# all numbers are integers ranging from 0 to 100 PERCENT_LAND 45 # how much of the world is land (WW from 40) PERCENT_CONTINENT 70 # how much of the world tends toward big continents verses small islands (WW from 50) PERCENT_HOMOGENOUS 5 ## how "clumpy" the land terrain is (WW from 55) # the meridians are normalize 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 (WW from 5) MERIDIANB 25 # north of this is north mild MERIDIANC 35 # north of this is north desert MERIDIAND 60 # north of this is the equatioral region MERIDIANE 75 # north of this is south desert (WW from 70) MERIDIANF 99 # north of this is the south mild, south is the south pole (WW from 95) # 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 bumps are dry terrain. # What terrain is used depends on what meridian you are in. # The height values have a gausian 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 the HLEVELB, HLEVELB must be greater then HLEVELC etc HLEVELA 80 # above this is the wet terrain (WW from 85) HLEVELB 60 # above this is sort of wet terrain HLEVELC 40 # below is ??? middle terrain HLEVELD 20 # below this is dry terrain (WW from 15) # The wet/dry slider on the custom map screen uses these values. # The sum of all the wet values together w/ the swamp wet value will add to 100. # Similarly for the dry values. Actually, swamp = 100 - (forest + grass + plains + desert). FORESTWET 19 #WW from 40 GRASSWET 50 #WW from 30 PLAINSWET 30 #WW from 20 DESERTWET 0 # This leaves 10 for swamp. FORESTDRY 19 #WW from 15 GRASSDRY 50 #WW from 30 PLAINSDRY 30 #WW from 50 DESERTDRY 1 #WW from 5 # This leaves 0 for swamp. # The warm/cold slider on the custommap screen uses these values. WHITEWARM 5 BROWNWARM 30 TEMPERATURERANGEADJUSTWARM 75 WHITECOLD 30 BROWNCOLD 5 TEMPERATURERANGEADJUSTCOLD 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 7 # percetage of land with mountain on it - this is a target only (WW from 5) MOUNTAIN_CELL 4 # length of a side of a cell - one cell contains at most 1 mountain chain. (WW from 5) PERCENT_HILLS 13 # percent of land with hills on it (WW from 5) MOUNTAIN_SPREAD 60 # chance that the mountain chain spreads out (WW from 25) MOUNTAIN_LENGTH 8 # average length of a mountain chain (WW from 25) GLACIER_EXTENT 1 # 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 grass? works out to. PERCENT_FOREST 20 PERCENT_GRASS 90 #WW from 40 PERCENT_PLAINS 35 #WW from 25 PERCENT_DESERT 1 PERCENT_WHITE 10 #WW from 20 PERCENT_BROWN 10 #WW from 20 TEMPERATURE_RANGE_ADJUST 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 25 # percent of land with a river on it (WW from 5) RIVER_LENGTH 15 # average river length (WW from 15) RIVER_CELL_WIDTH 3 # Size of cells to be searched for river starts (WW from 5) RIVER_CELL_HEIGHT 4 # (highest point in each cell) (WW from 5) RICHNESS 65 # density of special goods in the world (WW from 50) CHANCE_LOST_AT_SEA 30 # chance of a unit being lost at sea (unused) VETERAN_COEF 50 #percent improvement in attack and defense of vetern units REVOLUTION_LEVEL 65 # WW from 60 DISCOVERIES_POLLUTION_SIZE_MODIFIER 0.5 DISCOVERIES_POLLUTION_PRODUCTION_MODIFIER 0.01 AVERAGE_POLLUTION_TURNS 5 POPULATION_PRODUCES_POLLUTION_THRESHOLD 6 # WW from 16 unused unless missing from diffdb text? PRODUCTION_PRODUCES_POLLUTION_THRESHOLD 300 # WW from 200 unused unless missing from diffdb text? MAX_EMPIRE_DIST_COST 10.0 # max distance unhappyness HAPPINESS_LAUNCH_COST 0.0 # cost of going into space or landing for calculation happiness (unused) UNIT_WORKDAY 0.25 # slider to work BASE_WORKDAY 1.0 # work per person when slider is zero UNIT_WAGES 2.0 # what does 1 notch mean BASE_WAGES 5.0 # gold per person when slider is zero UNIT_RATIONS 3.0 # what does 1 notch mean BASE_RATIONS 12.0 # food per person time POP_HUNGER when slider is zero CHANGE_CURRENTLY_BUILDING_ITEM_PENALTY 25 # what percent of the shields stored is lost if 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 2100 # WW from 2200 END_OF_GAME_YEAR 2200 # WW from 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 175 # time in milliseconds for an AI frame (WW from 25) AI_MAX_TIME_SLICE 1750 # (in milliseconds)if the ai exceeds this time its turn is ended (WW from 250) AI_TOTAL_TIME_SLICE 22000 # (in milliseconds) if the total time in time in the ai player exceeds this its turn is ended (WW from 3000) ENTRENCHMENT_BONUS 0.5 # defense bonus for being entrenched PARADROP_DISTANCE 10 # how far away can paratroopers drop? (WW from 20) PARADROP_SUCCESS_PERCENT 75 # a miss results in a drop to a neighboring square (WW from 100) ELITE_SPY_BONUS 0.25 # how much more likely elite spies are to succeed. (WW from 0)(unused?) 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 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 (unused?) # max gold was spent. Less gold decreases proportionally. GOSSIP_MAP_RADIUS 10 # When a map is revealed through gossip, a circle of (unused?) # 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 (unused?) ELITE_SLAVER_BONUS 0.0 # Bonus to success percentage an elite slaver receives (unused?) ABOLITIONIST_ELITE_CHANCE 0.25 # chance of an abolitionist becoming elite (WW from 0) (unused?) ELITE_ABOLITIONIST_BONUS 0.15 # Bonus an elite abolitionist receives (WW from 0) (unused?) 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 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 # (unused?) TERRORIST_ELITE_CHANCE 0.0 # (unused?) 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 0.4 # 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 -5 RUINS_BOX_WIDTH 8 RUINS_BOX_HEIGHT 7 RUINS_CHANCE_PER_BOX 1.0 MAX_RUINS_GOLD 100 # unused unless missing from risks text? MAX_RUINS_ADVANCE 10 # unused unless missing from risks text? MAX_RUINS_UNIT 30 # unused unless missing from risks text? UNIT_RUSH_MODIFIER 3 # unused unless missing from govern text? IMPROVEMENT_RUSH_MODIFIER 1 # unused unless missing from govern text? WONDER_RUSH_MODIFIER 5 # unused unless missing from govern text? BUILDING_PRODUCTION_TO_VALUE_MODIFIER 0.5 # unused unless missing from govern text? MONOPOLY_THRESHOLD 50 # amount goods a particular city has to have to corner the market (unused) 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 175 # Amount of food per citizen required to grow a city # (unused) RIOT_LEVEL 73 POWER_POINTS_TO_MATERIALS 1 # 1 power point can be converted to x materials (unused) MAX_AIRLIFT_STACK_SIZE 2 GOLD_FROM_PIRACY 30 NO_PIRACY_EXPIRES 5 SPACE_LAUNCH_COST 1000 # (unused) SPACE_LAND_COST 1000 # (unused) WORMHOLE_ORBIT_HEIGHT_PERCENTAGE 10 # (unused) WORMHOLE_SPEED 10 # (unused) WORMHOLE_RETURN_TIME 5 # (unused) WORMHOLE_VISIBLE_TO_ALL_TURNS 5 # (unused) MAX_GOVERNMENT_CHANGE_TURNS 4 POLLUTION_FORCES_ANARCHY 3500 # WW from 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 25 # chance of gaining an advance when capturing a city (assuming they have # advances you don't) (unused?) CITY_HEAL_RATE 1.0 # WW from 1.0 NORMAL_HEAL_RATE 0.1 # WW from 0.1 LOCAL_POLLUTION_LEVEL 600 # WW from 400 used for calculating dead tiles? LOCAL_POLLUTION_CHANCE 0.00001 # WW from .0005 used for calculating dead tiles? ASSAULT_DESTROY_BUILDING_CHANCE 1.0 # chance of an assault on a city destroying a building (WW from .1) BOMBARD_DESTROY_BUILDING_CHANCE 0.4 # chance of a bombardment on a city destroying a building (WW from .1) 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 0.25 # WW from .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 15 # WW from 10 BOMBARD_KILL_POP_CHANCE 0.1 ASSAULT_KILL_POP_CHANCE 0.4 CAPTURE_KILL_POP_CHANCE 1.0 SCALED_POP_ANCIENT 10000 # (unused) SCALED_POP_RENAISSANCE 10000 # (unused) SCALED_POP_MODERN 100000 # (unused) SCALED_POP_GENETIC 1000000 # (unused) SCALED_POP_DIAMOND 5000000 # (unused) PIRACY_KILLS_TRADER_CHANCE 80 # (unused) UPRISING_CHANCE_PER_UNGUARDED_SLAVE 5 MAX_DISBAND_SIZE 3 MAX_REQUESTS_PER_PLAYER_PER_TURN 4 # WW from 3 SLAVES_PER_MILITARY_UNIT 2 # WW from 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 # (unused) SPACE_FUEL_COST 5 # (unused) NON_SPACE_FUEL_COST 100 # (unused) # # 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 INCITE_REVOLUTION_CAPITOL_PENALTY 5000 INCITE_UPRISING_GOLD_COEFFICIENT 25.0 INCITE_UPRISING_CAPITOL_PENALTY 50.0 BIO_INFECTION_UNHAPPINESS -5 MIN_ECO_PACT_VIOLATION_LEVEL 300 NANO_INFECTION_TERRORIST_DEATH_CHANCE 0.25 BIO_INFECTION_TERRORIST_DEATH_CHANCE 0.25 FLOOD_CHANGES_COAST_TO_WATER_CHANCE 0.1 AI_CHEAT_ECO_PACT_MIN 10 AI_CHEAT_ECO_PACT_MAX 50 MAX_ABSOLUTE_GROWTH_RATE 2500 # unused unless missing from citysize texts? TRADE_DISTANCE_COEFFICIENT 1.0 MIN_LIKE_TILES_FOR_GOOD 1 MIN_GOOD_VALUE 0.02 # WW from .01 MAX_GOOD_VALUE 0.05 PIRACY_WASTE_COEFFICIENT 0.8 BORDER_INT_RADIUS 4 BORDER_SQUARED_RADIUS 20 BIO_INFECTION_PRODUCTION_COEF 0.2 NANO_BUILDING_KILL_PERCENTAGE 0.3 BASE_STARVATION_PROTECTION 3 CARAVAN_COEF 0.03 # WW from .04 POLLUTION_CAUSED_BY_NUKE 1000000