# all numbers are integers ranging from 0 to 100 PERCENT_LAND 40 # how much of the world is land PERCENT_CONTINENT 50 # how much of the world tends toward big continents verses small islands PERCENT_HOMOGENOUS 5 ## how "clumpy" the land terrain is # the meridians are normalized 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 MERIDIANB 44 # north of this is north mild MERIDIANC 48 # north of this is north desert MERIDIAND 52 # north of this is the equatorial region MERIDIANE 56 # north of this is south desert MERIDIANF 99 # north of this is the south mild, south is the south pole # 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 vallies are dry terrain. # What terrain is used depends on what meridian you are in # The height values have a gaussian 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 than HLEVELB, HLEVELB must be greater than HLEVELC etc HLEVELA 99 # above this is the wet terrain HLEVELB 95 # above this is sort of wet terrain # here's the middle HLEVELC 5 # below this is sort of dry terrain HLEVELD 1 # below this is dry terrain # The wet/dry slider on the custommap screen uses these values. # The sum of all the wet values together with the swamp wet value will add to 100. # Similarly for the dry values. Actually, swamp = 100 - (forest + grass + plains + desert). FORESTWET 20 GRASSWET 70 PLAINSWET 10 DESERTWET 0 # This leaves 0 for swamp. FORESTDRY 20 GRASSDRY 70 PLAINSDRY 10 DESERTDRY 0 # This leaves 0 for swamp. # The warm/cold slider on the custommap screen uses these values. WHITEWARM 1#5 BROWNWARM 5#30 TEMPERATURERANGEADJUSTWARM 1#75 WHITECOLD 1#30 BROWNCOLD 5 TEMPERATURERANGEADJUSTCOLD 1#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 5 # percentage of land with mountains on it - this is a target only MOUNTAIN_CELL 10#5 # length of a side of a cell - one cell contains at most 1 mountain chain. PERCENT_HILLS 15 # percent of land with hills on it MOUNTAIN_SPREAD 25 # chance that the mountain chain spreads out MOUNTAIN_LENGTH 3 #25 # average length of a mountain chain GLACIER_EXTENT 1#3 # number of tiles the glacier extends - should be normalized PERCENT_VOLCANO 1 # percent of deep sea floor with volcanos PERCENT_TRENCH 4 # percent chance that a trench is seeded - then it spreads automatically # Swamps are placed at humidity levels above what forest works out to. PERCENT_FOREST 20 PERCENT_GRASS 40 PERCENT_PLAINS 25 PERCENT_DESERT 1#10 PERCENT_WHITE 2#20 PERCENT_BROWN 2#20 TEMPERATURE_RANGE_ADJUST 10#60 # Adjust the temperature height map by negative this amount at the # poles, positive at the equator, linear scale in between NICE_RADIUS 10 # radius of effect when calculating niceness of player placement # the mininum start distance between players is 2 * NICE_RADIUS PERCENT_RIVER 5 # percent of land with a river on it RIVER_LENGTH 15 # average river length RIVER_CELL_WIDTH 5 # Size of cells to be searched for river starts RIVER_CELL_HEIGHT 5 # (highest point in each cell) RICHNESS 65 # density of special goods in the world (from 50) CHANCE_LOST_AT_SEA 30 # chance of a unit being lost at sea VETERAN_COEF 50 #percent improvement in attack and defense of vetern units REVOLUTION_LEVEL 67 # from 60 DISCOVERIES_POLLUTION_SIZE_MODIFIER 0.5 DISCOVERIES_POLLUTION_PRODUCTION_MODIFIER 0.01 AVERAGE_POLLUTION_TURNS 5 POPULATION_PRODUCES_POLLUTION_THRESHOLD 16 PRODUCTION_PRODUCES_POLLUTION_THRESHOLD 200 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 --from 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 #4.0 gold per person when slider is zero UNIT_RATIONS 1.0 #3.0 what does 1 notch mean BASE_RATIONS 9.0 #12.0 food per person time POP_HUNGER when slider is zero 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 2400 #2200 END_OF_GAME_YEAR 2500 #2300 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 10 # 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 25 # time in milliseconds for an AI frame AI_MAX_TIME_SLICE 250 # (in milliseconds)if the ai exceeds this time its turn is ended AI_TOTAL_TIME_SLICE 3000 # (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 20 # how far away can paratroopers drop? PARADROP_SUCCESS_PERCENT 100 # a miss results in a drop to a neighboring square ELITE_SPY_BONUS 0.15 #0.0 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 7 # 5 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 0.0 # Chance of a slaver becoming elite in a successful raid ELITE_SLAVER_BONUS 0.0 # Bonus to success percentage an elite slaver receives ABOLITIONIST_ELITE_CHANCE 0.25 #0.0 chance of an abolitionist becoming elite ELITE_ABOLITIONIST_BONUS 0.15 #0.0 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 7 #5 how long a city remains watchful BIO_INFECTION_TURNS 5 NANO_INFECTION_TURNS 5 BIO_INFECTION_SPREAD_CHANCE 0.30 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 # 0.4 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 3 UNCONVERTED_INDULGENCE_HAPPINESS 2 CONVERTED_INDULGENCE_GOLD 5 CONVERTED_INDULGENCE_HAPPINESS 4 OTHER_FAITH_INDULGENCE_GOLD 2 OTHER_FAITH_INDULGENCE_HAPPINESS 1 SOOTHSAY_HAPPY_AMOUNT -2 #-5 RUINS_BOX_WIDTH 6 RUINS_BOX_HEIGHT 6 RUINS_CHANCE_PER_BOX 1.0 MAX_RUINS_GOLD 100 MAX_RUINS_ADVANCE 10 MAX_RUINS_UNIT 30 UNIT_RUSH_MODIFIER 3 IMPROVEMENT_RUSH_MODIFIER 1 WONDER_RUSH_MODIFIER 5 BUILDING_PRODUCTION_TO_VALUE_MODIFIER 0.5 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 #175 Amount of food per citizen required to grow a city RIOT_LEVEL 75 #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 SPACE_LAND_COST 1000 WORMHOLE_ORBIT_HEIGHT_PERCENTAGE 10 WORMHOLE_SPEED 10 WORMHOLE_RETURN_TIME 5 WORMHOLE_VISIBLE_TO_ALL_TURNS 5 MAX_GOVERNMENT_CHANGE_TURNS 4 POLLUTION_FORCES_ANARCHY 1500 FOOD_TO_POLLUTION_COEF 1.0 # pollution to food ratio produced by food vats EMANCIPATION_UNHAPPINESS_TURNS 5 EMANCIPATION_UNHAPPINESS_AMOUNT -3 CAPTURE_CITY_ADVANCE_CHANCE 0.5 # chance of gaining an advance when capturing a city (assuming they have advances you don't) CITY_HEAL_RATE 0.2 #1.0 NORMAL_HEAL_RATE 0.1 LOCAL_POLLUTION_LEVEL 600# 400 LOCAL_POLLUTION_CHANCE 0.00001 #0.0005 ASSAULT_DESTROY_BUILDING_CHANCE 0.5 #0.1 chance of an assault on a city destroying a building BOMBARD_DESTROY_BUILDING_CHANCE 0.3 #0.1 chance of a bombardment on a city destroying a building ADVANCE_CHOICES_MIN 4 ADVANCE_CHOICES_MAX 6 ATTACK_CONVERTER_UNHAPPINESS_TURNS 5 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 #0.1 ASSAULT_KILL_POP_CHANCE 0.6 #0.4 CAPTURE_KILL_POP_CHANCE 1.0 SCALED_POP_ANCIENT 10000 SCALED_POP_RENAISSANCE 10000 SCALED_POP_MODERN 100000 SCALED_POP_GENETIC 1000000 SCALED_POP_DIAMOND 5000000 PIRACY_KILLS_TRADER_CHANCE 80 UPRISING_CHANCE_PER_UNGUARDED_SLAVE 5 MAX_DISBAND_SIZE 3 MAX_REQUESTS_PER_PLAYER_PER_TURN 3 SLAVES_PER_MILITARY_UNIT 3 MIN_ABSOLUTE_START_DISTANCE 5 # # These map size settings must all be defined, # and in this order # MAP_SIZE_SMALL 26 52 2 MAP_SIZE_MEDIUM 48 96 2 MAP_SIZE_LARGE 64 128 2 MAP_SIZE_GIGANTIC 70 140 2 RAIL_LAUNCH_POLLUTION 50 SPACE_FUEL_COST 5 NON_SPACE_FUEL_COST 100 # # 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 0.25 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 2#1 MIN_LIKE_TILES_FOR_GOOD 1 MIN_GOOD_VALUE 0.03#0.01 MAX_GOOD_VALUE 0.06#0.05 PIRACY_WASTE_COEFFICIENT 0.8 BORDER_INT_RADIUS 5 #4 BORDER_SQUARED_RADIUS 25#20 BIO_INFECTION_PRODUCTION_COEF 0.2 NANO_BUILDING_KILL_PERCENTAGE 0.3 BASE_STARVATION_PROTECTION 3 CARAVAN_COEF 0.02#0.04 POLLUTION_CAUSED_BY_NUKE 1000000