# Add global variables here that will be available in all script files. # @something = 42 # They can be overridden in each normal script file. @discovery_weight = 3 @faction_improved_output = 0.15 @faction_base_output = 0.10 @faction_major_output = 0.05 @faction_minor_output = 0.025 @faction_extortion_energy_ratio = 2.00 @faction_extortion_minerals_ratio = 1.50 @faction_extortion_food_ratio = 1.50 @faction_extortion_alloys_ratio = 0.50 @faction_extortion_consumer_goods_ratio = 1.00 @faction_extortion_research_ratio = 0.125 @media_conglomerate_multiplier = 3 @crowdsourcing_multiplier = 2.5 @crowdsourcing_manifesti_multiplier = 5.00 @faction_extortion_crowdsourcing_ratio = 3.75 @resettlement_energy = 100 @resettlement_energy_reduced = 50 @resettlement_unity = 10 @resettlement_unity_high = 25 # Edict and Campaign weights @EdictHighPrio = 100 @EdictMedPrio = 10 @EdictLowPrio = 3 ### CIVIC PICKS @civic_default_random_weight = 5 @civic_uncommon_random_weight = 3 @civic_rare_random_weight = 1 ### EVENT REWARDS @tier1materialreward = 6 @tier1materialmin = 100 @tier1materialmax = 1000 @tier2materialreward = 12 @tier2materialmin = 150 @tier2materialmax = 2000 @tier3materialreward = 18 @tier3materialmin = 250 @tier3materialmax = 5000 @tier4materialreward = 24 @tier4materialmin = 350 @tier4materialmax = 10000 @tier5materialreward = 48 @tier5materialmin = 700 @tier5materialmax = 30000 @tier1influencereward = 6 @tier1influencemin = 40 @tier1influencemax = 100 @tier2influencereward = 12 @tier2influencemin = 80 @tier2influencemax = 175 @tier3influencereward = 18 @tier3influencemin = 125 @tier3influencemax = 250 @tier4influencereward = 24 @tier4influencemin = 150 @tier4influencemax = 300 @tier5influencereward = 36 @tier5influencemin = 250 @tier5influencemax = 500 @tier6influencereward = 48 @tier6influencemin = 300 @tier6influencemax = 600 @tier1researchreward = 12 @tier1researchmin = 250 @tier1researchmax = 100000 @tier2researchreward = 18 @tier2researchmin = 350 @tier2researchmax = 100000 @tier3researchreward = 24 @tier3researchmin = 500 @tier3researchmax = 1000000 @tier4researchreward = 48 @tier4researchmin = 1000 @tier4researchmax = 1000000 @tier5researchreward = 96 @tier5researchmin = 2000 @tier5researchmax = 2000000 @tier1unityreward = 6 @tier1unitymin = 100 @tier1unitymax = 100000 @tier2unityreward = 12 @tier2unitymin = 150 @tier2unitymax = 100000 @tier3unityreward = 18 @tier3unitymin = 250 @tier3unitymax = 1000000 @tier4unityreward = 24 @tier4unitymin = 350 @tier4unitymax = 1000000 @tier5unityreward = 48 @tier5unitymin = 700 @tier5unitymax = 2000000 ### CONTACT PROJECTS @tier1influencecontact = 6 @tier1influencecontactxenophile = 9 @tier1influencecontactmin = 20 @tier1influencecontactminxenophile = 30 @tier1influencecontactmax = 80 @tier1influencecontactmaxxenophile = 120 @tier2influencecontact = 10 @tier2influencecontactxenophile = 15 @tier2influencecontactmin = 40 @tier2influencecontactminxenophile = 60 @tier2influencecontactmax = 100 @tier2influencecontactmaxxenophile = 150 ### MANDATES @unityreward = 6 @unitymin = 50 @unitymax = 1000 ### MARAUDERS @raidcooldown = 600 @largemercallow = 9000 @largemerccost = -9000 @mediummercallow = 6500 @mediummerccost = -6500 @smallmercallow = 4000 @smallmerccost = -4000 @tributeallow = 500 @tributecost = -500 @tributefoodallow = 500 @tributefoodcost = -500 @tributeallowraided = 1000 @tributecostraided = -1000 @tributefoodallowraided = 1000 @tributefoodcostraided = -1000 @leaderallow = 2000 @leadercost = -2000 @raidallow = 3000 @raidcost = -3000 @raidhighallow = 5000 @raidhighcost = -5000 ### UNREST EVENTS @stabilitylevel1 = 10 @stabilitylevel2 = 25 @stabilitylevel3 = 40 ### SHROUD EVENTS @shroudreq1 = 3000 @shroudreq2 = 2500 @shroudreq3 = 2000 @shroudreq4 = 1500 @shroudreq5 = 1000 @shroudcost1 = -3000 @shroudcost2 = -2500 @shroudcost3 = -2000 @shroudcost4 = -1500 @shroudcost5 = -1000 # PLANET VARIABLES @planet_standard_scale = 11 @habitable_planet_max_size = 25 @habitable_planet_min_size = 12 @habitable_moon_max_size = 15 @habitable_moon_min_size = 10 @habitable_min_distance = 60 @habitable_max_distance = 100 @habitable_spawn_odds = 0.3 @habitable_volcanic_spawn_odds = 0.2 @carry_cap_high = 600 @carry_cap_normal = 400 @carry_cap_low = 300 @civilians_counter = 4 @civilians_gamestart = 500 @volcanic_min_distance = 40 @volcanic_max_distance = 80 @deposit_chance_high = 16 @deposit_chance_med = 8 @deposit_chance_low = 4 @deposit_chance_high_rare = 2 @deposit_chance_med_rare = 1 @deposit_chance_low_rare = 0.5 @deposit_chance_gaia_bonus = 2 @deposit_chance_planet_type_bonus = 1.5 # INITIALIZERS @distance = 50 @base_moon_distance = 10 # SYSTEM INITIALIZERS @spawn_system_rare = 0.1 @spawn_system_uncommon = 0.5 @spawn_system_base = 1 @spawn_system_slightlycommon = 2 @spawn_system_common = 4 @spawn_system_verycommon = 8 @spawn_system_extreme = 16 @spawn_system_max = 99999 @spawn_system_enclave = 100 # first enclave uses this, rest use extreme # TECH COSTS @tier0cost1 = 500 @tier0cost2 = 625 @tier0cost3 = 750 @tier1cost1 = 1000 @tier1cost2 = 1250 @tier1cost3 = 1500 @tier2cost1 = 2000 @tier2cost2 = 2500 @tier2cost3 = 3000 @tier3cost1 = 4000 @tier3cost2 = 5000 @tier3cost3 = 6000 @tier4cost1 = 8000 @tier4cost2 = 10000 @tier4cost3 = 12000 @tier5cost1 = 16000 @tier5cost2 = 20000 @tier5cost3 = 24000 # TECH WEIGHTS @tier1weight1 = 100 @tier1weight2 = 95 @tier1weight3 = 90 @tier2weight1 = 85 @tier2weight2 = 75 @tier2weight3 = 70 @tier3weight1 = 65 @tier3weight2 = 60 @tier3weight3 = 50 @tier4weight1 = 45 @tier4weight2 = 40 @tier4weight3 = 35 @tier5weight1 = 30 @tier5weight2 = 25 @tier5weight3 = 20 # REPEATABLE TECHS @repeatableTechBaseCost = 50000 @repeatableTechLevelCost = 5000 @repeatableTechTier = 5 @repeatableTechWeight = 15 @repatableTechFactor = 0.5 # FALLEN EMPIRE TECHS @fallentechcost = 70000 @fallentechtier = 5 # HORIZON SIGNAL @horizontechcost1 = 4000 @horizontechcost2 = 10000 @horizontechtier = 3 # LEVIATHANS TECHS @guardiantechcost = 60000 @guardiantechtier = 5 # "LEVIATHANS" ENCLAVE TRADE DEALS @traderDealDuration = 3600 #days # Opinion gained (annually - see leviathans.122) @traderOpinion1 = 1 @traderOpinion2 = 2 @traderOpinion3 = 3 # BUILDINGS @b0_time = 180 @b0_minerals = 200 @b0_upkeep = 1 @b0_jobs = 200 @b1_time = 360 @b1_minerals = 400 @b1_upkeep = 2 @b1_jobs = 200 @b1_alloy_upkeep = 2 @b1_rare_cost = 10 @b2_time = 480 @b2_minerals = 600 @b2_upkeep = 5 @b2_rare_cost = 50 @b2_rare_upkeep = 1 @b2_jobs = 400 @b2_alloy_upkeep = 3 @b3_time = 600 @b3_minerals = 800 @b3_upkeep = 8 @b3_rare_cost = 100 @b3_rare_upkeep = 2 @b3_jobs = 600 @b3_alloy_upkeep = 5 @b4_time = 900 @b4_minerals = 2000 @b4_upkeep = 10 @b4_rare_cost = 200 @b4_rare_upkeep = 4 @b4_alloy_upkeep = 7 @b5_time = 1200 @b5_minerals = 3000 @b5_upkeep = 12 @b5_rare_cost = 250 @b5_rare_upkeep = 3 @b1_biomass = 100 @b2_biomass = 200 @b3_biomass = 400 @b4_biomass = 800 @b1_max_districts_add = 2 @b2_max_districts_add = 4 @b3_max_districts_add = 6 @b4_max_districts_add = 8 @natural_equilibrium_happiness = 0.02 @feupkeep = 4 @feproduction = 12 @fecost = 500 @fetime = 720 @fe_jobs = 600 @fe2_jobs = 1200 @fe_alloy_cost_0 = 1000 @fe_alloy_cost_1 = 1500 @fe_alloy_cost_2 = 2500 @fe_sr_cost_1 = 300 @fe_sr_cost_2 = 500 @fe_rr_cost_0 = 20 @fe_rr_cost_1 = 50 @fe_rr_cost_2 = 80 @fe_sr_upkeep_1 = 2 @fe_sr_upkeep_2 = 5 @fe_rr_upkeep_1 = 1 @fe_rr_upkeep_2 = 2 @fe_energy_upkeep_1 = 15 @fe_energy_upkeep_2 = 30 @fe_energy_upkeep_3 = 50 @fe_energy_upkeep_4 = 75 @fe_energy_upkeep_5 = 100 @ap_grasp_the_void_travel_tech = 1.5 @federation_perk_factor = 2 @eager_explorer_effect = 5 @lithoid_trait_resource_production = 0.01 @drake_scaled_trait_resource_production = 0.5 @plantoid_budding_rate = 0.02 @lithoid_crater_budding_rate = 0.03 @tiyanki_budding_rate = 0.1 @armies_for_declaring_war = 6 @origin_shoulders_multiplier = 3 # allows 'On the Shoulders of Giants' empires to catch up on precursor content @archaeostudies_base_jobs = 3 @archaeostudies_ap_jobs = 2 # GALACTIC RESOLUTIONS @resolution_weight_hated = 3 @resolution_weight_disliked = 4 @resolution_weight_unpopular = 5 @resolution_weight_normal = 6 @resolution_weight_popular = 6.5 @resolution_weight_loved = 7 @resolution_cost_t1 = 100 @resolution_cost_t2 = 150 @resolution_cost_t3 = 200 @resolution_cost_t4 = 250 @resolution_cost_t5 = 300 @resolution_cost_denounce = 25 @resolution_flag_timer = 360 # AI TECH WEIGHTS AND BEHAVIOR VARIABLES # physics @energy_grid_ai_factor = 5 # extra chance for ai to pick energy grid techs @technician_ai_factor = 2 # extra chance for ai to pick energy grid techs @physics_research_ai_factor = 2 # extra chance to pick physics bonus @ai_physics_tech_speed_factor = 1 # Low chance that grows increasingly stronger over time @ai_research_lab_factor = 5 # extra chance for ai to pick advanced research labs # engineering @ai_mining_factor = 2 # bonus chance for AI to pick mining tech @ai_mining_building_factor = 5 # bonus chance for AI to pick mineral purification plants tech @ai_engineering_tech_speed_factor = 1 # bonus chance for AI to pick engineering speed tech @ai_alloy_factor_factor = 5 # bonus chance for AI to pick alloy factories @ai_civilian_factory_factor = 5 # bonus chance for ai to pick civilian industries @ai_ship_types_factor = 5 # bonus chance for ai to pick new ship techs @ai_starbase_types_factor = 5 # extra chance for ai to pick starhold / star fortress / citadel # society @farming_ai_weight_factor = 2 # Extra AI chance to pick farming techs @farming_building_ai_weight_factor = 2 # Extra AI chance to pick farming building tech @society_research_ai_factor = 2 # Extra chance AI pick the society research speed techs @capital_tech_ai_factor = 5 # Extra chance for AI to pick capital upgrade tech chain @pop_growth_tech_ai_factor = 3 # Extra chance for AI to pick pop growth techs @terraforming_tech_ai_factor = 2 # Extra chance for AI to pick terraforming techs @ai_society_tech_speed_factor = 1 # Low chance that grows increasingly stronger over time # weapons @favored_weapon_ai_tech_factor = 1.5 @disfavored_weapon_ai_tech_factor = 0.75 # misc @strategic_resource_ai_tech_factor = 3 # Extra AI chance for picking techs that unlock the ability to research many other techs @best_megastructure_ai_tech_factor = 100 # Extra AI chance for picking certain Megastructure techs. Late game, so can afford very high weight - not picking Mega-Engineering first time is a bug! @robots_ai_tech_factor = 2 # Extra AI chance for robot-related techs. @housing_ai_tech_factor = 1.5 # Extra AI chance for housing-related techs. @building_slots_ai_tech_factor = 1.5 # Extra AI chance for more building slots. @shattered_ring_ai_tech_factor = 5 # Increased AI chance for shattered ring blocker techs @zone_clear_ai_tech_factor = 5 # Increase AI chance for techs that open up zones @amenity_ai_limit = 500 # AI won't build Amenity buildings if it has this many free Amenities @ranger_small_production = 0.5 @ranger_large_production = 1 # AI civic picks @ai_civic_default_base_weight = 5 @ai_civic_uncommon_base_weight = 3 @ai_civic_rare_base_weight = 1 @ai_civic_personality_match_factor = 3 @ai_civic_personality_mismatch_factor = 0.2 @ai_civic_personality_forbid_factor = 0 # Toxoids @exotic_metabolism = 0.125 @inorganic_breath = 0.02 @overtuned_consequences = 0.2 @overtuned_consequences_hive = 0.5 # AI economic plans @economic_plan_rare_resource_target = 1 @economic_plan_rare_resource_limit = 10 @economic_plan_energy_target = 10 @economic_plan_mineral_target = 25 @economic_plan_trade_target = 10 @economic_plan_unity_target = 20 @economic_plan_alloy_target = 20 @economic_plan_fleet_cap_alloy_target = 50 @economic_plan_machine_empire_alloy_target = 30 @economic_plan_pops_target = 10000 @economic_plan_food_target = 10 @economic_plan_bio_ships_empire_food_target = 50 @economic_plan_fleet_cap_food_target = 100 @economic_plan_consumer_goods_target = 10 @economic_plan_research_target = 50 @economic_plan_scaling_research_target = 10 @economic_plan_scaling_research_base_limit = 300 @economic_plan_late_research_target = 5000 @economic_plan_late_scaling_research_target = 500 @economic_plan_scaling_consumer_goods_target = 1 @economic_plan_scaling_rare_resource_target = 0.20 @economic_plan_scaling_unity_target = 5 @economic_plan_scaling_alloy_target = 10 @economic_plan_scaling_trade_target = 5 @economic_plan_scaling_pops_target = 10000 @economic_plan_stockpile_threshold = 2500 @economic_plan_stockpile_threshold_high = 25000 @economic_plan_stockpile_threshold_very_high = 35000 @economic_plan_scaling_energy_limit = 100 @economic_plan_scaling_minerals_limit = 250 @economic_plan_scaling_food_limit = 50 @economic_plan_scaling_food_bioship_limit = 500 @economic_plan_scaling_alloy_limit = 250 @economic_plan_scaling_alloy_bioship_limit = 100 @economic_plan_scaling_trade_limit = 100 @economic_plan_scaling_unity_limit = 200 @economic_plan_scaling_consumer_goods_limit = 100 @economic_plan_scaling_obsessional_consumer_goods_limit_base = 250 @economic_plan_scaling_obsessional_consumer_goods_limit_advanced = 750 @economic_plan_advanced_energy_target = 100 @economic_plan_advanced_mineral_target = 200 @economic_plan_advanced_alloy_target = 250 @economic_plan_advanced_scaling_alloy_target = 100 @economic_plan_advanced_scaling_alloy_limit = 1500 @economic_plan_advanced_scaling_food_bioship_limit = 3000 @economic_plan_advanced_research_target = 500 @economic_plan_advanced_scaling_research_target = 100 @economic_plan_advanced_scaling_research_limit = 2500 @economic_plan_advanced_pops_target = 100000 @noxious_happiness_penalty = -0.01 @noxious_happiness_bonus = 0.02 @cyborg_energy_upkeep = 0.5 # Instrument of Desire Pop Upkeep @instrument_upkeep_common = 0.1 @instrument_upkeep_rare = 0.075 @instrument_upkeep_very_rare = 0.02 @instrument_upkeep_legendary = 0.005 @instrument_upkeep_epic = 0.0025 # Kaleidoscope situation @kaleidoscopeHappy = 15 @kaleidoscopeAngry = 5 # Governors @planet_empire_size = -0.02 @sector_empire_size = -0.01 @planet_job_mult = 0.02 @sector_job_mult = 0.01 @negative_planet_job_mult = -0.02 @negative_sector_job_mult = -0.01 @planet_job_mult_high = 0.04 @sector_job_mult_high = 0.02 # Relics @activation_cost = 3000 @triumph_duration = 3600 @triumph_duration_short = 1800 @triumph_duration_veryshort = 900 # Evolutionary Predators @evopred_small_progress = 10 @evopred_medium_progress = 20 @evopred_large_progress = 40