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Variables: |
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Government { |
Icon | - | Icon ID for this Government. Must be a valid Icon ID from UnitIcon.txt |
EnableAdvance | - | Advance ID that enables this government. Must be a valid Advance ID from Advance.txt |
ObsoleteAdvance | - | Advance ID that obsoletes this government. Up to 5 Obsolete Advances can be defined. Must be a valid Advance ID from Advance.txt |
Rank | - | Integer value used for ranking Governments and giving advice for switching |
SameRankAdvice | - | String ID of advice string to give if newly discovered Government is of same rank as current government. Must be a valid String ID from one of the string files. |
HigherRankAdvice | - | String ID of advice string to give if newly discovered Government is of higher rank then current government. Must be a valid String ID from one of the string files. |
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WorkdayExpectation | - | Expected Workday slider setting. Valid values: -2 - 2 |
PositiveWorkdayCoef | - | Happiness modifier for each slider increment above Workday expectation |
NegativeWorkdayCoef | - | Happiness modifier for each slider increment below Workday expectation |
WagesExpectation | - | Expected Wages slider setting. Valid values: -2 - 2 |
PositiveWagesCoef | - | Happiness modifier for each slider increment above Wages expectation |
NegativeWagesCoef | - | Happiness modifier for each slider increment below Wages expectation |
RationsExpectation | - | Expected Rations slider setting. Valid values: -2 - 2 |
PositiveRationsCoef | - | Happiness modifier for each slider increment above Rations expectation |
NegativeRationsCoef | - | Happiness modifier for each slider increment below Rations expectation |
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FoodCoef | - | Government modifier to Food collected. Food is multiplied by this number. |
GoldCoef | - | Government modifier to Gold rate. Gold is multiplied by this number. |
ProductionCoef | - | Government modifier to Production rate. Production is multiplied by this number. |
KnowledgeCoef | - | Government modifier to Science rate. Science is multiplied by this number. |
SupportCoef | - | Government modifier to Support cost. Support cost is multiplied by this number. |
DefenseCoef | - | Government modifier to City Defense values. Garrisoned unit Defense is multiplied by this number. |
PollutionCoef | - | Government modifier to Pollution rate. Pollution is multiplied by this number. |
PollutionUnhappyCoef | - | Unhappiness amount caused by Pollution. Pollution is multiplied by this number to get Unhappiness amount. |
CrimeCoef | - | Government modifier to Crime rate. Crime is multiplied by this number. |
CrimeOffset | - | Happiness rate where crime starts. Cities with Happiness over this number will have no crime. |
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ConquestDistress | - | Happiness penalty caused when a city is captured. |
ConquestDistressDecay | - | Amount Conquest Distress penalty decreases each turn. |
EmpireDistanceScale | - | Coefficient for distance to capital happiness penalty. Distance is multiplied by this value to get penalty |
MinEmpireDistance | - | Distance below which there is no penalty |
MaxEmpireDistance | - | Distance above which the penalty no longer increases |
TooManyCitiesThreshold | - | Maximum number of cities this government can support without a happiness penalty |
TooManyCitiesCoefficient | - | Amount of Happiness penalty for each city of the maximum. |
MaxMartialLawUnits | - | Maximum number of unit that can exert martial law in a city. |
MartialLawEffect | - | Amount of happiness each martial law unit gives |
MartialLawThreshold | - | Maximum happiness level attainable through martial law |
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AtHomeRadius | - | Distance from nearest city or fort to be considered "At Home" |
OverseasCoef | - | Happiness penalty caused by units being away from home. |
HomeDefeatCoef | - | Happiness penalty caused by units dieing in combat near home. |
HomeDefeatDecay | - | Amount Home Defeat penalty decreases each turn. |
OverseasDefeatCoef | - | Happiness penalty caused by units dieing in combat away from home. |
OverseasDefeatDecay | - | Amount Oversea Defeat penalty decreases each turn. |
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Int ProfessionalUnits | - | This value is not used. |
TurnsToNewReadiness | - | Number of turns for Readiness level changes to take full effect |
ReadyPeaceCoef | - | Support cost coefficient when Readiness level set at Peace |
ReadyPeaceHP | - | Unit hit point coefficient when Readiness level set at Peace |
ReadyAlertCoef | - | Support cost coefficient when Readiness level set at Alert |
ReadyAlertHP | - | Unit hit point coefficient when Readiness level set at Alert |
ReadyWarCoef | - | Support cost coefficient when Readiness level set at War |
ReadyWarHP | - | Unit hit point coefficient when Readiness level set at War |
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MaxScienceRate | - | Maximum Science setting allowed under this government |
UnitRushModifier | - | Rush buy multiplier for units |
BuildingRushModifier | - | Rush buy multiplier for buildings |
WonderRushModifier | - | Rush but multiplier for wonders |
EndGameRushModifier | - | Rush buy multiplier for end game objects |
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MaxIncomingTrade | - | Maximum number of trade routes originating from a city |
MaxOutgoingTrade | - | Maximum number of trade routes going to a city |
InfrastructureCoefficient | - | Amount of Public Works created for each Production point when building Infrastructure |
CapitalizationCoefficient | - | Amount of Gold created for each Production point when building Capitalization |
WarDiscontentMaxUnits | - | Maximum number of unit to be counted towards War Discontent |
WarDiscontentPerUnit | - | Amount of Unhappiness to be created by each unit |
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GrowthRank | - | Growth rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
ProductionRank | - | Production rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
ScienceRank | - | Science rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
GoldRank | - | Gold rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
MilitaryRank | - | Military rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
CommerceRank | - | Commerce rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
PollutionRank | - | Pollution rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
LoyaltyRank | - | National Loyalty rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
MartialLawRank | - | Martial Law rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager. |
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IsEcotopia | - | Flag to set government as Ecotopia |
GLHidden | - | Flag to cause government to not be displayed in the Great Library |
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