ships will be upgraded | 0.1 |
ABORT_MISSION_LIMIT | MilitaryPower fraction below this level will result in AI escaping battle | 0.50 |
WAR_EXHAUSTION_TO_INTERVENE | AI may want to intervene to help empires with this war exhaustion or higher | 0.25 |
PEACE_WAR_EXHAUSTION_FACTOR | 100 | |
PEACE_OCCUPATION_FACTOR | 100 | |
PEACE_STATUS_QUO_FACTOR | -75 | |
PEACE_HIGH_WE_STATUS_QUO_FACTOR | 100 | |
PEACE_STALE_WAR_STATUS_QUO_FACTOR | Extra AI acceptance for status quo when they are in a stale war where nothing can happen | 75 |
STALE_WAR_TIMER | Number of times the AI has to fail at finding any military objectives to trigger the stale war | 10 |
PEACE_DEMAND_SURRENDER_FACTOR | -100 | |
PEACE_DEFENDING_CLAIM_SYSTEM_FACTOR | For every system | -10 |
PEACE_DEFENDING_CLAIM_STARBASE_FACTOR | For systems with upgraded starbases | -40 |
PEACE_DEFENDING_CLAIM_PLANET_FACTOR | For systems with colonies | -100 |
PEACE_RELATIVE_NAVY_STRENGTH_FACTOR | 50 | |
MIN_WANTED_SCIENTISTS | Below this AI prioritizes energy spending to get more scientists | 1 |
ENEMY_FLEET_POWER_MULT | AI will need the fleet power of the enemy multiplied by this value to become offensive in an offensive war | 1.2 |
ENEMY_ARMY_POWER_MULT | AI will need the military power of the enemy multiplied by this value to land armies on planet | 1.0 |
ENEMY_FLEET_POWER_HOME_SYSTEM_MULT | AI will need the fleet power of the enemy multiplied by this value to attack hostiles in own systems | 1.0 |
CRISIS_NAVY_SIZE_LIMIT | Crisis fleets will aim for this size before attacking targets | 100 |
HORDE_NAVY_SIZE_LIMIT | Horde fleets will aim for this size before attacking targets | 50 |
ANTI_CRISIS_NAVY_SIZE_LIMIT | Anti-Crisis fleets will aim for this size before attacking targets | 50 |
CONTINGENCY_IGNORE_HUBS_THRESHOLD | 0.5 | |
ATTITUDE_CHANGE_BUFFER | Don't change attitude if weight diff is less than this | 0 |
AI_COMMUNICATIONS_RANDOM_VALUE | AI communications days will vary with +- these many days | 60 |
TRANSPORT_FLEET_SIZE | AI will have transport fleets of this size | 20 |
TRANSPORT_RETREAT_HEALTH_THRESHOLD | If a transport goes below this amount of HP it will try to emergency FTL | 0.75 |
AUTO_EXPLORE_ATTRACTION_SCORE | Attraction score to auto explore a system will descrease by this much if system is owned by you or has a planet owned by you | 200 |
AUTO_EXPLORE_COLLABORATION_PENALTY | Auto survey will be this much less willing to survey a system already assigned to another science ship | 750 |
AUTO_EXPLORE_SYSTEM_OWNED | Auto survey is this much less willing to enter into systems owned by other empires | 1000 |
MAX_EXPANSION_DISTANCE | Max number of jumps away AI will build starbases | 2 |
MAX_EXPANSION_DISTANCE_SUBJECT | Max number of jumps away AI subjects will build starbases | 2 |
EXPANSION_OWN_PRIORITY | Priority on rebuilding destroyed starbases in colonized systems | 1000 |
EXPANSION_CUT_OFF_SYSTEM_PRIORITY | Priority on systems cut-off inside own territory | 10 |
EXPANSION_BORDERING_PRIORITY | How much will AI prioritize bordering systems when building starbases | 500 |
EXPANSION_RESOURCE_PRIORITY | How much will AI prioritize resource-rich systems when building starbases | 2 |
EXPANSION_COLONY_PRIORITY | How much will AI prioritize systems with colonizable worlds when building starbases | 400 |
EXPANSION_BYPASS_PRIORITY | How much will AI prioritize systems with bypasses when building starbases | 10 |
EXPANSION_MIN_VALUE_FOR_HIGH_PRIO | How much value does a system need to be considered priority over building up existing systems in borders | 10 |
EXPANSION_RANDOM_AMOUNT | A random roll of this amount is added to each system's score when deciding where to expand next | 50 |
EXPANSION_RESOURCE_GAIN_UPKEEP | When checking candidate systems for outposts, the AI looks at the resources in the system and counts this fraction towards upkeep gain | 0.5 |
MAX_CLAIM_DISTANCE | Max number of jumps away AI will make claims on | 4 |
MAX_CLAIM_DISTANCE_SUBJECT | Max number of jumps away AI subjects will make claims on | 2 |
CLAIM_BASE_VALUE | 100 | |
CLAIM_RESOURCE_FACTOR | How much will AI prioritize resource-rich systems when making claims | 2 |
CLAIM_BYPASS_FACTOR | How much will AI prioritize systems with bypasses when making claims | 10 |
CLAIM_RELATIONS_FACTOR | How much will AI factor in opinion when making claims | -0.1 |
CLAIM_COST_FACTOR | How much will AI prioritize resource-rich systems when making claims | -0.2 |
CLAIM_COLONY_FACTOR | How much will AI prioritize colonies when making claims | 25 |
CLAIM_BORDERING_FACTOR | How much will AI prioritize bordering systems when making claims | 100 |
NO_WARS_FLAG | "ai_no_wars" | |
NO_LEAVE_FED_FLAG | "ai_no_leave_fed" | |
SURRENDER_ACCEPTANCE_HIGHEST | Display "ready to surrender" in war summary badge | 1 |
SURRENDER_ACCEPTANCE_HIGH | Display "approaching surrender" in war summary badge | -20 |
SURRENDER_ACCEPTANCE_LOW | Display "unlikely to surrender" in war summary badge | -60 |
SURRENDER_ACCEPTANCE_LOWEST | Display "for sure not surrender" in war summary badge | -100 |
AI_ALLOWED_TO_BUY | { "minerals" "food" "alloys" "consumer_goods" "exotic_gases" "rare_crystals" "volatile_motes" "sr_living_metal" "sr_dark_matter" "sr_zro" } | |
AI_ALLOWED_TO_SELL | { "minerals" "food" "alloys" "consumer_goods" "exotic_gases" "rare_crystals" "volatile_motes" "sr_living_metal" "sr_dark_matter" "sr_zro" } | |
AI_MIN_CURRENCY_TO_SELL | If the AI has less currency (energy) than this it will consider selling resources | 1000.0 |
AI_MIN_CURRENCY_INCOME_TO_SELL | If the AI has less currency (energy) gain last month than this it will consider selling resources | 10.0 |
AI_MAIN_CONSTRUCTION_CURRENCY | Tells the AI which is the most important construction resource | "minerals" |
AI_RARE_RESOURCES | Tells AI which the "strategic" resources are used for their economy planing | { "exotic_gases" "rare_crystals" "volatile_motes" } |
AI_MAIN_CONSTRUCTION_CURRENCY_MINIMUM_TARGET | AI will forbid jobs consuming the main construction currency to reach this level of monthly income to recover from death spiral | 25 |
AI_MAIN_CONSTRUCTION_CURRENCY_EMPIRE_SIZE_MULT | Scaling for the minimum income target so larger empires can recover faster | 0.005 |
AI_MIN_HABITABILITY_TO_COLONIZE | AI will avoid colonizing planets with habitability lower than this. | 0.35 |
AI_MIN_BRANCH_OFFICE_WORTH_TO_ESTABLISH | AI megacorporations will not establish branch offices unless value is above this | 2.0 |
AI_MIN_HOLDING_WORTH_TO_BUILD | AI overlords will not build holdings unless value is above this | 0.0 |
AI_SLAVE_MARKET_BUY_INTERACTION_CHANCE | Chance that AI will try to buy pops on the slave market during the monthly AI update 1.0 = 100% chance | 0.05 |
AI_SLAVE_MARKET_SELL_INTERACTION_CHANCE | Chance that AI will try to sell pops on the slave market during the monthly AI update 1.0 = 100% chance | 0.20 |
AI_SLAVE_MARKET_SELL_LIMIT | Upper limit on how many pops AI will put on the market | 6 |
SLAVE_BUY_EC_THRESHOLD | if we have less ec than this, dont buy slaves | 1000 |
SLAVE_BUY_UNEMPLOYMENT_THRESHOLD | if any one planet has this many unemployed pops, don't consider buying slaves for it | 2 |
SLAVE_BUY_HABITABILITY_THRESHOLD | if we cant find a planet with at least this much habitability for a prospective slave, dont buy it | 0.4 |
SLAVE_SELL_EC_THRESHOLD | if we have more ec than this and a positive net income, then don't sell any slaves | 3000 |
SLAVE_SELL_UNEMPLOYMENT_THRESHOLD | if any one planet has this many unemployed pops on it, consider selling one as a slave | 1 |
SLAVE_SELL_MIN_POPS | do not sell slaves from this planet if it has this amount of pops, or less | 1 |
SCIENTIST_HIRING_REPLACEMENT_THRESHOLD | When hiring for a job category, how much the score has to be higher than the previous tenants's score to replace him | 1.25 |
SCIENTIST_HIRING_PREV_JOB_THRESHOLD | When hiring a scientist, how much the better score for the new category has to be compared to your current employment score | 1.1 |
SCIENTIST_HIRING_UNEMPLOYMENT_MULT | how much of a bonus unemployed scientist get to their job score | 1.1 |
SCIENTIST_HIRING_SURVEY_MULTIPLIER | when hiring for research, the multiplier applied to a scientist who's on a science ship, to ensure surveying has priority over research | 0.5 |
SURVEY_COLONIZABLE_SYSTEM_MULTIPLIER | AI multiplier to incentivize surveying systems with known colonizeable planets | 2 |
WAR_DECLARATION_MAX_DISTANCE | How far away (in jumps) another empire has to be before the empire will not consider them for declaration | 50 |
WAR_DECLARATION_MALUS_DISTANCE | Distance between empires (in jumps) at which the AI will be less likely to declare war | 25 |
WAR_DECLARATION_MALUS | malus per jump above the malus distance (above) for each jump | 0.05 |
WAR_DECLARATION_MINIMUM_SCORE | minimum score multiplier for war declaration after all distance have been applied | 0.5 |
COLONY_AUTOMATION_COOLDOWN | Number of days automation will not be done after a build queue item on a planet completes | 3 |
COLONY_AUTOMATION_DISTRICT_PREFERENCE | Prefer to build districts over buildings unless there are multiple building slots open or this many times as many districts as buildings, minimum 1 | 1.5 |
DIPLO_ACTION_REPEAT_DELAY | number of days before the ai will try to repeat a proposal | 360 |
AI_FEDERATION_PROPOSE_LAW_CATEGORY_COOLDOWN | number of days cooldown before an AI federation member will suggest changing a law of the same category | 3600 |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_EMPEROR | These weights determine how much an empire wants to strengthen/undermine Imperial Authority and how large portion of their envoys they are willing to spend on it. Positive means they want to strengthen, negative means undermine. Zero means they don't care and won't use envoys for it. |
3.0 |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_OPINION_EXCELLENT | 2.0 | |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_OPINION_GOOD | 1.0 | |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_OPINION_NEUTRAL | 0.0 | |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_OPINION_POOR | -1.0 | |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_OPINION_TERRIBLE | -2.0 | |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_COUNCIL_MEMBER_ADD | This is added on top of opinion weight. Not used for the Emperor. | 1.0 |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_MAX | This value means you are willing to spend all available envoys for strengthening if needed. | 3.0 |
IMPERIAL_AUTHORITY_ENVOY_WEIGHT_MIN | This value means you are willing to spend all available envoys for undermining if needed. | -2.0 |
IMPERIAL_AUTHORITY_STRENGTHEN_ACCEPTABLE_THRESHOLD | If Imperial Authority percentage is above this, AI won't assign as many envoys for strengthening. | 0.75 |
IMPERIAL_AUTHORITY_UNDERMINE_ACCEPTABLE_THRESHOLD | If Imperial Authority percentage is below this, AI won't assign as many envoys for undermining. | 0.25 |
RESOLUTION_VOTE_PROPOSE_THRESHOLD | the AI weight required to propose a resolution | 8.0 |
RESOLUTION_VOTE_ABSTAIN_THRESHOLD | the AI weight of a resolution need to be at least this much, else the AI will oppose it | 5.5 |
RESOLUTION_VOTE_SUPPORT_THRESHOLD | if the AI weight of a resolution reaches this value the AI will vote for it | 7.0 |
RESOLUTION_VOTE_VETO_THRESHOLD | if the AI hates something this much ( weight is lower ), they might veto it | 1.0 |
RESOLUTION_VOTE_EMERGENCY_THRESHOLD | if it isnt their own resolution but the AI still loves something this much they might declare it an Emergency Measure | 10.0 |
RESOLUTION_VOTE_FREEZE_THRESHOLD_DELTA | if the resolution next in line after the current resolution is this much better, the AI will freeze the current resolution | 3.0 |
RESOLUTION_USE_FAVORS_THRESHOLD_DELTA | if weight reaches the threshold +/- DELTA (support/abstain) AI will use favors to boost their diplo weight | 2.0 |
RESOLUTION_TARGET_OPINION_MIN_FACTOR | Resolution AI weight is multiplied by values in these ranges based on opinion Corresponds to Terrible opinion towards the resolution target if resolution is non-harmful, Excellent opinion if harmful | 0.0 |
RESOLUTION_TARGET_OPINION_BASE_FACTOR | Will be used if opinion towards resolution target is neutral | 0.5 |
RESOLUTION_TARGET_OPINION_MAX_FACTOR | Corresponds to Excellent opinion towards the resolution target if resolution is non-harmful, Terrible opinion if harmful | 1.5 |
RESOLUTION_PROPOSER_OPINION_MIN_FACTOR | Corresponds to Terrible opinion towards the proposer | 0.5 |
RESOLUTION_PROPOSER_OPINION_BASE_FACTOR | Will be used if opinion towards the proposer is neutral | 1.0 |
RESOLUTION_PROPOSER_OPINION_MAX_FACTOR | Corresponds to Excellent opinion towards the proposer | 1.3 |
MAX_SUPPORT_PERCENTAGE_FOR_FAVORS_SUPPORTING | if we are supporting the resolution, don't spend favors if support percentage is above this | 55 |
MIN_SUPPORT_PERCENTAGE_FOR_FAVORS_OPPOSING | if we are opposing the resolution, don't spend favors if support percentage is below this | 45 |
DIPLO_ACTION_FAVOR_AI_ACCEPTANCE_VALUE | AI acceptance boost per favor | 5 |
AGREEMENT_INFLUENCED_BY_FAVORS_AI_BREAK_COOLDOWN | 1800 | |
HORDE_INVASION_PLANNING_DEPTH | How far out does the Horde AI looks for invasion targets (in system hops) | 5 |
PLANETARY_ASCENSION_ALLOWED_SPENDING | How much AI is willing to pay for planetary ascension in relation to the cost of a tradition | 0.1 |
SWARM_INVASION_PLANNING_DEPTH | How far out does the Swarm AI looks for invasion targets (in system hops) | 5 |
SWARM_POP_TARGET_MULT | Extra target scoring for swarm (multiplied by number of edible pop on the planet) | 1.0 |
SWARM_UNEDIBLE_POP_TARGET_MULT | Extra target scoring for swarm (multiplied by number of non edible pop on the planet) | 0.10 |
SWARM_NUM_DEFENSIVE_FLEETS | 3 | |
CONTINGENCY_LINKUP_DESIRE | how much the contingency wants to link up its various hubs | 10 |
CONTINGENCY_MEGASTRUCTURE_EXTRA_VALUE | How attractive are megastructures to the Contingency (added to the base value of 1) | 4 |
CONTINGENCY_BASE_DEFENSIVE_FLEETS | Number of active hubs is added to this | 4 |
CONTINGENCY_CONSTRUCTION_DEPTH | Number of systems not owned by the contingency construction fleet are willing to go through | 3 |
UNBIDDEN_PORTAL_EXTRA_VALUE | How much does the Unbidden want to defend their portal (compared to base value of 1) | 20 |
UNBIDDEN_BYPASSES_EXTRA_VALUE | How attractive are bypasses to the Unbidden (added to the base value of 1) | 4 |
UNBIDDEN_ASTRAL_RIFTS_EXTRA_VALUE | How attractive are astral rifts to the Unbidden (added to the base value of 1) | 2 |
UNBIDDEN_RIVALS_EXTRA_VALUE | Extra target scoring for rival invaders (Aberrant and Vehement) | 10 |
UNBIDDEN_TARGET_EXTRA_VALUE | Extra target scoring for randomly chosen nemesis | 10 |
UNBIDDEN_PSIONIC_CONQUER_DESIRE | Extra weight added to psionic empires when rolling a nemesis (base 1 + number of owned bypasses) | 20 |
UNBIDDEN_CHOSEN_ONE_CONQUER_DESIRE | Extra weight added to empire lead by the chosen one when rolling a nemesis (base 1 + number of owned bypasses) | 50 |
AVERAGE_FLEET_SIZE_FACTOR | Ballpark estimate of the minimum size a fleet should be in relation to total fleet power | 1 |
FLEET_MAX_DISTANCE_LOOKUP | Maximum number of hops the fleet AI should consider when assigning mission. # If no objective is found, the backup AI will send it to the closest objective available, or back to base. | 20 |
FLEET_MAX_DISTANCE_LOOKUP_LARGE | Maximum number of hops the fleet AI should consider when assigning mission on a large map (800 systems or more). | 30 |
FLEET_MAX_DISTANCE_LOOKUP_HUGE | Maximum number of hops the fleet AI should consider when assigning mission on a large map (1000 systems or more) | 50 |
CONSTRUCTION_SHIP_DISTANCE_PENALTY | Score penalty for the distance (number of jumps) for AI construction of mining stations etc | 20 |
OWN_FLEET_POWER_FACTOR | How much does AI count its own fleet power when evaluating forces | 1.0 |
ALLY_FLEET_POWER_FACTOR | How much does AI count ally fleet power when evaluating forces | 0.5 |
ENEMY_FLEET_POWER_FACTOR | How much does AI count enemy fleet power when evaluating forces | 1.0 |
FLEET_SUPERIORITY_FACTOR | How stronger should the AI be before it starts considering splitting fleets (fleet count = relative strength / this factor) | 1.5 |
CRISIS_FLEET_SUPERIORITY_FACTOR | Same as previous but will be compared to the strongest foe in the universe | 1.0 |
CRISIS_INHIBITOR_EXTRA_VALUE | extra incentive for crisis to destroy inhibitors, currently only used by the extra dimensionals | 10 |
AI_FOLLOW_FLEET_DESIRE | AI desire to follow "take point" fleets from random people | 5 |
AI_FOLLOW_WAR_LEADER_DESIRE | AI desire to follow "take point" fleets from the war leader | 20 |
CRISIS_EMPIRE_PROTECTIVE_MULT | Used when calculating atitude protective weigth | 1.5 |
AI_GALCOM_PATROL_ORBIT_TIME_DAYS | The time that the Galactic Defense Force AI will stay in orbit around a capital before moving to the next one | 60 |
CRISIS_EMPIRE_DESTROY_DESIRE | AI desire to destroy stars as a crisis empire | 1 |
SHIP_DESIGN_STALE_MONTHS | AI will redesign its per-role custom designs this often (from scratch; new tech will upgrade individual components more often however) | 24 |
PROPOSE_EMBASSY_THRESHOLD | AI scripted weight threshold to propose the embassy diplomatic action | 1 |
SHIP_FLEET_POWER_UPGRADE_THRESHOLD | How much more a ship or defense platform need to increase their fleet power for AI to start upgrading it | 1.3 |
AI_DESIGNATION_RESOURCES_IN_ECONOMIC_PLAN_BONUS | Bonus to resources gained from designations that align with economic plan, resources we have a surplus of gets divided by this factor | 2 |
AI_DESIGNATION_COOLDOWN | Number of days that AI has to wait before changing designation again | 1000 |
MERCENARY_ENCLAVE_OFFER_FLEET_RENT_DAYS | Default amount of days a fleet can be rented for | 3600 |
MERCENARY_ENCLAVE_OFFER_FLEET_CONTRACT_PROLONGATION_DAYS | Default amount of days a fleet contract can be extended for | 3600 |
MERCENARY_ENCLAVE_OFFER_FLEET_CAN_AFFORD_FACTOR | A country should have on the deposit more than the price of fleet hiring multiplied by this value to be able to hire the fleet | 2.0 |
MERCENARY_ENCLAVE_OFFER_FLEET_POWER_SCORE_FACTOR | The fleet power multiplied by this value defines one of the components of how appealing is the hiring of this fleet | 0.8 |
MERCENARY_ENCLAVE_OFFER_FLEET_COST_SCORE_FACTOR | The fleet hiring cost multiplied by this value defines one of the components of how appealing is the hiring of this fleet | -0.2 |
MERCENARY_ENCLAVE_OFFER_FLEET_REMOTENESS_SCORE_FACTOR | The amount of FTL jumps the fleet needs to reach the capital star system of a country multiplied by this value defines one of the components of how appealing is the hiring of this fleet | -5.0 |
MERCENARY_ENCLAVE_OFFER_FLEET_REMOTENESS_MAX | The fleet hiring cost multiplied by this value defines one of the components of how appealing is the hiring of this fleet | 1000000 |
MERCENARY_ENCLAVE_OFFER_FLEET_AI_CHANCE_TRHESHOLD | If a random number is less than this value the most appealing fleet will be hired by a country in the normal state | 5 |
MERCENARY_ENCLAVE_OFFER_FLEET_AI_CHANCE_INWAR_ADD | If a random number is less than this value the most appealing fleet will be hired by a country in the state of war | 80 |
MERCENARY_ENCLAVE_OFFER_FLEET_AI_CHANCE_PREPARING_WAR_ADD | If a random number is less than this value the most appealing fleet will be hired by a country in the state of preparing to war | 20 |
MERCENARY_ENCLAVE_OFFER_FLEET_POWER_TO_PRICE_FACTOR | The fleet power multiplied by this value defines the price (in energy) for hiring the fleet | 0.5 |
MERCENARY_ENCLAVE_OFFER_FLEET_TRUST_PRICE_FACTOR | Hiring a fleet: this value defines the maximal decrease of the price | 0.5 |
MERCENARY_ENCLAVE_OFFER_FLEET_TRUST_THRESHOLD | Hiring a fleet: if the merc enclave has opinion of a country that is less than this value the offer is not given | 0 |
MERCENARY_ENCLAVE_OFFER_FLEET_LANDLORD_OPINION_PRICE_FACTOR | Hiring a fleet: this value defines the maximal decrease of the price (if the founder of the merc enclave has the most positive opinion of a country) or the maximal increase of the price (if the founder of the merc enclave has the most negative opinion of a country) | 0.75 |
MERCENARY_ENCLAVE_OFFER_FLEET_LANDLORD_OPINION_THRESHOLD | NGameplay::OPINION_POOR: if the opinion of the enclave landlord towards the potential buyer is less than this value the offer vill be not given | -300 |
MERCENARY_ENCLAVE_OFFER_FLEET_CONTRACT_PROLONGATION_POWER_TO_PRICE_FACTOR | The fleet power multiplied by this value defines the price (in energy) for extension of the fleet contract | 0.25 |
MERCENARY_ENCLAVE_OFFER_FLEET_CONTRACT_PROLONGATION_TRUST_PRICE_FACTOR | Extension of a fleet contract: this value defines the maximal decrease of the price (if the merc enclave has the most positive opinion of a country) or the maximal increase of the price (if the merc enclave has the most negative opinion of a country) | 0.5 |
MERCENARY_ENCLAVE_OFFER_FLEET_CONTRACT_PROLONGATION_TRUST_THRESHOLD | Extension of a fleet contract: if the merc enclave has opinion of a country that is less than this value the offer is not given | 0 |
MERCENARY_ENCLAVE_OFFER_FLEET_CONTRACT_PROLONGATION_LANDLORD_OPINION_PRICE_FACTOR | Extension of a fleet contract: this value defines the maximal decrease of the price (if the founder of the merc enclave has the most positive opinion of a country) or the maximal increase of the price (if the founder of the merc enclave has the most negative opinion of a country) | 0.5 |
MERCENARY_ENCLAVE_OFFER_FLEET_CONTRACT_PROLONGATION_LANDLORD_OPINION_THRESHOLD | NGameplay::OPINION_POOR # Extension of a fleet contract:if the opinion of the enclave landlord towards the potential buyer is less than this value the offer vill be not given | -300 |
MERCENARY_ENCLAVE_ESTABLISHING_AI_CHANCE_THRESHOLD | If a random number is less than this value and there is an appropriate fleet in an appropriate star system then the merc enclave will be created | 5 |
ASK_FOR_AGREEMENT_ACCEPTANCE_OVERLORD_LOYALTY_OFFSET | Acceptance from loyalty = OFFSET+FACTOR*e^(LOYALTY*EXP) | 100 |
ASK_FOR_AGREEMENT_ACCEPTANCE_OVERLORD_LOYALTY_FACTOR | -122 | |
ASK_FOR_AGREEMENT_ACCEPTANCE_OVERLORD_LOYALTY_EXP | 0.06 | |
NEGOTIATE_AGREEMENT_ACCEPTANCE_SUBJECT_POWER_STEP | 375 | |
DEMAND_SUBJUGATION_ACCEPTANCE_SUBJECT_POWER_STEP | 375 | |
NEGOTIATE_AGREEMENT_ACCEPTANCE_OPINION_FACTOR | 0.333 | |
NEGOTIATE_AGREEMENT_MIN_ECONOMY_WEIGHT | 100.0 | |
NEGOTIATE_AGREEMENT_MIN_REFERENCE_RESOURCE | Pretty much only Energy. Tithes are assumed to be on at least this much income. | 100.0 |
NEGOTIATE_AGREEMENT_MIN_REFERENCE_INTANGIBLE | E.g science. Tithes are assumed to be on at least this much income. | 10.0 |
NEGOTIATE_AGREEMENT_ACCEPTANCE_ECONOMIC_IMPACT_MULTIPLIER | Very approximately, this corresponds to giving away the entire economy | 500.0 |
NEGOTIATE_AGREEMENT_ACCEPTANCE_INTANGIBLE_IMPACT_MULTIPLIER | 500.0 | |
NEGOTIATE_AGREEMENT_MAX_ACCEPTANCE_FROM_TERMS | 1000 | |
NEGOTIATE_AGREEMENT_MIN_ACCEPTANCE_FROM_TERMS | -10000 | |
NEGOTIATE_AGREEMENT_MAX_ACCEPTANCE_FROM_TERMS | 1000 | |
NEGOTIATE_AGREEMENT_MIN_ACCEPTANCE_FROM_TERMS | -10000 | |
NEGOTIATE_AGREEMENT_ACCEPTANCE_LOYALTY_RELATIVE_POWER_PATHETIC | Loyalty is multiplied by this and added to (overlord's) acceptance | 0.5 |
NEGOTIATE_AGREEMENT_ACCEPTANCE_LOYALTY_RELATIVE_POWER_INFERIOR | 1 | |
NEGOTIATE_AGREEMENT_ACCEPTANCE_LOYALTY_RELATIVE_POWER_EQUIVALENT | 2 | |
NEGOTIATE_AGREEMENT_ACCEPTANCE_LOYALTY_RELATIVE_POWER_SUPERIOR | 4 | |
NEGOTIATE_AGREEMENT_ACCEPTANCE_LOYALTY_RELATIVE_POWER_OVERWHELMING | 8 | |
NEGOTIATE_AGREEMENT_ACCEPTANCE_LOYALTY_SPECIALIST | If subject is/will be a Specialist, Loyalty is multiplied by this and added to (overlord's) acceptance | 1 |
SECRET_FEALTY_PLEDGE_TERMS_MULTIPLIER | Multiplied with the disloyalty of a subject. If this is higher, the AI subject is more likely to pledge Secret Fealty | 14 |
SECRET_FEALTY_PLEDGE_TERMS_BONUS | A higher value makes the AI subject more likely to pledge a Secret Fealty to another empire | 100 |
SECRET_FEALTY_PROPOSE_TERMS_MULTIPLIER | # Multiplied with the disloyalty of a subject. If this is higher, the AI is more likely to propose a subject to pledge Secret Fealty | 14 |
SECRET_FEALTY_PROPOSE_TERMS_BONUS | A higher value makes the AI subject more likely to propose for a subject empire to pledge a Secret Fealty to them | 100 |
SECRET_FEALTY_BREAK_TERMS_MULTIPLIER | Multiplied with the loyalty of a subject. If this is higher, the AI subject is more likely to break Secret Fealty | 14 |
SECRET_FEALTY_BREAK_TERMS_BONUS | A higher value makes the AI subject more likely to break a Secret Fealty to another empire | 100 |
SECRET_FEALTY_BREAK_LOYALTY_THRESHOLD | Subject will break the pledge when loyalty reaches this value. | 30 |
SECRET_FEALTY_BREAK_RELATIVE_POWER_THRESHOLD | Subject will break the pledge when potential overlords relative power to current overlord is lower than this value. | 0.75 |
FORMLESS_ANCHOR_EXTRA_VALUE | How much does the Formless want to defend their anchor (compared to base value of 1) | 20 |
DIMENSIONAL_LOCK_AI_WEIGHT_DISTANCE_TO_CAPITAL_MAX_WEIGHT | How important is the distance from a bypass to the capital | 100 |
DIMENSIONAL_LOCK_AI_WEIGHT_RIVALRY | How important is a bypass linking to a system which owner is a rival | 100 |
DIMENSIONAL_LOCK_AI_WEIGHT_WAR | How important is a bypass linking to a system which owner is at war | 1000 |
DIMENSIONAL_LOCK_AI_WEIGHT_ALLIANCE | How important is a bypass linking to a system which owner is an ally | -50 |
DIMENSIONAL_LOCK_AI_WEIGHT_CLOSED_BORDERS | How important is a bypass linking to a system with closed borders | 30 |
DIMENSIONAL_LOCK_AI_WEIGHT_NO_OWNER | How important is a bypass linking to a system with no owner | 50 |
00_defines_additional_content[]
AdditionalContent[]
![]() |
Please help with verifying or updating this section. It was last verified for version 3.10. |
Define | Dev Comment | Default Value |
---|---|---|
Defines the sprites for the ACB window tabs | ||
ADDITIONAL_CONTENT_TAB_FIRST_SPRITE_ACTIVE | Sprite name for the first tab when active (selected) | "GFX_tab_1_long_active_acb" |
ADDITIONAL_CONTENT_TAB_FIRST_SPRITE_INACTIVE | Sprite name for the first tab when inactive (not selected) | "GFX_tab_1_long_inactive_acb" |
ADDITIONAL_CONTENT_TAB_REST_SPRITE_ACTIVE | Sprite name for all other tabs when active (selected) | "GFX_tab_2_long_active_acb" |
ADDITIONAL_CONTENT_TAB_REST_SPRITE_INACTIVE | Sprite name for all other tabs when inactive (not selected) | "GFX_tab_2_long_inactive_acb" |
ADDITIONAL_CONTENT_MODE_FIRST_SPRITE_ACTIVE | Sprite name for the first tab when active (selected) | "GFX_tab_1_long_active_acb" |
ADDITIONAL_CONTENT_MODE_FIRST_SPRITE_INACTIVE | Sprite name for the first tab when inactive (not selected) | "GFX_tab_1_long_inactive_acb" |
ADDITIONAL_CONTENT_MODE_REST_SPRITE_ACTIVE | Sprite name for all other tabs when active (selected) | "GFX_tab_2_long_active_acb" |
ADDITIONAL_CONTENT_MODE_REST_SPRITE_INACTIVE | Sprite name for all other tabs when inactive (not selected) | "GFX_tab_2_long_inactive_acb" |
Defines the item label backgrounds | ||
ADDITIONAL_CONTENT_ITEM_LABEL_NEW | Sprite name for new item label background | "GFX_label_new" |
ADDITIONAL_CONTENT_ITEM_LABEL_RECOMMENDED | Sprite name for recommended item label background | "GFX_label_recommended" |
ADDITIONAL_CONTENT_ITEM_LABEL_DISCOUNT | Sprite name for discounted item label background | "GFX_label_discount" |
ADDITIONAL_CONTENT_ITEM_LABEL_OWNED | Sprite name for owned item label background | "GFX_invisible" |
Defines the item label text colors | ||
ADDITIONAL_CONTENT_ITEM_LABEL_OWNED_TEXT_COLOR | RGBA | { 0.263 0.651 0.698 1.0 } |
ADDITIONAL_CONTENT_ITEM_LABEL_DEFAULT_TEXT_COLOR | RGBA | { 1.0 1.0 1.0 1.0 } |
Defines the item frame backgrounds | ||
ADDITIONAL_CONTENT_ITEM_FRAME | Sprite name for the default frame background | "GFX_image_frame" |
ADDITIONAL_CONTENT_ITEM_FRAME_NEW | Sprite name for new item frame background | "GFX_new_frame" |
ADDITIONAL_CONTENT_ITEM_FRAME_RECOMMENDED | Sprite name for recommended item frame background | "GFX_recommended_frame" |
ADDITIONAL_CONTENT_ITEM_FRAME_DISCOUNT | Sprite name for discounted item frame background | "GFX_discount_frame" |
ADDITIONAL_CONTENT_ITEM_FRAME_OWNED | Sprite name for owned item frame background | "GFX_owned_frame" |
Defines for the small UI on lower resolutions | ||
ADDITIONAL_CONTENT_PORTRAIT_PREVIEW_SCALE_SMALL | 0.7 | |
Other | ||
ADDITIONAL_CONTENT_LOADING_SHOW_SPINNER_DELAY | 0.2 | |
ADDITIONAL_CONTENT_LOADING_MINIMUM_SPINNER_TIME | 0.8 |
Unchecked defines[]
Defines in this folder are not considered for the checksum, and thus can be modified without affecting ironman or multiplayer compatibility.
00_interface[]
Interface[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
The following defines determine various interface elements.
Define | Dev Comment | Default Value |
---|---|---|
PLANET_SKY_DEFAULT | "sky" | |
PLANET_SKY_MOON | "sky02" | |
PLANET_SKY_MOON_RINGS | "sky03" | |
PLANET_SKY_ORBITAL_RING | "sky04" | |
PLANET_SKY_ORBITAL_RING_RUINED | "sky05" | |
MAX_WARGOAL_ITEMS | 3 | |
FLEET_ICON_POWER_TIERS | Military fleet icon depends on fleet power level | { 2500 10000 25000 50000 100000 250000 } |
ON_LEADER_MOUSE_OVER_OPACITY | Opacity effect when mouse overing a leader for reassignmnet | 0.3 |
ON_NO_LEADER_MOUSE_OVER_OPACITY | Opacity effect when mouse overing an empty leader slot for reassignmnet | 0.60 |
TOOLTIP_TIME | 0.05 | |
TOOLTIP_DELAYED_TIME | 0.8 | |
TOOLTIP_POSITION_OFFSET | { 21 24 } | |
TOOLTIP_POSITION_NESTED_OFFSET | { 0 -14 } | |
TOOLTIP_POSITION_OFFSET_STAR | { 6.4 0 } | |
TOOLTIP_MIN_DAYS_FOR_ROUNDED_YEARS | Minimum amount of days for which to display rounded years | 1440 |
TOOLTIP_MIN_DAYS_FOR_DECIMAL_YEARS | Minimum amount of days for which to display decimal years. Is expected to be smaller than TOOLTIP_MIN_DAYS_FOR_ROUNDED_YEARS |
360 |
TOOLTIP_TENDENCY_BUFFER | 15 | |
TOOLTIP_MIDDLE_MOUSE_LOCK_TIME | 0.25 | |
TOOLTIP_TIMER_LOCK_TIME | 0.8 | |
PERSISTENT_CHAT_LINE_HEIGHT | default y-size of persistent chat messages | 20 |
NOTIFICATION_MESSAGE_XPOS | X-position where notification message starts | 130 |
NOTIFICATION_MESSAGE_YPOS | Y-position where notification message stops | 44 |
NOTIFICATION_MESSAGE_CLOSE_WARNING_PERC | Percentage of time left before auto close | 0.30 |
NOTIFICATION_MESSAGE_SPACING | -10 | |
NOTIFICATION_MESSAGE_MARGIN_RIGHT | 80 | |
NOTIFICATION_MESSAGE_SPEED | 120.0 | |
NOTIFICATION_MESSAGE_DURATION_STANDARD | How many days the notification should be shown | 30 |
ARCH_VIEW_DEFAULT_MAX_CHAPTERS | default number of supported chapters in a site, will be overriden if a site is scripted to have more | 6 |
ARCH_VIEW_TEXTBOX_SMALL | height of textbox when not showing an event | 200 |
ARCH_VIEW_TEXTBOX_LARGE | height of textbox when showing an event | 265 |
ARCH_VIEW_TEXTLIST_OFFSET | height offset between the texbox and the textlist | -20 |
MAX_COUNCIL_POSITIONS | Maximum number of possible council positions in the ui | 6 |
COUNCIL_GRID_ARCH_HEIGHT | Height of the vertical offset in the council position gridbox | 100 |
DEFAULT_CITY_POP_LEVEL | Shown in empire designer | 4 |
POPS_TO_SHOW_CITY_LEVEL | Decides how many pops are required to show the next level of city-infrastructure in city_frame | { 1 20 40 80 120 } |
TRADE_VIEW_DEFAULT_CREDIT_CHANGE | Default value | 1 |
TRADE_VIEW_SMALL_CREDIT_CHANGE | Decides how much value is changed while holding control when increasing/decreasing credit in trade | 10 |
TRADE_VIEW_LARGE_CREDIT_CHANGE | Decides how much value is changed while holding shift when increasing/decreasing credit in trade | 100 |
TRADE_VIEW_MASSIVE_CREDIT_CHANGE | Decides how much value is changed while holding shift AND control when increasing/decreasing credit in trade | 1000 |
TRADE_VIEW_WIDE_MODE_THRESHHOLD | Shows Trade View in wide mode if game resolution is above this | 1470 |
SHIP_NAME_CAP_LENGTH | Fleet name max width to limit Henrik Thyrwall's imagination | 175 |
SHIP_NAME_SIZE_MAX | Max number of letters in ship names | 26 |
SPECIES_NAME_SIZE_MAX | Max number of letters in army names | 20 |
MUSIC_SILENCE_CHANCE | 15 | |
MUSIC_SILENCE_TIME_FIXED | 5 | |
MUSIC_SILENCE_TIME_RANDOM | 25 | |
ADVISOR_DEFAULT_SHOW_SOUND | "advisor_generic_phrase" | |
ADVISOR_DEFAULT_CLICK_SOUND | "advisor_clicking_respons_01" | |
ADVISOR_ANNOYED_COUNT | 5 | |
ADVISOR_ANNOYED_SOUNDS | { "advisor_clicking_respons_05" "advisor_clicking_respons_06" "advisor_clicking_respons_07" "advisor_clicking_respons_08" "advisor_clicking_respons_09" "advisor_clicking_respons_10" "advisor_clicking_respons_11" "advisor_clicking_respons_12" "advisor_clicking_respons_13" "advisor_clicking_respons_14" "advisor_clicking_respons_15" "advisor_clicking_respons_16" } | |
ADVISOR_SOUND_MIN_WAIT | After playing a VO line, don't play any other VO line for X seconds | 2.0 |
ADVISOR_SOUND_BLOCKED_DEFAULT | Default time VO line blocked from playing for X seconds | 0.0 |
ADVISOR_SOUND_BLOCKED_SHIP_LOST | This VO line will be blocked from playing for X seconds | 10.0 |
ADVISOR_SOUND_BLOCKED_FLEET_ENGAGED | This VO line will be blocked from playing for X seconds | 10.0 |
POP_FACTION_HEADER_SPRITE_TYPE_DEFAULT | "GFX_faction_header_blue" | |
OUTLINER_PING_TIME | Amount of seconds to show the ping when having selected an object from the outliner | 2.40 |
FRONTEND_ANIMATED_BG_ENTITY | "frontend_background_entity" | |
FRONTEND_ANIMATED_BG_ASPECT_RATIO | 1.777 | |
FRONTEND_BUTTON_SLIDE_DURATION | Duration in seconds for the menu button slide effect | 0.15 |
FRONTEND_BUTTON_SLIDE_DISTANCE | Movement distance in pixels for the menu button slide effect | 10 |
FRONTEND_BUTTON_SLIDE_CURVE | Changes the ease in/out curve. 0.0 is linear, higher is ease in, lower is ease out. | 0.5 |
MAX_NUM_SAVE_GAMES | 100 | |
DAYS_PENDING_ARCHAEOLOGY_NOTIFICATIONS | num of days archaeological notifications are shown | 30 |
ARCHAEOLOGICAL_SITE_IN_PROGRESS_SPRITE | "GFX_evt_archaeological_site_in_progress" | |
SITUATION_LOG_ARCHAEOLOGY_PICTURE_SPRITE | "GFX_evt_archaeological_dig" | |
SITUATION_LOG_ARCHAEOLOGY_ICON_FILENAME | "gfx/interface/icons/situation_log/situation_log_archaeology.dds" | |
SITUATION_LOG_FIRST_CONTACT_ICON_FILENAME | "gfx/interface/icons/situation_log/situation_log_radar.dds" | |
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" | |
SITUATION_LOG_ASTRAL_RIFT_PICTURE_SPRITE | "GFX_evt_astral_rift" | |
SITUATION_LOG_ASTRAL_RIFT_ICON_FILENAME | "gfx/interface/icons/situation_log/situation_log_astral_rift.dds" | |
SITUATION_LOG_ESPIONAGE_PICTURE_SPRITE | "GFX_evt_archaeological_dig" | |
ESPIONAGE_OPERATION_VIEW_TEXTBOX_SMALL | height of textbox when not showing an event | 200 |
ESPIONAGE_OPERATION_VIEW_TEXTBOX_LARGE | height of textbox when showing an event | 265 |
ESPIONAGE_OPERATION_VIEW_DEFAULT_MAX_CHAPTERS | default number of supported chapters in an operation, will be overriden if an operation is scripted to have more | 6 |
GUI_BASELINE_WIDTH | Horizontal Resolution that GUI files are scripted for | 1280 |
GUI_BASELINE_HEIGHT | Vertical Resolution that GUI files are scripted for | 720 |
GUI_EXTRA_HEIGHT_MAX | Experimental: Maximum pixels GUIs are allowed to expand vertically | 0 |
MIN_GUI_SCALE | Minimum UI scale factor | 0.5 |
ALWAYS_SHOW_NAVBAR | if yes then the left side navbar will always be shown | no |
NAVBAR_CLOSE_DELAY | how long time in seconds the navbar will stay open after un-mousing it | 0.5 |
NUM_INDENTATION_SPACES | 4 | |
MINIMUM_TOAST_DURATION | Number of seconds | 5.0 |
OUTLINER_PLANET_CONSTRUCTION_MAX_ENTRIES | not enough space in vanilla stellaris for more. priority: starbase, tile, army, pop | 3 |
OUTLINER_STARBASE_SHIPYARD_CONSTRUCTION_MAX_ENTRIES | The max number of starbase shipyard construction progress bars to show in the outliner, make sure to also update the progress bar sizes |
6 |
OUTLINER_SHIPYARD_CONSTRUCTION_MAX_ENTRIES | 20 | |
OUTLINER_UPDATE_EVERY_N_FRAMES | Optimization (mainly for late game) | 7 |
SOCIALVIEW_CONTEXT_MENU_MARGIN | Margin for social view context menu | 2 |
SOCIALVIEW_CONTEXT_MENU_BUTTON_OFFSET | Offset for context buttons | 10 |
WAROVERVIEW_BATTLE_RESULT_BASE_EXHAUSTION | In order to avoid a very small win with no losses on one side looking like it was "overwhelming" | 0.10 |
PERSISTENT_CHAT_LINES_DURATION | in seconds | 60 |
PERSISTENT_CHAT_LINES_FADE | in sceonds | 1 |
PERSISTENT_CHAT_NUM_LINES | 5 | |
POP_ENTRY_GROUPING_THRESHOLD | the minimum amount of pops in the planet view jobs ui required before we start grouping them together | 8 |
EXPANSION_VIEW_NUM_DISTRICTS | 3 | |
DEFICIT_MONTH_LEFT_ALERT | Show alert when less months left | 12 |
NUM_DISTRICT_BOXES_TO_SHOW | How many district boxes will be shown before we show " 12/20" instead | 15 |
NUM_RARE_DEPOSITS_TO_SHOW | How many rare deposits will be shown before we switch the gridbox to a summary icon and "x5" instead | 4 |
NUM_DEVASTATION_SEGMENTS | How many "levels" of devastation there is | 4 |
AUTOMATION_RESOURCE_ALERT_MIN_POOL | Alert the player if pool is lower than this AND monthly transfer lower than the next entry | 300 |
AUTOMATION_RESOURCE_ALERT_MIN_MONTHLY | Alert the player if pool is previous entry AND monthly transfer lower than this | 10 |
DIPLO_SCREEN_TEXT_HIDE_COOLDOWN | How many seconds the alien message text in the deplomacy view will be shown | 10.0 |
DIPLO_SCREEN_BG_NEUTRAL | "GFX_diplomacy_textbox_neutral" | |
DIPLO_SCREEN_BG_AGGRESSIVE | "GFX_diplomacy_textbox_aggressive" | |
DIPLO_SCREEN_BG_POSITIVE | "GFX_diplomacy_textbox_positive" | |
DIPLO_SCREEN_BG_NEGATIVE | "GFX_diplomacy_textbox_negative" | |
CITY_SELECTION_DEFAULT_PLANET_CLASS | used for special planet types that don't have different option for each species | "pc_continental" |
GC_SENATE_BG_EMPTY | "GFX_0_senate_floor_portrait_bg" | |
GC_SENATE_BG_0 | "GFX_1_senate_floor_portrait_bg" | |
GC_SENATE_BG_25 | "GFX_2_senate_floor_portrait_bg" | |
GC_SENATE_BG_50 | "GFX_3_senate_floor_portrait_bg" | |
GC_SENATE_BG_75 | "GFX_4_senate_floor_portrait_bg" | |
GC_SENATE_BG_100 | "GFX_5_senate_floor_portrait_bg" | |
IMPERIUM_SENATE_BG_EMPTY | "GFX_0_senate_floor_empire_portrait_bg" | |
IMPERIUM_SENATE_BG_0 | "GFX_1_senate_floor_empire_portrait_bg" | |
IMPERIUM_SENATE_BG_25 | "GFX_2_senate_floor_empire_portrait_bg" | |
IMPERIUM_SENATE_BG_50 | "GFX_3_senate_floor_empire_portrait_bg" | |
IMPERIUM_SENATE_BG_75 | "GFX_4_senate_floor_empire_portrait_bg" | |
IMPERIUM_SENATE_BG_100 | "GFX_5_senate_floor_empire_portrait_bg" | |
GC_SENATE_BG_0_MAX | 13 | |
GC_SENATE_BG_25_MAX | 38 | |
GC_SENATE_BG_50_MAX | 63 | |
GC_SENATE_BG_75_MAX | 82 | |
HOLDINGS_TAB_ENERGY_ICON | "GFX_resource_energy_large" | |
HOLDINGS_TAB_LOYALTY_ICON | "GFX_loyalty_icon_large" | |
DAYS_PENDING_FIRST_CONTACT_NOTIFICATIONS | num of days First Contact notifications are shown | 30 |
DAYS_LEFT_TO_SHOW_NUMBER | Num of days until vote when this number is shown | 360 |
DAYS_LEFT_TO_COLORIZE_NUMBER | Num of days until vote when this number is shown and colored | 60 |
OPINION_PROGRESS_SPRITE_EXCELLENT | GFX_diplomacy_opinion_excellent | |
OPINION_PROGRESS_SPRITE_GOOD | GFX_diplomacy_opinion_good | |
OPINION_PROGRESS_SPRITE_NEUTRAL | GFX_diplomacy_opinion_neutral | |
OPINION_PROGRESS_SPRITE_POOR | GFX_diplomacy_opinion_poor | |
OPINION_PROGRESS_SPRITE_TERRIBLE | GFX_diplomacy_opinion_terrible | |
AWARENESS_SPRITE_FULL | GFX_diplomacy_awareness_full | |
AWARENESS_SPRITE_HIGH | GFX_diplomacy_awareness_high | |
AWARENESS_SPRITE_PARTIAL | GFX_diplomacy_awareness_partial | |
AWARENESS_SPRITE_LOW | GFX_diplomacy_awareness_low | |
AWARENESS_SPRITE_UNAWARE | GFX_diplomacy_awareness_unaware | |
SELF_INTEL_ICON_FRAME | 3 | |
OUTLINER_HABITAT_LEVEL_LIMIT | After which level to stop showing the habitat level in the outliner | 10 |
MEGASTRUCTURE_DEFAULT_PORTRAIT | GFX_megastructure_construction_background | |
GAME_CONCEPT_ICON_DEFAULT | Default icon for Game Concepts | "gfx/interface/icons/concepts/concept.dds" |
FIRST_CONTACT_RELATION_ICON_UNKNOWN | "GFX_option_icon_unknown" | |
FIRST_CONTACT_RELATION_ICON_ISOLATIONIST | "GFX_option_icon_isolationist" | |
FIRST_CONTACT_RELATION_ICON_FRIENDLY | "GFX_option_icon_friendly" | |
FIRST_CONTACT_RELATION_ICON_HOSTILE | "GFX_option_icon_hostile" | |
RIFT_VIEW_DEFAULT_MAX_CHAPTERS | default number of supported chapters in a site, will be overriden if a site is scripted to have more | 12 |
RIFT_VIEW_TEXTBOX_SMALL | height of textbox when not showing an event | 200 |
RIFT_VIEW_TEXTBOX_LARGE | height of textbox when showing an event | 265 |
RIFT_VIEW_TEXTLIST_OFFSET | height offset between the texbox and the textlist | -20 |
ARCHAEOLOGY_DIFFICULTY_SPRITE_NAME_ROOT | "GFX_archaeology_difficulty" | |
FIRSTCONTACT_DIFFICULTY_SPRITE_NAME_ROOT | "GFX_firstcontact_difficulty" | |
ESPIONAGE_DIFFICULTY_SPRITE_NAME_ROOT | "GFX_espionage_difficulty" | |
ASTRAL_RIFT_DIFFICULTY_SPRITE_NAME_ROOT | "GFX_astral_rift_difficulty" | |
COLONY_TYPE_DEFAULT_SPRITE | Sprite for the picker button, or if the colony type lacks a sprite | GFX_colony_type_picker |
MAP_ICON_ITEM_MINIMUM_WIDTH | 10 | |
PRE_FTL_ROOM_BACKGROUND_OVERRIDE | observation_post_room | |
AUTOMATION_SETTINGS_OFFSET | Offset added to the science ship automation window when exploring astral rifts is available | 25 |
OUTLINER_HABITAT_LEVEL_LIMIT | After which level to stop showing the habitat level in the outliner | 10 |
COOP_PRESENCE_ICON_FRAME_EMPTY | Frame position for empty | 2 |
ASTRAL_ACTION_UNLOCK_NOTIFICATION_DURATION | Duration in days during which astral action unlocked notification is displayed | 30 |
DAYS_PENDING_ASTRAL_ACTION_ALERT | Duration in days during which astral actions alert is displayed | 60 |
FLAG_CAPITAL_DECORATION_SCALE | Scale for the tiny stars around map icons | 1.0 |
FLAG_CAPITAL_DECORATION_SCALE_BIG_FRAME | Scale for the tiny stars around map icons | 1.3 |
PORTRAIT_GUI_NAME_TOAST | "paragon_portrait_container_toast" | |
PORTRAIT_GUI_NAME_ANOMALY_LEADER_VIEW | "paragon_portrait_container_horizontal_slim" | |
PORTRAIT_GUI_NAME_ANOMALY_CONTROLLER_VIEW | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_ARCHAEOLOGY_VIEW | "paragon_portrait_container_vertical_small" | |
PORTRAIT_GUI_NAME_SITE_LEADER_ENTRY | "paragon_portrait_container_horizontal_slim" | |
PORTRAIT_GUI_NAME_ASSIGNABLE_LEADER_LIST_ENTRY | "paragon_portrait_container_leader_assignment" | |
PORTRAIT_GUI_NAME_ASSIGNABLE_COUNCILOR_LIST_ENTRY | "paragon_portrait_container_assign_councilor" | |
PORTRAIT_GUI_NAME_HIRE_AND_ASSIGN_LIST_ENTRY | "paragon_portrait_container_horizontal_slim" | |
PORTRAIT_GUI_NAME_ASSIGN_TRAIT | "paragon_portrait_container_vertical" | |
PORTRAIT_GUI_NAME_COMBAT_FLEET_VIEW | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_COUNCIL_VIEW_RULER | "paragon_portrait_container_ruler_council" | |
PORTRAIT_GUI_NAME_COUNCIL_POSITION | "paragon_portrait_container_council" | |
PORTRAIT_GUI_NAME_COUNCIL_POSITION_GESTALT | "paragon_portrait_container_council_gestalt" | |
PORTRAIT_GUI_NAME_DEMOCRATIC_ELECTION_CANDIDATE | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_ELECTION_CANDIDATE | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_EMPIRE_VIEW_SECTOR_ENTRY | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_FLEET_MANAGER_VIEW | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_FLEET_VIEW | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_GOVERNMENT_VIEW_RULER | "paragon_portrait_container_ruler_government" | |
PORTRAIT_GUI_NAME_GOVERNMENT_VIEW_HEIR | "paragon_portrait_container_heir" | |
PORTRAIT_GUI_NAME_ATTACKING_GENERAL | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_DEFENDING_GENERAL | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_PLANET_GOVERNOR | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_PLANET_SECTOR_GOVERNOR | "paragon_portrait_container_sector_governor" | |
PORTRAIT_GUI_NAME_PLANET_GENERAL | "paragon_portrait_container_horizontal" | |
PORTRAIT_GUI_NAME_TECH_VIEW | "paragon_portrait_container_research" | |
PORTRAIT_GUI_NAME_EXPANDED_LEADER_PORTRAIT | "paragon_portrait_container_expanded" | |
PORTRAIT_GUI_NAME_LEADER_VIEW_ENTRY | "paragon_portrait_container_horizontal_slim" | |
PORTRAIT_GUI_NAME_EVENT_STORY | "paragon_portrait_container_story_event" | |
PORTRAIT_GUI_NAME_EVENT_RECRUIT | "paragon_portrait_container_recruit_event" |
References[]
Empire | Empire • Ethics • Governments • Civics • Origins • Mandates • Agendas • Traditions • Ascension perks • Edicts • Policies • Relics • Technologies • Custom empires |
Pops | Jobs • Factions |
Leaders | Leaders • Leader traits |
Species | Species • Species traits |
Planets | Planets • Planetary feature • Orbital deposit • Buildings • Districts • Planetary decisions |
Systems | Systems • Starbases • Megastructures • Bypasses • Map |
Fleets | Fleets • Ships • Components |
Land warfare | Armies • Bombardment stance |
Diplomacy | Diplomacy • Federations • Galactic community • Opinion modifiers • Casus Belli • War goals |
Events | Events • Anomalies • Special projects • Archaeological sites |
Gameplay | Gameplay • Defines • Resources • Economy • Game start |
Dynamic modding | Dynamic modding • Effects • Conditions • Scopes • Modifiers • Variables • AI |
Media/localisation | Maya exporter • Graphics • Portraits • Flags • Event pictures • Interface • Icons • Music • Localisation |
Other | Console commands • Save-game editing • Steam Workshop • Modding tutorial |