| There must be 6 difficulty settings. |
| ADVANCE_* |
int |
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| ADVANCES_FACTOR |
int |
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| AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT |
int |
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| AI_GANG_UP_FACTOR |
int |
|
unused |
Apolyton-thread
|
| AI_INTELLIGENCE_FACTOR |
int |
|
unused |
Apolyton-thread
|
| AI_MAX_AHEAD_GOLD_ADJUSTMENT |
int |
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Multiplier for gold collected fo ai |
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| AI_MAX_AHEAD_PERCENT |
int |
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When ai is ranked by this amount or more above highest ranked human, then use AI_MAX_AHEAD* numbers |
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| AI_MAX_AHEAD_PRODUCTION_COST_ADJUSTMENT |
int |
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% amount to multiply production cost by per age for ai |
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| AI_MAX_AHEAD_TECHNOLOGY_COST |
int |
|
% amount to multiply advance cost by per age for ai |
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| AI_MAX_BEHIND_GOLD_ADJUSTMENT |
int |
|
Multiplier for gold collected for ai |
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| AI_MAX_BEHIND_PERCENT |
int |
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When ai is ranked by this amount or less below lowest ranked human, then use AI_MAX_BEHIND* numbers |
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| AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT |
int |
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% amount to multiply production cost by per age for ai |
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| AI_MAX_BEHIND_TECHNOLOGY_COST |
int |
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% amount to multiply advance cost by per age for ai |
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| AI_MIN_AHEAD_GOLD_ADJUSTMENT |
int |
|
Multiplier for gold collected fo ai |
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| AI_MIN_AHEAD_PERCENT |
int |
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When ai is ranked by atleast this amount above highest ranked human, then use AI_MIN_AHEAD* numbers |
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| AI_MIN_AHEAD_PRODUCTION_COST_ADJUSTMENT |
int |
|
% amount to multiply production cost by per age for ai |
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| AI_MIN_AHEAD_TECHNOLOGY_COST |
int |
|
% amount to multiply advance cost by per age for ai |
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| AI_MIN_BEHIND_GOLD_ADJUSTMENT |
int |
|
Multiplier for gold collected for ai |
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| AI_MIN_BEHIND_PERCENT |
int |
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When ai is ranked by this amount or less below lowest ranked human, then use AI_MIN_BEHIND_TECHNOLOGY_* numbers |
|
| AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT |
int |
|
% amount to multiply production cost by per age for ai |
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| AI_MIN_BEHIND_TECHNOLOGY_COST |
int |
|
% amount to multiply advance cost by per age for ai |
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| AI_START_ADVANCES |
int |
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| AI_START_GOLD |
int |
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| AI_START_PUBLIC_WORKS |
int |
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| AI_START_UNITS |
int |
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| AIFreeUpgrade |
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AI doesn't pay gold for unit upgrades. |
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| AINoCityLimit |
|
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AI has no government city limits. |
Apolyton-thread
|
| AINoGoldHunger |
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If the unit gold support rule is enabled, the AI doesn't pay unit gold support with this flag. |
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| AINoShieldHunger |
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AI doesn't pay production needed for unit upkeep (gets lots of units). |
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| AINoSinking |
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Sinkable AI ships can't sink in deep water. |
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| ALLIED_VICTORY_BONUS |
int |
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| ALLIES_FACTOR |
int |
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| BASE_CONTENTMENT |
int |
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Starting happiness |
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| BASE_SCORE |
int |
|
Base score from which to generate the civ score |
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| BIG_CITY_OFFSET |
int |
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Population above this size are unhappy |
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| BIG_CITY_SCALE |
int |
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How much each unhappy person matters |
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| CITIES0TO30_FACTOR |
int |
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| CITIES100TO500_FACTOR |
int |
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| CITIES30TO100_FACTOR |
int |
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| CITIES500PLUS_FACTOR |
int |
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| CITIES_RECAPTURED_FACTOR |
int |
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| DISTANCE_FROM_CAPITOL_ADJUSTMENT |
int |
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| EXTRA_SETTLER_CHANCE |
int |
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| FEATS_FACTOR |
int |
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| GRANARY_COEF |
int |
|
A city needs this number times the pop food to grow |
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| HUMAN_FOOD_BONUS |
int |
|
% amount to add to food collected for the player |
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| HUMAN_SCIENCE_BONUS |
int |
|
% amount to add to advance cost for the player |
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| HUMAN_START_LOCATION |
int |
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| MAX_AI_ADVANCES |
int |
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| MAX_HUMAN_ADVANCES |
int |
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| NEGATIVE_YEAR_FORMAT |
str |
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| NoAIGoldDeficit |
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AI cities don't go negative in gold. |
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| NoAIProductionDeficit |
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AI doesn't lose units due to production deficit. |
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| NUM_PERIODS |
int |
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| OPPONENTS_CONQUERED_FACTOR |
int |
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| POLLUTION_ADJUST |
int |
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| POLLUTION_MULTIPLIER |
int |
|
How much extra pollution |
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| POLLUTION_POPULATION_RATIO |
int |
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| POLLUTION_PRODUCTION_RATIO |
int |
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| POLLUTION_START_POPULATION_LEVEL |
int |
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| POLLUTION_START_PRODUCTION_LEVEL |
int |
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| POPULATION_FACTOR |
int |
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| POSITIVE_YEAR_FORMAT |
str |
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| RANK_FACTOR |
int |
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| RIOT_CHANCE |
int |
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Chance of rioting for each happiness point below RIOT_LEVEL in Const.txt |
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| SCIENCE_HANDICAP |
int |
|
How much extra science to get advances |
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| SOLO_VICTORY_BONUS |
int |
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| START_TURN |
int |
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| START_YEAR |
int |
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| STARTING_GOLD |
int |
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How much gold the player starts with |
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| STARVATION_EFFECT |
int |
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How much happiness a city loses when starving |
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| SUPER_STEALTH_FUN_FACTOR |
int |
|
I can see for miles & miles |
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| TechCostKnownDeduction |
int |
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Deducts a percentage of an advance's cost based on % of total civs in the game that a civ may know that already have the advance. |
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| WONDER_VICTORY_BONUS |
int |
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| WONDERS_FACTOR |
int |
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| YEARS_PER_TURN |
int |
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