[an error occurred while processing this directive] Modification: Data File Definitions

\CTP2_DATA\DEFAULT\GAMEDATA\Govern.txt

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

Variables:
Government {
Icon - Icon ID for this Government. Must be a valid Icon ID from UnitIcon.txt
EnableAdvance - Advance ID that enables this government. Must be a valid Advance ID from Advance.txt
ObsoleteAdvance - Advance ID that obsoletes this government. Up to 5 Obsolete Advances can be defined. Must be a valid Advance ID from Advance.txt
Rank - Integer value used for ranking Governments and giving advice for switching
SameRankAdvice - String ID of advice string to give if newly discovered Government is of same rank as current government. Must be a valid String ID from one of the string files.
HigherRankAdvice - String ID of advice string to give if newly discovered Government is of higher rank then current government. Must be a valid String ID from one of the string files.
 
WorkdayExpectation - Expected Workday slider setting. Valid values: -2 - 2
PositiveWorkdayCoef - Happiness modifier for each slider increment above Workday expectation
NegativeWorkdayCoef - Happiness modifier for each slider increment below Workday expectation
WagesExpectation - Expected Wages slider setting. Valid values: -2 - 2
PositiveWagesCoef - Happiness modifier for each slider increment above Wages expectation
NegativeWagesCoef - Happiness modifier for each slider increment below Wages expectation
RationsExpectation - Expected Rations slider setting. Valid values: -2 - 2
PositiveRationsCoef - Happiness modifier for each slider increment above Rations expectation
NegativeRationsCoef - Happiness modifier for each slider increment below Rations expectation
 
FoodCoef - Government modifier to Food collected. Food is multiplied by this number.
GoldCoef - Government modifier to Gold rate. Gold is multiplied by this number.
ProductionCoef - Government modifier to Production rate. Production is multiplied by this number.
KnowledgeCoef - Government modifier to Science rate. Science is multiplied by this number.
SupportCoef - Government modifier to Support cost. Support cost is multiplied by this number.
DefenseCoef - Government modifier to City Defense values. Garrisoned unit Defense is multiplied by this number.
PollutionCoef - Government modifier to Pollution rate. Pollution is multiplied by this number.
PollutionUnhappyCoef - Unhappiness amount caused by Pollution. Pollution is multiplied by this number to get Unhappiness amount.
CrimeCoef - Government modifier to Crime rate. Crime is multiplied by this number.
CrimeOffset - Happiness rate where crime starts. Cities with Happiness over this number will have no crime.
 
ConquestDistress - Happiness penalty caused when a city is captured.
ConquestDistressDecay - Amount Conquest Distress penalty decreases each turn.
EmpireDistanceScale - Coefficient for distance to capital happiness penalty. Distance is multiplied by this value to get penalty
MinEmpireDistance - Distance below which there is no penalty
MaxEmpireDistance - Distance above which the penalty no longer increases
TooManyCitiesThreshold - Maximum number of cities this government can support without a happiness penalty
TooManyCitiesCoefficient - Amount of Happiness penalty for each city of the maximum.
MaxMartialLawUnits - Maximum number of unit that can exert martial law in a city.
MartialLawEffect - Amount of happiness each martial law unit gives
MartialLawThreshold - Maximum happiness level attainable through martial law
 
AtHomeRadius - Distance from nearest city or fort to be considered "At Home"
OverseasCoef - Happiness penalty caused by units being away from home.
HomeDefeatCoef - Happiness penalty caused by units dieing in combat near home.
HomeDefeatDecay - Amount Home Defeat penalty decreases each turn.
OverseasDefeatCoef - Happiness penalty caused by units dieing in combat away from home.
OverseasDefeatDecay - Amount Oversea Defeat penalty decreases each turn.
 
Int ProfessionalUnits - This value is not used.
TurnsToNewReadiness - Number of turns for Readiness level changes to take full effect
ReadyPeaceCoef - Support cost coefficient when Readiness level set at Peace
ReadyPeaceHP - Unit hit point coefficient when Readiness level set at Peace
ReadyAlertCoef - Support cost coefficient when Readiness level set at Alert
ReadyAlertHP - Unit hit point coefficient when Readiness level set at Alert
ReadyWarCoef - Support cost coefficient when Readiness level set at War
ReadyWarHP - Unit hit point coefficient when Readiness level set at War
 
MaxScienceRate - Maximum Science setting allowed under this government
UnitRushModifier - Rush buy multiplier for units
BuildingRushModifier - Rush buy multiplier for buildings
WonderRushModifier - Rush but multiplier for wonders
EndGameRushModifier - Rush buy multiplier for end game objects
 
MaxIncomingTrade - Maximum number of trade routes originating from a city
MaxOutgoingTrade - Maximum number of trade routes going to a city
InfrastructureCoefficient - Amount of Public Works created for each Production point when building Infrastructure
CapitalizationCoefficient - Amount of Gold created for each Production point when building Capitalization
WarDiscontentMaxUnits - Maximum number of unit to be counted towards War Discontent
WarDiscontentPerUnit - Amount of Unhappiness to be created by each unit
 
GrowthRank - Growth rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
ProductionRank - Production rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
ScienceRank - Science rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
GoldRank - Gold rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
MilitaryRank - Military rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
CommerceRank - Commerce rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
PollutionRank - Pollution rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
LoyaltyRank - National Loyalty rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
MartialLawRank - Martial Law rank value from 0 - 5. This number has no actual game effect it is only used for the government comparison panel in the Empire Manager.
 
IsEcotopia - Flag to set government as Ecotopia
GLHidden - Flag to cause government to not be displayed in the Great Library
 
Example:
GOVERNMENT_ANARCHY {
Icon ICON_GOV_ANARCHY
Rank 0
SameRankAdvice GOVERNMENT_ANARCHY_SAME_RANK_ADVICE
HigherRankAdvice GOVERNMENT_ANARCHY_HIGHER_RANK_ADVICE
RationsExpectation -1
PositiveRationsCoef 1
NegativeRationsCoef 1
WorkdayExpectation -1
PositiveWorkdayCoef 1
NegativeWorkdayCoef 1
WagesExpectation -1
PositiveWagesCoef 1
NegativeWagesCoef 1
FoodCoef 0.75
ProductionCoef 0.75
InfrastructureCoefficient 0.25
CrimeCoef 2
CrimeOffset 95
KnowledgeCoef 0.1
MaxScienceRate 0
GoldCoef 0.75
CapitalizationCoefficient 0.25
UnitRushModifier 4
BuildingRushModifier 3
WonderRushModifier 6
EndGameRushModifier 6
MaxIncomingTrade 100000
MaxOutgoingTrade 100000
PollutionCoef 1
PollutionUnhappyCoef 0
SupportCoef 1
TurnsToNewReadiness 20
ReadyPeaceCoef 0.5
ReadyPeaceHP 0.5
ReadyAlertCoef 0.75
ReadyAlertHP 0.8
ReadyWarCoef 1
ReadyWarHP 1
DefenseCoef 1
WarDiscontentMaxUnits 0
WarDiscontentPerUnit 0.1
ConquestDistress -5
ConquestDistressDecay 0.2
OverseasCoef 0
OverseasDefeatDecay 0
OverseasDefeatCoef 1
HomeDefeatDecay 0.5
HomeDefeatCoef 1
MaxMartialLawUnits 5
MartialLawEffect 1
MartialLawThreshold 80
AtHomeRadius 2
EmpireDistanceScale 0.00001
MinEmpireDistance 100
MaxEmpireDistance 4000
TooManyCitiesThreshold 1000
TooManyCitiesCoefficient 0.5
ProfessionalUnits 0
GrowthRank 0
ProductionRank 0
CommerceRank 0
ScienceRank 0
GoldRank 0
MilitaryRank 0
PollutionRank 0
LoyaltyRank 0
MartialLawRank 0
}


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