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- # all numbers are integers ranging from 0 to 100
- PERCENT_LAND 85 ## how much of the world is land (from 40)
- PERCENT_CONTINENT 75 ## how much of the world tends toward big continents verses small islands (WW from 50)
- PERCENT_HOMOGENOUS 50 ## how "clumpy" the land terrain is (from 55)
- # the meridians are normalize on the map at 0 to 100 - 0 is all the way north
- # and 100 is all the way south - 50 is the middle - this works on a map of
- # any size
- MERIDIANA 1 # north of this is north pole (from 5)
- MERIDIANB 25 # north of this is north mild
- MERIDIANC 35 # north of this is north desert
- MERIDIAND 60 # north of this is the equatioral region
- MERIDIANE 75 # north of this is south desert (from 70)
- MERIDIANF 99 # north of this is the south mild, south is the south pole (from 95)
- # The humidity controls the distribution of forest, jungle, swamp, grass, plains, desert
- # tundra and glacier.
- # A bump map is randomly generated. The bumps range from 0 to 100. High bumps are
- # wet terrain, low bumps are dry terrain.
- # What terrain is used depends on what meridian you are in.
- # The height values have a gausian distribution, with middle values being the most
- # common. The HLEVEL values should be adjusted to take into account the integral
- # of the gaussian.
- # HLEVELA must be greater the HLEVELB, HLEVELB must be greater then HLEVELC etc
- HLEVELA 80 # above this is the wet terrain (from 85)
- HLEVELB 60 # above this is sort of wet terrain
- HLEVELC 40 # below is ??? middle terrain
- HLEVELD 20 # below this is dry terrain (from 15)
- # The wet/dry slider on the custom map screen uses these values.
- # The sum of all the wet values together w/ the swamp wet value will add to 100.
- # Similarly for the dry values. Actually, swamp = 100 - (forest + grass + plains + desert).
- FORESTWET 35 #from 40
- GRASSWET 32 #from 30
- PLAINSWET 30 #from 20
- DESERTWET 0
- # This leaves 3 for swamp.
- FORESTDRY 19 #from 15
- GRASSDRY 50 #from 30
- PLAINSDRY 30 #from 50
- DESERTDRY 1 #from 5
- # This leaves 0 for swamp.
- # The warm/cold slider on the custommap screen uses these values.
- WHITEWARM 5
- BROWNWARM 30
- TEMPERATURERANGEADJUSTWARM 75
- WHITECOLD 30
- BROWNCOLD 5
- TEMPERATURERANGEADJUSTCOLD 120
- # The goodcount slider on the custommap screen uses these values.
- RICHNESSFEWGOODS 25
- RIVERCELLWIDTHFEWGOODS 25
- RIVERCELLHEIGHTFEWGOODS 25
- RICHNESSMANYGOODS 75
- RIVERCELLWIDTHMANYGOODS 5
- RIVERCELLHEIGHTMANYGOODS 5
- PERCENT_MOUNTAIN 3 # percetage of land with mountain on it - this is a target only (WW from 5)
- MOUNTAIN_CELL 2 # length of a side of a cell - one cell contains at most 1 mountain chain. (WW from 5)
- PERCENT_HILLS 13 # percent of land with hills on it (from 5)
- MOUNTAIN_SPREAD 12 # chance that the mountain chain spreads out (from 25)
- MOUNTAIN_LENGTH 2 # average length of a mountain chain (from 25)
- GLACIER_EXTENT 1 # number of tiles the glacier extends - should be normalized
- PERCENT_VOLCANO 1 # percent of deep sea floor with volcanos
- PERCENT_TRENCH 0 # percent chance that a trench is seeded - then it spreads automatically
- # Swamps are placed at humidity levels above what grass? works out to.
- PERCENT_FOREST 45
- PERCENT_GRASS 60 #from 40
- PERCENT_PLAINS 40 #from 25
- PERCENT_DESERT 1
- PERCENT_WHITE 10 #from 20
- PERCENT_BROWN 10 #from 20
- TEMPERATURE_RANGE_ADJUST 60 # Adjust the temperature height map by negative this amount at the
- # poles, positive at the equator, linear scale in between
- NICE_RADIUS 30 # radius of effect when calculating niceness of player placement
- # the mininum start distance between players is 2 * NICE_RADIUS
- PERCENT_RIVER 25 # percent of land with a river on it (from 5)
- RIVER_LENGTH 20 # average river length (from 15)
- RIVER_CELL_WIDTH 3 # Size of cells to be searched for river starts (from 5)
- RIVER_CELL_HEIGHT 4 # (highest point in each cell) (from 5)
- RICHNESS 65 # density of special goods in the world (from 50)
- CHANCE_LOST_AT_SEA 30 # chance of a unit being lost at sea (unused)
- VETERAN_COEF 50 #percent improvement in attack and defense of vetern units
- REVOLUTION_LEVEL 67
- DISCOVERIES_POLLUTION_SIZE_MODIFIER 0.5
- DISCOVERIES_POLLUTION_PRODUCTION_MODIFIER 0.01
- AVERAGE_POLLUTION_TURNS 20
- POPULATION_PRODUCES_POLLUTION_THRESHOLD 6 # unused
- PRODUCTION_PRODUCES_POLLUTION_THRESHOLD 300 # unused
- MAX_EMPIRE_DIST_COST 10.0 # max distance unhappyness
- HAPPINESS_LAUNCH_COST 0.0 # cost of going into space or landing for calculation happiness
- UNIT_WORKDAY 0.10 # slider to work (was 0.15)
- BASE_WORKDAY 1.0 # work per person when slider is zero
- UNIT_WAGES 1.0 # what does 1 notch mean
- BASE_WAGES 5.0 # gold per person when slider is zero (was 4)
- UNIT_RATIONS 1.0 # what does 1 notch mean
- BASE_RATIONS 9.0 # food per person time POP_HUNGER when slider is zero (was 12)
- CHANGE_CURRENTLY_BUILDING_ITEM_PENALTY 25 # what percent of the sheild store is lost it the current item is changed
- TARIFF_REDUCTION 1 # how much to reduce tariffs by as part of a diplomatic request/agreement
- REVOLT_INFLUENCE_DISTANCE 6 # city's revolt influence radius
- PACT_CAPTURE_CITY_EXPIRES 10 # number of rounds before this agreement expires
- # REWARD_CAPTURE_CITY_EXPIRES 10 # number of rounds before this agreement expires
- CEASE_FIRE_EXPIRES 10 # number of rounds before this agreement expires
- SHORT_CEASE_FIRE_EXPIRES 5 # number of rounds before any other agreement expires
- END_OF_GAME_YEAR_EARLY_WARNING 2300
- END_OF_GAME_YEAR 2400
- CAPTURE_CITY_FOR_GOLD_MULTIPLIER 100 # amount to multiply gold reward by
- PACT_END_POLLUTION_EXPIRES 50 # number of rounds before this agreement expires
- LEAVE_OUR_LANDS_EXPIRES 20 # number of rounds before this agreement expires
- REDUCE_POLLUTION_EXPIRES 10 # number of rounds before this agreement expires
- # DESTROY_ENEMY_FOR_REWARD_EXPIRES 10 # number of rounds before this agreement expires
- PATIENCE_LOST_PER_REQUEST 3 #
- PATIENCE_REGAINED_PER_ROUND 1
- REGAIN_PATIENCE_PROBABILITY 80
- PATIENCE_LOST_THRESHOLD 5
- AI_GOAL_TIME_SLICE 125 # time in milliseconds for an AI frame
- AI_MAX_TIME_SLICE 1250 # (in milliseconds)if the ai exceeds this time its turn is ended
- AI_TOTAL_TIME_SLICE 15000 # (in milliseconds) if the total time in time in the ai player exceeds this its turn is ended
- ENTRENCHMENT_BONUS 0.5 # defense bonus for being entrenched
- PARADROP_DISTANCE 15 # how far away can paratroopers drop?
- PARADROP_SUCCESS_PERCENT 60 # a miss results in a drop to a neighboring square
- ELITE_SPY_BONUS 0.15 # how much more likely elite spies are to succeed.
- CITY_SECOND_ATTEMPT_SPY_BONUS 0.5 # how much less likely a spy is to succeed on a second attempt.
- ASSASINATION_HAPPINESS_EFFECT -5 # unhappiness caused when a ruler is assasinated
- ASSASINATION_HAPPINESS_EFFECT_TIMER 5 # how long the above lasts
- SPIED_UPON_WARINESS_TIMER 28 # How many turns a spied upon city gets increased wariness
- MAX_PARTY_COST 500 # most than can be spent on a party
- MAX_PARTY_CHANCE 0.5 # the chance of hearing gossip at a party where the
- # max gold was spent. Less gold decreases proportionally.
- GOSSIP_MAP_RADIUS 10 # When a map is revealed through gossip, a circle of
- # this radius appears
- HEAR_GOSSIP_CHANCE 0.02 # How likely a diplomat next to a capitol is to hear gossip
- FRANCHISE_EFFECT 0.1 # How much production a franchise steals
- TURNS_TO_SUE_FRANCHISE 0 # How many turns a lawsuit takes to expel a franchise
- SLAVER_ELITE_CHANCE 0.25 # Chance of a slaver becoming elite in a successful raid
- ELITE_SLAVER_BONUS 0.15 # Bonus to success percentage an elite slaver receives
- ABOLITIONIST_ELITE_CHANCE 0.25 # chance of an abolitionist becoming elite
- ELITE_ABOLITIONIST_BONUS 0.15 # Bonus an elite abolitionist receives
- WATCHFUL_CITY_SUCCESS_MODIFIER 0.5 # Multiply an abolitionist or slaver's success chance by this
- WATCHFUL_CITY_DEATH_MODIFIER 1.0 # Multiply death chance by this
- WATCHFUL_CITY_TURNS 28 # how long a city remains watchful
- BIO_INFECTION_TURNS 20
- NANO_INFECTION_TURNS 20
- BIO_INFECTION_SPREAD_CHANCE 0.33
- NANO_INFECTION_SPREAD_CHANCE 0.20
- PLAGUE_KILL_PERCENTAGE 0.20
- ELITE_TERRORIST_BONUS 0.0
- TERRORIST_ELITE_CHANCE 0.0
- NUKE_POPULATION_PERCENTAGE 0.75
- SPECIAL_ACTION_MOVE_COST 100.0
- CLERIC_CONVERSION_FACTOR 0.2 # cities converted by clerics send this
- # much of their gold each turn
- TELEVANGELIST_CONVERSION_FACTOR 0.3 # like the above, but for televangelists
- # and cities with televisions (cities
- # without TV fall back to the cleric level)
- REFORMATION_CHANCE 1.0
- REFORMATION_DEATH_CHANCE 0.0
- REFORMATION_HAPPINESS_TIME 4
- REFORMATION_HAPPINESS_AMOUNT -5
- UNCONVERTED_INDULGENCE_GOLD 20
- UNCONVERTED_INDULGENCE_HAPPINESS 2
- CONVERTED_INDULGENCE_GOLD 40
- CONVERTED_INDULGENCE_HAPPINESS 4
- OTHER_FAITH_INDULGENCE_GOLD 20
- OTHER_FAITH_INDULGENCE_HAPPINESS 1
- SOOTHSAY_HAPPY_AMOUNT -2
- RUINS_BOX_WIDTH 6
- RUINS_BOX_HEIGHT 6
- RUINS_CHANCE_PER_BOX 1.0
- MAX_RUINS_GOLD 100 # unused
- MAX_RUINS_ADVANCE 10 # unused
- MAX_RUINS_UNIT 30 # unused
- UNIT_RUSH_MODIFIER 3 # unused
- IMPROVEMENT_RUSH_MODIFIER 1 # unused
- WONDER_RUSH_MODIFIER 5 # unused
- BUILDING_PRODUCTION_TO_VALUE_MODIFIER 0.5 # unused
- MONOPOLY_THRESHOLD 50 # amount goods a particular city has to have to corner the market
- POPULATION_POLLUTION_WARNING_THRESHOLD 10 # population pollution warning message threshold
- INDUSTRIAL_POLLUTION_WARNING_THRESHOLD 10 # industrial pollution warning message threshold
- VERY_HAPPY_THRESHOLD 85 # threshold at which a city is considered "very happy"
- CITY_GROWTH_COEFFICIENT 225 # Amount of food per citizen required to grow a city "was 200"
- RIOT_LEVEL 73
- POWER_POINTS_TO_MATERIALS 1 # 1 power point can be converted to x materials
- MAX_AIRLIFT_STACK_SIZE 2
- GOLD_FROM_PIRACY 30
- NO_PIRACY_EXPIRES 5
- SPACE_LAUNCH_COST 1000 # unused
- SPACE_LAND_COST 1000 # unused
- WORMHOLE_ORBIT_HEIGHT_PERCENTAGE 10 # unused
- WORMHOLE_SPEED 10 # unused
- WORMHOLE_RETURN_TIME 20 # unused
- WORMHOLE_VISIBLE_TO_ALL_TURNS 20 # unused
- MAX_GOVERNMENT_CHANGE_TURNS 20 # from 4
- POLLUTION_FORCES_ANARCHY 1500
- FOOD_TO_POLLUTION_COEF 1.0 # pollution to food ratio produced by food vats
- EMANCIPATION_UNHAPPINESS_TURNS 20
- EMANCIPATION_UNHAPPINESS_AMOUNT -3
- CAPTURE_CITY_ADVANCE_CHANCE 0.33 # chance of gaining an advance when capturing a city (assuming they have advances you don't)
- CITY_HEAL_RATE 0.10 # from 1
- NORMAL_HEAL_RATE 0.02 # from 0.1
- LOCAL_POLLUTION_LEVEL 600
- LOCAL_POLLUTION_CHANCE 0.00001
- ASSAULT_DESTROY_BUILDING_CHANCE 0.5 # chance of an assault on a city destroying a building from 0.1
- BOMBARD_DESTROY_BUILDING_CHANCE 0.3 # chance of a bombardment on a city destroying a building from 0.1
- ADVANCE_CHOICES_MIN 4
- ADVANCE_CHOICES_MAX 6
- ATTACK_CONVERTER_UNHAPPINESS_TURNS 20
- ATTACK_CONVERTER_UNHAPPINESS_AMOUNT -3.0
- MIN_START_DISTANCE_COEFFICIENT 0.45
- MAX_START_DISTANCE_COEFFICIENT 0.6
- MAX_SAME_TILES 4
- COMBAT_VETERAN_CHANCE 0.1
- STOP_TRADE_ROUNDS 5
- LEAVE_OUR_LANDS_ROUNDS 3
- REDUCE_POLLUTION_ROUNDS 10
- CAPTURE_CITY_ROUNDS 5
- END_POLLUTION_ROUNDS 10
- ATTACK_ENEMY_ROUNDS 10
- MIN_CONTINENT_START_SIZE 10
- BOMBARD_KILL_POP_CHANCE 0.4 # from 0.1
- ASSAULT_KILL_POP_CHANCE 0.6 # from 0.4
- CAPTURE_KILL_POP_CHANCE 1.0
- SCALED_POP_ANCIENT 10000 # unused
- SCALED_POP_RENAISSANCE 10000 # unused
- SCALED_POP_MODERN 100000 # unused
- SCALED_POP_GENETIC 1000000 # unused
- SCALED_POP_DIAMOND 5000000 # unused
- PIRACY_KILLS_TRADER_CHANCE 80 # unused
- UPRISING_CHANCE_PER_UNGUARDED_SLAVE 2
- MAX_DISBAND_SIZE 6
- MAX_REQUESTS_PER_PLAYER_PER_TURN 20
- SLAVES_PER_MILITARY_UNIT 12 # from 3
- MIN_ABSOLUTE_START_DISTANCE 5
- #
- # These map size settings must all be defined,
- # and in this order
- #
- MAP_SIZE_SMALL 25 50 2
- MAP_SIZE_MEDIUM 50 100 2
- MAP_SIZE_LARGE 75 150 2
- MAP_SIZE_GIGANTIC 150 300 2
- RAIL_LAUNCH_POLLUTION 50 # unused
- SPACE_FUEL_COST 5 # unused
- NON_SPACE_FUEL_COST 100 # unused
- #
- # At the end of each turn, the program does a rough projection
- # of the users maintenance costs, food usage, and support. If
- # the projected usages exceed the projected available resources by
- # more than the specified percentage, the user is given a warning.
- #
- STARVATION_WARNING_FUDGE_FACTOR 120
- MAINTENANCE_WARNING_FUDGE_FACTOR 110
- SUPPORT_WARNING_FUDGE_FACTOR 110
- RELATIVE_AI_PRODUCTION_CHEAT_COEF 1.0
- RELATIVE_AI_SCIENCE_CHEAT_COEF 1.0
- NUKE_KILL_TILES 5
- INCITE_REVOLUTION_GOLD_COEFFICIENT 100.0
- INCITE_REVOLUTION_CAPITOL_PENALTY 5000.0
- INCITE_UPRISING_GOLD_COEFFICIENT 25.0
- INCITE_UPRISING_CAPITOL_PENALTY 50.0
- BIO_INFECTION_UNHAPPINESS -5
- MIN_ECO_PACT_VIOLATION_LEVEL 200
- NANO_INFECTION_TERRORIST_DEATH_CHANCE 0.25
- BIO_INFECTION_TERRORIST_DEATH_CHANCE 0.10
- FLOOD_CHANGES_COAST_TO_WATER_CHANCE 0.5
- AI_CHEAT_ECO_PACT_MIN 10
- AI_CHEAT_ECO_PACT_MAX 50
- MAX_ABSOLUTE_GROWTH_RATE 2500
- TRADE_DISTANCE_COEFFICIENT 1
- MIN_LIKE_TILES_FOR_GOOD 1
- MIN_GOOD_VALUE 0.01
- MAX_GOOD_VALUE 0.05
- PIRACY_WASTE_COEFFICIENT 0.8
- BORDER_INT_RADIUS 4
- BORDER_SQUARED_RADIUS 20
- BIO_INFECTION_PRODUCTION_COEF 0.2
- NANO_BUILDING_KILL_PERCENTAGE 0.3
- BASE_STARVATION_PROTECTION 3
- CARAVAN_COEF 0.03
- POLLUTION_CAUSED_BY_NUKE 1000000
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