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May 10th, 2013
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  1.  
  2.  
  3. # all numbers are integers ranging from 0 to 100
  4.  
  5. PERCENT_LAND 85 ## how much of the world is land (from 40)
  6. PERCENT_CONTINENT 75 ## how much of the world tends toward big continents verses small islands (WW from 50)
  7. PERCENT_HOMOGENOUS 50 ## how "clumpy" the land terrain is (from 55)
  8.  
  9. # the meridians are normalize on the map at 0 to 100 - 0 is all the way north
  10. # and 100 is all the way south - 50 is the middle - this works on a map of
  11. # any size
  12.  
  13. MERIDIANA 1 # north of this is north pole (from 5)
  14. MERIDIANB 25 # north of this is north mild
  15. MERIDIANC 35 # north of this is north desert
  16. MERIDIAND 60 # north of this is the equatioral region
  17. MERIDIANE 75 # north of this is south desert (from 70)
  18. MERIDIANF 99 # north of this is the south mild, south is the south pole (from 95)
  19.  
  20. # The humidity controls the distribution of forest, jungle, swamp, grass, plains, desert
  21. # tundra and glacier.
  22. # A bump map is randomly generated. The bumps range from 0 to 100. High bumps are
  23. # wet terrain, low bumps are dry terrain.
  24. # What terrain is used depends on what meridian you are in.
  25.  
  26. # The height values have a gausian distribution, with middle values being the most
  27. # common. The HLEVEL values should be adjusted to take into account the integral
  28. # of the gaussian.
  29.  
  30. # HLEVELA must be greater the HLEVELB, HLEVELB must be greater then HLEVELC etc
  31.  
  32. HLEVELA 80 # above this is the wet terrain (from 85)
  33. HLEVELB 60 # above this is sort of wet terrain
  34. HLEVELC 40 # below is ??? middle terrain
  35. HLEVELD 20 # below this is dry terrain (from 15)
  36.  
  37. # The wet/dry slider on the custom map screen uses these values.
  38. # The sum of all the wet values together w/ the swamp wet value will add to 100.
  39. # Similarly for the dry values. Actually, swamp = 100 - (forest + grass + plains + desert).
  40.  
  41. FORESTWET 35 #from 40
  42. GRASSWET 32 #from 30
  43. PLAINSWET 30 #from 20
  44. DESERTWET 0
  45. # This leaves 3 for swamp.
  46.  
  47. FORESTDRY 19 #from 15
  48. GRASSDRY 50 #from 30
  49. PLAINSDRY 30 #from 50
  50. DESERTDRY 1 #from 5
  51. # This leaves 0 for swamp.
  52.  
  53. # The warm/cold slider on the custommap screen uses these values.
  54.  
  55. WHITEWARM 5
  56. BROWNWARM 30
  57. TEMPERATURERANGEADJUSTWARM 75
  58.  
  59. WHITECOLD 30
  60. BROWNCOLD 5
  61. TEMPERATURERANGEADJUSTCOLD 120
  62.  
  63. # The goodcount slider on the custommap screen uses these values.
  64.  
  65. RICHNESSFEWGOODS 25
  66. RIVERCELLWIDTHFEWGOODS 25
  67. RIVERCELLHEIGHTFEWGOODS 25
  68.  
  69. RICHNESSMANYGOODS 75
  70. RIVERCELLWIDTHMANYGOODS 5
  71. RIVERCELLHEIGHTMANYGOODS 5
  72.  
  73.  
  74. PERCENT_MOUNTAIN 3 # percetage of land with mountain on it - this is a target only (WW from 5)
  75. MOUNTAIN_CELL 2 # length of a side of a cell - one cell contains at most 1 mountain chain. (WW from 5)
  76.  
  77. PERCENT_HILLS 13 # percent of land with hills on it (from 5)
  78. MOUNTAIN_SPREAD 12 # chance that the mountain chain spreads out (from 25)
  79. MOUNTAIN_LENGTH 2 # average length of a mountain chain (from 25)
  80.  
  81. GLACIER_EXTENT 1 # number of tiles the glacier extends - should be normalized
  82. PERCENT_VOLCANO 1 # percent of deep sea floor with volcanos
  83. PERCENT_TRENCH 0 # percent chance that a trench is seeded - then it spreads automatically
  84.  
  85. # Swamps are placed at humidity levels above what grass? works out to.
  86. PERCENT_FOREST 45
  87. PERCENT_GRASS 60 #from 40
  88. PERCENT_PLAINS 40 #from 25
  89. PERCENT_DESERT 1
  90. PERCENT_WHITE 10 #from 20
  91. PERCENT_BROWN 10 #from 20
  92. TEMPERATURE_RANGE_ADJUST 60 # Adjust the temperature height map by negative this amount at the
  93. # poles, positive at the equator, linear scale in between
  94.  
  95. NICE_RADIUS 30 # radius of effect when calculating niceness of player placement
  96. # the mininum start distance between players is 2 * NICE_RADIUS
  97.  
  98. PERCENT_RIVER 25 # percent of land with a river on it (from 5)
  99. RIVER_LENGTH 20 # average river length (from 15)
  100. RIVER_CELL_WIDTH 3 # Size of cells to be searched for river starts (from 5)
  101. RIVER_CELL_HEIGHT 4 # (highest point in each cell) (from 5)
  102.  
  103. RICHNESS 65 # density of special goods in the world (from 50)
  104.  
  105. CHANCE_LOST_AT_SEA 30 # chance of a unit being lost at sea (unused)
  106. VETERAN_COEF 50 #percent improvement in attack and defense of vetern units
  107. REVOLUTION_LEVEL 67
  108. DISCOVERIES_POLLUTION_SIZE_MODIFIER 0.5
  109. DISCOVERIES_POLLUTION_PRODUCTION_MODIFIER 0.01
  110. AVERAGE_POLLUTION_TURNS 20
  111. POPULATION_PRODUCES_POLLUTION_THRESHOLD 6 # unused
  112. PRODUCTION_PRODUCES_POLLUTION_THRESHOLD 300 # unused
  113.  
  114. MAX_EMPIRE_DIST_COST 10.0 # max distance unhappyness
  115. HAPPINESS_LAUNCH_COST 0.0 # cost of going into space or landing for calculation happiness
  116.  
  117. UNIT_WORKDAY 0.10 # slider to work (was 0.15)
  118. BASE_WORKDAY 1.0 # work per person when slider is zero
  119. UNIT_WAGES 1.0 # what does 1 notch mean
  120. BASE_WAGES 5.0 # gold per person when slider is zero (was 4)
  121. UNIT_RATIONS 1.0 # what does 1 notch mean
  122. BASE_RATIONS 9.0 # food per person time POP_HUNGER when slider is zero (was 12)
  123.  
  124. CHANGE_CURRENTLY_BUILDING_ITEM_PENALTY 25 # what percent of the sheild store is lost it the current item is changed
  125.  
  126. TARIFF_REDUCTION 1 # how much to reduce tariffs by as part of a diplomatic request/agreement
  127. REVOLT_INFLUENCE_DISTANCE 6 # city's revolt influence radius
  128. PACT_CAPTURE_CITY_EXPIRES 10 # number of rounds before this agreement expires
  129. # REWARD_CAPTURE_CITY_EXPIRES 10 # number of rounds before this agreement expires
  130. CEASE_FIRE_EXPIRES 10 # number of rounds before this agreement expires
  131. SHORT_CEASE_FIRE_EXPIRES 5 # number of rounds before any other agreement expires
  132. END_OF_GAME_YEAR_EARLY_WARNING 2300
  133. END_OF_GAME_YEAR 2400
  134. CAPTURE_CITY_FOR_GOLD_MULTIPLIER 100 # amount to multiply gold reward by
  135. PACT_END_POLLUTION_EXPIRES 50 # number of rounds before this agreement expires
  136. LEAVE_OUR_LANDS_EXPIRES 20 # number of rounds before this agreement expires
  137. REDUCE_POLLUTION_EXPIRES 10 # number of rounds before this agreement expires
  138. # DESTROY_ENEMY_FOR_REWARD_EXPIRES 10 # number of rounds before this agreement expires
  139. PATIENCE_LOST_PER_REQUEST 3 #
  140. PATIENCE_REGAINED_PER_ROUND 1
  141. REGAIN_PATIENCE_PROBABILITY 80
  142. PATIENCE_LOST_THRESHOLD 5
  143.  
  144.  
  145.  
  146. AI_GOAL_TIME_SLICE 125 # time in milliseconds for an AI frame
  147. AI_MAX_TIME_SLICE 1250 # (in milliseconds)if the ai exceeds this time its turn is ended
  148. AI_TOTAL_TIME_SLICE 15000 # (in milliseconds) if the total time in time in the ai player exceeds this its turn is ended
  149.  
  150. ENTRENCHMENT_BONUS 0.5 # defense bonus for being entrenched
  151. PARADROP_DISTANCE 15 # how far away can paratroopers drop?
  152. PARADROP_SUCCESS_PERCENT 60 # a miss results in a drop to a neighboring square
  153.  
  154. ELITE_SPY_BONUS 0.15 # how much more likely elite spies are to succeed.
  155. CITY_SECOND_ATTEMPT_SPY_BONUS 0.5 # how much less likely a spy is to succeed on a second attempt.
  156. ASSASINATION_HAPPINESS_EFFECT -5 # unhappiness caused when a ruler is assasinated
  157. ASSASINATION_HAPPINESS_EFFECT_TIMER 5 # how long the above lasts
  158. SPIED_UPON_WARINESS_TIMER 28 # How many turns a spied upon city gets increased wariness
  159.  
  160. MAX_PARTY_COST 500 # most than can be spent on a party
  161. MAX_PARTY_CHANCE 0.5 # the chance of hearing gossip at a party where the
  162. # max gold was spent. Less gold decreases proportionally.
  163. GOSSIP_MAP_RADIUS 10 # When a map is revealed through gossip, a circle of
  164. # this radius appears
  165. HEAR_GOSSIP_CHANCE 0.02 # How likely a diplomat next to a capitol is to hear gossip
  166. FRANCHISE_EFFECT 0.1 # How much production a franchise steals
  167. TURNS_TO_SUE_FRANCHISE 0 # How many turns a lawsuit takes to expel a franchise
  168.  
  169. SLAVER_ELITE_CHANCE 0.25 # Chance of a slaver becoming elite in a successful raid
  170. ELITE_SLAVER_BONUS 0.15 # Bonus to success percentage an elite slaver receives
  171.  
  172. ABOLITIONIST_ELITE_CHANCE 0.25 # chance of an abolitionist becoming elite
  173. ELITE_ABOLITIONIST_BONUS 0.15 # Bonus an elite abolitionist receives
  174. WATCHFUL_CITY_SUCCESS_MODIFIER 0.5 # Multiply an abolitionist or slaver's success chance by this
  175. WATCHFUL_CITY_DEATH_MODIFIER 1.0 # Multiply death chance by this
  176. WATCHFUL_CITY_TURNS 28 # how long a city remains watchful
  177.  
  178. BIO_INFECTION_TURNS 20
  179. NANO_INFECTION_TURNS 20
  180. BIO_INFECTION_SPREAD_CHANCE 0.33
  181. NANO_INFECTION_SPREAD_CHANCE 0.20
  182. PLAGUE_KILL_PERCENTAGE 0.20
  183.  
  184. ELITE_TERRORIST_BONUS 0.0
  185. TERRORIST_ELITE_CHANCE 0.0
  186. NUKE_POPULATION_PERCENTAGE 0.75
  187.  
  188. SPECIAL_ACTION_MOVE_COST 100.0
  189.  
  190. CLERIC_CONVERSION_FACTOR 0.2 # cities converted by clerics send this
  191. # much of their gold each turn
  192. TELEVANGELIST_CONVERSION_FACTOR 0.3 # like the above, but for televangelists
  193. # and cities with televisions (cities
  194. # without TV fall back to the cleric level)
  195. REFORMATION_CHANCE 1.0
  196. REFORMATION_DEATH_CHANCE 0.0
  197. REFORMATION_HAPPINESS_TIME 4
  198. REFORMATION_HAPPINESS_AMOUNT -5
  199.  
  200. UNCONVERTED_INDULGENCE_GOLD 20
  201. UNCONVERTED_INDULGENCE_HAPPINESS 2
  202. CONVERTED_INDULGENCE_GOLD 40
  203. CONVERTED_INDULGENCE_HAPPINESS 4
  204. OTHER_FAITH_INDULGENCE_GOLD 20
  205. OTHER_FAITH_INDULGENCE_HAPPINESS 1
  206. SOOTHSAY_HAPPY_AMOUNT -2
  207.  
  208. RUINS_BOX_WIDTH 6
  209. RUINS_BOX_HEIGHT 6
  210. RUINS_CHANCE_PER_BOX 1.0
  211. MAX_RUINS_GOLD 100 # unused
  212. MAX_RUINS_ADVANCE 10 # unused
  213. MAX_RUINS_UNIT 30 # unused
  214.  
  215. UNIT_RUSH_MODIFIER 3 # unused
  216. IMPROVEMENT_RUSH_MODIFIER 1 # unused
  217. WONDER_RUSH_MODIFIER 5 # unused
  218. BUILDING_PRODUCTION_TO_VALUE_MODIFIER 0.5 # unused
  219.  
  220. MONOPOLY_THRESHOLD 50 # amount goods a particular city has to have to corner the market
  221. POPULATION_POLLUTION_WARNING_THRESHOLD 10 # population pollution warning message threshold
  222. INDUSTRIAL_POLLUTION_WARNING_THRESHOLD 10 # industrial pollution warning message threshold
  223. VERY_HAPPY_THRESHOLD 85 # threshold at which a city is considered "very happy"
  224. CITY_GROWTH_COEFFICIENT 225 # Amount of food per citizen required to grow a city "was 200"
  225. RIOT_LEVEL 73
  226. POWER_POINTS_TO_MATERIALS 1 # 1 power point can be converted to x materials
  227. MAX_AIRLIFT_STACK_SIZE 2
  228. GOLD_FROM_PIRACY 30
  229. NO_PIRACY_EXPIRES 5
  230. SPACE_LAUNCH_COST 1000 # unused
  231. SPACE_LAND_COST 1000 # unused
  232.  
  233. WORMHOLE_ORBIT_HEIGHT_PERCENTAGE 10 # unused
  234. WORMHOLE_SPEED 10 # unused
  235. WORMHOLE_RETURN_TIME 20 # unused
  236. WORMHOLE_VISIBLE_TO_ALL_TURNS 20 # unused
  237. MAX_GOVERNMENT_CHANGE_TURNS 20 # from 4
  238.  
  239. POLLUTION_FORCES_ANARCHY 1500
  240. FOOD_TO_POLLUTION_COEF 1.0 # pollution to food ratio produced by food vats
  241.  
  242.  
  243. EMANCIPATION_UNHAPPINESS_TURNS 20
  244. EMANCIPATION_UNHAPPINESS_AMOUNT -3
  245.  
  246. CAPTURE_CITY_ADVANCE_CHANCE 0.33 # chance of gaining an advance when capturing a city (assuming they have advances you don't)
  247.  
  248. CITY_HEAL_RATE 0.10 # from 1
  249. NORMAL_HEAL_RATE 0.02 # from 0.1
  250.  
  251. LOCAL_POLLUTION_LEVEL 600
  252. LOCAL_POLLUTION_CHANCE 0.00001
  253.  
  254. ASSAULT_DESTROY_BUILDING_CHANCE 0.5 # chance of an assault on a city destroying a building from 0.1
  255. BOMBARD_DESTROY_BUILDING_CHANCE 0.3 # chance of a bombardment on a city destroying a building from 0.1
  256. ADVANCE_CHOICES_MIN 4
  257. ADVANCE_CHOICES_MAX 6
  258.  
  259. ATTACK_CONVERTER_UNHAPPINESS_TURNS 20
  260. ATTACK_CONVERTER_UNHAPPINESS_AMOUNT -3.0
  261.  
  262. MIN_START_DISTANCE_COEFFICIENT 0.45
  263. MAX_START_DISTANCE_COEFFICIENT 0.6
  264. MAX_SAME_TILES 4
  265. COMBAT_VETERAN_CHANCE 0.1
  266.  
  267. STOP_TRADE_ROUNDS 5
  268. LEAVE_OUR_LANDS_ROUNDS 3
  269. REDUCE_POLLUTION_ROUNDS 10
  270. CAPTURE_CITY_ROUNDS 5
  271. END_POLLUTION_ROUNDS 10
  272. ATTACK_ENEMY_ROUNDS 10
  273.  
  274. MIN_CONTINENT_START_SIZE 10
  275.  
  276. BOMBARD_KILL_POP_CHANCE 0.4 # from 0.1
  277. ASSAULT_KILL_POP_CHANCE 0.6 # from 0.4
  278. CAPTURE_KILL_POP_CHANCE 1.0
  279.  
  280. SCALED_POP_ANCIENT 10000 # unused
  281. SCALED_POP_RENAISSANCE 10000 # unused
  282. SCALED_POP_MODERN 100000 # unused
  283. SCALED_POP_GENETIC 1000000 # unused
  284. SCALED_POP_DIAMOND 5000000 # unused
  285.  
  286. PIRACY_KILLS_TRADER_CHANCE 80 # unused
  287. UPRISING_CHANCE_PER_UNGUARDED_SLAVE 2
  288. MAX_DISBAND_SIZE 6
  289. MAX_REQUESTS_PER_PLAYER_PER_TURN 20
  290. SLAVES_PER_MILITARY_UNIT 12 # from 3
  291. MIN_ABSOLUTE_START_DISTANCE 5
  292.  
  293. #
  294. # These map size settings must all be defined,
  295. # and in this order
  296. #
  297. MAP_SIZE_SMALL 25 50 2
  298. MAP_SIZE_MEDIUM 50 100 2
  299. MAP_SIZE_LARGE 75 150 2
  300. MAP_SIZE_GIGANTIC 150 300 2
  301.  
  302. RAIL_LAUNCH_POLLUTION 50 # unused
  303. SPACE_FUEL_COST 5 # unused
  304. NON_SPACE_FUEL_COST 100 # unused
  305.  
  306.  
  307. #
  308. # At the end of each turn, the program does a rough projection
  309. # of the users maintenance costs, food usage, and support. If
  310. # the projected usages exceed the projected available resources by
  311. # more than the specified percentage, the user is given a warning.
  312. #
  313. STARVATION_WARNING_FUDGE_FACTOR 120
  314. MAINTENANCE_WARNING_FUDGE_FACTOR 110
  315. SUPPORT_WARNING_FUDGE_FACTOR 110
  316.  
  317. RELATIVE_AI_PRODUCTION_CHEAT_COEF 1.0
  318. RELATIVE_AI_SCIENCE_CHEAT_COEF 1.0
  319.  
  320. NUKE_KILL_TILES 5
  321.  
  322. INCITE_REVOLUTION_GOLD_COEFFICIENT 100.0
  323. INCITE_REVOLUTION_CAPITOL_PENALTY 5000.0
  324.  
  325. INCITE_UPRISING_GOLD_COEFFICIENT 25.0
  326. INCITE_UPRISING_CAPITOL_PENALTY 50.0
  327.  
  328. BIO_INFECTION_UNHAPPINESS -5
  329.  
  330. MIN_ECO_PACT_VIOLATION_LEVEL 200
  331. NANO_INFECTION_TERRORIST_DEATH_CHANCE 0.25
  332. BIO_INFECTION_TERRORIST_DEATH_CHANCE 0.10
  333. FLOOD_CHANGES_COAST_TO_WATER_CHANCE 0.5
  334. AI_CHEAT_ECO_PACT_MIN 10
  335. AI_CHEAT_ECO_PACT_MAX 50
  336.  
  337. MAX_ABSOLUTE_GROWTH_RATE 2500
  338. TRADE_DISTANCE_COEFFICIENT 1
  339. MIN_LIKE_TILES_FOR_GOOD 1
  340. MIN_GOOD_VALUE 0.01
  341. MAX_GOOD_VALUE 0.05
  342.  
  343. PIRACY_WASTE_COEFFICIENT 0.8
  344.  
  345. BORDER_INT_RADIUS 4
  346. BORDER_SQUARED_RADIUS 20
  347.  
  348. BIO_INFECTION_PRODUCTION_COEF 0.2
  349. NANO_BUILDING_KILL_PERCENTAGE 0.3
  350. BASE_STARVATION_PROTECTION 3
  351.  
  352. CARAVAN_COEF 0.03
  353.  
  354. POLLUTION_CAUSED_BY_NUKE 1000000
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