DB-Reference: Const.txt
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DB-Reference : : Const.txt

General definitions

- obsolete, unused ... 

ABOLITIONIST_ELITE_CHANCE int Chance of an abolitionist becoming elite
ADVANCE_CHOICES_MAX int Maximum number of advance choices to show the player on the choose research window.
ADVANCE_CHOICES_MIN int Minimum number of advance choices to show the player on the choose research window.
AI_CHEAT_ECO_PACT_MAX int This is currently unused in the source code, perhaps a left over from CtP1.
AI_CHEAT_ECO_PACT_MIN int This is currently unused in the source code, perhaps a left over from CtP1.
AI_GOAL_TIME_SLICE int Time in milliseconds for an AI frame Apolyton-thread
AI_MAX_TIME_SLICE int If the ai exceeds this time (in milliseconds) its turn is ended Apolyton-thread
AI_TOTAL_TIME_SLICE int If the total time in time (in milliseconds) in the ai player exceeds this its turn is ended Apolyton-thread
ASSASINATION_HAPPINESS_EFFECT int Unhappiness caused when a ruler is assasinated
ASSASINATION_HAPPINESS_EFFECT_TIMER int how long unhappiness caused when a ruler is assasinated lasts
ASSAULT_DESTROY_BUILDING_CHANCE int Chance of an assault on a city destroying a building
ASSAULT_KILL_POP_CHANCE int Chance of an attack on a city deducting a single population point.
ATTACK_CONVERTER_UNHAPPINESS_AMOUNT int Amount of unhappiness to add in a city that is converted.
ATTACK_CONVERTER_UNHAPPINESS_TURNS int Number of turns the ATTACK_CONVERTER_UNHAPPINESS_AMOUNT lasts.
ATTACK_ENEMY_ROUNDS int The number of rounds you have to attack a mutual enemy before the agreement is broken.
AVERAGE_POLLUTION_TURNS int This is currently unused in the source code, perhaps a left over from CtP1.
BASE_RATIONS int Food per person time POP_HUNGER when slider is zero
BASE_STARVATION_PROTECTION int Base number of turns of starvation protection for a city.
BASE_WAGES int Gold per person when slider is zero
BASE_WORKDAY int Work per person when slider is zero
BIO_INFECTION_PRODUCTION_COEF int Percentage of production lost in a city when it's bio infected.
BIO_INFECTION_SPREAD_CHANCE int Percentage chance of bio infection spreading to other cities through trade routes.
BIO_INFECTION_TERRORIST_DEATH_CHANCE int Percentage chance of a unit dying when making bio infect and plague attacks.
BIO_INFECTION_TURNS int Number of turns bio infection lasts in a city.
BIO_INFECTION_UNHAPPINESS int Amount of unhappiness added to a city when it's bio infected.
BOMBARD_DESTROY_BUILDING_CHANCE int Chance of a bombardment on a city destroying a building
BOMBARD_KILL_POP_CHANCE int Chance of bombardment on a city deducting one population point from the city.
BORDER_INT_RADIUS int Used to calculate the distance of national borders from a city.
BORDER_SQUARED_RADIUS int Used to calculate the distance of national borders from a city.
BROWNCOLD int The warm/cold slider on the custommap screen uses these values
BROWNWARM int The warm/cold slider on the custommap screen uses these values
BUILDING_PRODUCTION_TO_VALUE_MODIFIER int Percentage of the building's production cost given as gold savings when selling a building.
CAPTURE_CITY_ADVANCE_CHANCE int Chance of gaining an advance when capturing a city Apolyton-thread
Apolyton-thread
CAPTURE_CITY_FOR_GOLD_MULTIPLIER int This is currently unused in the source code, perhaps a left over from CtP1.
CAPTURE_CITY_ROUNDS int This is currently unused in the source code.
CAPTURE_KILL_POP_CHANCE int Chance of deducting one population point from a city that is captured.
CARAVAN_COEF int Modifier to number of caravans needed to create a trade route.
CEASE_FIRE_EXPIRES int Number of rounds before this agreement expires
CHANCE_LOST_AT_SEA int   Chance of a unit being lost at sea.
CHANGE_CURRENTLY_BUILDING_ITEM_PENALTY int   What percent of the shield store is lost if the current item is changed to a different type.
CITY_GROWTH_COEFFICIENT int Amount of food per citizen required to grow a city
CITY_HEAL_RATE int Percentage of a unit's hit points to restore each turn when resting in a city.
CITY_SECOND_ATTEMPT_SPY_BONUS int This is currently unused in the source code.
CLERIC_CONVERSION_FACTOR int Cities converted by clerics send this much of their gold each turn
COMBAT_VETERAN_CHANCE int Chance of a unit that survives a battle becoming a veteran.
CONVERTED_INDULGENCE_GOLD int
CONVERTED_INDULGENCE_HAPPINESS int
DESERTDRY int The wet/dry slider on the custommap screen uses these values
DESERTWET int The wet/dry slider on the custommap screen uses these values
DISCOVERIES_POLLUTION_PRODUCTION_MODIFIER int
DISCOVERIES_POLLUTION_SIZE_MODIFIER int
ELITE_ABOLITIONIST_BONUS int Bonus an elite abolitionist receives
ELITE_SLAVER_BONUS int Bonus to success percentage an elite slaver receives
ELITE_SPY_BONUS int How much more likely elite spies are to succeed
ELITE_TERRORIST_BONUS int
EMANCIPATION_UNHAPPINESS_AMOUNT int
EMANCIPATION_UNHAPPINESS_TURNS int
END_OF_GAME_YEAR int
END_OF_GAME_YEAR_EARLY_WARNING int
END_POLLUTION_ROUNDS int
ENTRENCHMENT_BONUS int Defense bonus for being entrenched
FLOOD_CHANGES_COAST_TO_WATER_CHANCE int
FOOD_TO_POLLUTION_COEF int Pollution to food ratio produced by food vats
FORESTDRY int The wet/dry slider on the custommap screen uses these values
FORESTWET int The wet/dry slider on the custommap screen uses these values
FRANCHISE_EFFECT int How much production a franchise steals
GLACIER_EXTENT int Number of tiles the glacier extends
GOLD_FROM_PIRACY int Apolyton-thread
GOSSIP_MAP_RADIUS int When a map is revealed through gossip, a circle of this radius appears
GRASSDRY int The wet/dry slider on the custommap screen uses these values
GRASSWET int The wet/dry slider on the custommap screen uses these values
HAPPINESS_LAUNCH_COST int Cost of going into space or landing for calculation happiness - NO SPACE IN CTP2
HEAR_GOSSIP_CHANCE int How likely a diplomat next to a capitol is to hear gossip
HLEVELA int Above this is the wet terrain
HLEVELB int Above this is sort of wet terrain
HLEVELC int Below is ??? middle terrain
HLEVELD int Below this is dry terrain
IMPROVEMENT_RUSH_MODIFIER int
INCITE_REVOLUTION_CAPITOL_PENALTY int
INCITE_REVOLUTION_GOLD_COEFFICIENT int
INCITE_UPRISING_CAPITOL_PENALTY int
INCITE_UPRISING_GOLD_COEFFICIENT int
INDUSTRIAL_POLLUTION_WARNING_THRESHOLD int Industrial pollution warning message threshold
LEAVE_OUR_LANDS_EXPIRES int Number of rounds before this agreement expires
LEAVE_OUR_LANDS_ROUNDS int
LOCAL_POLLUTION_CHANCE int
LOCAL_POLLUTION_LEVEL int
MAINTENANCE_WARNING_FUDGE_FACTOR int
MAP_SIZE_GIGANTIC int Size of the "gigantic" map in tiles Apolyton-thread
Apolyton-thread
Apolyton-thread
MAP_SIZE_LARGE int Size of the "large" map in tiles Apolyton-thread
Apolyton-thread
MAP_SIZE_MEDIUM int Size of the "medium" map in tiles Apolyton-thread
Apolyton-thread
MAP_SIZE_SMALL int Size of the "small" map in tiles Apolyton-thread
Apolyton-thread
MAX_ABSOLUTE_GROWTH_RATE int
MAX_AIRLIFT_STACK_SIZE int
MAX_DISBAND_SIZE int Miximum size for disbanding cities Apolyton-thread
MAX_EMPIRE_DIST_COST int Max distance unhappyness
MAX_GOOD_VALUE int
MAX_GOVERNMENT_CHANGE_TURNS int
MAX_PARTY_CHANCE int The chance of hearing gossip at a party where the max gold was spent
MAX_PARTY_COST int Most that can be spent on a party
MAX_REQUESTS_PER_PLAYER_PER_TURN int
MAX_RUINS_ADVANCE int
MAX_RUINS_GOLD int
MAX_RUINS_UNIT int
MAX_SAME_TILES int
MAX_START_DISTANCE_COEFFICIENT int
MERIDIANA int North of this is north pole
MERIDIANB int North of this is north mild
MERIDIANC int North of this is north desert
MERIDIAND int North of this is the equatioral region
MERIDIANE int North of this is south desert
MERIDIANF int North of this is the south mild, south is the south pole
MIN_ABSOLUTE_START_DISTANCE int
MIN_CONTINENT_START_SIZE int
MIN_ECO_PACT_VIOLATION_LEVEL int
MIN_GOOD_VALUE int
MIN_LIKE_TILES_FOR_GOOD int
MIN_START_DISTANCE_COEFFICIENT int
MONOPOLY_THRESHOLD int Amount goods a particular city has to have to corner the market
MOUNTAIN_CELL int Length of a side of a cell
MOUNTAIN_LENGTH int Average length of a mountain chain
MOUNTAIN_SPREAD int Chance that the mountain chain spreads out
NANO_BUILDING_KILL_PERCENTAGE int
NANO_INFECTION_SPREAD_CHANCE int
NANO_INFECTION_TERRORIST_DEATH_CHANCE int
NANO_INFECTION_TURNS int
NICE_RADIUS int Radius of effect when calculating niceness of player placement
NO_PIRACY_EXPIRES int Number of rounds before this agreement expires
NON_SPACE_FUEL_COST int
NORMAL_HEAL_RATE int
NUKE_KILL_TILES int
NUKE_POPULATION_PERCENTAGE int
OTHER_FAITH_INDULGENCE_GOLD int
OTHER_FAITH_INDULGENCE_HAPPINESS int
PACT_CAPTURE_CITY_EXPIRES int Number of rounds before this agreement expires
PACT_END_POLLUTION_EXPIRES int Number of rounds before this agreement expires
PARADROP_DISTANCE int How far away can paratroopers drop?
PARADROP_SUCCESS_PERCENT int A miss results in a drop to a neighboring square
PATIENCE_LOST_PER_REQUEST int
PATIENCE_LOST_THRESHOLD int
PATIENCE_REGAINED_PER_ROUND int
PERCENT_BROWN int Percentage of land with brown mountains/hills
PERCENT_CONTINENT int How much of the world tends toward big continents versus small islands
PERCENT_DESERT int Percentage of land with deserts
PERCENT_FOREST int Percent of land with forest
PERCENT_GRASS int Percentage of grassland
PERCENT_HILLS int Percent of land with hills on it
PERCENT_HOMOGENOUS int How "clumpy" the land terrain is
PERCENT_LAND int How much of the world is land
PERCENT_MOUNTAIN int Percetage of land with mountains on it
PERCENT_PLAINS int Percentage of land with plains
PERCENT_RIVER int Percent of land with a river on it
PERCENT_TRENCH int Percent chance that a trench is seeded
PERCENT_VOLCANO int Percent of deep sea floor with volcanos
PERCENT_WHITE int Percentage of land with white mountains/hills
PIRACY_KILLS_TRADER_CHANCE int Apolyton-thread
PIRACY_WASTE_COEFFICIENT int Apolyton-thread
PLAGUE_KILL_PERCENTAGE int
PLAINSDRY int The wet/dry slider on the custommap screen uses these values
PLAINSWET int The wet/dry slider on the custommap screen uses these values
POLLUTION_CAUSED_BY_NUKE int
POLLUTION_FORCES_ANARCHY int
POPULATION_POLLUTION_WARNING_THRESHOLD int Population pollution warning message threshold
POPULATION_PRODUCES_POLLUTION_THRESHOLD int
POWER_POINTS_TO_MATERIALS int 1 power point can be converted to x materials - CTP1 leftover
PRODUCTION_PRODUCES_POLLUTION_THRESHOLD int
RAIL_LAUNCH_POLLUTION int
REDUCE_POLLUTION_EXPIRES int Number of rounds before this agreement expires
REDUCE_POLLUTION_ROUNDS int
REFORMATION_CHANCE int
REFORMATION_DEATH_CHANCE int
REFORMATION_HAPPINESS_AMOUNT int
REFORMATION_HAPPINESS_TIME int
REGAIN_PATIENCE_PROBABILITY int
RELATIVE_AI_PRODUCTION_CHEAT_COEF int
RELATIVE_AI_SCIENCE_CHEAT_COEF int
REVOLT_INFLUENCE_DISTANCE int City's revolt influence radius
REVOLUTION_LEVEL int Cities start revolting below REVOLUTION_LEVEL percent happiness
RICHNESS int Density of special goods in the world
RICHNESSFEWGOODS int The goodcount slider on the custommap screen uses these values
RICHNESSMANYGOODS int The goodcount slider on the custommap screen uses these values
RIOT_LEVEL int Cities start rioting below this happiness level
RIVER_CELL_HEIGHT int Highest point in each cell
RIVER_CELL_WIDTH int Size of cells to be searched for river starts
RIVER_LENGTH int Average river length
RIVERCELLHEIGHTFEWGOODS int The goodcount slider on the custommap screen uses these values
RIVERCELLHEIGHTMANYGOODS int The goodcount slider on the custommap screen uses these values
RIVERCELLWIDTHFEWGOODS int The goodcount slider on the custommap screen uses these values
RIVERCELLWIDTHMANYGOODS int The goodcount slider on the custommap screen uses these values
RUINS_BOX_HEIGHT int
RUINS_BOX_WIDTH int
RUINS_CHANCE_PER_BOX int
SCALED_POP_ANCIENT int
SCALED_POP_DIAMOND int
SCALED_POP_GENETIC int
SCALED_POP_MODERN int
SCALED_POP_RENAISSANCE int
SHORT_CEASE_FIRE_EXPIRES int Number of rounds before any other agreement expires
SLAVER_ELITE_CHANCE int Chance of a slaver becoming elite in a successful raid
SLAVES_PER_MILITARY_UNIT int
SOOTHSAY_HAPPY_AMOUNT int
SPACE_FUEL_COST int
SPACE_LAND_COST int
SPACE_LAUNCH_COST int
SPECIAL_ACTION_MOVE_COST int
SPIED_UPON_WARINESS_TIMER int How many turns a spied upon city gets increased wariness
STARVATION_WARNING_FUDGE_FACTOR int
STOP_TRADE_ROUNDS int
SUPPORT_WARNING_FUDGE_FACTOR int
TARIFF_REDUCTION int How much to reduce tariffs by as part of a diplomatic request/agreement
TELEVANGELIST_CONVERSION_FACTOR int Cities with televisions converted by televangelists send this much of their gold each turn
TEMPERATURE_RANGE_ADJUST int Adjusts the temperature height map
TEMPERATURERANGEADJUSTCOLD int The warm/cold slider on the custommap screen uses these values
TEMPERATURERANGEADJUSTWARM int The warm/cold slider on the custommap screen uses these values
TERRORIST_ELITE_CHANCE int
TRADE_DISTANCE_COEFFICIENT int
TURNS_TO_SUE_FRANCHISE int How many turns a lawsuit takes to expel a franchise
UNCONVERTED_INDULGENCE_GOLD int
UNCONVERTED_INDULGENCE_HAPPINESS int
UNIT_RATIONS int What does 1 notch mean
UNIT_RUSH_MODIFIER int
UNIT_WAGES int What does 1 notch mean
UNIT_WORKDAY int Slider to work
UPRISING_CHANCE_PER_UNGUARDED_SLAVE int
VERY_HAPPY_THRESHOLD int Threshold at which a city is considered "very happy"
VETERAN_COEF int Percent improvement in attack and defense of veteran units
WATCHFUL_CITY_DEATH_MODIFIER int Multiply death chance by this
WATCHFUL_CITY_SUCCESS_MODIFIER int Multiply an abolitionist or slaver's success chance by this
WATCHFUL_CITY_TURNS int How long a city remains watchful
WHITECOLD int The warm/cold slider on the custommap screen uses these values
WHITEWARM int The warm/cold slider on the custommap screen uses these values
WONDER_RUSH_MODIFIER int
WORMHOLE_ORBIT_HEIGHT_PERCENTAGE int CTP1 leftover
WORMHOLE_RETURN_TIME int CTP1 leftover
WORMHOLE_SPEED int CTP1 leftover
WORMHOLE_VISIBLE_TO_ALL_TURNS int CTP1 leftover

Information last updated by: BureauBert on 06.06.2004
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