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 |
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unused |
Apolyton-thread
|
AI_INTELLIGENCE_FACTOR |
int |
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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 |
|
% amount to multiply production cost by per age for ai |
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AI_MAX_AHEAD_TECHNOLOGY_COST |
int |
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% amount to multiply advance cost by per age for ai |
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AI_MAX_BEHIND_GOLD_ADJUSTMENT |
int |
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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 |
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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 |
|
When ai is ranked by this amount or less below lowest ranked human, then use AI_MIN_BEHIND_TECHNOLOGY_* numbers |
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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 |
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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 |
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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 |
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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 |
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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 |
|
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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