| 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 |
|