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AGGRESSIVE_STANCE_INVASION_ODDS_MULT = 1.2 # Transport fleets on aggressive stance want to have combat strength of enemy ground troops x this to invade a world
#AGGRESSIVE_STANCE_MIN_POWER_MULT = 0.2 # Fleets that are less than our military power x this will be ignored by aggressive fleets that are bombarding
#DESIGNER_WEAPON_PREF_MUL = 1.33 # How much does weapon preference tags in the ship designer affect the weight it assigns a weapon?
#DESIGNER_WEAPON_STACKING_DIV = 0.25 # The higher this is the more the ship designer will try to vary which weapon types are used on its sections
ABANDONED_STATION_DECAY_RATE = 0.001 # Abandoned stations lose this amount of health per day
#STRIKE_CRAFT_COMBAT_REGEN = 0.2
#MOVE_SHIP_TO_FLEET_MAX_DIST = 50.0
OUT_OF_COMBAT_SHIELD_REGEN_MULT = 1.0 # Shields recharge this much faster outside combat
#SHIP_SPEED_SCALE = 0.045 # Setting this to 1 makes the scripted speed value correspond to units/day
SHIP_MAX_EVASION = 1.90 # The maximum evasion value a ship is allowed to have (percent)
#FLEET_BASE_FORMATION_SCALE = 2.0
#FLEET_BASE_FORMATION_DIV = 10
FLEET_MOVE_MAX_DIST_SHIPS = 800
FLEET_BASE_FORMATION_SCALE = 5.0
FLEET_BASE_FORMATION_DIV = 7
#FLEET_FORMATION_CIRCLE_SHIPS_PER_LAYER_MULT = 4
#FLEET_FORMATION_CIRCLE_RADIUS_PER_LAYER_MULT = 2.0
HYPERLANE_WINDUP = 150 # In micro updates ( 10/day )
HYPERLANE_WINDDOWN = 0 # In micro updates
#HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED = 1.0 # In micro updates ( 10/day )
#RULER_SHIP_SCALE_MULT = 0.5 # Scale up of unique ruler ship.
JUMP_DRIVE_WINDUP = 15 # Jump drive windup in days
JUMP_DRIVE_RANGE = 100
#SHIELD_RECHARGE_TICKS = 20 # Combat ticks before a shield that is fully depleted will start to recharge
}
NCombat = {
# 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
COMBAT_BACK_OFF_RATE = 0.70
SHIP_SMOOTH_ROTATION_THRESHOLD = 3.141 # 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
FORCE_DISPARITY_BASE = 20 # Added to size of fleets when calculating force disparity
FORCE_DISPARITY_MAX_EFFECT = 4.0 # Max multiplier on force disparity
COMBAT_DAYS_BEFORE_TARGET_STICKYNESS = 5 # Combat must have gone on at least this many days before ships 'lock in' their target
COMBAT_TARGET_STICKYNESS_FACTOR = 1.5 # The higher this is, the less likely ships are to switch targets
RANDOM_TARGETING_WEIGHT = 3.0 # The higher this is, the more random ship targeting will be
ADMIRAL_DEATH_CHANCE = 0.05 # Chance that admiral dies when their ship gets blown up
COMBAT_SHIP_TARGETING_SIZE_MULT = 0.05 # The higher this weight is, the more likely smaller, more fragile ships are to be targeted first
COMBAT_SHIP_TARGETING_SIZE_MAX = 6
COMBAT_SHIP_TARGETING_TRACKING_MULT = 5.0 # This weight is needed to ensure high-tracking ships target high-evasion ships
COMBAT_SHIP_EVASION_TARGETING_WEIGHT = 5.0 # The higher this is, the less likely ships are to target enemy ships with high chance to evade their shots
COMBAT_SHIP_LOW_HEALTH_THRESHOLD = 0.5 # The health threshold at which the low health targeting weight is applied
COMBAT_SHIP_LOW_HEALTH_TARGETING_WEIGHT = 2.0
COMBAT_SHIP_DISTANCE_TARGETING_WEIGHT = 0.002 # The higher this is, the less likely ships will be to fire on distant targets
COMBAT_SHIP_DISTANCE_TARGETING_WEIGHT_MIN = 0.10 # Target weight can't be multiplied by less than this due to distance
COMBAT_SHIP_UNARMED_TARGETING_WEIGHT = 0.05 # The lower this is, the less likely ships are to target unarmed enemies over armed ones
COMBAT_SHIP_STARBASE_TARGETING_WEIGHT = 0.10 # The lower this is, the less likely ships are to target Starbases over military ships & defensive platforms
COMBAT_SHIP_EVASION_AVOID_MIN_SHIP_SIZE = 8 # Minimum size of ships that should try to avoid firing on highly evasive targets
COMBAT_SHIP_EVASION_AVOID_THRESHOLD = 0.65 # Above this level of evasion, try to find a less evasive target
COMBAT_DETECT_RANGE_MULT = 1.20 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT
COMBAT_DETECT_RANGE_MIN = 10
COMBAT_AREA_MIN_ATTACK_RADIUS = 0.2
COMBAT_EMERGENCY_FTL_LOST_RISK = 0.02 # x% risk of ship becoming forever lost when jumping.
COMBAT_EMERGENCY_FTL_DAMAGE_RISK = 0.25 # x% chance of ship taking damage in emergency ftl jump
COMBAT_EMERGENCY_FTL_DAMAGE_AMOUNT = 0.20 # x% of damage that emergency ftl can potentially cause
COMBAT_BASE_DAYS_UNTIL_EMERGENCY_FTL = 30.0 # how many days a fleet should be in combat until they can emergency ftl
#SHIP_DISENGAGE_BASE_CHANCE = 0.75 # Chance each time a ship takes damage that it disengages, scales with damage received (X = chance at SHIP_DISENGAGE_HEALTH_THRESHOLD of health damage)
#SHIP_DISENGAGE_MAX_CHANCE = 0.5
#SHIP_DISENGAGE_HEALTH_THRESHOLD = 0.5 # Health must be below this before damage taken for a ship to disengage
SHIP_DISENGAGE_FRIENDLY_TERRITORY_MULT = 2.0
}
NArmy = {
MONTHLY_REINFORCE = 0.2 # Monthly health percentage reinforcement of armies
BASE_HEALTH = 200.0 # Base health
BASE_DAMAGE_MIN = 1.5 # Base min damage
BASE_DAMAGE_MAX = 3.0 # Base max damage
BASE_MORALE = 200.0 # Base morale
MORALE_DAMAGE_MULT = 0.50 # Morale Damage Multiplier how much of damage is also dealt to morale.
MONTHLY_MORALE_REGENERATION = 1.0 # How much morale this unit regenerates each month percentage of max value.
DISENGAGED_EFFECT = 0.15 # When a unit is disengaged, damage it deals is multiplied by this
BROKEN_MORALE_EFFECT = 0.25 # When a unit's morale is 0, damage it deals is multiplied by this
LOW_MORALE_THRESHOLD = 0.3
LOW_MORALE_EFFECT = 0.75 # When a unit's morale is less LOW_MORALE_THRESHOLD, damage it deals is multiplied by this
ARMY_EXP_GAIN_DAMAGE_DEALT = 10.0 # Gained each time army deals damage
ARMY_EXP_GAIN_DAMAGE_TAKEN = 5.0 # Gained each time army takes damage
ARMY_EXP_EXPERIENCED = 100 # Amount of exp to reach experienced rank
ARMY_EXP_VETERAN = 500 # Amount of exp to reach veteran rank
ARMY_EXP_ELITE = 2000 # Amount of exp to reach elite rank
#NUM_DAYS_BEFORE_RETREAT = 30 # How many days that need to pass before we can retreat.
#RETREAT_UNIT_LOST_MIN_CHANCE = 0.10 # Chance that a retreating unit is lost (scales to health)
#RETREAT_UNIT_LOST_MAX_CHANCE = 0.75
GROUND_COMBAT_RANDOM_TARGETING_WEIGHT = 1.0 # The higher this is, the more random army targeting will be
GROUND_COMBAT_LOW_HEALTH_THRESHOLD = 0.5 # The army health threshold at which the low health targeting weight is applied
GROUND_COMBAT_LOW_HEALTH_TARGETING_WEIGHT = 3.0
ARMY_MILITARY_POWER_SCALE = 0.10
ARMY_MILITARY_POWER_EXPONENT = 1 # math: power = ( ( effective_health * damage_per_day ) ^ exponent ) * scale
ARMY_MILITARY_POWER_DAMAGE_MULT = 0.2
ARMY_MILITARY_POWER_MORALE_DAMAGE_MULT = 0.1
ARMY_MILITARY_POWER_HEALTH_MULT = 0.1
ARMY_MILITARY_POWER_MORALE_MULT = 0.05
ARMY_MILITARY_POWER_NO_MORALE_FACTOR = 1.5
#ARMY_DISENGAGE_BASE_CHANCE = 0.75 # Chance each time a ship takes damage that it disengages, scales with damage received (X = chance at SHIP_DISENGAGE_HEALTH_THRESHOLD of health damage)
#ARMY_DISENGAGE_MAX_CHANCE = 0.5
#ARMY_DISENGAGE_HEALTH_THRESHOLD = 0.5 # Morale must be below this before damage taken for an army to disengage
#ARMY_DISENGAGE_MORALE_DIV = 2.0 # At max morale, army chance to disengage is divided by this
#ARMY_DISENGAGE_MORALE_MIN_DIV = 1.0
#ARMY_DISENGAGE_TARGET_PRIO = 0.5 # Target priority for disengaged armies is multiplied by this
}
NEconomy = {
FLEET_UPGRADE_TIME_COST_MULT = 0.10 # Upgrade fleet time cost
FLEET_UPGRADE_SECTION_COST_REFUND_MULT = 0.25 # Refund factor for ship section when upgrading
FLEET_UPGRADE_COMPONENT_COST_REFUND_MULT = 0.50 # Refund factor for ship components when upgrading
}