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发表于 2017-5-1 20:37 | 显示全部楼层 |阅读模式
兴趣:策略类游戏,改派,无改不欢。
接触钢铁雄心半年多了,挺喜欢这个游戏的。
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建国日勋章元旦勋章帝国黄马甲

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发表于 2017-5-1 20:49 | 显示全部楼层
欢迎新人请勿发生以下行为,否則将受到扣分禁言以致封号的惩罚:
1.广告:不能确定自己发布的链接是否为广告的请提前联系当区版主或者站点管理员

2.无意义回复纯数字纯表情纯复制粘贴,或者不同帖子大量复制粘贴一样的回复等不尊重发帖作者的行为均可能会被版主定义为为无意义回复,请注意不同版主的执法尺度

3.各区版规:例如钢4区禁谈政治,禁谈时事,各区版规都有所不同,详细请到版区阅读
                           (ps:实际上各区都严禁谈论政治,只是某些区的问题比较突出,加以强调,新人们要特别注意啊

4.人身攻击: 严禁发表对会员进行人身攻击,谩骂,挑衅的言论

5.法律法规:请自觉遵守《全国人大常委会关于维护互联网安全的决定》、《互联网信息服务管理办法》、《互联网电子公告服务管理规定》及中华人民共和国其他各项有关法律法规。

以上就是最基本的原则了,当然新人最好还是把这个看了 【会员严禁发表与回复的内容】
最后我相信大部分新人都会好好遵守的,有什么意见可以到站务办公室反馈







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 楼主| 发表于 2017-9-22 22:23 | 显示全部楼层
浏览器机器翻译用

NDefines = {

NGame = {
        START_DATE = "1936.1.1.12",
        END_DATE = "2949.1.1.1",
        MAP_SCALE_PIXEL_TO_KM = 7.114,                                        -- Yes, we did the math
        SAVE_VERSION = 3,
        LAG_DAYS_FOR_LOWER_SPEED = 10,                                        -- Days of client lag for decrease of gamespeed
        LAG_DAYS_FOR_PAUSE = 25,                                                -- Days of client lag for pause of gamespeed.
        MAJOR_PARTICIPANTS_FOR_MAJOR_WAR = 3,                        -- Minimum number of major countries involved in a war to consider it major enough to not end the game even though the enddate has been reached.
        COMBAT_LOG_MAX_MONTHS = 12,
        MESSAGE_TIMEOUT_DAYS = 60,                                                -- Useful if running the handsoff game. The popup messages that doesn't require the player respond will automatically hide after some timeout.       
        AIR_LOG_TIMEOUT_HOURS = 24,                                                -- Data storring data
},

NDiplomacy = {
        DIPLOMACY_REQUEST_EXPIRY_DAYS = 30,
        BASE_SURRENDER_LEVEL = 1.0,                                                -- Surrender when level reached. valid 0-1
        MAX_FEAR_VALUE = 100,                                                        -- Max fear value cap.
        MIN_FEAR_VALUE = -100,                                                        -- Min fear  value cap.
        BASE_FEAR_FACTOR = 0,                                                        -- Base fear factor in % for opinion
        MAX_TRUST_VALUE = 100,                                                        -- Max trust value cap.
        MIN_TRUST_VALUE = -100,                                                        -- Min trust value cap.
        BASE_TRUST_FACTOR = 100,                                                -- Base trust factor in % for opinion.
        MAX_OPINION_VALUE = 100,                                                -- Max opinion value cap.
        MIN_OPINION_VALUE = -100,                                                -- Min opinion value cap.
        BASE_TRUCE_PERIOD = 30,                                                        -- Base truce period in days.
        TRUCE_BREAK_COST_PP = 200,                                                -- Base cost in PP of breaking a truce by joining a war or accepting a call to war ( you cannot declare war yourself until the truce if up ), this is then multiplied by the time left on the truce ( so once half the truce is up it only cost 50% of this )
        BASE_PEACE_ANNEX_FACTOR = 100,                                        -- Base factor for annexation in %.
        BASE_PEACE_PUPPET_FACTOR = 100,                                        -- Base factor for puppet in %.
        BASE_PEACE_LIBERATE_FACTOR = 100,                                -- Base factor for liberate in %.
        BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR = 10.0, -- Base factor for taking state you do not control
        BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR = 125, -- Base factor for taking state you do not control, but someone in faction does
        BASE_PEACE_FORCE_GOVERNMENT_COST = 100,                 -- Base cost for forcing a country to change government.
        BASE_IMPROVE_RELATION_COST = 10,                -- Political power cost to initiate relation improvement
        BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST = 0.2, -- Political power cost each update when boosting relations with nation of same ideology
        BASE_IMPROVE_RELATION_DIFFERENT_IDEOLOGY_GROUP_MAINTAIN_COST = 0.4,    -- Political power cost each update when boosting relations with nation of different ideology
        BASE_GENERATE_WARGOAL_DAILY_PP = 0.2,        -- Daily pp cost for generation of wargoals
        WARGOAL_VERSUS_MAJOR_AT_WAR_REDUCTION = -0.75,         -- reduction of pp cost for wargoal vs major at war.
        WARGOAL_WORLD_TENSION_REDUCTION = -0.5,                        -- Reduction of pp cost for wargoal at 100% world tension, scales linearly
        WARGOAL_JUSTIFY_TENSION_FROM_PRODUCTION = 30.0,        -- Base value scaled by production capacity of country compared to biggest country
        MIN_WARGOAL_JUSTIFY_COST = 2.0,                                        -- It always takes atleast 10 days to justify a wargoal
        WARGOAL_PER_JUSTIFY_AND_WAR_COST_FACTOR = 1.5,        -- Cost factor per nation at war with or justifying against
        BASE_BOOST_PARTY_POPULARITY_DAILY_PP = 0.25,         -- Daily pp cost for boost party popularity
        BASE_BOOST_PARTY_POPULARITY_DAILY_DRIFT = 0.1,         -- Daily amount of popularity that will be added by the activity.
        BASE_STAGE_COUP_DAILY_PP = 0.5,                                        -- Daily pp cost for staging a coup
        BASE_STAGE_COUP_TOTAL_COST = 200,                                 -- Equipment consume factor for stage coup.
        NAP_EXPIRY_MONTHS = 48,                         -- NAPs expire after this many months
        NAP_UNBREAKABLE_MONTHS = 12,                    -- NAPS cannot be broken for this many months
        NAP_FORCE_BALANCE_RULE_MONTHS = 6,                        -- The NAP border force balance rule changes with this interval
        NAP_BREAK_FORCE_BALANCE_1 = 2.0,                      -- 2-1 brigades along the border required to break NAP
        NAP_BREAK_FORCE_BALANCE_2 = 1.0,                      -- 1-1 brigades along the border required to break NAP
        NAP_BREAK_FORCE_BALANCE_3 = 0.5,                      -- 1-2 brigades along the border required to break NAP
        VERY_GOOD_OPINION = 50,                                                        -- Threshold for a country that has a very good opinion of you.
        VERY_BAD_OPINION = -50,                                                        -- Threshold for a country that has a very bad opinion of you.
        TRADE_NEUTRAL_OPINION_FACTOR = 0.75,                        -- If Both fear and trust are 0, this is the neutral factor for trade
        TRADE_OPINION_FACTOR_FACTOR = 1.0,                                -- How much the factor should effect the possible trade amount. Setting TRADE_NEUTRAL_OPINION_FACTOR to 1.0 and TRADE_OPINION_FACTOR_FACTOR to 0 means opinion does nothing in regards to trade.
        DIPLOMACY_HOURS_BETWEEN_REQUESTS = 24,                        -- How long a country must wait before sending a new diplomatic request.
        TROOP_FEAR = 1,                                                                 -- Impact on troops on borders when deciding how willing a nation is to trade
        FLEET_FEAR = 1,                                                                        -- Impact on troops on borders when deciding how willing a nation is to trade
        IC_TO_EQUIPMENT_COUP_RATIO = 0.1,                                -- Ratio for calculating cost of staging coup
        VOLUNTEERS_PER_TARGET_PROVINCE = 0.05,                        -- Each province owned by the target country contributes this amount of volunteers to the limit.
        VOLUNTEERS_PER_COUNTRY_ARMY = 0.05,                                -- Each army unit owned by the source country contributes this amount of volunteers to the limit.
        VOLUNTEERS_RETURN_EQUIPMENT = 0.95,                                -- Returning volunteers keep this much equipment
        VOLUNTEERS_TRANSFER_SPEED = 14,                                        -- days to transfer a unit to another nation
        VOLUNTEERS_DIVISIONS_REQUIRED = 30,                                -- This many divisons are required for the country to be able to send volunteers.
        TENSION_STATE_VALUE = 5,                                                -- Tension value gained by annexing one state
        TENSION_CIVIL_WAR_IMPACT = 0.2,                                        -- civil war multiplier on tension.
        TENSION_NO_CB_WAR = 25,                                                        -- Amount of tension generated by a no-CB wargoal
        TENSION_CB_WAR = 10,                                                                -- Amount of tension generated by a war with a CB
        TENSION_ANNEX_NO_CLAIM = 3,                                                -- Amount of tension generated by annexing a state you don't have claims on
        TENSION_ANNEX_CLAIM = 2,                                                -- Amount of tension generated by annexing a state you DO have claims on
        TENSION_ANNEX_CORE = 1,                                                -- Amount of tension generated by annexing a state that is your core
        TENSION_PUPPET = 2,                                                                -- Amount of tension generated by puppeting (per state)
        TENSION_GENERATE_WARGOAL = 1,                                        -- Amount of tension generated by generating a wargoal against a country
        TENSION_VOLUNTEER_FORCE_DIVISION = 0.5,                        -- Amount of tension generated for each sent division
        TENSION_DECAY = 0.1,                                                        -- Each months tension decays this much
        TENSION_SIZE_FACTOR = 1.0,                                                -- All action tension values are multiplied by this value
        TENSION_TIME_SCALE_START_DATE = "1936.1.1.12",        -- Starting at this date, the tension values will be scaled down (will be equal to 1 before that)
        TENSION_TIME_SCALE_MONTHLY_FACTOR = -0.005,                -- Timed tension scale will be modified by this amount starting with TENSION_TIME_SCALE_START_DATE
        TENSION_TIME_SCALE_MIN = 0.25,                                        -- Timed tension scale won't decrease under this value
        TENSION_GUARANTEE = -10,
        TENSION_FACTION_JOIN = 5,
        TENSION_JOIN_ATTACKER = 2,                                                -- scale of the amount of tension added when country joins attacker side
        TENSION_PEACE_FACTOR = 0.25,                                        -- scale of the amount of tension (from war declaration) reduced when peace is completed.
        TENSION_LIBERATE = -1,                                                        -- Amount of tension generated by liberating a country.
        TENSION_CAPITULATE = 0.75,                                                -- Scale of the amount of tension created by a countries capitulation.
        GUARANTEE_COST = 25,                                                        -- Scale with the number of already guaranteed countries.
        REVOKE_GUARANTEE_COST = 25,
        MP_NUM_WINNERS_FOR_PEACE_PAUSE = 1,                                -- Number of human players as winners needed for peace conference to pause and open for everyone in multiplayer, needs to fullfill MP_NUM_LOSERS_FOR_PEACE_PAUSE as well.
        MP_NUM_LOSERS_FOR_PEACE_PAUSE = 1,                                -- Number of human players as losers needed for peace conference to pause and open for everyone in multiplayer, needs to fullfill MP_NUM_WINNERS_FOR_PEACE_PAUSE as well.
        BASE_CONDITIONAL_PEACE_WARESCORE_RATIO = 0.5,         -- Warscore ratio needed for the losing side to able to surrender.
        BASE_CONDITIONAL_PEACE_MONTHS = 6,                                -- War length must be before a surrender i possible.
        JOINING_NAP_WAR_PENALTY = 0.2,                                        -- National Unity penalty for breaking non-breakable NAP
        BREAKING_GUARANTEE_PENALTY = 0.2,                                -- National Unity penalty for breaking guarantee
        PEACE_SCORE_PER_PASS = 0.2,                                                -- When you pass in a peace deal you gain this percent of your original score
        MAX_REMEMBERED_LEASED_IC = 1000,                                -- Maximum of leased equipment value that is remembered for opinion bonus
        MAX_OPINION_FOR_LEASED_IC = 30,                                        -- Positive opinion when remembering the MAX_REMEMBERED_LEASED_IC equipment
        MONTHLY_LEASED_IC_DECAY = 35,                                        -- How much of leased equipment is being "forgot" each month
        OPINION_PER_VOLUNTEER = 3,                                                -- Opinion bonus per one sent volunteer division
        MAX_OPINION_FROM_VOLUNTEERS = 30,                                -- Opinion bonus per one sent volunteer division
        MAX_PARTICIPANTS_FOR_MAJOR_COUNTRIES = 5,                -- If we have more then x aggressors/defenders we only list major countries in tooltip for warscore progressbar or entry in world tension view
        OPINION_FOR_DEMO_FROM_WT_GENERATION = -2.0,                -- How much less do democracies like us if we generate world tension
        NOT_READY_FOR_WAR_BASE = -50,                                        -- AI should be unwilling to enter accept a call to war if not ready for war against the relevant enemies.
        NOT_READY_FOR_WAR_VAL_PER_DAY_SINCE_CALL = 1,        -- Value modifying the not ready base over time.
        PEACE_MIN_SCORE = 0.3,                                                        -- Value how much of your score you are always allowed to take
        TAKE_STATES_PUPPET_COST_MULT = 0.5,                                -- Cost multiplier for feeding states to a puppet that you have created, assuming the puppet currently owns the states
        TAKE_STATES_LIBERATE_COST_MULT = 0.5,                        -- Cost multiplier for feeding states to a country that has been liberated, assuming the country has cores on the states
        TAKE_STATES_CHANGE_GOV_COST_MULT = 0.5,                        -- Cost multiplier for feeding states to a country you are changing government on, assuming they currently own the states
        TAKE_STATES_GIVE_CORE_TO_SUBJECT_MULT = 0.5,        -- Cost multiplier for feeding core states to a subject
       
        RESOURCE_SENT_AUTONOMY_DAILY_BASE = 0.0,                -- If puppet provides resources to its master they increasy their autonomy by at least this amount
        RESOURCE_SENT_AUTONOMY_DAILY_FACTOR = 0.005,        -- If puppet provides resources to its master they increasy their autonomy by the resources factored by this
        WAR_SCORE_AUTONOMY_BASE = 0.0,                                        -- Value added if any war score is contributed by puppet
        WAR_SCORE_AUTONOMY_FACTOR = 0.6,                                -- If puppet generates war score it get a boost to independence
        LL_TO_OVERLORD_AUTONOMY_DAILY_BASE = 0.0,                -- If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
        LL_TO_OVERLORD_AUTONOMY_DAILY_FACTOR = 0.05,        -- If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
        LL_TO_PUPPET_AUTONOMY_DAILY_BASE = 0.0,                        -- If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
        LL_TO_PUPPET_AUTONOMY_DAILY_FACTOR = -0.01,                -- If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
        AUTONOMY_FREEDOM_FROM_CAPITULATE = 0.5,         -- if overlord capitulate you get this
       
        AUTONOMY_LEVEL_CHANGE_PP_COST_BASE = 50.0,                -- Base cost of changing level of autonomy
        AUTONOMY_LEVEL_CHANGE_PP_ANNEX = 300,                        -- Annexation cost
        AUTONOMY_LEVEL_CHANGE_PP_FREE = 300,                        -- Break free cost
        MAX_SCORE_DIFF_TO_CHANGE_AUTONOMY = 10,                        -- The max diff between current freedom score and the cap for next or previous level allowed for changing
        MASTER_BUILD_AUTONOMY_FACTOR = -0.7,            -- scales autonomy gain from construction by this
        VICTORY_POINT_WORTH_FACTOR = 10,                                -- multiplier when calcualting proince worth (surrender)
        VICTORY_POINT_WORTH_FACTOR_WARSCORE = 0.2,                -- multiplier when calcualting province worth with autonomy/warscore
        IDEOLOGY_JOIN_FACTION_MIN_LEVEL = 0.3,                        -- ideology limit required to join faction
        JOIN_FACTION_LIMIT_CHANGE_AT_WAR = 0.5,                        -- if in defensive war this or your modifier is counted as limit to join factions (so if you have 80% join limit this now means you can join at 50%)
        LICENSE_ACCEPTANCE_OPINION_FACTOR = 0.2,                -- Opinion modifier for acceptance of license production requests.
        LICENSE_ACCEPTANCE_PUPPET_BASE = 20,                        -- Acceptance modifier for puppets requesting production licenses.
        LICENSE_ACCEPTANCE_TECH_DIFFERENCE = 5,                 -- Acceptance modifier for each year of technology difference.
        LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE = 20,    -- Acceptance base for tech difference
        LICENSE_ACCEPTANCE_SAME_FACTION = 20,                        -- Acceptance modifier for being in the same faction
},

NCountry = {
        EVENT_PROCESS_OFFSET = 20,                                                -- Events are checked every X day per character or province (1 is ideal, but CPU heavy)
        BASE_RESEARCH_SLOTS = 2,                                                -- Base number of research slots per country.
        VP_TO_SUPPLY_BASE = 1,                                                        -- Bonus to supply from a VP, no matter the level
        VP_TO_SUPPLY_BONUS_CONVERSION = 0.1,                        -- Bonus to supply local supplies from Victory Points, multiplied by this aspect and rounded to closest integer
        SUPPLY_FROM_DAMAGED_INFRA = 0.3,                -- damaged infrastructure counts as this in supply calcs
        SUPPLY_BASE_MULT = 1,                                                        -- multiplier on supply base values
        SUPPLY_BONUS_FROM_INPUT = 0.25,                                        -- % of supply bonus from input area.
        SUPPLY_PATH_MAX_DISTANCE = 15,                                        -- When supply route reach more than X nodes, the manpower+equipment delivery speed reach 100% penalty.
        POPULATION_YEARLY_GROWTH_BASE = 0.015,                        -- basic population growth per year, used for monthly manpower gain
        RESISTANCE_STRENGTH_FROM_VP = 0.001,                        -- How much strength ticking speed gives each VP score.
        RESISTANCE_STRENGTH_FROM_UNIT = 0.001,                        -- How much strength ticking speed is reduced from each unit in state (multiplies subunit value resistance_suppress)
        RESISTANCE_STRENGTH_FROM_NEIGHBORS = 0.5,                 -- Multiplies how much resistance can spread from one state to its neighbors, a state will spread whatever is highest of its victorypoints resistance increase or half of any of its neighbors spread, multiplied by this
        RESISTANCE_DECAY_WHEN_NO_GROWTH = 0.005,                -- Resistance will fall by this much each day if there is nothing increasing it ( no VPs and no spread from neighbors )
        REINFORCEMENT_DIVISION_PRIORITY_COUNT = 3,                 -- How many priority stages we have in division template? 0)Reserves, 1)Normal, 2)Elite.
        REINFORCEMENT_DIVISION_PRIORITY_DEFAULT = 1,         -- Each template by default is 1)Normal
        REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT = 1,-- Each theater group by default is 1)Normal
        REINFORCEMENT_THEATRE_PRIORITY_COUNT = 3,                -- Same as with divisions...
        REINFORCEMENT_THEATRE_PRIORITY_DEFAULT = 1,
        REINFORCEMENT_AIRBASE_PRIORITY_COUNT = 3,
        REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT = 1,
        REINFORCEMENT_DELIVERY_SPEED_MIN = 0.6,                        -- The distance from the supply region to capital should affect the speed only a little bit. Main factor for penalty is overcrowded areas, and not the route length.
        REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED = 0.3,        -- Modifier for army equipment reinforcement speed
        REINFORCEMENT_MANPOWER_DELIVERY_SPEED = 10.0,        -- Modifier for army manpower reinforcement delivery speed (travel time)
        REINFORCEMENT_MANPOWER_CHUNK = 0.1,                                -- Chunk size of manpower reinforcement delivery, in % of total manpower needed by the template.
        EQUIPMENT_UPGRADE_CHUNK_MAX_SIZE = 10,                        -- Maximum chunk size of equipment upgrade distribution per update.
        COUNTRY_SCORE_MULTIPLIER = 1.0,                                        -- Weight of the country score.
        ARMY_SCORE_MULTIPLIER = 0.15,                                        -- Based on number of armies.
        NAVY_SCORE_MULTIPLIER = 1.0,                                        -- Based on number of navies.
        AIR_SCORE_MULTIPLIER = 0.1,                                                -- Based on number of planes (which is typically a lot).
        INDUSTRY_SCORE_MULTIPLIER = 1.0,                                -- Based on number of factories.
        PROVINCE_SCORE_MULTIPLIER = 0.1,                                -- Based on number of controlled provinces.
        NUCLEAR_PRODUCTION_SCALE = 365,                                        -- +1 nuclear_production gives 1 nuke per year
        NUCLEAR_BOMB_DROP_UNITY_EFFECT_MAX_INFRA = 0.2, -- Reduce enemy national unity on nuking a province, the value scales with infrastructure up to this number
        NUCLEAR_BOMB_DROP_UNITY_EFFECT_MAX_VP = 3,                -- National unity will be scaled down if there's less VP than this in the province
        WEEKLY_UNITY_GAIN = 0.0,
        RESOURCE_ORIGIN_PRIORITY = 1,                                        -- Default convoy priority for resources shipped internally
        RESOURCE_EXPORT_PRIORITY = 1,                                        -- Default convoy priority for export trade
        RESOURCE_LENDLEASE_PRIORITY = 1,                                -- Default convoy priority for export lend lease
        SUPPLY_CONVOY_FACTOR = 0.25,                                        -- How many convoys each supply needs
        CONVOY_RANGE_FACTOR = 1,                        -- how much range affects convoy need
        LOCAL_MANPOWER_ACCESSIBLE_FACTOR = 0.5,         -- accessible recruitable factor base
        LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR = 0.02,  -- accessible recruitable factor base
        STATE_CONTROLLER_VP_RATIO_FLIP = 0.5,                        -- If current state controller has less share than this of state total and no armies in it the state changes controller
        DEFAULT_NATIONAL_UNITY = 0.7,                                        -- Default national unity if not scripted otherwise.
        MAX_NATIONAL_UNITY = 0.90,
        FRONT_PROVINCE_SCORE = 20,                                            -- Max province score of a front. Used for the hostile troop alert
        FRONT_PROVINCE_SCORE_HOSTILE_TROOPS = -1,                 -- If province score in a front is below this value we are losing territory, and hostile troop alert will show.
        MAJOR_IC_RATIO = 3,                             -- difference in total factories needed to be considered major with respect to other nation
        MAJOR_MIN_FACTORIES = 35,                                                -- need at least these many factories to become a major
        MAX_INTELLIGENCE_DIFFERENCE = 3.0,                                -- Max difference in intelligence levels between countries
        MAX_INTELLIGENCE_DATA_DEVIATION = 1.0,          -- Max deviation in estimating default espionage values ( 0.0 - 1.0 )
        MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION = 1.0, -- Max deviation in estimating enemy military units amount ( 0.0 - 1.0 )
        MAX_INTELLIGENCE_NAVY_DATA_DEVIATION = 0.3,                -- Max deviation in estimating enemy ships amount ( 0.0 - 1.0 )
        MAX_INTELLIGENCE_AIR_DATA_DEVIATION = 1.0,                -- Max deviation in estimating enemy air planes amount ( 0.0 - 1.0 )
        MAX_INTELLIGENCE_INDUSTRY_DATA_DEVIATION = 0.4,        -- Max deviation in estimating enemy industry amount ( 0.0 - 1.0 )
        MAX_INTELLIGENCE_CONVOY_DATA_DEVIATION = 0.3,        -- Max deviation in estimating enemy convoys amount ( 0.0 - 1.0 )
        MAX_INTELLIGENCE_MANPOWER_DATA_DEVIATION = 0.4,        -- Max deviation in estimating enemy total manpower amount ( 0.0 - 1.0 )
        MAX_INTELLIGENCE_FIELDED_MANPOWER_DATA_DEVIATION = 0.35, -- Max deviation in estimating enemy fielded manpower amount ( 0.0 - 1.0 )
        MIN_MANPOWER_RATIO = 0.15,                                                -- Min manpower ratio to show manpower alert
        ARMY_IMPORTANCE_FACTOR = 5.0,                                        -- Army factor for AI and calculations
        VICTORY_POINTS_IMPORTANCE_FACTOR = 5.0,                        -- State victory points importance factor for AI and calculations
        BUILDING_IMPORTANCE_FACTOR = 3.0,                                -- State building importance factor for AI and calculations
        RESOURCE_IMPORTANCE_FACTOR = 0.1,                                -- State resource importance factor for AI and calculations
        INTERPOLATED_FRONT_STEPS_SHORT = 2,                                -- Performance optimization - The amount of steps for interpolated fronts. Non-AI countries got full interpolated fronts, the rest has optimized version of it.
        MIN_AIR_RESERVE_RATIO = 0.33,                                        -- Min manpower ratio to show air reserves alert
        THEATRES_BIND_BORDER_DISTANCE = 25000,                        -- Map distance (before sqrt) between the center of the borders that determines if theatres should be bound or not.
        POLITICAL_POWER_CAP = 2000.0,                                        -- Max amount of political power country should have
        RESISTANCE_IMPORTANT_LEVEL = 0.05,                                -- Level when resistance becomes dangerous
        MIN_MAJOR_COUNTRIES        = 7,                                                -- MIN_MAJOR_COUNTRIES countries with most factories will be considered as major countries
        ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO = 0.7,                -- Countries will also be considered major when having more factories that the average of top MIN_MAJOR_COUNTRIES countries' factories times ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO
        BASE_TENSION_MAJOR_COUNTRY_INDEX = 1,                        -- Which major country should be considered the base country when scaling generated world tension. 0 is the country with the most factories, 1 is the second most-factories country etc. This number has to be lower than MIN_MAJOR_COUNTRIES
        MIN_NAVAL_SUPPLY_EFFICIENCY = 0.1,                                -- Min ratio when supplies will be considered delivered from the capital by naval path
        PARADROP_AIR_SUPERIORITY_RATIO = 0.7,                        -- Min ratio of air superiority for paradropping
        STATE_VALUE_BUILDING_SLOTS_MULT = 4.0,                        -- The Value of each building slot in a state ( Value is used to determine costs in peace conference and PP cost to occupy )
        STATE_VALUE_RESEOURCE_MULT = 0.2,                                -- The Value of each resource in a state ( Value is used to determine costs in peace conference and PP cost to occupy)
        STATE_OCCUPATION_COST_MULTIPLIER = 0.01,                -- Multiplier for state value to PP cost for occupation
        STATE_VALUE_NON_CORE_STATE_FRACTION = 0.5,                -- If a state is not a core we assume we will get 50% of the factory slots
        INVASION_REPORT_EXPERATION_DAYS = 30,                        -- Invasion experation days
        MIN_FOCUSES_FOR_CONTINUOUS = 10,                                -- Focuses needed to unlock continuous focuses
        AUTONOMOUS_TOTAL_SCORE = 4000,                                        -- Total score for autonomous scale
        AUTONOMOUS_SPILLOVER = 0.025,                                        -- Total score that can be saved to reach next level
        CIVIL_WAR_INVOLVEMENT_MIN_TENSION = 0.5,                -- base value of world tension to involve other sides to the civil war
        UNCAPITULATE_LEVEL = 0.1,                       -- if we reclaim this much and our capital we reset capitulate status
},

NProduction = {
        MAX_EQUIPMENT_RESOURCES_NEED = 3,         -- Max number of different strategic resources an equipment can be dependent on.
        MAX_CIV_FACTORIES_PER_LINE = 15,        -- Max number of factories that can be assigned a single production line.
        MAX_NAV_FACTORIES_PER_LINE = 15,
        MAX_MIL_FACTORIES_PER_LINE = 15,
        EFFICIENCY_LOSS_PER_UNUSED_DAY = 1,                -- Daily loss of efficiency for unused factory slots ( efficiency is tracked per factory slot in the production line )
        MAX_LINE_RESOURCE_PENALTY = 90,                -- Max penalty factor for production lines lacking strategic resources in %.
        RESOURCE_PENALTY_WARNING_CRITICAL_RATIO = 0.8, -- Switch to red progress bar if penalty is over threshold
        BASE_FACTORY_SPEED = 5,                                 -- Base factory speed multiplier (how much hoi3 style IC each factory gives).
        BASE_FACTORY_SPEED_MIL = 5,                                 -- Base factory speed multiplier (how much hoi3 style IC each factory gives).
        BASE_FACTORY_SPEED_NAV = 2.5,                                 -- Base factory speed multiplier (how much hoi3 style IC each factory gives).
        BASE_FACTORY_START_EFFICIENCY_FACTOR = 10,        -- Base start efficiency for factories expressed in %.
        BASE_FACTORY_MAX_EFFICIENCY_FACTOR = 50,        -- Base max efficiency for factories expressed in %.
        BASE_FACTORY_EFFICIENCY_GAIN = 1,                -- Base efficiency factor.
        BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR = 0.1,                         -- Factory efficiency balancing factor
        BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR = 90,                -- Base factor for changing production variants in %.
        BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR = 50,                -- Base factor for changing production parent<->children in %.
        BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR = 70,                -- Base factor for changing production with same family in %.
        BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR = 20,         -- Base factor for changing production with same archetype in %.
        BASE_CONSUMER_GOODS_NEED_FACTOR = 50,  -- Base factor for the consumer goods need of civilian factories in %.
        EQUIPMENT_BASE_LEND_LEASE_WEIGHT = 1.0, -- Base equipment lend lease weight
        EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR = 0.01, -- Base equipment lend lease factor
        ANNEX_STOCKPILES_RATIO = 1.0,                -- How much stockpiled equipment will be transferred on annexation
        ANNEX_FIELD_EQUIPMENT_RATIO = 0.25,        -- How much equipment from deployed divisions will be transferred on annexation
        ANNEX_CONVOYS_RATIO = 0.15,                        -- How many convoys will be transferred on annexation
        MIN_POSSIBLE_TRAINING_MANPOWER = 100000,        -- How many deployment lines minimum can be training
        MIN_FIELD_TO_TRAINING_MANPOWER_RATIO = 0.75,        -- Ratio which % of army in field can be trained
        CAPITULATE_STOCKPILES_RATIO = 0.5, -- How much equipment from deployed divisions will be transferred on capitulation
        INFRA_MAX_CONSTRUCTION_COST_EFFECT = 1,                 -- Building in a state with higher infrastructure will reduce the cost of shared buildings.
        PRODUCTION_RESOURCE_LACK_PENALTY = -0.05,                        -- Penalty decrease while lack of resource per factory
        MIN_LICENSE_ACTIVE_DAYS = 30,                                                -- Min days for license to be active
        BASE_LICENSE_IC_COST = 1,                                                        -- Base IC cost for lended license
        LICENSE_IC_COST_YEAR_INCREASE = 1,                                        -- IC cost equipment for every year of equipment after 1936
        LICENSE_EQUIPMENT_BASE_SPEED = -0.25,                                -- base MIC speed modifier for licensed equipment
        LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR = -0.05,                -- MIC speed modifier for licensed equipment for each year of difference between actual and latest equipment
        LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS = 4,                        -- Maximum years for MIC speed modifier
        LICENSE_EQUIPMENT_SPEED_NOT_FACTION = -0.10,                -- MIC speed modifier for licensed equipment for not being in faction
        LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR = 2.0,                        -- XP cost for upgrading licensed equipment
        LICENSE_EQUIPMENT_SPEED_NO_LICENSE = -0.50,                        -- Penalty for producing non licensed equipment
        CONVERSION_SPEED_BONUS = 2.0,                                                -- Modifier to the production speed when converting equipment
},

NTechnology = {
        MAX_SUBTECHS = 3,                                                -- Max number of sub technologies a technology can have.
        BASE_RESEARCH_POINTS_SAVED = 30.0,                -- Base amount of research points a country can save per slot.
        BASE_YEAR_AHEAD_PENALTY_FACTOR = 2,                -- Base year ahead penalty
        BASE_TECH_COST = 100,                                        -- Base cost for a tech. multiplied with tech cost and ahead of time penalties
        MAX_TECH_SHARING_BONUS = 0.5,                         -- Max technology sharing bonus that can be applied instantly
        LICENSE_PRODUCTION_TECH_BONUS = 0.2,        -- License production tech bonus
},

NPolitics = {
        BASE_LEADER_TRAITS = 3,                                -- Base amount of leader traits.
        MAX_RANDOM_LEADERS = 1,                                -- Maximum amount random leader to have per party.
        BASE_POLITICAL_POWER_INCREASE = 2,        -- Weekly increase of PP.
        ARMY_LEADER_COST = 5,                                        -- cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type
        NAVY_LEADER_COST = 5,                                        -- cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type
        GOAL_COST_FACTOR = 1.0,                                -- Multiplayer for cost of political goals
        LEADER_TRAITS_XP_SHOW = 0.05,                        -- Amount of XP a trait needs to be shown in tooltips of a leader.
        REVOLTER_PARTY_POPULARITY = 0.4,                -- Revolter party loses 80% popularity when the civil war breaks out
        MIN_OVERTHROWN_GOVERNMENT_SUPPORT_RATIO = 0.4, -- Min possible support for new government after puppeting the government
        NUM_OCCUPATION_POLICIES = 4,                -- Number of potential occupation policies
        DEFAULT_OCCUPATION_POLICY = 1,                -- Defaullt value for occupation policy
        INSTANT_WIN_REVOLTER_POPULARITY_RATIO = 0.4, -- Min party popularity for instant win in one province state
        INSTANT_WIN_POPULARITY_WIN = 50, -- New party popularity
},
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