Stellaris

Stellaris

Ancient Cache of Technologies: Extra Defines and Changes
Chirumiru ShiRoz  [developer] Nov 15, 2020 @ 10:13am
List of Changed Defines.
NGraphics = {

TRAILS_MISSILE_BASE_WIDTH = 2.0 # Missile trails width
TRAILS_LOCATOR_NAME = "exhaust"
STRIKE_CRAFT_TRAIL_FADE_RATE = 2.0
STRIKE_CRAFT_HEIGHT_OFFSET = 150.0
STRIKE_CRAFT_HEIGHT_RANDOM = 50.0
SHIP_RANDOM_HEIGHT_OFFSET = 150.0
MISSILE_HEIGHT_OFFSET = 40.0 # how high up missiles will fly

MISSILE_RANDOM_OFFSET_MIN_RADIUS = 10.0 # random spread of missiles
MISSILE_RANDOM_OFFSET_MAX_RADIUS = 40.0

BALLISTIC_PROJECTILE_MISSED_LIFETIME = 1.0 # missed ballistic projectiles will live for (at least) this long before being removed

SHIELD_DISTANCE_FROM_SHIP = { 2.0 0.0 5.0 } # how far "out" from the ships shields will extend. left-right upd-down front-back
SHIELD_DISTANCE_FROM_SHIP_MULT = { 1 1 1 } # how far "out" from the ships shields will extend. based on ship's size. left-right upd-down front-back
}


NGameplay = {

LIMITED_EXPLORATION = 0 # If set to 1, only science ships with scientists can enter unvisited systems


DECADENCE_START = 20 #20 After this many years of being awakened, an awakened empire will experience decadence
DECADENCE_CHANCE = 1 # Chance of decadence increasing each month (multiplied by total size of empire & subjects)
DECADENCE_INCREASE = 1 # How much does decadence increase per time?
DECADENCE_MAX = 500 # Max decadence

#ALLOW_EMPIRE_DESIGN_CHEATS = no # WHAT IS THIS LOL

# Not used for crisis faction, mainly for FEs/AEs
SCALED_DIFFICULTY_MAX_GALAXY_SIZE = 1000 # At this galaxy size, the full scaled difficulty modifier is applied
SCALED_DIFFICULTY_GALAXY_SIZE_MULT = 1.00 # How much does galaxy size impact difficulty scaling
SCALED_DIFFICULTY_HABITABLE_PLANETS_MULT = 0.75 # How much does amount of habitable planets impact difficulty scaling

FALLEN_EMPIRE_REPEATABLE_TECHS = 20


#JUMP_DRIVE_COOLDOWN = 200 # Days between uses of Jump Drive


LEADER_BASE_SKILL_CAP = 5
LEADER_MAX_SKILL_CAP = 20


LEADER_ADMIRAL_FLEET_COMBAT_BASE_EXPERIENCE = 10 # Leader Admiral base experience from fleet combat
LEADER_ADMIRAL_FLEET_COMBAT_EXPERIENCE_SCALE = 0.5 # Scale factor used when calculating experience gain for Admiral
LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_KILLED_CONVERSION = 0.1 # Scale factor for total number of ships killed after combat when calculating experience gain for Admiral
LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION = 0.1 # Scale factor for total number of ships that disengaged after combat when calculating experience gain for Admiral
LEADER_ADMIRAL_FLEET_PIRACY_SUPPRESSION_DAILY = 0.1 # Leader Admiral base experience from piracy suppression

LEADER_GENERAL_GROUND_COMBAT_BASE_EXPERIENCE = 500 # Leader General base experience from ground combat
LEADER_GENERAL_GROUND_COMBAT_EXPERIENCE_SCALE = 5.0 # Scale factor used when calculating experience gain for General
LEADER_GENERAL_GROUND_COMBAT_ARMIES_KILLED_CONVERSION = 0.50 # Scale factor for total number of armies killed after combat when calculating experience gain for General

LEADER_SCIENTIST_LEADING_RESEARCH_FIELD_EXPERIENCE = 3.5
LEADER_SCIENTIST_SURVEY_EXPERIENCE = 20 # Experience gained from surveyed planet
LEADER_SCIENTIST_SUCCESSFUL_ANOMALY_RESEARCH_EXPERIENCE = 100 # Experience gained from a successful discovery research
LEADER_SCIENTIST_COMPLETED_SPECIAL_PROJECT_EXPERIENCE = 500 # Experience gained from completing a special project
LEADER_SCIENTIST_COMPLETED_ARCHAEOLOGICAL_SITE_STAGE_EXPERIENCE = 250 # Experience gained from a successful archaeological site roll
LEADER_SCIENTIST_ASSIST_RESEARCH = 0.50 # Experience gained from assisting research per day
LEADER_SCIENTIST_ASSIST_RESEARCH_MULT = 0.25 # Assist Research modifier-mult per skill level (this value times skill level equals modifier)

LEADER_GOVERNOR_MONTHLY_EXPERIENCE = 10 # Monthy exp from governing sector.

WAR_EXHAUSTION_NAVAL_CAP_ADD = 100
WAR_EXHAUSTION_SHIP_KILLED_MULT = 2.50 # Multiplier of war exhaustion gained from ships
WAR_EXHAUSTION_ARMY_KILLED_MULT = 0.4 # Multiplier of war exhaustion gained from land battles (armies)
WAR_EXHAUSTION_PLANET_DESTRUCTION_MULT = 10.0 # War exhaustion from planets destroyed
WAR_EXHAUSTION_PASSIVE_GAIN_YEARLY = 0.1 # The amount of yearly war exhaustion gained during war while under WAR_EXHAUSTION_PASSIVE_GAIN_CUTOFF
WAR_EXHAUSTION_PASSIVE_WAR_SIZE_DIV = 0.1
WAR_EXHAUSTION_PASSIVE_GAIN_CUTOFF = 1.0 # At this amount of war exhaustion (excluding occupation) you stop getting war exhaustion passively over time
WAR_EXHAUSTION_FROM_UNITS_CUTOFF = 1.0 # At this amount of war exhaustion (excluding occupation) you stop gaining war exhaustion from lost units
WAR_EXHAUSTION_HIGH_THRESHOLD = 1.0 # Apply negative modifier and show alert if war exhaustion >= this

ENFORCE_STATUS_QUO_ENABLED = yes # Can status quo be enforced at high WE?
ENFORCE_STATUS_QUO_MONTHS = 24


PLANET_HEALTH_MAX = 100
PLANET_HEALTH_REGEN = 0.1 # Each day
PLANET_HEALTH_REGEN_DELAY = 120 # Days since being bombarded before repairs can be done at full speed

PLANET_HEALTH_PROTECT_POPS = 0.90 # At above this health fraction, pops will not die
PLANET_HEALTH_PROTECT_ARMIES = 0.90 # At above this health fraction, defending armies take half damage from bombardment
PLANET_HEALTH_INHIBIT_FTL = 0.5 # At above this health fraction, planet FTL inhibitors are functional
PLANET_HEALTH_INCREASE_ARMY_DAMAGE = 0.50 # Below this health fraction, defending armies take triple (from double in vanilla) damage from bombardment
PLANET_HEALTH_ARMY_PROTECTED_DAMAGE_MULT = 0.5
PLANET_HEALTH_ARMY_INCREASED_DAMAGE_MULT = 3.0

POLICY_YEARS = 5 # Years a set policy can not be changed for
SPECIES_POLICY_YEARS = 5

DEBRIS_BASE_COST = 0 # Base cost of special project for analyzing debris
DEBRIS_ANALYZED_AREA_POINTS = 100 # Points * Level given for each component analyzed
DEBRIS_ANALYZED_TECH_PROGRESS = 0.05 # Tech progress added when analyzing component that require tech you don't have
DEBRIS_DAYS = 3600 # How many days the debris is visible for
DEBRIS_RESEARCH_TIME = 45 # How many days it takes to analyze 1 debris.

#TRUCE_YEARS = 10 # Truce last for X years

INSULT_COOLDOWN_DAYS = 5 # How often can you send insults?
AUTO_DECLINE_DIPLOMACY_DAYS = 180 # Number of days after which diplomatic action will automatically be declined

MIN_RIVAL_YEARS = 1 # Years before you can remove an empire as a rival

MAX_FRICTION = 100 # Max friction (total)
FRICTION_FROM_BORDERING_SYSTEM = 5 # Friction for each bordering system

CUSTOM_EMPIRE_SPAWN_CHANCE = 50 # Chance that an empire will be created from an existing template instead of randomly generated (10 = 1% chance)
FALLEN_CUSTOM_EMPIRE_SPAWN_CHANCE = 100 # Chance that a fallen empire will be created from an existing template instead of randomly generated (10 = 1% chance)
FALLEN_EMPIRE_OUTER_BOUNDARY = 100 # Outer boundary of galaxy that fallen empire generation will try to avoid
FALLEN_EMPIRE_INNER_BOUNDARY = 0 # Inner boundary of galaxy that fallen empire generation will try to avoid



ADVANCED_EMPIRE_EXTRA_WARSHIPS_MIN = 7 # How many extra war ships do advanced empires start with?
ADVANCED_EMPIRE_EXTRA_WARSHIPS_MAX = 17
ADVANCED_EMPIRE_MIN_EXTRA_SYSTEMS = 3 # Min extra systems an advanced empire can start with
ADVANCED_EMPIRE_MAX_EXTRA_SYSTEMS = 6 # Max extra systems an advanced empire can start with
ADVANCED_EMPIRE_COLONY_CHANCE = 90 # Chance that a colonizable planet inside advanced empire's borders is colonized
ADVANCED_EMPIRE_ALWAYS_COLONIZE_HABITABILITY = 0.70 # If habitability is at least this, always colonize planet in advanced empire's borders


# Bombardment damage to planets from ships
ORBITAL_BOMBARDMENT_DAMAGE_MAX_SCALE = 200
ORBITAL_BOMBARDMENT_COLONY_DMG_SCALE = 0.01
ORBITAL_BOMBARDMENT_PLANET_DMG_SCALE = 0.002
ORBITAL_BOMBARDMENT_ARMY_DMG_SCALE = 0.02
ORBITAL_BOMBARDMENT_ASSAULT_ARMY_DAMAGE_MULT = 5.00 # Assault armies take this much more damage from orbital bombardment
ORBITAL_BOMBARDMENT_KILL_POP_CHANCE = 0.5 # Multiplied by stance & damage dealt
ORBITAL_BOMBARDMENT_KILL_POP_COOLDOWN = 5 # Min days between killing pops from bombardment

# Collateral damage to planet from armies
COLLATERAL_DAMAGE_CHANCE = 0.10 # Chance that an army causes collateral damage while dealing damage to an enemy army
COLLATERAL_DAMAGE_BASE_SCALE = 0.02 # Base amount of planetary damage inflicted from collateral damage
COLLATERAL_DAMAGE_DEFENDER_MULT = 0.50 # Collateral damage from defending units is multiplied by this
COLLATERAL_DAMAGE_MAX_PER_DAY = 0.25 # Per combat side
COLLATERAL_DAMAGE_KILL_POP_CHANCE = 0.1 # Multiplied by damage dealt

STATION_SELF_REPAIR_TIMER_DAYS = 30 # Number of days after taking damage before a station will start self-repairing

STARBASE_SELF_REPAIR_TIMER_DAYS = 30 # Number of days after taking damage before a starbase will start self-repairing
STARBASE_DISABLED_HEALTH_PERCENTAGE = 0 # Percentage of max health when a starbase that can be disabled will be disabled.
STARBASE_ENABLED_HEALTH_PERCENTAGE = 0.25 # Percentage of max health when a starbase that can be disabled will be enabled.
STARBASE_AUTO_CONTROL_DISTANCE = 80 # Distance at which a fleet can seize control of a disabled starbase

PLANET_COMBAT_WIDTH_BASE = 10 # Maximum number of troops that can fight at the same time
PLANET_COMBAT_WIDTH_FROM_SIZE = 0.5 # Extra combat width per tile

GENERAL_DEATH_CHANCE = 0.0 # Chance that general dies when an army under command is destroyed (scaled to number of armies)

GOVERNMENT_COOLDOWN_YEARS = 10 # Cooldown years after changing government before you can change it again
#GOVERNMENT_CHANGE_INFLUENCE_COST = 250 # The Influence it costs to change government type


NUM_TECH_ALTERNATIVES = 3
TECH_COST_MULT_FALLEN_EMPIRE = 2 # Awakened Empires pay this much more to research techs
TECH_WEIGHT_PREVIOUS_OPTION = 1 # If a tech was one of the alternatives last time its weight will be multiplied with TECH_WEIGHT_PREVIOUS_OPTION

## tradition cost = ( base_cost + ( cost_tradition * num_traditions )^traditions_exponential ) * ( 1 + cost_planet*num_planets + cost_system*num_systems )

#MISSION_PROGRESS_MAX = 1 # When is a mission finished?
NEW_HEIR_CHANCE = 0.001 # Chance to get a new heir each day. Range is 0 to 1

#OCCUPATION_BASE_VALUE = 5 # Base value of occupied system, used for calculating relative occupation score of empire
#OCCUPATION_PLANET_VALUE = 10 # Per planet in system
#OCCUPATION_POP_VALUE = 0.1 # Per pop in system
OCCUPATION_STARBASE_VALUE = 20 # If starbase is upgraded


RESEARCH_AGREEMENT_SPEED_MULT = 1.00 # Research speed increased by this for trade research agreement deal

#MOVE_CAPITAL_INFLUENCE_COST = 250 # Influence cost to move the empire capital to another planet.
MOVE_CAPITAL_COOLDOWN_YEARS = 5 # Cooldown in years for moving capital.

#INTEGRATE_SUBJECT_MIN_DAYS = 3600 # Amount of days the subject has been a subject before we can integrate it
SUBJECTS_INTEGRATION_CAP = 2 # Amount of integrations you're allowed to have at the same time
SUBJECT_INTEGRATION_BASE_PROGRESS = 5 # Cost per month for subject integration
SUBJECT_INTEGRATION_COST_BASE = 50 # Base cost for integration
SUBJECT_INTEGRATION_COST_PER_POP = 1 # Integration cost per pop
SUBJECT_INTEGRATION_COST_PER_PLANET = 10 # Integration cost per planet

COMMAND_LIMIT_MAX = 1000 # Max value of Command Limit
#COMMAND_LIMIT_BASE = 20 # Base value of Command Limit

NAVAL_CAPACITY_MAX = 100000 # Max value of Naval Capacity
NAVAL_CAPACITY_BASE = 40 # Base value of Naval Capacity
#NAVAL_CAPACITY_POP_MULT = 0 # Mult value of Naval Capacity for each Pop

#STARBASE_CAPACITY_MAX = 999 # Max value of Starbase Capacity
#STARBASE_CAPACITY_BASE = 3 # Base value of Starbase Capacity
#STARBASE_CAPACITY_SYSTEM_MULT = 0.10 # Mult value of Starbase Capacity for each owned system
#STARBASE_CAPACITY_POP_MULT = 0.00 # Mult value of Starbase Capacity for each Pop

#STARBASE_BASE_LEVEL = "starbase_level_outpost" # The base starbase level
#UPGRADED_STARBASE_BASE_LEVEL = "starbase_level_starport" # The first starbase level you upgrade to

# TECH_TO_SURVEY_OWNED = "tech_galactic_ambitions"
#ASCENSION_PERKS_SLOTS = 8 # Number of ascension perk slots

#EVADE_HOSTILE_CANCEL_ORDERS_THRESHOLD_DAYS = 180 # When evading hostiles ships will cancel orders that would take more than X days to reach.


#EXPERIMENTAL_SUBSPACE_NAVIGATION_TIME_MULT = 3.0 # value * hyperlane distance to system defines the MIA time (travel time in days) for a Science Ship MIA Jump


#HIGH_PIRACY_RISK = 0.8 #ratio of dangerous actual piracy to trade protection




MEGASTRUCTURE_BUILD_CAP_BASE = 5.0
}
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Chirumiru ShiRoz  [developer] Nov 15, 2020 @ 10:13am 
NShip = {
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
}
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