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CTP2 Bureau The Modding Knowledgebase |
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DB-Reference :
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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 |
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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 | ||
WarDiscontentPerUnit | int | Amount of Unhappiness to be created by each unit | ||
WonderRushModifier | int | Rush buy multiplier for wonders | ||
WorkdayExpectation | int | Expected Workday slider setting |
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