DB-Reference: DiffDB.txt
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DB-Reference : : DiffDB.txt

Difficulty definitions

There must be 6 difficulty settings.

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

Information last updated by: BureauBert on 06.06.2004
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