DB-Reference: Govern.txt
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DB-Reference : : Govern.txt

Government definitions

This file defines the attributes for each Government in the game.

AtHomeRadius int Distance from nearest city or fort to be considered "At Home"
BuildingRushModifier int Rush buy multiplier for buildings
CapitalizationCoefficient int Amount of Gold created for each Production point when building Capitalization
CommerceRank int Commerce rank
ConquestDistress int Happiness penalty caused when a city is captured
ConquestDistressDecay int Amount Conquest Distress penalty decreases each turn
CrimeCoef int Government modifier to Crime rate
CrimeOffset int Happiness rate where crime starts
DefenseCoef int Government modifier to City Defense values
EmpireDistanceScale int Coefficient for distance to capital happiness penalty
EnableAdvance str Advance ID that enables this government
EndGameRushModifier int Rush buy multiplier for end game objects
FoodCoef int Government modifier to Food collected
GLHidden str Flag to cause government to not be displayed in the Great Library
GoldCoef int Government modifier to Gold rate
GoldRank int Gold rank
GrowthRank int Growth rank
HigherRankAdvice str String ID of advice string to give if newly discovered government is of higher rank then current government
HomeDefeatCoef int Happiness penalty caused by units dieing in combat near home
HomeDefeatDecay int Amount Home Defeat penalty decreases each turn
Icon str Icon ID for this Government
InfrastructureCoefficient int Amount of Public Works created for each Production point when building Infrastructure
IsEcotopia str Flag to set government as Ecotopia
KnowledgeCoef int Government modifier to Science rate
LoyaltyRank int Loyalty rank
MartialLawEffect int Amount of happiness each martial law unit gives
MartialLawRank int Martial Law rank
MartialLawThreshold int Maximum happiness level attainable through martial law
MaxEmpireDistance int Distance above which the penalty no longer increases
MaxIncomingTrade int Maximum number of trade routes originating from a city
MaxMartialLawUnits int Maximum number of units that can exert martial law in a city
MaxOutgoingTrade int Maximum number of trade routes going to a city
MaxScienceRate int Maximum Science setting allowed under this government
MilitaryRank int Military rank
MinEmpireDistance int Distance below which there is no penalty
NegativeRationsCoef int Happiness modifier for each slider increment below Rations expectation
NegativeWagesCoef int Happiness modifier for each slider increment below Wages expectation
NegativeWorkdayCoef int Happiness modifier for each slider increment below Workday expectation
ObsoleteAdvance str Advance ID that obsoletes this government
OverseasCoef int Happiness penalty caused by units being away from home
OverseasDefeatCoef int Happiness penalty caused by units dieing in combat away from home
OverseasDefeatDecay int Amount Oversea Defeat penalty decreases each turn
PollutionCoef int Government modifier to Pollution rate
PollutionRank int Pollution rank
PollutionUnhappyCoef int Unhappiness amount caused by Pollution
PositiveRationsCoef int Happiness modifier for each slider increment above Rations expectation
PositiveWagesCoef int Happiness modifier for each slider increment above Wages expectation
PositiveWorkdayCoef int Happiness modifier for each slider increment above Workday expectation
ProductionCoef int Government modifier to Production rate
ProductionRank int Production rank
ProfessionalUnits int This value is not used
Rank int Integer value used for ranking Governments and giving advice for switching
RationsExpectation int Expected Rations slider setting
ReadyAlertCoef int Support cost coefficient when Readiness level set at Alert
ReadyAlertHP int Unit hit point coefficient when Readiness level set at Alert
ReadyPeaceCoef int Support cost coefficient when Readiness level set at Peace
ReadyPeaceHP int Unit hit point coefficient when Readiness level set at Peace
ReadyWarCoef int Support cost coefficient when Readiness level set at War
ReadyWarHP int Unit hit point coefficient when Readiness level set at War
SameRankAdvice str String ID of advice string to give if newly discovered government is of same rank as current government
ScienceRank int Science rank
SupportCoef int Government modifier to Support cost
TooManyCitiesCoefficient int Amount of Happiness penalty for each city above the maximum
TooManyCitiesThreshold int Maximum number of cities this government can support without a happiness penalty
TurnsToNewReadiness int Number of turns for Readiness level changes to take full effect
UnitRushModifier int Rush buy multiplier for units
WagesExpectation int Expected Wages slider setting
WarDiscontentMaxUnits int Maximum number of units to be counted towards War Discontent Apolyton-thread
WarDiscontentPerUnit int Amount of Unhappiness to be created by each unit Apolyton-thread
WonderRushModifier int Rush buy multiplier for wonders
WorkdayExpectation int Expected Workday slider setting

Information last updated by: BureauBert on 11.06.2004
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