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Version

This article has been verified for the current PC version (3.10) of the game.

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[]

Setting up[]

In order to start modding defines in your mod, add a defines folder under common:

common/defines

  1. Then copy 00_defines.txt from the game folder
  2. rename the copy (for example to 'example_defines.txt') Note: This is a crucial step you can not leave it as 00_defines.txt or the game will crash.
  3. delete all content in your copy.

This ensures the file has the correct encoding (one of those nasty tripping stones one can encounter in modding Stellaris).

Changing Properties[]

for Version 1.8x 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[]

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[]

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[]

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[]

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[]

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[]

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[]

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[]

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[]

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[]

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[]

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[]

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 EmpireEthicsGovernments • Civics • OriginsMandatesAgendasTraditions • Ascension perksEdictsPoliciesRelicsTechnologiesCustom empires
Pops JobsFactions
Leaders LeadersLeader traits
Species SpeciesSpecies traits
Planets PlanetsPlanetary feature • Orbital depositBuildings • DistrictsPlanetary decisions
Systems SystemsStarbasesMegastructuresBypassesMap
Fleets FleetsShips • Components
Land warfare ArmiesBombardment stance
Diplomacy Diplomacy • Federations • Galactic communityOpinion modifiersCasus Belli • War goals
Events EventsAnomaliesSpecial projectsArchaeological sites
Gameplay GameplayDefinesResources • EconomyGame start
Dynamic modding Dynamic moddingEffectsConditionsScopesModifiersVariablesAI
Media/localisation Maya exporterGraphicsPortraitsFlagsEvent picturesInterfaceIconsMusicLocalisation
Other Console commandsSave-game editingSteam WorkshopModding tutorial
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