rjord2021 -> Star Wars - The Evacuation of Yavin (in beta development) (11/21/2019 10:09:43 PM)
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The next stage of the mod development is to update the fields of the config race files as shown below for each race in the mod. As you can see this is where the complexity of the game lies because the game is different depending on the values you have in these files. I am aiming to configure these files so that you can choose your Empire to be running in one of 3 different modes: 1. Easy 2. Moderate 3. Hard The file below shows the settings I am testing for the Galactic Empire Content of the work in progress file for the Galactic Empire ============================================================= 'Distant Worlds Race file - 1.9.5.0 'Name: name of the race Name ;Empire 'Picture index: index of picture used for this race from race pictures contained in Images\units\races\ folder or Customization\YourTheme\raceImages\ folder PictureIndex ;1 'Race Family: the RaceFamilyID of the race family that this race belongs to. Should match a race family in raceFamilies.txt RaceFamily ;0 ' 'Reproduction rate: 'The default rate of annual population growth. This rate is also modified by other external factors. Valid range from 1.0 to 1.5 ReproductionRate ;1.3 ' ' ' ' 'Intelligence: (normal = 100) 'The intelligence level of the race. Normal = 100. Valid range from 50 to 150. Influences research rate and smartness of interaction with other empires Intelligence ;100 ' ' ' ' 'Aggression: (normal = 100). 'The aggression level of the race. Valid range from 50 to 150. Influences interaction with other empires, level of military ship building Aggression ;100 ' ' ' ' 'Caution: caution level (normal = 100). 'The caution level of the race. Valid range from 50 to 150. Influences interaction with other empires, level of military ship building Caution ;100 ' ' ' ' 'Friendliness: friendliness level (normal = 100). 'The friendliness level of the race. Valid range from 50 to 150. Influences likelihood of forming treaties with other empires and general interaction with other empires Friendliness ;25 ' ' ' ' 'Loyalty: loyalty level (normal = 100). 'The loyalty level of the race. Valid range from 50 to 150. Influences how likely to stick to treaties with other empires Loyalty ;25 ' ' ' ' 'Designs picture family index: index of default ships pictures used for this race from ship pictures contained in Images\units\ships\ folder or Customization\YourTheme\shipImages\ folder DesignsPictureFamilyIndex ;1 'Design names index: index into default design names DesignNamesIndex ;12 ' ' ' ' 'Ship Maintenance Savings: 'Percentage rate of savings on maintenance costs for ships and bases.Valid range from 0 to 100. ShipMaintenanceSavings ;10 ' ' ' ' 'Troop Maintenance Savings: 'Percentage rate of savings on maintenance costs for troops. Valid range from 0 to 100. TroopMaintenanceSavings ;10 ' ' ' ' 'Resource Extraction Bonus: 'Percentage rate of speed increase for all mining operations. Valid range from 0 to 100. ResourceExtractionBonus ;30 ' ' ' ' 'War Weariness Attenuation: 'Percentage rate of reduction in war weariness. Valid range from 0 to 100. WarWearinessAttenuation ;10 ' ' ' ' 'Satisfaction Modifier: 'Percentage rate of happiness bonus at colonies. Valid range from 0 to 100. SatisfactionModifier ;10 ' ' ' ' 'Research Bonus: 'Percentage rate of speed increase for research. Valid range from 0 to 100. ResearchBonus ;50 ' ' ' ' 'Espionage Bonus: percentage rate of skill bonus for all intelligence missions 'Percentage rate of skill bonus for all intelligence missions. Valid range from 0 to 100. EspionageBonus ;50 ' ' ' ' 'Trade Bonus: 'Percentage rate of bonus for colony income. Valid range from 0 to 100. TradeBonus ;50 ' ' ' ' 'Overall Ship Design Focus: 0=Balanced, 1=Speed/Agility, 2=Power, 3=Efficiency 'What this race focuses on when designing new ships and bases. Note that this focus can be overridden by Empire Policy settings. '0=Balanced, 1=Speed/Agility, 2=Power, 3=Efficiency OverallShipDesignFocus ;1 ' ' ' ' 'Tech Focus 1: 'Which technologies this race focuses on when choosing new tech to research and when designing new ships and bases. Note that this focus 'can be overridden by Empire Policy settings. '0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard, Weapons, 6=Missiles, 7=Area Weapons, 8=Ion Weapons, 9=Fighters, '10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring, Engines, 15=HyperDrives, 16=Hyper Disruption, 17=Construction, '18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation, 24=Tractor Beams, 25=Assault Pods, '26=Graviton Beams, 27=Gravity Area Weapons, 28=Super Beam Weapons, 29=Super Area Weapons TechFocus1 ;2 ' ' ' ' 'Tech Focus 2: 'Which technologies this race focuses on when choosing new tech to research and when designing new ships and bases. Note that this focus 'can be overridden by Empire Policy settings. '0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard, Weapons, 6=Missiles, 7=Area Weapons, 8=Ion Weapons, 9=Fighters, '10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring, Engines, 15=HyperDrives, 16=Hyper Disruption, 17=Construction, '18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation, 24=Tractor Beams, 25=Assault Pods, '26=Graviton Beams, 27=Gravity Area Weapons, 28=Super Beam Weapons, 29=Super Area Weapons TechFocus2 ;9 ' ' ' ' 'Native planet type: 'Native planet type for this race. The race can naturally colonize this type of planet '0=Continental, 1=MarshySwamp, 2=Desert, 3=Ocean, 4=Ice, 5=Volcanic NativePlanetType ;0 ' ' ' ' 'Special Component: 'Special race-specific technology that this race has access to. '-1=NONE, 0 or greater = ComponentID of special component (from components.txt file). Be careful not to set a special component that is also required by other races SpecialComponent ;-1 ' ' ' ' 'Research Project Order: (NOT IN MANUAL) 'Scripted research project path. Comma-delimited list of Research Project IDs here will be researched in the specified order. Once list is completely researched, 'remaining projects will use default AI research pathing 'Separate paths for Weapons, Energy and HighTech research trees WeaponsResearchProjectOrder ; EnergyResearchProjectOrder ; HighTechResearchProjectOrder ; ' ' ' ' 'Special Government: 'Special government style '-1=No preference, 0 or greater = GovernmentID of special government (from governments.txt file) SpecialGovernment ;-1 ' ' ' ' 'Preferred Starting Government: 'Which government this race prefers to start the game with '-1=No Preference, 0 or greater = GovernmentID of preferred government (from governments.txt file) PreferredStartingGovernment ;-1 ' ' ' ' 'Disallowed Governments: 'Comma-separated list of GovernmentID values that this race cannot normally use. Each value must match a government in governments.txt. 'Note that you should not exclude ALL government types for the race DisallowedGovernments ; ' ' ' ' 'Can Change Government: 'Determines whether race can manually change governments during the game. Y/N value. CanChangeGovernment ;N ' ' ' ' 'Expanding: 'Indicates whether this race will colonize new planets or not (Y/N). Set this to ‘N’ to create a static empire that does not colonize Expanding ;Y ' ' ' ' 'Can be Pirate: 'Indicates whether this race can be a pirate faction or not (Y/N) CanBePirate ;N ' ' ' ' 'Can be Normal Empire: 'Indicates whether this race can be a normal empire or not. (e.g. may set as only a pirate, but not a normal empire) (Y/N) CanBeNormalEmpire ;Y ' ' ' ' 'Playable: 'Indicates whether this race can be selected by the player as their empire’s race at start of game or not (Y/N) Playable ;Y ' ' ' ' 'Periodic Change Interval: 'Number of years between change to racial characteristics (defined below), 0=no periodic changes PeriodicChangeInterval ;0 ' ' ' ' 'Periodic Change Length: 'Number of years that changes to racial characteristics last (defined below), 0=no periodic changes PeriodicChangeLength ;0 ' ' ' ' 'Periodic Factors - Growth: 'Periodic change to growth rate (i.e. growth rate when periodic changes are active). Valid range from 1.0 to 2.0 PeriodicFactorsGrowth ;1.0 ' ' ' ' 'Periodic Factors - Aggression: 'Periodic change to aggression level (i.e. aggression level when periodic changes are active). Valid range from 50 to 200. PeriodicFactorsAggression ;50 ' ' ' ' 'Periodic Factors - Caution: 'Periodic change to caution level (i.e. caution level when periodic changes are active). Valid range from 50 to 200. PeriodicFactorsCaution ;50 ' ' ' ' 'Periodic Factors - Friendliness: 'Periodic change to friendliness level (i.e. friendliness level when periodic changes are active). Valid range from 50 to 200. PeriodicFactorsFriendliness ;50 ' ' ' ' 'Race event that occurs during change cycle: 'Race event that occurs during change cycle: 0=None, 1-28=events (see Appendix: Race Event Types) PeriodicChangeCycleEvent ;0 ' ' ' ' 'Ship Size Factor Civilian : 'Resize factor for maximum civilian ship sizes. This means that civilian ships can be built either larger or smaller than normal. Valid range from 0.7 to 2.0 ShipSizeFactorCivilian ;1.0 ' ' ' ' 'Ship Size Factor Military : 'Resize factor for maximum military ship sizes. This means that military ships can be built either larger or smaller than normal. Valid range from 0.7 to 2.0 ShipSizeFactorMilitary ;2.0 ' ' ' ' 'Disallowed Research Areas 1: 'Technology area that this race cannot research '0=None, 1=Torpedoes, 2=Missiles, 3=Area Weapons, 4=Ion Weapons, 5=Fighters, 6=Armor, 7=Hyper Disruption, 8=Sensors DisallowedResearchArea1 ;0 ' ' ' ' 'Disallowed Research Areas 2: 'Technology area that this race cannot research '0=None, 1=Torpedoes, 2=Missiles, 3=Area Weapons, 4=Ion Weapons, 5=Fighters, 6=Armor, 7=Hyper Disruption, 8=Sensors DisallowedResearchArea2 ;0 ' ' ' ' 'Disallowed Research Areas 3: 'Technology area that this race cannot research '0=None, 1=Torpedoes, 2=Missiles, 3=Area Weapons, 4=Ion Weapons, 5=Fighters, 6=Armor, 7=Hyper Disruption, 8=Sensors DisallowedResearchArea3 ;0 ' ' ' ' 'Disallowed ComponentIds: 'Comma-separated list of component Id values that cannot be researched by this race. Any component Id values here must exist in the components.txt file DisallowedComponentIds ; ' ' ' ' 'Additional Intelligence Agents: 'Number of extra intelligence agents allowed above normal limit. This also increases the number of intelligence agent characters that this 'race starts the game with. Valid range from 0 to 5. AdditionalIntelligenceAgents ;0 ' ' ' ' 'Construction Speed Factor: 'Increase or decrease construction speed. Faster construction speeds can especially affect colonization, allowing fast building of new colony 'ships. Valid range from 0.3 to 3.0 ConstructionSpeedFactor ;0.3 ' ' ' ' 'Default primary color: 'Main color of empire flag and empire territory. Valid color values from 0-19 (See Appendix: Color Values) DefaultPrimaryColor ;4 ' ' ' ' 'Default secondary color: 'Secondary color of empire flag. Valid color values from 0-20 (See Appendix: Color Values) DefaultSecondaryColor ;14 ' ' ' ' 'Default flag design: 'Symbol shape on empire flag. Valid values from 0-40. If custom images are specified in the images\ui\flagshapes folder then 'the valid range is from zero to maximum number of flags. See the “Flag Shapes” section earlier in this document for details DefaultFlagDesign ;1 ' ' ' ' 'Name of ancient home system: 'Name of the ancient home system. This is not necessarily the name of the race’s starting home system HomeSystemName ;Coruscant ' ' ' ' 'Troop strength: 'Raw strength of new troops for this race. Valid range from 50 to 200. TroopStrength ;100 ' ' ' ' 'Troop name: 'Default troop name for Infantry troop types, e.g. if ‘Strike Battalion’ then troops named ‘1st Strike Battalion’, etc TroopName ;Imperial Stormtroopers ' ' ' ' 'TroopNameArmored 'Default troop name for Armored troop types, e.g. if ‘Strike Battalion’ then armored troops named ‘1st Strike Battalion’, etc TroopNameArmored ;Imperial Armored Stormtroopers ' ' ' ' 'TroopNamePlanetaryDefense 'Default troop name for Planetary Defense troop types, e.g. if ‘Strike Battalion’ then Planetary Defense troops named ‘1st Strike Battalion’, etc TroopNamePlanetaryDefense ;Imperial Planetary Defense ' ' ' ' 'TroopNameSpecialForces 'Default troop name for Special Forces troop types, e.g. if ‘Strike Battalion’ then Special Forces troops named ‘1st Strike Battalion’, etc TroopNameSpecialForces ;Imperial Special Forces ' ' ' ' 'Resource 1 Type: 'Which resource provides the bonus to this race. '-1=NONE, 0-XX = specific ResourceID value (must match resource in resources.txt file) Resource1Type ;30 ' ' ' ' 'Resource 1 Effect: 'The effect of the resource on this race at colonies. '0=None, 1=HappinessBonus, 2=DevelopmentBonus, 3=ConstructionSpeedIncrease, 4=RecruitedTroopStrengthIncrease, 5=ResearchBonusWeapons, 6=ResearchBonusEnergy, '7=ResearchBonusHighTech, 8=PopulationGrowthRate, 9=WarWearinessReduction, 10=IncomeBonus, 11=BaseMaintenanceLowered Resource1Effect ;4 ' ' ' ' 'Resource 1 Amount: 'Amount of resource effect, may be a percentage value 'HappinessBonus: value from 0-20 'DevelopmentBonus: value from 0-20 'ConstructionSpeedIncrease: percentage from 0-100 'RecruitedTroopStrengthIncrease: value from 0-100 'ResearchBonusWeapons: percentage bonus from 0-10 'ResearchBonusEnergy: percentage bonus from 0-10 'ResearchBonusHighTech: percentage bonus from 0-10 'PopulationGrowthRate: percentage from 0-100 'WarWearinessReduction: percentage decrease from 0-100 'IncomeBonus: percentage from 0-100 'BaseMaintenanceLowered: percentage from 0-100 Resource1Amount ;5 ' ' ' ' 'Resource 1 AppliesOnlyToSource: 'Specifies whether the resource effect only applies when the resource is naturally occurring at a colony (i.e. mined at the colony) (Y/N) Resource1AppliesOnlyToSource ;N ' ' ' ' 'Resource 2 Type: 'Which resource provides the bonus to this race. '-1=NONE, 0-XX = specific ResourceID value (must match resource in resources.txt file) Resource2Type ;12 ' ' ' ' 'Resource 2 Effect: 'The effect of the resource on this race at colonies. '0=None, 1=HappinessBonus, 2=DevelopmentBonus, 3=ConstructionSpeedIncrease, 4=RecruitedTroopStrengthIncrease, 5=ResearchBonusWeapons, 6=ResearchBonusEnergy, '7=ResearchBonusHighTech, 8=PopulationGrowthRate, 9=WarWearinessReduction, 10=IncomeBonus, 11=BaseMaintenanceLowered Resource2Effect ;2 ' ' ' ' 'Resource 2 Amount: 'Amount of resource effect, may be a percentage value 'HappinessBonus: value from 0-20 'DevelopmentBonus: value from 0-20 'ConstructionSpeedIncrease: percentage from 0-100 'RecruitedTroopStrengthIncrease: value from 0-100 'ResearchBonusWeapons: percentage bonus from 0-10 'ResearchBonusEnergy: percentage bonus from 0-10 'ResearchBonusHighTech: percentage bonus from 0-10 'PopulationGrowthRate: percentage from 0-100 'WarWearinessReduction: percentage decrease from 0-100 'IncomeBonus: percentage from 0-100 'BaseMaintenanceLowered: percentage from 0-100 Resource2Amount ;5 ' ' ' ' 'Resource 2 AppliesOnlyToSource: 'Specifies whether the resource effect only applies when the resource is naturally occurring at a colony (i.e. mined at the colony) (Y/N) Resource2AppliesOnlyToSource ;N ' ' ' ' 'Resource 3 Type: 'Which resource provides the bonus to this race. '-1=NONE, 0-XX = specific ResourceID value (must match resource in resources.txt file) Resource3Type ;25 ' ' ' ' 'Resource 3 Effect: 'The effect of the resource on this race at colonies. '0=None, 1=HappinessBonus, 2=DevelopmentBonus, 3=ConstructionSpeedIncrease, 4=RecruitedTroopStrengthIncrease, 5=ResearchBonusWeapons, 6=ResearchBonusEnergy, '7=ResearchBonusHighTech, 8=PopulationGrowthRate, 9=WarWearinessReduction, 10=IncomeBonus, 11=BaseMaintenanceLowered Resource3Effect ;1 ' ' ' ' 'Resource 3 Amount: 'Amount of resource effect, may be a percentage value 'HappinessBonus: value from 0-20 'DevelopmentBonus: value from 0-20 'ConstructionSpeedIncrease: percentage from 0-100 'RecruitedTroopStrengthIncrease: value from 0-100 'ResearchBonusWeapons: percentage bonus from 0-10 'ResearchBonusEnergy: percentage bonus from 0-10 'ResearchBonusHighTech: percentage bonus from 0-10 'PopulationGrowthRate: percentage from 0-100 'WarWearinessReduction: percentage decrease from 0-100 'IncomeBonus: percentage from 0-100 'BaseMaintenanceLowered: percentage from 0-100 Resource3Amount ;5 ' ' ' ' 'Resource 3 AppliesOnlyToSource: 'Specifies whether the resource effect only applies when the resource is naturally occurring at a colony (i.e. mined at the colony) (Y/N) Resource3AppliesOnlyToSource ;N ' ' ' ' 'Victory Conditions 1 '#################### ' ' ' ' 'Victory Condition 1 Type: '0=None, 1-58 (types defined in Modding Guide) Condition1Type ;29 ' ' ' ' 'Victory Condition 1 Value: 'value used to modify condition, e.g. percentage threshold Condition1Value ;0 ' ' ' ' 'Victory Condition 1 Proportion of Total: 'Percentage proportion of overall race victory value - all conditions should total to 100% Condition1Proportion ;25 ' ' ' ' 'Victory Condition 1 Additional Data: 'Any extra info required by condition ' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic ' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip ' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist ' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech ' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt Condition1AdditionalData ;0 ' ' ' ' 'Victory Conditions 2 '#################### ' ' ' ' 'Victory Condition 2 Type: '0=None, 1-58 (types defined in Modding Guide) Condition2Type ;1 ' ' ' ' 'Victory Condition 2 Value: 'value used to modify condition, e.g. percentage threshold Condition2Value ;0 ' ' ' ' 'Victory Condition 2 Proportion of Total: 'Percentage proportion of overall race victory value - all conditions should total to 100% Condition2Proportion ;25 ' ' ' ' 'Victory Condition 2 Additional Data: 'Any extra info required by condition ' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic ' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip ' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist ' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech ' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt Condition2AdditionalData ;0 ' ' ' ' 'Victory Conditions 3 '#################### ' ' ' ' 'Victory Condition 3 Type: '0=None, 1-58 (types defined in Modding Guide) Condition3Type ;5 ' ' ' ' 'Victory Condition 3 Value: 'value used to modify condition, e.g. percentage threshold Condition3Value ;0 ' ' ' ' 'Victory Condition 3 Proportion of Total: 'Percentage proportion of overall race victory value - all conditions should total to 100% Condition3Proportion ;25 ' ' ' ' 'Victory Condition 3 Additional Data: 'Any extra info required by condition ' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic ' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip ' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist ' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech ' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt Condition3AdditionalData ;0 ' ' ' ' 'Victory Conditions 4 '#################### ' ' ' ' 'Victory Condition 4 Type: '0=None, 1-58 (types defined in Modding Guide) Condition4Type ;6 ' ' ' ' 'Victory Condition 4 Value: 'value used to modify condition, e.g. percentage threshold Condition4Value ;0 ' ' ' ' 'Victory Condition 4 Proportion of Total: 'Percentage proportion of overall race victory value - all conditions should total to 100% Condition4Proportion ;25 ' ' ' ' 'Victory Condition 4 Additional Data: 'Any extra info required by condition ' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic ' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip ' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist ' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech ' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt Condition4AdditionalData ;0 ' ' ' ' 'Victory Conditions 5 '#################### ' ' ' ' 'Victory Condition 5 Type: '0=None, 1-58 (types defined in Modding Guide) Condition5Type ;0 ' ' ' ' 'Victory Condition 5 Value: 'value used to modify condition, e.g. percentage threshold Condition5Value ;0 ' ' ' ' 'Victory Condition 5 Proportion of Total: 'Percentage proportion of overall race victory value - all conditions should total to 100% Condition5Proportion ;0 ' ' ' ' 'Victory Condition 5 Additional Data: 'Any extra info required by condition ' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic ' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip ' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist ' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech ' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt Condition5AdditionalData ;0 ' ' ' ' 'Race Event 1 Type: 'Type: 0=None, 1-28=events (see Modding Guide) RaceEvent1Type ;0 ' ' ' ' 'Race Event 1 Frequency: 'Frequency: proportion of time event will be triggered when chance arises RaceEvent1Frequency ;1.0 ' ' ' ' 'Race Event 2 Type 'Type: 0=None, 1-28=events (see Modding Guide) RaceEvent2Type ;0 ' ' ' ' 'Race Event 2 Frequency: 'Frequency: proportion of time event will be triggered when chance arises RaceEvent2Frequency ;1.0 ' ' ' ' 'Random appearance chance for Leader characters: Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChanceLeader ;0 ' ' ' ' 'Random appearance chance for Ambassador characters: Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChanceAmbassador ;0 ' ' ' ' 'Random appearance chance for Colony Governor characters:Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChanceGovernor ;0 ' ' ' ' 'Random appearance chance for Fleet Admiral characters: Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChanceAdmiral ;0 ' ' ' ' 'Random appearance chance for Troop General characters: Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChanceGeneral ;0 ' ' ' ' 'Random appearance chance for Scientist characters: Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChanceScientist ;0 ' ' ' ' 'Random appearance chance for Intelligence Agent characters: Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChanceIntelligenceAgent ;0 ' ' ' ' 'Random appearance chance for Ship Captain characters: Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChanceShipCaptain ;0 ' ' ' ' 'Random appearance chance for Pirate Leader characters: Minimum=0, Normal=1.0, Maximum=5.0 CharacterRandomAppearanceChancePirateLeader ;0 ' ' ' ' 'character starting traits: 0=None, 1-XX = specific trait (see Modding Guide) 'Default starting character trait for Leaders '0=None, 1-95=specific trait (See Appendix: Character Traits) CharacterStartingTraitLeader ;0 CharacterStartingTraitAmbassador ;0 CharacterStartingTraitGovernor ;0 CharacterStartingTraitAdmiral ;0 CharacterStartingTraitGeneral ;0 CharacterStartingTraitScientist ;0 CharacterStartingTraitIntelligenceAgent ;0 CharacterStartingTraitShipCaptain ;0 CharacterStartingTraitPirateLeader ;0 ' ' ' ' 'Research Colonization Cost Factor - Continental colonization: 'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type, 'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0 ResearchColonizationCostFactorContinental ;5.0 ' ' ' ' 'Research Colonization Cost Factor - Marshy Swamp colonization: 'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type, 'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0 ResearchColonizationCostFactorMarshySwamp ;5.0 ' ' ' ' 'Research Colonization Cost Factor - Ocean colonization: 'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type, 'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0 ResearchColonizationCostFactorOcean ;5.0 ' ' ' ' 'Research Colonization Cost Factor - Desert colonization: 'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type, 'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0 ResearchColonizationCostFactorDesert ;5.0 ' ' ' ' 'Research Colonization Cost Factor - Ice colonization: 'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type, 'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0 ResearchColonizationCostFactorIce ;5.0 ' ' ' ' 'Research Colonization Cost Factor - Volcanic colonization: 'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type, 'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0 ResearchColonizationCostFactorVolcanic ;5.0 ' ' ' ' 'Colony Construction Speed Factor - Continental 'The speed at which new colony ships are built at Continental colonies. This can be used to increase colony ship construction speed at the 'race’s native planet type. Valid range from 0.2 to 5.0 ColonyConstructionSpeedFactorContinental ;0.2 ' ' ' ' 'Colony Construction Speed Factor - Marshy Swamp 'The speed at which new colony ships are built at Marshy Swamp colonies. This can be used to increase colony ship construction speed at the 'race’s native planet type. Valid range from 0.2 to 5.0 ColonyConstructionSpeedFactorMarshySwamp ;0.2 ' ' ' ' 'Colony Construction Speed Factor - Ocean 'The speed at which new colony ships are built at Ocean colonies. This can be used to increase colony ship construction speed at the 'race’s native planet type. Valid range from 0.2 to 5.0 ColonyConstructionSpeedFactorOcean ;0.2 ' ' ' ' 'Colony Construction Speed Factor - Desert 'The speed at which new colony ships are built at Desert colonies. This can be used to increase colony ship construction speed at the 'race’s native planet type. Valid range from 0.2 to 5.0 ColonyConstructionSpeedFactorDesert ;0.2 ' ' ' ' 'Colony Construction Speed Factor - Ice 'The speed at which new colony ships are built at Ice colonies. This can be used to increase colony ship construction speed at the 'race’s native planet type. Valid range from 0.2 to 5.0 ColonyConstructionSpeedFactorIce ;0.2 ' ' ' ' 'Colony Construction Speed Factor - Volcanic 'The speed at which new colony ships are built at Volcanic colonies. This can be used to increase colony ship construction speed at the 'race’s native planet type. Valid range from 0.2 to 5.0 ColonyConstructionSpeedFactorVolcanic ;0.2 ' ' ' ' 'Colony Population Policy Growth Factor Exterminate 'Bonus to population growth at a colony when a foreign race is being exterminated through the Exterminate colony population policy. Valid range from 0.2 to 5.0 ColonyPopulationPolicyGrowthFactorExterminate ;3.0 ' ' ' ' 'Immune Natural Disasters At Colony Type 'The race can usually avoid natural disasters at specified colony type 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic ImmuneNaturalDisastersAtColonyType ;0 ' ' ' ' 'Spaceport Armor Strength - Factor 'Bonus to armor strength for space ports built at colonies. Valid range from 0.3 to 3.0 SpaceportArmorStrengthFactor ;1.5 ' ' ' ' 'Known Starting Galactic History Locations 'Number of special historical locations known by the race at the start of the game. Locations include restricted areas like Weapons Testing Ranges, 'special Research Facilities, secret Supply Depots, etc. Valid range from 0 to 10. KnownStartingGalacticHistoryLocations ;0 ' ' ' ' 'Tourism Income Factor 'Bonus factor to all tourism income at resort bases and other tourist destinations. Valid range from 0.2 to 5.0 TourismIncomeFactor ;3.0 ' ' ' ' 'Free Trade Income Factor 'Bonus factor to all trade transaction fees at space ports, colonies and mining stations. Valid range from 0.2 to 5.0 FreeTradeIncomeFactor ;3.0 ' ' ' ' 'Migration Factor 'General rate of migration between colonies for this race. Valid range from 0.2 to 5.0 MigrationFactor ;3.0 ' ' ' ' 'Troop Regeneration Factor 'Rate of troop regeneration after taking damage in battles. Valid range from 0.2 to 5.0 TroopRegenerationFactor ;3.0 ' ' ' ' 'Pirate Default Playstyle 'Default pirate playstyle of the race 0=Balanced, 1=Raider, 2=Mercenary, 3=Smuggler PirateDefaultPlaystyle ;2 ' ' ' ' 'Designs Picture Family Index Pirates 'Designs picture family index when race is Pirate: index of default ships pictures used for this race from ship pictures contained in 'images\units\ships folder. Valid range is 0 to 50. Ensure that a matching ship image family folder exists for the specified index. '-1 means default random pirate ship images DesignsPictureFamilyIndexPirates ;26 ' ' ' ' 'Immune To Plagues (NOT IN MANUAL) 'Whether this race is immune to plagues (Yes or No) ImmuneToPlagues ;N
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