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1.6.2的DEFINE
本帖最后由 doublepaopao 于 2013-1-21 15:57 编辑
defines = {
start_date = '1936.1.1',
end_date = '1968.1.1',
land_combat = 'land_doctrine_practical',
naval_combat = 'naval_doctrine_practical',
air_combat = 'air_doctrine_practical',
bombing = 'air_doctrine_practical',
base_militia = 'militia_brigade',
country = {
CORE_LOSE = 50,
CORE_GAIN = 50,
YEARS_OF_NATIONALISM = 20, -- Years of Nationalism
YEARS_UNTIL_BROKEN = 1, -- Years until rebel held capital results in broken country.
REBEL_ACCEPTANCE_MONTHS = 40,
ELECTION_RANDOMNESS = 0.15,
ELECTION_MINISTER_DISSENT_PENALTY = -0.1,
MAX_NUMBER_OF_SPIES = 10,
SPY_DETECTION_CHANCE = 0.1,
SPY_MISSION_CHANGE_DAYS = 7,
SPY_CONNECTION_DETECTION_CHANCE = 0.5,
SPY_BASE_CONNECTION_DETECTION_CHANCE = 0.5,
SPY_UNIT_DETECTION_CHANCE = 0.5,
SPY_INTEL_MISSION_BONUS = 0.5, -- % better when focusing on a field
SPY_PARTY_ORGANIZATION_BOOST = 0.01,
BASE_TECH_DECAY = -0.02, -- how many percent lost each month in tech categories.
MAX_TECH_ABILITY = 24,
TECH_ABILITY_GAIN_DIVISOR = 10,
NUKE_UNITY_IMPACT = 5.0, -- impact from being nukes.
MOBILIZE_THREAT_IMPACT = 1.0, -- threat from when mobilizing.
SPY_THREAT_INCREASE_ACTION = 0.04, -- daily threat increase from spy action
POPULARITIY_RANDOMNESS = 10,
PARTY_POP_CHANGE_RATE = 10, -- Inversly affects how fast party popularity gets closer to organisation
MOBILIZATION_BONUS_DAYS = 45, -- Number of days reinforcements benefit from mobilization
NO_MISSION_SPY_DETECTION_MULTIPLIER = 0.1, -- The risk of being detected is multiplied with this number when not performing any missions
DEMOBILIZATION_FACTOR = 1.0, -- The amount of manpower you get back from units when demobilizing.
NUMBER_OF_VICTORY_CONDITIONS = 15, -- The number of victory conditions each faction needs to pick.
VICTORY_CONDITIONS_TO_WIN = 12, -- The number of victory conditions each faction needs to win.
PARTY_POPULARITY_CUTOFF = 0.1, -- limit when calculating cabinet positions
COUP_CHANCE_PER_POSITION = 0.1,
PEACETIME_MANPOWER_ROTATION_LOW_SUPPLY_FACTOR = 1.25, -- affects peacetime_manpower_rotation modifier due to low supplies.
SPY_BASE_PRODUCTION_DETECTION_CHANCE = 0.5,
SPY_COVERT_OPS_GAIN = 0.5, -- monthly gain per spy
SPY_COVERT_OPS_MAX = 50,
COUP_COVERT_OPS_COST = 20,
ROUGH_COUNTRY_RUIN_EST_MODIFIER = 0.15, -- balance rough estimation of country in ruins (bombing damage to % estimation used in strat warfare window)
TECHNOLOGY_YEAR_IMPACT = 2.5,
TECH_ESPIONAGE_BASE_CHANCE = 2,
TECH_ESPIONAGE_TECH_PICK_FACTOR = 0.3,
SPY_MILITARY_INTEL_TIME_BASE = 32,
MILITARY_ESPIONAGE_DETECTION_CHANCE = 0.6,
MILITARY_ESPIONAGE_AT_BASE_CHANCE = 2,
SPY_MILITARY_INTEL_LOCAL_TIME_BASE = 15
},
economy = {
MAX_PROVINCE_SELL_PRICE = 2000,
LEADERSHIP_TO_DIPLOMACY = 0.8, -- Leadership to Diplomatic Influence factor.
IC_TO_MONEY = 0.04,
IC_TO_CONSUMER_GOODS = 5.0,
IC_TO_SUPPLIES = 8.0,
CONVOY_BUILD_COST = 1.5,
CONVOY_BUILD_TIME = 40,
ESCORT_BUILD_COST = 3,
ESCORT_BUILD_TIME = 100,
LEADERSHIP_TO_SPIES = 0.05, -- was 0.05
BUILDING_REPAIR_SPEED = 0.05,
LEADERSHIP_TO_OFFICERS = 3.0,
THREAT_FROM_CONVOYS_MODIFIER = 0.1,
CONVOY_CONSTRUCTION_SIZE = 15,
MAX_DAILY_TRADE = 100,
CONVOY_PATH_LENGTH_MULT = 0.33, -- Convoy path length effect on needed transports
CONVOY_TRADE_WEIGHT_MULT = 0.4, -- Trade route convoy effect on needed transports
RESOURCE_TO_IC_COST = 0.25, -- For calc IC from damage done to resources (for strat warfare overview)
CARGO_TONS_SUNK_SCALE = 1000.0,
LL_CONVOY_EFF_IMPACT = 0.4, -- How much decreases efficiency when convoy is sunk. (f.ex. if impact is 25% and sunk only a half of total transports, then efficiency reduces by 12.5%)
LL_CONVOY_EFF_REGAIN = 0.01 -- How much efficiency % regenerates every day.
},
military = {
MAX_MANPOWER = 10,
HISTORICAL_MODEL_MAX = 30, -- historical models max
BASE_CHANCE_TO_AVOID_HIT = 85.0, -- Base chance to avoid hit if defences left.
CHANCE_TO_AVOID_HIT_AT_NO_DEF = 65.0, -- chance to avoid hit if no defences left.
RIVER_CROSSING_PENALTY = -0.60, -- base river crossing penalty.
AMPHIBIOUS_LANDING_PENALTY = -0.7, -- amphibious landing penalty
PARADROP_PENALTY = -0.7, -- paradrop penalty
MULTIPLE_COMBATS_PENALTY = 0.55, -- multiple combat modifier
ENVELOPMENT_PENALTY = 0.35, -- envelopment penalty, for each direction.
ENCIRCLED_PENALTY = 0.8, -- for completely encircled units.
DIG_IN_FACTOR = 0.01, -- dig-in factor.
COMBAT_SUPPLY_LACK_IMPACT = 0.3, --combat penalty factor on lack of supplies.
COMBAT_DISSENT_IMPACT = 0.02, -- dissent modifier in combat.
PRIDE_SUNK_DISSENT_IMPACT = 5, -- Pride of the Fleet Sunk impact
SUPPLY_TAX = 0.1, -- supplies cost for moving through a province.
PARTISAN_EFFECT_ON_SUPPLY_TAX = 0.02,
SUPPLYPOOL_DAYS = 35, -- days of supply.
SUPPLY_SAME_AREA_DIST_CUTOFF = 5, -- No convoys to within this many provinces from the main supplier province
PARASUPPLYPOOL_DAYS = 7, -- when paradropped
RADAR_RANGE = 0.09,
BASE_RADIO_STRENGTH = 10,
EXP_GAIN_LAND = 0.15,
EXP_GAIN_NAVAL = 3.0,
EXP_GAIN_AIR = 0.2,
EXP_GAIN_DIV = 1.0,
EXP_GAIN_LEADER = 65.0,
EXP_GAIN_CONVOY_MODIFIER = 0.25, -- general modifier for gained exp by convoy raiding.
PRIDE_BONUS_EXP = 2,
PRIDE_BASE_REDESIGNATION_DISSENT = 1,
LAND_SPEED_MODIFIER = 0.05,
NAVAL_SPEED_MODIFIER = 0.25,
AIR_SPEED_MODIFIER = 0.1,
MINIMUM_STRENGTH = 50, --minimum strength of a land division at production. 50 = 5000 men.
BRIGADES_IN_DIVISION = 4, --number of allowed brigades in a division.
COMBAT_LEADER_IMPACT = 0.05,
COMBAT_MOVEMENT_SPEED = 0.01,
COMBAT_PUSHBACK_DAMAGE = 0.20,
COMBAT_PUSHBACK_CHANCE_FOR_DAMAGE = 60, -- 10 = 10%
UNIT_ATTACK_DELAY = 120, UNIT_ATTACK_DELAY_PERIOD = 12, -- if combat time below this attack delay scales downwards
UNIT_ATTACK_DELAY_MODIFY = 10,
PARATROOP_MISSION_DELAY = 120, -- Paratroops cannot make another attack drop before this many hours
PARATROOP_DROP_ORG_MULT = 0.50, -- Paratroop org is multiplied with this after they have landed (and combat is over)
PARATROOP_DROP_ORG_MULT_PLANE = 0.01, -- transport planes get their org multiplied with this after performing a mission
PARATROOP_MISSION_ORG_REQ = 0.75, -- Paratroop brigades need at least this percent of max org to perform drops
UNIT_DIGIN_CAP = 60,
BOMB_STRATEGIC_RESOURCES_INFRA_FRACTION = 0.08, -- As Less infra as more damage causes bombing to supplies (this factor makes the difference more or less noticable)
BOMB_STRATEGIC_RESOURCES = 0.12,
BOMB_STRATEGIC_PRODUCTION = 0.009,
BOMB_STRATEGIC_BUILDINGS = 0.009,
BOMB_REGIMENT_DAMAGE_MODIFIER = 0.8, -- bombing ground units (damage modifier > 1 makes the bomb attack stronger)
BOMB_SHIP_DAMAGE_MODIFIER = 0.80, -- bombing ships
BOMB_WING_DAMAGE_MODIFIER = 10.15, -- bombing airplanes (on ground)
OFFICER_COMBAT_LOSS = 0.030,
AGGRESSIVE_ORGANISATION_LIMIT = 0.30,
DEFENSIVE_ORGANISATION_LIMIT = 0.50,
PASSIVE_ORGANISATION_LIMIT = 0.60,
AGGRESSIVE_STRENGTH_LIMIT = 0.3,
DEFENSIVE_STRENGTH_LIMIT = 0.60,
PASSIVE_STRENGTH_LIMIT = 0.8,
CAG_DUTY_MINIMUM_ORG_LIMIT = 0.20,
LAND_COMBAT_THREAT_IMPACT = 0.06,
NAVAL_COMBAT_THREAT_IMPACT = 0.20,
AIR_COMBAT_THREAT_IMPACT = 0.01,
BOMBING_THREAT_IMPACT = 0.15,
LAND_DOCTRINE_INCREASE = 0.001,
NAVAL_DOCTRINE_INCREASE = 0.01,
AIR_DOCTRINE_INCREASE = 0.01,
BOMBING_DOCTRINE_INCREASE = 0.01,
COMBAT_DIFFICULTY_IMPACT = 0.10,
BASE_COMBAT_WIDTH = 12,
ADDITIONAL_COMBAT_WIDTH = 6,
RETREAT_PROGRESS = 1.2,
BASE_NIGHT_PENALTY = -0.7,
BASE_FORT_PENALTY = -0.15,
BASE_STACKING_PENALTY = -0.025,
RADAR_COMBAT_IMPACT = 0.095,
COMBAT_EVENT_DURATION = 10,
STRAT_RAIDER_FOUGHT_IMPACT = 0.2,
STRAT_BOMBER_FOUGHT_IMPACT = 0.1,
STRAT_BOMBER_NONCRIT_IMPACT_FRACTION = 0.25, --non cores affect unity less
STRAT_AIR_RAIDER_FOUGHT_IMPACT = 0.02,
STRAT_NO_ALLIES_HELP_PENALTY = -0.001,
STRAT_ALLIES_HELP = 0.1,
STRAT_BOMBING_PENALTY = -0.03,
STRAT_CONVOY_DAMAGE = -0.4,
LAND_COMBAT_ORG_DICE_SIZE = 10,
LAND_COMBAT_STR_DICE_SIZE = 4,
LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE = 5,
LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE = 11,
LAND_COMBAT_STR_DAMAGE_MODIFIER = 0.2,
LAND_COMBAT_ORG_DAMAGE_MODIFIER = 0.7,
AIR_COMBAT_ORG_DICE_SIZE = 8,
AIR_COMBAT_STR_DICE_SIZE = 4,
AIR_COMBAT_CRITICAL_HIT_DAMAGE_MUL = 5,
AIR_COMBAT_CRITICAL_HIT_DAMAGE_CHANCE = 1,
AIR_COMBAT_ORG_DAMAGE_MODIFIER = 4.8,
AIR_COMBAT_STR_DAMAGE_MODIFIER = 9.5,
AIR_COMBAT_NAV_SURPRISE_CHANCE = 30, -- Chance of attacking naval bombers getting a surprise bonus (%)
AIR_COMBAT_NAV_SURPRISE_BONUS = 0.50, -- Naval bomber surprise attack bonus
AIR_COMBAT_NAV_SURPRISE_ROUNDS = 1, -- Combat rounds that the naval bomber surprise chance lasts
AIR_COMBAT_CAG_ORG_DAMAGE_MOD = 0.45, -- ORG damage to CAGs is multiplied by this
AIR_COMBAT_CAG_STR_DAMAGE_MOD = 0.45, -- STR damage to CAGs is multiplied by this
NAVAL_COMBAT_ORG_DICE_SIZE = 3,
NAVAL_COMBAT_STR_DICE_SIZE = 6,
NAVAL_COMBAT_CRITICAL_HIT_DAMAGE_MUL = 6,
NAVAL_COMBAT_CRITICAL_HIT_DAMAGE_CHANCE = 1,
NAVAL_COMBAT_ORG_DAMAGE_MODIFIER = 1.0, -- Average damage is the same, but it will be more consistent with less randomness.
NAVAL_COMBAT_STR_DAMAGE_MODIFIER = 0.3, -- Average Strength damage is a bit higher and there will be much more randomness in it!
NAVAL_COMBAT_SUB_SURPRISE_CHANCE = 50, -- Chance of attacking subs getting a surprise bonus (%)
NAVAL_COMBAT_SUB_SURPRISE_BONUS = 1.0, -- Sub surprise attack bonus
NAVAL_COMBAT_SUB_SURPRISE_ROUNDS = 2, -- Combat rounds that the sub surprise chance lasts
AIR_COMBAT_ON_BOMBING = -0.25,
BASE_PROXIMITY_BONUS = 0.2,
INTERCEPT_ATTACK_BONUS = 0.20,
AIR_SUP_DEFEND_BONUS = 0.35,
SHORE_BOMBARDMENT_MOD = -0.02,
SHORE_BOMBARDMENT_CAP = -0.75,
AIR_STACKING_PENALTY = -0.007,
NAVAL_STACKING_PENALTY = -0.02, -- OBSOLETE
NAVAL_STACK_POS_HULL_LIMIT = 16, -- Total Hull size up to this is fine before taking stacking penalty
NAVAL_STACK_POS_PENALTY_HULL_MULT = 0.10, -- Every hull point above the limit gives this positioning penalty
NAVAL_STACK_POS_PENALTY_MAX = 1, -- maximum possible penalty due to size/positioning
AIR_STACKING_PENALTY_MAX = -0.8,
STRAT_REDEP_BASE_SPEED = 20,
STRAT_REDEP_SUPPLY_MOD = 1.6,
STRAT_REDEP_ORG_LOSS = 0.05,
AIR_RANK_1 = 6,
AIR_RANK_2 = 9,
AIR_RANK_3 = 12,
AIR_RANK_4 = 18,
NAVAL_RANK_1 = 6,
NAVAL_RANK_2 = 12,
NAVAL_RANK_3 = 18,
NAVAL_RANK_4 = 30,
RADIO_CORPS_LEADER_DISTANCE = 250,
RADIO_ARMY_LEADER_DISTANCE = 450,
RADIO_ARMYGROUP_LEADER_DISTANCE = 700,
RADIO_THEATHRE_LEADER_DISTANCE = 2500,
OWNED_AND_CONTROLLED_THROUGHPUT_CAP_BONUS = 4,
INFRA_THROUGHPUT_IMPACT = 3,
SURPRISE_BONUS = 0.33,
STATIC_AA_SCALE = 5.0,
AIR_SUPPLY_FACTOR = 0.5,
UNIT_UPGRADE_COST = 0.8, -- was 0.5
UNIT_UPGRADE_TIME = 0.4,
UNIT_UPGRADE_PRACTICAL_MOD = 0.9, -- smaller value gives less practical on upgrade
MAX_OFFICERS = 1.1, -- officer ratio max for bonus
LOW_ORG_REGAIN_BONUS = 0.50,
SPAWN_PARTISAN_LIMIT = 0.5,
SPAWN_UNDERGROUND_LIMIT = 1,
MAX_UNDERGROUND_DISTANCE = 1000,
**UND_INITIAL_STRENGTH = 0.8,
UNDERGROUND_STRENGTH_GAIN = 0.05,
UNDERGROUND_DETECT_CHANCE = 2,
UNDERGROUND_PARTISAN_STRENGTH = 1,
UNDERGROUND_SPAWN_STRENGTH = 0.8,
PARADROP_MIN_TIME = 0,
NAVAL_INTERCEPTION_AFTER_ATTACK_FACTOR = 1.3,
NAVAL_BASE_EFFICIENCY = 8, -- base throughput cap on ports
AMPHIBIOUS_INVADE_SPEED_BASE = 0.7, -- every hour movement progress on amphibious invasion
AMPHIBIOUS_INVADE_MOVEMENT_COST = 24.0, -- total progress cost of movement while amphibious invading
AMPHIBIOUS_INVADE_ATTACK_LOW = 0.8, -- low and high cap of attack modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_ATTACK_HIGH = 1.2,
AMPHIBIOUS_INVADE_DEFEND_LOW = 1.0, -- low and high cap of defend modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_DEFEND_HIGH = 1.2,
AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE = 2.0, -- scale of bonus that decreases "amphibious penalty" during combat, relative to invading transporter tech.
LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR = 0.2, -- damage reduction if armor outclassing enemy
LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR = 0.2, -- damage reduction if armor outclassing enemy
TACTIC_SWAP_FREQUENCEY = 24, -- hours of combat before tactis are automatically changed
INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR = 0.35, -- higher chance factor of picking a counter tactic if has initiative
AGGRESSIVNESS_SELECTION_IMPACT = 0.5, -- effect of aggressivness slider on tactic selection
SHIP_UPGRADE_SPEED_MOD = 2.0,
AIR_UPGRADE_SPEED_MOD = 1.0,
LAND_UPGRADE_SPEED_MOD = 1.0,
CAG_STACKING_PENALTY = 0.2,
CAG_SHIP_ATTACK_STR_BONUS = 2.0, -- attack bonus if CAG attacks ships who are busy in combat
CAG_SHIP_ATTACK_ORG_BONUS = 2.5,
NEW_LEADER_ORG_HIT = 0.3
},
diplomacy = {
WARDEC_BELIGERENCY = 25.0,
WARDEC_WAR_DIPLOMACY_HIT = 100.0,
WARDEC_INFLUENCE_COST = 0.0,
JOIN_ALLIANCE_INFLUENCE_COST = 2.0,
LEAVE_ALLIANCE_INFLUENCE_COST = 1.0,
GUARANTEE_INFLUENCE_COST = 3.0,
REVOKE_GUARANTEE_INFLUENCE_COST = 1.0,
CALLALLY_INFLUENCE_COST = 1.0,
NAP_INFLUENCE_COST = 5.0,
PURCHASE_INFLUENCE_COST = 0.0,
EMBARGO_INFLUENCE_COST = 3.0,
MILACCESS_INFLUENCE_COST = 1.0,
INFLUENCE_INFLUENCE_COST = 0.1,
RELATION_INFLUENCE_COST = 1.0,
JOINBLOCK_INFLUENCE_COST = 5.0,
ALLIANCE_NEUTRALITY_LIMIT = 25.0,
ALLIANCE_RELATION_CHANGE = 15.0,
ALLIANCE_REJECT_RELATION_CHANGE = -50.0,
GUARANTEE_NEUTRALITY_LIMIT = 60.0,
NAP_RELATION_CHANGE = 50.0,
LEAVE_NAP_RELATION_CHANGE = -30.0,
NAP_JOIN_INFLUENCE_COST = 5.0,
NAP_REJECT_RELATION_CHANGE = -20.0,
LEAVE_NAP_INFLUENCE_COST = 1.0,
LEAVE_NAP_THREAT_COST = 5.0,
MILACC_ACCEPT_RELATION_CHANGE = 10,
MILACC_DECLINE_RELATION_CHANGE = -10,
MILACC_CANCEL_RELATION_CHANGE = -20,
REVOKE_GUARANTEE_RELATION_CHANGE = -20,
DAYS_OF_INFLUENCE_RELATION_CHANGE = -1,
DAYS_OF_ALIGN_RELATION_CHANGE = -1,
ALIGN_INFLUENCE_COST = 1.0,
EMBARGO_RELATION_CHANGE = -30.0,
EMBARGO_NETRALITY = 50.0,
EMBARGO_THREAT_COST = 1.0,
JOIN_FACTION_INFLUENCE_COST = 2,
INVITE_FACTION_INFLUENCE_COST = 1,
JOIN_FACTION_NEUTRALITY = 15.0,
INVITE_FACTION_NEUTRALITY = 15.0,
TRADE_RELATION_CHANGES = 15.0,
TRADE_INFLUENCE_COST = 1.0,
TRADE_CANCEL_INFLUENCE_COST = 0.0,
TRADE_CANCEL_RELATION_COST = 5.0,
EXPEDITION_INFLUENCE_COST = 0.0,
EXPEDITION_RETURN_TIME = 1.0,
EXPEDITION_RECLAIM_TIME = 1.0,
LICENCE_INFLUENCE_COST = 1.0,
ALLOW_DEBT_INFLUENCE_COST = 1.0,
REVOKE_DEBT_INFLUENCE_COST = 1.0,
YEARS_TO_REPAY_DEBT = 50.0,
INFLUENCE_UPKEEP = 1.0,
REGULAR_CONSTRUCTION_THREAT_IMPACT = 0.1,
NEUT_INCREASE_DIFF_CONTINENT = 15,
NEUT_REDUCTION_AT_CLAIMS = 20,
SHARE_TECH_INFLUENCE_COST = 1.0,
SHARE_TECH_LEADERSHIP_COST = 1.0,
NAP_EXPIRY_MONTHS = 21, -- NAPs expire after this many months
NAP_UNBREAKABLE_MONTHS = 10, -- NAPS cannot be broken for this many months
NAP_FORCE_BALANCE_RULE_MONTHS = 3, -- 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
NAP_EXPIRY_ALERT_MONTHS_AHEAD = 3, -- That many months ahead the alert will appear.
WARGOAL_ADD_COOLDOWN = 1, -- 1 month
LEND_LEASE_NEUTRALITY_LIMIT = 60.0,
LEND_LEASE_MAX_IC_LOW = 0.05, -- bounds of % of our IC that we can share with LL. Interpolated by current neutrality vs LEND_LEASE_NEUTRALITY_LIMIT aspect.
LEND_LEASE_MAX_IC_HIGH = 0.90
},
alignment = {
ALIGNMENT_INTERVAL = 24,
RELATION_WEIGHT = 0.07,
IDEOLOGY_WEIGHT = 4.00,
PROXIMITY_WEIGHT = 0.06,
REVANCHISM_WEIGHT = 1.0,
THREAT_WEIGHT = 0.3,
REPULSION_WEIGHT = 0.03,
FACTION_JOIN_DIST = 25.0,
FACTION_STRAT_BONUS_DIST = 100.0,
FACTION_THREAT_DIST = 400.0,
WAR_THREAT = 3.0,
LARGE_COUNTRY_IC = 300.0, -- used to scale threat impact with country IC
REPULSION_IC_FACTOR = 9 -- If a country is of another ideology, the repulsion factor is modified by this value times its max IC, divided by the faction IC
},
map = {
SUEZ = 11381,
SUEZ_BLOCKER = 5612,
PANAMA = 11383,
PANAMA_BLOCKER = 7717,
BALTIC = 10517,
BALTIC_BLOCKER = 1740,
BLACKSEA = 11382,
BLACKSEA_BLOCKER = 4503,
GIBRALTAR = 10559,
GIBRALTAR_BLOCKER = 5191
},
weather = {
PRESSUREMIN = 870,
PRESSUREMAX = 1090,
PRESSUREDEFAULT = 1013,
PRESSURESTEP = 5,
PRESSUREREDUCTION = 2,
PRESSUREPROPAGATION = 10,
PRESSURETHRESHOLD = 300,
MAXHUMIDITY = 100,
MINHUMIDITY = 0,
MAXFROMEACHPRESSURE = 8,
HIGHTEMPERATUREATTRITIONTHRESHOLD = 30,
LOWTEMPERATUREATTRITIONTHRESHOLD = -5, -- was -10
WINDATTRITIONTHRESHOLD = 30,
CLOUDCOVERAGETEMPERATUREDROP = 8,
LANDRAINIMPACTMODIFIER = 0.005,
LANDRAINIMPACTCAP = 0.90,
LANDLOWTEMPERATURETHRESHOLD = -5, -- was -1
LANDLOWTEMPERATUREIMPACT = 0.60,
LANDHIGHTEMPERATURETHRESHOLD = 30,
LANDHIGHTEMPERATUREIMPACT = 0.05,
AIRLOWTEMPERATURETHRESHOLD = -5,
AIRLOWTEMPERATUREIMPACT = 0.2,
AIRHIGHTEMPERATURETHRESHOLD = 30,
AIRHIGHTEMPERATUREIMPACT = 0.2,
AIRWINDSPEEDMODIFIER = 0.025,
AIRCLOUDMODIFIER = 0.35,
AIRRAINMODIFIER = 0.05,
BOMBLOWTEMPERATURETHRESHOLD = -5,
BOMBLOWTEMPERATUREIMPACT = 0.25,
BOMBHIGHTEMPERATURETHRESHOLD = 30,
BOMBHIGHTEMPERATUREIMPACT = 0.2,
BOMBWINDSPEEDMODIFIER = 0.025,
BOMBCLOUDMODIFIER = 0.55,
BOMBRAINMODIFIER = 0.08,
NAVALWINDSPEEDMODIFIER = 0.001,
NAVALRAINMODIFIER = 0.55,
MUDDYNESSMOVEMENTMODIFIER = -0.80,
COLDMOVEMENTMODIFIER = -0.75,
HOURLYFROZENINCREASE = 0.075,
HOURLYTHAW = 0.025,
TEMPERATURECHANGESPEED = 0.075,
WEATHERMOVEMENTDELAY = 2,
LOWPRESSUREBASE = 100,
LOWPRESSUREOFFSET = 100,
ALLOWEDTOFLYTHRESHOLD = 0.7,
SPOTTINGCLOUDMODIFIER = 0.2,
SPOTTINGRAINMODIFIER = 0.2,
MUDDYNESSSUPPLYTAXMODIFIER = 0.85,
FIRINGRANGEMODIFIER = -0.5,
GFX_RAINIMPACT_LIMIT = 0.1,
GFX_RAIN_LIMIT = 0.1,
GFX_SNOW_LIMIT = 0.1,
GFX_STORM_LIMIT = 15.0,
GFX_SNOW_STORM_LIMIT = 15.0,
GFX_PARTIAL_CLOUD_LIMIT = 0.3,
GFX_CLOUD_LIMIT = 0.8,
INITIAL_SIMULATION_HOURS_AHEAD = 96 -- (24*4) 4 days ahead - reducing it may improve loading time a bit, but worse weather precision at startup
},
goods_cost = {
SUPPLIES = 0.35,
FUEL = 0.75,
MONEY = 0.0,
CRUDE_OIL = 0.55,
METAL = 0.25,
ENERGY = 0.20,
RARE_MATERIALS = 0.65
}
}
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