This file contains full list of configuration parameters available in 1.50 config. It is generated semi automatically and is guaranteed to contain all current parameters. Short descriptions provided are meant as rough outline of parameter function, the finer points are described in respective game mechanics articles. All specified values are set to classic MOO2 defaults, the same they are in unmodded game. For modded game values are different.
Configuration files have extension .CFG and are utf-8 plain text files. They can be edited in any plain text editor such as notepad. See Configuration Syntax for complete description.
Mods in 1.50 are essentially bundles of configuration files, see Modding.
Parameters
# ============================================================================ # # -- -- # # -- MOO2 1.50.22 GAME CONFIGURATION -- # # -- -- # # ============================================================================ #
# ================================= # # -- LBX FILES & INTERFACE -- # # ================================= #
## # Mod name, an arbitrary string. This string is displayed in Launcher. If not # specified then mod_id is used instead. # mod_name = 0;
## # Mod id, an arbitrary string. It's used as an argument to /enable/ command. # It MUST be specified in a valid mod file. If two mod files with the same id # are found then this is a conflict and both are disabled. # mod_id = 0;
## # Mod class, an arbitrary string. Mods of the same classes are alternative, # i.e. cannot be loaded together. Class denotes some aspect of the game, # current well-known classes are: # core -- Full mods, override every rule (0). # ai -- AI tweaks, AI ship designs, etc. (100) # map -- Mapgen weights, map postprocessor (200). # ruleset -- Rule switches (such as /noscan) and mapgen switches (such as # /fixedhw) (300). # # In parenthesis the default mod_order is specified. Mods are loaded (and # displayed in Launcher) in that order. Underscore marks class as hidden, # such mods are not displayed by launcher. Example: mod_class = _user; # This parameter MUST be specified in a valid mod file. # mod_class = 0;
## # Mod load order. The less the number, the earlier the mod is loaded. # mod_order = 0;
## # Mod description, optional. Will be displayed in Launcher when selecting a mod. # mod_desc = 0;
## # Set path where to find mods. All directories under this path are scanned for # CFG files with mods: 150\mods\*\*.CFG. If you have non-mod configs put them # to subdirectory or give another extension. # scan_mods = 0;
## # Set template for BUILD*.CFG files. If not set BUILD$ID$.CFG will be used. # build.cfg = 0;
## # Set template for MAIN*.LUA files. If not set MAIN$ID$.CFG will be used. # main.lua = 0;
# lbx REQUIRED for patch
# Specify custom path for newgame.lbx: # newgame.lbx = 0;
# Specify custom path for estrings.lbx: # estrings.lbx = 0;
# Specify custom path for eventmse.lbx: # eventmse.lbx = 0;
# lbx graphics
# Specify custom path for cmbtshp.lbx: # cmbtshp.lbx = 0;
# Specify custom path for colsysdi.lbx: # colsysdi.lbx = 0;
# Specify custom path for combat.lbx: # combat.lbx = 0;
# Specify custom path for design.lbx: # design.lbx = 0;
# Specify custom path for info.lbx: # info.lbx = 0;
# Specify custom path for officer.lbx: # officer.lbx = 0;
# Specify custom path for raceicon.lbx: # raceicon.lbx = 0;
# Specify custom path for races.lbx: # races.lbx = 0;
# Specify custom path for racesel.lbx: # racesel.lbx = 0;
# Specify custom path for ships.lbx: # ships.lbx = 0;
# Specify custom path for starbg.lbx: # starbg.lbx = 0;
# lbx text multilingual
# Specify custom path for kentext.lbx: # kentext.lbx = 0;
# Specify custom path for kentext1.lbx: # kentext1.lbx = 0;
# Specify custom path for racename.lbx: # racename.lbx = 0;
# Specify custom path for shipname.lbx: # shipname.lbx = 0;
# Specify custom path for starname.lbx: # starname.lbx = 0;
# Specify custom path for techname.lbx: # techname.lbx = 0;
# lbx text language specific
# Specify custom path for credits.lbx: # credits.lbx = 0;
# Specify custom path for diplomse.lbx: # diplomse.lbx = 0;
# Specify custom path for fonts.lbx: # fonts.lbx = 0;
# Specify custom path for help.lbx: # help.lbx = 0;
# Specify custom path for herodata.lbx: # herodata.lbx = 0;
# Specify custom path for hestrngs.lbx: # hestrngs.lbx = 0;
# Specify custom path for maintext.lbx: # maintext.lbx = 0;
# Specify custom path for rstring0.lbx: # rstring0.lbx = 0;
# Specify custom path for skildesc.lbx: # skildesc.lbx = 0;
# Specify custom path for techdesc.lbx: # techdesc.lbx = 0;
## # If 1, vsync is turned off, greatly speeding up switching between screens. If 0, vsync is on (default). # disable_vsync = 0;
## # Fade in and fade out speeds when switching screens. # Default is 25, classic is 10, maximum is 100. # screen_fade_speed = 25;
## # The index of the color used to draw wormholes. Default of 4 is a dark grey. # Use 10 or 20 for lighter greys. # wormhole_color = 4;
## # If 1, history graphs will not be smoothened. # If 0 (default, classic), smoothing applies. # no_graph_smoothing = 0;
## # If 0 (default, classic), at start of hotseat and networked multiplayer games, # End Of Turn Wait is turned off (Game Settings menu). # If 1, End Of Turn Wait setting is always preserved no matter the game type. # keep_eotw_setting = 0;
## # If 1 (default), upon loading a saved game, the mod packed in the save is displayed. # If 0, no such prompt is displayed. # loaded_config_prompt = 1;
## # If 0, (classic, default), player is prompted on turn 1 to select # new research if he hadn't done so on turn 0. # If 1, player is not asked to select research on turn 1 (for melee mode). # no_initial_tech_prompt = 0;
## # Controls the Outpost ship behaviour upon arrival at a new star. # If 0 (classic, default), it prompts new outpost creation. # If 1, outpost creation prompt is skipped. # no_outpost_prompt = 0;
## # If 1 (default, classic), the game warns you upon exiting the colony build screen about # housing, trade goods or repeat builds present in the queue above a product (blockers). # If 0 it will not. Depending on the setting of option 'auto delete trade goods/housing' # (on/off) in game settings, these blockers will be deleted or left as is. # warn_blockers = 1;
## # If 1, the default missile ammo per rack in ship design dock is x2, # If 0, ammo is x5 (classic, default) # missile_ammo_x2 = 0;
## # If 1, death spore damage is not listed as 'special' but with value, # If 0 (default, classic), it's listed as special. # death_spore_list_damage = 0;
## # If 1, bio terminator damage is not listed as 'special' but with value, # If 0 (default, classic), it's listed as special. # bio_terminator_list_damage = 0;
## # Timeout for disappearance of following confirmation messages in Multiplayer: # 'X attacks Y at Z', 'outpost destroyed' and 'colony captured by mind control'. # Timeout is in ticks. The default setting is 32767 (approximately 30 minutes). # confirm_battle_message_timeout = 32767;
## # If 0, Raid and Capture results pop-up needs to be closed manually (classic). # If 1, they time-out in the same way as AUTO resolve. # auto_close_board_result_popup = 0;
## # Specify minimum interval in ticks between scroll events in tactical combat. # Each tick is about 1/18 of a second. Decrease for faster scroll, increase for # slower. Setting it to 0 will result in (classic) unreasonably fast scrolling. # Default is 1. # scroll_interval = 1;
## # If 1, with ship initiative ON, combat screen is not centered on the next_ship, # same way as in combat with ship initiative OFF. # If 0 (default, classic), with ship initiative ON, the combat screen is always # centered on the next_ship. # no_center_on_next_ship = 0;
## # If 0 (default), in classic when a ship's drive explodes, there's a 10% chance # to hear shout 'nooo'. In 1.50 it happens when a leader is onboard such ship. # If 1, 'nooo' is heard for any ship with leader onboard that is destroyed, so # also for explosions with quantum detonator and regular ship explosions. # leader_dies_with_no = 0;
## # Sets what research value is displayed in Empire Info Window of the Colonies screen: # classic - empire_research generated this turn (default). # accumulated - empire_research generated this turn + accumulated_research for current project. # remaining - remaining of max (2x) research_cost, negative number means overrun on project. # percentage1 - percentage chance for breakthrough, otherwise empire_research generated per turn. # percentage2 - percentage chance for breakthrough, otherwise remaining research_cost. # print_research_value = classic;
## # Controls the way artifact planet tech finds are presented. If 0 (default), # then the trooper presents them, otherwise the scientist does it. # finds_presented_by_scientist = 0;
## # If 1, a rebel picture and bonus are shown in colony military popup. # If 0, not shown. (classic, default) # rebel_display = 0;
## # Format for in-game text labels (affects interface only): # format <label-id> <property> = <value>; # # label-id is one of: # mod_name version prod prod2 leader_xp # # property is one of: # template -- a template with variable expansions # style -- 0 to 5, from small to big fonts # align -- l (left), r (right) or c (center) # x, y -- screen coordinates (from top left corner) # # each parameter supports its own set of variables: # mod_name MOD # version VERSION # prod, prod2 # TURNS turns till completion # STORED_PROD stored production # BOUGHT_PROD bought production # TOTAL_PROD stored + bought # PRODUCT_COST total prod needed for product # # # align # style | # template | | x y # ▼ ▼ ▼ ▼ ▼ format mod_name = 0 1 r 587 424; format version = 0 1 r 587 410; format prod = 0 0 l 531 103; format prod2 = 0 0 r 625 103; format leader_xp = 0 0 r 293 91;
## # Font color groups used for displaying the buildings list. There are 10 groups # total, g0 through g9. # # Each group has a color for products not in the build queue (normal) and for # products added to the build queue (queued). Each color has three components: # base, dim and dark. The two latter are needed for anti aliasing. Each color # is a palette index from 0 to 255, refer to the 1.50 Manual for palette info. # By default all groups are set to classic orange color and all products are # assigned g0. Use prod_format to assign different groups to products. # actual products. # # base dim dark # ▼ ▼ ▼ font_color_group g0 normal = 203 202 183; font_color_group g0 queued = 187 186 184; font_color_group g1 normal = 203 202 183; font_color_group g1 queued = 187 186 184; font_color_group g2 normal = 203 202 183; font_color_group g2 queued = 187 186 184; font_color_group g3 normal = 203 202 183; font_color_group g3 queued = 187 186 184; font_color_group g4 normal = 203 202 183; font_color_group g4 queued = 187 186 184; font_color_group g5 normal = 203 202 183; font_color_group g5 queued = 187 186 184; font_color_group g6 normal = 203 202 183; font_color_group g6 queued = 187 186 184; font_color_group g7 normal = 203 202 183; font_color_group g7 queued = 187 186 184; font_color_group g8 normal = 203 202 183; font_color_group g8 queued = 187 186 184; font_color_group g9 normal = 203 202 183; font_color_group g9 queued = 187 186 184;
## # Sets order and color_group for each production item. Actual colors are # defined in font_color_group. Order is used for sorting items in buildings # list. Items with same order are sorted alphabetically. Available items are: # trade_goods housing alien_control_center armor_barracks artemis_system_net # astro_university atmosphere_renewer autolab automated_factory battlestation # capitol cloning_center colony_base deep_core_mine core_waste_dump # dimensional_portal biospheres food_replicators gaia_transformation # currency_exchange galactic_cybernet holo_simulator hydroponic_farm # marine_barracks barrier_shield flux_shield gravity_generator missile_base # ground_batteries radiation_shield stock_exchange supercomputer pleasure_dome # pollution_processor recyclotron robotic_factory research_lab robo_miner_plant # soil_enrichment space_academy spaceport star_base star_fortress # stellar_converter subterranean_farms terraforming warp_interdictor # weather_controller fighter_garrison artificial_planet # # color_group # order | # ▼ ▼ prod_format trade_goods = -2 g0; prod_format housing = -1 g0; prod_format alien_control_center = 0 g0; prod_format armor_barracks = 0 g0; prod_format artemis_system_net = 0 g0; prod_format astro_university = 0 g0; prod_format atmosphere_renewer = 0 g0; prod_format autolab = 0 g0; prod_format automated_factory = 0 g0; prod_format battlestation = 0 g0; prod_format capitol = 0 g0; prod_format cloning_center = 0 g0; prod_format colony_base = 0 g0; prod_format deep_core_mine = 0 g0; prod_format core_waste_dump = 0 g0; prod_format dimensional_portal = 0 g0; prod_format biospheres = 0 g0; prod_format food_replicators = 0 g0; prod_format gaia_transformation = 0 g0; prod_format currency_exchange = 0 g0; prod_format galactic_cybernet = 0 g0; prod_format holo_simulator = 0 g0; prod_format hydroponic_farm = 0 g0; prod_format marine_barracks = 0 g0; prod_format barrier_shield = 0 g0; prod_format flux_shield = 0 g0; prod_format gravity_generator = 0 g0; prod_format missile_base = 0 g0; prod_format ground_batteries = 0 g0; prod_format radiation_shield = 0 g0; prod_format stock_exchange = 0 g0; prod_format supercomputer = 0 g0; prod_format pleasure_dome = 0 g0; prod_format pollution_processor = 0 g0; prod_format recyclotron = 0 g0; prod_format robotic_factory = 0 g0; prod_format research_lab = 0 g0; prod_format robo_miner_plant = 0 g0; prod_format soil_enrichment = 0 g0; prod_format space_academy = 0 g0; prod_format spaceport = 0 g0; prod_format star_base = 0 g0; prod_format star_fortress = 0 g0; prod_format stellar_converter = 0 g0; prod_format subterranean_farms = 0 g0; prod_format terraforming = 0 g0; prod_format warp_interdictor = 0 g0; prod_format weather_controller = 0 g0; prod_format fighter_garrison = 0 g0; prod_format artificial_planet = 0 g0;
# ===================== # # -- SCRIPTING -- # # ===================== #
## # Path to script which is run just before players pick race. It runs in pregame # context and can alter picks and tech tree. # pregame_script = 0;
## # Path to script which is run right after new universe is generated. It runs in # universal context and can alter anything. The game is saved/synced right after # it stops. # newgame_postprocessor_script = 0;
# ======================== # # -- GROUND RULES -- # # ======================== #
[[_/droids]]
## # Make all three types of androids available from the start. # Default is 0 (classic). # /droids = 0;
[[_/nohousing]]
## # If 1, Housing is forbidden. Default is 0 (classic). # /nohousing = 0;
[[_/noreport]]
## # If 1, Report button in diplomacy is forbidden, and in Audience the # options Tech Exchange, Demand Tech and Offer Tech are forbidden. # Default is 0 (classic). # /noreport = 0;
[[_/noscan]]
## # If 1, Scan button in combat is forbidden. Default is 0 (classic). # /noscan = 0;
## # If 0 (default, classic), future techs can be browsed in the research window # using the grey category buttons. # If 1, only techs currenlty available for research can be seen. # no_future_tech_peek = 0;
## # Population, marines and money reserve at game start. Format: # starting_condition <modifier> = <value>; # # where modifier is one of: # starting_population starting_marines starting_money # starting_condition starting_population = 8; starting_condition starting_marines = 3; starting_condition starting_money = 50;
## # If 0, (classic, default), avg and post-warp games start with 2 scouts and a colony ship. # If 1, avg and post-warp games have no starting ships. # no_starting_ships = 0;
## # If 1, on Average and Post-warp tech levels an Outpost Ship # is added to each players' starting fleet. # If 0 (default), no such ship will be given (classic). # starting_outpost_ship = 0;
## # If 1, transport ships will have extended fuel tanks. # If 0 (default, classic), they will not. # transport_ship_extended_range = 0;
## # If 1, first pop on a new colony always becomes a worker. # If 0 (default, classic), it becomes a farmer on food worlds, # unless your race is cybernetic or lithovore. # first_pop_to_production = 0;
## # Value that the base food per farmer on a colony must exceed # for a new population unit to be assigned to farming. # Default is 0 (classic). # new_farmer_food_threshold = 0;
## # If 1, a new population unit on a housing colony will not become a farmer. # If 0 (default, classic), normal assignment conditions apply. # housing_creates_no_farmers = 0;
## # TEST PARAMETER FOR MELEE MOD! # If 1, colony can build multiple queue items per turn. Default is 0 (classic). # This causes undesirable behavior in mods with economy, which is most mods. # Example: A colony on Trade Goods gets both the money and production (bug). # multibuild = 0;
## # If 1, alternative refit formula is used: max(delta, 0) + min_refit_cost # If 0 (default), classic formula is used: max(2*delta, min_refit_cost) # In both formulas delta is new_cost - old_cost. # alternative_refit = 0;
## # If 1, a ship's scrap value is 50% of its original build cost. # If 0 (default, classic), scrap value is 25%. # double_ship_scrap_value = 0;
## # Amount of money added to treasury when a freighter fleet is built. Defaults to 0 BC. # Classic was 5, which was needed in v1.31 because these new freighters could also have # a cost of 0-3 BC associated with them, depending on how many of them were used in that # same turn. In v1.40, newly build freighters were no longer used immediately but the 5 # BC compensation remained, thus each completed freighter fleet essentially generated # 5 BC free cash. This parameter allows to restore that v1.40 behaviour. # freighters_cash_bonus = 0;
## # If 1, accumulated RPs exceeding doubled research cost of tech being researched # will be stored over. # If 0 (default, classic), all RPs will be spent. # keep_research_on_breakthrough = 0;
## # If 1, player's RP's are not reset when tech tech currently being researched # is acquired by non-research means (artifact planet, capture, spying). # If 0 (default, classic), all RPs will be spent. # keep_research_on_finds = 0;
## # If 0, breakthrough chance applies (default, classic). # If 1, random chance for research breakthrough is removed and # breakthrough only happens at double the research cost. # fixed_research_cost = 0;
## # Amount of research points given by the 'menlo' cheat. Default is a million. Maximum is 4 bytes (2^32). # menlo_research_points = 1000000;
## # Default tech rewarded after defeating Orion. Default is 47 for Death Ray (classic). # defeat_orion_reward_tech = death_ray;
## # If 0, (default, classic since v1.3): Loknar gives 1-2 random techs # to player that rescues him (only if player has a leader slot free). # If such tech is already in player's posession, it is not listed and # no other tech is received instead. # If 1, Loknar does not bring techs. This was behavior in v1.1 and 1.2. # loknar_gives_no_tech = 0;
## # If 0, ship designs are auto updated when physics tech field 57 is given (default, classic). # If 1, this auto update is disabled. # no_designs_update_for_laser = 0;
## # Scores for defeating the Guardian and winning via Council or Antares. Format: # hi_score <modifier> = <value>; # # where modifier is one of: # orion antares council # hi_score orion = 100; hi_score antares = 250; hi_score council = 100;
# =================================== # # -- EVENTS & ANTARAN PACING -- # # =================================== #
## # Turn delay of the first council meeting. Default is 25. Maximum is 127. # first_council_delay = 25;
## # Frequency with which the council convenes. Default is every 25 turns. # Value can be between 1 and 10000. # council_frequency = 25;
## # Turn delay after which an AI can surrender to another AI. Default is 150. # ai_surrender_delay = 150;
## # Base delay for all random events. # all_events_delay = 50;
## # Minimum turns count between events. # between_events_delay = 5;
## # Sets turn delay for each event. Events are: # derelict climatic_change comet computer_virus diplomatic_blunder # diplomatic_marriage donation earthquake freak_accident hyperspace_flux # industrial_accident overworking mineral_deposit pirate_activity pirate_raid # plague population_boom serendipity space_amoeba space_crystal space_dragon # space_eel space_hydra supernova time_space_anomaly warp_beast # unstable_wormhole # event_delay derelict = 0; event_delay climatic_change = 0; event_delay comet = 200; event_delay computer_virus = 0; event_delay diplomatic_blunder = 0; event_delay diplomatic_marriage = 0; event_delay donation = 0; event_delay earthquake = 0; event_delay freak_accident = 0; event_delay hyperspace_flux = 0; event_delay industrial_accident = 0; event_delay overworking = 0; event_delay mineral_deposit = 0; event_delay pirate_activity = 0; event_delay pirate_raid = 0; event_delay plague = 0; event_delay population_boom = 0; event_delay serendipity = 0; event_delay space_amoeba = 100; event_delay space_crystal = 200; event_delay space_dragon = 300; event_delay space_eel = 150; event_delay space_hydra = 250; event_delay supernova = 200; event_delay time_space_anomaly = 0; event_delay warp_beast = 0; event_delay unstable_wormhole = 0;
## # Random roll for events chance. If outcome of roll is lower than # threshold, event will happen. Thus a lower value results in a # higher chance for an event. Format: # event_roll <modifier> = <value>; # # where modifier is one of: # all_events lucky_player # event_roll all_events = 512; event_roll lucky_player = 1000;
## # Minimum turns for event (#+2) and % chance to stop each turn (100/#). Format: # event_duration <modifier> = <value>; # # where modifier is one of: # anomaly_min beast_min flux_min anomaly_chance beast_chance flux_chance # event_duration anomaly_min = 4; event_duration beast_min = 4; event_duration flux_min = 4; event_duration anomaly_chance = 20; event_duration beast_chance = 20; event_duration flux_chance = 20;
## # Chance for wandering space monsters to stay after battle. # Value sets the range of a random roll, which causes monster # to leave if it rolls 1 twice. Thus, at default value 2, space # monster has 1/2^2=1/4 chance to stay. At 3, chance is 2/3^2=4/9. # Does not apply to Amoeba that always leaves after battle. # monsters_stay_chance = 2;
## # If 0, wandering monsters ensured to stay after battle. # monsters_stay = 0;
## # If 1, Crystal keeps captured ships as part of own fleet after combat. # If 0 (classic, default), ships captured by Crystal disappear after combat. # crystal_keep = 0;
## # Amount of BC to bribe the Space Dragon to go elsewhere. Default is 500. Maximum is 4 bytes (2^32). # dragon_bribe_bc = 500;
## # Research points lost due to a computer virus is: random_research + fixed_research. # Range of random amount 0-65536. Range of fixed amount 0-255. # rows: # random_research fixed_research # computer_virus random_research = 50; computer_virus fixed_research = 50;
## # Amount of BC for the donation event is: rounddown(#turns/turn_divisor) * multiplier + base. # rows: # turn_divisor multiplier base # donation_bc turn_divisor = 20; donation_bc multiplier = 100; donation_bc base = 100;
## # Percent stolen from your treasury by a pirate raid is: random_percent + fixed_percent. # rows: # random_percent fixed_percent # pirate_raid random_percent = 21; pirate_raid fixed_percent = 29;
## # Minimum research points needed *per turn* on the colonies in the system # to the invent the solar rejuvenator that ends the supernova threat. # Default is 0 (classic). Maximum is 2 bytes (2^16). # nova_minimum_research_per_turn = 0;
## # If set to event only this kind of event can happen. If set to no_event (the # default) events are generated as normal. Intended for testing. Events are: # # no_event derelict climatic_change comet computer_virus diplomatic_blunder # diplomatic_marriage donation earthquake freak_accident hyperspace_flux # industrial_accident overworking mineral_deposit mutiny pirate_activity # pirate_raid plague population_boom serendipity space_amoeba space_crystal # space_dragon space_eel space_hydra supernova time_space_anomaly warp_beast # warp_funnel unstable_wormhole empire_destroyed empire_grown_in_strength # empires_ranking orion_visited antarans_defeated empire_surrenders # rebel_assimilation # # force_event_type = no_event;
## # Lucky race chance of being attacked by Antarans is divided by this value. # Value range is 1-100. Default is 3 (classic). # antaran_attack_chance_lucky_divisor = 3;
## # Antaran fleet pacing configuration table # rows: # prewarp_delay average_delay advanced_delay # resource_increment_calculation_frequency normal_offensive_resource_multiplier # hard_offensive_resource_multiplier impossible_offensive_resource_multiplier # normal_defensive_resource_multiplier hard_defensive_resource_multiplier # impossible_defensive_resource_multiplier attack_frequency_determinant # antaran_cease_of_attacks_coefficient # impossible_human_attack_chance_multiplier offensive_raiders # offensive_marauders offensive_intruders offensive_interdictors # offensive_harbingers defensive_raiders defensive_marauders # defensive_intruders defensive_interdictors defensive_harbingers # antaran_ship_cost_raider antaran_ship_cost_marauder # antaran_ship_cost_intruder antaran_ship_cost_interdictor # antaran_ship_cost_harbinger cease_building_frigates_after_n_turns # cease_building_destroyers_after_n_turns frigates_cease_normal_divisor # frigates_cease_hard_divisor frigates_cease_impossible_divisor # destroyers_cease_normal_divisor destroyers_cease_hard_divisor # destroyers_cease_impossible_divisor # # antaran_fleet prewarp_delay = 200; antaran_fleet average_delay = 100; antaran_fleet advanced_delay = 0; antaran_fleet resource_increment_calculation_frequency = 25; antaran_fleet normal_offensive_resource_multiplier = 100; antaran_fleet hard_offensive_resource_multiplier = 150; antaran_fleet impossible_offensive_resource_multiplier = 200; antaran_fleet normal_defensive_resource_multiplier = 100; antaran_fleet hard_defensive_resource_multiplier = 150; antaran_fleet impossible_defensive_resource_multiplier = 200; antaran_fleet attack_frequency_determinant = 200; antaran_fleet antaran_cease_of_attacks_coefficient = 2; antaran_fleet impossible_human_attack_chance_multiplier = 3; antaran_fleet offensive_raiders = 4; antaran_fleet offensive_marauders = 4; antaran_fleet offensive_intruders = 3; antaran_fleet offensive_interdictors = 2; antaran_fleet offensive_harbingers = 2; antaran_fleet defensive_raiders = 0; antaran_fleet defensive_marauders = 0; antaran_fleet defensive_intruders = 3; antaran_fleet defensive_interdictors = 2; antaran_fleet defensive_harbingers = 7; antaran_fleet antaran_ship_cost_raider = 2; antaran_fleet antaran_ship_cost_marauder = 5; antaran_fleet antaran_ship_cost_intruder = 12; antaran_fleet antaran_ship_cost_interdictor = 30; antaran_fleet antaran_ship_cost_harbinger = 75; antaran_fleet cease_building_frigates_after_n_turns = 100; antaran_fleet cease_building_destroyers_after_n_turns = 199; antaran_fleet frigates_cease_normal_divisor = 100; antaran_fleet frigates_cease_hard_divisor = 150; antaran_fleet frigates_cease_impossible_divisor = 200; antaran_fleet destroyers_cease_normal_divisor = 100; antaran_fleet destroyers_cease_hard_divisor = 150; antaran_fleet destroyers_cease_impossible_divisor = 200;
# ============================== # # -- RACE CUSTOMIZATION -- # # ============================== #
## # Number of Race Picks. # rows: # maximum_positive_picks maximum_negative_picks evolutionary_mutation_bonus # # number_of_race_picks maximum_positive_picks = 10; number_of_race_picks maximum_negative_picks = -10; number_of_race_picks evolutionary_mutation_bonus = 4;
## # Race pics costs and values. Possible items are: # growth1_cost growth1_value # growth2_cost growth2_value # growth3_cost growth3_value # farming1_cost ... {the same repeat pattern as for growth} # industry1_cost ... # science1_cost ... # money1_cost ... # defense1_cost ... # attack1_cost ... # ground1_cost ... # spying1_cost ... # {for the rest of the options only cost can be changed} # feudal dictatorship democracy unification # lowg_world highg_world # aquatic # subterranean # large_hw rich_hw poor_hw arti_world # cybernetic # lithovore # repulsive charismatic # uncreative creative # tolerant # fantastic_traders # telepathic # lucky # omniscient # stealthy_ships # trans_dimensional # warlord # # race_pick growth1_cost = -4; race_pick growth1_value = -50; race_pick growth2_cost = 3; race_pick growth2_value = 50; race_pick growth3_cost = 6; race_pick growth3_value = 100; race_pick farming1_cost = -3; race_pick farming1_value = -1; race_pick farming2_cost = 4; race_pick farming2_value = 2; race_pick farming3_cost = 7; race_pick farming3_value = 4; race_pick industry1_cost = -3; race_pick industry1_value = -1; race_pick industry2_cost = 3; race_pick industry2_value = 1; race_pick industry3_cost = 6; race_pick industry3_value = 2; race_pick science1_cost = -3; race_pick science1_value = -1; race_pick science2_cost = 3; race_pick science2_value = 1; race_pick science3_cost = 6; race_pick science3_value = 2; race_pick money1_cost = -4; race_pick money1_value = -1; race_pick money2_cost = 5; race_pick money2_value = 1; race_pick money3_cost = 8; race_pick money3_value = 2; race_pick defense1_cost = -2; race_pick defense1_value = -20; race_pick defense2_cost = 3; race_pick defense2_value = 25; race_pick defense3_cost = 7; race_pick defense3_value = 50; race_pick attack1_cost = -2; race_pick attack1_value = -20; race_pick attack2_cost = 2; race_pick attack2_value = 20; race_pick attack3_cost = 4; race_pick attack3_value = 50; race_pick ground1_cost = -2; race_pick ground1_value = -10; race_pick ground2_cost = 2; race_pick ground2_value = 10; race_pick ground3_cost = 4; race_pick ground3_value = 20; race_pick spying1_cost = -3; race_pick spying1_value = -10; race_pick spying2_cost = 3; race_pick spying2_value = 10; race_pick spying3_cost = 6; race_pick spying3_value = 20; race_pick feudal = -4; race_pick dictatorship = 0; race_pick democracy = 7; race_pick unification = 6; race_pick lowg_world = -5; race_pick highg_world = 6; race_pick aquatic = 5; race_pick subterranean = 6; race_pick large_hw = 1; race_pick rich_hw = 2; race_pick poor_hw = -1; race_pick arti_world = 3; race_pick cybernetic = 4; race_pick lithovore = 10; race_pick repulsive = -6; race_pick charismatic = 3; race_pick uncreative = -4; race_pick creative = 8; race_pick tolerant = 10; race_pick fantastic_traders = 4; race_pick telepathic = 6; race_pick lucky = 3; race_pick omniscient = 3; race_pick stealthy_ships = 4; race_pick trans_dimensional = 5; race_pick warlord = 4;
## # Stock races. # stock_race <pick> = <value>; # # Where pick is one of: # Alkari Bulrathi Darloks Elerians Gnolams Humans Klackons Meklars Mrrshan # Psilons Sakkra Silicoids Trilarians # stock_race Alkari government = dictatorship; stock_race Alkari growth = g0; stock_race Alkari farming = f0; stock_race Alkari industry = i0; stock_race Alkari science = s0; stock_race Alkari money = m0; stock_race Alkari defense = sd3; stock_race Alkari attack = sa0; stock_race Alkari ground = gc0; stock_race Alkari spying = spy0; stock_race Alkari lowg_world = 0; stock_race Alkari highg_world = 0; stock_race Alkari aquatic = 0; stock_race Alkari subterranean = 0; stock_race Alkari large_hw = 0; stock_race Alkari hw_richness = 0; stock_race Alkari arti_world = 1; stock_race Alkari cybernetic = 0; stock_race Alkari lithovore = 0; stock_race Alkari repulsive = 0; stock_race Alkari charismatic = 0; stock_race Alkari uncreative = 0; stock_race Alkari creative = 0; stock_race Alkari tolerant = 0; stock_race Alkari fantastic_traders = 0; stock_race Alkari telepathic = 0; stock_race Alkari lucky = 0; stock_race Alkari omniscient = 0; stock_race Alkari stealthy_ships = 0; stock_race Alkari trans_dimensional = 0; stock_race Alkari warlord = 0; stock_race Bulrathi government = dictatorship; stock_race Bulrathi growth = g0; stock_race Bulrathi farming = f0; stock_race Bulrathi industry = i0; stock_race Bulrathi science = s0; stock_race Bulrathi money = m0; stock_race Bulrathi defense = sd0; stock_race Bulrathi attack = sa2; stock_race Bulrathi ground = gc2; stock_race Bulrathi spying = spy0; stock_race Bulrathi lowg_world = 0; stock_race Bulrathi highg_world = 1; stock_race Bulrathi aquatic = 0; stock_race Bulrathi subterranean = 0; stock_race Bulrathi large_hw = 0; stock_race Bulrathi hw_richness = 0; stock_race Bulrathi arti_world = 0; stock_race Bulrathi cybernetic = 0; stock_race Bulrathi lithovore = 0; stock_race Bulrathi repulsive = 0; stock_race Bulrathi charismatic = 0; stock_race Bulrathi uncreative = 0; stock_race Bulrathi creative = 0; stock_race Bulrathi tolerant = 0; stock_race Bulrathi fantastic_traders = 0; stock_race Bulrathi telepathic = 0; stock_race Bulrathi lucky = 0; stock_race Bulrathi omniscient = 0; stock_race Bulrathi stealthy_ships = 0; stock_race Bulrathi trans_dimensional = 0; stock_race Bulrathi warlord = 0; stock_race Darloks government = dictatorship; stock_race Darloks growth = g0; stock_race Darloks farming = f0; stock_race Darloks industry = i0; stock_race Darloks science = s0; stock_race Darloks money = m0; stock_race Darloks defense = sd0; stock_race Darloks attack = sa0; stock_race Darloks ground = gc0; stock_race Darloks spying = spy3; stock_race Darloks lowg_world = 0; stock_race Darloks highg_world = 0; stock_race Darloks aquatic = 0; stock_race Darloks subterranean = 0; stock_race Darloks large_hw = 0; stock_race Darloks hw_richness = 0; stock_race Darloks arti_world = 0; stock_race Darloks cybernetic = 0; stock_race Darloks lithovore = 0; stock_race Darloks repulsive = 0; stock_race Darloks charismatic = 0; stock_race Darloks uncreative = 0; stock_race Darloks creative = 0; stock_race Darloks tolerant = 0; stock_race Darloks fantastic_traders = 0; stock_race Darloks telepathic = 0; stock_race Darloks lucky = 0; stock_race Darloks omniscient = 0; stock_race Darloks stealthy_ships = 1; stock_race Darloks trans_dimensional = 0; stock_race Darloks warlord = 0; stock_race Elerians government = feudal; stock_race Elerians growth = g0; stock_race Elerians farming = f0; stock_race Elerians industry = i0; stock_race Elerians science = s0; stock_race Elerians money = m0; stock_race Elerians defense = sd2; stock_race Elerians attack = sa2; stock_race Elerians ground = gc0; stock_race Elerians spying = spy0; stock_race Elerians lowg_world = 0; stock_race Elerians highg_world = 0; stock_race Elerians aquatic = 0; stock_race Elerians subterranean = 0; stock_race Elerians large_hw = 0; stock_race Elerians hw_richness = 0; stock_race Elerians arti_world = 0; stock_race Elerians cybernetic = 0; stock_race Elerians lithovore = 0; stock_race Elerians repulsive = 0; stock_race Elerians charismatic = 0; stock_race Elerians uncreative = 0; stock_race Elerians creative = 0; stock_race Elerians tolerant = 0; stock_race Elerians fantastic_traders = 0; stock_race Elerians telepathic = 1; stock_race Elerians lucky = 0; stock_race Elerians omniscient = 1; stock_race Elerians stealthy_ships = 0; stock_race Elerians trans_dimensional = 0; stock_race Elerians warlord = 0; stock_race Gnolams government = dictatorship; stock_race Gnolams growth = g0; stock_race Gnolams farming = f0; stock_race Gnolams industry = i0; stock_race Gnolams science = s0; stock_race Gnolams money = m3; stock_race Gnolams defense = sd0; stock_race Gnolams attack = sa0; stock_race Gnolams ground = gc0; stock_race Gnolams spying = spy0; stock_race Gnolams lowg_world = 1; stock_race Gnolams highg_world = 0; stock_race Gnolams aquatic = 0; stock_race Gnolams subterranean = 0; stock_race Gnolams large_hw = 0; stock_race Gnolams hw_richness = 0; stock_race Gnolams arti_world = 0; stock_race Gnolams cybernetic = 0; stock_race Gnolams lithovore = 0; stock_race Gnolams repulsive = 0; stock_race Gnolams charismatic = 0; stock_race Gnolams uncreative = 0; stock_race Gnolams creative = 0; stock_race Gnolams tolerant = 0; stock_race Gnolams fantastic_traders = 1; stock_race Gnolams telepathic = 0; stock_race Gnolams lucky = 1; stock_race Gnolams omniscient = 0; stock_race Gnolams stealthy_ships = 0; stock_race Gnolams trans_dimensional = 0; stock_race Gnolams warlord = 0; stock_race Humans government = democracy; stock_race Humans growth = g0; stock_race Humans farming = f0; stock_race Humans industry = i0; stock_race Humans science = s0; stock_race Humans money = m0; stock_race Humans defense = sd0; stock_race Humans attack = sa0; stock_race Humans ground = gc0; stock_race Humans spying = spy0; stock_race Humans lowg_world = 0; stock_race Humans highg_world = 0; stock_race Humans aquatic = 0; stock_race Humans subterranean = 0; stock_race Humans large_hw = 0; stock_race Humans hw_richness = 0; stock_race Humans arti_world = 0; stock_race Humans cybernetic = 0; stock_race Humans lithovore = 0; stock_race Humans repulsive = 0; stock_race Humans charismatic = 1; stock_race Humans uncreative = 0; stock_race Humans creative = 0; stock_race Humans tolerant = 0; stock_race Humans fantastic_traders = 0; stock_race Humans telepathic = 0; stock_race Humans lucky = 0; stock_race Humans omniscient = 0; stock_race Humans stealthy_ships = 0; stock_race Humans trans_dimensional = 0; stock_race Humans warlord = 0; stock_race Klackons government = unification; stock_race Klackons growth = g0; stock_race Klackons farming = f2; stock_race Klackons industry = i2; stock_race Klackons science = s0; stock_race Klackons money = m0; stock_race Klackons defense = sd0; stock_race Klackons attack = sa0; stock_race Klackons ground = gc0; stock_race Klackons spying = spy0; stock_race Klackons lowg_world = 0; stock_race Klackons highg_world = 0; stock_race Klackons aquatic = 0; stock_race Klackons subterranean = 0; stock_race Klackons large_hw = 1; stock_race Klackons hw_richness = 0; stock_race Klackons arti_world = 0; stock_race Klackons cybernetic = 0; stock_race Klackons lithovore = 0; stock_race Klackons repulsive = 0; stock_race Klackons charismatic = 0; stock_race Klackons uncreative = 1; stock_race Klackons creative = 0; stock_race Klackons tolerant = 0; stock_race Klackons fantastic_traders = 0; stock_race Klackons telepathic = 0; stock_race Klackons lucky = 0; stock_race Klackons omniscient = 0; stock_race Klackons stealthy_ships = 0; stock_race Klackons trans_dimensional = 0; stock_race Klackons warlord = 0; stock_race Meklars government = dictatorship; stock_race Meklars growth = g0; stock_race Meklars farming = f0; stock_race Meklars industry = i3; stock_race Meklars science = s0; stock_race Meklars money = m0; stock_race Meklars defense = sd0; stock_race Meklars attack = sa0; stock_race Meklars ground = gc0; stock_race Meklars spying = spy0; stock_race Meklars lowg_world = 0; stock_race Meklars highg_world = 0; stock_race Meklars aquatic = 0; stock_race Meklars subterranean = 0; stock_race Meklars large_hw = 0; stock_race Meklars hw_richness = 0; stock_race Meklars arti_world = 0; stock_race Meklars cybernetic = 1; stock_race Meklars lithovore = 0; stock_race Meklars repulsive = 0; stock_race Meklars charismatic = 0; stock_race Meklars uncreative = 0; stock_race Meklars creative = 0; stock_race Meklars tolerant = 0; stock_race Meklars fantastic_traders = 0; stock_race Meklars telepathic = 0; stock_race Meklars lucky = 0; stock_race Meklars omniscient = 0; stock_race Meklars stealthy_ships = 0; stock_race Meklars trans_dimensional = 0; stock_race Meklars warlord = 0; stock_race Mrrshan government = dictatorship; stock_race Mrrshan growth = g0; stock_race Mrrshan farming = f0; stock_race Mrrshan industry = i0; stock_race Mrrshan science = s0; stock_race Mrrshan money = m0; stock_race Mrrshan defense = sd0; stock_race Mrrshan attack = sa3; stock_race Mrrshan ground = gc0; stock_race Mrrshan spying = spy0; stock_race Mrrshan lowg_world = 0; stock_race Mrrshan highg_world = 0; stock_race Mrrshan aquatic = 0; stock_race Mrrshan subterranean = 0; stock_race Mrrshan large_hw = 0; stock_race Mrrshan hw_richness = 1; stock_race Mrrshan arti_world = 0; stock_race Mrrshan cybernetic = 0; stock_race Mrrshan lithovore = 0; stock_race Mrrshan repulsive = 0; stock_race Mrrshan charismatic = 0; stock_race Mrrshan uncreative = 0; stock_race Mrrshan creative = 0; stock_race Mrrshan tolerant = 0; stock_race Mrrshan fantastic_traders = 0; stock_race Mrrshan telepathic = 0; stock_race Mrrshan lucky = 0; stock_race Mrrshan omniscient = 0; stock_race Mrrshan stealthy_ships = 0; stock_race Mrrshan trans_dimensional = 0; stock_race Mrrshan warlord = 1; stock_race Psilons government = dictatorship; stock_race Psilons growth = g0; stock_race Psilons farming = f0; stock_race Psilons industry = i0; stock_race Psilons science = s3; stock_race Psilons money = m0; stock_race Psilons defense = sd0; stock_race Psilons attack = sa0; stock_race Psilons ground = gc0; stock_race Psilons spying = spy0; stock_race Psilons lowg_world = 1; stock_race Psilons highg_world = 0; stock_race Psilons aquatic = 0; stock_race Psilons subterranean = 0; stock_race Psilons large_hw = 1; stock_race Psilons hw_richness = 0; stock_race Psilons arti_world = 0; stock_race Psilons cybernetic = 0; stock_race Psilons lithovore = 0; stock_race Psilons repulsive = 0; stock_race Psilons charismatic = 0; stock_race Psilons uncreative = 0; stock_race Psilons creative = 1; stock_race Psilons tolerant = 0; stock_race Psilons fantastic_traders = 0; stock_race Psilons telepathic = 0; stock_race Psilons lucky = 0; stock_race Psilons omniscient = 0; stock_race Psilons stealthy_ships = 0; stock_race Psilons trans_dimensional = 0; stock_race Psilons warlord = 0; stock_race Sakkra government = feudal; stock_race Sakkra growth = g3; stock_race Sakkra farming = f2; stock_race Sakkra industry = i0; stock_race Sakkra science = s0; stock_race Sakkra money = m0; stock_race Sakkra defense = sd0; stock_race Sakkra attack = sa0; stock_race Sakkra ground = gc0; stock_race Sakkra spying = spy1; stock_race Sakkra lowg_world = 0; stock_race Sakkra highg_world = 0; stock_race Sakkra aquatic = 0; stock_race Sakkra subterranean = 1; stock_race Sakkra large_hw = 1; stock_race Sakkra hw_richness = 0; stock_race Sakkra arti_world = 0; stock_race Sakkra cybernetic = 0; stock_race Sakkra lithovore = 0; stock_race Sakkra repulsive = 0; stock_race Sakkra charismatic = 0; stock_race Sakkra uncreative = 0; stock_race Sakkra creative = 0; stock_race Sakkra tolerant = 0; stock_race Sakkra fantastic_traders = 0; stock_race Sakkra telepathic = 0; stock_race Sakkra lucky = 0; stock_race Sakkra omniscient = 0; stock_race Sakkra stealthy_ships = 0; stock_race Sakkra trans_dimensional = 0; stock_race Sakkra warlord = 0; stock_race Silicoids government = dictatorship; stock_race Silicoids growth = g1; stock_race Silicoids farming = f0; stock_race Silicoids industry = i0; stock_race Silicoids science = s0; stock_race Silicoids money = m0; stock_race Silicoids defense = sd0; stock_race Silicoids attack = sa0; stock_race Silicoids ground = gc0; stock_race Silicoids spying = spy0; stock_race Silicoids lowg_world = 0; stock_race Silicoids highg_world = 0; stock_race Silicoids aquatic = 0; stock_race Silicoids subterranean = 0; stock_race Silicoids large_hw = 0; stock_race Silicoids hw_richness = 0; stock_race Silicoids arti_world = 0; stock_race Silicoids cybernetic = 0; stock_race Silicoids lithovore = 1; stock_race Silicoids repulsive = 1; stock_race Silicoids charismatic = 0; stock_race Silicoids uncreative = 0; stock_race Silicoids creative = 0; stock_race Silicoids tolerant = 1; stock_race Silicoids fantastic_traders = 0; stock_race Silicoids telepathic = 0; stock_race Silicoids lucky = 0; stock_race Silicoids omniscient = 0; stock_race Silicoids stealthy_ships = 0; stock_race Silicoids trans_dimensional = 0; stock_race Silicoids warlord = 0; stock_race Trilarians government = dictatorship; stock_race Trilarians growth = g0; stock_race Trilarians farming = f0; stock_race Trilarians industry = i0; stock_race Trilarians science = s0; stock_race Trilarians money = m0; stock_race Trilarians defense = sd0; stock_race Trilarians attack = sa0; stock_race Trilarians ground = gc0; stock_race Trilarians spying = spy0; stock_race Trilarians lowg_world = 0; stock_race Trilarians highg_world = 0; stock_race Trilarians aquatic = 1; stock_race Trilarians subterranean = 0; stock_race Trilarians large_hw = 0; stock_race Trilarians hw_richness = 0; stock_race Trilarians arti_world = 0; stock_race Trilarians cybernetic = 0; stock_race Trilarians lithovore = 0; stock_race Trilarians repulsive = 0; stock_race Trilarians charismatic = 0; stock_race Trilarians uncreative = 0; stock_race Trilarians creative = 0; stock_race Trilarians tolerant = 0; stock_race Trilarians fantastic_traders = 0; stock_race Trilarians telepathic = 0; stock_race Trilarians lucky = 0; stock_race Trilarians omniscient = 0; stock_race Trilarians stealthy_ships = 0; stock_race Trilarians trans_dimensional = 1; stock_race Trilarians warlord = 0;
## # Choose a number of AI race variants used in generation of AI player: # 1-3 -- variants available in classic game (default) # 4-5 -- only previously unused variants # 1-5 -- all variants # ai_race_variants = 1-3;
## # Customization table for Hard and Impossible levels race variants. # See modding section of the 1.50 Manual for further explanation. # Format: # ai_race_variant_table <race> <difficulty> <variant> = # <N extra traits> # <extra trait 1 id> <extra trait 1 value> # ... # <extra trait N id> <extra trait N value> # ; # # Races are: # Alkari Bulrathi Darloks Elerians Gnolams Humans Klackons Meklars Mrrshan # Psilons Sakkra Silicoids Trilarians # # Difficulties are: # hard impossible # # Variants are: # v1 v2 v3 v4 v5 # # ai_race_variant_table Alkari hard v1 n_skills = 2; ai_race_variant_table Alkari hard v1 skill1 = 7; ai_race_variant_table Alkari hard v1 skill1b = 2; ai_race_variant_table Alkari hard v1 skill2 = 8; ai_race_variant_table Alkari hard v1 skill2b = 2; ai_race_variant_table Alkari hard v1 skill3 = 0; ai_race_variant_table Alkari hard v1 skill3b = 0; ai_race_variant_table Alkari hard v1 skill4 = 0; ai_race_variant_table Alkari hard v1 skill4b = 0; ai_race_variant_table Alkari hard v1 skill5 = 0; ai_race_variant_table Alkari hard v1 skill5b = 0; ai_race_variant_table Alkari hard v1 skill6 = 0; ai_race_variant_table Alkari hard v1 skill6b = 0; ai_race_variant_table Alkari hard v1 skill7 = 0; ai_race_variant_table Alkari hard v1 skill7b = 0; ai_race_variant_table Alkari hard v1 skill8 = 0; ai_race_variant_table Alkari hard v1 skill8b = 0; ai_race_variant_table Alkari hard v1 n_evo_skills = 2; ai_race_variant_table Alkari hard v1 evo_skill1 = 7; ai_race_variant_table Alkari hard v1 evo_skill1b = 3; ai_race_variant_table Alkari hard v1 evo_skill2 = 8; ai_race_variant_table Alkari hard v1 evo_skill2b = 3; ai_race_variant_table Alkari hard v2 n_skills = 1; ai_race_variant_table Alkari hard v2 skill1 = 29; ai_race_variant_table Alkari hard v2 skill1b = 1; ai_race_variant_table Alkari hard v2 skill2 = 0; ai_race_variant_table Alkari hard v2 skill2b = 0; ai_race_variant_table Alkari hard v2 skill3 = 0; ai_race_variant_table Alkari hard v2 skill3b = 0; ai_race_variant_table Alkari hard v2 skill4 = 0; ai_race_variant_table Alkari hard v2 skill4b = 0; ai_race_variant_table Alkari hard v2 skill5 = 0; ai_race_variant_table Alkari hard v2 skill5b = 0; ai_race_variant_table Alkari hard v2 skill6 = 0; ai_race_variant_table Alkari hard v2 skill6b = 0; ai_race_variant_table Alkari hard v2 skill7 = 0; ai_race_variant_table Alkari hard v2 skill7b = 0; ai_race_variant_table Alkari hard v2 skill8 = 0; ai_race_variant_table Alkari hard v2 skill8b = 0; ai_race_variant_table Alkari hard v2 n_evo_skills = 1; ai_race_variant_table Alkari hard v2 evo_skill1 = 7; ai_race_variant_table Alkari hard v2 evo_skill1b = 3; ai_race_variant_table Alkari hard v2 evo_skill2 = 0; ai_race_variant_table Alkari hard v2 evo_skill2b = 0; ai_race_variant_table Alkari hard v3 n_skills = 2; ai_race_variant_table Alkari hard v3 skill1 = 15; ai_race_variant_table Alkari hard v3 skill1b = 1; ai_race_variant_table Alkari hard v3 skill2 = 14; ai_race_variant_table Alkari hard v3 skill2b = 1; ai_race_variant_table Alkari hard v3 skill3 = 0; ai_race_variant_table Alkari hard v3 skill3b = 0; ai_race_variant_table Alkari hard v3 skill4 = 0; ai_race_variant_table Alkari hard v3 skill4b = 0; ai_race_variant_table Alkari hard v3 skill5 = 0; ai_race_variant_table Alkari hard v3 skill5b = 0; ai_race_variant_table Alkari hard v3 skill6 = 0; ai_race_variant_table Alkari hard v3 skill6b = 0; ai_race_variant_table Alkari hard v3 skill7 = 0; ai_race_variant_table Alkari hard v3 skill7b = 0; ai_race_variant_table Alkari hard v3 skill8 = 0; ai_race_variant_table Alkari hard v3 skill8b = 0; ai_race_variant_table Alkari hard v3 n_evo_skills = 1; ai_race_variant_table Alkari hard v3 evo_skill1 = 3; ai_race_variant_table Alkari hard v3 evo_skill1b = 3; ai_race_variant_table Alkari hard v3 evo_skill2 = 0; ai_race_variant_table Alkari hard v3 evo_skill2b = 0; ai_race_variant_table Alkari hard v4 n_skills = 3; ai_race_variant_table Alkari hard v4 skill1 = 7; ai_race_variant_table Alkari hard v4 skill1b = 1; ai_race_variant_table Alkari hard v4 skill2 = 3; ai_race_variant_table Alkari hard v4 skill2b = 2; ai_race_variant_table Alkari hard v4 skill3 = 17; ai_race_variant_table Alkari hard v4 skill3b = 1; ai_race_variant_table Alkari hard v4 skill4 = 0; ai_race_variant_table Alkari hard v4 skill4b = 0; ai_race_variant_table Alkari hard v4 skill5 = 0; ai_race_variant_table Alkari hard v4 skill5b = 0; ai_race_variant_table Alkari hard v4 skill6 = 0; ai_race_variant_table Alkari hard v4 skill6b = 0; ai_race_variant_table Alkari hard v4 skill7 = 0; ai_race_variant_table Alkari hard v4 skill7b = 0; ai_race_variant_table Alkari hard v4 skill8 = 0; ai_race_variant_table Alkari hard v4 skill8b = 0; ai_race_variant_table Alkari hard v4 n_evo_skills = 2; ai_race_variant_table Alkari hard v4 evo_skill1 = 3; ai_race_variant_table Alkari hard v4 evo_skill1b = 3; ai_race_variant_table Alkari hard v4 evo_skill2 = 7; ai_race_variant_table Alkari hard v4 evo_skill2b = 0; ai_race_variant_table Alkari hard v5 n_skills = 4; ai_race_variant_table Alkari hard v5 skill1 = 0; ai_race_variant_table Alkari hard v5 skill1b = 0; ai_race_variant_table Alkari hard v5 skill2 = 7; ai_race_variant_table Alkari hard v5 skill2b = 2; ai_race_variant_table Alkari hard v5 skill3 = 3; ai_race_variant_table Alkari hard v5 skill3b = 2; ai_race_variant_table Alkari hard v5 skill4 = 0; ai_race_variant_table Alkari hard v5 skill4b = 0; ai_race_variant_table Alkari hard v5 skill5 = 0; ai_race_variant_table Alkari hard v5 skill5b = 0; ai_race_variant_table Alkari hard v5 skill6 = 0; ai_race_variant_table Alkari hard v5 skill6b = 0; ai_race_variant_table Alkari hard v5 skill7 = 0; ai_race_variant_table Alkari hard v5 skill7b = 0; ai_race_variant_table Alkari hard v5 skill8 = 0; ai_race_variant_table Alkari hard v5 skill8b = 0; ai_race_variant_table Alkari hard v5 n_evo_skills = 2; ai_race_variant_table Alkari hard v5 evo_skill1 = 7; ai_race_variant_table Alkari hard v5 evo_skill1b = 3; ai_race_variant_table Alkari hard v5 evo_skill2 = 3; ai_race_variant_table Alkari hard v5 evo_skill2b = 3; ai_race_variant_table Alkari impossible v1 n_skills = 1; ai_race_variant_table Alkari impossible v1 skill1 = 0; ai_race_variant_table Alkari impossible v1 skill1b = 4; ai_race_variant_table Alkari impossible v1 skill2 = 0; ai_race_variant_table Alkari impossible v1 skill2b = 0; ai_race_variant_table Alkari impossible v1 skill3 = 0; ai_race_variant_table Alkari impossible v1 skill3b = 0; ai_race_variant_table Alkari impossible v1 skill4 = 0; ai_race_variant_table Alkari impossible v1 skill4b = 0; ai_race_variant_table Alkari impossible v1 skill5 = 0; ai_race_variant_table Alkari impossible v1 skill5b = 0; ai_race_variant_table Alkari impossible v1 skill6 = 0; ai_race_variant_table Alkari impossible v1 skill6b = 0; ai_race_variant_table Alkari impossible v1 skill7 = 0; ai_race_variant_table Alkari impossible v1 skill7b = 0; ai_race_variant_table Alkari impossible v1 skill8 = 0; ai_race_variant_table Alkari impossible v1 skill8b = 0; ai_race_variant_table Alkari impossible v1 n_evo_skills = 1; ai_race_variant_table Alkari impossible v1 evo_skill1 = 3; ai_race_variant_table Alkari impossible v1 evo_skill1b = 3; ai_race_variant_table Alkari impossible v1 evo_skill2 = 0; ai_race_variant_table Alkari impossible v1 evo_skill2b = 0; ai_race_variant_table Alkari impossible v2 n_skills = 2; ai_race_variant_table Alkari impossible v2 skill1 = 7; ai_race_variant_table Alkari impossible v2 skill1b = 2; ai_race_variant_table Alkari impossible v2 skill2 = 29; ai_race_variant_table Alkari impossible v2 skill2b = 1; ai_race_variant_table Alkari impossible v2 skill3 = 0; ai_race_variant_table Alkari impossible v2 skill3b = 0; ai_race_variant_table Alkari impossible v2 skill4 = 0; ai_race_variant_table Alkari impossible v2 skill4b = 0; ai_race_variant_table Alkari impossible v2 skill5 = 0; ai_race_variant_table Alkari impossible v2 skill5b = 0; ai_race_variant_table Alkari impossible v2 skill6 = 0; ai_race_variant_table Alkari impossible v2 skill6b = 0; ai_race_variant_table Alkari impossible v2 skill7 = 0; ai_race_variant_table Alkari impossible v2 skill7b = 0; ai_race_variant_table Alkari impossible v2 skill8 = 0; ai_race_variant_table Alkari impossible v2 skill8b = 0; ai_race_variant_table Alkari impossible v2 n_evo_skills = 2; ai_race_variant_table Alkari impossible v2 evo_skill1 = 7; ai_race_variant_table Alkari impossible v2 evo_skill1b = 3; ai_race_variant_table Alkari impossible v2 evo_skill2 = 8; ai_race_variant_table Alkari impossible v2 evo_skill2b = 2; ai_race_variant_table Alkari impossible v3 n_skills = 4; ai_race_variant_table Alkari impossible v3 skill1 = 29; ai_race_variant_table Alkari impossible v3 skill1b = 1; ai_race_variant_table Alkari impossible v3 skill2 = 17; ai_race_variant_table Alkari impossible v3 skill2b = 1; ai_race_variant_table Alkari impossible v3 skill3 = 3; ai_race_variant_table Alkari impossible v3 skill3b = 2; ai_race_variant_table Alkari impossible v3 skill4 = 0; ai_race_variant_table Alkari impossible v3 skill4b = 0; ai_race_variant_table Alkari impossible v3 skill5 = 0; ai_race_variant_table Alkari impossible v3 skill5b = 0; ai_race_variant_table Alkari impossible v3 skill6 = 0; ai_race_variant_table Alkari impossible v3 skill6b = 0; ai_race_variant_table Alkari impossible v3 skill7 = 0; ai_race_variant_table Alkari impossible v3 skill7b = 0; ai_race_variant_table Alkari impossible v3 skill8 = 0; ai_race_variant_table Alkari impossible v3 skill8b = 0; ai_race_variant_table Alkari impossible v3 n_evo_skills = 1; ai_race_variant_table Alkari impossible v3 evo_skill1 = 7; ai_race_variant_table Alkari impossible v3 evo_skill1b = 3; ai_race_variant_table Alkari impossible v3 evo_skill2 = 0; ai_race_variant_table Alkari impossible v3 evo_skill2b = 0; ai_race_variant_table Alkari impossible v4 n_skills = 6; ai_race_variant_table Alkari impossible v4 skill1 = 0; ai_race_variant_table Alkari impossible v4 skill1b = 0; ai_race_variant_table Alkari impossible v4 skill2 = 15; ai_race_variant_table Alkari impossible v4 skill2b = 1; ai_race_variant_table Alkari impossible v4 skill3 = 14; ai_race_variant_table Alkari impossible v4 skill3b = 1; ai_race_variant_table Alkari impossible v4 skill4 = 7; ai_race_variant_table Alkari impossible v4 skill4b = 2; ai_race_variant_table Alkari impossible v4 skill5 = 8; ai_race_variant_table Alkari impossible v4 skill5b = 2; ai_race_variant_table Alkari impossible v4 skill6 = 3; ai_race_variant_table Alkari impossible v4 skill6b = 2; ai_race_variant_table Alkari impossible v4 skill7 = 0; ai_race_variant_table Alkari impossible v4 skill7b = 0; ai_race_variant_table Alkari impossible v4 skill8 = 0; ai_race_variant_table Alkari impossible v4 skill8b = 0; ai_race_variant_table Alkari impossible v4 n_evo_skills = 2; ai_race_variant_table Alkari impossible v4 evo_skill1 = 7; ai_race_variant_table Alkari impossible v4 evo_skill1b = 3; ai_race_variant_table Alkari impossible v4 evo_skill2 = 3; ai_race_variant_table Alkari impossible v4 evo_skill2b = 3; ai_race_variant_table Alkari impossible v5 n_skills = 4; ai_race_variant_table Alkari impossible v5 skill1 = 0; ai_race_variant_table Alkari impossible v5 skill1b = 0; ai_race_variant_table Alkari impossible v5 skill2 = 30; ai_race_variant_table Alkari impossible v5 skill2b = 1; ai_race_variant_table Alkari impossible v5 skill3 = 7; ai_race_variant_table Alkari impossible v5 skill3b = 2; ai_race_variant_table Alkari impossible v5 skill4 = 29; ai_race_variant_table Alkari impossible v5 skill4b = 1; ai_race_variant_table Alkari impossible v5 skill5 = 0; ai_race_variant_table Alkari impossible v5 skill5b = 0; ai_race_variant_table Alkari impossible v5 skill6 = 0; ai_race_variant_table Alkari impossible v5 skill6b = 0; ai_race_variant_table Alkari impossible v5 skill7 = 0; ai_race_variant_table Alkari impossible v5 skill7b = 0; ai_race_variant_table Alkari impossible v5 skill8 = 0; ai_race_variant_table Alkari impossible v5 skill8b = 0; ai_race_variant_table Alkari impossible v5 n_evo_skills = 2; ai_race_variant_table Alkari impossible v5 evo_skill1 = 7; ai_race_variant_table Alkari impossible v5 evo_skill1b = 3; ai_race_variant_table Alkari impossible v5 evo_skill2 = 3; ai_race_variant_table Alkari impossible v5 evo_skill2b = 3; ai_race_variant_table Bulrathi hard v1 n_skills = 2; ai_race_variant_table Bulrathi hard v1 skill1 = 3; ai_race_variant_table Bulrathi hard v1 skill1b = 2; ai_race_variant_table Bulrathi hard v1 skill2 = 8; ai_race_variant_table Bulrathi hard v1 skill2b = 3; ai_race_variant_table Bulrathi hard v1 skill3 = 0; ai_race_variant_table Bulrathi hard v1 skill3b = 0; ai_race_variant_table Bulrathi hard v1 skill4 = 0; ai_race_variant_table Bulrathi hard v1 skill4b = 0; ai_race_variant_table Bulrathi hard v1 skill5 = 0; ai_race_variant_table Bulrathi hard v1 skill5b = 0; ai_race_variant_table Bulrathi hard v1 skill6 = 0; ai_race_variant_table Bulrathi hard v1 skill6b = 0; ai_race_variant_table Bulrathi hard v1 skill7 = 0; ai_race_variant_table Bulrathi hard v1 skill7b = 0; ai_race_variant_table Bulrathi hard v1 skill8 = 0; ai_race_variant_table Bulrathi hard v1 skill8b = 0; ai_race_variant_table Bulrathi hard v1 n_evo_skills = 1; ai_race_variant_table Bulrathi hard v1 evo_skill1 = 6; ai_race_variant_table Bulrathi hard v1 evo_skill1b = 3; ai_race_variant_table Bulrathi hard v1 evo_skill2 = 0; ai_race_variant_table Bulrathi hard v1 evo_skill2b = 0; ai_race_variant_table Bulrathi hard v2 n_skills = 1; ai_race_variant_table Bulrathi hard v2 skill1 = 6; ai_race_variant_table Bulrathi hard v2 skill1b = 2; ai_race_variant_table Bulrathi hard v2 skill2 = 0; ai_race_variant_table Bulrathi hard v2 skill2b = 0; ai_race_variant_table Bulrathi hard v2 skill3 = 0; ai_race_variant_table Bulrathi hard v2 skill3b = 0; ai_race_variant_table Bulrathi hard v2 skill4 = 0; ai_race_variant_table Bulrathi hard v2 skill4b = 0; ai_race_variant_table Bulrathi hard v2 skill5 = 0; ai_race_variant_table Bulrathi hard v2 skill5b = 0; ai_race_variant_table Bulrathi hard v2 skill6 = 0; ai_race_variant_table Bulrathi hard v2 skill6b = 0; ai_race_variant_table Bulrathi hard v2 skill7 = 0; ai_race_variant_table Bulrathi hard v2 skill7b = 0; ai_race_variant_table Bulrathi hard v2 skill8 = 0; ai_race_variant_table Bulrathi hard v2 skill8b = 0; ai_race_variant_table Bulrathi hard v2 n_evo_skills = 1; ai_race_variant_table Bulrathi hard v2 evo_skill1 = 6; ai_race_variant_table Bulrathi hard v2 evo_skill1b = 3; ai_race_variant_table Bulrathi hard v2 evo_skill2 = 0; ai_race_variant_table Bulrathi hard v2 evo_skill2b = 0; ai_race_variant_table Bulrathi hard v3 n_skills = 2; ai_race_variant_table Bulrathi hard v3 skill1 = 7; ai_race_variant_table Bulrathi hard v3 skill1b = 2; ai_race_variant_table Bulrathi hard v3 skill2 = 8; ai_race_variant_table Bulrathi hard v3 skill2b = 3; ai_race_variant_table Bulrathi hard v3 skill3 = 0; ai_race_variant_table Bulrathi hard v3 skill3b = 0; ai_race_variant_table Bulrathi hard v3 skill4 = 0; ai_race_variant_table Bulrathi hard v3 skill4b = 0; ai_race_variant_table Bulrathi hard v3 skill5 = 0; ai_race_variant_table Bulrathi hard v3 skill5b = 0; ai_race_variant_table Bulrathi hard v3 skill6 = 0; ai_race_variant_table Bulrathi hard v3 skill6b = 0; ai_race_variant_table Bulrathi hard v3 skill7 = 0; ai_race_variant_table Bulrathi hard v3 skill7b = 0; ai_race_variant_table Bulrathi hard v3 skill8 = 0; ai_race_variant_table Bulrathi hard v3 skill8b = 0; ai_race_variant_table Bulrathi hard v3 n_evo_skills = 1; ai_race_variant_table Bulrathi hard v3 evo_skill1 = 6; ai_race_variant_table Bulrathi hard v3 evo_skill1b = 2; ai_race_variant_table Bulrathi hard v3 evo_skill2 = 0; ai_race_variant_table Bulrathi hard v3 evo_skill2b = 0; ai_race_variant_table Bulrathi hard v4 n_skills = 3; ai_race_variant_table Bulrathi hard v4 skill1 = 7; ai_race_variant_table Bulrathi hard v4 skill1b = 2; ai_race_variant_table Bulrathi hard v4 skill2 = 6; ai_race_variant_table Bulrathi hard v4 skill2b = 2; ai_race_variant_table Bulrathi hard v4 skill3 = 19; ai_race_variant_table Bulrathi hard v4 skill3b = 1; ai_race_variant_table Bulrathi hard v4 skill4 = 0; ai_race_variant_table Bulrathi hard v4 skill4b = 0; ai_race_variant_table Bulrathi hard v4 skill5 = 0; ai_race_variant_table Bulrathi hard v4 skill5b = 0; ai_race_variant_table Bulrathi hard v4 skill6 = 0; ai_race_variant_table Bulrathi hard v4 skill6b = 0; ai_race_variant_table Bulrathi hard v4 skill7 = 0; ai_race_variant_table Bulrathi hard v4 skill7b = 0; ai_race_variant_table Bulrathi hard v4 skill8 = 0; ai_race_variant_table Bulrathi hard v4 skill8b = 0; ai_race_variant_table Bulrathi hard v4 n_evo_skills = 1; ai_race_variant_table Bulrathi hard v4 evo_skill1 = 6; ai_race_variant_table Bulrathi hard v4 evo_skill1b = 3; ai_race_variant_table Bulrathi hard v4 evo_skill2 = 0; ai_race_variant_table Bulrathi hard v4 evo_skill2b = 0; ai_race_variant_table Bulrathi hard v5 n_skills = 3; ai_race_variant_table Bulrathi hard v5 skill1 = 7; ai_race_variant_table Bulrathi hard v5 skill1b = 2; ai_race_variant_table Bulrathi hard v5 skill2 = 21; ai_race_variant_table Bulrathi hard v5 skill2b = 1; ai_race_variant_table Bulrathi hard v5 skill3 = 23; ai_race_variant_table Bulrathi hard v5 skill3b = 1; ai_race_variant_table Bulrathi hard v5 skill4 = 0; ai_race_variant_table Bulrathi hard v5 skill4b = 0; ai_race_variant_table Bulrathi hard v5 skill5 = 0; ai_race_variant_table Bulrathi hard v5 skill5b = 0; ai_race_variant_table Bulrathi hard v5 skill6 = 0; ai_race_variant_table Bulrathi hard v5 skill6b = 0; ai_race_variant_table Bulrathi hard v5 skill7 = 0; ai_race_variant_table Bulrathi hard v5 skill7b = 0; ai_race_variant_table Bulrathi hard v5 skill8 = 0; ai_race_variant_table Bulrathi hard v5 skill8b = 0; ai_race_variant_table Bulrathi hard v5 n_evo_skills = 2; ai_race_variant_table Bulrathi hard v5 evo_skill1 = 6; ai_race_variant_table Bulrathi hard v5 evo_skill1b = 2; ai_race_variant_table Bulrathi hard v5 evo_skill2 = 7; ai_race_variant_table Bulrathi hard v5 evo_skill2b = 3; ai_race_variant_table Bulrathi impossible v1 n_skills = 3; ai_race_variant_table Bulrathi impossible v1 skill1 = 7; ai_race_variant_table Bulrathi impossible v1 skill1b = 2; ai_race_variant_table Bulrathi impossible v1 skill2 = 6; ai_race_variant_table Bulrathi impossible v1 skill2b = 2; ai_race_variant_table Bulrathi impossible v1 skill3 = 8; ai_race_variant_table Bulrathi impossible v1 skill3b = 3; ai_race_variant_table Bulrathi impossible v1 skill4 = 0; ai_race_variant_table Bulrathi impossible v1 skill4b = 0; ai_race_variant_table Bulrathi impossible v1 skill5 = 0; ai_race_variant_table Bulrathi impossible v1 skill5b = 0; ai_race_variant_table Bulrathi impossible v1 skill6 = 0; ai_race_variant_table Bulrathi impossible v1 skill6b = 0; ai_race_variant_table Bulrathi impossible v1 skill7 = 0; ai_race_variant_table Bulrathi impossible v1 skill7b = 0; ai_race_variant_table Bulrathi impossible v1 skill8 = 0; ai_race_variant_table Bulrathi impossible v1 skill8b = 0; ai_race_variant_table Bulrathi impossible v1 n_evo_skills = 2; ai_race_variant_table Bulrathi impossible v1 evo_skill1 = 6; ai_race_variant_table Bulrathi impossible v1 evo_skill1b = 3; ai_race_variant_table Bulrathi impossible v1 evo_skill2 = 0; ai_race_variant_table Bulrathi impossible v1 evo_skill2b = 0; ai_race_variant_table Bulrathi impossible v2 n_skills = 2; ai_race_variant_table Bulrathi impossible v2 skill1 = 19; ai_race_variant_table Bulrathi impossible v2 skill1b = 1; ai_race_variant_table Bulrathi impossible v2 skill2 = 23; ai_race_variant_table Bulrathi impossible v2 skill2b = 1; ai_race_variant_table Bulrathi impossible v2 skill3 = 0; ai_race_variant_table Bulrathi impossible v2 skill3b = 0; ai_race_variant_table Bulrathi impossible v2 skill4 = 0; ai_race_variant_table Bulrathi impossible v2 skill4b = 0; ai_race_variant_table Bulrathi impossible v2 skill5 = 0; ai_race_variant_table Bulrathi impossible v2 skill5b = 0; ai_race_variant_table Bulrathi impossible v2 skill6 = 0; ai_race_variant_table Bulrathi impossible v2 skill6b = 0; ai_race_variant_table Bulrathi impossible v2 skill7 = 0; ai_race_variant_table Bulrathi impossible v2 skill7b = 0; ai_race_variant_table Bulrathi impossible v2 skill8 = 0; ai_race_variant_table Bulrathi impossible v2 skill8b = 0; ai_race_variant_table Bulrathi impossible v2 n_evo_skills = 2; ai_race_variant_table Bulrathi impossible v2 evo_skill1 = 6; ai_race_variant_table Bulrathi impossible v2 evo_skill1b = 3; ai_race_variant_table Bulrathi impossible v2 evo_skill2 = 8; ai_race_variant_table Bulrathi impossible v2 evo_skill2b = 3; ai_race_variant_table Bulrathi impossible v3 n_skills = 4; ai_race_variant_table Bulrathi impossible v3 skill1 = 19; ai_race_variant_table Bulrathi impossible v3 skill1b = 1; ai_race_variant_table Bulrathi impossible v3 skill2 = 7; ai_race_variant_table Bulrathi impossible v3 skill2b = 2; ai_race_variant_table Bulrathi impossible v3 skill3 = 6; ai_race_variant_table Bulrathi impossible v3 skill3b = 2; ai_race_variant_table Bulrathi impossible v3 skill4 = 2; ai_race_variant_table Bulrathi impossible v3 skill4b = 2; ai_race_variant_table Bulrathi impossible v3 skill5 = 0; ai_race_variant_table Bulrathi impossible v3 skill5b = 0; ai_race_variant_table Bulrathi impossible v3 skill6 = 0; ai_race_variant_table Bulrathi impossible v3 skill6b = 0; ai_race_variant_table Bulrathi impossible v3 skill7 = 0; ai_race_variant_table Bulrathi impossible v3 skill7b = 0; ai_race_variant_table Bulrathi impossible v3 skill8 = 0; ai_race_variant_table Bulrathi impossible v3 skill8b = 0; ai_race_variant_table Bulrathi impossible v3 n_evo_skills = 1; ai_race_variant_table Bulrathi impossible v3 evo_skill1 = 6; ai_race_variant_table Bulrathi impossible v3 evo_skill1b = 3; ai_race_variant_table Bulrathi impossible v3 evo_skill2 = 0; ai_race_variant_table Bulrathi impossible v3 evo_skill2b = 0; ai_race_variant_table Bulrathi impossible v4 n_skills = 6; ai_race_variant_table Bulrathi impossible v4 skill1 = 21; ai_race_variant_table Bulrathi impossible v4 skill1b = 1; ai_race_variant_table Bulrathi impossible v4 skill2 = 19; ai_race_variant_table Bulrathi impossible v4 skill2b = 1; ai_race_variant_table Bulrathi impossible v4 skill3 = 0; ai_race_variant_table Bulrathi impossible v4 skill3b = 6; ai_race_variant_table Bulrathi impossible v4 skill4 = 2; ai_race_variant_table Bulrathi impossible v4 skill4b = 2; ai_race_variant_table Bulrathi impossible v4 skill5 = 3; ai_race_variant_table Bulrathi impossible v4 skill5b = 2; ai_race_variant_table Bulrathi impossible v4 skill6 = 6; ai_race_variant_table Bulrathi impossible v4 skill6b = 2; ai_race_variant_table Bulrathi impossible v4 skill7 = 0; ai_race_variant_table Bulrathi impossible v4 skill7b = 0; ai_race_variant_table Bulrathi impossible v4 skill8 = 0; ai_race_variant_table Bulrathi impossible v4 skill8b = 0; ai_race_variant_table Bulrathi impossible v4 n_evo_skills = 2; ai_race_variant_table Bulrathi impossible v4 evo_skill1 = 3; ai_race_variant_table Bulrathi impossible v4 evo_skill1b = 3; ai_race_variant_table Bulrathi impossible v4 evo_skill2 = 7; ai_race_variant_table Bulrathi impossible v4 evo_skill2b = 2; ai_race_variant_table Bulrathi impossible v5 n_skills = 7; ai_race_variant_table Bulrathi impossible v5 skill1 = 21; ai_race_variant_table Bulrathi impossible v5 skill1b = 1; ai_race_variant_table Bulrathi impossible v5 skill2 = 19; ai_race_variant_table Bulrathi impossible v5 skill2b = 1; ai_race_variant_table Bulrathi impossible v5 skill3 = 7; ai_race_variant_table Bulrathi impossible v5 skill3b = 2; ai_race_variant_table Bulrathi impossible v5 skill4 = 6; ai_race_variant_table Bulrathi impossible v5 skill4b = 2; ai_race_variant_table Bulrathi impossible v5 skill5 = 2; ai_race_variant_table Bulrathi impossible v5 skill5b = 2; ai_race_variant_table Bulrathi impossible v5 skill6 = 3; ai_race_variant_table Bulrathi impossible v5 skill6b = 2; ai_race_variant_table Bulrathi impossible v5 skill7 = 4; ai_race_variant_table Bulrathi impossible v5 skill7b = 2; ai_race_variant_table Bulrathi impossible v5 skill8 = 0; ai_race_variant_table Bulrathi impossible v5 skill8b = 0; ai_race_variant_table Bulrathi impossible v5 n_evo_skills = 2; ai_race_variant_table Bulrathi impossible v5 evo_skill1 = 7; ai_race_variant_table Bulrathi impossible v5 evo_skill1b = 3; ai_race_variant_table Bulrathi impossible v5 evo_skill2 = 3; ai_race_variant_table Bulrathi impossible v5 evo_skill2b = 3; ai_race_variant_table Darloks hard v1 n_skills = 1; ai_race_variant_table Darloks hard v1 skill1 = 6; ai_race_variant_table Darloks hard v1 skill1b = 2; ai_race_variant_table Darloks hard v1 skill2 = 0; ai_race_variant_table Darloks hard v1 skill2b = 0; ai_race_variant_table Darloks hard v1 skill3 = 0; ai_race_variant_table Darloks hard v1 skill3b = 0; ai_race_variant_table Darloks hard v1 skill4 = 0; ai_race_variant_table Darloks hard v1 skill4b = 0; ai_race_variant_table Darloks hard v1 skill5 = 0; ai_race_variant_table Darloks hard v1 skill5b = 0; ai_race_variant_table Darloks hard v1 skill6 = 0; ai_race_variant_table Darloks hard v1 skill6b = 0; ai_race_variant_table Darloks hard v1 skill7 = 0; ai_race_variant_table Darloks hard v1 skill7b = 0; ai_race_variant_table Darloks hard v1 skill8 = 0; ai_race_variant_table Darloks hard v1 skill8b = 0; ai_race_variant_table Darloks hard v1 n_evo_skills = 1; ai_race_variant_table Darloks hard v1 evo_skill1 = 6; ai_race_variant_table Darloks hard v1 evo_skill1b = 3; ai_race_variant_table Darloks hard v1 evo_skill2 = 0; ai_race_variant_table Darloks hard v1 evo_skill2b = 0; ai_race_variant_table Darloks hard v2 n_skills = 2; ai_race_variant_table Darloks hard v2 skill1 = 4; ai_race_variant_table Darloks hard v2 skill1b = 1; ai_race_variant_table Darloks hard v2 skill2 = 0; ai_race_variant_table Darloks hard v2 skill2b = 6; ai_race_variant_table Darloks hard v2 skill3 = 0; ai_race_variant_table Darloks hard v2 skill3b = 0; ai_race_variant_table Darloks hard v2 skill4 = 0; ai_race_variant_table Darloks hard v2 skill4b = 0; ai_race_variant_table Darloks hard v2 skill5 = 0; ai_race_variant_table Darloks hard v2 skill5b = 0; ai_race_variant_table Darloks hard v2 skill6 = 0; ai_race_variant_table Darloks hard v2 skill6b = 0; ai_race_variant_table Darloks hard v2 skill7 = 0; ai_race_variant_table Darloks hard v2 skill7b = 0; ai_race_variant_table Darloks hard v2 skill8 = 0; ai_race_variant_table Darloks hard v2 skill8b = 0; ai_race_variant_table Darloks hard v2 n_evo_skills = 1; ai_race_variant_table Darloks hard v2 evo_skill1 = 4; ai_race_variant_table Darloks hard v2 evo_skill1b = 0; ai_race_variant_table Darloks hard v2 evo_skill2 = 0; ai_race_variant_table Darloks hard v2 evo_skill2b = 0; ai_race_variant_table Darloks hard v3 n_skills = 2; ai_race_variant_table Darloks hard v3 skill1 = 19; ai_race_variant_table Darloks hard v3 skill1b = 1; ai_race_variant_table Darloks hard v3 skill2 = 29; ai_race_variant_table Darloks hard v3 skill2b = 1; ai_race_variant_table Darloks hard v3 skill3 = 0; ai_race_variant_table Darloks hard v3 skill3b = 0; ai_race_variant_table Darloks hard v3 skill4 = 0; ai_race_variant_table Darloks hard v3 skill4b = 0; ai_race_variant_table Darloks hard v3 skill5 = 0; ai_race_variant_table Darloks hard v3 skill5b = 0; ai_race_variant_table Darloks hard v3 skill6 = 0; ai_race_variant_table Darloks hard v3 skill6b = 0; ai_race_variant_table Darloks hard v3 skill7 = 0; ai_race_variant_table Darloks hard v3 skill7b = 0; ai_race_variant_table Darloks hard v3 skill8 = 0; ai_race_variant_table Darloks hard v3 skill8b = 0; ai_race_variant_table Darloks hard v3 n_evo_skills = 1; ai_race_variant_table Darloks hard v3 evo_skill1 = 6; ai_race_variant_table Darloks hard v3 evo_skill1b = 2; ai_race_variant_table Darloks hard v3 evo_skill2 = 0; ai_race_variant_table Darloks hard v3 evo_skill2b = 0; ai_race_variant_table Darloks hard v4 n_skills = 3; ai_race_variant_table Darloks hard v4 skill1 = 19; ai_race_variant_table Darloks hard v4 skill1b = 1; ai_race_variant_table Darloks hard v4 skill2 = 7; ai_race_variant_table Darloks hard v4 skill2b = 2; ai_race_variant_table Darloks hard v4 skill3 = 6; ai_race_variant_table Darloks hard v4 skill3b = 2; ai_race_variant_table Darloks hard v4 skill4 = 0; ai_race_variant_table Darloks hard v4 skill4b = 0; ai_race_variant_table Darloks hard v4 skill5 = 0; ai_race_variant_table Darloks hard v4 skill5b = 0; ai_race_variant_table Darloks hard v4 skill6 = 0; ai_race_variant_table Darloks hard v4 skill6b = 0; ai_race_variant_table Darloks hard v4 skill7 = 0; ai_race_variant_table Darloks hard v4 skill7b = 0; ai_race_variant_table Darloks hard v4 skill8 = 0; ai_race_variant_table Darloks hard v4 skill8b = 0; ai_race_variant_table Darloks hard v4 n_evo_skills = 1; ai_race_variant_table Darloks hard v4 evo_skill1 = 6; ai_race_variant_table Darloks hard v4 evo_skill1b = 3; ai_race_variant_table Darloks hard v4 evo_skill2 = 0; ai_race_variant_table Darloks hard v4 evo_skill2b = 0; ai_race_variant_table Darloks hard v5 n_skills = 2; ai_race_variant_table Darloks hard v5 skill1 = 4; ai_race_variant_table Darloks hard v5 skill1b = 1; ai_race_variant_table Darloks hard v5 skill2 = 13; ai_race_variant_table Darloks hard v5 skill2b = 1; ai_race_variant_table Darloks hard v5 skill3 = 0; ai_race_variant_table Darloks hard v5 skill3b = 0; ai_race_variant_table Darloks hard v5 skill4 = 0; ai_race_variant_table Darloks hard v5 skill4b = 0; ai_race_variant_table Darloks hard v5 skill5 = 0; ai_race_variant_table Darloks hard v5 skill5b = 0; ai_race_variant_table Darloks hard v5 skill6 = 0; ai_race_variant_table Darloks hard v5 skill6b = 0; ai_race_variant_table Darloks hard v5 skill7 = 0; ai_race_variant_table Darloks hard v5 skill7b = 0; ai_race_variant_table Darloks hard v5 skill8 = 0; ai_race_variant_table Darloks hard v5 skill8b = 0; ai_race_variant_table Darloks hard v5 n_evo_skills = 1; ai_race_variant_table Darloks hard v5 evo_skill1 = 4; ai_race_variant_table Darloks hard v5 evo_skill1b = 0; ai_race_variant_table Darloks hard v5 evo_skill2 = 0; ai_race_variant_table Darloks hard v5 evo_skill2b = 0; ai_race_variant_table Darloks impossible v1 n_skills = 3; ai_race_variant_table Darloks impossible v1 skill1 = 19; ai_race_variant_table Darloks impossible v1 skill1b = 1; ai_race_variant_table Darloks impossible v1 skill2 = 6; ai_race_variant_table Darloks impossible v1 skill2b = 2; ai_race_variant_table Darloks impossible v1 skill3 = 13; ai_race_variant_table Darloks impossible v1 skill3b = 1; ai_race_variant_table Darloks impossible v1 skill4 = 0; ai_race_variant_table Darloks impossible v1 skill4b = 0; ai_race_variant_table Darloks impossible v1 skill5 = 0; ai_race_variant_table Darloks impossible v1 skill5b = 0; ai_race_variant_table Darloks impossible v1 skill6 = 0; ai_race_variant_table Darloks impossible v1 skill6b = 0; ai_race_variant_table Darloks impossible v1 skill7 = 0; ai_race_variant_table Darloks impossible v1 skill7b = 0; ai_race_variant_table Darloks impossible v1 skill8 = 0; ai_race_variant_table Darloks impossible v1 skill8b = 0; ai_race_variant_table Darloks impossible v1 n_evo_skills = 1; ai_race_variant_table Darloks impossible v1 evo_skill1 = 6; ai_race_variant_table Darloks impossible v1 evo_skill1b = 3; ai_race_variant_table Darloks impossible v1 evo_skill2 = 0; ai_race_variant_table Darloks impossible v1 evo_skill2b = 0; ai_race_variant_table Darloks impossible v2 n_skills = 4; ai_race_variant_table Darloks impossible v2 skill1 = 21; ai_race_variant_table Darloks impossible v2 skill1b = 1; ai_race_variant_table Darloks impossible v2 skill2 = 6; ai_race_variant_table Darloks impossible v2 skill2b = 2; ai_race_variant_table Darloks impossible v2 skill3 = 23; ai_race_variant_table Darloks impossible v2 skill3b = 1; ai_race_variant_table Darloks impossible v2 skill4 = 3; ai_race_variant_table Darloks impossible v2 skill4b = 2; ai_race_variant_table Darloks impossible v2 skill5 = 0; ai_race_variant_table Darloks impossible v2 skill5b = 0; ai_race_variant_table Darloks impossible v2 skill6 = 0; ai_race_variant_table Darloks impossible v2 skill6b = 0; ai_race_variant_table Darloks impossible v2 skill7 = 0; ai_race_variant_table Darloks impossible v2 skill7b = 0; ai_race_variant_table Darloks impossible v2 skill8 = 0; ai_race_variant_table Darloks impossible v2 skill8b = 0; ai_race_variant_table Darloks impossible v2 n_evo_skills = 1; ai_race_variant_table Darloks impossible v2 evo_skill1 = 6; ai_race_variant_table Darloks impossible v2 evo_skill1b = 3; ai_race_variant_table Darloks impossible v2 evo_skill2 = 0; ai_race_variant_table Darloks impossible v2 evo_skill2b = 0; ai_race_variant_table Darloks impossible v3 n_skills = 4; ai_race_variant_table Darloks impossible v3 skill1 = 21; ai_race_variant_table Darloks impossible v3 skill1b = 1; ai_race_variant_table Darloks impossible v3 skill2 = 29; ai_race_variant_table Darloks impossible v3 skill2b = 1; ai_race_variant_table Darloks impossible v3 skill3 = 7; ai_race_variant_table Darloks impossible v3 skill3b = 2; ai_race_variant_table Darloks impossible v3 skill4 = 6; ai_race_variant_table Darloks impossible v3 skill4b = 2; ai_race_variant_table Darloks impossible v3 skill5 = 0; ai_race_variant_table Darloks impossible v3 skill5b = 0; ai_race_variant_table Darloks impossible v3 skill6 = 0; ai_race_variant_table Darloks impossible v3 skill6b = 0; ai_race_variant_table Darloks impossible v3 skill7 = 0; ai_race_variant_table Darloks impossible v3 skill7b = 0; ai_race_variant_table Darloks impossible v3 skill8 = 0; ai_race_variant_table Darloks impossible v3 skill8b = 0; ai_race_variant_table Darloks impossible v3 n_evo_skills = 1; ai_race_variant_table Darloks impossible v3 evo_skill1 = 6; ai_race_variant_table Darloks impossible v3 evo_skill1b = 3; ai_race_variant_table Darloks impossible v3 evo_skill2 = 0; ai_race_variant_table Darloks impossible v3 evo_skill2b = 0; ai_race_variant_table Darloks impossible v4 n_skills = 7; ai_race_variant_table Darloks impossible v4 skill1 = 4; ai_race_variant_table Darloks impossible v4 skill1b = 1; ai_race_variant_table Darloks impossible v4 skill2 = 21; ai_race_variant_table Darloks impossible v4 skill2b = 1; ai_race_variant_table Darloks impossible v4 skill3 = 7; ai_race_variant_table Darloks impossible v4 skill3b = 2; ai_race_variant_table Darloks impossible v4 skill4 = 6; ai_race_variant_table Darloks impossible v4 skill4b = 2; ai_race_variant_table Darloks impossible v4 skill5 = 29; ai_race_variant_table Darloks impossible v4 skill5b = 1; ai_race_variant_table Darloks impossible v4 skill6 = 16; ai_race_variant_table Darloks impossible v4 skill6b = 1; ai_race_variant_table Darloks impossible v4 skill7 = 1; ai_race_variant_table Darloks impossible v4 skill7b = 2; ai_race_variant_table Darloks impossible v4 skill8 = 0; ai_race_variant_table Darloks impossible v4 skill8b = 0; ai_race_variant_table Darloks impossible v4 n_evo_skills = 1; ai_race_variant_table Darloks impossible v4 evo_skill1 = 6; ai_race_variant_table Darloks impossible v4 evo_skill1b = 3; ai_race_variant_table Darloks impossible v4 evo_skill2 = 0; ai_race_variant_table Darloks impossible v4 evo_skill2b = 0; ai_race_variant_table Darloks impossible v5 n_skills = 6; ai_race_variant_table Darloks impossible v5 skill1 = 4; ai_race_variant_table Darloks impossible v5 skill1b = 1; ai_race_variant_table Darloks impossible v5 skill2 = 19; ai_race_variant_table Darloks impossible v5 skill2b = 1; ai_race_variant_table Darloks impossible v5 skill3 = 0; ai_race_variant_table Darloks impossible v5 skill3b = 0; ai_race_variant_table Darloks impossible v5 skill4 = 13; ai_race_variant_table Darloks impossible v5 skill4b = 1; ai_race_variant_table Darloks impossible v5 skill5 = 23; ai_race_variant_table Darloks impossible v5 skill5b = 1; ai_race_variant_table Darloks impossible v5 skill6 = 3; ai_race_variant_table Darloks impossible v5 skill6b = 2; ai_race_variant_table Darloks impossible v5 skill7 = 0; ai_race_variant_table Darloks impossible v5 skill7b = 0; ai_race_variant_table Darloks impossible v5 skill8 = 0; ai_race_variant_table Darloks impossible v5 skill8b = 0; ai_race_variant_table Darloks impossible v5 n_evo_skills = 1; ai_race_variant_table Darloks impossible v5 evo_skill1 = 6; ai_race_variant_table Darloks impossible v5 evo_skill1b = 2; ai_race_variant_table Darloks impossible v5 evo_skill2 = 0; ai_race_variant_table Darloks impossible v5 evo_skill2b = 0; ai_race_variant_table Elerians hard v1 n_skills = 1; ai_race_variant_table Elerians hard v1 skill1 = 6; ai_race_variant_table Elerians hard v1 skill1b = 3; ai_race_variant_table Elerians hard v1 skill2 = 0; ai_race_variant_table Elerians hard v1 skill2b = 0; ai_race_variant_table Elerians hard v1 skill3 = 0; ai_race_variant_table Elerians hard v1 skill3b = 0; ai_race_variant_table Elerians hard v1 skill4 = 0; ai_race_variant_table Elerians hard v1 skill4b = 0; ai_race_variant_table Elerians hard v1 skill5 = 0; ai_race_variant_table Elerians hard v1 skill5b = 0; ai_race_variant_table Elerians hard v1 skill6 = 0; ai_race_variant_table Elerians hard v1 skill6b = 0; ai_race_variant_table Elerians hard v1 skill7 = 0; ai_race_variant_table Elerians hard v1 skill7b = 0; ai_race_variant_table Elerians hard v1 skill8 = 0; ai_race_variant_table Elerians hard v1 skill8b = 0; ai_race_variant_table Elerians hard v1 n_evo_skills = 2; ai_race_variant_table Elerians hard v1 evo_skill1 = 7; ai_race_variant_table Elerians hard v1 evo_skill1b = 3; ai_race_variant_table Elerians hard v1 evo_skill2 = 3; ai_race_variant_table Elerians hard v1 evo_skill2b = 2; ai_race_variant_table Elerians hard v2 n_skills = 2; ai_race_variant_table Elerians hard v2 skill1 = 7; ai_race_variant_table Elerians hard v2 skill1b = 3; ai_race_variant_table Elerians hard v2 skill2 = 3; ai_race_variant_table Elerians hard v2 skill2b = 2; ai_race_variant_table Elerians hard v2 skill3 = 0; ai_race_variant_table Elerians hard v2 skill3b = 0; ai_race_variant_table Elerians hard v2 skill4 = 0; ai_race_variant_table Elerians hard v2 skill4b = 0; ai_race_variant_table Elerians hard v2 skill5 = 0; ai_race_variant_table Elerians hard v2 skill5b = 0; ai_race_variant_table Elerians hard v2 skill6 = 0; ai_race_variant_table Elerians hard v2 skill6b = 0; ai_race_variant_table Elerians hard v2 skill7 = 0; ai_race_variant_table Elerians hard v2 skill7b = 0; ai_race_variant_table Elerians hard v2 skill8 = 0; ai_race_variant_table Elerians hard v2 skill8b = 0; ai_race_variant_table Elerians hard v2 n_evo_skills = 2; ai_race_variant_table Elerians hard v2 evo_skill1 = 8; ai_race_variant_table Elerians hard v2 evo_skill1b = 2; ai_race_variant_table Elerians hard v2 evo_skill2 = 3; ai_race_variant_table Elerians hard v2 evo_skill2b = 3; ai_race_variant_table Elerians hard v3 n_skills = 1; ai_race_variant_table Elerians hard v3 skill1 = 16; ai_race_variant_table Elerians hard v3 skill1b = 1; ai_race_variant_table Elerians hard v3 skill2 = 0; ai_race_variant_table Elerians hard v3 skill2b = 0; ai_race_variant_table Elerians hard v3 skill3 = 0; ai_race_variant_table Elerians hard v3 skill3b = 0; ai_race_variant_table Elerians hard v3 skill4 = 0; ai_race_variant_table Elerians hard v3 skill4b = 0; ai_race_variant_table Elerians hard v3 skill5 = 0; ai_race_variant_table Elerians hard v3 skill5b = 0; ai_race_variant_table Elerians hard v3 skill6 = 0; ai_race_variant_table Elerians hard v3 skill6b = 0; ai_race_variant_table Elerians hard v3 skill7 = 0; ai_race_variant_table Elerians hard v3 skill7b = 0; ai_race_variant_table Elerians hard v3 skill8 = 0; ai_race_variant_table Elerians hard v3 skill8b = 0; ai_race_variant_table Elerians hard v3 n_evo_skills = 1; ai_race_variant_table Elerians hard v3 evo_skill1 = 6; ai_race_variant_table Elerians hard v3 evo_skill1b = 3; ai_race_variant_table Elerians hard v3 evo_skill2 = 0; ai_race_variant_table Elerians hard v3 evo_skill2b = 0; ai_race_variant_table Elerians hard v4 n_skills = 1; ai_race_variant_table Elerians hard v4 skill1 = 9; ai_race_variant_table Elerians hard v4 skill1b = 2; ai_race_variant_table Elerians hard v4 skill2 = 0; ai_race_variant_table Elerians hard v4 skill2b = 0; ai_race_variant_table Elerians hard v4 skill3 = 0; ai_race_variant_table Elerians hard v4 skill3b = 0; ai_race_variant_table Elerians hard v4 skill4 = 0; ai_race_variant_table Elerians hard v4 skill4b = 0; ai_race_variant_table Elerians hard v4 skill5 = 0; ai_race_variant_table Elerians hard v4 skill5b = 0; ai_race_variant_table Elerians hard v4 skill6 = 0; ai_race_variant_table Elerians hard v4 skill6b = 0; ai_race_variant_table Elerians hard v4 skill7 = 0; ai_race_variant_table Elerians hard v4 skill7b = 0; ai_race_variant_table Elerians hard v4 skill8 = 0; ai_race_variant_table Elerians hard v4 skill8b = 0; ai_race_variant_table Elerians hard v4 n_evo_skills = 1; ai_race_variant_table Elerians hard v4 evo_skill1 = 6; ai_race_variant_table Elerians hard v4 evo_skill1b = 2; ai_race_variant_table Elerians hard v4 evo_skill2 = 0; ai_race_variant_table Elerians hard v4 evo_skill2b = 0; ai_race_variant_table Elerians hard v5 n_skills = 1; ai_race_variant_table Elerians hard v5 skill1 = 2; ai_race_variant_table Elerians hard v5 skill1b = 2; ai_race_variant_table Elerians hard v5 skill2 = 0; ai_race_variant_table Elerians hard v5 skill2b = 0; ai_race_variant_table Elerians hard v5 skill3 = 0; ai_race_variant_table Elerians hard v5 skill3b = 0; ai_race_variant_table Elerians hard v5 skill4 = 0; ai_race_variant_table Elerians hard v5 skill4b = 0; ai_race_variant_table Elerians hard v5 skill5 = 0; ai_race_variant_table Elerians hard v5 skill5b = 0; ai_race_variant_table Elerians hard v5 skill6 = 0; ai_race_variant_table Elerians hard v5 skill6b = 0; ai_race_variant_table Elerians hard v5 skill7 = 0; ai_race_variant_table Elerians hard v5 skill7b = 0; ai_race_variant_table Elerians hard v5 skill8 = 0; ai_race_variant_table Elerians hard v5 skill8b = 0; ai_race_variant_table Elerians hard v5 n_evo_skills = 1; ai_race_variant_table Elerians hard v5 evo_skill1 = 6; ai_race_variant_table Elerians hard v5 evo_skill1b = 2; ai_race_variant_table Elerians hard v5 evo_skill2 = 0; ai_race_variant_table Elerians hard v5 evo_skill2b = 0; ai_race_variant_table Elerians impossible v1 n_skills = 2; ai_race_variant_table Elerians impossible v1 skill1 = 7; ai_race_variant_table Elerians impossible v1 skill1b = 3; ai_race_variant_table Elerians impossible v1 skill2 = 6; ai_race_variant_table Elerians impossible v1 skill2b = 3; ai_race_variant_table Elerians impossible v1 skill3 = 0; ai_race_variant_table Elerians impossible v1 skill3b = 0; ai_race_variant_table Elerians impossible v1 skill4 = 0; ai_race_variant_table Elerians impossible v1 skill4b = 0; ai_race_variant_table Elerians impossible v1 skill5 = 0; ai_race_variant_table Elerians impossible v1 skill5b = 0; ai_race_variant_table Elerians impossible v1 skill6 = 0; ai_race_variant_table Elerians impossible v1 skill6b = 0; ai_race_variant_table Elerians impossible v1 skill7 = 0; ai_race_variant_table Elerians impossible v1 skill7b = 0; ai_race_variant_table Elerians impossible v1 skill8 = 0; ai_race_variant_table Elerians impossible v1 skill8b = 0; ai_race_variant_table Elerians impossible v1 n_evo_skills = 1; ai_race_variant_table Elerians impossible v1 evo_skill1 = 3; ai_race_variant_table Elerians impossible v1 evo_skill1b = 3; ai_race_variant_table Elerians impossible v1 evo_skill2 = 0; ai_race_variant_table Elerians impossible v1 evo_skill2b = 0; ai_race_variant_table Elerians impossible v2 n_skills = 2; ai_race_variant_table Elerians impossible v2 skill1 = 4; ai_race_variant_table Elerians impossible v2 skill1b = 2; ai_race_variant_table Elerians impossible v2 skill2 = 2; ai_race_variant_table Elerians impossible v2 skill2b = 2; ai_race_variant_table Elerians impossible v2 skill3 = 0; ai_race_variant_table Elerians impossible v2 skill3b = 0; ai_race_variant_table Elerians impossible v2 skill4 = 0; ai_race_variant_table Elerians impossible v2 skill4b = 0; ai_race_variant_table Elerians impossible v2 skill5 = 0; ai_race_variant_table Elerians impossible v2 skill5b = 0; ai_race_variant_table Elerians impossible v2 skill6 = 0; ai_race_variant_table Elerians impossible v2 skill6b = 0; ai_race_variant_table Elerians impossible v2 skill7 = 0; ai_race_variant_table Elerians impossible v2 skill7b = 0; ai_race_variant_table Elerians impossible v2 skill8 = 0; ai_race_variant_table Elerians impossible v2 skill8b = 0; ai_race_variant_table Elerians impossible v2 n_evo_skills = 1; ai_race_variant_table Elerians impossible v2 evo_skill1 = 3; ai_race_variant_table Elerians impossible v2 evo_skill1b = 3; ai_race_variant_table Elerians impossible v2 evo_skill2 = 0; ai_race_variant_table Elerians impossible v2 evo_skill2b = 0; ai_race_variant_table Elerians impossible v3 n_skills = 4; ai_race_variant_table Elerians impossible v3 skill1 = 9; ai_race_variant_table Elerians impossible v3 skill1b = 1; ai_race_variant_table Elerians impossible v3 skill2 = 7; ai_race_variant_table Elerians impossible v3 skill2b = 3; ai_race_variant_table Elerians impossible v3 skill3 = 30; ai_race_variant_table Elerians impossible v3 skill3b = 1; ai_race_variant_table Elerians impossible v3 skill4 = 4; ai_race_variant_table Elerians impossible v3 skill4b = 2; ai_race_variant_table Elerians impossible v3 skill5 = 0; ai_race_variant_table Elerians impossible v3 skill5b = 0; ai_race_variant_table Elerians impossible v3 skill6 = 0; ai_race_variant_table Elerians impossible v3 skill6b = 0; ai_race_variant_table Elerians impossible v3 skill7 = 0; ai_race_variant_table Elerians impossible v3 skill7b = 0; ai_race_variant_table Elerians impossible v3 skill8 = 0; ai_race_variant_table Elerians impossible v3 skill8b = 0; ai_race_variant_table Elerians impossible v3 n_evo_skills = 1; ai_race_variant_table Elerians impossible v3 evo_skill1 = 6; ai_race_variant_table Elerians impossible v3 evo_skill1b = 2; ai_race_variant_table Elerians impossible v3 evo_skill2 = 0; ai_race_variant_table Elerians impossible v3 evo_skill2b = 0; ai_race_variant_table Elerians impossible v4 n_skills = 3; ai_race_variant_table Elerians impossible v4 skill1 = 8; ai_race_variant_table Elerians impossible v4 skill1b = 1; ai_race_variant_table Elerians impossible v4 skill2 = 6; ai_race_variant_table Elerians impossible v4 skill2b = 3; ai_race_variant_table Elerians impossible v4 skill3 = 29; ai_race_variant_table Elerians impossible v4 skill3b = 1; ai_race_variant_table Elerians impossible v4 skill4 = 0; ai_race_variant_table Elerians impossible v4 skill4b = 0; ai_race_variant_table Elerians impossible v4 skill5 = 0; ai_race_variant_table Elerians impossible v4 skill5b = 0; ai_race_variant_table Elerians impossible v4 skill6 = 0; ai_race_variant_table Elerians impossible v4 skill6b = 0; ai_race_variant_table Elerians impossible v4 skill7 = 0; ai_race_variant_table Elerians impossible v4 skill7b = 0; ai_race_variant_table Elerians impossible v4 skill8 = 0; ai_race_variant_table Elerians impossible v4 skill8b = 0; ai_race_variant_table Elerians impossible v4 n_evo_skills = 2; ai_race_variant_table Elerians impossible v4 evo_skill1 = 3; ai_race_variant_table Elerians impossible v4 evo_skill1b = 2; ai_race_variant_table Elerians impossible v4 evo_skill2 = 7; ai_race_variant_table Elerians impossible v4 evo_skill2b = 2; ai_race_variant_table Elerians impossible v5 n_skills = 6; ai_race_variant_table Elerians impossible v5 skill1 = 8; ai_race_variant_table Elerians impossible v5 skill1b = 1; ai_race_variant_table Elerians impossible v5 skill2 = 9; ai_race_variant_table Elerians impossible v5 skill2b = 1; ai_race_variant_table Elerians impossible v5 skill3 = 7; ai_race_variant_table Elerians impossible v5 skill3b = 3; ai_race_variant_table Elerians impossible v5 skill4 = 6; ai_race_variant_table Elerians impossible v5 skill4b = 3; ai_race_variant_table Elerians impossible v5 skill5 = 30; ai_race_variant_table Elerians impossible v5 skill5b = 1; ai_race_variant_table Elerians impossible v5 skill6 = 3; ai_race_variant_table Elerians impossible v5 skill6b = 2; ai_race_variant_table Elerians impossible v5 skill7 = 0; ai_race_variant_table Elerians impossible v5 skill7b = 0; ai_race_variant_table Elerians impossible v5 skill8 = 0; ai_race_variant_table Elerians impossible v5 skill8b = 0; ai_race_variant_table Elerians impossible v5 n_evo_skills = 2; ai_race_variant_table Elerians impossible v5 evo_skill1 = 3; ai_race_variant_table Elerians impossible v5 evo_skill1b = 3; ai_race_variant_table Elerians impossible v5 evo_skill2 = 9; ai_race_variant_table Elerians impossible v5 evo_skill2b = 0; ai_race_variant_table Gnolams hard v1 n_skills = 2; ai_race_variant_table Gnolams hard v1 skill1 = 15; ai_race_variant_table Gnolams hard v1 skill1b = 1; ai_race_variant_table Gnolams hard v1 skill2 = 14; ai_race_variant_table Gnolams hard v1 skill2b = 1; ai_race_variant_table Gnolams hard v1 skill3 = 0; ai_race_variant_table Gnolams hard v1 skill3b = 0; ai_race_variant_table Gnolams hard v1 skill4 = 0; ai_race_variant_table Gnolams hard v1 skill4b = 0; ai_race_variant_table Gnolams hard v1 skill5 = 0; ai_race_variant_table Gnolams hard v1 skill5b = 0; ai_race_variant_table Gnolams hard v1 skill6 = 0; ai_race_variant_table Gnolams hard v1 skill6b = 0; ai_race_variant_table Gnolams hard v1 skill7 = 0; ai_race_variant_table Gnolams hard v1 skill7b = 0; ai_race_variant_table Gnolams hard v1 skill8 = 0; ai_race_variant_table Gnolams hard v1 skill8b = 0; ai_race_variant_table Gnolams hard v1 n_evo_skills = 1; ai_race_variant_table Gnolams hard v1 evo_skill1 = 3; ai_race_variant_table Gnolams hard v1 evo_skill1b = 3; ai_race_variant_table Gnolams hard v1 evo_skill2 = 0; ai_race_variant_table Gnolams hard v1 evo_skill2b = 0; ai_race_variant_table Gnolams hard v2 n_skills = 1; ai_race_variant_table Gnolams hard v2 skill1 = 6; ai_race_variant_table Gnolams hard v2 skill1b = 2; ai_race_variant_table Gnolams hard v2 skill2 = 0; ai_race_variant_table Gnolams hard v2 skill2b = 0; ai_race_variant_table Gnolams hard v2 skill3 = 0; ai_race_variant_table Gnolams hard v2 skill3b = 0; ai_race_variant_table Gnolams hard v2 skill4 = 0; ai_race_variant_table Gnolams hard v2 skill4b = 0; ai_race_variant_table Gnolams hard v2 skill5 = 0; ai_race_variant_table Gnolams hard v2 skill5b = 0; ai_race_variant_table Gnolams hard v2 skill6 = 0; ai_race_variant_table Gnolams hard v2 skill6b = 0; ai_race_variant_table Gnolams hard v2 skill7 = 0; ai_race_variant_table Gnolams hard v2 skill7b = 0; ai_race_variant_table Gnolams hard v2 skill8 = 0; ai_race_variant_table Gnolams hard v2 skill8b = 0; ai_race_variant_table Gnolams hard v2 n_evo_skills = 1; ai_race_variant_table Gnolams hard v2 evo_skill1 = 6; ai_race_variant_table Gnolams hard v2 evo_skill1b = 3; ai_race_variant_table Gnolams hard v2 evo_skill2 = 0; ai_race_variant_table Gnolams hard v2 evo_skill2b = 0; ai_race_variant_table Gnolams hard v3 n_skills = 1; ai_race_variant_table Gnolams hard v3 skill1 = 1; ai_race_variant_table Gnolams hard v3 skill1b = 2; ai_race_variant_table Gnolams hard v3 skill2 = 0; ai_race_variant_table Gnolams hard v3 skill2b = 0; ai_race_variant_table Gnolams hard v3 skill3 = 0; ai_race_variant_table Gnolams hard v3 skill3b = 0; ai_race_variant_table Gnolams hard v3 skill4 = 0; ai_race_variant_table Gnolams hard v3 skill4b = 0; ai_race_variant_table Gnolams hard v3 skill5 = 0; ai_race_variant_table Gnolams hard v3 skill5b = 0; ai_race_variant_table Gnolams hard v3 skill6 = 0; ai_race_variant_table Gnolams hard v3 skill6b = 0; ai_race_variant_table Gnolams hard v3 skill7 = 0; ai_race_variant_table Gnolams hard v3 skill7b = 0; ai_race_variant_table Gnolams hard v3 skill8 = 0; ai_race_variant_table Gnolams hard v3 skill8b = 0; ai_race_variant_table Gnolams hard v3 n_evo_skills = 1; ai_race_variant_table Gnolams hard v3 evo_skill1 = 3; ai_race_variant_table Gnolams hard v3 evo_skill1b = 3; ai_race_variant_table Gnolams hard v3 evo_skill2 = 0; ai_race_variant_table Gnolams hard v3 evo_skill2b = 0; ai_race_variant_table Gnolams hard v4 n_skills = 2; ai_race_variant_table Gnolams hard v4 skill1 = 19; ai_race_variant_table Gnolams hard v4 skill1b = 1; ai_race_variant_table Gnolams hard v4 skill2 = 13; ai_race_variant_table Gnolams hard v4 skill2b = 1; ai_race_variant_table Gnolams hard v4 skill3 = 0; ai_race_variant_table Gnolams hard v4 skill3b = 0; ai_race_variant_table Gnolams hard v4 skill4 = 0; ai_race_variant_table Gnolams hard v4 skill4b = 0; ai_race_variant_table Gnolams hard v4 skill5 = 0; ai_race_variant_table Gnolams hard v4 skill5b = 0; ai_race_variant_table Gnolams hard v4 skill6 = 0; ai_race_variant_table Gnolams hard v4 skill6b = 0; ai_race_variant_table Gnolams hard v4 skill7 = 0; ai_race_variant_table Gnolams hard v4 skill7b = 0; ai_race_variant_table Gnolams hard v4 skill8 = 0; ai_race_variant_table Gnolams hard v4 skill8b = 0; ai_race_variant_table Gnolams hard v4 n_evo_skills = 1; ai_race_variant_table Gnolams hard v4 evo_skill1 = 3; ai_race_variant_table Gnolams hard v4 evo_skill1b = 3; ai_race_variant_table Gnolams hard v4 evo_skill2 = 0; ai_race_variant_table Gnolams hard v4 evo_skill2b = 0; ai_race_variant_table Gnolams hard v5 n_skills = 2; ai_race_variant_table Gnolams hard v5 skill1 = 19; ai_race_variant_table Gnolams hard v5 skill1b = 1; ai_race_variant_table Gnolams hard v5 skill2 = 0; ai_race_variant_table Gnolams hard v5 skill2b = 4; ai_race_variant_table Gnolams hard v5 skill3 = 0; ai_race_variant_table Gnolams hard v5 skill3b = 0; ai_race_variant_table Gnolams hard v5 skill4 = 0; ai_race_variant_table Gnolams hard v5 skill4b = 0; ai_race_variant_table Gnolams hard v5 skill5 = 0; ai_race_variant_table Gnolams hard v5 skill5b = 0; ai_race_variant_table Gnolams hard v5 skill6 = 0; ai_race_variant_table Gnolams hard v5 skill6b = 0; ai_race_variant_table Gnolams hard v5 skill7 = 0; ai_race_variant_table Gnolams hard v5 skill7b = 0; ai_race_variant_table Gnolams hard v5 skill8 = 0; ai_race_variant_table Gnolams hard v5 skill8b = 0; ai_race_variant_table Gnolams hard v5 n_evo_skills = 1; ai_race_variant_table Gnolams hard v5 evo_skill1 = 3; ai_race_variant_table Gnolams hard v5 evo_skill1b = 3; ai_race_variant_table Gnolams hard v5 evo_skill2 = 0; ai_race_variant_table Gnolams hard v5 evo_skill2b = 0; ai_race_variant_table Gnolams impossible v1 n_skills = 1; ai_race_variant_table Gnolams impossible v1 skill1 = 0; ai_race_variant_table Gnolams impossible v1 skill1b = 4; ai_race_variant_table Gnolams impossible v1 skill2 = 0; ai_race_variant_table Gnolams impossible v1 skill2b = 0; ai_race_variant_table Gnolams impossible v1 skill3 = 0; ai_race_variant_table Gnolams impossible v1 skill3b = 0; ai_race_variant_table Gnolams impossible v1 skill4 = 0; ai_race_variant_table Gnolams impossible v1 skill4b = 0; ai_race_variant_table Gnolams impossible v1 skill5 = 0; ai_race_variant_table Gnolams impossible v1 skill5b = 0; ai_race_variant_table Gnolams impossible v1 skill6 = 0; ai_race_variant_table Gnolams impossible v1 skill6b = 0; ai_race_variant_table Gnolams impossible v1 skill7 = 0; ai_race_variant_table Gnolams impossible v1 skill7b = 0; ai_race_variant_table Gnolams impossible v1 skill8 = 0; ai_race_variant_table Gnolams impossible v1 skill8b = 0; ai_race_variant_table Gnolams impossible v1 n_evo_skills = 1; ai_race_variant_table Gnolams impossible v1 evo_skill1 = 3; ai_race_variant_table Gnolams impossible v1 evo_skill1b = 3; ai_race_variant_table Gnolams impossible v1 evo_skill2 = 0; ai_race_variant_table Gnolams impossible v1 evo_skill2b = 0; ai_race_variant_table Gnolams impossible v2 n_skills = 2; ai_race_variant_table Gnolams impossible v2 skill1 = 10; ai_race_variant_table Gnolams impossible v2 skill1b = 0; ai_race_variant_table Gnolams impossible v2 skill2 = 1; ai_race_variant_table Gnolams impossible v2 skill2b = 2; ai_race_variant_table Gnolams impossible v2 skill3 = 0; ai_race_variant_table Gnolams impossible v2 skill3b = 0; ai_race_variant_table Gnolams impossible v2 skill4 = 0; ai_race_variant_table Gnolams impossible v2 skill4b = 0; ai_race_variant_table Gnolams impossible v2 skill5 = 0; ai_race_variant_table Gnolams impossible v2 skill5b = 0; ai_race_variant_table Gnolams impossible v2 skill6 = 0; ai_race_variant_table Gnolams impossible v2 skill6b = 0; ai_race_variant_table Gnolams impossible v2 skill7 = 0; ai_race_variant_table Gnolams impossible v2 skill7b = 0; ai_race_variant_table Gnolams impossible v2 skill8 = 0; ai_race_variant_table Gnolams impossible v2 skill8b = 0; ai_race_variant_table Gnolams impossible v2 n_evo_skills = 1; ai_race_variant_table Gnolams impossible v2 evo_skill1 = 3; ai_race_variant_table Gnolams impossible v2 evo_skill1b = 3; ai_race_variant_table Gnolams impossible v2 evo_skill2 = 0; ai_race_variant_table Gnolams impossible v2 evo_skill2b = 0; ai_race_variant_table Gnolams impossible v3 n_skills = 3; ai_race_variant_table Gnolams impossible v3 skill1 = 8; ai_race_variant_table Gnolams impossible v3 skill1b = 1; ai_race_variant_table Gnolams impossible v3 skill2 = 4; ai_race_variant_table Gnolams impossible v3 skill2b = 2; ai_race_variant_table Gnolams impossible v3 skill3 = 0; ai_race_variant_table Gnolams impossible v3 skill3b = 4; ai_race_variant_table Gnolams impossible v3 skill4 = 0; ai_race_variant_table Gnolams impossible v3 skill4b = 0; ai_race_variant_table Gnolams impossible v3 skill5 = 0; ai_race_variant_table Gnolams impossible v3 skill5b = 0; ai_race_variant_table Gnolams impossible v3 skill6 = 0; ai_race_variant_table Gnolams impossible v3 skill6b = 0; ai_race_variant_table Gnolams impossible v3 skill7 = 0; ai_race_variant_table Gnolams impossible v3 skill7b = 0; ai_race_variant_table Gnolams impossible v3 skill8 = 0; ai_race_variant_table Gnolams impossible v3 skill8b = 0; ai_race_variant_table Gnolams impossible v3 n_evo_skills = 2; ai_race_variant_table Gnolams impossible v3 evo_skill1 = 8; ai_race_variant_table Gnolams impossible v3 evo_skill1b = 0; ai_race_variant_table Gnolams impossible v3 evo_skill2 = 3; ai_race_variant_table Gnolams impossible v3 evo_skill2b = 2; ai_race_variant_table Gnolams impossible v4 n_skills = 4; ai_race_variant_table Gnolams impossible v4 skill1 = 8; ai_race_variant_table Gnolams impossible v4 skill1b = 1; ai_race_variant_table Gnolams impossible v4 skill2 = 19; ai_race_variant_table Gnolams impossible v4 skill2b = 1; ai_race_variant_table Gnolams impossible v4 skill3 = 13; ai_race_variant_table Gnolams impossible v4 skill3b = 1; ai_race_variant_table Gnolams impossible v4 skill4 = 0; ai_race_variant_table Gnolams impossible v4 skill4b = 4; ai_race_variant_table Gnolams impossible v4 skill5 = 0; ai_race_variant_table Gnolams impossible v4 skill5b = 0; ai_race_variant_table Gnolams impossible v4 skill6 = 0; ai_race_variant_table Gnolams impossible v4 skill6b = 0; ai_race_variant_table Gnolams impossible v4 skill7 = 0; ai_race_variant_table Gnolams impossible v4 skill7b = 0; ai_race_variant_table Gnolams impossible v4 skill8 = 0; ai_race_variant_table Gnolams impossible v4 skill8b = 0; ai_race_variant_table Gnolams impossible v4 n_evo_skills = 2; ai_race_variant_table Gnolams impossible v4 evo_skill1 = 8; ai_race_variant_table Gnolams impossible v4 evo_skill1b = 0; ai_race_variant_table Gnolams impossible v4 evo_skill2 = 3; ai_race_variant_table Gnolams impossible v4 evo_skill2b = 2; ai_race_variant_table Gnolams impossible v5 n_skills = 5; ai_race_variant_table Gnolams impossible v5 skill1 = 8; ai_race_variant_table Gnolams impossible v5 skill1b = 1; ai_race_variant_table Gnolams impossible v5 skill2 = 19; ai_race_variant_table Gnolams impossible v5 skill2b = 1; ai_race_variant_table Gnolams impossible v5 skill3 = 0; ai_race_variant_table Gnolams impossible v5 skill3b = 6; ai_race_variant_table Gnolams impossible v5 skill4 = 4; ai_race_variant_table Gnolams impossible v5 skill4b = 2; ai_race_variant_table Gnolams impossible v5 skill5 = 1; ai_race_variant_table Gnolams impossible v5 skill5b = 2; ai_race_variant_table Gnolams impossible v5 skill6 = 0; ai_race_variant_table Gnolams impossible v5 skill6b = 0; ai_race_variant_table Gnolams impossible v5 skill7 = 0; ai_race_variant_table Gnolams impossible v5 skill7b = 0; ai_race_variant_table Gnolams impossible v5 skill8 = 0; ai_race_variant_table Gnolams impossible v5 skill8b = 0; ai_race_variant_table Gnolams impossible v5 n_evo_skills = 2; ai_race_variant_table Gnolams impossible v5 evo_skill1 = 8; ai_race_variant_table Gnolams impossible v5 evo_skill1b = 0; ai_race_variant_table Gnolams impossible v5 evo_skill2 = 3; ai_race_variant_table Gnolams impossible v5 evo_skill2b = 2; ai_race_variant_table Humans hard v1 n_skills = 1; ai_race_variant_table Humans hard v1 skill1 = 9; ai_race_variant_table Humans hard v1 skill1b = 2; ai_race_variant_table Humans hard v1 skill2 = 0; ai_race_variant_table Humans hard v1 skill2b = 0; ai_race_variant_table Humans hard v1 skill3 = 0; ai_race_variant_table Humans hard v1 skill3b = 0; ai_race_variant_table Humans hard v1 skill4 = 0; ai_race_variant_table Humans hard v1 skill4b = 0; ai_race_variant_table Humans hard v1 skill5 = 0; ai_race_variant_table Humans hard v1 skill5b = 0; ai_race_variant_table Humans hard v1 skill6 = 0; ai_race_variant_table Humans hard v1 skill6b = 0; ai_race_variant_table Humans hard v1 skill7 = 0; ai_race_variant_table Humans hard v1 skill7b = 0; ai_race_variant_table Humans hard v1 skill8 = 0; ai_race_variant_table Humans hard v1 skill8b = 0; ai_race_variant_table Humans hard v1 n_evo_skills = 1; ai_race_variant_table Humans hard v1 evo_skill1 = 9; ai_race_variant_table Humans hard v1 evo_skill1b = 3; ai_race_variant_table Humans hard v1 evo_skill2 = 0; ai_race_variant_table Humans hard v1 evo_skill2b = 0; ai_race_variant_table Humans hard v2 n_skills = 1; ai_race_variant_table Humans hard v2 skill1 = 24; ai_race_variant_table Humans hard v2 skill1b = 1; ai_race_variant_table Humans hard v2 skill2 = 0; ai_race_variant_table Humans hard v2 skill2b = 0; ai_race_variant_table Humans hard v2 skill3 = 0; ai_race_variant_table Humans hard v2 skill3b = 0; ai_race_variant_table Humans hard v2 skill4 = 0; ai_race_variant_table Humans hard v2 skill4b = 0; ai_race_variant_table Humans hard v2 skill5 = 0; ai_race_variant_table Humans hard v2 skill5b = 0; ai_race_variant_table Humans hard v2 skill6 = 0; ai_race_variant_table Humans hard v2 skill6b = 0; ai_race_variant_table Humans hard v2 skill7 = 0; ai_race_variant_table Humans hard v2 skill7b = 0; ai_race_variant_table Humans hard v2 skill8 = 0; ai_race_variant_table Humans hard v2 skill8b = 0; ai_race_variant_table Humans hard v2 n_evo_skills = 1; ai_race_variant_table Humans hard v2 evo_skill1 = 3; ai_race_variant_table Humans hard v2 evo_skill1b = 3; ai_race_variant_table Humans hard v2 evo_skill2 = 0; ai_race_variant_table Humans hard v2 evo_skill2b = 0; ai_race_variant_table Humans hard v3 n_skills = 1; ai_race_variant_table Humans hard v3 skill1 = 2; ai_race_variant_table Humans hard v3 skill1b = 2; ai_race_variant_table Humans hard v3 skill2 = 0; ai_race_variant_table Humans hard v3 skill2b = 0; ai_race_variant_table Humans hard v3 skill3 = 0; ai_race_variant_table Humans hard v3 skill3b = 0; ai_race_variant_table Humans hard v3 skill4 = 0; ai_race_variant_table Humans hard v3 skill4b = 0; ai_race_variant_table Humans hard v3 skill5 = 0; ai_race_variant_table Humans hard v3 skill5b = 0; ai_race_variant_table Humans hard v3 skill6 = 0; ai_race_variant_table Humans hard v3 skill6b = 0; ai_race_variant_table Humans hard v3 skill7 = 0; ai_race_variant_table Humans hard v3 skill7b = 0; ai_race_variant_table Humans hard v3 skill8 = 0; ai_race_variant_table Humans hard v3 skill8b = 0; ai_race_variant_table Humans hard v3 n_evo_skills = 1; ai_race_variant_table Humans hard v3 evo_skill1 = 3; ai_race_variant_table Humans hard v3 evo_skill1b = 3; ai_race_variant_table Humans hard v3 evo_skill2 = 0; ai_race_variant_table Humans hard v3 evo_skill2b = 0; ai_race_variant_table Humans hard v4 n_skills = 1; ai_race_variant_table Humans hard v4 skill1 = 16; ai_race_variant_table Humans hard v4 skill1b = 1; ai_race_variant_table Humans hard v4 skill2 = 0; ai_race_variant_table Humans hard v4 skill2b = 0; ai_race_variant_table Humans hard v4 skill3 = 0; ai_race_variant_table Humans hard v4 skill3b = 0; ai_race_variant_table Humans hard v4 skill4 = 0; ai_race_variant_table Humans hard v4 skill4b = 0; ai_race_variant_table Humans hard v4 skill5 = 0; ai_race_variant_table Humans hard v4 skill5b = 0; ai_race_variant_table Humans hard v4 skill6 = 0; ai_race_variant_table Humans hard v4 skill6b = 0; ai_race_variant_table Humans hard v4 skill7 = 0; ai_race_variant_table Humans hard v4 skill7b = 0; ai_race_variant_table Humans hard v4 skill8 = 0; ai_race_variant_table Humans hard v4 skill8b = 0; ai_race_variant_table Humans hard v4 n_evo_skills = 1; ai_race_variant_table Humans hard v4 evo_skill1 = 3; ai_race_variant_table Humans hard v4 evo_skill1b = 3; ai_race_variant_table Humans hard v4 evo_skill2 = 0; ai_race_variant_table Humans hard v4 evo_skill2b = 0; ai_race_variant_table Humans hard v5 n_skills = 1; ai_race_variant_table Humans hard v5 skill1 = 4; ai_race_variant_table Humans hard v5 skill1b = 2; ai_race_variant_table Humans hard v5 skill2 = 0; ai_race_variant_table Humans hard v5 skill2b = 0; ai_race_variant_table Humans hard v5 skill3 = 0; ai_race_variant_table Humans hard v5 skill3b = 0; ai_race_variant_table Humans hard v5 skill4 = 0; ai_race_variant_table Humans hard v5 skill4b = 0; ai_race_variant_table Humans hard v5 skill5 = 0; ai_race_variant_table Humans hard v5 skill5b = 0; ai_race_variant_table Humans hard v5 skill6 = 0; ai_race_variant_table Humans hard v5 skill6b = 0; ai_race_variant_table Humans hard v5 skill7 = 0; ai_race_variant_table Humans hard v5 skill7b = 0; ai_race_variant_table Humans hard v5 skill8 = 0; ai_race_variant_table Humans hard v5 skill8b = 0; ai_race_variant_table Humans hard v5 n_evo_skills = 1; ai_race_variant_table Humans hard v5 evo_skill1 = 3; ai_race_variant_table Humans hard v5 evo_skill1b = 3; ai_race_variant_table Humans hard v5 evo_skill2 = 0; ai_race_variant_table Humans hard v5 evo_skill2b = 0; ai_race_variant_table Humans impossible v1 n_skills = 2; ai_race_variant_table Humans impossible v1 skill1 = 4; ai_race_variant_table Humans impossible v1 skill1b = 2; ai_race_variant_table Humans impossible v1 skill2 = 5; ai_race_variant_table Humans impossible v1 skill2b = 2; ai_race_variant_table Humans impossible v1 skill3 = 0; ai_race_variant_table Humans impossible v1 skill3b = 0; ai_race_variant_table Humans impossible v1 skill4 = 0; ai_race_variant_table Humans impossible v1 skill4b = 0; ai_race_variant_table Humans impossible v1 skill5 = 0; ai_race_variant_table Humans impossible v1 skill5b = 0; ai_race_variant_table Humans impossible v1 skill6 = 0; ai_race_variant_table Humans impossible v1 skill6b = 0; ai_race_variant_table Humans impossible v1 skill7 = 0; ai_race_variant_table Humans impossible v1 skill7b = 0; ai_race_variant_table Humans impossible v1 skill8 = 0; ai_race_variant_table Humans impossible v1 skill8b = 0; ai_race_variant_table Humans impossible v1 n_evo_skills = 1; ai_race_variant_table Humans impossible v1 evo_skill1 = 3; ai_race_variant_table Humans impossible v1 evo_skill1b = 3; ai_race_variant_table Humans impossible v1 evo_skill2 = 0; ai_race_variant_table Humans impossible v1 evo_skill2b = 0; ai_race_variant_table Humans impossible v2 n_skills = 2; ai_race_variant_table Humans impossible v2 skill1 = 7; ai_race_variant_table Humans impossible v2 skill1b = 2; ai_race_variant_table Humans impossible v2 skill2 = 6; ai_race_variant_table Humans impossible v2 skill2b = 2; ai_race_variant_table Humans impossible v2 skill3 = 0; ai_race_variant_table Humans impossible v2 skill3b = 0; ai_race_variant_table Humans impossible v2 skill4 = 0; ai_race_variant_table Humans impossible v2 skill4b = 0; ai_race_variant_table Humans impossible v2 skill5 = 0; ai_race_variant_table Humans impossible v2 skill5b = 0; ai_race_variant_table Humans impossible v2 skill6 = 0; ai_race_variant_table Humans impossible v2 skill6b = 0; ai_race_variant_table Humans impossible v2 skill7 = 0; ai_race_variant_table Humans impossible v2 skill7b = 0; ai_race_variant_table Humans impossible v2 skill8 = 0; ai_race_variant_table Humans impossible v2 skill8b = 0; ai_race_variant_table Humans impossible v2 n_evo_skills = 1; ai_race_variant_table Humans impossible v2 evo_skill1 = 6; ai_race_variant_table Humans impossible v2 evo_skill1b = 3; ai_race_variant_table Humans impossible v2 evo_skill2 = 0; ai_race_variant_table Humans impossible v2 evo_skill2b = 0; ai_race_variant_table Humans impossible v3 n_skills = 1; ai_race_variant_table Humans impossible v3 skill1 = 2; ai_race_variant_table Humans impossible v3 skill1b = 3; ai_race_variant_table Humans impossible v3 skill2 = 0; ai_race_variant_table Humans impossible v3 skill2b = 0; ai_race_variant_table Humans impossible v3 skill3 = 0; ai_race_variant_table Humans impossible v3 skill3b = 0; ai_race_variant_table Humans impossible v3 skill4 = 0; ai_race_variant_table Humans impossible v3 skill4b = 0; ai_race_variant_table Humans impossible v3 skill5 = 0; ai_race_variant_table Humans impossible v3 skill5b = 0; ai_race_variant_table Humans impossible v3 skill6 = 0; ai_race_variant_table Humans impossible v3 skill6b = 0; ai_race_variant_table Humans impossible v3 skill7 = 0; ai_race_variant_table Humans impossible v3 skill7b = 0; ai_race_variant_table Humans impossible v3 skill8 = 0; ai_race_variant_table Humans impossible v3 skill8b = 0; ai_race_variant_table Humans impossible v3 n_evo_skills = 1; ai_race_variant_table Humans impossible v3 evo_skill1 = 3; ai_race_variant_table Humans impossible v3 evo_skill1b = 3; ai_race_variant_table Humans impossible v3 evo_skill2 = 0; ai_race_variant_table Humans impossible v3 evo_skill2b = 0; ai_race_variant_table Humans impossible v4 n_skills = 3; ai_race_variant_table Humans impossible v4 skill1 = 14; ai_race_variant_table Humans impossible v4 skill1b = 1; ai_race_variant_table Humans impossible v4 skill2 = 15; ai_race_variant_table Humans impossible v4 skill2b = 1; ai_race_variant_table Humans impossible v4 skill3 = 16; ai_race_variant_table Humans impossible v4 skill3b = 1; ai_race_variant_table Humans impossible v4 skill4 = 0; ai_race_variant_table Humans impossible v4 skill4b = 0; ai_race_variant_table Humans impossible v4 skill5 = 0; ai_race_variant_table Humans impossible v4 skill5b = 0; ai_race_variant_table Humans impossible v4 skill6 = 0; ai_race_variant_table Humans impossible v4 skill6b = 0; ai_race_variant_table Humans impossible v4 skill7 = 0; ai_race_variant_table Humans impossible v4 skill7b = 0; ai_race_variant_table Humans impossible v4 skill8 = 0; ai_race_variant_table Humans impossible v4 skill8b = 0; ai_race_variant_table Humans impossible v4 n_evo_skills = 1; ai_race_variant_table Humans impossible v4 evo_skill1 = 3; ai_race_variant_table Humans impossible v4 evo_skill1b = 3; ai_race_variant_table Humans impossible v4 evo_skill2 = 0; ai_race_variant_table Humans impossible v4 evo_skill2b = 0; ai_race_variant_table Humans impossible v5 n_skills = 2; ai_race_variant_table Humans impossible v5 skill1 = 24; ai_race_variant_table Humans impossible v5 skill1b = 1; ai_race_variant_table Humans impossible v5 skill2 = 9; ai_race_variant_table Humans impossible v5 skill2b = 2; ai_race_variant_table Humans impossible v5 skill3 = 0; ai_race_variant_table Humans impossible v5 skill3b = 0; ai_race_variant_table Humans impossible v5 skill4 = 0; ai_race_variant_table Humans impossible v5 skill4b = 0; ai_race_variant_table Humans impossible v5 skill5 = 0; ai_race_variant_table Humans impossible v5 skill5b = 0; ai_race_variant_table Humans impossible v5 skill6 = 0; ai_race_variant_table Humans impossible v5 skill6b = 0; ai_race_variant_table Humans impossible v5 skill7 = 0; ai_race_variant_table Humans impossible v5 skill7b = 0; ai_race_variant_table Humans impossible v5 skill8 = 0; ai_race_variant_table Humans impossible v5 skill8b = 0; ai_race_variant_table Humans impossible v5 n_evo_skills = 1; ai_race_variant_table Humans impossible v5 evo_skill1 = 3; ai_race_variant_table Humans impossible v5 evo_skill1b = 3; ai_race_variant_table Humans impossible v5 evo_skill2 = 0; ai_race_variant_table Humans impossible v5 evo_skill2b = 0; ai_race_variant_table Klackons hard v1 n_skills = 1; ai_race_variant_table Klackons hard v1 skill1 = 2; ai_race_variant_table Klackons hard v1 skill1b = 3; ai_race_variant_table Klackons hard v1 skill2 = 0; ai_race_variant_table Klackons hard v1 skill2b = 0; ai_race_variant_table Klackons hard v1 skill3 = 0; ai_race_variant_table Klackons hard v1 skill3b = 0; ai_race_variant_table Klackons hard v1 skill4 = 0; ai_race_variant_table Klackons hard v1 skill4b = 0; ai_race_variant_table Klackons hard v1 skill5 = 0; ai_race_variant_table Klackons hard v1 skill5b = 0; ai_race_variant_table Klackons hard v1 skill6 = 0; ai_race_variant_table Klackons hard v1 skill6b = 0; ai_race_variant_table Klackons hard v1 skill7 = 0; ai_race_variant_table Klackons hard v1 skill7b = 0; ai_race_variant_table Klackons hard v1 skill8 = 0; ai_race_variant_table Klackons hard v1 skill8b = 0; ai_race_variant_table Klackons hard v1 n_evo_skills = 2; ai_race_variant_table Klackons hard v1 evo_skill1 = 3; ai_race_variant_table Klackons hard v1 evo_skill1b = 3; ai_race_variant_table Klackons hard v1 evo_skill2 = 7; ai_race_variant_table Klackons hard v1 evo_skill2b = 2; ai_race_variant_table Klackons hard v2 n_skills = 2; ai_race_variant_table Klackons hard v2 skill1 = 3; ai_race_variant_table Klackons hard v2 skill1b = 3; ai_race_variant_table Klackons hard v2 skill2 = 15; ai_race_variant_table Klackons hard v2 skill2b = 1; ai_race_variant_table Klackons hard v2 skill3 = 0; ai_race_variant_table Klackons hard v2 skill3b = 0; ai_race_variant_table Klackons hard v2 skill4 = 0; ai_race_variant_table Klackons hard v2 skill4b = 0; ai_race_variant_table Klackons hard v2 skill5 = 0; ai_race_variant_table Klackons hard v2 skill5b = 0; ai_race_variant_table Klackons hard v2 skill6 = 0; ai_race_variant_table Klackons hard v2 skill6b = 0; ai_race_variant_table Klackons hard v2 skill7 = 0; ai_race_variant_table Klackons hard v2 skill7b = 0; ai_race_variant_table Klackons hard v2 skill8 = 0; ai_race_variant_table Klackons hard v2 skill8b = 0; ai_race_variant_table Klackons hard v2 n_evo_skills = 1; ai_race_variant_table Klackons hard v2 evo_skill1 = 2; ai_race_variant_table Klackons hard v2 evo_skill1b = 3; ai_race_variant_table Klackons hard v2 evo_skill2 = 0; ai_race_variant_table Klackons hard v2 evo_skill2b = 0; ai_race_variant_table Klackons hard v3 n_skills = 1; ai_race_variant_table Klackons hard v3 skill1 = 12; ai_race_variant_table Klackons hard v3 skill1b = 1; ai_race_variant_table Klackons hard v3 skill2 = 0; ai_race_variant_table Klackons hard v3 skill2b = 0; ai_race_variant_table Klackons hard v3 skill3 = 0; ai_race_variant_table Klackons hard v3 skill3b = 0; ai_race_variant_table Klackons hard v3 skill4 = 0; ai_race_variant_table Klackons hard v3 skill4b = 0; ai_race_variant_table Klackons hard v3 skill5 = 0; ai_race_variant_table Klackons hard v3 skill5b = 0; ai_race_variant_table Klackons hard v3 skill6 = 0; ai_race_variant_table Klackons hard v3 skill6b = 0; ai_race_variant_table Klackons hard v3 skill7 = 0; ai_race_variant_table Klackons hard v3 skill7b = 0; ai_race_variant_table Klackons hard v3 skill8 = 0; ai_race_variant_table Klackons hard v3 skill8b = 0; ai_race_variant_table Klackons hard v3 n_evo_skills = 2; ai_race_variant_table Klackons hard v3 evo_skill1 = 3; ai_race_variant_table Klackons hard v3 evo_skill1b = 3; ai_race_variant_table Klackons hard v3 evo_skill2 = 6; ai_race_variant_table Klackons hard v3 evo_skill2b = 2; ai_race_variant_table Klackons hard v4 n_skills = 2; ai_race_variant_table Klackons hard v4 skill1 = 11; ai_race_variant_table Klackons hard v4 skill1b = 1; ai_race_variant_table Klackons hard v4 skill2 = 9; ai_race_variant_table Klackons hard v4 skill2b = 1; ai_race_variant_table Klackons hard v4 skill3 = 0; ai_race_variant_table Klackons hard v4 skill3b = 0; ai_race_variant_table Klackons hard v4 skill4 = 0; ai_race_variant_table Klackons hard v4 skill4b = 0; ai_race_variant_table Klackons hard v4 skill5 = 0; ai_race_variant_table Klackons hard v4 skill5b = 0; ai_race_variant_table Klackons hard v4 skill6 = 0; ai_race_variant_table Klackons hard v4 skill6b = 0; ai_race_variant_table Klackons hard v4 skill7 = 0; ai_race_variant_table Klackons hard v4 skill7b = 0; ai_race_variant_table Klackons hard v4 skill8 = 0; ai_race_variant_table Klackons hard v4 skill8b = 0; ai_race_variant_table Klackons hard v4 n_evo_skills = 2; ai_race_variant_table Klackons hard v4 evo_skill1 = 3; ai_race_variant_table Klackons hard v4 evo_skill1b = 3; ai_race_variant_table Klackons hard v4 evo_skill2 = 9; ai_race_variant_table Klackons hard v4 evo_skill2b = 0; ai_race_variant_table Klackons hard v5 n_skills = 3; ai_race_variant_table Klackons hard v5 skill1 = 21; ai_race_variant_table Klackons hard v5 skill1b = 1; ai_race_variant_table Klackons hard v5 skill2 = 23; ai_race_variant_table Klackons hard v5 skill2b = 1; ai_race_variant_table Klackons hard v5 skill3 = 3; ai_race_variant_table Klackons hard v5 skill3b = 3; ai_race_variant_table Klackons hard v5 skill4 = 0; ai_race_variant_table Klackons hard v5 skill4b = 0; ai_race_variant_table Klackons hard v5 skill5 = 0; ai_race_variant_table Klackons hard v5 skill5b = 0; ai_race_variant_table Klackons hard v5 skill6 = 0; ai_race_variant_table Klackons hard v5 skill6b = 0; ai_race_variant_table Klackons hard v5 skill7 = 0; ai_race_variant_table Klackons hard v5 skill7b = 0; ai_race_variant_table Klackons hard v5 skill8 = 0; ai_race_variant_table Klackons hard v5 skill8b = 0; ai_race_variant_table Klackons hard v5 n_evo_skills = 1; ai_race_variant_table Klackons hard v5 evo_skill1 = 2; ai_race_variant_table Klackons hard v5 evo_skill1b = 3; ai_race_variant_table Klackons hard v5 evo_skill2 = 0; ai_race_variant_table Klackons hard v5 evo_skill2b = 0; ai_race_variant_table Klackons impossible v1 n_skills = 2; ai_race_variant_table Klackons impossible v1 skill1 = 3; ai_race_variant_table Klackons impossible v1 skill1b = 3; ai_race_variant_table Klackons impossible v1 skill2 = 12; ai_race_variant_table Klackons impossible v1 skill2b = 1; ai_race_variant_table Klackons impossible v1 skill3 = 0; ai_race_variant_table Klackons impossible v1 skill3b = 0; ai_race_variant_table Klackons impossible v1 skill4 = 0; ai_race_variant_table Klackons impossible v1 skill4b = 0; ai_race_variant_table Klackons impossible v1 skill5 = 0; ai_race_variant_table Klackons impossible v1 skill5b = 0; ai_race_variant_table Klackons impossible v1 skill6 = 0; ai_race_variant_table Klackons impossible v1 skill6b = 0; ai_race_variant_table Klackons impossible v1 skill7 = 0; ai_race_variant_table Klackons impossible v1 skill7b = 0; ai_race_variant_table Klackons impossible v1 skill8 = 0; ai_race_variant_table Klackons impossible v1 skill8b = 0; ai_race_variant_table Klackons impossible v1 n_evo_skills = 1; ai_race_variant_table Klackons impossible v1 evo_skill1 = 2; ai_race_variant_table Klackons impossible v1 evo_skill1b = 3; ai_race_variant_table Klackons impossible v1 evo_skill2 = 0; ai_race_variant_table Klackons impossible v1 evo_skill2b = 0; ai_race_variant_table Klackons impossible v2 n_skills = 3; ai_race_variant_table Klackons impossible v2 skill1 = 2; ai_race_variant_table Klackons impossible v2 skill1b = 3; ai_race_variant_table Klackons impossible v2 skill2 = 3; ai_race_variant_table Klackons impossible v2 skill2b = 3; ai_race_variant_table Klackons impossible v2 skill3 = 15; ai_race_variant_table Klackons impossible v2 skill3b = 1; ai_race_variant_table Klackons impossible v2 skill4 = 0; ai_race_variant_table Klackons impossible v2 skill4b = 0; ai_race_variant_table Klackons impossible v2 skill5 = 0; ai_race_variant_table Klackons impossible v2 skill5b = 0; ai_race_variant_table Klackons impossible v2 skill6 = 0; ai_race_variant_table Klackons impossible v2 skill6b = 0; ai_race_variant_table Klackons impossible v2 skill7 = 0; ai_race_variant_table Klackons impossible v2 skill7b = 0; ai_race_variant_table Klackons impossible v2 skill8 = 0; ai_race_variant_table Klackons impossible v2 skill8b = 0; ai_race_variant_table Klackons impossible v2 n_evo_skills = 1; ai_race_variant_table Klackons impossible v2 evo_skill1 = 6; ai_race_variant_table Klackons impossible v2 evo_skill1b = 3; ai_race_variant_table Klackons impossible v2 evo_skill2 = 0; ai_race_variant_table Klackons impossible v2 evo_skill2b = 0; ai_race_variant_table Klackons impossible v3 n_skills = 2; ai_race_variant_table Klackons impossible v3 skill1 = 7; ai_race_variant_table Klackons impossible v3 skill1b = 2; ai_race_variant_table Klackons impossible v3 skill2 = 6; ai_race_variant_table Klackons impossible v3 skill2b = 2; ai_race_variant_table Klackons impossible v3 skill3 = 0; ai_race_variant_table Klackons impossible v3 skill3b = 0; ai_race_variant_table Klackons impossible v3 skill4 = 0; ai_race_variant_table Klackons impossible v3 skill4b = 0; ai_race_variant_table Klackons impossible v3 skill5 = 0; ai_race_variant_table Klackons impossible v3 skill5b = 0; ai_race_variant_table Klackons impossible v3 skill6 = 0; ai_race_variant_table Klackons impossible v3 skill6b = 0; ai_race_variant_table Klackons impossible v3 skill7 = 0; ai_race_variant_table Klackons impossible v3 skill7b = 0; ai_race_variant_table Klackons impossible v3 skill8 = 0; ai_race_variant_table Klackons impossible v3 skill8b = 0; ai_race_variant_table Klackons impossible v3 n_evo_skills = 1; ai_race_variant_table Klackons impossible v3 evo_skill1 = 6; ai_race_variant_table Klackons impossible v3 evo_skill1b = 3; ai_race_variant_table Klackons impossible v3 evo_skill2 = 0; ai_race_variant_table Klackons impossible v3 evo_skill2b = 0; ai_race_variant_table Klackons impossible v4 n_skills = 3; ai_race_variant_table Klackons impossible v4 skill1 = 21; ai_race_variant_table Klackons impossible v4 skill1b = 1; ai_race_variant_table Klackons impossible v4 skill2 = 23; ai_race_variant_table Klackons impossible v4 skill2b = 1; ai_race_variant_table Klackons impossible v4 skill3 = 13; ai_race_variant_table Klackons impossible v4 skill3b = 1; ai_race_variant_table Klackons impossible v4 skill4 = 0; ai_race_variant_table Klackons impossible v4 skill4b = 0; ai_race_variant_table Klackons impossible v4 skill5 = 0; ai_race_variant_table Klackons impossible v4 skill5b = 0; ai_race_variant_table Klackons impossible v4 skill6 = 0; ai_race_variant_table Klackons impossible v4 skill6b = 0; ai_race_variant_table Klackons impossible v4 skill7 = 0; ai_race_variant_table Klackons impossible v4 skill7b = 0; ai_race_variant_table Klackons impossible v4 skill8 = 0; ai_race_variant_table Klackons impossible v4 skill8b = 0; ai_race_variant_table Klackons impossible v4 n_evo_skills = 2; ai_race_variant_table Klackons impossible v4 evo_skill1 = 3; ai_race_variant_table Klackons impossible v4 evo_skill1b = 3; ai_race_variant_table Klackons impossible v4 evo_skill2 = 7; ai_race_variant_table Klackons impossible v4 evo_skill2b = 2; ai_race_variant_table Klackons impossible v5 n_skills = 3; ai_race_variant_table Klackons impossible v5 skill1 = 9; ai_race_variant_table Klackons impossible v5 skill1b = 1; ai_race_variant_table Klackons impossible v5 skill2 = 3; ai_race_variant_table Klackons impossible v5 skill2b = 3; ai_race_variant_table Klackons impossible v5 skill3 = 23; ai_race_variant_table Klackons impossible v5 skill3b = 1; ai_race_variant_table Klackons impossible v5 skill4 = 0; ai_race_variant_table Klackons impossible v5 skill4b = 0; ai_race_variant_table Klackons impossible v5 skill5 = 0; ai_race_variant_table Klackons impossible v5 skill5b = 0; ai_race_variant_table Klackons impossible v5 skill6 = 0; ai_race_variant_table Klackons impossible v5 skill6b = 0; ai_race_variant_table Klackons impossible v5 skill7 = 0; ai_race_variant_table Klackons impossible v5 skill7b = 0; ai_race_variant_table Klackons impossible v5 skill8 = 0; ai_race_variant_table Klackons impossible v5 skill8b = 0; ai_race_variant_table Klackons impossible v5 n_evo_skills = 1; ai_race_variant_table Klackons impossible v5 evo_skill1 = 2; ai_race_variant_table Klackons impossible v5 evo_skill1b = 3; ai_race_variant_table Klackons impossible v5 evo_skill2 = 0; ai_race_variant_table Klackons impossible v5 evo_skill2b = 0; ai_race_variant_table Meklars hard v1 n_skills = 1; ai_race_variant_table Meklars hard v1 skill1 = 6; ai_race_variant_table Meklars hard v1 skill1b = 2; ai_race_variant_table Meklars hard v1 skill2 = 0; ai_race_variant_table Meklars hard v1 skill2b = 0; ai_race_variant_table Meklars hard v1 skill3 = 0; ai_race_variant_table Meklars hard v1 skill3b = 0; ai_race_variant_table Meklars hard v1 skill4 = 0; ai_race_variant_table Meklars hard v1 skill4b = 0; ai_race_variant_table Meklars hard v1 skill5 = 0; ai_race_variant_table Meklars hard v1 skill5b = 0; ai_race_variant_table Meklars hard v1 skill6 = 0; ai_race_variant_table Meklars hard v1 skill6b = 0; ai_race_variant_table Meklars hard v1 skill7 = 0; ai_race_variant_table Meklars hard v1 skill7b = 0; ai_race_variant_table Meklars hard v1 skill8 = 0; ai_race_variant_table Meklars hard v1 skill8b = 0; ai_race_variant_table Meklars hard v1 n_evo_skills = 1; ai_race_variant_table Meklars hard v1 evo_skill1 = 6; ai_race_variant_table Meklars hard v1 evo_skill1b = 3; ai_race_variant_table Meklars hard v1 evo_skill2 = 0; ai_race_variant_table Meklars hard v1 evo_skill2b = 0; ai_race_variant_table Meklars hard v2 n_skills = 1; ai_race_variant_table Meklars hard v2 skill1 = 2; ai_race_variant_table Meklars hard v2 skill1b = 2; ai_race_variant_table Meklars hard v2 skill2 = 0; ai_race_variant_table Meklars hard v2 skill2b = 0; ai_race_variant_table Meklars hard v2 skill3 = 0; ai_race_variant_table Meklars hard v2 skill3b = 0; ai_race_variant_table Meklars hard v2 skill4 = 0; ai_race_variant_table Meklars hard v2 skill4b = 0; ai_race_variant_table Meklars hard v2 skill5 = 0; ai_race_variant_table Meklars hard v2 skill5b = 0; ai_race_variant_table Meklars hard v2 skill6 = 0; ai_race_variant_table Meklars hard v2 skill6b = 0; ai_race_variant_table Meklars hard v2 skill7 = 0; ai_race_variant_table Meklars hard v2 skill7b = 0; ai_race_variant_table Meklars hard v2 skill8 = 0; ai_race_variant_table Meklars hard v2 skill8b = 0; ai_race_variant_table Meklars hard v2 n_evo_skills = 1; ai_race_variant_table Meklars hard v2 evo_skill1 = 6; ai_race_variant_table Meklars hard v2 evo_skill1b = 2; ai_race_variant_table Meklars hard v2 evo_skill2 = 0; ai_race_variant_table Meklars hard v2 evo_skill2b = 0; ai_race_variant_table Meklars hard v3 n_skills = 1; ai_race_variant_table Meklars hard v3 skill1 = 4; ai_race_variant_table Meklars hard v3 skill1b = 2; ai_race_variant_table Meklars hard v3 skill2 = 0; ai_race_variant_table Meklars hard v3 skill2b = 0; ai_race_variant_table Meklars hard v3 skill3 = 0; ai_race_variant_table Meklars hard v3 skill3b = 0; ai_race_variant_table Meklars hard v3 skill4 = 0; ai_race_variant_table Meklars hard v3 skill4b = 0; ai_race_variant_table Meklars hard v3 skill5 = 0; ai_race_variant_table Meklars hard v3 skill5b = 0; ai_race_variant_table Meklars hard v3 skill6 = 0; ai_race_variant_table Meklars hard v3 skill6b = 0; ai_race_variant_table Meklars hard v3 skill7 = 0; ai_race_variant_table Meklars hard v3 skill7b = 0; ai_race_variant_table Meklars hard v3 skill8 = 0; ai_race_variant_table Meklars hard v3 skill8b = 0; ai_race_variant_table Meklars hard v3 n_evo_skills = 1; ai_race_variant_table Meklars hard v3 evo_skill1 = 6; ai_race_variant_table Meklars hard v3 evo_skill1b = 2; ai_race_variant_table Meklars hard v3 evo_skill2 = 0; ai_race_variant_table Meklars hard v3 evo_skill2b = 0; ai_race_variant_table Meklars hard v4 n_skills = 2; ai_race_variant_table Meklars hard v4 skill1 = 19; ai_race_variant_table Meklars hard v4 skill1b = 1; ai_race_variant_table Meklars hard v4 skill2 = 0; ai_race_variant_table Meklars hard v4 skill2b = 6; ai_race_variant_table Meklars hard v4 skill3 = 0; ai_race_variant_table Meklars hard v4 skill3b = 0; ai_race_variant_table Meklars hard v4 skill4 = 0; ai_race_variant_table Meklars hard v4 skill4b = 0; ai_race_variant_table Meklars hard v4 skill5 = 0; ai_race_variant_table Meklars hard v4 skill5b = 0; ai_race_variant_table Meklars hard v4 skill6 = 0; ai_race_variant_table Meklars hard v4 skill6b = 0; ai_race_variant_table Meklars hard v4 skill7 = 0; ai_race_variant_table Meklars hard v4 skill7b = 0; ai_race_variant_table Meklars hard v4 skill8 = 0; ai_race_variant_table Meklars hard v4 skill8b = 0; ai_race_variant_table Meklars hard v4 n_evo_skills = 1; ai_race_variant_table Meklars hard v4 evo_skill1 = 6; ai_race_variant_table Meklars hard v4 evo_skill1b = 2; ai_race_variant_table Meklars hard v4 evo_skill2 = 0; ai_race_variant_table Meklars hard v4 evo_skill2b = 0; ai_race_variant_table Meklars hard v5 n_skills = 4; ai_race_variant_table Meklars hard v5 skill1 = 19; ai_race_variant_table Meklars hard v5 skill1b = 1; ai_race_variant_table Meklars hard v5 skill2 = 7; ai_race_variant_table Meklars hard v5 skill2b = 2; ai_race_variant_table Meklars hard v5 skill3 = 6; ai_race_variant_table Meklars hard v5 skill3b = 2; ai_race_variant_table Meklars hard v5 skill4 = 14; ai_race_variant_table Meklars hard v5 skill4b = 1; ai_race_variant_table Meklars hard v5 skill5 = 0; ai_race_variant_table Meklars hard v5 skill5b = 0; ai_race_variant_table Meklars hard v5 skill6 = 0; ai_race_variant_table Meklars hard v5 skill6b = 0; ai_race_variant_table Meklars hard v5 skill7 = 0; ai_race_variant_table Meklars hard v5 skill7b = 0; ai_race_variant_table Meklars hard v5 skill8 = 0; ai_race_variant_table Meklars hard v5 skill8b = 0; ai_race_variant_table Meklars hard v5 n_evo_skills = 1; ai_race_variant_table Meklars hard v5 evo_skill1 = 6; ai_race_variant_table Meklars hard v5 evo_skill1b = 3; ai_race_variant_table Meklars hard v5 evo_skill2 = 0; ai_race_variant_table Meklars hard v5 evo_skill2b = 0; ai_race_variant_table Meklars impossible v1 n_skills = 2; ai_race_variant_table Meklars impossible v1 skill1 = 7; ai_race_variant_table Meklars impossible v1 skill1b = 2; ai_race_variant_table Meklars impossible v1 skill2 = 6; ai_race_variant_table Meklars impossible v1 skill2b = 2; ai_race_variant_table Meklars impossible v1 skill3 = 0; ai_race_variant_table Meklars impossible v1 skill3b = 0; ai_race_variant_table Meklars impossible v1 skill4 = 0; ai_race_variant_table Meklars impossible v1 skill4b = 0; ai_race_variant_table Meklars impossible v1 skill5 = 0; ai_race_variant_table Meklars impossible v1 skill5b = 0; ai_race_variant_table Meklars impossible v1 skill6 = 0; ai_race_variant_table Meklars impossible v1 skill6b = 0; ai_race_variant_table Meklars impossible v1 skill7 = 0; ai_race_variant_table Meklars impossible v1 skill7b = 0; ai_race_variant_table Meklars impossible v1 skill8 = 0; ai_race_variant_table Meklars impossible v1 skill8b = 0; ai_race_variant_table Meklars impossible v1 n_evo_skills = 1; ai_race_variant_table Meklars impossible v1 evo_skill1 = 6; ai_race_variant_table Meklars impossible v1 evo_skill1b = 3; ai_race_variant_table Meklars impossible v1 evo_skill2 = 0; ai_race_variant_table Meklars impossible v1 evo_skill2b = 0; ai_race_variant_table Meklars impossible v2 n_skills = 1; ai_race_variant_table Meklars impossible v2 skill1 = 0; ai_race_variant_table Meklars impossible v2 skill1b = 6; ai_race_variant_table Meklars impossible v2 skill2 = 0; ai_race_variant_table Meklars impossible v2 skill2b = 0; ai_race_variant_table Meklars impossible v2 skill3 = 0; ai_race_variant_table Meklars impossible v2 skill3b = 0; ai_race_variant_table Meklars impossible v2 skill4 = 0; ai_race_variant_table Meklars impossible v2 skill4b = 0; ai_race_variant_table Meklars impossible v2 skill5 = 0; ai_race_variant_table Meklars impossible v2 skill5b = 0; ai_race_variant_table Meklars impossible v2 skill6 = 0; ai_race_variant_table Meklars impossible v2 skill6b = 0; ai_race_variant_table Meklars impossible v2 skill7 = 0; ai_race_variant_table Meklars impossible v2 skill7b = 0; ai_race_variant_table Meklars impossible v2 skill8 = 0; ai_race_variant_table Meklars impossible v2 skill8b = 0; ai_race_variant_table Meklars impossible v2 n_evo_skills = 1; ai_race_variant_table Meklars impossible v2 evo_skill1 = 6; ai_race_variant_table Meklars impossible v2 evo_skill1b = 2; ai_race_variant_table Meklars impossible v2 evo_skill2 = 0; ai_race_variant_table Meklars impossible v2 evo_skill2b = 0; ai_race_variant_table Meklars impossible v3 n_skills = 4; ai_race_variant_table Meklars impossible v3 skill1 = 1; ai_race_variant_table Meklars impossible v3 skill1b = 1; ai_race_variant_table Meklars impossible v3 skill2 = 2; ai_race_variant_table Meklars impossible v3 skill2b = 2; ai_race_variant_table Meklars impossible v3 skill3 = 4; ai_race_variant_table Meklars impossible v3 skill3b = 2; ai_race_variant_table Meklars impossible v3 skill4 = 0; ai_race_variant_table Meklars impossible v3 skill4b = 6; ai_race_variant_table Meklars impossible v3 skill5 = 0; ai_race_variant_table Meklars impossible v3 skill5b = 0; ai_race_variant_table Meklars impossible v3 skill6 = 0; ai_race_variant_table Meklars impossible v3 skill6b = 0; ai_race_variant_table Meklars impossible v3 skill7 = 0; ai_race_variant_table Meklars impossible v3 skill7b = 0; ai_race_variant_table Meklars impossible v3 skill8 = 0; ai_race_variant_table Meklars impossible v3 skill8b = 0; ai_race_variant_table Meklars impossible v3 n_evo_skills = 1; ai_race_variant_table Meklars impossible v3 evo_skill1 = 6; ai_race_variant_table Meklars impossible v3 evo_skill1b = 2; ai_race_variant_table Meklars impossible v3 evo_skill2 = 0; ai_race_variant_table Meklars impossible v3 evo_skill2b = 0; ai_race_variant_table Meklars impossible v4 n_skills = 3; ai_race_variant_table Meklars impossible v4 skill1 = 7; ai_race_variant_table Meklars impossible v4 skill1b = 2; ai_race_variant_table Meklars impossible v4 skill2 = 6; ai_race_variant_table Meklars impossible v4 skill2b = 2; ai_race_variant_table Meklars impossible v4 skill3 = 8; ai_race_variant_table Meklars impossible v4 skill3b = 2; ai_race_variant_table Meklars impossible v4 skill4 = 0; ai_race_variant_table Meklars impossible v4 skill4b = 0; ai_race_variant_table Meklars impossible v4 skill5 = 0; ai_race_variant_table Meklars impossible v4 skill5b = 0; ai_race_variant_table Meklars impossible v4 skill6 = 0; ai_race_variant_table Meklars impossible v4 skill6b = 0; ai_race_variant_table Meklars impossible v4 skill7 = 0; ai_race_variant_table Meklars impossible v4 skill7b = 0; ai_race_variant_table Meklars impossible v4 skill8 = 0; ai_race_variant_table Meklars impossible v4 skill8b = 0; ai_race_variant_table Meklars impossible v4 n_evo_skills = 1; ai_race_variant_table Meklars impossible v4 evo_skill1 = 6; ai_race_variant_table Meklars impossible v4 evo_skill1b = 3; ai_race_variant_table Meklars impossible v4 evo_skill2 = 0; ai_race_variant_table Meklars impossible v4 evo_skill2b = 0; ai_race_variant_table Meklars impossible v5 n_skills = 4; ai_race_variant_table Meklars impossible v5 skill1 = 19; ai_race_variant_table Meklars impossible v5 skill1b = 1; ai_race_variant_table Meklars impossible v5 skill2 = 2; ai_race_variant_table Meklars impossible v5 skill2b = 2; ai_race_variant_table Meklars impossible v5 skill3 = 4; ai_race_variant_table Meklars impossible v5 skill3b = 2; ai_race_variant_table Meklars impossible v5 skill4 = 6; ai_race_variant_table Meklars impossible v5 skill4b = 2; ai_race_variant_table Meklars impossible v5 skill5 = 0; ai_race_variant_table Meklars impossible v5 skill5b = 0; ai_race_variant_table Meklars impossible v5 skill6 = 0; ai_race_variant_table Meklars impossible v5 skill6b = 0; ai_race_variant_table Meklars impossible v5 skill7 = 0; ai_race_variant_table Meklars impossible v5 skill7b = 0; ai_race_variant_table Meklars impossible v5 skill8 = 0; ai_race_variant_table Meklars impossible v5 skill8b = 0; ai_race_variant_table Meklars impossible v5 n_evo_skills = 1; ai_race_variant_table Meklars impossible v5 evo_skill1 = 6; ai_race_variant_table Meklars impossible v5 evo_skill1b = 3; ai_race_variant_table Meklars impossible v5 evo_skill2 = 0; ai_race_variant_table Meklars impossible v5 evo_skill2b = 0; ai_race_variant_table Mrrshan hard v1 n_skills = 1; ai_race_variant_table Mrrshan hard v1 skill1 = 6; ai_race_variant_table Mrrshan hard v1 skill1b = 2; ai_race_variant_table Mrrshan hard v1 skill2 = 0; ai_race_variant_table Mrrshan hard v1 skill2b = 0; ai_race_variant_table Mrrshan hard v1 skill3 = 0; ai_race_variant_table Mrrshan hard v1 skill3b = 0; ai_race_variant_table Mrrshan hard v1 skill4 = 0; ai_race_variant_table Mrrshan hard v1 skill4b = 0; ai_race_variant_table Mrrshan hard v1 skill5 = 0; ai_race_variant_table Mrrshan hard v1 skill5b = 0; ai_race_variant_table Mrrshan hard v1 skill6 = 0; ai_race_variant_table Mrrshan hard v1 skill6b = 0; ai_race_variant_table Mrrshan hard v1 skill7 = 0; ai_race_variant_table Mrrshan hard v1 skill7b = 0; ai_race_variant_table Mrrshan hard v1 skill8 = 0; ai_race_variant_table Mrrshan hard v1 skill8b = 0; ai_race_variant_table Mrrshan hard v1 n_evo_skills = 1; ai_race_variant_table Mrrshan hard v1 evo_skill1 = 6; ai_race_variant_table Mrrshan hard v1 evo_skill1b = 3; ai_race_variant_table Mrrshan hard v1 evo_skill2 = 0; ai_race_variant_table Mrrshan hard v1 evo_skill2b = 0; ai_race_variant_table Mrrshan hard v2 n_skills = 1; ai_race_variant_table Mrrshan hard v2 skill1 = 28; ai_race_variant_table Mrrshan hard v2 skill1b = 1; ai_race_variant_table Mrrshan hard v2 skill2 = 0; ai_race_variant_table Mrrshan hard v2 skill2b = 0; ai_race_variant_table Mrrshan hard v2 skill3 = 0; ai_race_variant_table Mrrshan hard v2 skill3b = 0; ai_race_variant_table Mrrshan hard v2 skill4 = 0; ai_race_variant_table Mrrshan hard v2 skill4b = 0; ai_race_variant_table Mrrshan hard v2 skill5 = 0; ai_race_variant_table Mrrshan hard v2 skill5b = 0; ai_race_variant_table Mrrshan hard v2 skill6 = 0; ai_race_variant_table Mrrshan hard v2 skill6b = 0; ai_race_variant_table Mrrshan hard v2 skill7 = 0; ai_race_variant_table Mrrshan hard v2 skill7b = 0; ai_race_variant_table Mrrshan hard v2 skill8 = 0; ai_race_variant_table Mrrshan hard v2 skill8b = 0; ai_race_variant_table Mrrshan hard v2 n_evo_skills = 1; ai_race_variant_table Mrrshan hard v2 evo_skill1 = 6; ai_race_variant_table Mrrshan hard v2 evo_skill1b = 2; ai_race_variant_table Mrrshan hard v2 evo_skill2 = 0; ai_race_variant_table Mrrshan hard v2 evo_skill2b = 0; ai_race_variant_table Mrrshan hard v3 n_skills = 3; ai_race_variant_table Mrrshan hard v3 skill1 = 0; ai_race_variant_table Mrrshan hard v3 skill1b = 0; ai_race_variant_table Mrrshan hard v3 skill2 = 5; ai_race_variant_table Mrrshan hard v3 skill2b = 2; ai_race_variant_table Mrrshan hard v3 skill3 = 1; ai_race_variant_table Mrrshan hard v3 skill3b = 2; ai_race_variant_table Mrrshan hard v3 skill4 = 0; ai_race_variant_table Mrrshan hard v3 skill4b = 0; ai_race_variant_table Mrrshan hard v3 skill5 = 0; ai_race_variant_table Mrrshan hard v3 skill5b = 0; ai_race_variant_table Mrrshan hard v3 skill6 = 0; ai_race_variant_table Mrrshan hard v3 skill6b = 0; ai_race_variant_table Mrrshan hard v3 skill7 = 0; ai_race_variant_table Mrrshan hard v3 skill7b = 0; ai_race_variant_table Mrrshan hard v3 skill8 = 0; ai_race_variant_table Mrrshan hard v3 skill8b = 0; ai_race_variant_table Mrrshan hard v3 n_evo_skills = 1; ai_race_variant_table Mrrshan hard v3 evo_skill1 = 6; ai_race_variant_table Mrrshan hard v3 evo_skill1b = 2; ai_race_variant_table Mrrshan hard v3 evo_skill2 = 0; ai_race_variant_table Mrrshan hard v3 evo_skill2b = 0; ai_race_variant_table Mrrshan hard v4 n_skills = 3; ai_race_variant_table Mrrshan hard v4 skill1 = 0; ai_race_variant_table Mrrshan hard v4 skill1b = 0; ai_race_variant_table Mrrshan hard v4 skill2 = 29; ai_race_variant_table Mrrshan hard v4 skill2b = 1; ai_race_variant_table Mrrshan hard v4 skill3 = 6; ai_race_variant_table Mrrshan hard v4 skill3b = 2; ai_race_variant_table Mrrshan hard v4 skill4 = 0; ai_race_variant_table Mrrshan hard v4 skill4b = 0; ai_race_variant_table Mrrshan hard v4 skill5 = 0; ai_race_variant_table Mrrshan hard v4 skill5b = 0; ai_race_variant_table Mrrshan hard v4 skill6 = 0; ai_race_variant_table Mrrshan hard v4 skill6b = 0; ai_race_variant_table Mrrshan hard v4 skill7 = 0; ai_race_variant_table Mrrshan hard v4 skill7b = 0; ai_race_variant_table Mrrshan hard v4 skill8 = 0; ai_race_variant_table Mrrshan hard v4 skill8b = 0; ai_race_variant_table Mrrshan hard v4 n_evo_skills = 1; ai_race_variant_table Mrrshan hard v4 evo_skill1 = 6; ai_race_variant_table Mrrshan hard v4 evo_skill1b = 3; ai_race_variant_table Mrrshan hard v4 evo_skill2 = 0; ai_race_variant_table Mrrshan hard v4 evo_skill2b = 0; ai_race_variant_table Mrrshan hard v5 n_skills = 3; ai_race_variant_table Mrrshan hard v5 skill1 = 0; ai_race_variant_table Mrrshan hard v5 skill1b = 0; ai_race_variant_table Mrrshan hard v5 skill2 = 28; ai_race_variant_table Mrrshan hard v5 skill2b = 1; ai_race_variant_table Mrrshan hard v5 skill3 = 6; ai_race_variant_table Mrrshan hard v5 skill3b = 2; ai_race_variant_table Mrrshan hard v5 skill4 = 0; ai_race_variant_table Mrrshan hard v5 skill4b = 0; ai_race_variant_table Mrrshan hard v5 skill5 = 0; ai_race_variant_table Mrrshan hard v5 skill5b = 0; ai_race_variant_table Mrrshan hard v5 skill6 = 0; ai_race_variant_table Mrrshan hard v5 skill6b = 0; ai_race_variant_table Mrrshan hard v5 skill7 = 0; ai_race_variant_table Mrrshan hard v5 skill7b = 0; ai_race_variant_table Mrrshan hard v5 skill8 = 0; ai_race_variant_table Mrrshan hard v5 skill8b = 0; ai_race_variant_table Mrrshan hard v5 n_evo_skills = 1; ai_race_variant_table Mrrshan hard v5 evo_skill1 = 6; ai_race_variant_table Mrrshan hard v5 evo_skill1b = 3; ai_race_variant_table Mrrshan hard v5 evo_skill2 = 0; ai_race_variant_table Mrrshan hard v5 evo_skill2b = 0; ai_race_variant_table Mrrshan impossible v1 n_skills = 2; ai_race_variant_table Mrrshan impossible v1 skill1 = 6; ai_race_variant_table Mrrshan impossible v1 skill1b = 2; ai_race_variant_table Mrrshan impossible v1 skill2 = 28; ai_race_variant_table Mrrshan impossible v1 skill2b = 1; ai_race_variant_table Mrrshan impossible v1 skill3 = 0; ai_race_variant_table Mrrshan impossible v1 skill3b = 0; ai_race_variant_table Mrrshan impossible v1 skill4 = 0; ai_race_variant_table Mrrshan impossible v1 skill4b = 0; ai_race_variant_table Mrrshan impossible v1 skill5 = 0; ai_race_variant_table Mrrshan impossible v1 skill5b = 0; ai_race_variant_table Mrrshan impossible v1 skill6 = 0; ai_race_variant_table Mrrshan impossible v1 skill6b = 0; ai_race_variant_table Mrrshan impossible v1 skill7 = 0; ai_race_variant_table Mrrshan impossible v1 skill7b = 0; ai_race_variant_table Mrrshan impossible v1 skill8 = 0; ai_race_variant_table Mrrshan impossible v1 skill8b = 0; ai_race_variant_table Mrrshan impossible v1 n_evo_skills = 1; ai_race_variant_table Mrrshan impossible v1 evo_skill1 = 6; ai_race_variant_table Mrrshan impossible v1 evo_skill1b = 3; ai_race_variant_table Mrrshan impossible v1 evo_skill2 = 0; ai_race_variant_table Mrrshan impossible v1 evo_skill2b = 0; ai_race_variant_table Mrrshan impossible v2 n_skills = 4; ai_race_variant_table Mrrshan impossible v2 skill1 = 0; ai_race_variant_table Mrrshan impossible v2 skill1b = 0; ai_race_variant_table Mrrshan impossible v2 skill2 = 5; ai_race_variant_table Mrrshan impossible v2 skill2b = 2; ai_race_variant_table Mrrshan impossible v2 skill3 = 1; ai_race_variant_table Mrrshan impossible v2 skill3b = 2; ai_race_variant_table Mrrshan impossible v2 skill4 = 4; ai_race_variant_table Mrrshan impossible v2 skill4b = 2; ai_race_variant_table Mrrshan impossible v2 skill5 = 0; ai_race_variant_table Mrrshan impossible v2 skill5b = 0; ai_race_variant_table Mrrshan impossible v2 skill6 = 0; ai_race_variant_table Mrrshan impossible v2 skill6b = 0; ai_race_variant_table Mrrshan impossible v2 skill7 = 0; ai_race_variant_table Mrrshan impossible v2 skill7b = 0; ai_race_variant_table Mrrshan impossible v2 skill8 = 0; ai_race_variant_table Mrrshan impossible v2 skill8b = 0; ai_race_variant_table Mrrshan impossible v2 n_evo_skills = 1; ai_race_variant_table Mrrshan impossible v2 evo_skill1 = 6; ai_race_variant_table Mrrshan impossible v2 evo_skill1b = 2; ai_race_variant_table Mrrshan impossible v2 evo_skill2 = 0; ai_race_variant_table Mrrshan impossible v2 evo_skill2b = 0; ai_race_variant_table Mrrshan impossible v3 n_skills = 4; ai_race_variant_table Mrrshan impossible v3 skill1 = 0; ai_race_variant_table Mrrshan impossible v3 skill1b = 0; ai_race_variant_table Mrrshan impossible v3 skill2 = 4; ai_race_variant_table Mrrshan impossible v3 skill2b = 2; ai_race_variant_table Mrrshan impossible v3 skill3 = 2; ai_race_variant_table Mrrshan impossible v3 skill3b = 2; ai_race_variant_table Mrrshan impossible v3 skill4 = 6; ai_race_variant_table Mrrshan impossible v3 skill4b = 2; ai_race_variant_table Mrrshan impossible v3 skill5 = 0; ai_race_variant_table Mrrshan impossible v3 skill5b = 0; ai_race_variant_table Mrrshan impossible v3 skill6 = 0; ai_race_variant_table Mrrshan impossible v3 skill6b = 0; ai_race_variant_table Mrrshan impossible v3 skill7 = 0; ai_race_variant_table Mrrshan impossible v3 skill7b = 0; ai_race_variant_table Mrrshan impossible v3 skill8 = 0; ai_race_variant_table Mrrshan impossible v3 skill8b = 0; ai_race_variant_table Mrrshan impossible v3 n_evo_skills = 1; ai_race_variant_table Mrrshan impossible v3 evo_skill1 = 6; ai_race_variant_table Mrrshan impossible v3 evo_skill1b = 3; ai_race_variant_table Mrrshan impossible v3 evo_skill2 = 0; ai_race_variant_table Mrrshan impossible v3 evo_skill2b = 0; ai_race_variant_table Mrrshan impossible v4 n_skills = 6; ai_race_variant_table Mrrshan impossible v4 skill1 = 0; ai_race_variant_table Mrrshan impossible v4 skill1b = 0; ai_race_variant_table Mrrshan impossible v4 skill2 = 19; ai_race_variant_table Mrrshan impossible v4 skill2b = 1; ai_race_variant_table Mrrshan impossible v4 skill3 = 2; ai_race_variant_table Mrrshan impossible v4 skill3b = 2; ai_race_variant_table Mrrshan impossible v4 skill4 = 3; ai_race_variant_table Mrrshan impossible v4 skill4b = 2; ai_race_variant_table Mrrshan impossible v4 skill5 = 6; ai_race_variant_table Mrrshan impossible v4 skill5b = 2; ai_race_variant_table Mrrshan impossible v4 skill6 = 17; ai_race_variant_table Mrrshan impossible v4 skill6b = 1; ai_race_variant_table Mrrshan impossible v4 skill7 = 0; ai_race_variant_table Mrrshan impossible v4 skill7b = 0; ai_race_variant_table Mrrshan impossible v4 skill8 = 0; ai_race_variant_table Mrrshan impossible v4 skill8b = 0; ai_race_variant_table Mrrshan impossible v4 n_evo_skills = 1; ai_race_variant_table Mrrshan impossible v4 evo_skill1 = 6; ai_race_variant_table Mrrshan impossible v4 evo_skill1b = 3; ai_race_variant_table Mrrshan impossible v4 evo_skill2 = 0; ai_race_variant_table Mrrshan impossible v4 evo_skill2b = 0; ai_race_variant_table Mrrshan impossible v5 n_skills = 4; ai_race_variant_table Mrrshan impossible v5 skill1 = 19; ai_race_variant_table Mrrshan impossible v5 skill1b = 1; ai_race_variant_table Mrrshan impossible v5 skill2 = 6; ai_race_variant_table Mrrshan impossible v5 skill2b = 2; ai_race_variant_table Mrrshan impossible v5 skill3 = 28; ai_race_variant_table Mrrshan impossible v5 skill3b = 1; ai_race_variant_table Mrrshan impossible v5 skill4 = 8; ai_race_variant_table Mrrshan impossible v5 skill4b = 2; ai_race_variant_table Mrrshan impossible v5 skill5 = 0; ai_race_variant_table Mrrshan impossible v5 skill5b = 0; ai_race_variant_table Mrrshan impossible v5 skill6 = 0; ai_race_variant_table Mrrshan impossible v5 skill6b = 0; ai_race_variant_table Mrrshan impossible v5 skill7 = 0; ai_race_variant_table Mrrshan impossible v5 skill7b = 0; ai_race_variant_table Mrrshan impossible v5 skill8 = 0; ai_race_variant_table Mrrshan impossible v5 skill8b = 0; ai_race_variant_table Mrrshan impossible v5 n_evo_skills = 1; ai_race_variant_table Mrrshan impossible v5 evo_skill1 = 6; ai_race_variant_table Mrrshan impossible v5 evo_skill1b = 3; ai_race_variant_table Mrrshan impossible v5 evo_skill2 = 0; ai_race_variant_table Mrrshan impossible v5 evo_skill2b = 0; ai_race_variant_table Psilons hard v1 n_skills = 1; ai_race_variant_table Psilons hard v1 skill1 = 15; ai_race_variant_table Psilons hard v1 skill1b = 1; ai_race_variant_table Psilons hard v1 skill2 = 0; ai_race_variant_table Psilons hard v1 skill2b = 0; ai_race_variant_table Psilons hard v1 skill3 = 0; ai_race_variant_table Psilons hard v1 skill3b = 0; ai_race_variant_table Psilons hard v1 skill4 = 0; ai_race_variant_table Psilons hard v1 skill4b = 0; ai_race_variant_table Psilons hard v1 skill5 = 0; ai_race_variant_table Psilons hard v1 skill5b = 0; ai_race_variant_table Psilons hard v1 skill6 = 0; ai_race_variant_table Psilons hard v1 skill6b = 0; ai_race_variant_table Psilons hard v1 skill7 = 0; ai_race_variant_table Psilons hard v1 skill7b = 0; ai_race_variant_table Psilons hard v1 skill8 = 0; ai_race_variant_table Psilons hard v1 skill8b = 0; ai_race_variant_table Psilons hard v1 n_evo_skills = 1; ai_race_variant_table Psilons hard v1 evo_skill1 = 3; ai_race_variant_table Psilons hard v1 evo_skill1b = 3; ai_race_variant_table Psilons hard v1 evo_skill2 = 0; ai_race_variant_table Psilons hard v1 evo_skill2b = 0; ai_race_variant_table Psilons hard v2 n_skills = 1; ai_race_variant_table Psilons hard v2 skill1 = 9; ai_race_variant_table Psilons hard v2 skill1b = 2; ai_race_variant_table Psilons hard v2 skill2 = 0; ai_race_variant_table Psilons hard v2 skill2b = 0; ai_race_variant_table Psilons hard v2 skill3 = 0; ai_race_variant_table Psilons hard v2 skill3b = 0; ai_race_variant_table Psilons hard v2 skill4 = 0; ai_race_variant_table Psilons hard v2 skill4b = 0; ai_race_variant_table Psilons hard v2 skill5 = 0; ai_race_variant_table Psilons hard v2 skill5b = 0; ai_race_variant_table Psilons hard v2 skill6 = 0; ai_race_variant_table Psilons hard v2 skill6b = 0; ai_race_variant_table Psilons hard v2 skill7 = 0; ai_race_variant_table Psilons hard v2 skill7b = 0; ai_race_variant_table Psilons hard v2 skill8 = 0; ai_race_variant_table Psilons hard v2 skill8b = 0; ai_race_variant_table Psilons hard v2 n_evo_skills = 1; ai_race_variant_table Psilons hard v2 evo_skill1 = 3; ai_race_variant_table Psilons hard v2 evo_skill1b = 3; ai_race_variant_table Psilons hard v2 evo_skill2 = 0; ai_race_variant_table Psilons hard v2 evo_skill2b = 0; ai_race_variant_table Psilons hard v3 n_skills = 1; ai_race_variant_table Psilons hard v3 skill1 = 2; ai_race_variant_table Psilons hard v3 skill1b = 2; ai_race_variant_table Psilons hard v3 skill2 = 0; ai_race_variant_table Psilons hard v3 skill2b = 0; ai_race_variant_table Psilons hard v3 skill3 = 0; ai_race_variant_table Psilons hard v3 skill3b = 0; ai_race_variant_table Psilons hard v3 skill4 = 0; ai_race_variant_table Psilons hard v3 skill4b = 0; ai_race_variant_table Psilons hard v3 skill5 = 0; ai_race_variant_table Psilons hard v3 skill5b = 0; ai_race_variant_table Psilons hard v3 skill6 = 0; ai_race_variant_table Psilons hard v3 skill6b = 0; ai_race_variant_table Psilons hard v3 skill7 = 0; ai_race_variant_table Psilons hard v3 skill7b = 0; ai_race_variant_table Psilons hard v3 skill8 = 0; ai_race_variant_table Psilons hard v3 skill8b = 0; ai_race_variant_table Psilons hard v3 n_evo_skills = 1; ai_race_variant_table Psilons hard v3 evo_skill1 = 3; ai_race_variant_table Psilons hard v3 evo_skill1b = 3; ai_race_variant_table Psilons hard v3 evo_skill2 = 0; ai_race_variant_table Psilons hard v3 evo_skill2b = 0; ai_race_variant_table Psilons hard v4 n_skills = 2; ai_race_variant_table Psilons hard v4 skill1 = 19; ai_race_variant_table Psilons hard v4 skill1b = 1; ai_race_variant_table Psilons hard v4 skill2 = 1; ai_race_variant_table Psilons hard v4 skill2b = 2; ai_race_variant_table Psilons hard v4 skill3 = 0; ai_race_variant_table Psilons hard v4 skill3b = 0; ai_race_variant_table Psilons hard v4 skill4 = 0; ai_race_variant_table Psilons hard v4 skill4b = 0; ai_race_variant_table Psilons hard v4 skill5 = 0; ai_race_variant_table Psilons hard v4 skill5b = 0; ai_race_variant_table Psilons hard v4 skill6 = 0; ai_race_variant_table Psilons hard v4 skill6b = 0; ai_race_variant_table Psilons hard v4 skill7 = 0; ai_race_variant_table Psilons hard v4 skill7b = 0; ai_race_variant_table Psilons hard v4 skill8 = 0; ai_race_variant_table Psilons hard v4 skill8b = 0; ai_race_variant_table Psilons hard v4 n_evo_skills = 1; ai_race_variant_table Psilons hard v4 evo_skill1 = 3; ai_race_variant_table Psilons hard v4 evo_skill1b = 3; ai_race_variant_table Psilons hard v4 evo_skill2 = 0; ai_race_variant_table Psilons hard v4 evo_skill2b = 0; ai_race_variant_table Psilons hard v5 n_skills = 2; ai_race_variant_table Psilons hard v5 skill1 = 7; ai_race_variant_table Psilons hard v5 skill1b = 1; ai_race_variant_table Psilons hard v5 skill2 = 0; ai_race_variant_table Psilons hard v5 skill2b = 4; ai_race_variant_table Psilons hard v5 skill3 = 0; ai_race_variant_table Psilons hard v5 skill3b = 0; ai_race_variant_table Psilons hard v5 skill4 = 0; ai_race_variant_table Psilons hard v5 skill4b = 0; ai_race_variant_table Psilons hard v5 skill5 = 0; ai_race_variant_table Psilons hard v5 skill5b = 0; ai_race_variant_table Psilons hard v5 skill6 = 0; ai_race_variant_table Psilons hard v5 skill6b = 0; ai_race_variant_table Psilons hard v5 skill7 = 0; ai_race_variant_table Psilons hard v5 skill7b = 0; ai_race_variant_table Psilons hard v5 skill8 = 0; ai_race_variant_table Psilons hard v5 skill8b = 0; ai_race_variant_table Psilons hard v5 n_evo_skills = 2; ai_race_variant_table Psilons hard v5 evo_skill1 = 7; ai_race_variant_table Psilons hard v5 evo_skill1b = 0; ai_race_variant_table Psilons hard v5 evo_skill2 = 3; ai_race_variant_table Psilons hard v5 evo_skill2b = 3; ai_race_variant_table Psilons impossible v1 n_skills = 2; ai_race_variant_table Psilons impossible v1 skill1 = 2; ai_race_variant_table Psilons impossible v1 skill1b = 2; ai_race_variant_table Psilons impossible v1 skill2 = 3; ai_race_variant_table Psilons impossible v1 skill2b = 2; ai_race_variant_table Psilons impossible v1 skill3 = 0; ai_race_variant_table Psilons impossible v1 skill3b = 0; ai_race_variant_table Psilons impossible v1 skill4 = 0; ai_race_variant_table Psilons impossible v1 skill4b = 0; ai_race_variant_table Psilons impossible v1 skill5 = 0; ai_race_variant_table Psilons impossible v1 skill5b = 0; ai_race_variant_table Psilons impossible v1 skill6 = 0; ai_race_variant_table Psilons impossible v1 skill6b = 0; ai_race_variant_table Psilons impossible v1 skill7 = 0; ai_race_variant_table Psilons impossible v1 skill7b = 0; ai_race_variant_table Psilons impossible v1 skill8 = 0; ai_race_variant_table Psilons impossible v1 skill8b = 0; ai_race_variant_table Psilons impossible v1 n_evo_skills = 2; ai_race_variant_table Psilons impossible v1 evo_skill1 = 7; ai_race_variant_table Psilons impossible v1 evo_skill1b = 2; ai_race_variant_table Psilons impossible v1 evo_skill2 = 3; ai_race_variant_table Psilons impossible v1 evo_skill2b = 3; ai_race_variant_table Psilons impossible v2 n_skills = 1; ai_race_variant_table Psilons impossible v2 skill1 = 15; ai_race_variant_table Psilons impossible v2 skill1b = 1; ai_race_variant_table Psilons impossible v2 skill2 = 0; ai_race_variant_table Psilons impossible v2 skill2b = 0; ai_race_variant_table Psilons impossible v2 skill3 = 0; ai_race_variant_table Psilons impossible v2 skill3b = 0; ai_race_variant_table Psilons impossible v2 skill4 = 0; ai_race_variant_table Psilons impossible v2 skill4b = 0; ai_race_variant_table Psilons impossible v2 skill5 = 0; ai_race_variant_table Psilons impossible v2 skill5b = 0; ai_race_variant_table Psilons impossible v2 skill6 = 0; ai_race_variant_table Psilons impossible v2 skill6b = 0; ai_race_variant_table Psilons impossible v2 skill7 = 0; ai_race_variant_table Psilons impossible v2 skill7b = 0; ai_race_variant_table Psilons impossible v2 skill8 = 0; ai_race_variant_table Psilons impossible v2 skill8b = 0; ai_race_variant_table Psilons impossible v2 n_evo_skills = 1; ai_race_variant_table Psilons impossible v2 evo_skill1 = 3; ai_race_variant_table Psilons impossible v2 evo_skill1b = 3; ai_race_variant_table Psilons impossible v2 evo_skill2 = 0; ai_race_variant_table Psilons impossible v2 evo_skill2b = 0; ai_race_variant_table Psilons impossible v3 n_skills = 2; ai_race_variant_table Psilons impossible v3 skill1 = 10; ai_race_variant_table Psilons impossible v3 skill1b = 0; ai_race_variant_table Psilons impossible v3 skill2 = 9; ai_race_variant_table Psilons impossible v3 skill2b = 2; ai_race_variant_table Psilons impossible v3 skill3 = 0; ai_race_variant_table Psilons impossible v3 skill3b = 0; ai_race_variant_table Psilons impossible v3 skill4 = 0; ai_race_variant_table Psilons impossible v3 skill4b = 0; ai_race_variant_table Psilons impossible v3 skill5 = 0; ai_race_variant_table Psilons impossible v3 skill5b = 0; ai_race_variant_table Psilons impossible v3 skill6 = 0; ai_race_variant_table Psilons impossible v3 skill6b = 0; ai_race_variant_table Psilons impossible v3 skill7 = 0; ai_race_variant_table Psilons impossible v3 skill7b = 0; ai_race_variant_table Psilons impossible v3 skill8 = 0; ai_race_variant_table Psilons impossible v3 skill8b = 0; ai_race_variant_table Psilons impossible v3 n_evo_skills = 1; ai_race_variant_table Psilons impossible v3 evo_skill1 = 3; ai_race_variant_table Psilons impossible v3 evo_skill1b = 3; ai_race_variant_table Psilons impossible v3 evo_skill2 = 0; ai_race_variant_table Psilons impossible v3 evo_skill2b = 0; ai_race_variant_table Psilons impossible v4 n_skills = 1; ai_race_variant_table Psilons impossible v4 skill1 = 0; ai_race_variant_table Psilons impossible v4 skill1b = 4; ai_race_variant_table Psilons impossible v4 skill2 = 0; ai_race_variant_table Psilons impossible v4 skill2b = 0; ai_race_variant_table Psilons impossible v4 skill3 = 0; ai_race_variant_table Psilons impossible v4 skill3b = 0; ai_race_variant_table Psilons impossible v4 skill4 = 0; ai_race_variant_table Psilons impossible v4 skill4b = 0; ai_race_variant_table Psilons impossible v4 skill5 = 0; ai_race_variant_table Psilons impossible v4 skill5b = 0; ai_race_variant_table Psilons impossible v4 skill6 = 0; ai_race_variant_table Psilons impossible v4 skill6b = 0; ai_race_variant_table Psilons impossible v4 skill7 = 0; ai_race_variant_table Psilons impossible v4 skill7b = 0; ai_race_variant_table Psilons impossible v4 skill8 = 0; ai_race_variant_table Psilons impossible v4 skill8b = 0; ai_race_variant_table Psilons impossible v4 n_evo_skills = 1; ai_race_variant_table Psilons impossible v4 evo_skill1 = 3; ai_race_variant_table Psilons impossible v4 evo_skill1b = 3; ai_race_variant_table Psilons impossible v4 evo_skill2 = 0; ai_race_variant_table Psilons impossible v4 evo_skill2b = 0; ai_race_variant_table Psilons impossible v5 n_skills = 3; ai_race_variant_table Psilons impossible v5 skill1 = 19; ai_race_variant_table Psilons impossible v5 skill1b = 1; ai_race_variant_table Psilons impossible v5 skill2 = 9; ai_race_variant_table Psilons impossible v5 skill2b = 2; ai_race_variant_table Psilons impossible v5 skill3 = 0; ai_race_variant_table Psilons impossible v5 skill3b = 4; ai_race_variant_table Psilons impossible v5 skill4 = 0; ai_race_variant_table Psilons impossible v5 skill4b = 0; ai_race_variant_table Psilons impossible v5 skill5 = 0; ai_race_variant_table Psilons impossible v5 skill5b = 0; ai_race_variant_table Psilons impossible v5 skill6 = 0; ai_race_variant_table Psilons impossible v5 skill6b = 0; ai_race_variant_table Psilons impossible v5 skill7 = 0; ai_race_variant_table Psilons impossible v5 skill7b = 0; ai_race_variant_table Psilons impossible v5 skill8 = 0; ai_race_variant_table Psilons impossible v5 skill8b = 0; ai_race_variant_table Psilons impossible v5 n_evo_skills = 1; ai_race_variant_table Psilons impossible v5 evo_skill1 = 3; ai_race_variant_table Psilons impossible v5 evo_skill1b = 3; ai_race_variant_table Psilons impossible v5 evo_skill2 = 0; ai_race_variant_table Psilons impossible v5 evo_skill2b = 0; ai_race_variant_table Sakkra hard v1 n_skills = 1; ai_race_variant_table Sakkra hard v1 skill1 = 2; ai_race_variant_table Sakkra hard v1 skill1b = 2; ai_race_variant_table Sakkra hard v1 skill2 = 0; ai_race_variant_table Sakkra hard v1 skill2b = 0; ai_race_variant_table Sakkra hard v1 skill3 = 0; ai_race_variant_table Sakkra hard v1 skill3b = 0; ai_race_variant_table Sakkra hard v1 skill4 = 0; ai_race_variant_table Sakkra hard v1 skill4b = 0; ai_race_variant_table Sakkra hard v1 skill5 = 0; ai_race_variant_table Sakkra hard v1 skill5b = 0; ai_race_variant_table Sakkra hard v1 skill6 = 0; ai_race_variant_table Sakkra hard v1 skill6b = 0; ai_race_variant_table Sakkra hard v1 skill7 = 0; ai_race_variant_table Sakkra hard v1 skill7b = 0; ai_race_variant_table Sakkra hard v1 skill8 = 0; ai_race_variant_table Sakkra hard v1 skill8b = 0; ai_race_variant_table Sakkra hard v1 n_evo_skills = 1; ai_race_variant_table Sakkra hard v1 evo_skill1 = 3; ai_race_variant_table Sakkra hard v1 evo_skill1b = 3; ai_race_variant_table Sakkra hard v1 evo_skill2 = 0; ai_race_variant_table Sakkra hard v1 evo_skill2b = 0; ai_race_variant_table Sakkra hard v2 n_skills = 2; ai_race_variant_table Sakkra hard v2 skill1 = 19; ai_race_variant_table Sakkra hard v2 skill1b = 1; ai_race_variant_table Sakkra hard v2 skill2 = 12; ai_race_variant_table Sakkra hard v2 skill2b = 1; ai_race_variant_table Sakkra hard v2 skill3 = 0; ai_race_variant_table Sakkra hard v2 skill3b = 0; ai_race_variant_table Sakkra hard v2 skill4 = 0; ai_race_variant_table Sakkra hard v2 skill4b = 0; ai_race_variant_table Sakkra hard v2 skill5 = 0; ai_race_variant_table Sakkra hard v2 skill5b = 0; ai_race_variant_table Sakkra hard v2 skill6 = 0; ai_race_variant_table Sakkra hard v2 skill6b = 0; ai_race_variant_table Sakkra hard v2 skill7 = 0; ai_race_variant_table Sakkra hard v2 skill7b = 0; ai_race_variant_table Sakkra hard v2 skill8 = 0; ai_race_variant_table Sakkra hard v2 skill8b = 0; ai_race_variant_table Sakkra hard v2 n_evo_skills = 1; ai_race_variant_table Sakkra hard v2 evo_skill1 = 3; ai_race_variant_table Sakkra hard v2 evo_skill1b = 3; ai_race_variant_table Sakkra hard v2 evo_skill2 = 0; ai_race_variant_table Sakkra hard v2 evo_skill2b = 0; ai_race_variant_table Sakkra hard v3 n_skills = 2; ai_race_variant_table Sakkra hard v3 skill1 = 19; ai_race_variant_table Sakkra hard v3 skill1b = 1; ai_race_variant_table Sakkra hard v3 skill2 = 11; ai_race_variant_table Sakkra hard v3 skill2b = 1; ai_race_variant_table Sakkra hard v3 skill3 = 0; ai_race_variant_table Sakkra hard v3 skill3b = 0; ai_race_variant_table Sakkra hard v3 skill4 = 0; ai_race_variant_table Sakkra hard v3 skill4b = 0; ai_race_variant_table Sakkra hard v3 skill5 = 0; ai_race_variant_table Sakkra hard v3 skill5b = 0; ai_race_variant_table Sakkra hard v3 skill6 = 0; ai_race_variant_table Sakkra hard v3 skill6b = 0; ai_race_variant_table Sakkra hard v3 skill7 = 0; ai_race_variant_table Sakkra hard v3 skill7b = 0; ai_race_variant_table Sakkra hard v3 skill8 = 0; ai_race_variant_table Sakkra hard v3 skill8b = 0; ai_race_variant_table Sakkra hard v3 n_evo_skills = 1; ai_race_variant_table Sakkra hard v3 evo_skill1 = 3; ai_race_variant_table Sakkra hard v3 evo_skill1b = 3; ai_race_variant_table Sakkra hard v3 evo_skill2 = 0; ai_race_variant_table Sakkra hard v3 evo_skill2b = 0; ai_race_variant_table Sakkra hard v4 n_skills = 4; ai_race_variant_table Sakkra hard v4 skill1 = 21; ai_race_variant_table Sakkra hard v4 skill1b = 1; ai_race_variant_table Sakkra hard v4 skill2 = 2; ai_race_variant_table Sakkra hard v4 skill2b = 2; ai_race_variant_table Sakkra hard v4 skill3 = 3; ai_race_variant_table Sakkra hard v4 skill3b = 2; ai_race_variant_table Sakkra hard v4 skill4 = 4; ai_race_variant_table Sakkra hard v4 skill4b = 2; ai_race_variant_table Sakkra hard v4 skill5 = 0; ai_race_variant_table Sakkra hard v4 skill5b = 0; ai_race_variant_table Sakkra hard v4 skill6 = 0; ai_race_variant_table Sakkra hard v4 skill6b = 0; ai_race_variant_table Sakkra hard v4 skill7 = 0; ai_race_variant_table Sakkra hard v4 skill7b = 0; ai_race_variant_table Sakkra hard v4 skill8 = 0; ai_race_variant_table Sakkra hard v4 skill8b = 0; ai_race_variant_table Sakkra hard v4 n_evo_skills = 2; ai_race_variant_table Sakkra hard v4 evo_skill1 = 3; ai_race_variant_table Sakkra hard v4 evo_skill1b = 3; ai_race_variant_table Sakkra hard v4 evo_skill2 = 7; ai_race_variant_table Sakkra hard v4 evo_skill2b = 2; ai_race_variant_table Sakkra hard v5 n_skills = 3; ai_race_variant_table Sakkra hard v5 skill1 = 21; ai_race_variant_table Sakkra hard v5 skill1b = 1; ai_race_variant_table Sakkra hard v5 skill2 = 23; ai_race_variant_table Sakkra hard v5 skill2b = 1; ai_race_variant_table Sakkra hard v5 skill3 = 3; ai_race_variant_table Sakkra hard v5 skill3b = 2; ai_race_variant_table Sakkra hard v5 skill4 = 0; ai_race_variant_table Sakkra hard v5 skill4b = 0; ai_race_variant_table Sakkra hard v5 skill5 = 0; ai_race_variant_table Sakkra hard v5 skill5b = 0; ai_race_variant_table Sakkra hard v5 skill6 = 0; ai_race_variant_table Sakkra hard v5 skill6b = 0; ai_race_variant_table Sakkra hard v5 skill7 = 0; ai_race_variant_table Sakkra hard v5 skill7b = 0; ai_race_variant_table Sakkra hard v5 skill8 = 0; ai_race_variant_table Sakkra hard v5 skill8b = 0; ai_race_variant_table Sakkra hard v5 n_evo_skills = 2; ai_race_variant_table Sakkra hard v5 evo_skill1 = 3; ai_race_variant_table Sakkra hard v5 evo_skill1b = 3; ai_race_variant_table Sakkra hard v5 evo_skill2 = 7; ai_race_variant_table Sakkra hard v5 evo_skill2b = 2; ai_race_variant_table Sakkra impossible v1 n_skills = 1; ai_race_variant_table Sakkra impossible v1 skill1 = 2; ai_race_variant_table Sakkra impossible v1 skill1b = 3; ai_race_variant_table Sakkra impossible v1 skill2 = 0; ai_race_variant_table Sakkra impossible v1 skill2b = 0; ai_race_variant_table Sakkra impossible v1 skill3 = 0; ai_race_variant_table Sakkra impossible v1 skill3b = 0; ai_race_variant_table Sakkra impossible v1 skill4 = 0; ai_race_variant_table Sakkra impossible v1 skill4b = 0; ai_race_variant_table Sakkra impossible v1 skill5 = 0; ai_race_variant_table Sakkra impossible v1 skill5b = 0; ai_race_variant_table Sakkra impossible v1 skill6 = 0; ai_race_variant_table Sakkra impossible v1 skill6b = 0; ai_race_variant_table Sakkra impossible v1 skill7 = 0; ai_race_variant_table Sakkra impossible v1 skill7b = 0; ai_race_variant_table Sakkra impossible v1 skill8 = 0; ai_race_variant_table Sakkra impossible v1 skill8b = 0; ai_race_variant_table Sakkra impossible v1 n_evo_skills = 1; ai_race_variant_table Sakkra impossible v1 evo_skill1 = 3; ai_race_variant_table Sakkra impossible v1 evo_skill1b = 3; ai_race_variant_table Sakkra impossible v1 evo_skill2 = 0; ai_race_variant_table Sakkra impossible v1 evo_skill2b = 0; ai_race_variant_table Sakkra impossible v2 n_skills = 3; ai_race_variant_table Sakkra impossible v2 skill1 = 19; ai_race_variant_table Sakkra impossible v2 skill1b = 1; ai_race_variant_table Sakkra impossible v2 skill2 = 2; ai_race_variant_table Sakkra impossible v2 skill2b = 2; ai_race_variant_table Sakkra impossible v2 skill3 = 12; ai_race_variant_table Sakkra impossible v2 skill3b = 1; ai_race_variant_table Sakkra impossible v2 skill4 = 0; ai_race_variant_table Sakkra impossible v2 skill4b = 0; ai_race_variant_table Sakkra impossible v2 skill5 = 0; ai_race_variant_table Sakkra impossible v2 skill5b = 0; ai_race_variant_table Sakkra impossible v2 skill6 = 0; ai_race_variant_table Sakkra impossible v2 skill6b = 0; ai_race_variant_table Sakkra impossible v2 skill7 = 0; ai_race_variant_table Sakkra impossible v2 skill7b = 0; ai_race_variant_table Sakkra impossible v2 skill8 = 0; ai_race_variant_table Sakkra impossible v2 skill8b = 0; ai_race_variant_table Sakkra impossible v2 n_evo_skills = 1; ai_race_variant_table Sakkra impossible v2 evo_skill1 = 3; ai_race_variant_table Sakkra impossible v2 evo_skill1b = 3; ai_race_variant_table Sakkra impossible v2 evo_skill2 = 0; ai_race_variant_table Sakkra impossible v2 evo_skill2b = 0; ai_race_variant_table Sakkra impossible v3 n_skills = 4; ai_race_variant_table Sakkra impossible v3 skill1 = 19; ai_race_variant_table Sakkra impossible v3 skill1b = 1; ai_race_variant_table Sakkra impossible v3 skill2 = 21; ai_race_variant_table Sakkra impossible v3 skill2b = 1; ai_race_variant_table Sakkra impossible v3 skill3 = 11; ai_race_variant_table Sakkra impossible v3 skill3b = 1; ai_race_variant_table Sakkra impossible v3 skill4 = 23; ai_race_variant_table Sakkra impossible v3 skill4b = 1; ai_race_variant_table Sakkra impossible v3 skill5 = 0; ai_race_variant_table Sakkra impossible v3 skill5b = 0; ai_race_variant_table Sakkra impossible v3 skill6 = 0; ai_race_variant_table Sakkra impossible v3 skill6b = 0; ai_race_variant_table Sakkra impossible v3 skill7 = 0; ai_race_variant_table Sakkra impossible v3 skill7b = 0; ai_race_variant_table Sakkra impossible v3 skill8 = 0; ai_race_variant_table Sakkra impossible v3 skill8b = 0; ai_race_variant_table Sakkra impossible v3 n_evo_skills = 1; ai_race_variant_table Sakkra impossible v3 evo_skill1 = 3; ai_race_variant_table Sakkra impossible v3 evo_skill1b = 3; ai_race_variant_table Sakkra impossible v3 evo_skill2 = 0; ai_race_variant_table Sakkra impossible v3 evo_skill2b = 0; ai_race_variant_table Sakkra impossible v4 n_skills = 4; ai_race_variant_table Sakkra impossible v4 skill1 = 21; ai_race_variant_table Sakkra impossible v4 skill1b = 1; ai_race_variant_table Sakkra impossible v4 skill2 = 19; ai_race_variant_table Sakkra impossible v4 skill2b = 1; ai_race_variant_table Sakkra impossible v4 skill3 = 23; ai_race_variant_table Sakkra impossible v4 skill3b = 1; ai_race_variant_table Sakkra impossible v4 skill4 = 0; ai_race_variant_table Sakkra impossible v4 skill4b = 4; ai_race_variant_table Sakkra impossible v4 skill5 = 0; ai_race_variant_table Sakkra impossible v4 skill5b = 0; ai_race_variant_table Sakkra impossible v4 skill6 = 0; ai_race_variant_table Sakkra impossible v4 skill6b = 0; ai_race_variant_table Sakkra impossible v4 skill7 = 0; ai_race_variant_table Sakkra impossible v4 skill7b = 0; ai_race_variant_table Sakkra impossible v4 skill8 = 0; ai_race_variant_table Sakkra impossible v4 skill8b = 0; ai_race_variant_table Sakkra impossible v4 n_evo_skills = 1; ai_race_variant_table Sakkra impossible v4 evo_skill1 = 3; ai_race_variant_table Sakkra impossible v4 evo_skill1b = 3; ai_race_variant_table Sakkra impossible v4 evo_skill2 = 0; ai_race_variant_table Sakkra impossible v4 evo_skill2b = 0; ai_race_variant_table Sakkra impossible v5 n_skills = 3; ai_race_variant_table Sakkra impossible v5 skill1 = 21; ai_race_variant_table Sakkra impossible v5 skill1b = 1; ai_race_variant_table Sakkra impossible v5 skill2 = 23; ai_race_variant_table Sakkra impossible v5 skill2b = 1; ai_race_variant_table Sakkra impossible v5 skill3 = 5; ai_race_variant_table Sakkra impossible v5 skill3b = 2; ai_race_variant_table Sakkra impossible v5 skill4 = 0; ai_race_variant_table Sakkra impossible v5 skill4b = 0; ai_race_variant_table Sakkra impossible v5 skill5 = 0; ai_race_variant_table Sakkra impossible v5 skill5b = 0; ai_race_variant_table Sakkra impossible v5 skill6 = 0; ai_race_variant_table Sakkra impossible v5 skill6b = 0; ai_race_variant_table Sakkra impossible v5 skill7 = 0; ai_race_variant_table Sakkra impossible v5 skill7b = 0; ai_race_variant_table Sakkra impossible v5 skill8 = 0; ai_race_variant_table Sakkra impossible v5 skill8b = 0; ai_race_variant_table Sakkra impossible v5 n_evo_skills = 1; ai_race_variant_table Sakkra impossible v5 evo_skill1 = 3; ai_race_variant_table Sakkra impossible v5 evo_skill1b = 3; ai_race_variant_table Sakkra impossible v5 evo_skill2 = 0; ai_race_variant_table Sakkra impossible v5 evo_skill2b = 0; ai_race_variant_table Silicoids hard v1 n_skills = 2; ai_race_variant_table Silicoids hard v1 skill1 = 15; ai_race_variant_table Silicoids hard v1 skill1b = 1; ai_race_variant_table Silicoids hard v1 skill2 = 14; ai_race_variant_table Silicoids hard v1 skill2b = 1; ai_race_variant_table Silicoids hard v1 skill3 = 0; ai_race_variant_table Silicoids hard v1 skill3b = 0; ai_race_variant_table Silicoids hard v1 skill4 = 0; ai_race_variant_table Silicoids hard v1 skill4b = 0; ai_race_variant_table Silicoids hard v1 skill5 = 0; ai_race_variant_table Silicoids hard v1 skill5b = 0; ai_race_variant_table Silicoids hard v1 skill6 = 0; ai_race_variant_table Silicoids hard v1 skill6b = 0; ai_race_variant_table Silicoids hard v1 skill7 = 0; ai_race_variant_table Silicoids hard v1 skill7b = 0; ai_race_variant_table Silicoids hard v1 skill8 = 0; ai_race_variant_table Silicoids hard v1 skill8b = 0; ai_race_variant_table Silicoids hard v1 n_evo_skills = 1; ai_race_variant_table Silicoids hard v1 evo_skill1 = 3; ai_race_variant_table Silicoids hard v1 evo_skill1b = 3; ai_race_variant_table Silicoids hard v1 evo_skill2 = 0; ai_race_variant_table Silicoids hard v1 evo_skill2b = 0; ai_race_variant_table Silicoids hard v2 n_skills = 1; ai_race_variant_table Silicoids hard v2 skill1 = 16; ai_race_variant_table Silicoids hard v2 skill1b = 1; ai_race_variant_table Silicoids hard v2 skill2 = 0; ai_race_variant_table Silicoids hard v2 skill2b = 0; ai_race_variant_table Silicoids hard v2 skill3 = 0; ai_race_variant_table Silicoids hard v2 skill3b = 0; ai_race_variant_table Silicoids hard v2 skill4 = 0; ai_race_variant_table Silicoids hard v2 skill4b = 0; ai_race_variant_table Silicoids hard v2 skill5 = 0; ai_race_variant_table Silicoids hard v2 skill5b = 0; ai_race_variant_table Silicoids hard v2 skill6 = 0; ai_race_variant_table Silicoids hard v2 skill6b = 0; ai_race_variant_table Silicoids hard v2 skill7 = 0; ai_race_variant_table Silicoids hard v2 skill7b = 0; ai_race_variant_table Silicoids hard v2 skill8 = 0; ai_race_variant_table Silicoids hard v2 skill8b = 0; ai_race_variant_table Silicoids hard v2 n_evo_skills = 1; ai_race_variant_table Silicoids hard v2 evo_skill1 = 3; ai_race_variant_table Silicoids hard v2 evo_skill1b = 3; ai_race_variant_table Silicoids hard v2 evo_skill2 = 0; ai_race_variant_table Silicoids hard v2 evo_skill2b = 0; ai_race_variant_table Silicoids hard v3 n_skills = 2; ai_race_variant_table Silicoids hard v3 skill1 = 3; ai_race_variant_table Silicoids hard v3 skill1b = 2; ai_race_variant_table Silicoids hard v3 skill2 = 15; ai_race_variant_table Silicoids hard v3 skill2b = 1; ai_race_variant_table Silicoids hard v3 skill3 = 0; ai_race_variant_table Silicoids hard v3 skill3b = 0; ai_race_variant_table Silicoids hard v3 skill4 = 0; ai_race_variant_table Silicoids hard v3 skill4b = 0; ai_race_variant_table Silicoids hard v3 skill5 = 0; ai_race_variant_table Silicoids hard v3 skill5b = 0; ai_race_variant_table Silicoids hard v3 skill6 = 0; ai_race_variant_table Silicoids hard v3 skill6b = 0; ai_race_variant_table Silicoids hard v3 skill7 = 0; ai_race_variant_table Silicoids hard v3 skill7b = 0; ai_race_variant_table Silicoids hard v3 skill8 = 0; ai_race_variant_table Silicoids hard v3 skill8b = 0; ai_race_variant_table Silicoids hard v3 n_evo_skills = 1; ai_race_variant_table Silicoids hard v3 evo_skill1 = 3; ai_race_variant_table Silicoids hard v3 evo_skill1b = 3; ai_race_variant_table Silicoids hard v3 evo_skill2 = 0; ai_race_variant_table Silicoids hard v3 evo_skill2b = 0; ai_race_variant_table Silicoids hard v4 n_skills = 2; ai_race_variant_table Silicoids hard v4 skill1 = 3; ai_race_variant_table Silicoids hard v4 skill1b = 2; ai_race_variant_table Silicoids hard v4 skill2 = 14; ai_race_variant_table Silicoids hard v4 skill2b = 1; ai_race_variant_table Silicoids hard v4 skill3 = 0; ai_race_variant_table Silicoids hard v4 skill3b = 0; ai_race_variant_table Silicoids hard v4 skill4 = 0; ai_race_variant_table Silicoids hard v4 skill4b = 0; ai_race_variant_table Silicoids hard v4 skill5 = 0; ai_race_variant_table Silicoids hard v4 skill5b = 0; ai_race_variant_table Silicoids hard v4 skill6 = 0; ai_race_variant_table Silicoids hard v4 skill6b = 0; ai_race_variant_table Silicoids hard v4 skill7 = 0; ai_race_variant_table Silicoids hard v4 skill7b = 0; ai_race_variant_table Silicoids hard v4 skill8 = 0; ai_race_variant_table Silicoids hard v4 skill8b = 0; ai_race_variant_table Silicoids hard v4 n_evo_skills = 1; ai_race_variant_table Silicoids hard v4 evo_skill1 = 3; ai_race_variant_table Silicoids hard v4 evo_skill1b = 3; ai_race_variant_table Silicoids hard v4 evo_skill2 = 0; ai_race_variant_table Silicoids hard v4 evo_skill2b = 0; ai_race_variant_table Silicoids hard v5 n_skills = 2; ai_race_variant_table Silicoids hard v5 skill1 = 7; ai_race_variant_table Silicoids hard v5 skill1b = 2; ai_race_variant_table Silicoids hard v5 skill2 = 8; ai_race_variant_table Silicoids hard v5 skill2b = 2; ai_race_variant_table Silicoids hard v5 skill3 = 0; ai_race_variant_table Silicoids hard v5 skill3b = 0; ai_race_variant_table Silicoids hard v5 skill4 = 0; ai_race_variant_table Silicoids hard v5 skill4b = 0; ai_race_variant_table Silicoids hard v5 skill5 = 0; ai_race_variant_table Silicoids hard v5 skill5b = 0; ai_race_variant_table Silicoids hard v5 skill6 = 0; ai_race_variant_table Silicoids hard v5 skill6b = 0; ai_race_variant_table Silicoids hard v5 skill7 = 0; ai_race_variant_table Silicoids hard v5 skill7b = 0; ai_race_variant_table Silicoids hard v5 skill8 = 0; ai_race_variant_table Silicoids hard v5 skill8b = 0; ai_race_variant_table Silicoids hard v5 n_evo_skills = 1; ai_race_variant_table Silicoids hard v5 evo_skill1 = 3; ai_race_variant_table Silicoids hard v5 evo_skill1b = 3; ai_race_variant_table Silicoids hard v5 evo_skill2 = 0; ai_race_variant_table Silicoids hard v5 evo_skill2b = 0; ai_race_variant_table Silicoids impossible v1 n_skills = 3; ai_race_variant_table Silicoids impossible v1 skill1 = 19; ai_race_variant_table Silicoids impossible v1 skill1b = 1; ai_race_variant_table Silicoids impossible v1 skill2 = 1; ai_race_variant_table Silicoids impossible v1 skill2b = 0; ai_race_variant_table Silicoids impossible v1 skill3 = 13; ai_race_variant_table Silicoids impossible v1 skill3b = 1; ai_race_variant_table Silicoids impossible v1 skill4 = 0; ai_race_variant_table Silicoids impossible v1 skill4b = 0; ai_race_variant_table Silicoids impossible v1 skill5 = 0; ai_race_variant_table Silicoids impossible v1 skill5b = 0; ai_race_variant_table Silicoids impossible v1 skill6 = 0; ai_race_variant_table Silicoids impossible v1 skill6b = 0; ai_race_variant_table Silicoids impossible v1 skill7 = 0; ai_race_variant_table Silicoids impossible v1 skill7b = 0; ai_race_variant_table Silicoids impossible v1 skill8 = 0; ai_race_variant_table Silicoids impossible v1 skill8b = 0; ai_race_variant_table Silicoids impossible v1 n_evo_skills = 1; ai_race_variant_table Silicoids impossible v1 evo_skill1 = 3; ai_race_variant_table Silicoids impossible v1 evo_skill1b = 3; ai_race_variant_table Silicoids impossible v1 evo_skill2 = 0; ai_race_variant_table Silicoids impossible v1 evo_skill2b = 0; ai_race_variant_table Silicoids impossible v2 n_skills = 1; ai_race_variant_table Silicoids impossible v2 skill1 = 0; ai_race_variant_table Silicoids impossible v2 skill1b = 6; ai_race_variant_table Silicoids impossible v2 skill2 = 0; ai_race_variant_table Silicoids impossible v2 skill2b = 0; ai_race_variant_table Silicoids impossible v2 skill3 = 0; ai_race_variant_table Silicoids impossible v2 skill3b = 0; ai_race_variant_table Silicoids impossible v2 skill4 = 0; ai_race_variant_table Silicoids impossible v2 skill4b = 0; ai_race_variant_table Silicoids impossible v2 skill5 = 0; ai_race_variant_table Silicoids impossible v2 skill5b = 0; ai_race_variant_table Silicoids impossible v2 skill6 = 0; ai_race_variant_table Silicoids impossible v2 skill6b = 0; ai_race_variant_table Silicoids impossible v2 skill7 = 0; ai_race_variant_table Silicoids impossible v2 skill7b = 0; ai_race_variant_table Silicoids impossible v2 skill8 = 0; ai_race_variant_table Silicoids impossible v2 skill8b = 0; ai_race_variant_table Silicoids impossible v2 n_evo_skills = 1; ai_race_variant_table Silicoids impossible v2 evo_skill1 = 3; ai_race_variant_table Silicoids impossible v2 evo_skill1b = 3; ai_race_variant_table Silicoids impossible v2 evo_skill2 = 0; ai_race_variant_table Silicoids impossible v2 evo_skill2b = 0; ai_race_variant_table Silicoids impossible v3 n_skills = 1; ai_race_variant_table Silicoids impossible v3 skill1 = 1; ai_race_variant_table Silicoids impossible v3 skill1b = 2; ai_race_variant_table Silicoids impossible v3 skill2 = 0; ai_race_variant_table Silicoids impossible v3 skill2b = 0; ai_race_variant_table Silicoids impossible v3 skill3 = 0; ai_race_variant_table Silicoids impossible v3 skill3b = 0; ai_race_variant_table Silicoids impossible v3 skill4 = 0; ai_race_variant_table Silicoids impossible v3 skill4b = 0; ai_race_variant_table Silicoids impossible v3 skill5 = 0; ai_race_variant_table Silicoids impossible v3 skill5b = 0; ai_race_variant_table Silicoids impossible v3 skill6 = 0; ai_race_variant_table Silicoids impossible v3 skill6b = 0; ai_race_variant_table Silicoids impossible v3 skill7 = 0; ai_race_variant_table Silicoids impossible v3 skill7b = 0; ai_race_variant_table Silicoids impossible v3 skill8 = 0; ai_race_variant_table Silicoids impossible v3 skill8b = 0; ai_race_variant_table Silicoids impossible v3 n_evo_skills = 1; ai_race_variant_table Silicoids impossible v3 evo_skill1 = 3; ai_race_variant_table Silicoids impossible v3 evo_skill1b = 3; ai_race_variant_table Silicoids impossible v3 evo_skill2 = 0; ai_race_variant_table Silicoids impossible v3 evo_skill2b = 0; ai_race_variant_table Silicoids impossible v4 n_skills = 3; ai_race_variant_table Silicoids impossible v4 skill1 = 3; ai_race_variant_table Silicoids impossible v4 skill1b = 2; ai_race_variant_table Silicoids impossible v4 skill2 = 4; ai_race_variant_table Silicoids impossible v4 skill2b = 2; ai_race_variant_table Silicoids impossible v4 skill3 = 15; ai_race_variant_table Silicoids impossible v4 skill3b = 1; ai_race_variant_table Silicoids impossible v4 skill4 = 0; ai_race_variant_table Silicoids impossible v4 skill4b = 0; ai_race_variant_table Silicoids impossible v4 skill5 = 0; ai_race_variant_table Silicoids impossible v4 skill5b = 0; ai_race_variant_table Silicoids impossible v4 skill6 = 0; ai_race_variant_table Silicoids impossible v4 skill6b = 0; ai_race_variant_table Silicoids impossible v4 skill7 = 0; ai_race_variant_table Silicoids impossible v4 skill7b = 0; ai_race_variant_table Silicoids impossible v4 skill8 = 0; ai_race_variant_table Silicoids impossible v4 skill8b = 0; ai_race_variant_table Silicoids impossible v4 n_evo_skills = 1; ai_race_variant_table Silicoids impossible v4 evo_skill1 = 3; ai_race_variant_table Silicoids impossible v4 evo_skill1b = 3; ai_race_variant_table Silicoids impossible v4 evo_skill2 = 0; ai_race_variant_table Silicoids impossible v4 evo_skill2b = 0; ai_race_variant_table Silicoids impossible v5 n_skills = 3; ai_race_variant_table Silicoids impossible v5 skill1 = 15; ai_race_variant_table Silicoids impossible v5 skill1b = 1; ai_race_variant_table Silicoids impossible v5 skill2 = 14; ai_race_variant_table Silicoids impossible v5 skill2b = 1; ai_race_variant_table Silicoids impossible v5 skill3 = 16; ai_race_variant_table Silicoids impossible v5 skill3b = 1; ai_race_variant_table Silicoids impossible v5 skill4 = 0; ai_race_variant_table Silicoids impossible v5 skill4b = 0; ai_race_variant_table Silicoids impossible v5 skill5 = 0; ai_race_variant_table Silicoids impossible v5 skill5b = 0; ai_race_variant_table Silicoids impossible v5 skill6 = 0; ai_race_variant_table Silicoids impossible v5 skill6b = 0; ai_race_variant_table Silicoids impossible v5 skill7 = 0; ai_race_variant_table Silicoids impossible v5 skill7b = 0; ai_race_variant_table Silicoids impossible v5 skill8 = 0; ai_race_variant_table Silicoids impossible v5 skill8b = 0; ai_race_variant_table Silicoids impossible v5 n_evo_skills = 1; ai_race_variant_table Silicoids impossible v5 evo_skill1 = 3; ai_race_variant_table Silicoids impossible v5 evo_skill1b = 3; ai_race_variant_table Silicoids impossible v5 evo_skill2 = 0; ai_race_variant_table Silicoids impossible v5 evo_skill2b = 0; ai_race_variant_table Trilarians hard v1 n_skills = 2; ai_race_variant_table Trilarians hard v1 skill1 = 15; ai_race_variant_table Trilarians hard v1 skill1b = 1; ai_race_variant_table Trilarians hard v1 skill2 = 14; ai_race_variant_table Trilarians hard v1 skill2b = 1; ai_race_variant_table Trilarians hard v1 skill3 = 0; ai_race_variant_table Trilarians hard v1 skill3b = 0; ai_race_variant_table Trilarians hard v1 skill4 = 0; ai_race_variant_table Trilarians hard v1 skill4b = 0; ai_race_variant_table Trilarians hard v1 skill5 = 0; ai_race_variant_table Trilarians hard v1 skill5b = 0; ai_race_variant_table Trilarians hard v1 skill6 = 0; ai_race_variant_table Trilarians hard v1 skill6b = 0; ai_race_variant_table Trilarians hard v1 skill7 = 0; ai_race_variant_table Trilarians hard v1 skill7b = 0; ai_race_variant_table Trilarians hard v1 skill8 = 0; ai_race_variant_table Trilarians hard v1 skill8b = 0; ai_race_variant_table Trilarians hard v1 n_evo_skills = 1; ai_race_variant_table Trilarians hard v1 evo_skill1 = 3; ai_race_variant_table Trilarians hard v1 evo_skill1b = 3; ai_race_variant_table Trilarians hard v1 evo_skill2 = 0; ai_race_variant_table Trilarians hard v1 evo_skill2b = 0; ai_race_variant_table Trilarians hard v2 n_skills = 1; ai_race_variant_table Trilarians hard v2 skill1 = 6; ai_race_variant_table Trilarians hard v2 skill1b = 2; ai_race_variant_table Trilarians hard v2 skill2 = 0; ai_race_variant_table Trilarians hard v2 skill2b = 0; ai_race_variant_table Trilarians hard v2 skill3 = 0; ai_race_variant_table Trilarians hard v2 skill3b = 0; ai_race_variant_table Trilarians hard v2 skill4 = 0; ai_race_variant_table Trilarians hard v2 skill4b = 0; ai_race_variant_table Trilarians hard v2 skill5 = 0; ai_race_variant_table Trilarians hard v2 skill5b = 0; ai_race_variant_table Trilarians hard v2 skill6 = 0; ai_race_variant_table Trilarians hard v2 skill6b = 0; ai_race_variant_table Trilarians hard v2 skill7 = 0; ai_race_variant_table Trilarians hard v2 skill7b = 0; ai_race_variant_table Trilarians hard v2 skill8 = 0; ai_race_variant_table Trilarians hard v2 skill8b = 0; ai_race_variant_table Trilarians hard v2 n_evo_skills = 1; ai_race_variant_table Trilarians hard v2 evo_skill1 = 6; ai_race_variant_table Trilarians hard v2 evo_skill1b = 3; ai_race_variant_table Trilarians hard v2 evo_skill2 = 0; ai_race_variant_table Trilarians hard v2 evo_skill2b = 0; ai_race_variant_table Trilarians hard v3 n_skills = 3; ai_race_variant_table Trilarians hard v3 skill1 = 19; ai_race_variant_table Trilarians hard v3 skill1b = 1; ai_race_variant_table Trilarians hard v3 skill2 = 1; ai_race_variant_table Trilarians hard v3 skill2b = 2; ai_race_variant_table Trilarians hard v3 skill3 = 14; ai_race_variant_table Trilarians hard v3 skill3b = 1; ai_race_variant_table Trilarians hard v3 skill4 = 0; ai_race_variant_table Trilarians hard v3 skill4b = 0; ai_race_variant_table Trilarians hard v3 skill5 = 0; ai_race_variant_table Trilarians hard v3 skill5b = 0; ai_race_variant_table Trilarians hard v3 skill6 = 0; ai_race_variant_table Trilarians hard v3 skill6b = 0; ai_race_variant_table Trilarians hard v3 skill7 = 0; ai_race_variant_table Trilarians hard v3 skill7b = 0; ai_race_variant_table Trilarians hard v3 skill8 = 0; ai_race_variant_table Trilarians hard v3 skill8b = 0; ai_race_variant_table Trilarians hard v3 n_evo_skills = 1; ai_race_variant_table Trilarians hard v3 evo_skill1 = 3; ai_race_variant_table Trilarians hard v3 evo_skill1b = 3; ai_race_variant_table Trilarians hard v3 evo_skill2 = 0; ai_race_variant_table Trilarians hard v3 evo_skill2b = 0; ai_race_variant_table Trilarians hard v4 n_skills = 5; ai_race_variant_table Trilarians hard v4 skill1 = 21; ai_race_variant_table Trilarians hard v4 skill1b = 1; ai_race_variant_table Trilarians hard v4 skill2 = 7; ai_race_variant_table Trilarians hard v4 skill2b = 2; ai_race_variant_table Trilarians hard v4 skill3 = 3; ai_race_variant_table Trilarians hard v4 skill3b = 2; ai_race_variant_table Trilarians hard v4 skill4 = 14; ai_race_variant_table Trilarians hard v4 skill4b = 1; ai_race_variant_table Trilarians hard v4 skill5 = 16; ai_race_variant_table Trilarians hard v4 skill5b = 1; ai_race_variant_table Trilarians hard v4 skill6 = 0; ai_race_variant_table Trilarians hard v4 skill6b = 0; ai_race_variant_table Trilarians hard v4 skill7 = 0; ai_race_variant_table Trilarians hard v4 skill7b = 0; ai_race_variant_table Trilarians hard v4 skill8 = 0; ai_race_variant_table Trilarians hard v4 skill8b = 0; ai_race_variant_table Trilarians hard v4 n_evo_skills = 1; ai_race_variant_table Trilarians hard v4 evo_skill1 = 6; ai_race_variant_table Trilarians hard v4 evo_skill1b = 2; ai_race_variant_table Trilarians hard v4 evo_skill2 = 0; ai_race_variant_table Trilarians hard v4 evo_skill2b = 0; ai_race_variant_table Trilarians hard v5 n_skills = 5; ai_race_variant_table Trilarians hard v5 skill1 = 2; ai_race_variant_table Trilarians hard v5 skill1b = 1; ai_race_variant_table Trilarians hard v5 skill2 = 7; ai_race_variant_table Trilarians hard v5 skill2b = 2; ai_race_variant_table Trilarians hard v5 skill3 = 6; ai_race_variant_table Trilarians hard v5 skill3b = 2; ai_race_variant_table Trilarians hard v5 skill4 = 14; ai_race_variant_table Trilarians hard v5 skill4b = 1; ai_race_variant_table Trilarians hard v5 skill5 = 15; ai_race_variant_table Trilarians hard v5 skill5b = 1; ai_race_variant_table Trilarians hard v5 skill6 = 0; ai_race_variant_table Trilarians hard v5 skill6b = 0; ai_race_variant_table Trilarians hard v5 skill7 = 0; ai_race_variant_table Trilarians hard v5 skill7b = 0; ai_race_variant_table Trilarians hard v5 skill8 = 0; ai_race_variant_table Trilarians hard v5 skill8b = 0; ai_race_variant_table Trilarians hard v5 n_evo_skills = 2; ai_race_variant_table Trilarians hard v5 evo_skill1 = 3; ai_race_variant_table Trilarians hard v5 evo_skill1b = 2; ai_race_variant_table Trilarians hard v5 evo_skill2 = 7; ai_race_variant_table Trilarians hard v5 evo_skill2b = 3; ai_race_variant_table Trilarians impossible v1 n_skills = 3; ai_race_variant_table Trilarians impossible v1 skill1 = 14; ai_race_variant_table Trilarians impossible v1 skill1b = 1; ai_race_variant_table Trilarians impossible v1 skill2 = 16; ai_race_variant_table Trilarians impossible v1 skill2b = 1; ai_race_variant_table Trilarians impossible v1 skill3 = 15; ai_race_variant_table Trilarians impossible v1 skill3b = 1; ai_race_variant_table Trilarians impossible v1 skill4 = 0; ai_race_variant_table Trilarians impossible v1 skill4b = 0; ai_race_variant_table Trilarians impossible v1 skill5 = 0; ai_race_variant_table Trilarians impossible v1 skill5b = 0; ai_race_variant_table Trilarians impossible v1 skill6 = 0; ai_race_variant_table Trilarians impossible v1 skill6b = 0; ai_race_variant_table Trilarians impossible v1 skill7 = 0; ai_race_variant_table Trilarians impossible v1 skill7b = 0; ai_race_variant_table Trilarians impossible v1 skill8 = 0; ai_race_variant_table Trilarians impossible v1 skill8b = 0; ai_race_variant_table Trilarians impossible v1 n_evo_skills = 1; ai_race_variant_table Trilarians impossible v1 evo_skill1 = 3; ai_race_variant_table Trilarians impossible v1 evo_skill1b = 3; ai_race_variant_table Trilarians impossible v1 evo_skill2 = 0; ai_race_variant_table Trilarians impossible v1 evo_skill2b = 0; ai_race_variant_table Trilarians impossible v2 n_skills = 3; ai_race_variant_table Trilarians impossible v2 skill1 = 7; ai_race_variant_table Trilarians impossible v2 skill1b = 2; ai_race_variant_table Trilarians impossible v2 skill2 = 6; ai_race_variant_table Trilarians impossible v2 skill2b = 2; ai_race_variant_table Trilarians impossible v2 skill3 = 3; ai_race_variant_table Trilarians impossible v2 skill3b = 2; ai_race_variant_table Trilarians impossible v2 skill4 = 0; ai_race_variant_table Trilarians impossible v2 skill4b = 0; ai_race_variant_table Trilarians impossible v2 skill5 = 0; ai_race_variant_table Trilarians impossible v2 skill5b = 0; ai_race_variant_table Trilarians impossible v2 skill6 = 0; ai_race_variant_table Trilarians impossible v2 skill6b = 0; ai_race_variant_table Trilarians impossible v2 skill7 = 0; ai_race_variant_table Trilarians impossible v2 skill7b = 0; ai_race_variant_table Trilarians impossible v2 skill8 = 0; ai_race_variant_table Trilarians impossible v2 skill8b = 0; ai_race_variant_table Trilarians impossible v2 n_evo_skills = 2; ai_race_variant_table Trilarians impossible v2 evo_skill1 = 3; ai_race_variant_table Trilarians impossible v2 evo_skill1b = 3; ai_race_variant_table Trilarians impossible v2 evo_skill2 = 7; ai_race_variant_table Trilarians impossible v2 evo_skill2b = 3; ai_race_variant_table Trilarians impossible v3 n_skills = 8; ai_race_variant_table Trilarians impossible v3 skill1 = 21; ai_race_variant_table Trilarians impossible v3 skill1b = 1; ai_race_variant_table Trilarians impossible v3 skill2 = 19; ai_race_variant_table Trilarians impossible v3 skill2b = 1; ai_race_variant_table Trilarians impossible v3 skill3 = 3; ai_race_variant_table Trilarians impossible v3 skill3b = 2; ai_race_variant_table Trilarians impossible v3 skill4 = 4; ai_race_variant_table Trilarians impossible v3 skill4b = 2; ai_race_variant_table Trilarians impossible v3 skill5 = 14; ai_race_variant_table Trilarians impossible v3 skill5b = 1; ai_race_variant_table Trilarians impossible v3 skill6 = 16; ai_race_variant_table Trilarians impossible v3 skill6b = 1; ai_race_variant_table Trilarians impossible v3 skill7 = 15; ai_race_variant_table Trilarians impossible v3 skill7b = 1; ai_race_variant_table Trilarians impossible v3 skill8 = 1; ai_race_variant_table Trilarians impossible v3 skill8b = 2; ai_race_variant_table Trilarians impossible v3 n_evo_skills = 2; ai_race_variant_table Trilarians impossible v3 evo_skill1 = 3; ai_race_variant_table Trilarians impossible v3 evo_skill1b = 3; ai_race_variant_table Trilarians impossible v3 evo_skill2 = 7; ai_race_variant_table Trilarians impossible v3 evo_skill2b = 2; ai_race_variant_table Trilarians impossible v4 n_skills = 8; ai_race_variant_table Trilarians impossible v4 skill1 = 19; ai_race_variant_table Trilarians impossible v4 skill1b = 1; ai_race_variant_table Trilarians impossible v4 skill2 = 2; ai_race_variant_table Trilarians impossible v4 skill2b = 1; ai_race_variant_table Trilarians impossible v4 skill3 = 1; ai_race_variant_table Trilarians impossible v4 skill3b = 2; ai_race_variant_table Trilarians impossible v4 skill4 = 14; ai_race_variant_table Trilarians impossible v4 skill4b = 1; ai_race_variant_table Trilarians impossible v4 skill5 = 16; ai_race_variant_table Trilarians impossible v4 skill5b = 1; ai_race_variant_table Trilarians impossible v4 skill6 = 15; ai_race_variant_table Trilarians impossible v4 skill6b = 1; ai_race_variant_table Trilarians impossible v4 skill7 = 7; ai_race_variant_table Trilarians impossible v4 skill7b = 2; ai_race_variant_table Trilarians impossible v4 skill8 = 6; ai_race_variant_table Trilarians impossible v4 skill8b = 2; ai_race_variant_table Trilarians impossible v4 n_evo_skills = 2; ai_race_variant_table Trilarians impossible v4 evo_skill1 = 3; ai_race_variant_table Trilarians impossible v4 evo_skill1b = 2; ai_race_variant_table Trilarians impossible v4 evo_skill2 = 2; ai_race_variant_table Trilarians impossible v4 evo_skill2b = 0; ai_race_variant_table Trilarians impossible v5 n_skills = 7; ai_race_variant_table Trilarians impossible v5 skill1 = 6; ai_race_variant_table Trilarians impossible v5 skill1b = 2; ai_race_variant_table Trilarians impossible v5 skill2 = 7; ai_race_variant_table Trilarians impossible v5 skill2b = 2; ai_race_variant_table Trilarians impossible v5 skill3 = 17; ai_race_variant_table Trilarians impossible v5 skill3b = 1; ai_race_variant_table Trilarians impossible v5 skill4 = 2; ai_race_variant_table Trilarians impossible v5 skill4b = 2; ai_race_variant_table Trilarians impossible v5 skill5 = 14; ai_race_variant_table Trilarians impossible v5 skill5b = 1; ai_race_variant_table Trilarians impossible v5 skill6 = 21; ai_race_variant_table Trilarians impossible v5 skill6b = 1; ai_race_variant_table Trilarians impossible v5 skill7 = 19; ai_race_variant_table Trilarians impossible v5 skill7b = 1; ai_race_variant_table Trilarians impossible v5 skill8 = 0; ai_race_variant_table Trilarians impossible v5 skill8b = 0; ai_race_variant_table Trilarians impossible v5 n_evo_skills = 1; ai_race_variant_table Trilarians impossible v5 evo_skill1 = 3; ai_race_variant_table Trilarians impossible v5 evo_skill1b = 3; ai_race_variant_table Trilarians impossible v5 evo_skill2 = 0; ai_race_variant_table Trilarians impossible v5 evo_skill2b = 0;
## # Table used for determining AI's personality. Format: # race_personality <race_personality-name> <property-name> = <property-value>; # # race_personality-name may be one of: # Alkari Bulrathi Darloks Elerians Gnolams Humans Klackons Meklars Mrrshan # Psilons Sakkra Silicoids Trilarians # # property-name may be one of: # random0 random1 random2 random3 random4 random5 random6 random7 random8 # random9 # # property-value may be one of: # 0 (Xenophobic) 1 (Ruthless) 2 (Aggressive) 3 (Erratic) # 4 (Honorable) 5 (Pacifist) 6 (Dishonored) # # random9 # random8 | # random7 | | # random6 | | | # random5 | | | | # random4 | | | | | # random3 | | | | | | # random2 | | | | | | | # random1 | | | | | | | | # random0 | | | | | | | | | # ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ race_personality Alkari = 3 4 4 4 4 4 4 4 5 5; race_personality Bulrathi = 1 2 2 2 2 2 2 2 3 3; race_personality Darloks = 1 1 0 2 2 2 2 2 2 2; race_personality Elerians = 0 0 1 1 1 1 1 2 2 2; race_personality Gnolams = 1 1 2 2 3 3 3 5 5 5; race_personality Humans = 3 4 4 4 4 4 4 4 5 5; race_personality Klackons = 0 0 0 0 0 0 0 1 2 2; race_personality Meklars = 0 2 2 3 3 3 3 3 3 3; race_personality Mrrshan = 0 1 1 1 1 1 1 1 2 2; race_personality Psilons = 3 3 4 5 5 5 5 5 5 5; race_personality Sakkra = 1 2 2 2 2 2 2 2 3 3; race_personality Silicoids = 0 0 0 0 0 0 0 2 2 3; race_personality Trilarians = 3 4 4 4 4 4 5 5 5 5;
## # AI bonus for food, production and research, where value/20 is # unit bonus. Format: # ai_productivity_bonus <difficulty level> = <value>; # # where difficulty level is one of: # tutor easy average hard impossible # ai_productivity_bonus tutor = -10; ai_productivity_bonus easy = 0; ai_productivity_bonus average = 10; ai_productivity_bonus hard = 20; ai_productivity_bonus impossible = 40;
## # AI bonus for income per population unit, where value/4 is # BC bonus. Format: # ai_income_bonus <difficulty level> = <value>; # # where difficulty level is one of: # tutor easy average hard impossible # ai_income_bonus tutor = 0; ai_income_bonus easy = 0; ai_income_bonus average = 1; ai_income_bonus hard = 2; ai_income_bonus impossible = 3;
## # If 0, ai player needs fuel, a drive and colony ship tech to build colony bases (classic). # If 1, ai can build colony bases as soon as it has colony base tech. # ai_builds_colony_bases_prewarp = 0;
## # Uncolonized_Planet_Worth_To_Player takes into account if a planet has # a special, which increases ai's valuation for colonization. Format: # ai_planet_value <modifier> = <value>; # # where modifier is one of: # gold_deposits gem_deposits ancient_artifacts orion # ai_planet_value gold_deposits = 1280; ai_planet_value gem_deposits = 2560; ai_planet_value ancient_artifacts = 640; ai_planet_value orion = 1600;
## # If 1, test restore of proper treaty modifiers used. # If 0 (classic, default), maybe it was intentional. # alternate_diplomacy = 0;
# ========================== # # -- MAP GENERATION -- # # ========================== #
## # MAP_GENERATION Table to customize the galaxy size for: # map width, map height, star spacing, zoom factor, max_zoom_count (determines the # size of stars and ship icons on the main map), and zoom_count (unknown what it does, # recommend to keep same as max_zoom_count). Varying star_spacing, creates more or # less clustered star placements. # rows: # small medium large huge # # # zoom_count # max_zoom_count | # zoom_factor | | # star_spacing | | | # width height | | | | # ▼ ▼ ▼ ▼ ▼ ▼ map_generation small = 506 400 10 10 0 0; map_generation medium = 759 600 15 15 1 1; map_generation large = 1012 800 20 20 2 2; map_generation huge = 1518 1200 30 30 3 3;
## # Number of stars in a galaxy size. Minimum is 3 and maximum is 71. # Note that some values can cause Galaxy Generation to get stuck # in an endless loop. The value for a next Galaxy size must be at # least prev. galaxy size +1. Format: # stars_in_galaxy small = 20; stars_in_galaxy medium = 36; stars_in_galaxy large = 54; stars_in_galaxy huge = 71;
## # Table used for determining star class distribution per galaxy age. # young = mineral rich; old = organic rich. # star_class_chance <star_class_chance-name> <property-name> = <property-value>; # # star_class_chance-name may be one of: # blue white yellow orange red brown black_hole # # property-name may be one of: # young average old # # average # young | old # ▼ ▼ ▼ star_class_chance blue = 20 10 5; star_class_chance white = 25 15 5; star_class_chance yellow = 10 16 30; star_class_chance orange = 10 16 21; star_class_chance red = 32 37 30; star_class_chance brown = 1 2 3; star_class_chance black_hole = 2 4 6;
## # Table used for determining the number of planets in a star system. # When the star is created, a random number between 0-9 (row) is generated. # This number is used to lookup the number of satellites that need to be # generated for that star. (A satellite can be a planet, an asteroid or a # gas giant.) Example: With classic values, brown star class has 30% chance # of having a single satellite. Format: # class_to_num_satellites <class_to_num_satellites-name> <property-name> = <property-value>; # # class_to_num_satellites-name may be one of: # random0 random1 random2 random3 random4 random5 random6 random7 random8 # random9 # # property-name may be one of: # blue white yellow orange red brown # # orange # yellow | # white | | brown # blue | | | red | # ▼ ▼ ▼ ▼ ▼ ▼ class_to_num_satellites random0 = 0 0 1 2 0 0; class_to_num_satellites random1 = 1 1 2 2 1 0; class_to_num_satellites random2 = 1 1 2 2 1 0; class_to_num_satellites random3 = 2 1 2 3 1 0; class_to_num_satellites random4 = 3 2 3 3 2 0; class_to_num_satellites random5 = 3 2 3 4 2 0; class_to_num_satellites random6 = 4 3 4 4 2 0; class_to_num_satellites random7 = 4 3 4 5 3 1; class_to_num_satellites random8 = 5 4 5 5 3 1; class_to_num_satellites random9 = 5 4 5 5 4 1;
## # Table holds weighted chance for satellite in an orbit for each galaxy age. # If roll hits an already occupied orbit, it rolls again. Format: # satellite_orbit_chance <satellite_orbit_chance-name> <property-name> = <property-value>; # # satellite_orbit_chance-name may be one of: # orbit1 orbit2 orbit3 orbit4 orbit5 # # property-name may be one of: # young average old # # average # young | old # ▼ ▼ ▼ satellite_orbit_chance orbit1 = 25 20 10; satellite_orbit_chance orbit2 = 18 20 22; satellite_orbit_chance orbit3 = 17 20 30; satellite_orbit_chance orbit4 = 15 20 33; satellite_orbit_chance orbit5 = 25 20 5;
## # Table used for determining the satellite type in an orbit. # When the satellites are created, a random number between 0-9 (row) is generated. # This number is used to lookup the type of satellite in an orbit, if there is a # satellite at all. #1 = Asteroid; #2 = Gas Giant; #3 = Planet; #4 = Special # (Companion Star, not implemented in game, becomes an Asteroid instead.) Format: # orbit_to_satellite_type <orbit_to_satellite_type-name> <property-name> = <property-value>; # # orbit_to_satellite_type-name may be one of: # random0 random1 random2 random3 random4 random5 random6 random7 random8 # random9 # # property-name may be one of: # orbit1 orbit2 orbit3 orbit4 orbit5 # # orbit5 # orbit4 | # orbit3 | | # orbit2 | | | # orbit1 | | | | # ▼ ▼ ▼ ▼ ▼ orbit_to_satellite_type random0 = 1 1 1 1 1; orbit_to_satellite_type random1 = 4 1 1 1 2; orbit_to_satellite_type random2 = 3 2 1 2 2; orbit_to_satellite_type random3 = 3 3 2 2 2; orbit_to_satellite_type random4 = 3 3 2 2 2; orbit_to_satellite_type random5 = 3 3 3 3 2; orbit_to_satellite_type random6 = 3 3 3 3 3; orbit_to_satellite_type random7 = 3 3 3 3 3; orbit_to_satellite_type random8 = 3 3 3 3 3; orbit_to_satellite_type random9 = 3 3 3 3 3;
## # Chance table for a planet to get a certain size: tiny %; small % of # remainder after tiny; medium % of remainder after small; large % of # remainder after medium; huge % of remainder after large. With default # values of 1-3-7-9-10 this translates to 10-20-40-20-10%. Format: # planet_size_chance <planet size> = <value>; # # where planet size is one of: # tiny small medium large huge # # planet_size_chance tiny = 1; planet_size_chance small = 3; planet_size_chance medium = 7; planet_size_chance large = 9; planet_size_chance huge = 10;
## # Table used for determining the mineral classification of a planet. # During the generation of planets, a random number between 0-9 (row) is # generated. It is used to lookup the planets mineral class, factoring in # the star type. #0 = Ultra Poor; #1 = Poor; #2 = Abundant; #3 = Rich; # #4 = Ultra Rich. Format: # class_to_mineral <class_to_mineral-name> <property-name> = <property-value>; # # class_to_mineral-name may be one of: # random0 random1 random2 random3 random4 random5 random6 random7 random8 # random9 # # property-name may be one of: # blue white yellow orange red brown # # orange # yellow | # white | | brown # blue | | | red | # ▼ ▼ ▼ ▼ ▼ ▼ class_to_mineral random0 = 2 1 1 0 0 1; class_to_mineral random1 = 2 1 1 1 0 2; class_to_mineral random2 = 2 2 1 1 1 2; class_to_mineral random3 = 2 2 2 1 1 2; class_to_mineral random4 = 3 2 2 1 1 2; class_to_mineral random5 = 3 2 2 2 1 2; class_to_mineral random6 = 3 3 2 2 2 3; class_to_mineral random7 = 3 3 3 2 2 3; class_to_mineral random8 = 4 3 3 2 2 3; class_to_mineral random9 = 4 4 4 3 2 4;
## # Table used for determining the gravity of a planet. # Planet mineral classification (row) and size (column) determine its gravity. # Format: # planet_size_to_gravity <planet_size_to_gravity-name> <property-name> = <property-value>; # # planet_size_to_gravity-name may be one of: # ultra_poor poor abundant rich ultra_rich # # property-name may be one of: # tiny small medium large huge # # large # medium | # small | | # tiny | | | huge # ▼ ▼ ▼ ▼ ▼ planet_size_to_gravity ultra_poor = 0 0 0 1 1; planet_size_to_gravity poor = 0 0 1 1 1; planet_size_to_gravity abundant = 0 1 1 1 2; planet_size_to_gravity rich = 1 1 1 2 2; planet_size_to_gravity ultra_rich = 1 1 2 2 2;
## # Table used for determining the planet's climate group in an orbit. # The star type (row) and the orbit (column) determine from which planet group # a planet is selected. Groups are: #0 = Bombarded; #1 = Hostile; # #2 = Life Supporting; #3 = Lifeless. Format: # orbit_to_climate_group <orbit_to_climate_group-name> <property-name> = <property-value>; # # orbit_to_climate_group-name may be one of: # blue white yellow orange red brown # # property-name may be one of: # orbit1 orbit2 orbit3 orbit4 orbit5 # # orbit5 # orbit4 | # orbit3 | | # orbit2 | | | # orbit1 | | | | # ▼ ▼ ▼ ▼ ▼ orbit_to_climate_group blue = 0 0 0 0 1; orbit_to_climate_group white = 0 0 1 2 3; orbit_to_climate_group yellow = 0 1 2 2 3; orbit_to_climate_group orange = 1 2 2 2 3; orbit_to_climate_group red = 1 2 3 3 3; orbit_to_climate_group brown = 0 0 1 2 3;
## # Table with weighted chance for a planet's climate for each climate group. # For mineral rich and average galaxies. During the generation of planets, # a random number between 0-99 (row) is generated. It is used to lookup the # planets climate, factoring in its planet group. Format: # climate_chance_young_avg_gal <climate_chance_young_avg_gal-name> <property-name> = <property-value>; # # climate_chance_young_avg_gal-name may be one of: # toxic radiated barren desert tundra ocean swamp arid terran gaia # # property-name may be one of: # bombarded hostile life_supporting lifeless # # lifeless # life_supporting | # hostile | | # bombarded | | | # ▼ ▼ ▼ ▼ climate_chance_young_avg_gal toxic = 15 15 10 20; climate_chance_young_avg_gal radiated = 55 50 15 0; climate_chance_young_avg_gal barren = 25 25 10 70; climate_chance_young_avg_gal desert = 5 10 10 0; climate_chance_young_avg_gal tundra = 0 5 10 8; climate_chance_young_avg_gal ocean = 0 0 10 2; climate_chance_young_avg_gal swamp = 0 0 11 0; climate_chance_young_avg_gal arid = 0 0 11 0; climate_chance_young_avg_gal terran = 0 0 11 0; climate_chance_young_avg_gal gaia = 0 0 2 0;
## # Table with weighted chance for a planet's climate for each climate group. # For organic rich galaxies. During the generation of planets, a random # number between 0-99 (row) is generated. It is used to lookup the planets # climate, factoring in its planet group. Format: # climate_chance_old_gal <climate_chance_old_gal-name> <property-name> = <property-value>; # # climate_chance_old_gal-name may be one of: # toxic radiated barren desert tundra ocean swamp arid terran gaia # # property-name may be one of: # bombarded hostile life_supporting lifeless # # lifeless # life_supporting | # hostile | | # bombarded | | | # ▼ ▼ ▼ ▼ climate_chance_old_gal toxic = 15 5 5 20; climate_chance_old_gal radiated = 40 30 8 0; climate_chance_old_gal barren = 20 20 8 50; climate_chance_old_gal desert = 25 25 13 0; climate_chance_old_gal tundra = 0 20 13 30; climate_chance_old_gal ocean = 0 0 13 0; climate_chance_old_gal swamp = 0 0 13 0; climate_chance_old_gal arid = 0 0 13 0; climate_chance_old_gal terran = 0 0 10 0; climate_chance_old_gal gaia = 0 0 4 0;
## # Sets chance value to generate a special at star. # If random(100) > value, then generate special. # Value range is 0-100. Default is 64 (classic). # star_special_chance = 64;
## # Weighted chance for a special to be placed on a planet during mapgen. Format: # planet_special_chance <special> = <value>; # # where special is one of: # no_special wormhole space_debris pirate_cache gold_deposits gem_deposits # natives splinter_colony hero monster ancient_artifacts unused? # # Defaults to classic values: 64, 5, 3, 2, 3, 2, 9, 4, 3, 0, 5, 0. # Note that mapgen can stall if % wormholes or heroes is set too high or too # many parameters are zero. # planet_special_chance no_special = 64; planet_special_chance wormhole = 5; planet_special_chance space_debris = 3; planet_special_chance pirate_cache = 2; planet_special_chance gold_deposits = 3; planet_special_chance gem_deposits = 2; planet_special_chance natives = 9; planet_special_chance splinter_colony = 4; planet_special_chance hero = 3; planet_special_chance monster = 0; planet_special_chance ancient_artifacts = 5; planet_special_chance unused? = 0;
## # Map generation parameters. Options mimic switches present in v1.40 and # command line switches of the mapgen tool. Format: # mapgen <option> = <value>; # # option may be one of: # -ttoxic -tupoor -tlowg -theavyg -ttiny -tsmall -tflathw -tfixedhw -tgaia # -trichhw -thugehw -tgoodhw -ssplint -snatives -sarti -shero -smarooned -mgrav # -mterraform -mmonst -bshowring /monsters /planets /minstart /hugestart # /richstart /goodstart /nobh /nowh /nonebula /nosplint /noorion # # Except for /planets and /monsters all options are binary on/off switches. # Refer to the 1.50 Manual for options description. Note that v1.40 command # line switches are still supported and override config parameters. # mapgen -ttoxic = 0; mapgen -tupoor = 0; mapgen -tlowg = 0; mapgen -theavyg = 0; mapgen -ttiny = 0; mapgen -tsmall = 0; mapgen -tflathw = 0; mapgen -tfixedhw = 0; mapgen -tgaia = 0; mapgen -trichhw = 0; mapgen -thugehw = 0; mapgen -tgoodhw = 0; mapgen -ssplint = 0; mapgen -snatives = 0; mapgen -sarti = 0; mapgen -shero = 0; mapgen -smarooned = 0; mapgen -mgrav = 0; mapgen -mterraform = 0; mapgen -mmonst = 0; mapgen -bshowring = 0; mapgen /monsters = 255; mapgen /planets = 3; mapgen /minstart = 0; mapgen /hugestart = 0; mapgen /richstart = 0; mapgen /goodstart = 0; mapgen /nobh = 0; mapgen /nowh = 0; mapgen /nonebula = 0; mapgen /nosplint = 0; mapgen /noorion = 0;
# ================================================================= # # -- POPULATION, FOOD, PRODUCTION, RESEARCH, MONEY, MORALE -- # # ================================================================= #
## # Maximum population capacity for each size of gaia planet. Format: # pop_max <planet-size> = <pop>; # # where planet-size is one of: # tiny small medium large huge # # Defaults to classic values: 5, 10, 15, 20, 25. # pop_max tiny = 5; pop_max small = 10; pop_max medium = 15; pop_max large = 20; pop_max huge = 25;
## # Percentage of max pop available for certain climate. Format: # pop_climate <planet-climate> = <pop-percentage>; # # where planet-climate is one of: # toxic radiated barren desert tundra ocean swamp arid terran gaia # # Defaults to classic values. # pop_climate toxic = 25; pop_climate radiated = 25; pop_climate barren = 25; pop_climate desert = 25; pop_climate tundra = 25; pop_climate ocean = 25; pop_climate swamp = 40; pop_climate arid = 60; pop_climate terran = 80; pop_climate gaia = 100;
## # Population capacity modifier for Biospheres, default is 2 (classic). # pop_bonus_biospheres = 2;
## # Population bonus for Advanced City Planning. Default is 5 (classic). # pop_bonus_advanced_city_planning = 5;
## # Population capacity modifier for Subterranean bonus, # default is 2, 4, 6, 8, 10 as in classic game. # pop_bonus_subterranean tiny = 2; pop_bonus_subterranean small = 4; pop_bonus_subterranean medium = 6; pop_bonus_subterranean large = 8; pop_bonus_subterranean huge = 10;
## # Population capacity modifier for Tolerant bonus, default is 25% # (Bonus is an increase of habitable space of given planet by X percents). # pop_bonus_tolerant = 25;
## # Growth rate modifiers to add to a base of 100 in growth formula. # General modifier default is 0 as in classic game. Microbiotics and # Universal Antidote are 25 and 50 respectively. Population Boom # event default value is 100, doubling standard population growth. # Default Plague event value is minus 200. # rows: # general_modifier microbiotics_tech antidote_tech boom_event plague_event # # growth_rate_bonus general_modifier = 0; growth_rate_bonus microbiotics_tech = 25; growth_rate_bonus antidote_tech = 50; growth_rate_bonus boom_event = 100; growth_rate_bonus plague_event = -200;
## # If 0, microbiotics and universal antidote are not cumulative; if 1, they are. # microbiotics_and_antidote_cumulative = 0;
## # Growth bonus provided by Cloning Center. Maximum bonus is 127. Default is 100. # cloners_growth_bonus = 100;
## # The formula for basic growth is: trunc{[FACTOR*POPRACE*(POPMAX-POPAGG)/POPMAX]^0.5} # POPAGG is the Aggregated Population of the planet (natives, droids, POPRACE and annexed pop). # POPRACE is the population of the considered race and POPMAX is the maximum pop of the planet. # The default value of FACTOR is 2000. # growth_formula_factor = 2000;
## # The formula for housing is (FACTOR*PROD/POPAGG)/100, where POPAGG is the Aggregated Population # of the planet (natives, droids, POPRACE and annexed pop). The default value of FACTOR is 40. # housing_formula_factor = 40;
## # If 1, popagg (or n_pops) removed from housing formula. # If 0 (default, classic), it's classic formula. # housing_no_popagg = 0;
## # If 0, (default, classic), you cannot send natives away from the colony. # If 1, you can send natives to another colony. # send_native = 0;
## # If 0, (default, classic), you cannot send the last unit of population from a colony. # If 1, you can send the last unit. # send_last_pop = 0;
## # If 1, the last pop on human player's colonies can die from starvation. # If 0 (default), a colony's population cannot fully starve to extinction. # planet_extinction = 0;
## # If 1, a zero colony (zero buildings and zero colonists) is always # lost on the next turn, even if freighted pop is inbound. # If 0 (default, classic), a zero colony that has colonist(s) inbound, # stays intact (even if these are enemy's colonists). Note that unlike # in classic, such colony can be destroyed by orbital bombardment. # zero_colony_lost = 0;
## # Amount of population units simultaneously freighted. Default is 25 (classic). # max_pop_freighted = 25;
## # Base food per farmer per planet climate. # rows: # toxic radiated barren desert tundra ocean swamp arid terran gaia # # food_farmer_base toxic = 0; food_farmer_base radiated = 0; food_farmer_base barren = 0; food_farmer_base desert = 2; food_farmer_base tundra = 2; food_farmer_base ocean = 4; food_farmer_base swamp = 4; food_farmer_base arid = 2; food_farmer_base terran = 4; food_farmer_base gaia = 6;
## # Food production modifiers for colony. # In-game value is a half of config value # (default = 2 means +1 food in game). # food_farmer_bonus <modifier> = <value>; # where value is a production bonus. # where modifier is one of: # soil_enrichment biomorphic_fungi weather_controller astro_university native # android_farmer # food_farmer_bonus soil_enrichment = 2; food_farmer_bonus biomorphic_fungi = 2; food_farmer_bonus weather_controller = 4; food_farmer_bonus astro_university = 2; food_farmer_bonus native = 4; food_farmer_bonus android_farmer = 6;
## # Colony fixed food bonuses. # rows: # hydroponic_farms subterranean_farms # # food_colony_bonus hydroponic_farms = 2; food_colony_bonus subterranean_farms = 4;
## # If 1, aquatic races treat tundra climates as swamps. # If 0 (default, classic), tundra's are treated as terrans. # aquatic_treats_tundra_as_swamp = 0;
## # If 0, (classic, default), biomorphic fungi not in tech tree for Lithovores. # If 1, biomorphic fungi is placed in the tech tree for Lithovores. # lithovore_has_fungi_in_tech_tree = 0;
## # Placing the selected building on a colony with a Toxic climate causes it to become Barren. # If 0, Toxic remains toxic (default, classic). # terraform_toxic_building = no_building;
## # Sets the minimum climate where a weather controller can be built, provided farming # is possible on that world. With default 'toxic' (classic), it can be built on all # food worlds and on all dead worlds once biomorphic fungi are known. An exception # is the setting 'radiated' that allows weather controller to be built on all climates # EXCEPT radiated ones. Climate is one of: # toxic radiated barren desert tundra ocean swamp arid terran gaia # # weather_control_climate = toxic;
## # Defines which panets benefit from biomorphic fungi: # classic - bonus applies on toxic, radiated and barren worlds (default) # reversed - bonus applies on farmable planets # united - bonus applies on all planets # fungi_climate = classic;
## # Amount (0-127) of production points (PP) needed to replicate 1 food. # Default is 2 PP per 1 food (classic). # (BC cost per food is handled in separate parameter.) # replicator_food_pp = 2;
## # Amount (0-127) of BC needed to replicate 1 food. # Default is 1 BC per 1 food (classic). # (PP cost per food is handled in separate parameter.) # replicator_food_bc = 1;
## # Production per worker per planet mineral classification. # rows: # ultra_poor poor abundant rich ultra_rich # # Defaults are 1, 2, 3, 5, 8 (classic values). # # production_worker_base ultra_poor = 1; production_worker_base poor = 2; production_worker_base abundant = 3; production_worker_base rich = 5; production_worker_base ultra_rich = 8;
## # Industry production modifiers for colony. # production_worker_bonus <modifier> = <value>; # where value is a production bonus. # where modifier is one of: # automated_factory robo_miner_plant deep_core_mine recyclotron # astro_university android_worker microlite_construction # production_worker_bonus automated_factory = 1; production_worker_bonus robo_miner_plant = 2; production_worker_bonus deep_core_mine = 3; production_worker_bonus recyclotron = 1; production_worker_bonus astro_university = 1; production_worker_bonus android_worker = 3; production_worker_bonus microlite_construction = 1;
## # Colony fixed production bonuses for Auto Factory, # Robo's, Deep Core Mines and Robotic Factory. # rows: # automated_factory robo_miners deep_core_mines robotic_factory_up # robotic_factory_p robotic_factory_ab robotic_factory_r robotic_factory_ur # # production_colony_bonus automated_factory = 5; production_colony_bonus robo_miners = 10; production_colony_bonus deep_core_mines = 15; production_colony_bonus robotic_factory_up = 5; production_colony_bonus robotic_factory_p = 8; production_colony_bonus robotic_factory_ab = 10; production_colony_bonus robotic_factory_r = 15; production_colony_bonus robotic_factory_ur = 20;
## # Pollution percent remaining after applying pollution processor. Default is 50 (classic). # pollution_processor_ratio = 50;
## # Pollution percent remaining after applying atmospheric renewer. Default is 25 (classic). # atmospheric_renewer_ratio = 25;
## # Production from workers and Robotic Factory output (but not from the static bonusses # of automated factory, robo mining plant and deep core mines) generates pollution. # Every planet is inherently tolerant to pollution from a certain level of production # and the amount of this 'pollution exempt production' depends on the planet size # (2,4,6,8,10 for tiny-huge) and Nano Disassemblers technology doubles these values. # Half of the production exceeding this amount (rounded up) goes to cleaning up # pollution. The remainder is usable production. # Note that the effects of Pollution Processor and Atmosphere Renewer are applied first # and pollution exempt production is subtracted from the remaining worker production. # rows: # tiny small medium large huge # # planet_no_pollution_prod tiny = 2; planet_no_pollution_prod small = 4; planet_no_pollution_prod medium = 6; planet_no_pollution_prod large = 8; planet_no_pollution_prod huge = 10;
## # Nano disassemblers multiplier increases a planets tolerance to pollution. # Ref. parameter planet_no_pollution_prod for more info on mechanics. # Default is 2, doubling the standard tolerance value (classic). # nano_disassemblers_coeff = 2;
## # Research production modifiers for colony. # research_scientist_bonus <modifier> = <value>; # where value is a production bonus. # where modifier is one of: # base_scientist artifacts_planet orion_planet research_lab supercomputer # galactic_cybernet astro_university android_scientist heightened_intelligence # research_scientist_bonus base_scientist = 3; research_scientist_bonus artifacts_planet = 2; research_scientist_bonus orion_planet = 5; research_scientist_bonus research_lab = 1; research_scientist_bonus supercomputer = 2; research_scientist_bonus galactic_cybernet = 3; research_scientist_bonus astro_university = 1; research_scientist_bonus android_scientist = 3; research_scientist_bonus heightened_intelligence = 1;
## # Colony fixed research bonuses. # rows: # research_lab supercomputer galactic_cybernet autolab # # research_colony_bonus research_lab = 5; research_colony_bonus supercomputer = 10; research_colony_bonus galactic_cybernet = 15; research_colony_bonus autolab = 30;
## # System bc bonus (lumpsum) for finding space debris and pirate cache. # Max value is 127. Update maintext.lbx accordingly. # rows: # space_debris pirate_cache # # bc_system_discovery space_debris = 50; bc_system_discovery pirate_cache = 100;
## # Planet bc bonus per unit of population for gold and gem deposits. # rows: # gold_deposits gem_deposits # # bc_planet_bonus gold_deposits = 5; bc_planet_bonus gem_deposits = 10;
## # Money production modifiers for colony. # bc_bonus <modifier> = <value>; # # where value is percent bonus and modifier is one of: # spaceport planetary_stock_exchange galactic_currency_exchange # # bc_bonus spaceport = 50; bc_bonus planetary_stock_exchange = 100; bc_bonus galactic_currency_exchange = 50;
## # Trade goods production to money conversion ratio (percentage). # Defaults to 50 for normal case and to 100 for fantastic traders. # trade_goods_ratio normal = 50; trade_goods_ratio fantastic_traders = 100;
## # Maintenance penalty percent per planet climate. # rows: # toxic radiated barren desert tundra ocean swamp arid terran gaia # # planet_maintenance toxic = 50; planet_maintenance radiated = 25; planet_maintenance barren = 0; planet_maintenance desert = 25; planet_maintenance tundra = 0; planet_maintenance ocean = 0; planet_maintenance swamp = 0; planet_maintenance arid = 0; planet_maintenance terran = 0; planet_maintenance gaia = 0;
## # Morale modifier value of 4 is multiplied x5, for a bonus of +20. # rows: # holo_simulator pleasure_dome psionics virtual_reality_network # # morale_bonus holo_simulator = 4; morale_bonus pleasure_dome = 6; morale_bonus psionics = 2; morale_bonus virtual_reality_network = 4;
## # You can extend morale to apply to farmers also, or have morale apply to all droids. Format: # android_morale = <selection name>; # # where selection name is one of: # workers_only farmers_only scientists_only farmers_and_workers # workers_and_scientists farmers_and_scientists all_droids none # # Default is 'workers_only' which is how original game behaves. # android_morale = workers_only;
## # Government economy bonuses (mixed) table. # Feud & Confed: Ship Cost discount (ratio), Research penalty, # Demo & Fed: Research and Money bonus, # Uni & Gal. Uni: Food and Prod bonus. Format: # govt_bonus <modifier> = <value>; # # where value*5 is percent bonus. # where modifier is one of: # feudal_reduction confederation_reduction feudal_science confederation_science # democracy_science federation_science democracy_money federation_money # unification_food gal_unification_food unification_production # gal_unification_production # govt_bonus feudal_reduction = 1/3; govt_bonus confederation_reduction = 2/3; govt_bonus feudal_science = -10; govt_bonus confederation_science = -5; govt_bonus democracy_science = 10; govt_bonus federation_science = 15; govt_bonus democracy_money = 10; govt_bonus federation_money = 15; govt_bonus unification_food = 10; govt_bonus gal_unification_food = 20; govt_bonus unification_production = 10; govt_bonus gal_unification_production = 20;
## # If 1, feudal and confederation ship cost reductions apply to freighters. # If 0 (default, classic), freighter cost is not affected. # feudal_affects_freighters = 0;
## # Government morale penalty table, where value*5 is percent # penalty. Note that unified govts have no morale, no matter # what is set here. Format: # govt_morale_penalty <government> = <value>; # # where government is one of: # feudal confederation dictatorship imperium democracy federation unification # gal_unification # govt_morale_penalty feudal = -4; govt_morale_penalty confederation = -4; govt_morale_penalty dictatorship = -4; govt_morale_penalty imperium = 0; govt_morale_penalty democracy = 0; govt_morale_penalty federation = 0; govt_morale_penalty unification = 0; govt_morale_penalty gal_unification = 0;
## # Barracks morale bonus per government table, where value*5 # is percent bonus. Note that unified govts have no morale, # no matter what is set here. Format: # barracks_morale_bonus <government> = <value>; # # where government is one of: # feudal confederation dictatorship imperium democracy federation unification # gal_unification # barracks_morale_bonus feudal = 4; barracks_morale_bonus confederation = 4; barracks_morale_bonus dictatorship = 4; barracks_morale_bonus imperium = 4; barracks_morale_bonus democracy = 0; barracks_morale_bonus federation = 0; barracks_morale_bonus unification = 0; barracks_morale_bonus gal_unification = 0;
## # Morale penalty per government type for not having a Capitol. # Value*5 is percent penalty. Format: # no_capitol_morale_penalty <government type> = <value>; # # where government type is one of: # feud_confed dict_imp demo_fed # no_capitol_morale_penalty feud_confed = -10; no_capitol_morale_penalty dict_imp = -7; no_capitol_morale_penalty demo_fed = -4;
## # If 1, psionics morale bonus applies to democratic and federation governments. # If 0 (default, classic), it does not apply. # democracy_gets_psionics_morale = 0;
## # If 1, mixed races penalty does not apply for federation government. # If 0 (default), it does apply as in classic. # federation_no_mixed_races_penalty = 0;
## # Assimilation points per government table, where 240/value # is rate in turns at which 1 conquered pop is assimilated. # Format: # govt_assimilation_points <government> = <value>; # # where government is one of: # feudal confederation dictatorship imperium democracy federation unification # gal_unification # govt_assimilation_points feudal = 30; govt_assimilation_points confederation = 60; govt_assimilation_points dictatorship = 30; govt_assimilation_points imperium = 60; govt_assimilation_points democracy = 60; govt_assimilation_points federation = 120; govt_assimilation_points unification = 12; govt_assimilation_points gal_unification = 16;
# ======================= # # -- SPY BONUSES -- # # ======================= #
## # Government spying bonuses table. Format: # spy_govt_bonus <government> = <value>; # # where government is one of: # feudal confederation dictatorship imperium democracy federation unification # gal_unification # spy_govt_bonus feudal = 0; spy_govt_bonus confederation = 0; spy_govt_bonus dictatorship = 10; spy_govt_bonus imperium = 15; spy_govt_bonus democracy = -10; spy_govt_bonus federation = -10; spy_govt_bonus unification = 15; spy_govt_bonus gal_unification = 15;
## # Spy bonus for Telepathic ability. Default is 10 (classic). # spy_telepathic_bonus = 10;
## # Technology spying bonuses table. Format: # spy_tech_bonus <modifier> = <value>; # # where modifier is one of: # neural_scanner xeno_psychology telepathic_training cyber_security_link # stealth_suit psionics # spy_tech_bonus neural_scanner = 10; spy_tech_bonus xeno_psychology = 0; spy_tech_bonus telepathic_training = 5; spy_tech_bonus cyber_security_link = 10; spy_tech_bonus stealth_suit = 10; spy_tech_bonus psionics = 10;
## # Default, classic spy formula: first 5 spies add +2 each, spies 6-10 add +1 each. # Subsequently each pair of spies add +1. With the maximum of 63 spies, bonus is +41. # The number of spies that get +2 and +1 bonus can be changed. Note that value for # plus_one must always be higher than value for plus_two. # rows: # plus_two plus_one # # n_spies_bonus plus_two = 5; n_spies_bonus plus_one = 10;
## # Attacker and defender each get a random bonus of 1 - value. Format: # spy_random_bonus <modifier> = <value>; # # where modifier is one of: # attacker defender # spy_random_bonus attacker = 100; spy_random_bonus defender = 100;
## # If attacker's random roll hits set value, then attacker gets a steal/sabotage # regardless of attacker and defender other spy bonuses. Format: # spy_roll_random_success <modifier> = <value>; # # where modifier is one of: # steal sabotage # spy_roll_random_success steal = 100; spy_roll_random_success sabotage = 100;
## # Success if outcome of spyroll is higher than threshold value. # spy_roll_success_threshold <modifier> = <value>; # # where modifier is one of: # steal steal_and_frame sabotage sabotage_and_frame # spy_roll_success_threshold steal = 80; spy_roll_success_threshold steal_and_frame = 90; spy_roll_success_threshold sabotage = 70; spy_roll_success_threshold sabotage_and_frame = 90;
## # Specify what spies can steal: # except_current_field -- anything but techs from field currently being researched (default, classic) # except_current_tech -- anything but tech currently being researched # anything -- anything # steal_mode = except_current_field;
## # If 0, (classic, default), spies can only frame opponents in contact who do not have the stolen technology. # If 1, spies can frame any opponent in contact regardless if they have the tech or not. # spies_can_frame_anyone = 0;
# ============================= # # -- BUILDINGS & UNITS -- # # ============================= #
## # Buildings table. Format: # building <building-name> <property-name> = <property-value>; # # building-name may be one of: # alien_control_center armor_barracks artemis_system_net astro_university # atmosphere_renewer autolab automated_factory battlestation capitol # cloning_center colony_base deep_core_mine core_waste_dump dimensional_portal # biospheres food_replicators gaia_transformation currency_exchange # galactic_cybernet holo_simulator hydroponic_farm marine_barracks # barrier_shield flux_shield gravity_generator missile_base ground_batteries # radiation_shield stock_exchange supercomputer pleasure_dome # pollution_processor recyclotron robotic_factory research_lab robo_miner_plant # soil_enrichment space_academy spaceport star_base star_fortress # stellar_converter subterranean_farms terraforming warp_interdictor # weather_controller fighter_garrison artificial_planet # # property-name may be one of: # id tech_id cost maintenance group # # group # tech_id maintenance | # id | cost | | # ▼ ▼ ▼ ▼ ▼ building alien_control_center = 1 5 60 1 4; building armor_barracks = 2 14 150 2 0; building artemis_system_net = 3 15 1000 5 7; building astro_university = 4 18 200 4 1; building atmosphere_renewer = 5 19 150 3 2; building autolab = 6 21 200 3 1; building automated_factory = 7 22 60 1 3; building battlestation = 8 27 1000 3 7; building capitol = 9 32 200 0 1; building cloning_center = 10 39 100 2 0; building colony_base = 11 40 200 0 0; building deep_core_mine = 12 49 250 3 0; building core_waste_dump = 13 50 200 8 0; building dimensional_portal = 14 52 500 2 7; building biospheres = 15 61 60 1 3; building food_replicators = 16 68 200 10 1; building gaia_transformation = 17 74 500 0 1; building currency_exchange = 18 75 250 3 5; building galactic_cybernet = 19 76 250 3 5; building holo_simulator = 20 86 120 1 3; building hydroponic_farm = 21 87 60 2 0; building marine_barracks = 22 103 60 1 0; building barrier_shield = 23 129 500 5 2; building flux_shield = 24 130 200 3 1; building gravity_generator = 25 131 120 2 1; building missile_base = 26 132 120 2 2; building ground_batteries = 27 133 200 2 2; building radiation_shield = 28 134 80 1 0; building stock_exchange = 29 135 150 2 1; building supercomputer = 30 136 150 2 2; building pleasure_dome = 31 141 250 3 0; building pollution_processor = 32 142 80 1 0; building recyclotron = 33 152 200 3 1; building robotic_factory = 34 154 200 3 1; building research_lab = 35 155 60 1 0; building robo_miner_plant = 36 156 150 2 3; building soil_enrichment = 37 162 120 0 0; building space_academy = 38 163 100 2 1; building spaceport = 39 164 80 1 0; building star_base = 40 168 400 2 7; building star_fortress = 41 169 2500 4 7; building stellar_converter = 42 174 1000 6 0; building subterranean_farms = 43 178 150 4 0; building terraforming = 44 183 250 0 0; building warp_interdictor = 45 197 300 3 0; building weather_controller = 46 198 200 3 0; building fighter_garrison = 47 67 150 2 0; building artificial_planet = 48 16 800 0 0;
## # Cost of landing ships. Format: # lander_ship_cost <ship> = <value>; # # where ship is one of: # colony_ship outpost_ship transport_ship # # Defaults to 500, 100, 100 as in classic game. # lander_ship_cost colony_ship = 500; lander_ship_cost outpost_ship = 100; lander_ship_cost transport_ship = 100;
## # Assorted costs, maximum value is 32767, items: # freighters android_farmer android_worker android_scientist spy # terraforming_step # misc_costs freighters = 50; misc_costs android_farmer = 50; misc_costs android_worker = 50; misc_costs android_scientist = 50; misc_costs spy = 100; misc_costs terraforming_step = 250;
# ======================================================= # # -- COMMAND, COMMUNICATIONS, SCANNERS & STEALTH -- # # ======================================================= #
## # Command points values. # Format: command_points <modifier> = <value>; # # where modifier is one of: # starting star_base battlestation star_fortress tachyon_communications # sub_space_communications hyperspace_communications warlord_planet # # Defaults to classic game values. # command_points starting = 5; command_points star_base = 1; command_points battlestation = 2; command_points star_fortress = 3; command_points tachyon_communications = 1; command_points sub_space_communications = 2; command_points hyperspace_communications = 3; command_points warlord_planet = 2;
## # Command points usage per ship class. # Format: ship_command_points_usage <size-class> = <bonus>; # # size-class is one of: # frigate destroyer cruiser battleship titan doomstar # # Defaults are 1 2 3 4 5 6 as in classic game (Lander ships are of frigate class). # ship_command_points_usage frigate = 1; ship_command_points_usage destroyer = 2; ship_command_points_usage cruiser = 3; ship_command_points_usage battleship = 4; ship_command_points_usage titan = 5; ship_command_points_usage doomstar = 6;
## # Size class of lander ships. Default is 0 (frigate, classic). # landers_size_class = frigate;
## # Ship communication range from a satellite, allowing a fleet to receive orders. # rows: # tachyon_communications sub_space_communications # # ship_communication_range tachyon_communications = 3; ship_communication_range sub_space_communications = 6;
## # Overmap scan bonuses for scanners and satellites. Note that # Battle Scanner and Scout Lab only works on ships, not on bases. # Format: # scan_bonus <modifier> = <value>; # # where modifier is one of: # battle_scanner scout_lab star_base battlestation star_fortress no_scanner # space_scanner tachyon_scanner neutron_scanner sensors # # Defaults to classic game values. # scan_bonus battle_scanner = 2; scan_bonus scout_lab = 0; scan_bonus star_base = 2; scan_bonus battlestation = 4; scan_bonus star_fortress = 6; scan_bonus no_scanner = 2; scan_bonus space_scanner = 2; scan_bonus tachyon_scanner = 4; scan_bonus neutron_scanner = 6; scan_bonus sensors = 9;
## # Overmap stealth range bonus. Format: # stealth_bonus <modifier> = <value>; # # where modifier is one of: # stealthy_ships stealth_field cloaking_device phasing_cloak # # Defaults to 500 for every bonus (classic). # stealth_bonus stealthy_ships = 500; stealth_bonus stealth_field = 500; stealth_bonus cloaking_device = 500; stealth_bonus phasing_cloak = 500;
## # Defines to which stealth type the (detection) size penalty does not apply: # none - size penalty applies to stealthy races and stealth techs. # race - no size penalty for stealthy races. # race_tech - no size penalty for stealthy races and stealth tech (v1.40 default). # stealth_no_size_penalty = race_tech;
## # If 0, stealthy AI races will never use stealth field tech; if 1, they can (for mods). # stealthy_race_uses_stealth_field = 0;
## # Equip landing ships with best stealth device. Format: # lander_ship_uses_stealth <ship> = <value>; # # where ship is one of: # colony_ship outpost_ship transport_ship # # Defaults to 0 for every ship as in classic game. # lander_ship_uses_stealth colony_ship = 0; lander_ship_uses_stealth outpost_ship = 0; lander_ship_uses_stealth transport_ship = 0;
# ======================== # # -- COMBAT RULES -- # # ======================== #
## # Maximum duration of combat. Default is 50 turns. Maximum is 127 turns. # max_combat_turns = 50;
## # If 2, turn order is based on current ship initiative, not on initiative at # turn beginning as in classic. Wait can only be used once per ship per turn. # Post-wait ships move in reverse order, from lowest initiative to highest. # Previously known as strict_combat_sequencing. # If 1, classic ship initiative is enabled. # If 0, ship initiative is off. # if -1 (default), in-game ship initiative setting applies (game settings). # Note that 0,1,2 force-enable the option regardless of the Ship Initiative # setting in the in-game Game/Settings menu. # ship_initiative = -1;
## # Movement points lost each time ship waits, default is 0 (classic). # wait_movement_cost = 0;
## # If 1, Interactive Combat Stats (ICS) is enabled. ICS causes ship stats # to update *within* the turn, as soon as any event affecting them occurs. # Note that with ICS enabled, each ship's initiative rating can also # change during the turn, affecting ship ordering instantly. # Refer to the 1.50 Manual for more information about ICS. # If 0, new mechanic is not used (default). # interactive_combat_stats = 0;
## # Parameter for games with ship initiative ON. If ship initiative is OFF, Defensive fire is always on # (as in classic) regardless of the setting in this parameter. # If 1, standard mount beams can fire automatically as a defense measure against approaching ships. # If 0, defensive fire is turned off (default). # defensive_fire = 0;
## # Maximum range at which Defensive Fire is active. Default is 8 (24 squares). # defensive_fire_max_range = 8;
## # If 1, alternate DF option is enabled, using static values instead of DFR. # If 0 (default), classic DFR formula is used. # alternate_defensive_fire = 0;
## # Probability of DF trigger for alternate_DF option for a given range. # Note: amount of rolls is per square, not per range, so actual chance # to not trigger a shot for a ship trying to pass through a range set # to 90% chance is approximately 1/1000, not 1/10. # alternate_defensive_fire_range r1 = 100; alternate_defensive_fire_range r2 = 95; alternate_defensive_fire_range r3 = 90; alternate_defensive_fire_range r4 = 80; alternate_defensive_fire_range r5 = 70; alternate_defensive_fire_range r6 = 50; alternate_defensive_fire_range r7 = 30; alternate_defensive_fire_range r8 = 10;
## # If 1, on AUTO, combat ships that have no weapons or are out of ammo do not retreat from combat. # If 0, they do retreat (default, classic). # combat_ships_without_ammo_stay = 0;
## # If 1, on AUTO a human player fleet can retreat according same rules of AI. # If 0, human player fleet never retreats on AUTO combat (classic, default). # human_player_fleet_auto_retreat = 0;
## # If 0, (default, classic), bombardment cannot destroy the Capitol. It is an indestructible building. # If 1, bombardment can destroy the Capitol. It is treated as a regular building. # capitol_can_be_bombed = 0;
# ====================================== # # -- PLANETARY DEFENSES & SHIPS -- # # ====================================== #
## # Miscellaneous ground defenses properties. Defaults are classic except battery space, # where Hv increased from 225 to 338 and PD from 75 to 112, compensating for arc cost # change from 0 to +50% in version 1.50. Fighter Garrison slots maximum setting is 3, # setting a higher value causes bugs. Garrison's default ammo is 1 with 10 turns # replacement time (classic). Format: # ground_defense <property> = <value>; # # where property is one of: # missile_base_space missile_base_ammo garrison_slots garrison_interceptors # garrison_bombers garrison_heavy_fighters garrison_ammo # garrison_turns_to_replace battery_hv_space battery_pd_space stellar_amount # ground_defense missile_base_space = 300; ground_defense missile_base_ammo = 125; ground_defense garrison_slots = 2; ground_defense garrison_interceptors = 5; ground_defense garrison_bombers = 3; ground_defense garrison_heavy_fighters = 2; ground_defense garrison_ammo = 1; ground_defense garrison_turns_to_replace = 10; ground_defense battery_hv_space = 338; ground_defense battery_pd_space = 112; ground_defense stellar_amount = 1;
## # Structure of each ground defense building is multiplied by value/100, where # value can be max 10000. Default is 100, for 100 structure points at titanium # armor level. # ground_defense_armor_multiplier = 100;
## # Hit points per armor type of a civilian structure or # a population unit during bombardment. # # armor types are: # no_armor titanium tritanium zortrium neutronium adamantium xentronium # # Default is 100 hp regardless of armor (classic). # # civilian_armor no_armor = 100; civilian_armor titanium = 100; civilian_armor tritanium = 100; civilian_armor zortrium = 100; civilian_armor neutronium = 100; civilian_armor adamantium = 100; civilian_armor xentronium = 100;
## # Planetary shields table. # rows: # planetary_radiation_shield planetary_flux_shield planetary_barrier_shield # # columns: # col1 col2 col3 # # # col1 col2 col3 # ▼ ▼ ▼ planetary_shield planetary_radiation_shield = 134 0 5; planetary_shield planetary_flux_shield = 130 0 10; planetary_shield planetary_barrier_shield = 129 0 20;
## # If 0, (classic, default), only Barrier Shield blocks bioweapons. # If 1, all planetary shields block bioweapons. # all_planet_shields_block_bioweapons = 0;
## # If 1, planetary defensive buildings are equipped with damper field instead of regular shields, # if player possess that technology. Planetary shield is applied prior damper's reduction. # damper field doesn't reduce the damage when there are no defensive buildings left (similar # to regular shields), so civilian structures and colonists are not protected by it. # If 0 (default), no damper field will be used on a planets (classic). # planet_damper = 0;
## # If 1, planet will get achilles targeting unit if the tech is known. # If 0 (default, classic), atu is not used on planet. # planet_achilles = 0;
## # If 1, planet will get structural analyzer if the tech is known. # If 0 (default, classic), analyzer is not used on planet. # planet_analyzer = 0;
## # If 1, planet will get high energy focus if the tech is known. # If 0 (default, classic), hef is not used on planet. # planet_hef = 0;
## # If 1, planet will get rangemaster unit if the tech is known. # If 0 (default, classic), rmu is not used on planet. # planet_rangemaster = 0;
# _________tactical_______ _________strategic_________ # COST SPACE MAR ARM STR CMP DRV SH b m s b bd hp
## # Hull properties table (the above header is for extract.cfg). Format: # hull <hull-name> <property-name> = <property-value>; # # hull-name may be one of: # frigate destroyer cruiser battleship titan doomstar star_base battlestation # star_fortress # # property-name may be one of: # cost size marines armor_hp structure_hp computer_hp drive_hp shield_hp # strat_beam strat_missile strat_special strat_bomb strat_def_bonus strat_hits # hull frigate cost = 20; hull frigate size = 25; hull frigate marines = 5; hull frigate armor_hp = 4; hull frigate structure_hp = 4; hull frigate computer_hp = 1; hull frigate drive_hp = 2; hull frigate shield_hp = 1; hull frigate strat_beam = 1; hull frigate strat_missile = 0; hull frigate strat_special = 0; hull frigate strat_bomb = 0; hull frigate strat_def_bonus = 50; hull frigate strat_hits = 4; hull destroyer cost = 70; hull destroyer size = 60; hull destroyer marines = 8; hull destroyer armor_hp = 10; hull destroyer structure_hp = 10; hull destroyer computer_hp = 2; hull destroyer drive_hp = 5; hull destroyer shield_hp = 2; hull destroyer strat_beam = 2; hull destroyer strat_missile = 0; hull destroyer strat_special = 0; hull destroyer strat_bomb = 0; hull destroyer strat_def_bonus = 40; hull destroyer strat_hits = 15; hull cruiser cost = 250; hull cruiser size = 120; hull cruiser marines = 12; hull cruiser armor_hp = 30; hull cruiser structure_hp = 30; hull cruiser computer_hp = 5; hull cruiser drive_hp = 10; hull cruiser shield_hp = 6; hull cruiser strat_beam = 2; hull cruiser strat_missile = 1; hull cruiser strat_special = 0; hull cruiser strat_bomb = 2; hull cruiser strat_def_bonus = 30; hull cruiser strat_hits = 25; hull battleship cost = 600; hull battleship size = 250; hull battleship marines = 20; hull battleship armor_hp = 50; hull battleship structure_hp = 50; hull battleship computer_hp = 7; hull battleship drive_hp = 15; hull battleship shield_hp = 7; hull battleship strat_beam = 4; hull battleship strat_missile = 2; hull battleship strat_special = 1; hull battleship strat_bomb = 5; hull battleship strat_def_bonus = 25; hull battleship strat_hits = 40; hull titan cost = 1500; hull titan size = 500; hull titan marines = 30; hull titan armor_hp = 80; hull titan structure_hp = 80; hull titan computer_hp = 10; hull titan drive_hp = 20; hull titan shield_hp = 10; hull titan strat_beam = 6; hull titan strat_missile = 4; hull titan strat_special = 3; hull titan strat_bomb = 10; hull titan strat_def_bonus = 20; hull titan strat_hits = 80; hull doomstar cost = 4000; hull doomstar size = 1200; hull doomstar marines = 50; hull doomstar armor_hp = 150; hull doomstar structure_hp = 150; hull doomstar computer_hp = 20; hull doomstar drive_hp = 40; hull doomstar shield_hp = 20; hull doomstar strat_beam = 10; hull doomstar strat_missile = 10; hull doomstar strat_special = 5; hull doomstar strat_bomb = 25; hull doomstar strat_def_bonus = 15; hull doomstar strat_hits = 300; hull star_base cost = 400; hull star_base size = 400; hull star_base marines = 20; hull star_base armor_hp = 60; hull star_base structure_hp = 60; hull star_base computer_hp = 10; hull star_base drive_hp = 0; hull star_base shield_hp = 15; hull star_base strat_beam = 3; hull star_base strat_missile = 3; hull star_base strat_special = 0; hull star_base strat_bomb = 0; hull star_base strat_def_bonus = -10; hull star_base strat_hits = 100; hull battlestation cost = 1000; hull battlestation size = 800; hull battlestation marines = 40; hull battlestation armor_hp = 90; hull battlestation structure_hp = 90; hull battlestation computer_hp = 15; hull battlestation drive_hp = 0; hull battlestation shield_hp = 20; hull battlestation strat_beam = 6; hull battlestation strat_missile = 6; hull battlestation strat_special = 0; hull battlestation strat_bomb = 0; hull battlestation strat_def_bonus = -10; hull battlestation strat_hits = 200; hull star_fortress cost = 2500; hull star_fortress size = 1600; hull star_fortress marines = 80; hull star_fortress armor_hp = 120; hull star_fortress structure_hp = 120; hull star_fortress computer_hp = 20; hull star_fortress drive_hp = 0; hull star_fortress shield_hp = 30; hull star_fortress strat_beam = 10; hull star_fortress strat_missile = 10; hull star_fortress strat_special = 0; hull star_fortress strat_bomb = 0; hull star_fortress strat_def_bonus = -10; hull star_fortress strat_hits = 500;
## # If 0, racial defense bonus is not applied to satellites and planetary bases (default, classic). # satellite_racial_defense_bonus = 0;
## # If 1, Warlord has satellite and planet crew level increased by 1. # If 0 (classic, default), satellites and planets crew level is unaffected. # satellite_warlord_bonus = 0;
## # If 1, a star base, battlestation or star fortress (satellite) that has been # captured in battle remains as a colony building if that colony is captured # right after the battle. # If 0 (default), the satellite will be destroyed like in classic. # satellite_capture = 0;
## # If 1, star base size class is 3 (battleship size class), battlestation is 4, # star fortress and antaran fortress are size class 5. This affects satellite # specials size, as well as damage inflicted by Pulsars and Gyro's. Also star # base will use 3x3 space on the battle map instead of 2x2. # If 0 (default, classic), star base size class is 2 (cruiser size class). # satellite_size_class_plus_one = 0;
## # Orbital and ground installations range bonus in 3-square range units. Default is 0 (classic). # defensive_range_bonus = 0;
## # If 1, satellites and missile base can be armed with torpedoes. # Default is 0 (classic). # satellite_uses_torpedoes = 0;
## # Satellite ammo basis for calculating amount of missiles in allocated missile space. # Default is 20 (classic). # satellite_ammo_basis = 20;
## # Missile Base ammo basis for calculating amount of missiles in allocated missile space. # Default is 5 (classic). # missile_base_ammo_basis = 5;
## # Satellite space allocation values for the 3 beam weapon mounts and missiles. # Format: satellite_space_allocation <modifier> = <value>; # # where modifier is one of: # heavy normal pd missile_torp # # Defaults to classic game values. # satellite_space_allocation heavy = 26; satellite_space_allocation normal = 13; satellite_space_allocation pd = 12; satellite_space_allocation missile_torp = 49;
# special slot 0 is heavy armor and cannot be changed with config.
## # Star Base specials priority list. # A combat satellite has a maximum of 8 special systems. Slot 0 is reserved for # Heavy Armor which is always fitted if known. Other specials are fitted in order # of ranking in this list. So if all techs are known, Heavy Armor + specials 1-4, # 5a, 6a and 7 are used. Specials are not mutually exclusive, except for slots # 5a-5c and 6a-6c. Example: If you place ECM Jammer in slot 1, and Multi-Wave ECM # Jammer in slot 2, both are fitted if known, but their bonuses do not stack! # Of slots 5a-5c and 6a-6c, only the highest known special will be fitted. # (a before b and c, b before c) # # columns: # slot_1 slot_2 slot_3 slot_4 slot_5a slot_5b slot_5c slot_6a slot_6b slot_6c # slot_7 slot_8 slot_9 slot_10 slot_11 slot_12 slot_13 slot_14 # # Special names: # no_special achilles_targeting_unit augmented_engines automated_repair_unit # battle_pods battle_scanner cloaking_device damper_field displacement_device # ecm_jammer energy_absorber extended_fuel_tanks fast_missile_racks # hard_shields heavy_armor high_energy_focus hyper_x_capacitors # inertial_nullifier inertial_stabilizer lightning_field multi_phased_shields # multi_wave_ecm_jammer phase_shifter phasing_cloak quantum_detonator # rangemaster_unit reflection_field reinforced_hull scout_lab security_stations # shield_capacitor stealth_field structural_analyzer sub_space_teleporter # time_warp_facilitator transporters troop_pods warp_dissipator # wide_area_jammer regeneration # # starbase_special slot_1 = reinforced_hull; starbase_special slot_2 = shield_capacitor; starbase_special slot_3 = hard_shields; starbase_special slot_4 = multi_phased_shields; starbase_special slot_5a = wide_area_jammer; starbase_special slot_5b = multi_wave_ecm_jammer; starbase_special slot_5c = ecm_jammer; starbase_special slot_6a = warp_dissipator; starbase_special slot_6b = warp_dissipator; starbase_special slot_6c = warp_dissipator; starbase_special slot_7 = security_stations; starbase_special slot_8 = battle_scanner; starbase_special slot_9 = high_energy_focus; starbase_special slot_10 = structural_analyzer; starbase_special slot_11 = achilles_targeting_unit; starbase_special slot_12 = rangemaster_unit; starbase_special slot_13 = transporters; starbase_special slot_14 = transporters;
## # Reinforced Hull Multiplier for combat satellites. # rows: # regular_satellites antaran_fortress # # reinforced_hull_multiplier regular_satellites = 3; reinforced_hull_multiplier antaran_fortress = 3;
## # ARTEMIS_SYSTEM_NET TABLE # If enemy ship sets-off the net, it gets hit by a certain number of mines. # Each mine inflicts single_hit_damage less shields. Formula for total number # of mines is (minimum_total_damage + random_total_damage) / counter. # Each ship has chance to set-off these mines based on its size-class. # To ensure consistent behaviour of Artemis, counter and single_hit_damage need # to be the same, and total damage should be a multiple of them. (Not the case # in classic and Artemis does 160-560 instead of advertised 150-550 damage!) # Set inherent_mod_flag to 32 to turn on the ESD mod. # # rows: # random_total_damage minimum_total_damage counter single_hit_damage # inherent_mod_flag percent_to_hit_frigate percent_to_hit_destroyer # percent_to_hit_cruiser percent_to_hit_battleship percent_to_hit_titan # percent_to_hit_doomstar # # artemis_system_net random_total_damage = 401; artemis_system_net minimum_total_damage = 149; artemis_system_net counter = 20; artemis_system_net single_hit_damage = 20; artemis_system_net inherent_mod_flag = 0; artemis_system_net percent_to_hit_frigate = 20; artemis_system_net percent_to_hit_destroyer = 30; artemis_system_net percent_to_hit_cruiser = 40; artemis_system_net percent_to_hit_battleship = 50; artemis_system_net percent_to_hit_titan = 80; artemis_system_net percent_to_hit_doomstar = 100;
## # Warp Interdictor range. Default is 8100 for 3 parsecs range. # warp_interdictor_range = 8100;
## # Jump Gate speed bonus. # jump_gate_speed_bonus = 3;
## # If 1, jump gate travelling fleets are unaffected by nebulae. # If 0 (default, classic), nebulae reduce speed (while Black holes are passable). # jump_gate_pass_nebula = 0;
# ============================= # # -- SHIP CORE SYSTEMS -- # # ============================= #
## # FUEL CELLS TABLE # rows: # standard_fuel_cells deuterium_fuel_cells iridium_fuel_cells # uridium_fuel_cells thorium_fuel_cells # # columns: # range # # # range # ▼ fuel_cells standard_fuel_cells = 4; fuel_cells deuterium_fuel_cells = 6; fuel_cells iridium_fuel_cells = 9; fuel_cells uridium_fuel_cells = 12; fuel_cells thorium_fuel_cells = 255;
# ________space________ _________cost________ _________speed_full________ ________speed_empty________
## # Drives table (the above header is for extract.cfg). # rows: # nuclear_drive fusion_drive ion_drive anti_matter_drive hyper_drive # interphased_drive # # columns: # ff_s dd_s ca_s bb_s tt_s ds_s ff_c dd_c ca_c bb_c tt_c ds_c ff_min dd_min # ca_min bb_min tt_min ds_min ff_max dd_max ca_max bb_max tt_max ds_max # warp_speed # # drive nuclear_drive ff_s = 0; drive nuclear_drive dd_s = 0; drive nuclear_drive ca_s = 0; drive nuclear_drive bb_s = 0; drive nuclear_drive tt_s = 0; drive nuclear_drive ds_s = 0; drive nuclear_drive ff_c = 0; drive nuclear_drive dd_c = 0; drive nuclear_drive ca_c = 0; drive nuclear_drive bb_c = 0; drive nuclear_drive tt_c = 0; drive nuclear_drive ds_c = 0; drive nuclear_drive ff_min = 10; drive nuclear_drive dd_min = 8; drive nuclear_drive ca_min = 6; drive nuclear_drive bb_min = 5; drive nuclear_drive tt_min = 4; drive nuclear_drive ds_min = 3; drive nuclear_drive ff_max = 20; drive nuclear_drive dd_max = 18; drive nuclear_drive ca_max = 16; drive nuclear_drive bb_max = 15; drive nuclear_drive tt_max = 14; drive nuclear_drive ds_max = 13; drive nuclear_drive warp_speed = 2; drive fusion_drive ff_s = 0; drive fusion_drive dd_s = 0; drive fusion_drive ca_s = 0; drive fusion_drive bb_s = 0; drive fusion_drive tt_s = 0; drive fusion_drive ds_s = 0; drive fusion_drive ff_c = 0; drive fusion_drive dd_c = 0; drive fusion_drive ca_c = 0; drive fusion_drive bb_c = 0; drive fusion_drive tt_c = 0; drive fusion_drive ds_c = 0; drive fusion_drive ff_min = 12; drive fusion_drive dd_min = 10; drive fusion_drive ca_min = 8; drive fusion_drive bb_min = 7; drive fusion_drive tt_min = 6; drive fusion_drive ds_min = 5; drive fusion_drive ff_max = 22; drive fusion_drive dd_max = 20; drive fusion_drive ca_max = 18; drive fusion_drive bb_max = 17; drive fusion_drive tt_max = 16; drive fusion_drive ds_max = 15; drive fusion_drive warp_speed = 3; drive ion_drive ff_s = 0; drive ion_drive dd_s = 0; drive ion_drive ca_s = 0; drive ion_drive bb_s = 0; drive ion_drive tt_s = 0; drive ion_drive ds_s = 0; drive ion_drive ff_c = 0; drive ion_drive dd_c = 0; drive ion_drive ca_c = 0; drive ion_drive bb_c = 0; drive ion_drive tt_c = 0; drive ion_drive ds_c = 0; drive ion_drive ff_min = 14; drive ion_drive dd_min = 12; drive ion_drive ca_min = 10; drive ion_drive bb_min = 9; drive ion_drive tt_min = 8; drive ion_drive ds_min = 7; drive ion_drive ff_max = 24; drive ion_drive dd_max = 22; drive ion_drive ca_max = 20; drive ion_drive bb_max = 19; drive ion_drive tt_max = 18; drive ion_drive ds_max = 17; drive ion_drive warp_speed = 4; drive anti_matter_drive ff_s = 0; drive anti_matter_drive dd_s = 0; drive anti_matter_drive ca_s = 0; drive anti_matter_drive bb_s = 0; drive anti_matter_drive tt_s = 0; drive anti_matter_drive ds_s = 0; drive anti_matter_drive ff_c = 0; drive anti_matter_drive dd_c = 0; drive anti_matter_drive ca_c = 0; drive anti_matter_drive bb_c = 0; drive anti_matter_drive tt_c = 0; drive anti_matter_drive ds_c = 0; drive anti_matter_drive ff_min = 16; drive anti_matter_drive dd_min = 14; drive anti_matter_drive ca_min = 12; drive anti_matter_drive bb_min = 11; drive anti_matter_drive tt_min = 10; drive anti_matter_drive ds_min = 9; drive anti_matter_drive ff_max = 26; drive anti_matter_drive dd_max = 24; drive anti_matter_drive ca_max = 22; drive anti_matter_drive bb_max = 21; drive anti_matter_drive tt_max = 20; drive anti_matter_drive ds_max = 19; drive anti_matter_drive warp_speed = 5; drive hyper_drive ff_s = 0; drive hyper_drive dd_s = 0; drive hyper_drive ca_s = 0; drive hyper_drive bb_s = 0; drive hyper_drive tt_s = 0; drive hyper_drive ds_s = 0; drive hyper_drive ff_c = 0; drive hyper_drive dd_c = 0; drive hyper_drive ca_c = 0; drive hyper_drive bb_c = 0; drive hyper_drive tt_c = 0; drive hyper_drive ds_c = 0; drive hyper_drive ff_min = 18; drive hyper_drive dd_min = 16; drive hyper_drive ca_min = 14; drive hyper_drive bb_min = 13; drive hyper_drive tt_min = 12; drive hyper_drive ds_min = 11; drive hyper_drive ff_max = 28; drive hyper_drive dd_max = 26; drive hyper_drive ca_max = 24; drive hyper_drive bb_max = 23; drive hyper_drive tt_max = 22; drive hyper_drive ds_max = 21; drive hyper_drive warp_speed = 6; drive interphased_drive ff_s = 0; drive interphased_drive dd_s = 0; drive interphased_drive ca_s = 0; drive interphased_drive bb_s = 0; drive interphased_drive tt_s = 0; drive interphased_drive ds_s = 0; drive interphased_drive ff_c = 0; drive interphased_drive dd_c = 0; drive interphased_drive ca_c = 0; drive interphased_drive bb_c = 0; drive interphased_drive tt_c = 0; drive interphased_drive ds_c = 0; drive interphased_drive ff_min = 20; drive interphased_drive dd_min = 18; drive interphased_drive ca_min = 16; drive interphased_drive bb_min = 15; drive interphased_drive tt_min = 14; drive interphased_drive ds_min = 13; drive interphased_drive ff_max = 30; drive interphased_drive dd_max = 28; drive interphased_drive ca_max = 26; drive interphased_drive bb_max = 25; drive interphased_drive tt_max = 24; drive interphased_drive ds_max = 23; drive interphased_drive warp_speed = 7;
## # Interstellar travel speed bonus for trans dimensional ships. # td_ftl_bonus = 2;
## # Speed bonus for trans dimensional ships and fighter craft (not for missiles or torpedoes). # td_combat_speed_bonus = 4;
## # Augmented Engines speed bonus. Default is 5 (classic). # augmented_engines_speed_bonus = 5;
## # If 1 (default, classic), Battle Pods speeds up empty ship. # If 0, it does not. # battle_pods_speed_bonus = 1;
## # Sets the minimum combat speed of a ship, excluding Augmented Engines. # Controls the maximum overload possible with battle_pods_speed_bonus = 0. # If the minimum combat speed of a given ship hull at a given drive is less # than this minimum, then that speed is used instead. # Example: Set to 5, it will prevent overloaded Nuclear Drive frigate with # the minimum speed of 10 to become slower than 5, while a Nuclear Drive # doomstar with minimum speed of 3 cannot become slower than 3, even though # it can become slower than 5 still. Default is 255 (no overload is possible). # minimum_combat_speed = 255;
## # If 1 (default, classic), engine explodes when destroyed. # If 0, it does not explode. # broken_engine_explodes = 1;
## # exploding_ship_damage_base_drive_multiplier # exploding_ship_damage_base_drive_multiplier = 5;
## # exploding_ship_damage_quantum_detonator_multiplier # exploding_ship_damage_quantum_detonator_multiplier = 3;
## # ARMOR TABLE. Ships_bonus also applies to fighters. In strategic # games, ships do not have armor/structure, but only hit points (hp). # rows: # titanium tritanium zortrium neutronium adamantium xentronium # # columns: # troops_bonus ships_bonus cost% # # # cost% # ships_bonus | # troops_bonus | | # ▼ ▼ ▼ armor titanium = 5 0 0; armor tritanium = 10 100 0; armor zortrium = 15 300 0; armor neutronium = 20 500 0; armor adamantium = 25 700 0; armor xentronium = 30 900 0;
# ____________space___________ ___________cost___________
## # SHIELDS TABLE (the above header is for extract.cfg). # rows: # class_i_shield class_iii_shield class_v_shield class_vii_shield # class_x_shield # # columns: # space_ff space_dd space_ca space_bb space_tt space_ds cost_ff cost_dd cost_ca # cost_bb cost_tt cost_ds shield_class # # shield class_i_shield space_ff = 5; shield class_i_shield space_dd = 10; shield class_i_shield space_ca = 20; shield class_i_shield space_bb = 50; shield class_i_shield space_tt = 100; shield class_i_shield space_ds = 200; shield class_i_shield cost_ff = 3; shield class_i_shield cost_dd = 5; shield class_i_shield cost_ca = 10; shield class_i_shield cost_bb = 25; shield class_i_shield cost_tt = 50; shield class_i_shield cost_ds = 100; shield class_i_shield shield_class = 1; shield class_iii_shield space_ff = 5; shield class_iii_shield space_dd = 10; shield class_iii_shield space_ca = 20; shield class_iii_shield space_bb = 50; shield class_iii_shield space_tt = 100; shield class_iii_shield space_ds = 200; shield class_iii_shield cost_ff = 3; shield class_iii_shield cost_dd = 5; shield class_iii_shield cost_ca = 10; shield class_iii_shield cost_bb = 25; shield class_iii_shield cost_tt = 50; shield class_iii_shield cost_ds = 100; shield class_iii_shield shield_class = 3; shield class_v_shield space_ff = 5; shield class_v_shield space_dd = 10; shield class_v_shield space_ca = 20; shield class_v_shield space_bb = 50; shield class_v_shield space_tt = 100; shield class_v_shield space_ds = 200; shield class_v_shield cost_ff = 3; shield class_v_shield cost_dd = 5; shield class_v_shield cost_ca = 10; shield class_v_shield cost_bb = 25; shield class_v_shield cost_tt = 50; shield class_v_shield cost_ds = 100; shield class_v_shield shield_class = 5; shield class_vii_shield space_ff = 5; shield class_vii_shield space_dd = 10; shield class_vii_shield space_ca = 20; shield class_vii_shield space_bb = 50; shield class_vii_shield space_tt = 100; shield class_vii_shield space_ds = 200; shield class_vii_shield cost_ff = 3; shield class_vii_shield cost_dd = 5; shield class_vii_shield cost_ca = 10; shield class_vii_shield cost_bb = 25; shield class_vii_shield cost_tt = 50; shield class_vii_shield cost_ds = 100; shield class_vii_shield shield_class = 7; shield class_x_shield space_ff = 5; shield class_x_shield space_dd = 10; shield class_x_shield space_ca = 20; shield class_x_shield space_bb = 50; shield class_x_shield space_tt = 100; shield class_x_shield space_ds = 200; shield class_x_shield cost_ff = 3; shield class_x_shield cost_dd = 5; shield class_x_shield cost_ca = 10; shield class_x_shield cost_bb = 25; shield class_x_shield cost_tt = 50; shield class_x_shield cost_ds = 100; shield class_x_shield shield_class = 10;
## # Shield strength multiplier for different hulls. Hulls are: # frigate destroyer cruiser battleship titan doomstar star_base battlestation # star_fortress # # Defaults to classic 5 * size class or 5 * 7 for doomstars, with satellites # having assumed size classes from cruiser to titan. # shield_hull_multiplier frigate = 5; shield_hull_multiplier destroyer = 10; shield_hull_multiplier cruiser = 15; shield_hull_multiplier battleship = 20; shield_hull_multiplier titan = 25; shield_hull_multiplier doomstar = 35; shield_hull_multiplier star_base = 15; shield_hull_multiplier battlestation = 20; shield_hull_multiplier star_fortress = 25;
## # Shield recharge rates for standard shields and shield capacitor. # Shields will fully recharge when value is set at 40. # Lower values result in a partial recharge. Format: # shield_recharge_rate <modifier> = <value>; # # where modifier is one of: # standard capacitor # shield_recharge_rate standard = 3; shield_recharge_rate capacitor = 10;
## # Multi-phased shields power bonus percent. Default is 50 (classic). # multi_phased_shields_bonus = 50;
## # Hard shields damage reduction. Classic is 3. # hard_shields_damage_reduction = 3;
# _____________cost____________
## # Computers beam attack bonus table. # rows: # electronic_computer optronic_computer positronic_computer # cybertronic_computer moleculartronic_computer # # columns: # cost_ff cost_dd cost_ca cost_bb cost_tt cost_ds bonus # # # cost_ds # cost_tt | # cost_bb | | # cost_ca | | | # cost_dd | | | | # cost_ff | | | | | bonus # ▼ ▼ ▼ ▼ ▼ ▼ ▼ computer electronic_computer = 5 15 50 125 300 800 25; computer optronic_computer = 5 15 50 125 300 800 50; computer positronic_computer = 5 15 50 125 300 800 75; computer cybertronic_computer = 5 15 50 125 300 800 100; computer moleculartronic_computer = 5 15 50 125 300 800 125;
# ============================== # # -- WEAPONS & SPECIALS -- # # ============================== #
## # Weapons table. # Changing ammo values might result in bugs. # Format: # weapon <weapon-name> <property-name> = <property-value>; # # weapon-name may be one of: # mass_driver gauss_cannon laser_cannon particle_beam fusion_beam # ion_pulse_cannon graviton_beam neutron_blaster phasor disrupter death_ray # plasma_cannon spatial_compressor nuclear_missile merculite_missile # pulson_missile zeon_missile anti_matter_torpedo proton_torpedo plasma_torpedo # nuclear_bomb fusion_bomb anti_matter_bomb neutronium_bomb death_spore # bio_terminator mauler_device assault_shuttle heavy_fighter bomber interceptor # stasis_field anti_missile_rocket gyro_destabilizer plasma_web pulsar # black_hole_generator stellar_converter tractor_beam dragon_breath phasor_eye # crystal_ray plasma_breath plasma_flux caustic_slime # # property-name may be one of: # number tech_id class ammo size cost natural_mods minimum_damage # maximum_damage strategic_minimum_damage strategic_maximum_damage # available_mods # # natural_mods are: # sh (anti shield) dr (double range penalty) nr (no range dissipation) # ion (ignores armor and structure) mar (kills marines) esd (extra structural damage) # co (continous) bio (biological weapon) sp (ignores shields) env (enveloping) # hit (always hits) ai1 (AI mark for plasma torpedo) ai2 (AI mark for spatial compressor) # # available_mods are # hv (heavy mount) pd (point defense) ap (armor piercing) co (continuous) # nr (no range dissipation) sp (shield piercing) af (auto fire) env (enveloping) mv (MIRV) # eccm (ECCM) arm (heavily armored) fst (fast) emg (emission guidance) ovr (overloaded) # weapon mass_driver number = 1; weapon mass_driver tech_id = 104; weapon mass_driver class = 0; weapon mass_driver ammo = -1; weapon mass_driver size = 10; weapon mass_driver cost = 7; weapon mass_driver natural_mods = nr; weapon mass_driver minimum_damage = 6; weapon mass_driver maximum_damage = 6; weapon mass_driver strategic_minimum_damage = 6; weapon mass_driver strategic_maximum_damage = 6; weapon mass_driver available_mods = hv,pd,ap,af; weapon gauss_cannon number = 2; weapon gauss_cannon tech_id = 78; weapon gauss_cannon class = 0; weapon gauss_cannon ammo = -1; weapon gauss_cannon size = 10; weapon gauss_cannon cost = 10; weapon gauss_cannon natural_mods = nr; weapon gauss_cannon minimum_damage = 18; weapon gauss_cannon maximum_damage = 18; weapon gauss_cannon strategic_minimum_damage = 18; weapon gauss_cannon strategic_maximum_damage = 18; weapon gauss_cannon available_mods = hv,ap,af; weapon laser_cannon number = 3; weapon laser_cannon tech_id = 100; weapon laser_cannon class = 0; weapon laser_cannon ammo = -1; weapon laser_cannon size = 10; weapon laser_cannon cost = 5; weapon laser_cannon natural_mods = none; weapon laser_cannon minimum_damage = 1; weapon laser_cannon maximum_damage = 4; weapon laser_cannon strategic_minimum_damage = 1; weapon laser_cannon strategic_maximum_damage = 4; weapon laser_cannon available_mods = hv,pd,ap,co,nr,af; weapon particle_beam number = 4; weapon particle_beam tech_id = 123; weapon particle_beam class = 0; weapon particle_beam ammo = -1; weapon particle_beam size = 15; weapon particle_beam cost = 35; weapon particle_beam natural_mods = sp; weapon particle_beam minimum_damage = 10; weapon particle_beam maximum_damage = 30; weapon particle_beam strategic_minimum_damage = 10; weapon particle_beam strategic_maximum_damage = 30; weapon particle_beam available_mods = hv,pd,co; weapon fusion_beam number = 5; weapon fusion_beam tech_id = 70; weapon fusion_beam class = 0; weapon fusion_beam ammo = -1; weapon fusion_beam size = 10; weapon fusion_beam cost = 6; weapon fusion_beam natural_mods = dr; weapon fusion_beam minimum_damage = 2; weapon fusion_beam maximum_damage = 6; weapon fusion_beam strategic_minimum_damage = 2; weapon fusion_beam strategic_maximum_damage = 6; weapon fusion_beam available_mods = hv,pd,co,env; weapon ion_pulse_cannon number = 6; weapon ion_pulse_cannon tech_id = 97; weapon ion_pulse_cannon class = 0; weapon ion_pulse_cannon ammo = -1; weapon ion_pulse_cannon size = 30; weapon ion_pulse_cannon cost = 15; weapon ion_pulse_cannon natural_mods = ion; weapon ion_pulse_cannon minimum_damage = 2; weapon ion_pulse_cannon maximum_damage = 10; weapon ion_pulse_cannon strategic_minimum_damage = 2; weapon ion_pulse_cannon strategic_maximum_damage = 10; weapon ion_pulse_cannon available_mods = co,af; weapon graviton_beam number = 7; weapon graviton_beam tech_id = 79; weapon graviton_beam class = 0; weapon graviton_beam ammo = -1; weapon graviton_beam size = 15; weapon graviton_beam cost = 12; weapon graviton_beam natural_mods = esd; weapon graviton_beam minimum_damage = 3; weapon graviton_beam maximum_damage = 15; weapon graviton_beam strategic_minimum_damage = 3; weapon graviton_beam strategic_maximum_damage = 15; weapon graviton_beam available_mods = hv,co; weapon neutron_blaster number = 8; weapon neutron_blaster tech_id = 115; weapon neutron_blaster class = 0; weapon neutron_blaster ammo = -1; weapon neutron_blaster size = 10; weapon neutron_blaster cost = 8; weapon neutron_blaster natural_mods = mar; weapon neutron_blaster minimum_damage = 3; weapon neutron_blaster maximum_damage = 12; weapon neutron_blaster strategic_minimum_damage = 3; weapon neutron_blaster strategic_maximum_damage = 12; weapon neutron_blaster available_mods = hv,co; weapon phasor number = 9; weapon phasor tech_id = 127; weapon phasor class = 0; weapon phasor ammo = -1; weapon phasor size = 10; weapon phasor cost = 10; weapon phasor natural_mods = none; weapon phasor minimum_damage = 5; weapon phasor maximum_damage = 20; weapon phasor strategic_minimum_damage = 5; weapon phasor strategic_maximum_damage = 20; weapon phasor available_mods = hv,pd,co,sp,af; weapon disrupter number = 10; weapon disrupter tech_id = 54; weapon disrupter class = 0; weapon disrupter ammo = -1; weapon disrupter size = 20; weapon disrupter cost = 25; weapon disrupter natural_mods = nr; weapon disrupter minimum_damage = 40; weapon disrupter maximum_damage = 40; weapon disrupter strategic_minimum_damage = 40; weapon disrupter strategic_maximum_damage = 40; weapon disrupter available_mods = hv,af; weapon death_ray number = 11; weapon death_ray tech_id = 47; weapon death_ray class = 0; weapon death_ray ammo = -1; weapon death_ray size = 30; weapon death_ray cost = 75; weapon death_ray natural_mods = mar,co; weapon death_ray minimum_damage = 50; weapon death_ray maximum_damage = 100; weapon death_ray strategic_minimum_damage = 50; weapon death_ray strategic_maximum_damage = 100; weapon death_ray available_mods = hv; weapon plasma_cannon number = 12; weapon plasma_cannon tech_id = 137; weapon plasma_cannon class = 0; weapon plasma_cannon ammo = -1; weapon plasma_cannon size = 25; weapon plasma_cannon cost = 15; weapon plasma_cannon natural_mods = dr,env; weapon plasma_cannon minimum_damage = 6; weapon plasma_cannon maximum_damage = 30; weapon plasma_cannon strategic_minimum_damage = 6; weapon plasma_cannon strategic_maximum_damage = 30; weapon plasma_cannon available_mods = hv,co; weapon spatial_compressor number = 13; weapon spatial_compressor tech_id = 165; weapon spatial_compressor class = 5; weapon spatial_compressor ammo = -1; weapon spatial_compressor size = 50; weapon spatial_compressor cost = 40; weapon spatial_compressor natural_mods = ai2; weapon spatial_compressor minimum_damage = 4; weapon spatial_compressor maximum_damage = 32; weapon spatial_compressor strategic_minimum_damage = 5; weapon spatial_compressor strategic_maximum_damage = 40; weapon spatial_compressor available_mods = none; weapon nuclear_missile number = 14; weapon nuclear_missile tech_id = 121; weapon nuclear_missile class = 1; weapon nuclear_missile ammo = 5; weapon nuclear_missile size = 0; weapon nuclear_missile cost = 0; weapon nuclear_missile natural_mods = none; weapon nuclear_missile minimum_damage = 8; weapon nuclear_missile maximum_damage = 8; weapon nuclear_missile strategic_minimum_damage = 8; weapon nuclear_missile strategic_maximum_damage = 8; weapon nuclear_missile available_mods = mv,eccm,arm,fst,emg; weapon merculite_missile number = 15; weapon merculite_missile tech_id = 106; weapon merculite_missile class = 1; weapon merculite_missile ammo = 5; weapon merculite_missile size = 0; weapon merculite_missile cost = 0; weapon merculite_missile natural_mods = none; weapon merculite_missile minimum_damage = 14; weapon merculite_missile maximum_damage = 14; weapon merculite_missile strategic_minimum_damage = 14; weapon merculite_missile strategic_maximum_damage = 14; weapon merculite_missile available_mods = mv,eccm,arm,fst,emg; weapon pulson_missile number = 16; weapon pulson_missile tech_id = 149; weapon pulson_missile class = 1; weapon pulson_missile ammo = 5; weapon pulson_missile size = 0; weapon pulson_missile cost = 0; weapon pulson_missile natural_mods = none; weapon pulson_missile minimum_damage = 20; weapon pulson_missile maximum_damage = 20; weapon pulson_missile strategic_minimum_damage = 20; weapon pulson_missile strategic_maximum_damage = 20; weapon pulson_missile available_mods = mv,eccm,arm,fst,emg; weapon zeon_missile number = 17; weapon zeon_missile tech_id = 202; weapon zeon_missile class = 1; weapon zeon_missile ammo = 5; weapon zeon_missile size = 0; weapon zeon_missile cost = 0; weapon zeon_missile natural_mods = none; weapon zeon_missile minimum_damage = 30; weapon zeon_missile maximum_damage = 30; weapon zeon_missile strategic_minimum_damage = 30; weapon zeon_missile strategic_maximum_damage = 30; weapon zeon_missile available_mods = mv,eccm,arm,fst,emg; weapon anti_matter_torpedo number = 18; weapon anti_matter_torpedo tech_id = 12; weapon anti_matter_torpedo class = 2; weapon anti_matter_torpedo ammo = 2; weapon anti_matter_torpedo size = 20; weapon anti_matter_torpedo cost = 15; weapon anti_matter_torpedo natural_mods = none; weapon anti_matter_torpedo minimum_damage = 25; weapon anti_matter_torpedo maximum_damage = 25; weapon anti_matter_torpedo strategic_minimum_damage = 25; weapon anti_matter_torpedo strategic_maximum_damage = 25; weapon anti_matter_torpedo available_mods = env,eccm,ovr; weapon proton_torpedo number = 19; weapon proton_torpedo tech_id = 146; weapon proton_torpedo class = 2; weapon proton_torpedo ammo = 2; weapon proton_torpedo size = 30; weapon proton_torpedo cost = 20; weapon proton_torpedo natural_mods = none; weapon proton_torpedo minimum_damage = 40; weapon proton_torpedo maximum_damage = 40; weapon proton_torpedo strategic_minimum_damage = 40; weapon proton_torpedo strategic_maximum_damage = 40; weapon proton_torpedo available_mods = env,eccm,ovr; weapon plasma_torpedo number = 20; weapon plasma_torpedo tech_id = 139; weapon plasma_torpedo class = 2; weapon plasma_torpedo ammo = 2; weapon plasma_torpedo size = 40; weapon plasma_torpedo cost = 75; weapon plasma_torpedo natural_mods = ai1; weapon plasma_torpedo minimum_damage = 120; weapon plasma_torpedo maximum_damage = 120; weapon plasma_torpedo strategic_minimum_damage = 120; weapon plasma_torpedo strategic_maximum_damage = 120; weapon plasma_torpedo available_mods = nr,env,eccm,ovr; weapon nuclear_bomb number = 21; weapon nuclear_bomb tech_id = 119; weapon nuclear_bomb class = 3; weapon nuclear_bomb ammo = 10; weapon nuclear_bomb size = 5; weapon nuclear_bomb cost = 3; weapon nuclear_bomb natural_mods = none; weapon nuclear_bomb minimum_damage = 3; weapon nuclear_bomb maximum_damage = 12; weapon nuclear_bomb strategic_minimum_damage = 3; weapon nuclear_bomb strategic_maximum_damage = 12; weapon nuclear_bomb available_mods = none; weapon fusion_bomb number = 22; weapon fusion_bomb tech_id = 71; weapon fusion_bomb class = 3; weapon fusion_bomb ammo = 10; weapon fusion_bomb size = 7; weapon fusion_bomb cost = 5; weapon fusion_bomb natural_mods = none; weapon fusion_bomb minimum_damage = 4; weapon fusion_bomb maximum_damage = 24; weapon fusion_bomb strategic_minimum_damage = 4; weapon fusion_bomb strategic_maximum_damage = 24; weapon fusion_bomb available_mods = none; weapon anti_matter_bomb number = 23; weapon anti_matter_bomb tech_id = 10; weapon anti_matter_bomb class = 3; weapon anti_matter_bomb ammo = 10; weapon anti_matter_bomb size = 7; weapon anti_matter_bomb cost = 6; weapon anti_matter_bomb natural_mods = none; weapon anti_matter_bomb minimum_damage = 5; weapon anti_matter_bomb maximum_damage = 40; weapon anti_matter_bomb strategic_minimum_damage = 5; weapon anti_matter_bomb strategic_maximum_damage = 40; weapon anti_matter_bomb available_mods = none; weapon neutronium_bomb number = 24; weapon neutronium_bomb tech_id = 118; weapon neutronium_bomb class = 3; weapon neutronium_bomb ammo = 10; weapon neutronium_bomb size = 10; weapon neutronium_bomb cost = 9; weapon neutronium_bomb natural_mods = none; weapon neutronium_bomb minimum_damage = 10; weapon neutronium_bomb maximum_damage = 60; weapon neutronium_bomb strategic_minimum_damage = 10; weapon neutronium_bomb strategic_maximum_damage = 60; weapon neutronium_bomb available_mods = none; weapon death_spore number = 25; weapon death_spore tech_id = 48; weapon death_spore class = 3; weapon death_spore ammo = 10; weapon death_spore size = 5; weapon death_spore cost = 5; weapon death_spore natural_mods = bio; weapon death_spore minimum_damage = 10; weapon death_spore maximum_damage = 10; weapon death_spore strategic_minimum_damage = 10; weapon death_spore strategic_maximum_damage = 10; weapon death_spore available_mods = none; weapon bio_terminator number = 26; weapon bio_terminator tech_id = 28; weapon bio_terminator class = 3; weapon bio_terminator ammo = 10; weapon bio_terminator size = 7; weapon bio_terminator cost = 8; weapon bio_terminator natural_mods = bio; weapon bio_terminator minimum_damage = 20; weapon bio_terminator maximum_damage = 20; weapon bio_terminator strategic_minimum_damage = 20; weapon bio_terminator strategic_maximum_damage = 20; weapon bio_terminator available_mods = none; weapon mauler_device number = 27; weapon mauler_device tech_id = 105; weapon mauler_device class = 0; weapon mauler_device ammo = -1; weapon mauler_device size = 50; weapon mauler_device cost = 75; weapon mauler_device natural_mods = hit; weapon mauler_device minimum_damage = 100; weapon mauler_device maximum_damage = 100; weapon mauler_device strategic_minimum_damage = 100; weapon mauler_device strategic_maximum_damage = 100; weapon mauler_device available_mods = hv; weapon assault_shuttle number = 28; weapon assault_shuttle tech_id = 17; weapon assault_shuttle class = 4; weapon assault_shuttle ammo = 1; weapon assault_shuttle size = 25; weapon assault_shuttle cost = 10; weapon assault_shuttle natural_mods = none; weapon assault_shuttle minimum_damage = 0; weapon assault_shuttle maximum_damage = 0; weapon assault_shuttle strategic_minimum_damage = 0; weapon assault_shuttle strategic_maximum_damage = 0; weapon assault_shuttle available_mods = none; weapon heavy_fighter number = 29; weapon heavy_fighter tech_id = 83; weapon heavy_fighter class = 4; weapon heavy_fighter ammo = 1; weapon heavy_fighter size = 80; weapon heavy_fighter cost = 50; weapon heavy_fighter natural_mods = none; weapon heavy_fighter minimum_damage = 0; weapon heavy_fighter maximum_damage = 0; weapon heavy_fighter strategic_minimum_damage = 8; weapon heavy_fighter strategic_maximum_damage = 32; weapon heavy_fighter available_mods = none; weapon bomber number = 30; weapon bomber tech_id = 31; weapon bomber class = 4; weapon bomber ammo = 1; weapon bomber size = 60; weapon bomber cost = 30; weapon bomber natural_mods = none; weapon bomber minimum_damage = 0; weapon bomber maximum_damage = 0; weapon bomber strategic_minimum_damage = 5; weapon bomber strategic_maximum_damage = 20; weapon bomber available_mods = none; weapon interceptor number = 31; weapon interceptor tech_id = 66; weapon interceptor class = 4; weapon interceptor ammo = 1; weapon interceptor size = 30; weapon interceptor cost = 10; weapon interceptor natural_mods = none; weapon interceptor minimum_damage = 0; weapon interceptor maximum_damage = 0; weapon interceptor strategic_minimum_damage = 1; weapon interceptor strategic_maximum_damage = 4; weapon interceptor available_mods = none; weapon stasis_field number = 32; weapon stasis_field tech_id = 171; weapon stasis_field class = 5; weapon stasis_field ammo = -1; weapon stasis_field size = 75; weapon stasis_field cost = 75; weapon stasis_field natural_mods = none; weapon stasis_field minimum_damage = 0; weapon stasis_field maximum_damage = 0; weapon stasis_field strategic_minimum_damage = 0; weapon stasis_field strategic_maximum_damage = 0; weapon stasis_field available_mods = none; weapon anti_missile_rocket number = 33; weapon anti_missile_rocket tech_id = 13; weapon anti_missile_rocket class = 5; weapon anti_missile_rocket ammo = 20; weapon anti_missile_rocket size = 20; weapon anti_missile_rocket cost = 5; weapon anti_missile_rocket natural_mods = none; weapon anti_missile_rocket minimum_damage = 0; weapon anti_missile_rocket maximum_damage = 0; weapon anti_missile_rocket strategic_minimum_damage = 0; weapon anti_missile_rocket strategic_maximum_damage = 0; weapon anti_missile_rocket available_mods = none; weapon gyro_destabilizer number = 34; weapon gyro_destabilizer tech_id = 80; weapon gyro_destabilizer class = 5; weapon gyro_destabilizer ammo = -1; weapon gyro_destabilizer size = 75; weapon gyro_destabilizer cost = 50; weapon gyro_destabilizer natural_mods = none; weapon gyro_destabilizer minimum_damage = 1; weapon gyro_destabilizer maximum_damage = 4; weapon gyro_destabilizer strategic_minimum_damage = 3; weapon gyro_destabilizer strategic_maximum_damage = 8; weapon gyro_destabilizer available_mods = none; weapon plasma_web number = 35; weapon plasma_web tech_id = 140; weapon plasma_web class = 5; weapon plasma_web ammo = -1; weapon plasma_web size = 40; weapon plasma_web cost = 40; weapon plasma_web natural_mods = none; weapon plasma_web minimum_damage = 5; weapon plasma_web maximum_damage = 25; weapon plasma_web strategic_minimum_damage = 5; weapon plasma_web strategic_maximum_damage = 25; weapon plasma_web available_mods = none; weapon pulsar number = 36; weapon pulsar tech_id = 148; weapon pulsar class = 5; weapon pulsar ammo = -1; weapon pulsar size = 50; weapon pulsar cost = 30; weapon pulsar natural_mods = none; weapon pulsar minimum_damage = 2; weapon pulsar maximum_damage = 24; weapon pulsar strategic_minimum_damage = 4; weapon pulsar strategic_maximum_damage = 20; weapon pulsar available_mods = none; weapon black_hole_generator number = 37; weapon black_hole_generator tech_id = 30; weapon black_hole_generator class = 5; weapon black_hole_generator ammo = -1; weapon black_hole_generator size = 150; weapon black_hole_generator cost = 150; weapon black_hole_generator natural_mods = none; weapon black_hole_generator minimum_damage = 100; weapon black_hole_generator maximum_damage = 100; weapon black_hole_generator strategic_minimum_damage = 100; weapon black_hole_generator strategic_maximum_damage = 100; weapon black_hole_generator available_mods = none; weapon stellar_converter number = 38; weapon stellar_converter tech_id = 174; weapon stellar_converter class = 5; weapon stellar_converter ammo = -1; weapon stellar_converter size = 500; weapon stellar_converter cost = 500; weapon stellar_converter natural_mods = none; weapon stellar_converter minimum_damage = 400; weapon stellar_converter maximum_damage = 400; weapon stellar_converter strategic_minimum_damage = 250; weapon stellar_converter strategic_maximum_damage = 250; weapon stellar_converter available_mods = none; weapon tractor_beam number = 39; weapon tractor_beam tech_id = 188; weapon tractor_beam class = 5; weapon tractor_beam ammo = -1; weapon tractor_beam size = 30; weapon tractor_beam cost = 20; weapon tractor_beam natural_mods = none; weapon tractor_beam minimum_damage = 0; weapon tractor_beam maximum_damage = 0; weapon tractor_beam strategic_minimum_damage = 0; weapon tractor_beam strategic_maximum_damage = 0; weapon tractor_beam available_mods = none; weapon dragon_breath number = 40; weapon dragon_breath tech_id = 0; weapon dragon_breath class = 2; weapon dragon_breath ammo = 1; weapon dragon_breath size = 25; weapon dragon_breath cost = 20; weapon dragon_breath natural_mods = hit; weapon dragon_breath minimum_damage = 300; weapon dragon_breath maximum_damage = 300; weapon dragon_breath strategic_minimum_damage = 250; weapon dragon_breath strategic_maximum_damage = 250; weapon dragon_breath available_mods = hv; weapon phasor_eye number = 41; weapon phasor_eye tech_id = 0; weapon phasor_eye class = 0; weapon phasor_eye ammo = -1; weapon phasor_eye size = 10; weapon phasor_eye cost = 10; weapon phasor_eye natural_mods = none; weapon phasor_eye minimum_damage = 5; weapon phasor_eye maximum_damage = 10; weapon phasor_eye strategic_minimum_damage = 5; weapon phasor_eye strategic_maximum_damage = 10; weapon phasor_eye available_mods = hv,pd,co,sp,af; weapon crystal_ray number = 42; weapon crystal_ray tech_id = 0; weapon crystal_ray class = 0; weapon crystal_ray ammo = -1; weapon crystal_ray size = 60; weapon crystal_ray cost = 75; weapon crystal_ray natural_mods = mar; weapon crystal_ray minimum_damage = 40; weapon crystal_ray maximum_damage = 80; weapon crystal_ray strategic_minimum_damage = 40; weapon crystal_ray strategic_maximum_damage = 80; weapon crystal_ray available_mods = hv,co; weapon plasma_breath number = 43; weapon plasma_breath tech_id = 0; weapon plasma_breath class = 0; weapon plasma_breath ammo = -1; weapon plasma_breath size = 50; weapon plasma_breath cost = 75; weapon plasma_breath natural_mods = hit; weapon plasma_breath minimum_damage = 60; weapon plasma_breath maximum_damage = 60; weapon plasma_breath strategic_minimum_damage = 60; weapon plasma_breath strategic_maximum_damage = 60; weapon plasma_breath available_mods = hv; weapon plasma_flux number = 44; weapon plasma_flux tech_id = 0; weapon plasma_flux class = 5; weapon plasma_flux ammo = -1; weapon plasma_flux size = 250; weapon plasma_flux cost = 100; weapon plasma_flux natural_mods = none; weapon plasma_flux minimum_damage = 10; weapon plasma_flux maximum_damage = 40; weapon plasma_flux strategic_minimum_damage = 10; weapon plasma_flux strategic_maximum_damage = 40; weapon plasma_flux available_mods = none; weapon caustic_slime number = 45; weapon caustic_slime tech_id = 0; weapon caustic_slime class = 5; weapon caustic_slime ammo = -1; weapon caustic_slime size = 300; weapon caustic_slime cost = 100; weapon caustic_slime natural_mods = none; weapon caustic_slime minimum_damage = 25; weapon caustic_slime maximum_damage = 50; weapon caustic_slime strategic_minimum_damage = 25; weapon caustic_slime strategic_maximum_damage = 50; weapon caustic_slime available_mods = none;
## # L0 missile space consumption and cost. # # space cost # ▼ ▼ missile_space_and_cost x2 = 10 10; missile_space_and_cost x5 = 20 20; missile_space_and_cost x10 = 30 30; missile_space_and_cost x15 = 35 35; missile_space_and_cost x20 = 40 40;
## # If 0, (default, classic): Missile shots: x2, x5, x10, x15, x20. # If 1, missile x3 shot replaces x15 shot: x2, x3, x5, x10, x20. # missile_x3_shot = 0;
## # Cost and space modifiers for arc types. # # cost space # ▼ ▼ arc_cost_and_space extended = 25 25; arc_cost_and_space all_round = 50 50;
## # Weapon mods table to adjust required miniaturization level, cost and space usage. # rows: # heavy_mount point_defense armor_piercing continuous no_range_dissipation # shield_piercing auto_fire enveloping mirv eccm heavily_armored fast # emissions_guidance overloaded # # columns: # num level cost space col5 # # # level # num | cost space col5 # ▼ ▼ ▼ ▼ ▼ weapon_mod heavy_mount = 1 0 100 100 1; weapon_mod point_defense = 2 0 -50 -50 1; weapon_mod armor_piercing = 3 1 50 50 0; weapon_mod continuous = 4 1 50 50 0; weapon_mod no_range_dissipation = 5 1 25 25 0; weapon_mod shield_piercing = 6 1 50 50 0; weapon_mod auto_fire = 7 2 50 50 0; weapon_mod enveloping = 8 2 100 100 0; weapon_mod mirv = 9 2 100 100 0; weapon_mod eccm = 10 1 25 25 0; weapon_mod heavily_armored = 11 1 25 25 0; weapon_mod fast = 12 1 25 25 0; weapon_mod emissions_guidance = 13 0 300 300 0; weapon_mod overloaded = 14 1 50 50 0;
## # AVAILABLE MODS PER WEAPON GROUP # rows: # mods_for_beam_weapons mods_for_missile_weapons mods_for_torpedo_weapons # # mods_available mods_for_beam_weapons = hv,pd,ap,co,nr,sp,af,env; mods_available mods_for_missile_weapons = mv,eccm,arm,fst,emg; mods_available mods_for_torpedo_weapons = nr,env,eccm,emg,ovr;
## # Mods available for specific slot types of planetary defenses. # defenses_allowed_mods <modifier> = <value>; # where value is a mods mask and modifier is one of: # heavy normal pd missile_torp # defenses_allowed_mods heavy = hv,pd,ap,co,nr,sp,af,env; defenses_allowed_mods normal = hv,pd,ap,co,nr,sp,af,env; defenses_allowed_mods pd = hv,pd,co,nr,af,env; defenses_allowed_mods missile_torp = nr,env,eccm,arm,fst,ovr;
## # If 1, 2x range penalty is applied to accuracy, doubling range aiming penalty (default, classic). # If 0, penalty is not applied. # 2x_range_accuracy_penalty = 1;
## # If 1, 2x range penalty is applied to damage, doubling dissipation penalty. # If 0, penalty is not applied (default, classic). # 2x_range_damage_penalty = 0;
## # If 1, the enveloping modification does not apply when beams and # torpedoes (missiles overall) do damage to a planet. Default is 0. # planet_non_enveloping = 0;
## # Extra Structural Damage increase percent. Default is 100 (classic). # esd_bonus = 100;
## # If 1, simplified formula is used for beam to hit chance which fixes classic # formula irregularities. In general, accuracy on ranges 6+ becomes lower and # large beam BA - BD delta won't cause range penalty to be ignored (range 6+ is # 7+ squares for Pd, 16+ squares for normal and 34+ squares for Hv). # # If 0 (default), classic formula is used. With it, to hit chance may or may not # be affected by range depending on BA - BD delta and penalty value. # # Refer to the 1.50 Manual for details on both formulas. # simplified_beam_formula = 0;
## # Ranged to hit penalty table. Format: # ranged_to_hit_penalty <range in combat> = <value>; # # where difficulty level is one of: # r0 r1 r2 r3 r4 r5 r6 r7 r8 # ranged_to_hit_penalty r0 = 0; ranged_to_hit_penalty r1 = 0; ranged_to_hit_penalty r2 = -10; ranged_to_hit_penalty r3 = -20; ranged_to_hit_penalty r4 = -30; ranged_to_hit_penalty r5 = -40; ranged_to_hit_penalty r6 = -55; ranged_to_hit_penalty r7 = -70; ranged_to_hit_penalty r8 = -85;
## # Ranged damage penalty table. Format: # ranged_damage_penalty <range in combat> = <value>; # # where difficulty level is one of: # r0 r1 r2 r3 r4 r5 r6 r7 r8 # ranged_damage_penalty r0 = 0; ranged_damage_penalty r1 = 0; ranged_damage_penalty r2 = -10; ranged_damage_penalty r3 = -20; ranged_damage_penalty r4 = -30; ranged_damage_penalty r5 = -40; ranged_damage_penalty r6 = -50; ranged_damage_penalty r7 = -60; ranged_damage_penalty r8 = -65;
## # Base speed in missile speed formula. Format: # speed_base <flyer> = <value>; # # where flyer is one of: # nuclear_missile merculite_missile pulson_missile zeon_missile # anti_matter_torpedo proton_torpedo plasma_torpedo plasma_breath interceptor # assault_shuttle bomber heavy_fighter # # Defaults to classic game values. # speed_base nuclear_missile = 12; speed_base merculite_missile = 12; speed_base pulson_missile = 12; speed_base zeon_missile = 12; speed_base anti_matter_torpedo = 20; speed_base proton_torpedo = 20; speed_base plasma_torpedo = 24; speed_base plasma_breath = 24; speed_base interceptor = 10; speed_base assault_shuttle = 6; speed_base bomber = 8; speed_base heavy_fighter = 8;
## # Speed bonus for the Fast modification of missiles. # speed_fast_bonus = 4;
## # If 1, proton torpedo speed is limited to the value set in speed_base. # If 0, torpedo strikes instantly (classic, default). # proton_torpedo_apply_speed_base = 0;
## # Combat values for fighters (attack bonus) and missiles (defense bonus). Format: # flyer_combat_modifier <modifier> = <value>; # # where modifier is one of: # nuclear_missile_defense_bonus merculite_missile_defense_bonus # pulson_missile_defense_bonus zeon_missile_defense_bonus # fighters_offense_bonus # flyer_combat_modifier nuclear_missile_defense_bonus = -10; flyer_combat_modifier merculite_missile_defense_bonus = 15; flyer_combat_modifier pulson_missile_defense_bonus = 40; flyer_combat_modifier zeon_missile_defense_bonus = 70; flyer_combat_modifier fighters_offense_bonus = 50;
## # Hit points for missiles and fighters. # For fighters, base hit points is value/2 and their hp are # modified by armor technology. Hit points for missiles are # doubled by the 'Heavily Armored' mod. # rows: # nuclear_missile merculite_missile pulson_missile zeon_missile interceptor # assault_shuttle bomber heavy_fighter # # flyer_hit_points nuclear_missile = 4; flyer_hit_points merculite_missile = 8; flyer_hit_points pulson_missile = 12; flyer_hit_points zeon_missile = 16; flyer_hit_points interceptor = 4; flyer_hit_points assault_shuttle = 6; flyer_hit_points bomber = 8; flyer_hit_points heavy_fighter = 10;
## # Parameter for games with ship initiative ON. If ship initiative is OFF, missile initiative is always 0 # (as in classic) regardless of the setting in this parameter. # If -1, missile fired won't move at end of turn (default, classic for games with ship initiative ON). # If 0, missile fired will move at end of turn (same way as in games with ship initiative OFF). # missile_initiative = -1;
## # Missile 'gluing' behavior. If 1, missiles may glue with stack fired on # previous turn (default, classic). # missile_glue_old = 1;
## # If 0, fighters use normal mount and not PD (default, classic). # fighter_uses_pd = 0;
## # If 0, beam carrying figter may deal 1 damage more than maximum damage # of its weapon (default, classic). If 1, damage is clipped to maximum. # fighter_beam_no_plus_one = 0;
## # If 1, heavy fighters can intercept too, using their beams only. Default is 0. # heavy_fighter_can_scramble = 0;
## # Number of shots a fighter can fire before it needs to return # to a carrier for repair, refuelling, and rearming. # rows: # fighter bomber heavy_fighter # # fighter_shots fighter = 4; fighter_shots bomber = 1; fighter_shots heavy_fighter = 2;
## # Weapon ranges. # weapon_range <modifier> = <value>; # where value is the range in 3-square range units in combat. # where modifier is one of: # proton_torpedo dragon_breath anti_missile_rocket gyro_destabilizer # tractor_beam plasma_web caustic_slime stasis_field black_hole_generator # weapon_range proton_torpedo = 8; weapon_range dragon_breath = 5; weapon_range anti_missile_rocket = 5; weapon_range gyro_destabilizer = 5; weapon_range tractor_beam = 4; weapon_range plasma_web = 5; weapon_range caustic_slime = 5; weapon_range stasis_field = 1; weapon_range black_hole_generator = 5;
## # Spherical weapon ranges to ships from center to edge. # spherical_range_to_ship <modifier> = <value>; # where value is the range in squares. # where modifier is one of: # pulsar spatial_compressor plasma_flux drive_explosion # spherical_range_to_ship pulsar = 6; spherical_range_to_ship spatial_compressor = 4; spherical_range_to_ship plasma_flux = 6; spherical_range_to_ship drive_explosion = 6;
## # Spherical weapon ranges to missiles and fighters from center to center (= edge). # spherical_range_to_missile <modifier> = <value>; # where value is the range in points (1 square = 20 points). # where modifier is one of: # pulsar spatial_compressor plasma_flux drive_explosion # spherical_range_to_missile pulsar = 122; spherical_range_to_missile spatial_compressor = 96; spherical_range_to_missile plasma_flux = 122; spherical_range_to_missile drive_explosion = 135;
## # Plasma torpedo natural dissipation per square. Default is 5 (classic). # plasma_torpedo_dissipation = 5;
## # Plasma web dissipation mode: # minus5 -- total damage of all plasma webs on a target loses 5 points each turn (default, classic). # halve -- total damage of all plasma webs on a target is halved each turn. # plasma_web_dissipation_step = minus5;
## # If 1, spatial compressor's average damage is proportional to target's size class, # like for pulsars and warp core explosions. If 0 (default), the behavior is classic. # compressor_per_size_class_damage = 0;
## # If 1, BHG will not recharge until its previous target is destroyed # (similar to how stasis does not recharge until its target is freed). # If 0 (default), BHG can fire every turn. # continuous_bhg = 0;
## # If 1 and ICS is off, tractor and bhg insta-stop target, but do not # instantly remobilize target like in ICS. # If 0 (default, classic), no insta-stop and no insta-remobilization. # non_ics_tractor_and_bhg_mode = 0;
## # Anti-Missile Rocket (AMR) chance to hit formula is: # base - rounddown((range to target + 1 + 1) * range_multiplier / range_divisor) - 1 # Where classic values are: base = 70; range_multiplier = 10; range_divisor = 3. # rows: # base range_multiplier range_divisor # anti_missile_rocket_chance_to_hit base = 70; anti_missile_rocket_chance_to_hit range_multiplier = 10; anti_missile_rocket_chance_to_hit range_divisor = 3;
## # Amount of tractor beams needed to stop a ship of a given size class. Format: # tractors_to_stop <size-class> = <beams>; # # size-class is one of: # frigate destroyer cruiser battleship titan doomstar # # Defaults are 1 2 3 4 5 6 as in classic game. # tractors_to_stop frigate = 1; tractors_to_stop destroyer = 2; tractors_to_stop cruiser = 3; tractors_to_stop battleship = 4; tractors_to_stop titan = 5; tractors_to_stop doomstar = 6;
## # Ship specials table. Enables modding of space and cost values per size class of ship. # Mutual exclusivity of special systems is also set here. Format: # special <special-name> <property-name> = <property-value>; # # special-name may be one of: # achilles_targeting_unit augmented_engines automated_repair_unit battle_pods # battle_scanner cloaking_device damper_field displacement_device ecm_jammer # energy_absorber extended_fuel_tanks fast_missile_racks hard_shields # heavy_armor high_energy_focus hyper_x_capacitors inertial_nullifier # inertial_stabilizer lightning_field multi_phased_shields # multi_wave_ecm_jammer phase_shifter phasing_cloak quantum_detonator # rangemaster_unit reflection_field reinforced_hull scout_lab security_stations # shield_capacitor stealth_field structural_analyzer sub_space_teleporter # time_warp_facilitator transporters troop_pods warp_dissipator # wide_area_jammer regeneration # # property-name may be one of: # id tech_id size1 size2 size3 size4 size5 size6 cost1 cost2 cost3 cost4 cost5 # cost6 exclude1 exclude2 exclude3 exclude4 exclude5 exclude6 class strategic # special achilles_targeting_unit id = 1; special achilles_targeting_unit tech_id = 1; special achilles_targeting_unit size1 = 10; special achilles_targeting_unit size2 = 15; special achilles_targeting_unit size3 = 25; special achilles_targeting_unit size4 = 50; special achilles_targeting_unit size5 = 100; special achilles_targeting_unit size6 = 250; special achilles_targeting_unit cost1 = 15; special achilles_targeting_unit cost2 = 22; special achilles_targeting_unit cost3 = 37; special achilles_targeting_unit cost4 = 75; special achilles_targeting_unit cost5 = 150; special achilles_targeting_unit cost6 = 375; special achilles_targeting_unit exclude1 = 1; special achilles_targeting_unit exclude2 = 0; special achilles_targeting_unit exclude3 = 0; special achilles_targeting_unit exclude4 = 0; special achilles_targeting_unit exclude5 = 0; special achilles_targeting_unit exclude6 = 0; special achilles_targeting_unit class = 1; special achilles_targeting_unit strategic = 100; special augmented_engines id = 2; special augmented_engines tech_id = 20; special augmented_engines size1 = 10; special augmented_engines size2 = 15; special augmented_engines size3 = 25; special augmented_engines size4 = 50; special augmented_engines size5 = 100; special augmented_engines size6 = 250; special augmented_engines cost1 = 5; special augmented_engines cost2 = 7; special augmented_engines cost3 = 12; special augmented_engines cost4 = 25; special augmented_engines cost5 = 50; special augmented_engines cost6 = 125; special augmented_engines exclude1 = 2; special augmented_engines exclude2 = 0; special augmented_engines exclude3 = 0; special augmented_engines exclude4 = 0; special augmented_engines exclude5 = 0; special augmented_engines exclude6 = 0; special augmented_engines class = 0; special augmented_engines strategic = 0; special automated_repair_unit id = 3; special automated_repair_unit tech_id = 23; special automated_repair_unit size1 = 10; special automated_repair_unit size2 = 15; special automated_repair_unit size3 = 25; special automated_repair_unit size4 = 50; special automated_repair_unit size5 = 100; special automated_repair_unit size6 = 250; special automated_repair_unit cost1 = 10; special automated_repair_unit cost2 = 15; special automated_repair_unit cost3 = 25; special automated_repair_unit cost4 = 50; special automated_repair_unit cost5 = 100; special automated_repair_unit cost6 = 250; special automated_repair_unit exclude1 = 3; special automated_repair_unit exclude2 = 0; special automated_repair_unit exclude3 = 0; special automated_repair_unit exclude4 = 0; special automated_repair_unit exclude5 = 0; special automated_repair_unit exclude6 = 0; special automated_repair_unit class = 0; special automated_repair_unit strategic = 0; special battle_pods id = 4; special battle_pods tech_id = 25; special battle_pods size1 = -12; special battle_pods size2 = -30; special battle_pods size3 = -60; special battle_pods size4 = -125; special battle_pods size5 = -250; special battle_pods size6 = -600; special battle_pods cost1 = 20; special battle_pods cost2 = 60; special battle_pods cost3 = 175; special battle_pods cost4 = 400; special battle_pods cost5 = 800; special battle_pods cost6 = 2500; special battle_pods exclude1 = 4; special battle_pods exclude2 = 0; special battle_pods exclude3 = 0; special battle_pods exclude4 = 0; special battle_pods exclude5 = 0; special battle_pods exclude6 = 0; special battle_pods class = 0; special battle_pods strategic = 0; special battle_scanner id = 5; special battle_scanner tech_id = 26; special battle_scanner size1 = 12; special battle_scanner size2 = 18; special battle_scanner size3 = 30; special battle_scanner size4 = 60; special battle_scanner size5 = 125; special battle_scanner size6 = 325; special battle_scanner cost1 = 5; special battle_scanner cost2 = 7; special battle_scanner cost3 = 12; special battle_scanner cost4 = 25; special battle_scanner cost5 = 50; special battle_scanner cost6 = 125; special battle_scanner exclude1 = 5; special battle_scanner exclude2 = 0; special battle_scanner exclude3 = 0; special battle_scanner exclude4 = 0; special battle_scanner exclude5 = 0; special battle_scanner exclude6 = 0; special battle_scanner class = 1; special battle_scanner strategic = 25; special cloaking_device id = 6; special cloaking_device tech_id = 38; special cloaking_device size1 = 12; special cloaking_device size2 = 18; special cloaking_device size3 = 30; special cloaking_device size4 = 60; special cloaking_device size5 = 125; special cloaking_device size6 = 325; special cloaking_device cost1 = 12; special cloaking_device cost2 = 18; special cloaking_device cost3 = 30; special cloaking_device cost4 = 60; special cloaking_device cost5 = 125; special cloaking_device cost6 = 325; special cloaking_device exclude1 = 23; special cloaking_device exclude2 = 6; special cloaking_device exclude3 = 31; special cloaking_device exclude4 = 0; special cloaking_device exclude5 = 0; special cloaking_device exclude6 = 0; special cloaking_device class = 0; special cloaking_device strategic = 0; special damper_field id = 7; special damper_field tech_id = 45; special damper_field size1 = 5; special damper_field size2 = 7; special damper_field size3 = 12; special damper_field size4 = 25; special damper_field size5 = 50; special damper_field size6 = 125; special damper_field cost1 = 7; special damper_field cost2 = 10; special damper_field cost3 = 18; special damper_field cost4 = 40; special damper_field cost5 = 75; special damper_field cost6 = 190; special damper_field exclude1 = 7; special damper_field exclude2 = 13; special damper_field exclude3 = 20; special damper_field exclude4 = 30; special damper_field exclude5 = 0; special damper_field exclude6 = 0; special damper_field class = 0; special damper_field strategic = 0; special displacement_device id = 8; special displacement_device tech_id = 53; special displacement_device size1 = 10; special displacement_device size2 = 15; special displacement_device size3 = 25; special displacement_device size4 = 50; special displacement_device size5 = 100; special displacement_device size6 = 250; special displacement_device cost1 = 15; special displacement_device cost2 = 22; special displacement_device cost3 = 40; special displacement_device cost4 = 75; special displacement_device cost5 = 150; special displacement_device cost6 = 375; special displacement_device exclude1 = 8; special displacement_device exclude2 = 0; special displacement_device exclude3 = 0; special displacement_device exclude4 = 0; special displacement_device exclude5 = 0; special displacement_device exclude6 = 0; special displacement_device class = 6; special displacement_device strategic = 30; special ecm_jammer id = 9; special ecm_jammer tech_id = 57; special ecm_jammer size1 = 10; special ecm_jammer size2 = 15; special ecm_jammer size3 = 25; special ecm_jammer size4 = 50; special ecm_jammer size5 = 100; special ecm_jammer size6 = 250; special ecm_jammer cost1 = 5; special ecm_jammer cost2 = 7; special ecm_jammer cost3 = 12; special ecm_jammer cost4 = 25; special ecm_jammer cost5 = 50; special ecm_jammer cost6 = 125; special ecm_jammer exclude1 = 21; special ecm_jammer exclude2 = 9; special ecm_jammer exclude3 = 38; special ecm_jammer exclude4 = 0; special ecm_jammer exclude5 = 0; special ecm_jammer exclude6 = 0; special ecm_jammer class = 4; special ecm_jammer strategic = 50; special energy_absorber id = 10; special energy_absorber tech_id = 60; special energy_absorber size1 = 12; special energy_absorber size2 = 18; special energy_absorber size3 = 30; special energy_absorber size4 = 60; special energy_absorber size5 = 125; special energy_absorber size6 = 325; special energy_absorber cost1 = 12; special energy_absorber cost2 = 18; special energy_absorber cost3 = 30; special energy_absorber cost4 = 60; special energy_absorber cost5 = 125; special energy_absorber cost6 = 325; special energy_absorber exclude1 = 10; special energy_absorber exclude2 = 0; special energy_absorber exclude3 = 0; special energy_absorber exclude4 = 0; special energy_absorber exclude5 = 0; special energy_absorber exclude6 = 0; special energy_absorber class = 0; special energy_absorber strategic = 0; special extended_fuel_tanks id = 11; special extended_fuel_tanks tech_id = 63; special extended_fuel_tanks size1 = 12; special extended_fuel_tanks size2 = 18; special extended_fuel_tanks size3 = 30; special extended_fuel_tanks size4 = 60; special extended_fuel_tanks size5 = 125; special extended_fuel_tanks size6 = 325; special extended_fuel_tanks cost1 = 5; special extended_fuel_tanks cost2 = 10; special extended_fuel_tanks cost3 = 15; special extended_fuel_tanks cost4 = 30; special extended_fuel_tanks cost5 = 60; special extended_fuel_tanks cost6 = 100; special extended_fuel_tanks exclude1 = 11; special extended_fuel_tanks exclude2 = 0; special extended_fuel_tanks exclude3 = 0; special extended_fuel_tanks exclude4 = 0; special extended_fuel_tanks exclude5 = 0; special extended_fuel_tanks exclude6 = 0; special extended_fuel_tanks class = 0; special extended_fuel_tanks strategic = 0; special fast_missile_racks id = 12; special fast_missile_racks tech_id = 64; special fast_missile_racks size1 = 10; special fast_missile_racks size2 = 15; special fast_missile_racks size3 = 25; special fast_missile_racks size4 = 50; special fast_missile_racks size5 = 100; special fast_missile_racks size6 = 250; special fast_missile_racks cost1 = 10; special fast_missile_racks cost2 = 15; special fast_missile_racks cost3 = 25; special fast_missile_racks cost4 = 50; special fast_missile_racks cost5 = 100; special fast_missile_racks cost6 = 250; special fast_missile_racks exclude1 = 12; special fast_missile_racks exclude2 = 0; special fast_missile_racks exclude3 = 0; special fast_missile_racks exclude4 = 0; special fast_missile_racks exclude5 = 0; special fast_missile_racks exclude6 = 0; special fast_missile_racks class = 5; special fast_missile_racks strategic = 25; special hard_shields id = 13; special hard_shields tech_id = 81; special hard_shields size1 = 10; special hard_shields size2 = 15; special hard_shields size3 = 25; special hard_shields size4 = 50; special hard_shields size5 = 100; special hard_shields size6 = 250; special hard_shields cost1 = 10; special hard_shields cost2 = 15; special hard_shields cost3 = 25; special hard_shields cost4 = 50; special hard_shields cost5 = 100; special hard_shields cost6 = 250; special hard_shields exclude1 = 13; special hard_shields exclude2 = 7; special hard_shields exclude3 = 0; special hard_shields exclude4 = 0; special hard_shields exclude5 = 0; special hard_shields exclude6 = 0; special hard_shields class = 0; special hard_shields strategic = 0; special heavy_armor id = 14; special heavy_armor tech_id = 82; special heavy_armor size1 = 10; special heavy_armor size2 = 15; special heavy_armor size3 = 25; special heavy_armor size4 = 50; special heavy_armor size5 = 100; special heavy_armor size6 = 250; special heavy_armor cost1 = 5; special heavy_armor cost2 = 7; special heavy_armor cost3 = 12; special heavy_armor cost4 = 25; special heavy_armor cost5 = 50; special heavy_armor cost6 = 125; special heavy_armor exclude1 = 14; special heavy_armor exclude2 = 0; special heavy_armor exclude3 = 0; special heavy_armor exclude4 = 0; special heavy_armor exclude5 = 0; special heavy_armor exclude6 = 0; special heavy_armor class = 0; special heavy_armor strategic = 0; special high_energy_focus id = 15; special high_energy_focus tech_id = 85; special high_energy_focus size1 = 10; special high_energy_focus size2 = 15; special high_energy_focus size3 = 25; special high_energy_focus size4 = 50; special high_energy_focus size5 = 100; special high_energy_focus size6 = 250; special high_energy_focus cost1 = 10; special high_energy_focus cost2 = 15; special high_energy_focus cost3 = 25; special high_energy_focus cost4 = 50; special high_energy_focus cost5 = 100; special high_energy_focus cost6 = 250; special high_energy_focus exclude1 = 15; special high_energy_focus exclude2 = 0; special high_energy_focus exclude3 = 0; special high_energy_focus exclude4 = 0; special high_energy_focus exclude5 = 0; special high_energy_focus exclude6 = 0; special high_energy_focus class = 2; special high_energy_focus strategic = 25; special hyper_x_capacitors id = 16; special hyper_x_capacitors tech_id = 90; special hyper_x_capacitors size1 = 10; special hyper_x_capacitors size2 = 15; special hyper_x_capacitors size3 = 25; special hyper_x_capacitors size4 = 50; special hyper_x_capacitors size5 = 100; special hyper_x_capacitors size6 = 250; special hyper_x_capacitors cost1 = 10; special hyper_x_capacitors cost2 = 15; special hyper_x_capacitors cost3 = 25; special hyper_x_capacitors cost4 = 50; special hyper_x_capacitors cost5 = 100; special hyper_x_capacitors cost6 = 250; special hyper_x_capacitors exclude1 = 16; special hyper_x_capacitors exclude2 = 0; special hyper_x_capacitors exclude3 = 0; special hyper_x_capacitors exclude4 = 0; special hyper_x_capacitors exclude5 = 0; special hyper_x_capacitors exclude6 = 0; special hyper_x_capacitors class = 2; special hyper_x_capacitors strategic = 50; special inertial_nullifier id = 17; special inertial_nullifier tech_id = 93; special inertial_nullifier size1 = 15; special inertial_nullifier size2 = 25; special inertial_nullifier size3 = 40; special inertial_nullifier size4 = 75; special inertial_nullifier size5 = 150; special inertial_nullifier size6 = 375; special inertial_nullifier cost1 = 22; special inertial_nullifier cost2 = 40; special inertial_nullifier cost3 = 60; special inertial_nullifier cost4 = 100; special inertial_nullifier cost5 = 225; special inertial_nullifier cost6 = 500; special inertial_nullifier exclude1 = 18; special inertial_nullifier exclude2 = 17; special inertial_nullifier exclude3 = 0; special inertial_nullifier exclude4 = 0; special inertial_nullifier exclude5 = 0; special inertial_nullifier exclude6 = 0; special inertial_nullifier class = 3; special inertial_nullifier strategic = 50; special inertial_stabilizer id = 18; special inertial_stabilizer tech_id = 94; special inertial_stabilizer size1 = 15; special inertial_stabilizer size2 = 25; special inertial_stabilizer size3 = 40; special inertial_stabilizer size4 = 75; special inertial_stabilizer size5 = 150; special inertial_stabilizer size6 = 375; special inertial_stabilizer cost1 = 5; special inertial_stabilizer cost2 = 7; special inertial_stabilizer cost3 = 12; special inertial_stabilizer cost4 = 25; special inertial_stabilizer cost5 = 50; special inertial_stabilizer cost6 = 125; special inertial_stabilizer exclude1 = 17; special inertial_stabilizer exclude2 = 18; special inertial_stabilizer exclude3 = 0; special inertial_stabilizer exclude4 = 0; special inertial_stabilizer exclude5 = 0; special inertial_stabilizer exclude6 = 0; special inertial_stabilizer class = 3; special inertial_stabilizer strategic = 25; special lightning_field id = 19; special lightning_field tech_id = 102; special lightning_field size1 = 10; special lightning_field size2 = 15; special lightning_field size3 = 25; special lightning_field size4 = 50; special lightning_field size5 = 100; special lightning_field size6 = 250; special lightning_field cost1 = 10; special lightning_field cost2 = 15; special lightning_field cost3 = 25; special lightning_field cost4 = 50; special lightning_field cost5 = 100; special lightning_field cost6 = 250; special lightning_field exclude1 = 19; special lightning_field exclude2 = 0; special lightning_field exclude3 = 0; special lightning_field exclude4 = 0; special lightning_field exclude5 = 0; special lightning_field exclude6 = 0; special lightning_field class = 4; special lightning_field strategic = 90; special multi_phased_shields id = 20; special multi_phased_shields tech_id = 112; special multi_phased_shields size1 = 10; special multi_phased_shields size2 = 15; special multi_phased_shields size3 = 25; special multi_phased_shields size4 = 50; special multi_phased_shields size5 = 100; special multi_phased_shields size6 = 250; special multi_phased_shields cost1 = 10; special multi_phased_shields cost2 = 15; special multi_phased_shields cost3 = 25; special multi_phased_shields cost4 = 50; special multi_phased_shields cost5 = 100; special multi_phased_shields cost6 = 250; special multi_phased_shields exclude1 = 20; special multi_phased_shields exclude2 = 7; special multi_phased_shields exclude3 = 0; special multi_phased_shields exclude4 = 0; special multi_phased_shields exclude5 = 0; special multi_phased_shields exclude6 = 0; special multi_phased_shields class = 0; special multi_phased_shields strategic = 0; special multi_wave_ecm_jammer id = 21; special multi_wave_ecm_jammer tech_id = 111; special multi_wave_ecm_jammer size1 = 10; special multi_wave_ecm_jammer size2 = 15; special multi_wave_ecm_jammer size3 = 25; special multi_wave_ecm_jammer size4 = 50; special multi_wave_ecm_jammer size5 = 100; special multi_wave_ecm_jammer size6 = 250; special multi_wave_ecm_jammer cost1 = 10; special multi_wave_ecm_jammer cost2 = 15; special multi_wave_ecm_jammer cost3 = 25; special multi_wave_ecm_jammer cost4 = 50; special multi_wave_ecm_jammer cost5 = 100; special multi_wave_ecm_jammer cost6 = 250; special multi_wave_ecm_jammer exclude1 = 9; special multi_wave_ecm_jammer exclude2 = 21; special multi_wave_ecm_jammer exclude3 = 38; special multi_wave_ecm_jammer exclude4 = 0; special multi_wave_ecm_jammer exclude5 = 0; special multi_wave_ecm_jammer exclude6 = 0; special multi_wave_ecm_jammer class = 4; special multi_wave_ecm_jammer strategic = 70; special phase_shifter id = 22; special phase_shifter tech_id = 125; special phase_shifter size1 = 10; special phase_shifter size2 = 15; special phase_shifter size3 = 25; special phase_shifter size4 = 50; special phase_shifter size5 = 100; special phase_shifter size6 = 250; special phase_shifter cost1 = 15; special phase_shifter cost2 = 22; special phase_shifter cost3 = 37; special phase_shifter cost4 = 75; special phase_shifter cost5 = 150; special phase_shifter cost6 = 375; special phase_shifter exclude1 = 33; special phase_shifter exclude2 = 22; special phase_shifter exclude3 = 0; special phase_shifter exclude4 = 0; special phase_shifter exclude5 = 0; special phase_shifter exclude6 = 0; special phase_shifter class = 0; special phase_shifter strategic = 0; special phasing_cloak id = 23; special phasing_cloak tech_id = 126; special phasing_cloak size1 = 15; special phasing_cloak size2 = 25; special phasing_cloak size3 = 40; special phasing_cloak size4 = 75; special phasing_cloak size5 = 150; special phasing_cloak size6 = 375; special phasing_cloak cost1 = 22; special phasing_cloak cost2 = 40; special phasing_cloak cost3 = 60; special phasing_cloak cost4 = 100; special phasing_cloak cost5 = 225; special phasing_cloak cost6 = 500; special phasing_cloak exclude1 = 6; special phasing_cloak exclude2 = 23; special phasing_cloak exclude3 = 31; special phasing_cloak exclude4 = 0; special phasing_cloak exclude5 = 0; special phasing_cloak exclude6 = 0; special phasing_cloak class = 0; special phasing_cloak strategic = 0; special quantum_detonator id = 24; special quantum_detonator tech_id = 150; special quantum_detonator size1 = 2; special quantum_detonator size2 = 3; special quantum_detonator size3 = 7; special quantum_detonator size4 = 15; special quantum_detonator size5 = 30; special quantum_detonator size6 = 75; special quantum_detonator cost1 = 3; special quantum_detonator cost2 = 5; special quantum_detonator cost3 = 10; special quantum_detonator cost4 = 22; special quantum_detonator cost5 = 45; special quantum_detonator cost6 = 100; special quantum_detonator exclude1 = 24; special quantum_detonator exclude2 = 0; special quantum_detonator exclude3 = 0; special quantum_detonator exclude4 = 0; special quantum_detonator exclude5 = 0; special quantum_detonator exclude6 = 0; special quantum_detonator class = 0; special quantum_detonator strategic = 0; special rangemaster_unit id = 25; special rangemaster_unit tech_id = 151; special rangemaster_unit size1 = 10; special rangemaster_unit size2 = 15; special rangemaster_unit size3 = 25; special rangemaster_unit size4 = 50; special rangemaster_unit size5 = 100; special rangemaster_unit size6 = 250; special rangemaster_unit cost1 = 10; special rangemaster_unit cost2 = 15; special rangemaster_unit cost3 = 25; special rangemaster_unit cost4 = 50; special rangemaster_unit cost5 = 100; special rangemaster_unit cost6 = 250; special rangemaster_unit exclude1 = 25; special rangemaster_unit exclude2 = 0; special rangemaster_unit exclude3 = 0; special rangemaster_unit exclude4 = 0; special rangemaster_unit exclude5 = 0; special rangemaster_unit exclude6 = 0; special rangemaster_unit class = 1; special rangemaster_unit strategic = 50; special reflection_field id = 26; special reflection_field tech_id = 153; special reflection_field size1 = 10; special reflection_field size2 = 15; special reflection_field size3 = 25; special reflection_field size4 = 50; special reflection_field size5 = 100; special reflection_field size6 = 250; special reflection_field cost1 = 15; special reflection_field cost2 = 22; special reflection_field cost3 = 37; special reflection_field cost4 = 75; special reflection_field cost5 = 150; special reflection_field cost6 = 375; special reflection_field exclude1 = 26; special reflection_field exclude2 = 0; special reflection_field exclude3 = 0; special reflection_field exclude4 = 0; special reflection_field exclude5 = 0; special reflection_field exclude6 = 0; special reflection_field class = 0; special reflection_field strategic = 0; special reinforced_hull id = 27; special reinforced_hull tech_id = 56; special reinforced_hull size1 = 10; special reinforced_hull size2 = 15; special reinforced_hull size3 = 25; special reinforced_hull size4 = 50; special reinforced_hull size5 = 100; special reinforced_hull size6 = 250; special reinforced_hull cost1 = 5; special reinforced_hull cost2 = 7; special reinforced_hull cost3 = 12; special reinforced_hull cost4 = 25; special reinforced_hull cost5 = 50; special reinforced_hull cost6 = 125; special reinforced_hull exclude1 = 27; special reinforced_hull exclude2 = 0; special reinforced_hull exclude3 = 0; special reinforced_hull exclude4 = 0; special reinforced_hull exclude5 = 0; special reinforced_hull exclude6 = 0; special reinforced_hull class = 0; special reinforced_hull strategic = 0; special scout_lab id = 28; special scout_lab tech_id = 158; special scout_lab size1 = 12; special scout_lab size2 = 20; special scout_lab size3 = 40; special scout_lab size4 = 75; special scout_lab size5 = 150; special scout_lab size6 = 375; special scout_lab cost1 = 7; special scout_lab cost2 = 12; special scout_lab cost3 = 20; special scout_lab cost4 = 37; special scout_lab cost5 = 75; special scout_lab cost6 = 180; special scout_lab exclude1 = 28; special scout_lab exclude2 = 0; special scout_lab exclude3 = 0; special scout_lab exclude4 = 0; special scout_lab exclude5 = 0; special scout_lab exclude6 = 0; special scout_lab class = 0; special scout_lab strategic = 0; special security_stations id = 29; special security_stations tech_id = 159; special security_stations size1 = 5; special security_stations size2 = 7; special security_stations size3 = 12; special security_stations size4 = 25; special security_stations size5 = 50; special security_stations size6 = 125; special security_stations cost1 = 2; special security_stations cost2 = 3; special security_stations cost3 = 6; special security_stations cost4 = 12; special security_stations cost5 = 25; special security_stations cost6 = 70; special security_stations exclude1 = 29; special security_stations exclude2 = 0; special security_stations exclude3 = 0; special security_stations exclude4 = 0; special security_stations exclude5 = 0; special security_stations exclude6 = 0; special security_stations class = 0; special security_stations strategic = 0; special shield_capacitor id = 30; special shield_capacitor tech_id = 161; special shield_capacitor size1 = 10; special shield_capacitor size2 = 15; special shield_capacitor size3 = 25; special shield_capacitor size4 = 50; special shield_capacitor size5 = 100; special shield_capacitor size6 = 250; special shield_capacitor cost1 = 10; special shield_capacitor cost2 = 15; special shield_capacitor cost3 = 25; special shield_capacitor cost4 = 50; special shield_capacitor cost5 = 100; special shield_capacitor cost6 = 250; special shield_capacitor exclude1 = 30; special shield_capacitor exclude2 = 7; special shield_capacitor exclude3 = 0; special shield_capacitor exclude4 = 0; special shield_capacitor exclude5 = 0; special shield_capacitor exclude6 = 0; special shield_capacitor class = 0; special shield_capacitor strategic = 0; special stealth_field id = 31; special stealth_field tech_id = 172; special stealth_field size1 = 10; special stealth_field size2 = 15; special stealth_field size3 = 25; special stealth_field size4 = 50; special stealth_field size5 = 100; special stealth_field size6 = 250; special stealth_field cost1 = 10; special stealth_field cost2 = 15; special stealth_field cost3 = 25; special stealth_field cost4 = 50; special stealth_field cost5 = 100; special stealth_field cost6 = 250; special stealth_field exclude1 = 31; special stealth_field exclude2 = 6; special stealth_field exclude3 = 23; special stealth_field exclude4 = 0; special stealth_field exclude5 = 0; special stealth_field exclude6 = 0; special stealth_field class = 0; special stealth_field strategic = 0; special structural_analyzer id = 32; special structural_analyzer tech_id = 175; special structural_analyzer size1 = 7; special structural_analyzer size2 = 10; special structural_analyzer size3 = 18; special structural_analyzer size4 = 40; special structural_analyzer size5 = 75; special structural_analyzer size6 = 190; special structural_analyzer cost1 = 10; special structural_analyzer cost2 = 15; special structural_analyzer cost3 = 25; special structural_analyzer cost4 = 50; special structural_analyzer cost5 = 100; special structural_analyzer cost6 = 250; special structural_analyzer exclude1 = 32; special structural_analyzer exclude2 = 0; special structural_analyzer exclude3 = 0; special structural_analyzer exclude4 = 0; special structural_analyzer exclude5 = 0; special structural_analyzer exclude6 = 0; special structural_analyzer class = 2; special structural_analyzer strategic = 75; special sub_space_teleporter id = 33; special sub_space_teleporter tech_id = 177; special sub_space_teleporter size1 = 10; special sub_space_teleporter size2 = 15; special sub_space_teleporter size3 = 25; special sub_space_teleporter size4 = 50; special sub_space_teleporter size5 = 100; special sub_space_teleporter size6 = 250; special sub_space_teleporter cost1 = 15; special sub_space_teleporter cost2 = 22; special sub_space_teleporter cost3 = 37; special sub_space_teleporter cost4 = 75; special sub_space_teleporter cost5 = 150; special sub_space_teleporter cost6 = 375; special sub_space_teleporter exclude1 = 22; special sub_space_teleporter exclude2 = 33; special sub_space_teleporter exclude3 = 0; special sub_space_teleporter exclude4 = 0; special sub_space_teleporter exclude5 = 0; special sub_space_teleporter exclude6 = 0; special sub_space_teleporter class = 0; special sub_space_teleporter strategic = 0; special time_warp_facilitator id = 34; special time_warp_facilitator tech_id = 185; special time_warp_facilitator size1 = 15; special time_warp_facilitator size2 = 25; special time_warp_facilitator size3 = 40; special time_warp_facilitator size4 = 75; special time_warp_facilitator size5 = 150; special time_warp_facilitator size6 = 375; special time_warp_facilitator cost1 = 22; special time_warp_facilitator cost2 = 40; special time_warp_facilitator cost3 = 60; special time_warp_facilitator cost4 = 100; special time_warp_facilitator cost5 = 225; special time_warp_facilitator cost6 = 500; special time_warp_facilitator exclude1 = 34; special time_warp_facilitator exclude2 = 0; special time_warp_facilitator exclude3 = 0; special time_warp_facilitator exclude4 = 0; special time_warp_facilitator exclude5 = 0; special time_warp_facilitator exclude6 = 0; special time_warp_facilitator class = 7; special time_warp_facilitator strategic = 100; special transporters id = 35; special transporters tech_id = 190; special transporters size1 = 10; special transporters size2 = 15; special transporters size3 = 25; special transporters size4 = 50; special transporters size5 = 100; special transporters size6 = 250; special transporters cost1 = 5; special transporters cost2 = 7; special transporters cost3 = 12; special transporters cost4 = 25; special transporters cost5 = 50; special transporters cost6 = 125; special transporters exclude1 = 35; special transporters exclude2 = 0; special transporters exclude3 = 0; special transporters exclude4 = 0; special transporters exclude5 = 0; special transporters exclude6 = 0; special transporters class = 0; special transporters strategic = 0; special troop_pods id = 36; special troop_pods tech_id = 192; special troop_pods size1 = 12; special troop_pods size2 = 18; special troop_pods size3 = 30; special troop_pods size4 = 60; special troop_pods size5 = 125; special troop_pods size6 = 325; special troop_pods cost1 = 5; special troop_pods cost2 = 7; special troop_pods cost3 = 12; special troop_pods cost4 = 25; special troop_pods cost5 = 50; special troop_pods cost6 = 125; special troop_pods exclude1 = 36; special troop_pods exclude2 = 0; special troop_pods exclude3 = 0; special troop_pods exclude4 = 0; special troop_pods exclude5 = 0; special troop_pods exclude6 = 0; special troop_pods class = 0; special troop_pods strategic = 0; special warp_dissipator id = 37; special warp_dissipator tech_id = 196; special warp_dissipator size1 = 15; special warp_dissipator size2 = 25; special warp_dissipator size3 = 40; special warp_dissipator size4 = 75; special warp_dissipator size5 = 150; special warp_dissipator size6 = 375; special warp_dissipator cost1 = 15; special warp_dissipator cost2 = 25; special warp_dissipator cost3 = 40; special warp_dissipator cost4 = 75; special warp_dissipator cost5 = 150; special warp_dissipator cost6 = 375; special warp_dissipator exclude1 = 37; special warp_dissipator exclude2 = 0; special warp_dissipator exclude3 = 0; special warp_dissipator exclude4 = 0; special warp_dissipator exclude5 = 0; special warp_dissipator exclude6 = 0; special warp_dissipator class = 0; special warp_dissipator strategic = 0; special wide_area_jammer id = 38; special wide_area_jammer tech_id = 199; special wide_area_jammer size1 = 20; special wide_area_jammer size2 = 30; special wide_area_jammer size3 = 50; special wide_area_jammer size4 = 100; special wide_area_jammer size5 = 200; special wide_area_jammer size6 = 500; special wide_area_jammer cost1 = 20; special wide_area_jammer cost2 = 30; special wide_area_jammer cost3 = 50; special wide_area_jammer cost4 = 100; special wide_area_jammer cost5 = 200; special wide_area_jammer cost6 = 500; special wide_area_jammer exclude1 = 9; special wide_area_jammer exclude2 = 38; special wide_area_jammer exclude3 = 21; special wide_area_jammer exclude4 = 0; special wide_area_jammer exclude5 = 0; special wide_area_jammer exclude6 = 0; special wide_area_jammer class = 4; special wide_area_jammer strategic = 100; special regeneration id = 39; special regeneration tech_id = 23; special regeneration size1 = 4; special regeneration size2 = 10; special regeneration size3 = 20; special regeneration size4 = 40; special regeneration size5 = 80; special regeneration size6 = 200; special regeneration cost1 = 5; special regeneration cost2 = 10; special regeneration cost3 = 20; special regeneration cost4 = 50; special regeneration cost5 = 125; special regeneration cost6 = 500; special regeneration exclude1 = 3; special regeneration exclude2 = 0; special regeneration exclude3 = 0; special regeneration exclude4 = 0; special regeneration exclude5 = 0; special regeneration exclude6 = 0; special regeneration class = 0; special regeneration strategic = 0;
## # COMBAT BONUSES table. Rows are: # battle_scanner_beam_offense scout_lab_fleet_beam_offense # starbase_fleet_beam_offense battlestation_fleet_beam_offense # starfortress_fleet_beam_offense stabilizer_beam_defense # nullifier_beam_defense stealth_field_beam_defense # cloaking_device_beam_defense phasing_cloak_beam_defense # phasing_cloak_effective_turns displacement_device_beam_miss_percent # reflection_field_strength # # Beam defense for cloaking device and phasing cloak can be set independently. # By default, both have +80 bonus (classic). Stealth field gains cloak ability # in combat if a beam defense value >0 is set. If 0, stealth field tech # does not provide cloaking nor beam / missile defense in combat (classic). # combat_bonus battle_scanner_beam_offense = 50; combat_bonus scout_lab_fleet_beam_offense = 20; combat_bonus starbase_fleet_beam_offense = 0; combat_bonus battlestation_fleet_beam_offense = 10; combat_bonus starfortress_fleet_beam_offense = 20; combat_bonus stabilizer_beam_defense = 50; combat_bonus nullifier_beam_defense = 100; combat_bonus stealth_field_beam_defense = 0; combat_bonus cloaking_device_beam_defense = 80; combat_bonus phasing_cloak_beam_defense = 80; combat_bonus phasing_cloak_effective_turns = 10; combat_bonus displacement_device_beam_miss_percent = 30; combat_bonus reflection_field_strength = 15;
## # Missile defense bonuses. Scanners reduce enemy's missile defense. # Parameter cloaking_device_missile_defense is 0 by default (classic). In this # case each missile has a 50% chance to miss against cloaked ship, which value # is set with cloaking_device_missile_miss_percent. If a non-zero value is set # for cloaking_device_missile_defense, then active cloaking devices will add # this bonus to Missile Evasion and miss_percent will not apply. # rows: # stabilizer_missile_defense nullifier_missile_defense # ecm_jammer_missile_defense multi_wave_jammer_missile_defense # wide_area_jammer_missile_defense wide_area_jammer_fleet_missile_defense # cloaking_device_missile_defense cloaking_device_missile_miss_percent # displacement_device_missiles_miss_percent tachyon_scanner neutron_scanner # sensors # # missile_defense stabilizer_missile_defense = 25; missile_defense nullifier_missile_defense = 50; missile_defense ecm_jammer_missile_defense = 70; missile_defense multi_wave_jammer_missile_defense = 100; missile_defense wide_area_jammer_missile_defense = 130; missile_defense wide_area_jammer_fleet_missile_defense = 70; missile_defense cloaking_device_missile_defense = 0; missile_defense cloaking_device_missile_miss_percent = 50; missile_defense displacement_device_missiles_miss_percent = 30; missile_defense tachyon_scanner = 20; missile_defense neutron_scanner = 40; missile_defense sensors = 70;
## # Damage percent remaining after applying damper field damage reduction. # Default is 25 as in classic game. # damper_field_ratio = 25;
## # Absorber damage reduction percent. Default is 25 (classic). # absorber_damage_reduction = 25;
## # Parameter for games with ship initiative OFF. If ship initiative is ON, Stored damage is always kept # regardless of the setting in this parameter. # If 0, energy absorber's stored damage is lost at end of each turn (default, classic). # If 1, stored damage is kept until used. # absorber_keep_charge = 0;
## # Percent of missiles / fighters destroyed by lightning field. Default is 50. # lightning_field_ratio = 50;
## # Controls probablility distribution for lightning field: # uniform - each missile has equal chance to be destroyed # classic - skewed distribution, at least 50% of missiles always survive (default) # lightning_field_mode = classic;
## # Megafluxers space increase percent. Default is 25 (classic). # megafluxers_tactical_bonus = 25;
## # Megafluxers strategic beam weapon count bonus percent. Default is 50 (classic). # megafluxers_strategic_bonus = 50;
## # If 1, ships always recloak next turn. # If 0 (default, classic), 1 turn wait if ship fired. # recloak_next_turn = 0;
## # If 1, ships always return to phase cloaked state the next turn. # If 0 (default, classic), 1 turn wait if ship fired. # rephase_cloak_next_turn = 0;
## # If 1 and ICS is off, Phasing Cloak acts like Cloaking Device when decloaking. # If 0 (default, classic), ship does not have BD/ME bonus after decloaking. # non_ics_phasing_cloak_mode = 0;
## # Structural analyzer damage bonus percent. Default is 100 (classic). # analyzer_bonus = 100;
## # Sub-Space Teleporter range. Default is 20. # sub_space_teleporter_range = 20;
## # If 1, sub-space teleporter range is approximately round (octagonal). # If 0 (default), range is square as in classic. # round_teleporter = 0;
## # Cybernetic, Automated Repair Unit and Regeneration repair rates for armor # and structure. Internal systems repair is half of these values by default # and can be set with parameter systems_repair_percent. # repair_rate cyber = 10; repair_rate aru = 20; repair_rate regen = 20;
## # Ship systems repaired hit points, percentage of structure points repaired. # Default is 50 as in classic game (half of structure points). # systems_repair_percent = 50;
## # Damage bonus depending on mount and high energy focus. Format: # mount_dmg <hef-present> <weapon-mount> = <bonus>; # # Defaults to mount bonus + 50 as in classic game. # # pd nomod heavy # ▼ ▼ ▼ mount_dmg nohef = 50 100 150; mount_dmg hef = 100 150 200;
## # Scout Lab research points per ship class. # Format: scout_lab_research_bonus <size-class> = <bonus>; # # size-class is one of: # frigate destroyer cruiser battleship titan doomstar # # Defaults are 1 2 4 8 16 32 as in classic game. # scout_lab_research_bonus frigate = 1; scout_lab_research_bonus destroyer = 2; scout_lab_research_bonus cruiser = 4; scout_lab_research_bonus battleship = 8; scout_lab_research_bonus titan = 16; scout_lab_research_bonus doomstar = 32;
## # If 0, scout lab & galactic lore beam attack bonus is not effective against Antarans (classic). # If 1, their bonus is effective against Antarans. # lab_and_lore_against_antarans = 0;
# ============================================== # # -- SHIP CREW, MARINES & GROUND TROOPS -- # # ============================================== #
## # CREW_DATA TABLE # rows: # green regular veteran elite ultra_elite # # columns: # experience attack defense ground # # # ground # defense | # attack | | # experience | | | # ▼ ▼ ▼ ▼ crew_data green = 0 0 0 0; crew_data regular = 50 15 15 5; crew_data veteran = 150 30 30 10; crew_data elite = 500 50 50 15; crew_data ultra_elite = 1000 75 75 20;
## # If 0, (classic, default), ship crews gain 1 XP each turn. # If 1, ship crews do not gain 1 XP each turn (for melee mode). # crew_no_turn_xp = 0;
## # If 1, ships benefit from crew experience level in strategic games, # If 0 (default, classic), ships do not. # strategic_xp_bonus = 0;
## # Bonuses of troop types versus standard infantry. # rows: # tanks militia rebels # # troop_type tanks = 10; troop_type militia = -10; troop_type rebels = -20;
## # Table with various bonuses for ground troops and marines. # rows: # low_g subterranean security_stations anti_grav_harness personal_shield # powered_armor battleoids high_g_hits powered_armor_hits battleoids_hits # # troop_bonus low_g = -10; troop_bonus subterranean = 10; troop_bonus security_stations = 20; troop_bonus anti_grav_harness = 10; troop_bonus personal_shield = 20; troop_bonus powered_armor = 10; troop_bonus battleoids = 10; troop_bonus high_g_hits = 1; troop_bonus powered_armor_hits = 1; troop_bonus battleoids_hits = 1;
## # Rifle bonus for ground troops and ship marines. # rows: # pulse_rifle laser_rifle fusion_rifle phasor_rifle plasma_rifle # # columns: # bonus # # # bonus # ▼ rifle_bonus pulse_rifle = 0; rifle_bonus laser_rifle = 5; rifle_bonus fusion_rifle = 10; rifle_bonus phasor_rifle = 20; rifle_bonus plasma_rifle = 30;
## # In classic game, using Range defaults to 1 and 4. Set to Square metrics, so # new default values are 3 and 12 (Range is a Squares/3). Set min to 1 to get # a fair boarding from point blank only. # board_range normal = 3; board_range transporters = 12;
## # If 1, ships affected by BHG can be boarded (default, classic). # board_in_black_hole = 1;
## # Weapons damage of neutron blaster / death ray (or any other weapon that has # inherent mod #4) is divided by this value to determine how many marines are # killed from it. # marine_kill_damage = 5;
## # Special system that blocks marine killing by neutron blaster and death ray # (or by any other weapon that has inherent mod #4). # Default is damper_field as in classic game (special system #7). # marine_kill_damage_blocker = damper_field;
## # Ratio total/survivors for transporters used against damper field, 1 to 127. # Default is 3 (classic), meaning 1/3 of troops survive transportation to a # ship equipped with damper field. # If 0, damper field prevents use of transporters for boarding outright. # damper_kill_ratio = 3;
## # Damage that each successful marine will do. Default is 50 (classic). # raid_damage_per_marine = 50;
## # Number of items that a successful marine can do its damage to. # Default is 2 loops of destruction. # raid_items_per_marine = 2;
## # Chance for a quantum detonator equipped ship to explode upon capture. # Percent chance is (X-1)*10, thus set 1 for 0% and 11 for 100%. Classic = 6 (50%). # quantum_detonator_explode_chance = 6;
## # If 1, when opponent in current combat is not a telepath, telepaths # still gain control of a ship upon its recapture. # If 0 (default, classic), telepaths only gain control if a ship was # not already captured by a non-telepath in current combat. # telepathic_multiple_capture = 0;
## # If 1, marines above ship capacity will be spaced after ship capture. # If 0 (default, classic), they are spaced after combat ends. # kill_excess_marines_after_capture = 0;
## # Minimum ship class that requires a star base to be built. # Value range is frigate-doomstar (0-5) and 'none' (6). # 'none' allows all ship classes to be built without a star # base present in the colony. Default is cruiser (classic). # satellite_ship_class = cruiser;
## # Minimum ship class to Mind Control a colony. Default is a cruiser (classic). # mind_control_ship_class = cruiser;
## # Weightings for chance to get technology from succesful invasion. # Up to 4 techs can be gained from invasion: # # First, each building present on the colony is checked, each with a # 125/1/1000 = 12.5% chance to be unlocked. After success, chance is # 125/2/1000 = 6.25%, then lowered to # 125/3/1000 = 4.167% and finally to # 125/4/1000 = 3.125%. # # If less then 4 building techs were gained, there is a chance to gain # technology from the conquered population. Each pop is checked like # buildings but with lower weighting: 65 instead of 125, while the # counter is not reset. Example: If 2 buildings were unlocked from # buildings, chance to get a tech application from population is # 65/3/1000 = 2.167%. # # For AI, weightings are modified: # 115 + 5 * difficulty setting for buildings. # 55 + 5 * difficulty setting for population. # Thus on average difficulty, AI chance is the same as player's chance. # # Possible values are 0-255 for AI, and 0-65535 for player. # rows: # building_player building_AI pop_player pop_AI # # invasion_tech_chance building_player = 125; invasion_tech_chance building_AI = 115; invasion_tech_chance pop_player = 65; invasion_tech_chance pop_AI = 55;
# =================== # # -- LEADERS -- # # =================== #
## # If 1, Warlord has leaders level increased by 1 (this doesn't change leader's xp). # If 0 (classic, default), Warlord has level 5 leaders treated as level 6. # leader_warlord_bonus = 0;
## # Set limit on amount of leaders player can employ. # If 0 (classic), up to 4 leaders per type can be employed. # If 1, no limit is set. #leaders_no_limit = 0; # leaders_no_limit = 0;
## # Table with various settings for leaders. The id's for the three special # leaders needs to be adjusted if the list order of leaders is changed, # or any of these special abilities is given to other leaders. # level_2_experience level_3_experience level_4_experience level_5_experience # level_6_experience availability_base_amount availability_increment_step # availability_charismatic_bonus hire_chance_delay # hire_chance_charismatic_bonus hire_chance_repulsive_penalty # advanced_government_leader_id random_skills_colony_leader_id # random_skills_ship_officer_id # # leader_data level_2_experience = 60; leader_data level_3_experience = 150; leader_data level_4_experience = 300; leader_data level_5_experience = 500; leader_data level_6_experience = 1000; leader_data availability_base_amount = 10; leader_data availability_increment_step = 5; leader_data availability_charismatic_bonus = 10; leader_data hire_chance_delay = 5; leader_data hire_chance_charismatic_bonus = 5; leader_data hire_chance_repulsive_penalty = 10; leader_data advanced_government_leader_id = 47; leader_data random_skills_colony_leader_id = 41; leader_data random_skills_ship_officer_id = 52;
## # Leader skill cost table. Format: # skill_cost <skill_cost-name> <property-name> = <property-value>; # # skill_cost-name may be one of: # assassin assassin2 unused unused2 diplomat diplomat2 engineer engineer2 # environmentalist environmentalist2 famous famous2 farming_leader # farming_leader2 fighter_pilot fighter_pilot2 financial_leader # financial_leader2 galactic_lore galactic_lore2 helmsman helmsman2 instructor # instructor2 labor_leader labor_leader2 medicine medicine2 megawealth # megawealth2 navigator navigator2 operations operations2 ordnance ordnance2 # researcher researcher2 science_leader science_leader2 security security2 # spiritual_leader spiritual_leader2 spy_master spy_master2 tactics tactics2 # telepath telepath2 trader trader2 weaponry weaponry2 # # property-name may be one of: # cost # # skill cost value *10 = base level 0 cost. # # cost # ▼ skill_cost assassin = 2; skill_cost assassin2 = 4; skill_cost unused = 0; skill_cost unused2 = 0; skill_cost diplomat = 1; skill_cost diplomat2 = 2; skill_cost engineer = 3; skill_cost engineer2 = 6; skill_cost environmentalist = 2; skill_cost environmentalist2 = 4; skill_cost famous = 2; skill_cost famous2 = 4; skill_cost farming_leader = 3; skill_cost farming_leader2 = 6; skill_cost fighter_pilot = 3; skill_cost fighter_pilot2 = 6; skill_cost financial_leader = 3; skill_cost financial_leader2 = 6; skill_cost galactic_lore = 2; skill_cost galactic_lore2 = 4; skill_cost helmsman = 4; skill_cost helmsman2 = 8; skill_cost instructor = 1; skill_cost instructor2 = 2; skill_cost labor_leader = 3; skill_cost labor_leader2 = 6; skill_cost medicine = 2; skill_cost medicine2 = 4; skill_cost megawealth = 1; skill_cost megawealth2 = 2; skill_cost navigator = 1; skill_cost navigator2 = 2; skill_cost operations = 2; skill_cost operations2 = 4; skill_cost ordnance = 3; skill_cost ordnance2 = 6; skill_cost researcher = 2; skill_cost researcher2 = 4; skill_cost science_leader = 3; skill_cost science_leader2 = 6; skill_cost security = 1; skill_cost security2 = 2; skill_cost spiritual_leader = 4; skill_cost spiritual_leader2 = 8; skill_cost spy_master = 3; skill_cost spy_master2 = 6; skill_cost tactics = 2; skill_cost tactics2 = 4; skill_cost telepath = 2; skill_cost telepath2 = 4; skill_cost trader = 2; skill_cost trader2 = 4; skill_cost weaponry = 3; skill_cost weaponry2 = 6;
## # Commando skill cost for colony and ship leaders. # skill_cost_commando colony_leader = 1; skill_cost_commando ship_leader = 3;
## # If 1, defender ground troops get commando bonus valued 5x & 7.5x skill level, # If 0 (default, classic), it's 2x & 3x skill level. # ground_commando_defender_x5 = 0;
## # If 1, attacker ground troops get commando bonus valued 2x & 3x skill level, # If 0 (default, classic), it's 5x & 7.5x skill level. # ground_commando_attacker_x2 = 0;
## # If 0, Megawealth skill doubles the hire cost of a leader (default, classic). # If 1, no double hire cost. # megawealth_no_double_cost = 0;
# ====================== # # -- TECHNOLOGY -- # # ====================== #
## # Techfields, that start a technology branch. Format: # starting_techfield <field> = <value>; # # where field is one of: # biology_field1 power_field1 physics_field1 construction_field1 # force_fields_field1 chemistry_field1 computers_field1 sociology_field1 # xenon_field1 # starting_techfield biology_field1 = astro_biology; starting_techfield power_field1 = nuclear_fission; starting_techfield physics_field1 = physics; starting_techfield construction_field1 = engineering; starting_techfield force_fields_field1 = advanced_magnetism; starting_techfield chemistry_field1 = chemistry; starting_techfield computers_field1 = electronics; starting_techfield sociology_field1 = military_tactics; starting_techfield xenon_field1 = xenon_technology;
## # Tech fields that are known at the start of Average Technology games. Format: # prewarp_techfield <field> = <value>; # # where field is one of: # pw_field1 pw_field2 pw_field3 pw_field4 pw_field5 pw_field6 # # Defaults to classic values: # engineering # nuclear_fission # chemistry # physics # electronics # cold_fusion # Replacing a field with 'starting_tech' (field 0) makes that field researchable # in Average Tech games. The first field, pw_field1, will always be known, even # in Pre-Warp Tech games. # prewarp_techfield pw_field1 = engineering; prewarp_techfield pw_field2 = nuclear_fission; prewarp_techfield pw_field3 = chemistry; prewarp_techfield pw_field4 = physics; prewarp_techfield pw_field5 = electronics; prewarp_techfield pw_field6 = cold_fusion;
## # Technology fields table. Format: # tech_field <tech_field-name> <property-name> = <property-value>; # # tech_field-name may be one of: # advanced_biology advanced_chemistry advanced_construction # advanced_engineering advanced_fusion advanced_governments advanced_magnetism # advanced_manufacturing advanced_metallurgy military_tactics advanced_robotics # teaching_methods anti_matter_fission artificial_consciousness # artificial_intelligence artificial_gravity artificial_life astro_biology # astro_construction astro_engineering capsule_construction chemistry # cold_fusion cybertechnics cybertronics distortion_fields # electromagnetic_refraction electronics engineering evolutionary_genetics # fusion_physics galactic_economics galactic_networking genetic_engineering # genetic_mutations gravitic_fields high_energy_distribution # hyper_dimensional_fission hyper_dimensional_physics interphased_fission # ion_fission superscalar_construction macro_economics macro_genetics # magneto_gravitics matter_energy_conversion molecular_compression # molecular_control moleculartronics molecular_manipulation # multi_dimensional_physics multi_phased_physics nano_technology # neutrino_physics nuclear_fission optronics physics planetoid_construction # plasma_physics positronics quantum_fields robotics servo_mechanics # subspace_fields subspace_physics tachyon_physics tectonic_engineering # temporal_fields temporal_physics trans_genetics transwarp_fields warp_fields # xeno_relations xenon_technology advf_biology advf_power advf_physics # advf_construction advf_fields advf_chemistry advf_computers advf_sociology # # property-name may be one of: # id prev_field_id next_field_id cost AI_group # # next_field_id # prev_field_id | AI_group # id | | cost | # ▼ ▼ ▼ ▼ ▼ tech_field advanced_biology = 1 18 34 400 5; tech_field advanced_chemistry = 2 9 47 650 6; tech_field advanced_construction = 3 4 21 150 3; tech_field advanced_engineering = 4 29 3 80 2; tech_field advanced_fusion = 5 23 41 250 4; tech_field advanced_governments = 6 12 32 4500 13; tech_field advanced_magnetism = 7 0 36 250 4; tech_field advanced_manufacturing = 8 19 11 1500 9; tech_field advanced_metallurgy = 9 22 2 250 4; tech_field military_tactics = 10 0 73 150 3; tech_field advanced_robotics = 11 8 67 2000 10; tech_field teaching_methods = 12 43 6 2000 10; tech_field anti_matter_fission = 13 41 46 2000 10; tech_field artificial_consciousness = 14 60 25 1500 9; tech_field artificial_intelligence = 15 56 60 400 5; tech_field artificial_gravity = 16 54 65 1150 8; tech_field artificial_life = 17 30 70 4500 13; tech_field astro_biology = 18 0 1 80 2; tech_field astro_construction = 19 63 8 1150 8; tech_field astro_engineering = 20 21 62 400 5; tech_field capsule_construction = 21 3 20 250 4; tech_field chemistry = 22 0 9 50 1; tech_field cold_fusion = 23 55 5 80 2; tech_field cybertechnics = 24 25 33 3500 12; tech_field cybertronics = 25 14 24 2750 11; tech_field distortion_fields = 26 64 61 3500 12; tech_field electromagnetic_refraction = 27 45 72 1500 9; tech_field electronics = 28 0 56 50 1; tech_field engineering = 29 0 4 50 1; tech_field evolutionary_genetics = 30 44 17 2750 11; tech_field fusion_physics = 31 57 66 150 3; tech_field galactic_economics = 32 6 82 6000 14; tech_field galactic_networking = 33 24 49 4500 13; tech_field genetic_engineering = 34 1 35 900 7; tech_field genetic_mutations = 35 34 44 1150 8; tech_field gravitic_fields = 36 7 45 650 6; tech_field high_energy_distribution = 37 46 38 3500 12; tech_field hyper_dimensional_fission = 38 37 40 4500 13; tech_field hyper_dimensional_physics = 39 51 69 6000 14; tech_field interphased_fission = 40 38 76 10000 16; tech_field ion_fission = 41 5 13 900 7; tech_field superscalar_construction = 42 67 58 6000 14; tech_field macro_economics = 43 73 12 1150 8; tech_field macro_genetics = 44 35 30 1500 9; tech_field magneto_gravitics = 45 36 27 900 7; tech_field matter_energy_conversion = 46 13 37 2750 11; tech_field molecular_compression = 47 2 53 1150 8; tech_field molecular_control = 48 50 80 10000 16; tech_field moleculartronics = 49 33 81 6000 14; tech_field molecular_manipulation = 50 53 48 4500 13; tech_field multi_dimensional_physics = 51 59 39 4500 13; tech_field multi_phased_physics = 52 65 59 2000 10; tech_field nano_technology = 53 47 50 2000 10; tech_field neutrino_physics = 54 66 16 900 7; tech_field nuclear_fission = 55 0 23 50 1; tech_field optronics = 56 28 15 150 3; tech_field physics = 57 0 31 50 1; tech_field planetoid_construction = 58 42 78 7500 15; tech_field plasma_physics = 59 52 51 3500 12; tech_field positronics = 60 15 14 900 7; tech_field quantum_fields = 61 26 71 4500 13; tech_field robotics = 62 20 63 650 6; tech_field servo_mechanics = 63 62 19 900 7; tech_field subspace_fields = 64 72 26 2750 11; tech_field subspace_physics = 65 16 52 1500 9; tech_field tachyon_physics = 66 31 54 250 4; tech_field tectonic_engineering = 67 11 42 3500 12; tech_field temporal_fields = 68 71 79 15000 17; tech_field temporal_physics = 69 39 77 15000 17; tech_field trans_genetics = 70 17 75 7500 15; tech_field transwarp_fields = 71 61 68 7500 15; tech_field warp_fields = 72 27 64 2000 10; tech_field xeno_relations = 73 10 43 650 6; tech_field xenon_technology = 74 74 74 15000 22; tech_field advf_biology = 75 70 0 25000 18; tech_field advf_power = 76 40 0 25000 18; tech_field advf_physics = 77 69 0 25000 18; tech_field advf_construction = 78 58 0 25000 18; tech_field advf_fields = 79 68 0 25000 18; tech_field advf_chemistry = 80 48 0 25000 18; tech_field advf_computers = 81 49 0 25000 18; tech_field advf_sociology = 82 32 0 25000 18;
## # Hyper-Advanced Tech Field Cost Increment Value. # hyper_advanced_tech_field_cost_increment_value = 10000;
## # Threshold for Hyperadvanced techs researchable for AI prior it will stop researching. # ai_hypertech_threshold <modifier> = <value>; # where value is a techname. # where modifier is one of: # adv_biology adv_power adv_physics adv_construction adv_fields adv_chemistry # adv_computers adv_sociology # ai_hypertech_threshold adv_biology = 0; ai_hypertech_threshold adv_power = 0; ai_hypertech_threshold adv_physics = 0; ai_hypertech_threshold adv_construction = 0; ai_hypertech_threshold adv_fields = 0; ai_hypertech_threshold adv_chemistry = 0; ai_hypertech_threshold adv_computers = 0; ai_hypertech_threshold adv_sociology = 0;
## # Weighting increase of tech fields and tech apps for AI tech choice. # rows: # field1_x2 field2_x2 app1_x2 app2_x5 # # ai_tech_prio field1_x2 = advanced_engineering; ai_tech_prio field2_x2 = xeno_relations; ai_tech_prio app1_x2 = neural_scanner; ai_tech_prio app2_x5 = deuterium_fuel_cells;
## # Technology table. Format: # tech <tech-name> <property-name> = <property-value>; # # tech-name may be one of: # achilles_targeting_unit adamantium_armor advanced_city_planning # advanced_damage_control alien_management_center android_farmers # android_scientists android_workers anti_grav_harness anti_matter_bomb # anti_matter_drive anti_matter_torpedo anti_missile_rocket armor_barracks # artemis_system_net planet_construction assault_shuttles astro_university # atmospheric_renewer augmented_engines autolab automated_factories # automated_repair_unit battleoids battle_pods battle_scanner battlestation # bio_terminator biomorphic_fungi black_hole_generator bomber_bays capitol # class_i_shield class_iii_shield class_v_shield class_vii_shield # class_x_shield cloaking_device cloning_center colony_base colony_ship # confederation cyber_security_link cybertronic_computer damper_field # dauntless_guidance_system death_ray death_spores deep_core_mining # core_waste_dumps deuterium_fuel_cells dimensional_portal displacement_device # disrupter_cannon doom_star_construction reinforced_hull ecm_jammer # electronic_computer emissions_guidance_system energy_absorber biospheres # evolutionary_mutation extended_fuel_tanks fast_missile_racks federation # fighter_bays fighter_garrison food_replicators freighters fusion_beam # fusion_bomb fusion_drive fusion_rifle gaia_transformation # galactic_currency_exchange galactic_cybernet galactic_unification # gauss_cannon graviton_beam gyro_destabilizer hard_shields heavy_armor # heavy_fighter_bays heightened_intelligence high_energy_focus holo_simulator # hydroponic_farm hyper_drive megafluxers hyper_x_capacitors # hyperspace_communications imperium inertial_nullifier inertial_stabilizer # interphased_drive ion_drive ion_pulse_cannon iridium_fuel_cells jump_gate # laser_cannon laser_rifle lightning_field marine_barracks mass_driver # mauler_device merculite_missile microbiotics microlite_construction # outpost_ship moleculartronic_computer multi_wave_ecm_jammer # multi_phased_shields nano_disassemblers neural_scanner neutron_blaster # neutron_scanner neutronium_armor neutronium_bomb nuclear_bomb nuclear_drive # nuclear_missile optronic_computer particle_beam personal_shield phase_shifter # phasing_cloak phasor phasor_rifle planetary_barrier_shield # planetary_flux_shield planetary_gravity_generator planetary_missile_base # ground_batteries planetary_radiation_shield planetary_stock_exchange # planetary_supercomputer plasma_cannon plasma_rifle plasma_torpedo plasma_web # pleasure_dome pollution_processor positronic_computer powered_armor # pulse_rifle proton_torpedo psionics pulsar pulson_missile quantum_detonator # rangemaster_unit recyclotron reflection_field robotic_factory # research_laboratory robo_miners space_scanner scout_lab security_stations # sensors shield_capacitors soil_enrichment space_academy spaceport # spatial_compressor spy_network standard_fuel_cells star_base star_fortress # star_gate stasis_field stealth_field stealth_suit stellar_converter # structural_analyzer sub_space_communications sub_space_teleporter # subterranean_farms survival_pods tachyon_communications tachyon_scanner # telepathic_training terraforming thorium_fuel_cells time_warp_facilitator # titan_construction titanium_armor tractor_beam transport transporters # tritanium_armor troop_pods universal_antidote uridium_fuel_cells # virtual_reality_network warp_dissipator warp_interdictor # weather_control_system wide_area_jammer xeno_psychology xentronium_armor # zeon_missile zortrium_armor adv_biology adv_power adv_physics # adv_construction adv_fields adv_chemistry adv_computers adv_sociology # # property-name may be one of: # id tech_field_id AI_group in_strategic # # in_strategic # AI_group | # tech_field_id | | # id | | | # ▼ ▼ ▼ ▼ tech achilles_targeting_unit = 1 49 27 1; tech adamantium_armor = 2 48 32 1; tech advanced_city_planning = 3 42 7 1; tech advanced_damage_control = 4 63 17 1; tech alien_management_center = 5 73 5 1; tech android_farmers = 6 24 0 1; tech android_scientists = 7 24 2 1; tech android_workers = 8 24 1 1; tech anti_grav_harness = 9 36 15 1; tech anti_matter_bomb = 10 13 19 1; tech anti_matter_drive = 11 13 18 1; tech anti_matter_torpedo = 12 13 21 1; tech anti_missile_rocket = 13 4 28 0; tech armor_barracks = 14 20 8 1; tech artemis_system_net = 15 58 9 1; tech planet_construction = 16 8 11 1; tech assault_shuttles = 17 63 35 0; tech astro_university = 18 12 5 1; tech atmospheric_renewer = 19 47 4 1; tech augmented_engines = 20 5 23 0; tech autolab = 21 25 2 1; tech automated_factories = 22 3 1 1; tech automated_repair_unit = 23 8 31 0; tech battleoids = 24 19 15 1; tech battle_pods = 25 21 17 0; tech battle_scanner = 26 66 27 1; tech battlestation = 27 62 9 1; tech bio_terminator = 28 17 20 0; tech biomorphic_fungi = 29 70 0 1; tech black_hole_generator = 30 74 38 1; tech bomber_bays = 31 11 30 1; tech capitol = 32 0 5 1; tech class_i_shield = 33 7 33 1; tech class_iii_shield = 34 45 33 1; tech class_v_shield = 35 64 33 1; tech class_vii_shield = 36 61 33 1; tech class_x_shield = 37 68 33 1; tech cloaking_device = 38 26 37 0; tech cloning_center = 39 1 6 1; tech colony_base = 40 29 9 1; tech colony_ship = 41 23 22 1; tech confederation = 42 6 13 1; tech cyber_security_link = 43 14 12 1; tech cybertronic_computer = 44 25 25 1; tech damper_field = 45 74 33 1; tech dauntless_guidance_system = 46 56 29 0; tech death_ray = 47 74 26 1; tech death_spores = 48 1 20 0; tech deep_core_mining = 49 67 1 1; tech core_waste_dumps = 50 67 4 1; tech deuterium_fuel_cells = 51 9 39 1; tech dimensional_portal = 52 51 5 1; tech displacement_device = 53 71 37 1; tech disrupter_cannon = 54 51 26 1; tech doom_star_construction = 55 58 22 1; tech reinforced_hull = 56 4 31 0; tech ecm_jammer = 57 7 28 1; tech electronic_computer = 58 28 25 1; tech emissions_guidance_system = 59 14 29 0; tech energy_absorber = 60 37 38 0; tech biospheres = 61 18 7 1; tech evolutionary_mutation = 62 70 11 1; tech extended_fuel_tanks = 63 22 36 0; tech fast_missile_racks = 64 63 29 1; tech federation = 65 6 13 1; tech fighter_bays = 66 4 30 1; tech fighter_garrison = 67 20 9 1; tech food_replicators = 68 46 0 1; tech freighters = 69 55 22 1; tech fusion_beam = 70 31 26 1; tech fusion_bomb = 71 5 19 1; tech fusion_drive = 72 5 18 1; tech fusion_rifle = 73 31 16 1; tech gaia_transformation = 74 70 7 1; tech galactic_currency_exchange = 75 32 3 1; tech galactic_cybernet = 76 33 2 1; tech galactic_unification = 77 6 13 1; tech gauss_cannon = 78 64 26 1; tech graviton_beam = 79 16 26 1; tech gyro_destabilizer = 80 36 38 1; tech hard_shields = 81 26 34 1; tech heavy_armor = 82 3 31 0; tech heavy_fighter_bays = 83 42 30 1; tech heightened_intelligence = 84 30 2 1; tech high_energy_focus = 85 37 27 1; tech holo_simulator = 86 60 40 1; tech hydroponic_farm = 87 18 0 1; tech hyper_drive = 88 38 18 1; tech megafluxers = 89 37 17 1; tech hyper_x_capacitors = 90 38 27 1; tech hyperspace_communications = 91 39 14 1; tech imperium = 92 6 13 1; tech inertial_nullifier = 93 71 23 1; tech inertial_stabilizer = 94 36 23 1; tech interphased_drive = 95 40 18 1; tech ion_drive = 96 41 18 1; tech ion_pulse_cannon = 97 41 26 1; tech iridium_fuel_cells = 98 47 39 1; tech jump_gate = 99 65 17 1; tech laser_cannon = 100 57 26 1; tech laser_rifle = 101 57 16 1; tech lightning_field = 102 72 28 1; tech marine_barracks = 103 29 8 1; tech mass_driver = 104 7 26 1; tech mauler_device = 105 39 38 1; tech merculite_missile = 106 2 21 1; tech microbiotics = 107 34 6 1; tech microlite_construction = 108 53 17 1; tech outpost_ship = 109 23 9 1; tech moleculartronic_computer = 110 49 25 1; tech multi_wave_ecm_jammer = 111 64 28 1; tech multi_phased_shields = 112 52 34 0; tech nano_disassemblers = 113 53 4 1; tech neural_scanner = 114 15 12 1; tech neutron_blaster = 115 54 26 1; tech neutron_scanner = 116 54 24 1; tech neutronium_armor = 117 50 32 1; tech neutronium_bomb = 118 40 19 1; tech nuclear_bomb = 119 55 19 1; tech nuclear_drive = 120 55 18 1; tech nuclear_missile = 121 22 21 1; tech optronic_computer = 122 56 25 1; tech particle_beam = 123 74 26 1; tech personal_shield = 124 27 15 1; tech phase_shifter = 125 -1 38 0; tech phasing_cloak = 126 68 37 0; tech phasor = 127 52 26 1; tech phasor_rifle = 128 52 16 1; tech planetary_barrier_shield = 129 68 10 1; tech planetary_flux_shield = 130 61 10 1; tech planetary_gravity_generator = 131 16 1 1; tech planetary_missile_base = 132 3 9 1; tech ground_batteries = 133 19 9 1; tech planetary_radiation_shield = 134 45 10 1; tech planetary_stock_exchange = 135 43 3 1; tech planetary_supercomputer = 136 60 2 1; tech plasma_cannon = 137 59 26 1; tech plasma_rifle = 138 59 16 1; tech plasma_torpedo = 139 40 21 1; tech plasma_web = 140 59 38 1; tech pleasure_dome = 141 49 40 1; tech pollution_processor = 142 2 4 1; tech positronic_computer = 143 60 25 1; tech powered_armor = 144 62 15 1; tech pulse_rifle = 145 0 16 1; tech proton_torpedo = 146 38 21 1; tech psionics = 147 30 12 1; tech pulsar = 148 72 28 1; tech pulson_missile = 149 47 21 1; tech quantum_detonator = 150 74 17 0; tech rangemaster_unit = 151 14 27 1; tech recyclotron = 152 8 1 1; tech reflection_field = 153 74 34 0; tech robotic_factory = 154 11 1 1; tech research_laboratory = 155 56 2 1; tech robo_miners = 156 62 1 1; tech space_scanner = 157 57 24 1; tech scout_lab = 158 15 36 0; tech security_stations = 159 15 36 0; tech sensors = 160 39 24 1; tech shield_capacitors = 161 41 34 0; tech soil_enrichment = 162 1 0 1; tech space_academy = 163 10 5 1; tech spaceport = 164 20 3 1; tech spatial_compressor = 165 74 28 1; tech spy_network = 166 0 12 1; tech standard_fuel_cells = 167 22 39 1; tech star_base = 168 29 9 1; tech star_fortress = 169 42 9 1; tech star_gate = 170 69 17 1; tech stasis_field = 171 26 38 0; tech stealth_field = 172 27 37 0; tech stealth_suit = 173 27 12 1; tech stellar_converter = 174 69 9 1; tech structural_analyzer = 175 25 27 1; tech sub_space_communications = 176 65 14 1; tech sub_space_teleporter = 177 71 36 0; tech subterranean_farms = 178 44 0 1; tech survival_pods = 179 21 17 1; tech tachyon_communications = 180 66 14 1; tech tachyon_scanner = 181 66 24 1; tech telepathic_training = 182 34 12 1; tech terraforming = 183 35 0 1; tech thorium_fuel_cells = 184 48 39 1; tech time_warp_facilitator = 185 69 17 1; tech titan_construction = 186 19 22 1; tech titanium_armor = 187 22 32 1; tech tractor_beam = 188 16 35 0; tech transport = 189 23 22 1; tech transporters = 190 46 35 1; tech tritanium_armor = 191 9 32 1; tech troop_pods = 192 21 35 0; tech universal_antidote = 193 17 6 1; tech uridium_fuel_cells = 194 50 39 1; tech virtual_reality_network = 195 33 40 1; tech warp_dissipator = 196 45 36 0; tech warp_interdictor = 197 72 5 1; tech weather_control_system = 198 44 0 1; tech wide_area_jammer = 199 61 28 1; tech xeno_psychology = 200 73 11 1; tech xentronium_armor = 201 74 32 1; tech zeon_missile = 202 50 21 1; tech zortrium_armor = 203 53 32 1; tech adv_biology = 204 75 41 1; tech adv_power = 205 76 41 1; tech adv_physics = 206 77 41 1; tech adv_construction = 207 78 41 1; tech adv_fields = 208 79 41 1; tech adv_chemistry = 209 80 41 1; tech adv_computers = 210 81 41 1; tech adv_sociology = 211 82 41 1;
## # List of Post-warp techs. First 7 items are excluded from strategic mode. # Adjust the list as needed for a modded tech tree. # rows: # postwarp_tech_1 postwarp_tech_2 postwarp_tech_3 postwarp_tech_4 # postwarp_tech_5 postwarp_tech_6 postwarp_tech_7 postwarp_tech_8 # postwarp_tech_9 postwarp_tech_10 postwarp_tech_11 postwarp_tech_12 # postwarp_tech_13 postwarp_tech_14 postwarp_tech_15 postwarp_tech_16 # postwarp_tech_17 postwarp_tech_18 postwarp_tech_19 postwarp_tech_20 # postwarp_tech_21 postwarp_tech_22 postwarp_tech_23 postwarp_tech_24 # postwarp_tech_25 postwarp_tech_26 postwarp_tech_27 postwarp_tech_28 # postwarp_tech_29 # postwarp_tech postwarp_tech_1 = 56; postwarp_tech postwarp_tech_2 = 20; postwarp_tech postwarp_tech_3 = 192; postwarp_tech postwarp_tech_4 = 25; postwarp_tech postwarp_tech_5 = 82; postwarp_tech postwarp_tech_6 = 13; postwarp_tech postwarp_tech_7 = 13; postwarp_tech postwarp_tech_8 = 22; postwarp_tech postwarp_tech_9 = 132; postwarp_tech postwarp_tech_10 = 26; postwarp_tech postwarp_tech_11 = 179; postwarp_tech postwarp_tech_12 = 71; postwarp_tech postwarp_tech_13 = 72; postwarp_tech postwarp_tech_14 = 51; postwarp_tech postwarp_tech_15 = 191; postwarp_tech postwarp_tech_16 = 163; postwarp_tech postwarp_tech_17 = 46; postwarp_tech postwarp_tech_18 = 122; postwarp_tech postwarp_tech_19 = 155; postwarp_tech postwarp_tech_20 = 61; postwarp_tech postwarp_tech_21 = 87; postwarp_tech postwarp_tech_22 = 70; postwarp_tech postwarp_tech_23 = 73; postwarp_tech postwarp_tech_24 = 33; postwarp_tech postwarp_tech_25 = 57; postwarp_tech postwarp_tech_26 = 104; postwarp_tech postwarp_tech_27 = 180; postwarp_tech postwarp_tech_28 = 181; postwarp_tech postwarp_tech_29 = 66;
## # Priority list of buildings used for game initialization. Can be used i.a. # to influence which buildings are built on Advanced game start. Format: # initial_building <field> = <value>; # # where field is one of: # building1 building2 building3 building4 building5 building6 building7 # building8 building9 building10 building11 building12 building13 building14 # building15 building16 building17 building18 building19 building20 building21 # building22 building23 building24 building25 building26 building27 building28 # building29 building30 building31 building32 building33 building34 building35 # building36 building37 building38 building39 building40 building41 building42 # building43 building44 # # initial_building building1 = star_fortress; initial_building building2 = battlestation; initial_building building3 = star_base; initial_building building4 = hydroponic_farm; initial_building building5 = marine_barracks; initial_building building6 = biospheres; initial_building building7 = automated_factory; initial_building building8 = holo_simulator; initial_building building9 = soil_enrichment; initial_building building10 = astro_university; initial_building building11 = pleasure_dome; initial_building building12 = recyclotron; initial_building building13 = robotic_factory; initial_building building14 = spaceport; initial_building building15 = armor_barracks; initial_building building16 = deep_core_mine; initial_building building17 = core_waste_dump; initial_building building18 = pollution_processor; initial_building building19 = research_lab; initial_building building20 = cloning_center; initial_building building21 = subterranean_farms; initial_building building22 = food_replicators; initial_building building23 = radiation_shield; initial_building building24 = gravity_generator; initial_building building25 = currency_exchange; initial_building building26 = galactic_cybernet; initial_building building27 = flux_shield; initial_building building28 = missile_base; initial_building building29 = fighter_garrison; initial_building building30 = ground_batteries; initial_building building31 = autolab; initial_building building32 = atmosphere_renewer; initial_building building33 = barrier_shield; initial_building building34 = robo_miner_plant; initial_building building35 = stock_exchange; initial_building building36 = supercomputer; initial_building building37 = weather_controller; initial_building building38 = dimensional_portal; initial_building building39 = warp_interdictor; initial_building building40 = artemis_system_net; initial_building building41 = stellar_converter; initial_building building42 = space_academy; initial_building building43 = no_building; initial_building building44 = no_building;
# =========================== # # -- MINIATURIZATION -- # # =========================== #
## # MINIATURIZATION TABLE, percent size per tech level L0-L5. # rows: # level_0_cost level_1_cost level_2_cost level_3_cost level_4_cost level_5_cost # level_0_size_groups_1_and_2 level_1_size_groups_1_and_2 level_2_size_group_1 # level_3_grp_1_and_level_4_grp_2 level_4_size_group_1 level_5_size_group_1 # level_2_size_group_2 level_3_size_group_2 level_5_size_group_2 # # miniaturization level_0_cost = 100; miniaturization level_1_cost = 75; miniaturization level_2_cost = 55; miniaturization level_3_cost = 40; miniaturization level_4_cost = 30; miniaturization level_5_cost = 25; miniaturization level_0_size_groups_1_and_2 = 1000; miniaturization level_1_size_groups_1_and_2 = 800; miniaturization level_2_size_group_1 = 650; miniaturization level_3_grp_1_and_level_4_grp_2 = 500; miniaturization level_4_size_group_1 = 350; miniaturization level_5_size_group_1 = 250; miniaturization level_2_size_group_2 = 700; miniaturization level_3_size_group_2 = 600; miniaturization level_5_size_group_2 = 400;
## # Set miniaturization group associated with the tech. The groups are: # group1 -- normal weapons and shields by default # group2 -- torpedoes, special weapons and specials systems by default # group3 -- a few devices and weapons with no miniaturization # See miniaturization section in the 1.50 Excel Manual. # tech_mini no_tech = group1; tech_mini achilles_targeting_unit = group2; tech_mini adamantium_armor = group1; tech_mini advanced_city_planning = group1; tech_mini advanced_damage_control = group1; tech_mini alien_management_center = group1; tech_mini android_farmers = group1; tech_mini android_scientists = group1; tech_mini android_workers = group1; tech_mini anti_grav_harness = group1; tech_mini anti_matter_bomb = group1; tech_mini anti_matter_drive = group1; tech_mini anti_matter_torpedo = group2; tech_mini anti_missile_rocket = group2; tech_mini armor_barracks = group1; tech_mini artemis_system_net = group1; tech_mini planet_construction = group1; tech_mini assault_shuttles = group3; tech_mini astro_university = group1; tech_mini atmospheric_renewer = group1; tech_mini augmented_engines = group3; tech_mini autolab = group1; tech_mini automated_factories = group1; tech_mini automated_repair_unit = group2; tech_mini battleoids = group1; tech_mini battle_pods = group1; tech_mini battle_scanner = group2; tech_mini battlestation = group1; tech_mini bio_terminator = group1; tech_mini biomorphic_fungi = group1; tech_mini black_hole_generator = group2; tech_mini bomber_bays = group3; tech_mini capitol = group1; tech_mini class_i_shield = group1; tech_mini class_iii_shield = group1; tech_mini class_v_shield = group1; tech_mini class_vii_shield = group1; tech_mini class_x_shield = group1; tech_mini cloaking_device = group2; tech_mini cloning_center = group1; tech_mini colony_base = group1; tech_mini colony_ship = group1; tech_mini confederation = group1; tech_mini cyber_security_link = group1; tech_mini cybertronic_computer = group2; tech_mini damper_field = group2; tech_mini dauntless_guidance_system = group1; tech_mini death_ray = group1; tech_mini death_spores = group1; tech_mini deep_core_mining = group1; tech_mini core_waste_dumps = group1; tech_mini deuterium_fuel_cells = group1; tech_mini dimensional_portal = group1; tech_mini displacement_device = group2; tech_mini disrupter_cannon = group1; tech_mini doom_star_construction = group1; tech_mini reinforced_hull = group3; tech_mini ecm_jammer = group2; tech_mini electronic_computer = group2; tech_mini emissions_guidance_system = group1; tech_mini energy_absorber = group2; tech_mini biospheres = group1; tech_mini evolutionary_mutation = group1; tech_mini extended_fuel_tanks = group3; tech_mini fast_missile_racks = group2; tech_mini federation = group1; tech_mini fighter_bays = group3; tech_mini fighter_garrison = group1; tech_mini food_replicators = group1; tech_mini freighters = group1; tech_mini fusion_beam = group1; tech_mini fusion_bomb = group1; tech_mini fusion_drive = group1; tech_mini fusion_rifle = group1; tech_mini gaia_transformation = group1; tech_mini galactic_currency_exchange = group1; tech_mini galactic_cybernet = group1; tech_mini galactic_unification = group1; tech_mini gauss_cannon = group1; tech_mini graviton_beam = group1; tech_mini gyro_destabilizer = group2; tech_mini hard_shields = group2; tech_mini heavy_armor = group3; tech_mini heavy_fighter_bays = group3; tech_mini heightened_intelligence = group1; tech_mini high_energy_focus = group2; tech_mini holo_simulator = group1; tech_mini hydroponic_farm = group1; tech_mini hyper_drive = group1; tech_mini megafluxers = group1; tech_mini hyper_x_capacitors = group2; tech_mini hyperspace_communications = group1; tech_mini imperium = group1; tech_mini inertial_nullifier = group2; tech_mini inertial_stabilizer = group2; tech_mini interphased_drive = group1; tech_mini ion_drive = group1; tech_mini ion_pulse_cannon = group1; tech_mini iridium_fuel_cells = group1; tech_mini jump_gate = group1; tech_mini laser_cannon = group1; tech_mini laser_rifle = group1; tech_mini lightning_field = group2; tech_mini marine_barracks = group1; tech_mini mass_driver = group1; tech_mini mauler_device = group1; tech_mini merculite_missile = group1; tech_mini microbiotics = group1; tech_mini microlite_construction = group1; tech_mini outpost_ship = group1; tech_mini moleculartronic_computer = group2; tech_mini multi_wave_ecm_jammer = group2; tech_mini multi_phased_shields = group2; tech_mini nano_disassemblers = group1; tech_mini neural_scanner = group1; tech_mini neutron_blaster = group1; tech_mini neutron_scanner = group1; tech_mini neutronium_armor = group1; tech_mini neutronium_bomb = group1; tech_mini nuclear_bomb = group1; tech_mini nuclear_drive = group1; tech_mini nuclear_missile = group1; tech_mini optronic_computer = group2; tech_mini particle_beam = group1; tech_mini personal_shield = group1; tech_mini phase_shifter = group2; tech_mini phasing_cloak = group2; tech_mini phasor = group1; tech_mini phasor_rifle = group1; tech_mini planetary_barrier_shield = group1; tech_mini planetary_flux_shield = group1; tech_mini planetary_gravity_generator = group1; tech_mini planetary_missile_base = group1; tech_mini ground_batteries = group1; tech_mini planetary_radiation_shield = group1; tech_mini planetary_stock_exchange = group1; tech_mini planetary_supercomputer = group1; tech_mini plasma_cannon = group1; tech_mini plasma_rifle = group1; tech_mini plasma_torpedo = group2; tech_mini plasma_web = group2; tech_mini pleasure_dome = group1; tech_mini pollution_processor = group1; tech_mini positronic_computer = group2; tech_mini powered_armor = group1; tech_mini pulse_rifle = group1; tech_mini proton_torpedo = group2; tech_mini psionics = group1; tech_mini pulsar = group2; tech_mini pulson_missile = group1; tech_mini quantum_detonator = group2; tech_mini rangemaster_unit = group2; tech_mini recyclotron = group1; tech_mini reflection_field = group2; tech_mini robotic_factory = group1; tech_mini research_laboratory = group1; tech_mini robo_miners = group1; tech_mini space_scanner = group1; tech_mini scout_lab = group2; tech_mini security_stations = group2; tech_mini sensors = group1; tech_mini shield_capacitors = group2; tech_mini soil_enrichment = group1; tech_mini space_academy = group1; tech_mini spaceport = group1; tech_mini spatial_compressor = group2; tech_mini spy_network = group1; tech_mini standard_fuel_cells = group1; tech_mini star_base = group1; tech_mini star_fortress = group1; tech_mini star_gate = group1; tech_mini stasis_field = group2; tech_mini stealth_field = group2; tech_mini stealth_suit = group1; tech_mini stellar_converter = group2; tech_mini structural_analyzer = group2; tech_mini sub_space_communications = group1; tech_mini sub_space_teleporter = group2; tech_mini subterranean_farms = group1; tech_mini survival_pods = group1; tech_mini tachyon_communications = group1; tech_mini tachyon_scanner = group1; tech_mini telepathic_training = group1; tech_mini terraforming = group1; tech_mini thorium_fuel_cells = group1; tech_mini time_warp_facilitator = group2; tech_mini titan_construction = group1; tech_mini titanium_armor = group1; tech_mini tractor_beam = group2; tech_mini transport = group1; tech_mini transporters = group2; tech_mini tritanium_armor = group1; tech_mini troop_pods = group3; tech_mini universal_antidote = group1; tech_mini uridium_fuel_cells = group1; tech_mini virtual_reality_network = group1; tech_mini warp_dissipator = group2; tech_mini warp_interdictor = group1; tech_mini weather_control_system = group1; tech_mini wide_area_jammer = group2; tech_mini xeno_psychology = group1; tech_mini xentronium_armor = group1; tech_mini zeon_missile = group1; tech_mini zortrium_armor = group1; tech_mini adv_biology = group1; tech_mini adv_power = group1; tech_mini adv_physics = group1; tech_mini adv_construction = group1; tech_mini adv_fields = group1; tech_mini adv_chemistry = group1; tech_mini adv_computers = group1; tech_mini adv_sociology = group1;
# ================= # # -- NAMES -- # # ================= #
## # Custom name for items of tech_fields table. If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # tech_field_name <item> = <string>; # tech_field_name starting_tech = 0; tech_field_name advanced_biology = 0; tech_field_name advanced_chemistry = 0; tech_field_name advanced_construction = 0; tech_field_name advanced_engineering = 0; tech_field_name advanced_fusion = 0; tech_field_name advanced_governments = 0; tech_field_name advanced_magnetism = 0; tech_field_name advanced_manufacturing = 0; tech_field_name advanced_metallurgy = 0; tech_field_name military_tactics = 0; tech_field_name advanced_robotics = 0; tech_field_name teaching_methods = 0; tech_field_name anti_matter_fission = 0; tech_field_name artificial_consciousness = 0; tech_field_name artificial_intelligence = 0; tech_field_name artificial_gravity = 0; tech_field_name artificial_life = 0; tech_field_name astro_biology = 0; tech_field_name astro_construction = 0; tech_field_name astro_engineering = 0; tech_field_name capsule_construction = 0; tech_field_name chemistry = 0; tech_field_name cold_fusion = 0; tech_field_name cybertechnics = 0; tech_field_name cybertronics = 0; tech_field_name distortion_fields = 0; tech_field_name electromagnetic_refraction = 0; tech_field_name electronics = 0; tech_field_name engineering = 0; tech_field_name evolutionary_genetics = 0; tech_field_name fusion_physics = 0; tech_field_name galactic_economics = 0; tech_field_name galactic_networking = 0; tech_field_name genetic_engineering = 0; tech_field_name genetic_mutations = 0; tech_field_name gravitic_fields = 0; tech_field_name high_energy_distribution = 0; tech_field_name hyper_dimensional_fission = 0; tech_field_name hyper_dimensional_physics = 0; tech_field_name interphased_fission = 0; tech_field_name ion_fission = 0; tech_field_name superscalar_construction = 0; tech_field_name macro_economics = 0; tech_field_name macro_genetics = 0; tech_field_name magneto_gravitics = 0; tech_field_name matter_energy_conversion = 0; tech_field_name molecular_compression = 0; tech_field_name molecular_control = 0; tech_field_name moleculartronics = 0; tech_field_name molecular_manipulation = 0; tech_field_name multi_dimensional_physics = 0; tech_field_name multi_phased_physics = 0; tech_field_name nano_technology = 0; tech_field_name neutrino_physics = 0; tech_field_name nuclear_fission = 0; tech_field_name optronics = 0; tech_field_name physics = 0; tech_field_name planetoid_construction = 0; tech_field_name plasma_physics = 0; tech_field_name positronics = 0; tech_field_name quantum_fields = 0; tech_field_name robotics = 0; tech_field_name servo_mechanics = 0; tech_field_name subspace_fields = 0; tech_field_name subspace_physics = 0; tech_field_name tachyon_physics = 0; tech_field_name tectonic_engineering = 0; tech_field_name temporal_fields = 0; tech_field_name temporal_physics = 0; tech_field_name trans_genetics = 0; tech_field_name transwarp_fields = 0; tech_field_name warp_fields = 0; tech_field_name xeno_relations = 0; tech_field_name xenon_technology = 0; tech_field_name advf_biology = 0; tech_field_name advf_power = 0; tech_field_name advf_physics = 0; tech_field_name advf_construction = 0; tech_field_name advf_fields = 0; tech_field_name advf_chemistry = 0; tech_field_name advf_computers = 0; tech_field_name advf_sociology = 0;
## # Custom name for items of techs table. If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # tech_name <item> = <string>; # tech_name no_tech = 0; tech_name achilles_targeting_unit = 0; tech_name adamantium_armor = 0; tech_name advanced_city_planning = 0; tech_name advanced_damage_control = 0; tech_name alien_management_center = 0; tech_name android_farmers = 0; tech_name android_scientists = 0; tech_name android_workers = 0; tech_name anti_grav_harness = 0; tech_name anti_matter_bomb = 0; tech_name anti_matter_drive = 0; tech_name anti_matter_torpedo = 0; tech_name anti_missile_rocket = 0; tech_name armor_barracks = 0; tech_name artemis_system_net = 0; tech_name planet_construction = 0; tech_name assault_shuttles = 0; tech_name astro_university = 0; tech_name atmospheric_renewer = 0; tech_name augmented_engines = 0; tech_name autolab = 0; tech_name automated_factories = 0; tech_name automated_repair_unit = 0; tech_name battleoids = 0; tech_name battle_pods = 0; tech_name battle_scanner = 0; tech_name battlestation = 0; tech_name bio_terminator = 0; tech_name biomorphic_fungi = 0; tech_name black_hole_generator = 0; tech_name bomber_bays = 0; tech_name capitol = 0; tech_name class_i_shield = 0; tech_name class_iii_shield = 0; tech_name class_v_shield = 0; tech_name class_vii_shield = 0; tech_name class_x_shield = 0; tech_name cloaking_device = 0; tech_name cloning_center = 0; tech_name colony_base = 0; tech_name colony_ship = 0; tech_name confederation = 0; tech_name cyber_security_link = 0; tech_name cybertronic_computer = 0; tech_name damper_field = 0; tech_name dauntless_guidance_system = 0; tech_name death_ray = 0; tech_name death_spores = 0; tech_name deep_core_mining = 0; tech_name core_waste_dumps = 0; tech_name deuterium_fuel_cells = 0; tech_name dimensional_portal = 0; tech_name displacement_device = 0; tech_name disrupter_cannon = 0; tech_name doom_star_construction = 0; tech_name reinforced_hull = 0; tech_name ecm_jammer = 0; tech_name electronic_computer = 0; tech_name emissions_guidance_system = 0; tech_name energy_absorber = 0; tech_name biospheres = 0; tech_name evolutionary_mutation = 0; tech_name extended_fuel_tanks = 0; tech_name fast_missile_racks = 0; tech_name federation = 0; tech_name fighter_bays = 0; tech_name fighter_garrison = 0; tech_name food_replicators = 0; tech_name freighters = 0; tech_name fusion_beam = 0; tech_name fusion_bomb = 0; tech_name fusion_drive = 0; tech_name fusion_rifle = 0; tech_name gaia_transformation = 0; tech_name galactic_currency_exchange = 0; tech_name galactic_cybernet = 0; tech_name galactic_unification = 0; tech_name gauss_cannon = 0; tech_name graviton_beam = 0; tech_name gyro_destabilizer = 0; tech_name hard_shields = 0; tech_name heavy_armor = 0; tech_name heavy_fighter_bays = 0; tech_name heightened_intelligence = 0; tech_name high_energy_focus = 0; tech_name holo_simulator = 0; tech_name hydroponic_farm = 0; tech_name hyper_drive = 0; tech_name megafluxers = 0; tech_name hyper_x_capacitors = 0; tech_name hyperspace_communications = 0; tech_name imperium = 0; tech_name inertial_nullifier = 0; tech_name inertial_stabilizer = 0; tech_name interphased_drive = 0; tech_name ion_drive = 0; tech_name ion_pulse_cannon = 0; tech_name iridium_fuel_cells = 0; tech_name jump_gate = 0; tech_name laser_cannon = 0; tech_name laser_rifle = 0; tech_name lightning_field = 0; tech_name marine_barracks = 0; tech_name mass_driver = 0; tech_name mauler_device = 0; tech_name merculite_missile = 0; tech_name microbiotics = 0; tech_name microlite_construction = 0; tech_name outpost_ship = 0; tech_name moleculartronic_computer = 0; tech_name multi_wave_ecm_jammer = 0; tech_name multi_phased_shields = 0; tech_name nano_disassemblers = 0; tech_name neural_scanner = 0; tech_name neutron_blaster = 0; tech_name neutron_scanner = 0; tech_name neutronium_armor = 0; tech_name neutronium_bomb = 0; tech_name nuclear_bomb = 0; tech_name nuclear_drive = 0; tech_name nuclear_missile = 0; tech_name optronic_computer = 0; tech_name particle_beam = 0; tech_name personal_shield = 0; tech_name phase_shifter = 0; tech_name phasing_cloak = 0; tech_name phasor = 0; tech_name phasor_rifle = 0; tech_name planetary_barrier_shield = 0; tech_name planetary_flux_shield = 0; tech_name planetary_gravity_generator = 0; tech_name planetary_missile_base = 0; tech_name ground_batteries = 0; tech_name planetary_radiation_shield = 0; tech_name planetary_stock_exchange = 0; tech_name planetary_supercomputer = 0; tech_name plasma_cannon = 0; tech_name plasma_rifle = 0; tech_name plasma_torpedo = 0; tech_name plasma_web = 0; tech_name pleasure_dome = 0; tech_name pollution_processor = 0; tech_name positronic_computer = 0; tech_name powered_armor = 0; tech_name pulse_rifle = 0; tech_name proton_torpedo = 0; tech_name psionics = 0; tech_name pulsar = 0; tech_name pulson_missile = 0; tech_name quantum_detonator = 0; tech_name rangemaster_unit = 0; tech_name recyclotron = 0; tech_name reflection_field = 0; tech_name robotic_factory = 0; tech_name research_laboratory = 0; tech_name robo_miners = 0; tech_name space_scanner = 0; tech_name scout_lab = 0; tech_name security_stations = 0; tech_name sensors = 0; tech_name shield_capacitors = 0; tech_name soil_enrichment = 0; tech_name space_academy = 0; tech_name spaceport = 0; tech_name spatial_compressor = 0; tech_name spy_network = 0; tech_name standard_fuel_cells = 0; tech_name star_base = 0; tech_name star_fortress = 0; tech_name star_gate = 0; tech_name stasis_field = 0; tech_name stealth_field = 0; tech_name stealth_suit = 0; tech_name stellar_converter = 0; tech_name structural_analyzer = 0; tech_name sub_space_communications = 0; tech_name sub_space_teleporter = 0; tech_name subterranean_farms = 0; tech_name survival_pods = 0; tech_name tachyon_communications = 0; tech_name tachyon_scanner = 0; tech_name telepathic_training = 0; tech_name terraforming = 0; tech_name thorium_fuel_cells = 0; tech_name time_warp_facilitator = 0; tech_name titan_construction = 0; tech_name titanium_armor = 0; tech_name tractor_beam = 0; tech_name transport = 0; tech_name transporters = 0; tech_name tritanium_armor = 0; tech_name troop_pods = 0; tech_name universal_antidote = 0; tech_name uridium_fuel_cells = 0; tech_name virtual_reality_network = 0; tech_name warp_dissipator = 0; tech_name warp_interdictor = 0; tech_name weather_control_system = 0; tech_name wide_area_jammer = 0; tech_name xeno_psychology = 0; tech_name xentronium_armor = 0; tech_name zeon_missile = 0; tech_name zortrium_armor = 0; tech_name adv_biology = 0; tech_name adv_power = 0; tech_name adv_physics = 0; tech_name adv_construction = 0; tech_name adv_fields = 0; tech_name adv_chemistry = 0; tech_name adv_computers = 0; tech_name adv_sociology = 0;
## # Custom name for items of buildings table. If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # building_name <item> = <string>; # building_name no_building = 0; building_name alien_control_center = 0; building_name armor_barracks = 0; building_name artemis_system_net = 0; building_name astro_university = 0; building_name atmosphere_renewer = 0; building_name autolab = 0; building_name automated_factory = 0; building_name battlestation = 0; building_name capitol = 0; building_name cloning_center = 0; building_name colony_base = 0; building_name deep_core_mine = 0; building_name core_waste_dump = 0; building_name dimensional_portal = 0; building_name biospheres = 0; building_name food_replicators = 0; building_name gaia_transformation = 0; building_name currency_exchange = 0; building_name galactic_cybernet = 0; building_name holo_simulator = 0; building_name hydroponic_farm = 0; building_name marine_barracks = 0; building_name barrier_shield = 0; building_name flux_shield = 0; building_name gravity_generator = 0; building_name missile_base = 0; building_name ground_batteries = 0; building_name radiation_shield = 0; building_name stock_exchange = 0; building_name supercomputer = 0; building_name pleasure_dome = 0; building_name pollution_processor = 0; building_name recyclotron = 0; building_name robotic_factory = 0; building_name research_lab = 0; building_name robo_miner_plant = 0; building_name soil_enrichment = 0; building_name space_academy = 0; building_name spaceport = 0; building_name star_base = 0; building_name star_fortress = 0; building_name stellar_converter = 0; building_name subterranean_farms = 0; building_name terraforming = 0; building_name warp_interdictor = 0; building_name weather_controller = 0; building_name fighter_garrison = 0; building_name artificial_planet = 0;
## # Custom name for items of weapons table. If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # weapon_name <item> = <string>; # weapon_name no_weapons = 0; weapon_name mass_driver = 0; weapon_name gauss_cannon = 0; weapon_name laser_cannon = 0; weapon_name particle_beam = 0; weapon_name fusion_beam = 0; weapon_name ion_pulse_cannon = 0; weapon_name graviton_beam = 0; weapon_name neutron_blaster = 0; weapon_name phasor = 0; weapon_name disrupter = 0; weapon_name death_ray = 0; weapon_name plasma_cannon = 0; weapon_name spatial_compressor = 0; weapon_name nuclear_missile = 0; weapon_name merculite_missile = 0; weapon_name pulson_missile = 0; weapon_name zeon_missile = 0; weapon_name anti_matter_torpedo = 0; weapon_name proton_torpedo = 0; weapon_name plasma_torpedo = 0; weapon_name nuclear_bomb = 0; weapon_name fusion_bomb = 0; weapon_name anti_matter_bomb = 0; weapon_name neutronium_bomb = 0; weapon_name death_spore = 0; weapon_name bio_terminator = 0; weapon_name mauler_device = 0; weapon_name assault_shuttle = 0; weapon_name heavy_fighter = 0; weapon_name bomber = 0; weapon_name interceptor = 0; weapon_name stasis_field = 0; weapon_name anti_missile_rocket = 0; weapon_name gyro_destabilizer = 0; weapon_name plasma_web = 0; weapon_name pulsar = 0; weapon_name black_hole_generator = 0; weapon_name stellar_converter = 0; weapon_name tractor_beam = 0; weapon_name dragon_breath = 0; weapon_name phasor_eye = 0; weapon_name crystal_ray = 0; weapon_name plasma_breath = 0; weapon_name plasma_flux = 0; weapon_name caustic_slime = 0;
## # Custom name for items of weapons table (plural). If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # weapon_name2 <item> = <string>; # weapon_name2 no_weapons = 0; weapon_name2 mass_driver = 0; weapon_name2 gauss_cannon = 0; weapon_name2 laser_cannon = 0; weapon_name2 particle_beam = 0; weapon_name2 fusion_beam = 0; weapon_name2 ion_pulse_cannon = 0; weapon_name2 graviton_beam = 0; weapon_name2 neutron_blaster = 0; weapon_name2 phasor = 0; weapon_name2 disrupter = 0; weapon_name2 death_ray = 0; weapon_name2 plasma_cannon = 0; weapon_name2 spatial_compressor = 0; weapon_name2 nuclear_missile = 0; weapon_name2 merculite_missile = 0; weapon_name2 pulson_missile = 0; weapon_name2 zeon_missile = 0; weapon_name2 anti_matter_torpedo = 0; weapon_name2 proton_torpedo = 0; weapon_name2 plasma_torpedo = 0; weapon_name2 nuclear_bomb = 0; weapon_name2 fusion_bomb = 0; weapon_name2 anti_matter_bomb = 0; weapon_name2 neutronium_bomb = 0; weapon_name2 death_spore = 0; weapon_name2 bio_terminator = 0; weapon_name2 mauler_device = 0; weapon_name2 assault_shuttle = 0; weapon_name2 heavy_fighter = 0; weapon_name2 bomber = 0; weapon_name2 interceptor = 0; weapon_name2 stasis_field = 0; weapon_name2 anti_missile_rocket = 0; weapon_name2 gyro_destabilizer = 0; weapon_name2 plasma_web = 0; weapon_name2 pulsar = 0; weapon_name2 black_hole_generator = 0; weapon_name2 stellar_converter = 0; weapon_name2 tractor_beam = 0; weapon_name2 dragon_breath = 0; weapon_name2 phasor_eye = 0; weapon_name2 crystal_ray = 0; weapon_name2 plasma_breath = 0; weapon_name2 plasma_flux = 0; weapon_name2 caustic_slime = 0;
## # Custom name for items of specials table. If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # special_name <item> = <string>; # special_name no_special = 0; special_name achilles_targeting_unit = 0; special_name augmented_engines = 0; special_name automated_repair_unit = 0; special_name battle_pods = 0; special_name battle_scanner = 0; special_name cloaking_device = 0; special_name damper_field = 0; special_name displacement_device = 0; special_name ecm_jammer = 0; special_name energy_absorber = 0; special_name extended_fuel_tanks = 0; special_name fast_missile_racks = 0; special_name hard_shields = 0; special_name heavy_armor = 0; special_name high_energy_focus = 0; special_name hyper_x_capacitors = 0; special_name inertial_nullifier = 0; special_name inertial_stabilizer = 0; special_name lightning_field = 0; special_name multi_phased_shields = 0; special_name multi_wave_ecm_jammer = 0; special_name phase_shifter = 0; special_name phasing_cloak = 0; special_name quantum_detonator = 0; special_name rangemaster_unit = 0; special_name reflection_field = 0; special_name reinforced_hull = 0; special_name scout_lab = 0; special_name security_stations = 0; special_name shield_capacitor = 0; special_name stealth_field = 0; special_name structural_analyzer = 0; special_name sub_space_teleporter = 0; special_name time_warp_facilitator = 0; special_name transporters = 0; special_name troop_pods = 0; special_name warp_dissipator = 0; special_name wide_area_jammer = 0; special_name regeneration = 0;
## # Custom name for items of shields table. If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # shield_name <item> = <string>; # shield_name no_shield = 0; shield_name class_i_shield = 0; shield_name class_iii_shield = 0; shield_name class_v_shield = 0; shield_name class_vii_shield = 0; shield_name class_x_shield = 0;
## # Custom name for items of armors table. If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # armor_name <item> = <string>; # armor_name no_armor = 0; armor_name titanium = 0; armor_name tritanium = 0; armor_name zortrium = 0; armor_name neutronium = 0; armor_name adamantium = 0; armor_name xentronium = 0;
## # Custom name for items of computers table. If name is not specified here # built-in name will be used. By default no names are set in this table. Format: # computer_name <item> = <string>; # computer_name no_computer = 0; computer_name electronic_computer = 0; computer_name optronic_computer = 0; computer_name positronic_computer = 0; computer_name cybertronic_computer = 0; computer_name moleculartronic_computer = 0;
# ========================== # # -- AI SHIP DESIGN -- # # ========================== #
## # AI ship design tables. Tables are: # standard_beam_missile_x2 hybrid_beam_carrier hybrid_beam_missile_x5 # standard_missile_x10 standard_carrier special_device special_weapon1 # special_weapon2 # # Rows are: # frigate destroyer cruiser battleship titan doomstar # # Columns are: # theme_special beam_special missile_special defense_special special_weapon # special_device fighter missile heavy_beams beams point_defense_beams bombs # # ai_ship_design standard_beam_missile_x2 frigate theme_special = -1; ai_ship_design standard_beam_missile_x2 frigate beam_special = -1; ai_ship_design standard_beam_missile_x2 frigate missile_special = -1; ai_ship_design standard_beam_missile_x2 frigate defense_special = 15; ai_ship_design standard_beam_missile_x2 frigate special_weapon = -1; ai_ship_design standard_beam_missile_x2 frigate special_device = -1; ai_ship_design standard_beam_missile_x2 frigate fighter = -1; ai_ship_design standard_beam_missile_x2 frigate missile = -1; ai_ship_design standard_beam_missile_x2 frigate heavy_beams = -1; ai_ship_design standard_beam_missile_x2 frigate beams = 85; ai_ship_design standard_beam_missile_x2 frigate point_defense_beams = -1; ai_ship_design standard_beam_missile_x2 frigate bombs = 0; ai_ship_design standard_beam_missile_x2 destroyer theme_special = 10; ai_ship_design standard_beam_missile_x2 destroyer beam_special = 0; ai_ship_design standard_beam_missile_x2 destroyer missile_special = -1; ai_ship_design standard_beam_missile_x2 destroyer defense_special = 5; ai_ship_design standard_beam_missile_x2 destroyer special_weapon = -1; ai_ship_design standard_beam_missile_x2 destroyer special_device = -1; ai_ship_design standard_beam_missile_x2 destroyer fighter = -1; ai_ship_design standard_beam_missile_x2 destroyer missile = -1; ai_ship_design standard_beam_missile_x2 destroyer heavy_beams = 45; ai_ship_design standard_beam_missile_x2 destroyer beams = 30; ai_ship_design standard_beam_missile_x2 destroyer point_defense_beams = -1; ai_ship_design standard_beam_missile_x2 destroyer bombs = 10; ai_ship_design standard_beam_missile_x2 cruiser theme_special = 15; ai_ship_design standard_beam_missile_x2 cruiser beam_special = 0; ai_ship_design standard_beam_missile_x2 cruiser missile_special = -1; ai_ship_design standard_beam_missile_x2 cruiser defense_special = 0; ai_ship_design standard_beam_missile_x2 cruiser special_weapon = -1; ai_ship_design standard_beam_missile_x2 cruiser special_device = -1; ai_ship_design standard_beam_missile_x2 cruiser fighter = -1; ai_ship_design standard_beam_missile_x2 cruiser missile = 10; ai_ship_design standard_beam_missile_x2 cruiser heavy_beams = 30; ai_ship_design standard_beam_missile_x2 cruiser beams = 30; ai_ship_design standard_beam_missile_x2 cruiser point_defense_beams = -1; ai_ship_design standard_beam_missile_x2 cruiser bombs = 15; ai_ship_design standard_beam_missile_x2 battleship theme_special = 15; ai_ship_design standard_beam_missile_x2 battleship beam_special = 0; ai_ship_design standard_beam_missile_x2 battleship missile_special = -1; ai_ship_design standard_beam_missile_x2 battleship defense_special = 5; ai_ship_design standard_beam_missile_x2 battleship special_weapon = -1; ai_ship_design standard_beam_missile_x2 battleship special_device = -1; ai_ship_design standard_beam_missile_x2 battleship fighter = -1; ai_ship_design standard_beam_missile_x2 battleship missile = 15; ai_ship_design standard_beam_missile_x2 battleship heavy_beams = 25; ai_ship_design standard_beam_missile_x2 battleship beams = 25; ai_ship_design standard_beam_missile_x2 battleship point_defense_beams = -1; ai_ship_design standard_beam_missile_x2 battleship bombs = 15; ai_ship_design standard_beam_missile_x2 titan theme_special = 15; ai_ship_design standard_beam_missile_x2 titan beam_special = 0; ai_ship_design standard_beam_missile_x2 titan missile_special = -1; ai_ship_design standard_beam_missile_x2 titan defense_special = 10; ai_ship_design standard_beam_missile_x2 titan special_weapon = -1; ai_ship_design standard_beam_missile_x2 titan special_device = -1; ai_ship_design standard_beam_missile_x2 titan fighter = -1; ai_ship_design standard_beam_missile_x2 titan missile = 15; ai_ship_design standard_beam_missile_x2 titan heavy_beams = 25; ai_ship_design standard_beam_missile_x2 titan beams = 20; ai_ship_design standard_beam_missile_x2 titan point_defense_beams = -1; ai_ship_design standard_beam_missile_x2 titan bombs = 15; ai_ship_design standard_beam_missile_x2 doomstar theme_special = 15; ai_ship_design standard_beam_missile_x2 doomstar beam_special = 0; ai_ship_design standard_beam_missile_x2 doomstar missile_special = -1; ai_ship_design standard_beam_missile_x2 doomstar defense_special = 15; ai_ship_design standard_beam_missile_x2 doomstar special_weapon = -1; ai_ship_design standard_beam_missile_x2 doomstar special_device = -1; ai_ship_design standard_beam_missile_x2 doomstar fighter = -1; ai_ship_design standard_beam_missile_x2 doomstar missile = 15; ai_ship_design standard_beam_missile_x2 doomstar heavy_beams = 20; ai_ship_design standard_beam_missile_x2 doomstar beams = 20; ai_ship_design standard_beam_missile_x2 doomstar point_defense_beams = -1; ai_ship_design standard_beam_missile_x2 doomstar bombs = 15; ai_ship_design hybrid_beam_carrier frigate theme_special = -1; ai_ship_design hybrid_beam_carrier frigate beam_special = -1; ai_ship_design hybrid_beam_carrier frigate missile_special = -1; ai_ship_design hybrid_beam_carrier frigate defense_special = 15; ai_ship_design hybrid_beam_carrier frigate special_weapon = -1; ai_ship_design hybrid_beam_carrier frigate special_device = -1; ai_ship_design hybrid_beam_carrier frigate fighter = 45; ai_ship_design hybrid_beam_carrier frigate missile = -1; ai_ship_design hybrid_beam_carrier frigate heavy_beams = -1; ai_ship_design hybrid_beam_carrier frigate beams = 40; ai_ship_design hybrid_beam_carrier frigate point_defense_beams = -1; ai_ship_design hybrid_beam_carrier frigate bombs = 0; ai_ship_design hybrid_beam_carrier destroyer theme_special = 10; ai_ship_design hybrid_beam_carrier destroyer beam_special = -1; ai_ship_design hybrid_beam_carrier destroyer missile_special = -1; ai_ship_design hybrid_beam_carrier destroyer defense_special = 5; ai_ship_design hybrid_beam_carrier destroyer special_weapon = -1; ai_ship_design hybrid_beam_carrier destroyer special_device = -1; ai_ship_design hybrid_beam_carrier destroyer fighter = 40; ai_ship_design hybrid_beam_carrier destroyer missile = -1; ai_ship_design hybrid_beam_carrier destroyer heavy_beams = 15; ai_ship_design hybrid_beam_carrier destroyer beams = 20; ai_ship_design hybrid_beam_carrier destroyer point_defense_beams = -1; ai_ship_design hybrid_beam_carrier destroyer bombs = 10; ai_ship_design hybrid_beam_carrier cruiser theme_special = 15; ai_ship_design hybrid_beam_carrier cruiser beam_special = -1; ai_ship_design hybrid_beam_carrier cruiser missile_special = -1; ai_ship_design hybrid_beam_carrier cruiser defense_special = 0; ai_ship_design hybrid_beam_carrier cruiser special_weapon = -1; ai_ship_design hybrid_beam_carrier cruiser special_device = -1; ai_ship_design hybrid_beam_carrier cruiser fighter = 35; ai_ship_design hybrid_beam_carrier cruiser missile = -1; ai_ship_design hybrid_beam_carrier cruiser heavy_beams = 20; ai_ship_design hybrid_beam_carrier cruiser beams = 20; ai_ship_design hybrid_beam_carrier cruiser point_defense_beams = -1; ai_ship_design hybrid_beam_carrier cruiser bombs = 10; ai_ship_design hybrid_beam_carrier battleship theme_special = 15; ai_ship_design hybrid_beam_carrier battleship beam_special = -1; ai_ship_design hybrid_beam_carrier battleship missile_special = -1; ai_ship_design hybrid_beam_carrier battleship defense_special = 5; ai_ship_design hybrid_beam_carrier battleship special_weapon = -1; ai_ship_design hybrid_beam_carrier battleship special_device = -1; ai_ship_design hybrid_beam_carrier battleship fighter = 35; ai_ship_design hybrid_beam_carrier battleship missile = -1; ai_ship_design hybrid_beam_carrier battleship heavy_beams = 20; ai_ship_design hybrid_beam_carrier battleship beams = 15; ai_ship_design hybrid_beam_carrier battleship point_defense_beams = -1; ai_ship_design hybrid_beam_carrier battleship bombs = 10; ai_ship_design hybrid_beam_carrier titan theme_special = 15; ai_ship_design hybrid_beam_carrier titan beam_special = -1; ai_ship_design hybrid_beam_carrier titan missile_special = -1; ai_ship_design hybrid_beam_carrier titan defense_special = 10; ai_ship_design hybrid_beam_carrier titan special_weapon = -1; ai_ship_design hybrid_beam_carrier titan special_device = -1; ai_ship_design hybrid_beam_carrier titan fighter = 35; ai_ship_design hybrid_beam_carrier titan missile = -1; ai_ship_design hybrid_beam_carrier titan heavy_beams = 15; ai_ship_design hybrid_beam_carrier titan beams = 15; ai_ship_design hybrid_beam_carrier titan point_defense_beams = -1; ai_ship_design hybrid_beam_carrier titan bombs = 10; ai_ship_design hybrid_beam_carrier doomstar theme_special = 15; ai_ship_design hybrid_beam_carrier doomstar beam_special = -1; ai_ship_design hybrid_beam_carrier doomstar missile_special = -1; ai_ship_design hybrid_beam_carrier doomstar defense_special = 15; ai_ship_design hybrid_beam_carrier doomstar special_weapon = -1; ai_ship_design hybrid_beam_carrier doomstar special_device = -1; ai_ship_design hybrid_beam_carrier doomstar fighter = 30; ai_ship_design hybrid_beam_carrier doomstar missile = -1; ai_ship_design hybrid_beam_carrier doomstar heavy_beams = 15; ai_ship_design hybrid_beam_carrier doomstar beams = 15; ai_ship_design hybrid_beam_carrier doomstar point_defense_beams = -1; ai_ship_design hybrid_beam_carrier doomstar bombs = 10; ai_ship_design hybrid_beam_missile_x5 frigate theme_special = -1; ai_ship_design hybrid_beam_missile_x5 frigate beam_special = -1; ai_ship_design hybrid_beam_missile_x5 frigate missile_special = -1; ai_ship_design hybrid_beam_missile_x5 frigate defense_special = 15; ai_ship_design hybrid_beam_missile_x5 frigate special_weapon = -1; ai_ship_design hybrid_beam_missile_x5 frigate special_device = -1; ai_ship_design hybrid_beam_missile_x5 frigate fighter = -1; ai_ship_design hybrid_beam_missile_x5 frigate missile = 45; ai_ship_design hybrid_beam_missile_x5 frigate heavy_beams = -1; ai_ship_design hybrid_beam_missile_x5 frigate beams = 40; ai_ship_design hybrid_beam_missile_x5 frigate point_defense_beams = -1; ai_ship_design hybrid_beam_missile_x5 frigate bombs = 0; ai_ship_design hybrid_beam_missile_x5 destroyer theme_special = 10; ai_ship_design hybrid_beam_missile_x5 destroyer beam_special = -1; ai_ship_design hybrid_beam_missile_x5 destroyer missile_special = -1; ai_ship_design hybrid_beam_missile_x5 destroyer defense_special = 5; ai_ship_design hybrid_beam_missile_x5 destroyer special_weapon = -1; ai_ship_design hybrid_beam_missile_x5 destroyer special_device = -1; ai_ship_design hybrid_beam_missile_x5 destroyer fighter = -1; ai_ship_design hybrid_beam_missile_x5 destroyer missile = 40; ai_ship_design hybrid_beam_missile_x5 destroyer heavy_beams = 15; ai_ship_design hybrid_beam_missile_x5 destroyer beams = 20; ai_ship_design hybrid_beam_missile_x5 destroyer point_defense_beams = -1; ai_ship_design hybrid_beam_missile_x5 destroyer bombs = 10; ai_ship_design hybrid_beam_missile_x5 cruiser theme_special = 15; ai_ship_design hybrid_beam_missile_x5 cruiser beam_special = -1; ai_ship_design hybrid_beam_missile_x5 cruiser missile_special = -1; ai_ship_design hybrid_beam_missile_x5 cruiser defense_special = 0; ai_ship_design hybrid_beam_missile_x5 cruiser special_weapon = -1; ai_ship_design hybrid_beam_missile_x5 cruiser special_device = -1; ai_ship_design hybrid_beam_missile_x5 cruiser fighter = -1; ai_ship_design hybrid_beam_missile_x5 cruiser missile = 35; ai_ship_design hybrid_beam_missile_x5 cruiser heavy_beams = 20; ai_ship_design hybrid_beam_missile_x5 cruiser beams = 20; ai_ship_design hybrid_beam_missile_x5 cruiser point_defense_beams = -1; ai_ship_design hybrid_beam_missile_x5 cruiser bombs = 10; ai_ship_design hybrid_beam_missile_x5 battleship theme_special = 15; ai_ship_design hybrid_beam_missile_x5 battleship beam_special = -1; ai_ship_design hybrid_beam_missile_x5 battleship missile_special = -1; ai_ship_design hybrid_beam_missile_x5 battleship defense_special = 5; ai_ship_design hybrid_beam_missile_x5 battleship special_weapon = -1; ai_ship_design hybrid_beam_missile_x5 battleship special_device = -1; ai_ship_design hybrid_beam_missile_x5 battleship fighter = -1; ai_ship_design hybrid_beam_missile_x5 battleship missile = 35; ai_ship_design hybrid_beam_missile_x5 battleship heavy_beams = 20; ai_ship_design hybrid_beam_missile_x5 battleship beams = 15; ai_ship_design hybrid_beam_missile_x5 battleship point_defense_beams = -1; ai_ship_design hybrid_beam_missile_x5 battleship bombs = 10; ai_ship_design hybrid_beam_missile_x5 titan theme_special = 15; ai_ship_design hybrid_beam_missile_x5 titan beam_special = -1; ai_ship_design hybrid_beam_missile_x5 titan missile_special = -1; ai_ship_design hybrid_beam_missile_x5 titan defense_special = 10; ai_ship_design hybrid_beam_missile_x5 titan special_weapon = -1; ai_ship_design hybrid_beam_missile_x5 titan special_device = -1; ai_ship_design hybrid_beam_missile_x5 titan fighter = -1; ai_ship_design hybrid_beam_missile_x5 titan missile = 35; ai_ship_design hybrid_beam_missile_x5 titan heavy_beams = 15; ai_ship_design hybrid_beam_missile_x5 titan beams = 15; ai_ship_design hybrid_beam_missile_x5 titan point_defense_beams = -1; ai_ship_design hybrid_beam_missile_x5 titan bombs = 10; ai_ship_design hybrid_beam_missile_x5 doomstar theme_special = 15; ai_ship_design hybrid_beam_missile_x5 doomstar beam_special = -1; ai_ship_design hybrid_beam_missile_x5 doomstar missile_special = -1; ai_ship_design hybrid_beam_missile_x5 doomstar defense_special = 15; ai_ship_design hybrid_beam_missile_x5 doomstar special_weapon = -1; ai_ship_design hybrid_beam_missile_x5 doomstar special_device = -1; ai_ship_design hybrid_beam_missile_x5 doomstar fighter = -1; ai_ship_design hybrid_beam_missile_x5 doomstar missile = 30; ai_ship_design hybrid_beam_missile_x5 doomstar heavy_beams = 15; ai_ship_design hybrid_beam_missile_x5 doomstar beams = 15; ai_ship_design hybrid_beam_missile_x5 doomstar point_defense_beams = -1; ai_ship_design hybrid_beam_missile_x5 doomstar bombs = 10; ai_ship_design standard_missile_x10 frigate theme_special = -1; ai_ship_design standard_missile_x10 frigate beam_special = -1; ai_ship_design standard_missile_x10 frigate missile_special = -1; ai_ship_design standard_missile_x10 frigate defense_special = 15; ai_ship_design standard_missile_x10 frigate special_weapon = -1; ai_ship_design standard_missile_x10 frigate special_device = -1; ai_ship_design standard_missile_x10 frigate fighter = -1; ai_ship_design standard_missile_x10 frigate missile = 85; ai_ship_design standard_missile_x10 frigate heavy_beams = -1; ai_ship_design standard_missile_x10 frigate beams = -1; ai_ship_design standard_missile_x10 frigate point_defense_beams = 0; ai_ship_design standard_missile_x10 frigate bombs = 0; ai_ship_design standard_missile_x10 destroyer theme_special = 10; ai_ship_design standard_missile_x10 destroyer beam_special = -1; ai_ship_design standard_missile_x10 destroyer missile_special = 0; ai_ship_design standard_missile_x10 destroyer defense_special = 5; ai_ship_design standard_missile_x10 destroyer special_weapon = -1; ai_ship_design standard_missile_x10 destroyer special_device = -1; ai_ship_design standard_missile_x10 destroyer fighter = -1; ai_ship_design standard_missile_x10 destroyer missile = 75; ai_ship_design standard_missile_x10 destroyer heavy_beams = -1; ai_ship_design standard_missile_x10 destroyer beams = -1; ai_ship_design standard_missile_x10 destroyer point_defense_beams = 0; ai_ship_design standard_missile_x10 destroyer bombs = 10; ai_ship_design standard_missile_x10 cruiser theme_special = 15; ai_ship_design standard_missile_x10 cruiser beam_special = -1; ai_ship_design standard_missile_x10 cruiser missile_special = 0; ai_ship_design standard_missile_x10 cruiser defense_special = 0; ai_ship_design standard_missile_x10 cruiser special_weapon = -1; ai_ship_design standard_missile_x10 cruiser special_device = -1; ai_ship_design standard_missile_x10 cruiser fighter = -1; ai_ship_design standard_missile_x10 cruiser missile = 65; ai_ship_design standard_missile_x10 cruiser heavy_beams = -1; ai_ship_design standard_missile_x10 cruiser beams = -1; ai_ship_design standard_missile_x10 cruiser point_defense_beams = 10; ai_ship_design standard_missile_x10 cruiser bombs = 10; ai_ship_design standard_missile_x10 battleship theme_special = 15; ai_ship_design standard_missile_x10 battleship beam_special = -1; ai_ship_design standard_missile_x10 battleship missile_special = 0; ai_ship_design standard_missile_x10 battleship defense_special = 5; ai_ship_design standard_missile_x10 battleship special_weapon = -1; ai_ship_design standard_missile_x10 battleship special_device = -1; ai_ship_design standard_missile_x10 battleship fighter = -1; ai_ship_design standard_missile_x10 battleship missile = 50; ai_ship_design standard_missile_x10 battleship heavy_beams = -1; ai_ship_design standard_missile_x10 battleship beams = 10; ai_ship_design standard_missile_x10 battleship point_defense_beams = 10; ai_ship_design standard_missile_x10 battleship bombs = 10; ai_ship_design standard_missile_x10 titan theme_special = 15; ai_ship_design standard_missile_x10 titan beam_special = -1; ai_ship_design standard_missile_x10 titan missile_special = 0; ai_ship_design standard_missile_x10 titan defense_special = 10; ai_ship_design standard_missile_x10 titan special_weapon = -1; ai_ship_design standard_missile_x10 titan special_device = -1; ai_ship_design standard_missile_x10 titan fighter = -1; ai_ship_design standard_missile_x10 titan missile = 45; ai_ship_design standard_missile_x10 titan heavy_beams = -1; ai_ship_design standard_missile_x10 titan beams = 10; ai_ship_design standard_missile_x10 titan point_defense_beams = 10; ai_ship_design standard_missile_x10 titan bombs = 10; ai_ship_design standard_missile_x10 doomstar theme_special = 15; ai_ship_design standard_missile_x10 doomstar beam_special = -1; ai_ship_design standard_missile_x10 doomstar missile_special = 0; ai_ship_design standard_missile_x10 doomstar defense_special = 15; ai_ship_design standard_missile_x10 doomstar special_weapon = -1; ai_ship_design standard_missile_x10 doomstar special_device = -1; ai_ship_design standard_missile_x10 doomstar fighter = -1; ai_ship_design standard_missile_x10 doomstar missile = 40; ai_ship_design standard_missile_x10 doomstar heavy_beams = -1; ai_ship_design standard_missile_x10 doomstar beams = 10; ai_ship_design standard_missile_x10 doomstar point_defense_beams = 10; ai_ship_design standard_missile_x10 doomstar bombs = 10; ai_ship_design standard_carrier frigate theme_special = -1; ai_ship_design standard_carrier frigate beam_special = -1; ai_ship_design standard_carrier frigate missile_special = -1; ai_ship_design standard_carrier frigate defense_special = 15; ai_ship_design standard_carrier frigate special_weapon = -1; ai_ship_design standard_carrier frigate special_device = -1; ai_ship_design standard_carrier frigate fighter = 85; ai_ship_design standard_carrier frigate missile = -1; ai_ship_design standard_carrier frigate heavy_beams = -1; ai_ship_design standard_carrier frigate beams = -1; ai_ship_design standard_carrier frigate point_defense_beams = 0; ai_ship_design standard_carrier frigate bombs = 0; ai_ship_design standard_carrier destroyer theme_special = 10; ai_ship_design standard_carrier destroyer beam_special = -1; ai_ship_design standard_carrier destroyer missile_special = -1; ai_ship_design standard_carrier destroyer defense_special = 5; ai_ship_design standard_carrier destroyer special_weapon = -1; ai_ship_design standard_carrier destroyer special_device = -1; ai_ship_design standard_carrier destroyer fighter = 65; ai_ship_design standard_carrier destroyer missile = -1; ai_ship_design standard_carrier destroyer heavy_beams = -1; ai_ship_design standard_carrier destroyer beams = 5; ai_ship_design standard_carrier destroyer point_defense_beams = 5; ai_ship_design standard_carrier destroyer bombs = 10; ai_ship_design standard_carrier cruiser theme_special = 15; ai_ship_design standard_carrier cruiser beam_special = -1; ai_ship_design standard_carrier cruiser missile_special = -1; ai_ship_design standard_carrier cruiser defense_special = 0; ai_ship_design standard_carrier cruiser special_weapon = -1; ai_ship_design standard_carrier cruiser special_device = -1; ai_ship_design standard_carrier cruiser fighter = 60; ai_ship_design standard_carrier cruiser missile = -1; ai_ship_design standard_carrier cruiser heavy_beams = -1; ai_ship_design standard_carrier cruiser beams = 10; ai_ship_design standard_carrier cruiser point_defense_beams = 5; ai_ship_design standard_carrier cruiser bombs = 10; ai_ship_design standard_carrier battleship theme_special = 15; ai_ship_design standard_carrier battleship beam_special = -1; ai_ship_design standard_carrier battleship missile_special = -1; ai_ship_design standard_carrier battleship defense_special = 5; ai_ship_design standard_carrier battleship special_weapon = -1; ai_ship_design standard_carrier battleship special_device = -1; ai_ship_design standard_carrier battleship fighter = 55; ai_ship_design standard_carrier battleship missile = -1; ai_ship_design standard_carrier battleship heavy_beams = -1; ai_ship_design standard_carrier battleship beams = 10; ai_ship_design standard_carrier battleship point_defense_beams = 5; ai_ship_design standard_carrier battleship bombs = 10; ai_ship_design standard_carrier titan theme_special = 15; ai_ship_design standard_carrier titan beam_special = -1; ai_ship_design standard_carrier titan missile_special = -1; ai_ship_design standard_carrier titan defense_special = 10; ai_ship_design standard_carrier titan special_weapon = -1; ai_ship_design standard_carrier titan special_device = -1; ai_ship_design standard_carrier titan fighter = 45; ai_ship_design standard_carrier titan missile = -1; ai_ship_design standard_carrier titan heavy_beams = -1; ai_ship_design standard_carrier titan beams = 15; ai_ship_design standard_carrier titan point_defense_beams = 5; ai_ship_design standard_carrier titan bombs = 10; ai_ship_design standard_carrier doomstar theme_special = 15; ai_ship_design standard_carrier doomstar beam_special = -1; ai_ship_design standard_carrier doomstar missile_special = -1; ai_ship_design standard_carrier doomstar defense_special = 15; ai_ship_design standard_carrier doomstar special_weapon = -1; ai_ship_design standard_carrier doomstar special_device = -1; ai_ship_design standard_carrier doomstar fighter = 40; ai_ship_design standard_carrier doomstar missile = -1; ai_ship_design standard_carrier doomstar heavy_beams = -1; ai_ship_design standard_carrier doomstar beams = 15; ai_ship_design standard_carrier doomstar point_defense_beams = 5; ai_ship_design standard_carrier doomstar bombs = 10; ai_ship_design special_device frigate theme_special = -1; ai_ship_design special_device frigate beam_special = -1; ai_ship_design special_device frigate missile_special = -1; ai_ship_design special_device frigate defense_special = 15; ai_ship_design special_device frigate special_weapon = -1; ai_ship_design special_device frigate special_device = 50; ai_ship_design special_device frigate fighter = -1; ai_ship_design special_device frigate missile = -1; ai_ship_design special_device frigate heavy_beams = -1; ai_ship_design special_device frigate beams = 35; ai_ship_design special_device frigate point_defense_beams = -1; ai_ship_design special_device frigate bombs = 0; ai_ship_design special_device destroyer theme_special = 10; ai_ship_design special_device destroyer beam_special = -1; ai_ship_design special_device destroyer missile_special = -1; ai_ship_design special_device destroyer defense_special = 5; ai_ship_design special_device destroyer special_weapon = -1; ai_ship_design special_device destroyer special_device = 40; ai_ship_design special_device destroyer fighter = -1; ai_ship_design special_device destroyer missile = -1; ai_ship_design special_device destroyer heavy_beams = 20; ai_ship_design special_device destroyer beams = 15; ai_ship_design special_device destroyer point_defense_beams = -1; ai_ship_design special_device destroyer bombs = 10; ai_ship_design special_device cruiser theme_special = 15; ai_ship_design special_device cruiser beam_special = -1; ai_ship_design special_device cruiser missile_special = -1; ai_ship_design special_device cruiser defense_special = 0; ai_ship_design special_device cruiser special_weapon = -1; ai_ship_design special_device cruiser special_device = 35; ai_ship_design special_device cruiser fighter = -1; ai_ship_design special_device cruiser missile = -1; ai_ship_design special_device cruiser heavy_beams = 20; ai_ship_design special_device cruiser beams = 20; ai_ship_design special_device cruiser point_defense_beams = -1; ai_ship_design special_device cruiser bombs = 10; ai_ship_design special_device battleship theme_special = 15; ai_ship_design special_device battleship beam_special = -1; ai_ship_design special_device battleship missile_special = -1; ai_ship_design special_device battleship defense_special = 5; ai_ship_design special_device battleship special_weapon = -1; ai_ship_design special_device battleship special_device = 30; ai_ship_design special_device battleship fighter = -1; ai_ship_design special_device battleship missile = -1; ai_ship_design special_device battleship heavy_beams = 20; ai_ship_design special_device battleship beams = 20; ai_ship_design special_device battleship point_defense_beams = -1; ai_ship_design special_device battleship bombs = 10; ai_ship_design special_device titan theme_special = 15; ai_ship_design special_device titan beam_special = -1; ai_ship_design special_device titan missile_special = -1; ai_ship_design special_device titan defense_special = 10; ai_ship_design special_device titan special_weapon = -1; ai_ship_design special_device titan special_device = 25; ai_ship_design special_device titan fighter = -1; ai_ship_design special_device titan missile = -1; ai_ship_design special_device titan heavy_beams = 20; ai_ship_design special_device titan beams = 20; ai_ship_design special_device titan point_defense_beams = -1; ai_ship_design special_device titan bombs = 10; ai_ship_design special_device doomstar theme_special = 15; ai_ship_design special_device doomstar beam_special = -1; ai_ship_design special_device doomstar missile_special = -1; ai_ship_design special_device doomstar defense_special = 15; ai_ship_design special_device doomstar special_weapon = -1; ai_ship_design special_device doomstar special_device = 20; ai_ship_design special_device doomstar fighter = -1; ai_ship_design special_device doomstar missile = -1; ai_ship_design special_device doomstar heavy_beams = 20; ai_ship_design special_device doomstar beams = 20; ai_ship_design special_device doomstar point_defense_beams = -1; ai_ship_design special_device doomstar bombs = 10; ai_ship_design special_weapon1 frigate theme_special = -1; ai_ship_design special_weapon1 frigate beam_special = -1; ai_ship_design special_weapon1 frigate missile_special = -1; ai_ship_design special_weapon1 frigate defense_special = 15; ai_ship_design special_weapon1 frigate special_weapon = 60; ai_ship_design special_weapon1 frigate special_device = -1; ai_ship_design special_weapon1 frigate fighter = -1; ai_ship_design special_weapon1 frigate missile = -1; ai_ship_design special_weapon1 frigate heavy_beams = -1; ai_ship_design special_weapon1 frigate beams = 25; ai_ship_design special_weapon1 frigate point_defense_beams = 0; ai_ship_design special_weapon1 frigate bombs = 0; ai_ship_design special_weapon1 destroyer theme_special = 10; ai_ship_design special_weapon1 destroyer beam_special = -1; ai_ship_design special_weapon1 destroyer missile_special = -1; ai_ship_design special_weapon1 destroyer defense_special = 5; ai_ship_design special_weapon1 destroyer special_weapon = 50; ai_ship_design special_weapon1 destroyer special_device = -1; ai_ship_design special_weapon1 destroyer fighter = -1; ai_ship_design special_weapon1 destroyer missile = -1; ai_ship_design special_weapon1 destroyer heavy_beams = 15; ai_ship_design special_weapon1 destroyer beams = 10; ai_ship_design special_weapon1 destroyer point_defense_beams = 0; ai_ship_design special_weapon1 destroyer bombs = 10; ai_ship_design special_weapon1 cruiser theme_special = 15; ai_ship_design special_weapon1 cruiser beam_special = -1; ai_ship_design special_weapon1 cruiser missile_special = -1; ai_ship_design special_weapon1 cruiser defense_special = 0; ai_ship_design special_weapon1 cruiser special_weapon = 45; ai_ship_design special_weapon1 cruiser special_device = -1; ai_ship_design special_weapon1 cruiser fighter = -1; ai_ship_design special_weapon1 cruiser missile = -1; ai_ship_design special_weapon1 cruiser heavy_beams = 15; ai_ship_design special_weapon1 cruiser beams = 15; ai_ship_design special_weapon1 cruiser point_defense_beams = 0; ai_ship_design special_weapon1 cruiser bombs = 10; ai_ship_design special_weapon1 battleship theme_special = 15; ai_ship_design special_weapon1 battleship beam_special = -1; ai_ship_design special_weapon1 battleship missile_special = -1; ai_ship_design special_weapon1 battleship defense_special = 5; ai_ship_design special_weapon1 battleship special_weapon = 40; ai_ship_design special_weapon1 battleship special_device = -1; ai_ship_design special_weapon1 battleship fighter = -1; ai_ship_design special_weapon1 battleship missile = -1; ai_ship_design special_weapon1 battleship heavy_beams = 15; ai_ship_design special_weapon1 battleship beams = 15; ai_ship_design special_weapon1 battleship point_defense_beams = 0; ai_ship_design special_weapon1 battleship bombs = 10; ai_ship_design special_weapon1 titan theme_special = 15; ai_ship_design special_weapon1 titan beam_special = -1; ai_ship_design special_weapon1 titan missile_special = -1; ai_ship_design special_weapon1 titan defense_special = 10; ai_ship_design special_weapon1 titan special_weapon = 35; ai_ship_design special_weapon1 titan special_device = -1; ai_ship_design special_weapon1 titan fighter = -1; ai_ship_design special_weapon1 titan missile = -1; ai_ship_design special_weapon1 titan heavy_beams = 15; ai_ship_design special_weapon1 titan beams = 15; ai_ship_design special_weapon1 titan point_defense_beams = 0; ai_ship_design special_weapon1 titan bombs = 10; ai_ship_design special_weapon1 doomstar theme_special = 15; ai_ship_design special_weapon1 doomstar beam_special = -1; ai_ship_design special_weapon1 doomstar missile_special = -1; ai_ship_design special_weapon1 doomstar defense_special = 15; ai_ship_design special_weapon1 doomstar special_weapon = 60; ai_ship_design special_weapon1 doomstar special_device = -1; ai_ship_design special_weapon1 doomstar fighter = -1; ai_ship_design special_weapon1 doomstar missile = -1; ai_ship_design special_weapon1 doomstar heavy_beams = 0; ai_ship_design special_weapon1 doomstar beams = 0; ai_ship_design special_weapon1 doomstar point_defense_beams = 0; ai_ship_design special_weapon1 doomstar bombs = 10; ai_ship_design special_weapon2 frigate theme_special = -1; ai_ship_design special_weapon2 frigate beam_special = -1; ai_ship_design special_weapon2 frigate missile_special = -1; ai_ship_design special_weapon2 frigate defense_special = 15; ai_ship_design special_weapon2 frigate special_weapon = 60; ai_ship_design special_weapon2 frigate special_device = -1; ai_ship_design special_weapon2 frigate fighter = -1; ai_ship_design special_weapon2 frigate missile = -1; ai_ship_design special_weapon2 frigate heavy_beams = -1; ai_ship_design special_weapon2 frigate beams = 25; ai_ship_design special_weapon2 frigate point_defense_beams = -1; ai_ship_design special_weapon2 frigate bombs = 0; ai_ship_design special_weapon2 destroyer theme_special = 10; ai_ship_design special_weapon2 destroyer beam_special = -1; ai_ship_design special_weapon2 destroyer missile_special = -1; ai_ship_design special_weapon2 destroyer defense_special = 5; ai_ship_design special_weapon2 destroyer special_weapon = 50; ai_ship_design special_weapon2 destroyer special_device = -1; ai_ship_design special_weapon2 destroyer fighter = -1; ai_ship_design special_weapon2 destroyer missile = -1; ai_ship_design special_weapon2 destroyer heavy_beams = 15; ai_ship_design special_weapon2 destroyer beams = 10; ai_ship_design special_weapon2 destroyer point_defense_beams = -1; ai_ship_design special_weapon2 destroyer bombs = 10; ai_ship_design special_weapon2 cruiser theme_special = 15; ai_ship_design special_weapon2 cruiser beam_special = -1; ai_ship_design special_weapon2 cruiser missile_special = -1; ai_ship_design special_weapon2 cruiser defense_special = 0; ai_ship_design special_weapon2 cruiser special_weapon = 45; ai_ship_design special_weapon2 cruiser special_device = -1; ai_ship_design special_weapon2 cruiser fighter = -1; ai_ship_design special_weapon2 cruiser missile = -1; ai_ship_design special_weapon2 cruiser heavy_beams = 15; ai_ship_design special_weapon2 cruiser beams = 15; ai_ship_design special_weapon2 cruiser point_defense_beams = -1; ai_ship_design special_weapon2 cruiser bombs = 10; ai_ship_design special_weapon2 battleship theme_special = 15; ai_ship_design special_weapon2 battleship beam_special = -1; ai_ship_design special_weapon2 battleship missile_special = -1; ai_ship_design special_weapon2 battleship defense_special = 5; ai_ship_design special_weapon2 battleship special_weapon = 40; ai_ship_design special_weapon2 battleship special_device = -1; ai_ship_design special_weapon2 battleship fighter = -1; ai_ship_design special_weapon2 battleship missile = -1; ai_ship_design special_weapon2 battleship heavy_beams = 15; ai_ship_design special_weapon2 battleship beams = 15; ai_ship_design special_weapon2 battleship point_defense_beams = -1; ai_ship_design special_weapon2 battleship bombs = 10; ai_ship_design special_weapon2 titan theme_special = 15; ai_ship_design special_weapon2 titan beam_special = -1; ai_ship_design special_weapon2 titan missile_special = -1; ai_ship_design special_weapon2 titan defense_special = 10; ai_ship_design special_weapon2 titan special_weapon = 35; ai_ship_design special_weapon2 titan special_device = -1; ai_ship_design special_weapon2 titan fighter = -1; ai_ship_design special_weapon2 titan missile = -1; ai_ship_design special_weapon2 titan heavy_beams = 15; ai_ship_design special_weapon2 titan beams = 15; ai_ship_design special_weapon2 titan point_defense_beams = -1; ai_ship_design special_weapon2 titan bombs = 10; ai_ship_design special_weapon2 doomstar theme_special = 15; ai_ship_design special_weapon2 doomstar beam_special = -1; ai_ship_design special_weapon2 doomstar missile_special = -1; ai_ship_design special_weapon2 doomstar defense_special = 15; ai_ship_design special_weapon2 doomstar special_weapon = 30; ai_ship_design special_weapon2 doomstar special_device = -1; ai_ship_design special_weapon2 doomstar fighter = -1; ai_ship_design special_weapon2 doomstar missile = -1; ai_ship_design special_weapon2 doomstar heavy_beams = 15; ai_ship_design special_weapon2 doomstar beams = 15; ai_ship_design special_weapon2 doomstar point_defense_beams = -1; ai_ship_design special_weapon2 doomstar bombs = 10;
## # If BHG is known, there is a chance the by Auto Design selected ship design # table for a titan or doom star is changed to special_weapon1 to make use # of this tech. By default this chance is 75%. # This chance value can be adjusted. Possible values: # 0: 0% chance; 1: 25% chance; 2: 50% chance; 3: 75% chance; 4: 100% chance. # Default is 3 (classic). # ai_ship_design_bhg_chance = 3;
## # If Stellar Converter is known, there is a chance the by Auto Design selected # ship design table for a doom star is changed to special_weapon1 to make use # of this tech. By default this chance is 75%. # This chance value can be adjusted. Possible values: # 0: 0% chance; 1: 25% chance; 2: 50% chance; 3: 75% chance; 4: 100% chance. # Default is 3 (classic). # ai_ship_design_stellar_chance = 3;
## # ai_ship_design_bio_weapons_theme (Table 1a) # rows: # special_1 special_2 special_3 special_4 special_5 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_bio_weapons_theme special_1 = 22 0; ai_ship_design_bio_weapons_theme special_2 = 33 0; ai_ship_design_bio_weapons_theme special_3 = 2 0; ai_ship_design_bio_weapons_theme special_4 = 26 1; ai_ship_design_bio_weapons_theme special_5 = 25 1;
## # ai_ship_design_capture_theme (Table 1b) # rows: # special_1 special_2 special_3 special_4 special_5 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_capture_theme special_1 = 35 0; ai_ship_design_capture_theme special_2 = 39 1; ai_ship_design_capture_theme special_3 = 28 1; ai_ship_design_capture_theme special_4 = 36 0; ai_ship_design_capture_theme special_5 = 37 0;
## # ai_ship_design_cloaking_theme (Table 1c) # rows: # special_1 special_2 special_3 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_cloaking_theme special_1 = 23 0; ai_ship_design_cloaking_theme special_2 = 6 0; ai_ship_design_cloaking_theme special_3 = 31 0;
## # ai_ship_design_beam_defense_theme (Table 1d) # rows: # special_1 special_2 special_3 special_4 # # columns: # id type # # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_beam_defense_theme special_1 = 17 0; ai_ship_design_beam_defense_theme special_2 = 8 0; ai_ship_design_beam_defense_theme special_3 = 2 0; ai_ship_design_beam_defense_theme special_4 = 18 0;
## # ai_ship_design_missile_defense_theme (Table 1e) # rows: # special_1 special_2 special_3 special_4 special_5 special_6 special_7 # special_8 # # columns: # id type # # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_missile_defense_theme special_1 = 38 0; ai_ship_design_missile_defense_theme special_2 = 21 0; ai_ship_design_missile_defense_theme special_3 = 13 1; ai_ship_design_missile_defense_theme special_4 = 9 0; ai_ship_design_missile_defense_theme special_5 = 36 1; ai_ship_design_missile_defense_theme special_6 = 8 0; ai_ship_design_missile_defense_theme special_7 = 19 0; ai_ship_design_missile_defense_theme special_8 = 33 1;
## # ai_ship_design_armor_theme (Table 1f) # rows: # special_1 special_2 special_3 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_armor_theme special_1 = 3 0; ai_ship_design_armor_theme special_2 = 14 0; ai_ship_design_armor_theme special_3 = 27 0;
## # ai_ship_design_shield_theme (Table 1g) # rows: # special_1 special_2 special_3 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_shield_theme special_1 = 13 0; ai_ship_design_shield_theme special_2 = 20 0; ai_ship_design_shield_theme special_3 = 30 0;
## # ai_ship_design_beam_offense_specials (Table 2) # rows: # special_1 special_2 special_3 special_4 special_5 special_6 special_7 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_beam_offense_specials special_1 = 34 0; ai_ship_design_beam_offense_specials special_2 = 1 0; ai_ship_design_beam_offense_specials special_3 = 15 0; ai_ship_design_beam_offense_specials special_4 = 25 0; ai_ship_design_beam_offense_specials special_5 = 32 0; ai_ship_design_beam_offense_specials special_6 = 16 0; ai_ship_design_beam_offense_specials special_7 = 5 0;
## # ai_ship_design_missile_offense_specials (Table 3) # rows: # special_1 special_2 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_missile_offense_specials special_1 = 34 0; ai_ship_design_missile_offense_specials special_2 = 12 0;
## # ai_ship_design_special_weapon_specials (Table 4) # rows: # special_1 special_2 special_3 special_4 special_5 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_special_weapon_specials special_1 = 38 1; ai_ship_design_special_weapon_specials special_2 = 37 1; ai_ship_design_special_weapon_specials special_3 = 10 0; ai_ship_design_special_weapon_specials special_4 = 35 1; ai_ship_design_special_weapon_specials special_5 = 34 1;
## # ai_ship_design_special_device_specials (Table 5) # rows: # special_1 special_2 special_3 special_4 special_5 special_6 special_7 # special_8 special_9 special_10 special_11 special_12 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_special_device_specials special_1 = 24 0; ai_ship_design_special_device_specials special_2 = 13 1; ai_ship_design_special_device_specials special_3 = 36 1; ai_ship_design_special_device_specials special_4 = 32 1; ai_ship_design_special_device_specials special_5 = 23 0; ai_ship_design_special_device_specials special_6 = 6 0; ai_ship_design_special_device_specials special_7 = 31 0; ai_ship_design_special_device_specials special_8 = 26 0; ai_ship_design_special_device_specials special_9 = 22 0; ai_ship_design_special_device_specials special_10 = 33 0; ai_ship_design_special_device_specials special_11 = 37 0; ai_ship_design_special_device_specials special_12 = 28 0;
## # ai_ship_design_defense_specials_a (Table 6a) # rows: # special_1 special_2 special_3 special_4 special_5 special_6 special_7 # special_8 special_9 special_10 special_11 special_12 special_13 special_14 # special_15 special_16 special_17 special_18 special_19 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_defense_specials_a special_1 = 29 0; ai_ship_design_defense_specials_a special_2 = 8 0; ai_ship_design_defense_specials_a special_3 = 19 0; ai_ship_design_defense_specials_a special_4 = 13 0; ai_ship_design_defense_specials_a special_5 = 38 0; ai_ship_design_defense_specials_a special_6 = 21 0; ai_ship_design_defense_specials_a special_7 = 14 0; ai_ship_design_defense_specials_a special_8 = 17 0; ai_ship_design_defense_specials_a special_9 = 9 0; ai_ship_design_defense_specials_a special_10 = 27 0; ai_ship_design_defense_specials_a special_11 = 18 0; ai_ship_design_defense_specials_a special_12 = 2 0; ai_ship_design_defense_specials_a special_13 = 30 0; ai_ship_design_defense_specials_a special_14 = 20 0; ai_ship_design_defense_specials_a special_15 = 33 1; ai_ship_design_defense_specials_a special_16 = 26 0; ai_ship_design_defense_specials_a special_17 = 13 1; ai_ship_design_defense_specials_a special_18 = 36 1; ai_ship_design_defense_specials_a special_19 = 3 0;
## # ai_ship_design_defense_specials_b (Table 6b) # rows: # special_1 special_2 special_3 special_4 special_5 special_6 special_7 # special_8 special_9 special_10 special_11 special_12 special_13 special_14 # special_15 special_16 special_17 special_18 special_19 # # columns: # id type # type indicates weapon (1) or special (0) and id is Weapons Table or Specials Table number. # # # id type # ▼ ▼ ai_ship_design_defense_specials_b special_1 = 29 0; ai_ship_design_defense_specials_b special_2 = 8 0; ai_ship_design_defense_specials_b special_3 = 19 0; ai_ship_design_defense_specials_b special_4 = 13 0; ai_ship_design_defense_specials_b special_5 = 38 0; ai_ship_design_defense_specials_b special_6 = 21 0; ai_ship_design_defense_specials_b special_7 = 14 0; ai_ship_design_defense_specials_b special_8 = 17 0; ai_ship_design_defense_specials_b special_9 = 9 0; ai_ship_design_defense_specials_b special_10 = 27 0; ai_ship_design_defense_specials_b special_11 = 18 0; ai_ship_design_defense_specials_b special_12 = 2 0; ai_ship_design_defense_specials_b special_13 = 30 0; ai_ship_design_defense_specials_b special_14 = 20 0; ai_ship_design_defense_specials_b special_15 = 33 1; ai_ship_design_defense_specials_b special_16 = 26 0; ai_ship_design_defense_specials_b special_17 = 13 1; ai_ship_design_defense_specials_b special_18 = 36 1; ai_ship_design_defense_specials_b special_19 = 3 0;
# ================================ # # -- ANTARAN SHIP DESIGNS -- # # ================================ #
## # If 0, antaran offensive fleet starting crew level is veteran (default, classic). # If 1, antaran offensive fleet starting crew level is elite. Note that Antaran # defensive ships have elite crews by default. # elite_offensive_ants = 0;
## # antaran_frigate__defensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount special_1 special_2 # special_3_hard_imp # # antaran_frigate___defensive appearance = 0; antaran_frigate___defensive hull_size = 0; antaran_frigate___defensive drive = 5; antaran_frigate___defensive armor = 6; antaran_frigate___defensive shield = 0; antaran_frigate___defensive computer = 5; antaran_frigate___defensive weapon_1_type = 4; antaran_frigate___defensive weapon_1_arc = 1; antaran_frigate___defensive weapon_1_mods = none; antaran_frigate___defensive weapon_1_ammo = -1; antaran_frigate___defensive weapon_1_amount = 2; antaran_frigate___defensive weapon_2_type = 24; antaran_frigate___defensive weapon_2_arc = 15; antaran_frigate___defensive weapon_2_mods = none; antaran_frigate___defensive weapon_2_ammo = 10; antaran_frigate___defensive weapon_2_amount = 1; antaran_frigate___defensive special_1 = 7; antaran_frigate___defensive special_2 = 24; antaran_frigate___defensive special_3_hard_imp = 9;
## # antaran_frigate__offensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount special_1 special_2 # special_3_hard_imp # # antaran_frigate___offensive appearance = 0; antaran_frigate___offensive hull_size = 0; antaran_frigate___offensive drive = 5; antaran_frigate___offensive armor = 6; antaran_frigate___offensive shield = 0; antaran_frigate___offensive computer = 5; antaran_frigate___offensive weapon_1_type = 4; antaran_frigate___offensive weapon_1_arc = 1; antaran_frigate___offensive weapon_1_mods = none; antaran_frigate___offensive weapon_1_ammo = 0; antaran_frigate___offensive weapon_1_amount = 2; antaran_frigate___offensive weapon_2_type = 24; antaran_frigate___offensive weapon_2_arc = 15; antaran_frigate___offensive weapon_2_mods = none; antaran_frigate___offensive weapon_2_ammo = 0; antaran_frigate___offensive weapon_2_amount = 1; antaran_frigate___offensive special_1 = 7; antaran_frigate___offensive special_2 = 24; antaran_frigate___offensive special_3_hard_imp = 9;
## # antaran_destroyer__defensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount special_1 special_2 # special_3_hard special_3_impossible # # antaran_destroyer___defensive appearance = 1; antaran_destroyer___defensive hull_size = 1; antaran_destroyer___defensive drive = 5; antaran_destroyer___defensive armor = 6; antaran_destroyer___defensive shield = 0; antaran_destroyer___defensive computer = 5; antaran_destroyer___defensive weapon_1_type = 4; antaran_destroyer___defensive weapon_1_arc = 1; antaran_destroyer___defensive weapon_1_mods = none; antaran_destroyer___defensive weapon_1_ammo = -1; antaran_destroyer___defensive weapon_1_amount = 3; antaran_destroyer___defensive weapon_2_type = 4; antaran_destroyer___defensive weapon_2_arc = 1; antaran_destroyer___defensive weapon_2_mods = hv; antaran_destroyer___defensive weapon_2_ammo = -1; antaran_destroyer___defensive weapon_2_amount = 1; antaran_destroyer___defensive weapon_3_type = 24; antaran_destroyer___defensive weapon_3_arc = 15; antaran_destroyer___defensive weapon_3_mods = none; antaran_destroyer___defensive weapon_3_ammo = 10; antaran_destroyer___defensive weapon_3_amount = 1; antaran_destroyer___defensive special_1 = 7; antaran_destroyer___defensive special_2 = 24; antaran_destroyer___defensive special_3_hard = 9; antaran_destroyer___defensive special_3_impossible = 21;
## # antaran_destroyer__offensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount special_1 special_2 # special_3_hard special_3_impossible # # antaran_destroyer___offensive appearance = 1; antaran_destroyer___offensive hull_size = 1; antaran_destroyer___offensive drive = 5; antaran_destroyer___offensive armor = 6; antaran_destroyer___offensive shield = 0; antaran_destroyer___offensive computer = 5; antaran_destroyer___offensive weapon_1_type = 4; antaran_destroyer___offensive weapon_1_arc = 1; antaran_destroyer___offensive weapon_1_mods = none; antaran_destroyer___offensive weapon_1_ammo = 0; antaran_destroyer___offensive weapon_1_amount = 3; antaran_destroyer___offensive weapon_2_type = 4; antaran_destroyer___offensive weapon_2_arc = 1; antaran_destroyer___offensive weapon_2_mods = hv; antaran_destroyer___offensive weapon_2_ammo = 0; antaran_destroyer___offensive weapon_2_amount = 1; antaran_destroyer___offensive weapon_3_type = 24; antaran_destroyer___offensive weapon_3_arc = 15; antaran_destroyer___offensive weapon_3_mods = none; antaran_destroyer___offensive weapon_3_ammo = 10; antaran_destroyer___offensive weapon_3_amount = 1; antaran_destroyer___offensive special_1 = 7; antaran_destroyer___offensive special_2 = 24; antaran_destroyer___offensive special_3_hard = 9; antaran_destroyer___offensive special_3_impossible = 21;
## # antaran_cruiser__defensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount weapon_4_type weapon_4_arc # weapon_4_mods weapon_4_ammo weapon_4_amount weapon_5_type weapon_5_arc # weapon_5_mods weapon_5_ammo weapon_5_amount special_1 special_2 special_3 # special_4_average special_4_hard special_4_impossible # # antaran_cruiser___defensive appearance = 2; antaran_cruiser___defensive hull_size = 2; antaran_cruiser___defensive drive = 5; antaran_cruiser___defensive armor = 6; antaran_cruiser___defensive shield = 0; antaran_cruiser___defensive computer = 5; antaran_cruiser___defensive weapon_1_type = 4; antaran_cruiser___defensive weapon_1_arc = 1; antaran_cruiser___defensive weapon_1_mods = none; antaran_cruiser___defensive weapon_1_ammo = -1; antaran_cruiser___defensive weapon_1_amount = 4; antaran_cruiser___defensive weapon_2_type = 4; antaran_cruiser___defensive weapon_2_arc = 1; antaran_cruiser___defensive weapon_2_mods = hv; antaran_cruiser___defensive weapon_2_ammo = -1; antaran_cruiser___defensive weapon_2_amount = 2; antaran_cruiser___defensive weapon_3_type = 24; antaran_cruiser___defensive weapon_3_arc = 15; antaran_cruiser___defensive weapon_3_mods = none; antaran_cruiser___defensive weapon_3_ammo = 10; antaran_cruiser___defensive weapon_3_amount = 5; antaran_cruiser___defensive weapon_4_type = 13; antaran_cruiser___defensive weapon_4_arc = 15; antaran_cruiser___defensive weapon_4_mods = none; antaran_cruiser___defensive weapon_4_ammo = -1; antaran_cruiser___defensive weapon_4_amount = 2; antaran_cruiser___defensive weapon_5_type = 31; antaran_cruiser___defensive weapon_5_arc = 15; antaran_cruiser___defensive weapon_5_mods = none; antaran_cruiser___defensive weapon_5_ammo = 1; antaran_cruiser___defensive weapon_5_amount = 3; antaran_cruiser___defensive special_1 = 7; antaran_cruiser___defensive special_2 = 7; antaran_cruiser___defensive special_3 = 24; antaran_cruiser___defensive special_4_average = 9; antaran_cruiser___defensive special_4_hard = 21; antaran_cruiser___defensive special_4_impossible = 38;
## # antaran_cruiser__offensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount weapon_4_type weapon_4_arc # weapon_4_mods weapon_4_ammo weapon_4_amount weapon_5_type weapon_5_arc # weapon_5_mods weapon_5_ammo weapon_5_amount special_1 special_2 special_3 # special_4_average special_4_hard special_4_impossible # # antaran_cruiser___offensive appearance = 2; antaran_cruiser___offensive hull_size = 2; antaran_cruiser___offensive drive = 5; antaran_cruiser___offensive armor = 6; antaran_cruiser___offensive shield = 0; antaran_cruiser___offensive computer = 5; antaran_cruiser___offensive weapon_1_type = 4; antaran_cruiser___offensive weapon_1_arc = 1; antaran_cruiser___offensive weapon_1_mods = none; antaran_cruiser___offensive weapon_1_ammo = 0; antaran_cruiser___offensive weapon_1_amount = 4; antaran_cruiser___offensive weapon_2_type = 4; antaran_cruiser___offensive weapon_2_arc = 1; antaran_cruiser___offensive weapon_2_mods = hv; antaran_cruiser___offensive weapon_2_ammo = 0; antaran_cruiser___offensive weapon_2_amount = 2; antaran_cruiser___offensive weapon_3_type = 24; antaran_cruiser___offensive weapon_3_arc = 15; antaran_cruiser___offensive weapon_3_mods = none; antaran_cruiser___offensive weapon_3_ammo = 10; antaran_cruiser___offensive weapon_3_amount = 5; antaran_cruiser___offensive weapon_4_type = 13; antaran_cruiser___offensive weapon_4_arc = 15; antaran_cruiser___offensive weapon_4_mods = none; antaran_cruiser___offensive weapon_4_ammo = 0; antaran_cruiser___offensive weapon_4_amount = 2; antaran_cruiser___offensive weapon_5_type = 31; antaran_cruiser___offensive weapon_5_arc = 15; antaran_cruiser___offensive weapon_5_mods = none; antaran_cruiser___offensive weapon_5_ammo = 0; antaran_cruiser___offensive weapon_5_amount = 3; antaran_cruiser___offensive special_1 = 7; antaran_cruiser___offensive special_2 = 7; antaran_cruiser___offensive special_3 = 24; antaran_cruiser___offensive special_4_average = 9; antaran_cruiser___offensive special_4_hard = 21; antaran_cruiser___offensive special_4_impossible = 38;
## # antaran_battleship__defensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount weapon_4_type weapon_4_arc # weapon_4_mods weapon_4_ammo weapon_4_amount weapon_5_type weapon_5_arc # weapon_5_mods weapon_5_ammo weapon_5_amount weapon_6_type weapon_6_arc # weapon_6_mods weapon_6_ammo weapon_6_amount special_1 special_2 special_3 # special_4 special_5_average special_5_hard special_5_impossible # # antaran_battleship___defensive appearance = 3; antaran_battleship___defensive hull_size = 3; antaran_battleship___defensive drive = 5; antaran_battleship___defensive armor = 6; antaran_battleship___defensive shield = 0; antaran_battleship___defensive computer = 5; antaran_battleship___defensive weapon_1_type = 4; antaran_battleship___defensive weapon_1_arc = 1; antaran_battleship___defensive weapon_1_mods = none; antaran_battleship___defensive weapon_1_ammo = -1; antaran_battleship___defensive weapon_1_amount = 6; antaran_battleship___defensive weapon_2_type = 4; antaran_battleship___defensive weapon_2_arc = 1; antaran_battleship___defensive weapon_2_mods = hv; antaran_battleship___defensive weapon_2_ammo = -1; antaran_battleship___defensive weapon_2_amount = 2; antaran_battleship___defensive weapon_3_type = 24; antaran_battleship___defensive weapon_3_arc = 15; antaran_battleship___defensive weapon_3_mods = none; antaran_battleship___defensive weapon_3_ammo = 10; antaran_battleship___defensive weapon_3_amount = 15; antaran_battleship___defensive weapon_4_type = 13; antaran_battleship___defensive weapon_4_arc = 15; antaran_battleship___defensive weapon_4_mods = none; antaran_battleship___defensive weapon_4_ammo = -1; antaran_battleship___defensive weapon_4_amount = 2; antaran_battleship___defensive weapon_5_type = 4; antaran_battleship___defensive weapon_5_arc = 1; antaran_battleship___defensive weapon_5_mods = pd; antaran_battleship___defensive weapon_5_ammo = -1; antaran_battleship___defensive weapon_5_amount = 8; antaran_battleship___defensive weapon_6_type = 11; antaran_battleship___defensive weapon_6_arc = 1; antaran_battleship___defensive weapon_6_mods = none; antaran_battleship___defensive weapon_6_ammo = -1; antaran_battleship___defensive weapon_6_amount = 2; antaran_battleship___defensive special_1 = 7; antaran_battleship___defensive special_2 = 24; antaran_battleship___defensive special_3 = 33; antaran_battleship___defensive special_4 = 26; antaran_battleship___defensive special_5_average = 9; antaran_battleship___defensive special_5_hard = 21; antaran_battleship___defensive special_5_impossible = 38;
## # antaran_battleship__offensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount weapon_4_type weapon_4_arc # weapon_4_mods weapon_4_ammo weapon_4_amount weapon_5_type weapon_5_arc # weapon_5_mods weapon_5_ammo weapon_5_amount weapon_6_type weapon_6_arc # weapon_6_mods weapon_6_ammo weapon_6_amount special_1 special_2 special_3 # special_4 special_5_average special_5_hard special_5_impossible # # antaran_battleship___offensive appearance = 3; antaran_battleship___offensive hull_size = 3; antaran_battleship___offensive drive = 5; antaran_battleship___offensive armor = 6; antaran_battleship___offensive shield = 0; antaran_battleship___offensive computer = 5; antaran_battleship___offensive weapon_1_type = 4; antaran_battleship___offensive weapon_1_arc = 1; antaran_battleship___offensive weapon_1_mods = none; antaran_battleship___offensive weapon_1_ammo = 0; antaran_battleship___offensive weapon_1_amount = 10; antaran_battleship___offensive weapon_2_type = 4; antaran_battleship___offensive weapon_2_arc = 1; antaran_battleship___offensive weapon_2_mods = hv; antaran_battleship___offensive weapon_2_ammo = 0; antaran_battleship___offensive weapon_2_amount = 4; antaran_battleship___offensive weapon_3_type = 24; antaran_battleship___offensive weapon_3_arc = 15; antaran_battleship___offensive weapon_3_mods = none; antaran_battleship___offensive weapon_3_ammo = 10; antaran_battleship___offensive weapon_3_amount = 15; antaran_battleship___offensive weapon_4_type = 13; antaran_battleship___offensive weapon_4_arc = 15; antaran_battleship___offensive weapon_4_mods = none; antaran_battleship___offensive weapon_4_ammo = 0; antaran_battleship___offensive weapon_4_amount = 2; antaran_battleship___offensive weapon_5_type = 4; antaran_battleship___offensive weapon_5_arc = 1; antaran_battleship___offensive weapon_5_mods = pd; antaran_battleship___offensive weapon_5_ammo = 0; antaran_battleship___offensive weapon_5_amount = 10; antaran_battleship___offensive weapon_6_type = 11; antaran_battleship___offensive weapon_6_arc = 1; antaran_battleship___offensive weapon_6_mods = none; antaran_battleship___offensive weapon_6_ammo = 0; antaran_battleship___offensive weapon_6_amount = 4; antaran_battleship___offensive special_1 = 7; antaran_battleship___offensive special_2 = 24; antaran_battleship___offensive special_3 = 33; antaran_battleship___offensive special_4 = 26; antaran_battleship___offensive special_5_average = 9; antaran_battleship___offensive special_5_hard = 21; antaran_battleship___offensive special_5_impossible = 38;
## # antaran_titan__defensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount weapon_4_type weapon_4_arc # weapon_4_mods weapon_4_ammo weapon_4_amount weapon_5_type weapon_5_arc # weapon_5_mods weapon_5_ammo weapon_5_amount weapon_6_type weapon_6_arc # weapon_6_mods weapon_6_ammo weapon_6_amount weapon_7_type weapon_7_arc # weapon_7_mods weapon_7_ammo weapon_7_amount weapon_8_type weapon_8_arc # weapon_8_mods weapon_8_ammo weapon_8_amount special_1 special_2 special_3 # special_4 special_5 special_6_average special_6_hard special_6_impossible # # antaran_titan___defensive appearance = 4; antaran_titan___defensive hull_size = 4; antaran_titan___defensive drive = 5; antaran_titan___defensive armor = 6; antaran_titan___defensive shield = 0; antaran_titan___defensive computer = 5; antaran_titan___defensive weapon_1_type = 4; antaran_titan___defensive weapon_1_arc = 1; antaran_titan___defensive weapon_1_mods = none; antaran_titan___defensive weapon_1_ammo = -1; antaran_titan___defensive weapon_1_amount = 10; antaran_titan___defensive weapon_2_type = 4; antaran_titan___defensive weapon_2_arc = 1; antaran_titan___defensive weapon_2_mods = hv; antaran_titan___defensive weapon_2_ammo = -1; antaran_titan___defensive weapon_2_amount = 2; antaran_titan___defensive weapon_3_type = 24; antaran_titan___defensive weapon_3_arc = 15; antaran_titan___defensive weapon_3_mods = none; antaran_titan___defensive weapon_3_ammo = 10; antaran_titan___defensive weapon_3_amount = 20; antaran_titan___defensive weapon_4_type = 13; antaran_titan___defensive weapon_4_arc = 15; antaran_titan___defensive weapon_4_mods = none; antaran_titan___defensive weapon_4_ammo = -1; antaran_titan___defensive weapon_4_amount = 3; antaran_titan___defensive weapon_5_type = 4; antaran_titan___defensive weapon_5_arc = 1; antaran_titan___defensive weapon_5_mods = pd; antaran_titan___defensive weapon_5_ammo = -1; antaran_titan___defensive weapon_5_amount = 15; antaran_titan___defensive weapon_6_type = 11; antaran_titan___defensive weapon_6_arc = 1; antaran_titan___defensive weapon_6_mods = hv; antaran_titan___defensive weapon_6_ammo = -1; antaran_titan___defensive weapon_6_amount = 2; antaran_titan___defensive weapon_7_type = 37; antaran_titan___defensive weapon_7_arc = 15; antaran_titan___defensive weapon_7_mods = none; antaran_titan___defensive weapon_7_ammo = -1; antaran_titan___defensive weapon_7_amount = 1; antaran_titan___defensive weapon_8_type = 31; antaran_titan___defensive weapon_8_arc = 15; antaran_titan___defensive weapon_8_mods = none; antaran_titan___defensive weapon_8_ammo = 1; antaran_titan___defensive weapon_8_amount = 6; antaran_titan___defensive special_1 = 7; antaran_titan___defensive special_2 = 7; antaran_titan___defensive special_3 = 24; antaran_titan___defensive special_4 = 33; antaran_titan___defensive special_5 = 26; antaran_titan___defensive special_6_average = 9; antaran_titan___defensive special_6_hard = 21; antaran_titan___defensive special_6_impossible = 38;
## # antaran_titan__offensive design # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount weapon_4_type weapon_4_arc # weapon_4_mods weapon_4_ammo weapon_4_amount weapon_5_type weapon_5_arc # weapon_5_mods weapon_5_ammo weapon_5_amount weapon_6_type weapon_6_arc # weapon_6_mods weapon_6_ammo weapon_6_amount weapon_7_type weapon_7_arc # weapon_7_mods weapon_7_ammo weapon_7_amount weapon_8_type weapon_8_arc # weapon_8_mods weapon_8_ammo weapon_8_amount special_1 special_2 special_3 # special_4 special_5 special_6_average special_6_hard special_6_impossible # # antaran_titan___offensive appearance = 4; antaran_titan___offensive hull_size = 4; antaran_titan___offensive drive = 5; antaran_titan___offensive armor = 6; antaran_titan___offensive shield = 0; antaran_titan___offensive computer = 5; antaran_titan___offensive weapon_1_type = 4; antaran_titan___offensive weapon_1_arc = 1; antaran_titan___offensive weapon_1_mods = none; antaran_titan___offensive weapon_1_ammo = 0; antaran_titan___offensive weapon_1_amount = 20; antaran_titan___offensive weapon_2_type = 4; antaran_titan___offensive weapon_2_arc = 1; antaran_titan___offensive weapon_2_mods = hv; antaran_titan___offensive weapon_2_ammo = 0; antaran_titan___offensive weapon_2_amount = 5; antaran_titan___offensive weapon_3_type = 24; antaran_titan___offensive weapon_3_arc = 15; antaran_titan___offensive weapon_3_mods = none; antaran_titan___offensive weapon_3_ammo = 10; antaran_titan___offensive weapon_3_amount = 30; antaran_titan___offensive weapon_4_type = 13; antaran_titan___offensive weapon_4_arc = 15; antaran_titan___offensive weapon_4_mods = none; antaran_titan___offensive weapon_4_ammo = 0; antaran_titan___offensive weapon_4_amount = 3; antaran_titan___offensive weapon_5_type = 4; antaran_titan___offensive weapon_5_arc = 1; antaran_titan___offensive weapon_5_mods = pd; antaran_titan___offensive weapon_5_ammo = 0; antaran_titan___offensive weapon_5_amount = 20; antaran_titan___offensive weapon_6_type = 11; antaran_titan___offensive weapon_6_arc = 1; antaran_titan___offensive weapon_6_mods = hv; antaran_titan___offensive weapon_6_ammo = 0; antaran_titan___offensive weapon_6_amount = 5; antaran_titan___offensive weapon_7_type = 37; antaran_titan___offensive weapon_7_arc = 15; antaran_titan___offensive weapon_7_mods = none; antaran_titan___offensive weapon_7_ammo = 0; antaran_titan___offensive weapon_7_amount = 2; antaran_titan___offensive weapon_8_type = 31; antaran_titan___offensive weapon_8_arc = 15; antaran_titan___offensive weapon_8_mods = none; antaran_titan___offensive weapon_8_ammo = 0; antaran_titan___offensive weapon_8_amount = 12; antaran_titan___offensive special_1 = 7; antaran_titan___offensive special_2 = 7; antaran_titan___offensive special_3 = 24; antaran_titan___offensive special_4 = 33; antaran_titan___offensive special_5 = 26; antaran_titan___offensive special_6_average = 9; antaran_titan___offensive special_6_hard = 21; antaran_titan___offensive special_6_impossible = 38;
## # Sets the weaponry space of the Antaran Star Fortress. Default is 1500, which is classic # space 1200 * 1.25, as compensation for corrected arc cost (resulting beams = 8/12/26/12). # antaran_star_fortress_space = 1500;
## # antaran_star_fortress design # rows: # weapon_1_type weapon_1_arc weapon_1_mods weapon_1_space weapon_2_type # weapon_2_arc weapon_2_mods weapon_2_space weapon_3_type weapon_3_arc # weapon_3_mods weapon_4_type weapon_4_arc weapon_4_mods weapon_4_space # weapon_5_type weapon_5_arc weapon_5_mods weapon_6_type weapon_6_arc # weapon_6_mods weapon_6_space special_1 special_2 special_3 special_4 # special_5 special_6 special_7 special_8 # # Weapon_space determines how much space the weapon uses and represents weapon mod. # Valid values (can be added together for multiple mods) are: # 0 or 1 : No Mods # 2 : Heavy Mount # 4 : Point Defense # 8 : Armor Piercing # 16 : Continuous # 32 : No Range Dissipation # 64 : Shield Piercing # 128 : Auto Fire # # antaran_star_fortress weapon_1_type = 11; antaran_star_fortress weapon_1_arc = 15; antaran_star_fortress weapon_1_mods = hv; antaran_star_fortress weapon_1_space = 2; antaran_star_fortress weapon_2_type = 4; antaran_star_fortress weapon_2_arc = 15; antaran_star_fortress weapon_2_mods = none; antaran_star_fortress weapon_2_space = 0; antaran_star_fortress weapon_3_type = 4; antaran_star_fortress weapon_3_arc = 15; antaran_star_fortress weapon_3_mods = none; antaran_star_fortress weapon_4_type = 4; antaran_star_fortress weapon_4_arc = 15; antaran_star_fortress weapon_4_mods = pd; antaran_star_fortress weapon_4_space = 4; antaran_star_fortress weapon_5_type = 4; antaran_star_fortress weapon_5_arc = 15; antaran_star_fortress weapon_5_mods = pd; antaran_star_fortress weapon_6_type = 4; antaran_star_fortress weapon_6_arc = 15; antaran_star_fortress weapon_6_mods = hv; antaran_star_fortress weapon_6_space = 2; antaran_star_fortress special_1 = 5; antaran_star_fortress special_2 = 7; antaran_star_fortress special_3 = 24; antaran_star_fortress special_4 = 26; antaran_star_fortress special_5 = 14; antaran_star_fortress special_6 = 27; antaran_star_fortress special_7 = 29; antaran_star_fortress special_8 = 32;
# ======================================== # # -- GUARDIAN AND AVENGER DESIGNS -- # # ======================================== #
## # Orion's Guardian design. # rows: # appearance hull_size drive armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount weapon_4_type weapon_4_arc # weapon_4_mods weapon_4_ammo weapon_4_amount weapon_5_type weapon_5_arc # weapon_5_mods weapon_5_ammo weapon_5_amount special_1 special_2 special_3 # special_4 special_5 special_6 special_7 special_8 # # guardian appearance = 7; guardian hull_size = 4; guardian drive = 0; guardian armor = 6; guardian shield = 3; guardian computer = 5; guardian weapon_1_type = 11; guardian weapon_1_arc = 15; guardian weapon_1_mods = hv; guardian weapon_1_ammo = 0; guardian weapon_1_amount = 2; guardian weapon_2_type = 4; guardian weapon_2_arc = 15; guardian weapon_2_mods = pd; guardian weapon_2_ammo = 0; guardian weapon_2_amount = 10; guardian weapon_3_type = 20; guardian weapon_3_arc = 15; guardian weapon_3_mods = env,eccm,ovr; guardian weapon_3_ammo = 0; guardian weapon_3_amount = 1; guardian weapon_4_type = 20; guardian weapon_4_arc = 15; guardian weapon_4_mods = env,eccm,ovr; guardian weapon_4_ammo = 0; guardian weapon_4_amount = 1; guardian weapon_5_type = 13; guardian weapon_5_arc = 15; guardian weapon_5_mods = none; guardian weapon_5_ammo = 0; guardian weapon_5_amount = 2; guardian special_1 = 13; guardian special_2 = 1; guardian special_3 = 5; guardian special_4 = 25; guardian special_5 = 19; guardian special_6 = 21; guardian special_7 = 18; guardian special_8 = 3;
## # Loknar's Avenger design. # rows: # appearance hull_size armor shield computer weapon_1_type weapon_1_arc # weapon_1_mods weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc # weapon_2_mods weapon_2_ammo weapon_2_amount weapon_3_type weapon_3_arc # weapon_3_mods weapon_3_ammo weapon_3_amount weapon_4_type weapon_4_arc # weapon_4_mods weapon_4_ammo weapon_4_amount weapon_5_type weapon_5_arc # weapon_5_mods weapon_5_ammo weapon_5_amount weapon_6_type weapon_6_arc # weapon_6_mods weapon_6_ammo weapon_6_amount special_1 special_2 special_3 # # avenger appearance = 44; avenger hull_size = 3; avenger armor = 6; avenger shield = 0; avenger computer = 5; avenger weapon_1_type = 4; avenger weapon_1_arc = 1; avenger weapon_1_mods = hv; avenger weapon_1_ammo = 0; avenger weapon_1_amount = 4; avenger weapon_2_type = 11; avenger weapon_2_arc = 1; avenger weapon_2_mods = hv; avenger weapon_2_ammo = 0; avenger weapon_2_amount = 2; avenger weapon_3_type = 4; avenger weapon_3_arc = 1; avenger weapon_3_mods = none; avenger weapon_3_ammo = 0; avenger weapon_3_amount = 10; avenger weapon_4_type = 13; avenger weapon_4_arc = 15; avenger weapon_4_mods = none; avenger weapon_4_ammo = 0; avenger weapon_4_amount = 2; avenger weapon_5_type = 4; avenger weapon_5_arc = 1; avenger weapon_5_mods = pd; avenger weapon_5_ammo = 0; avenger weapon_5_amount = 10; avenger weapon_6_type = 24; avenger weapon_6_arc = 15; avenger weapon_6_mods = none; avenger weapon_6_ammo = 10; avenger weapon_6_amount = 15; avenger special_1 = 7; avenger special_2 = 24; avenger special_3 = 33;
# =========================== # # -- MONSTER DESIGNS -- # # =========================== #
## # Monster hit points table. # rows: # system_eel system_amoeba system_crystal_hydra_dragon event_amoeba event_eel # event_hydra event_crystal_dragon # # monster_hit_points system_eel = 300; monster_hit_points system_amoeba = 400; monster_hit_points system_crystal_hydra_dragon = 500; monster_hit_points event_amoeba = 750; monster_hit_points event_eel = 1000; monster_hit_points event_hydra = 1500; monster_hit_points event_crystal_dragon = 2500;
## # Drives for both system and event monsters. # rows: # amoeba_and_hydra crystal_and_guardian dragon_and_eel # # monster_drive amoeba_and_hydra = 2; monster_drive crystal_and_guardian = 4; monster_drive dragon_and_eel = 6;
## # event_amoeba design # rows: # appearance hull_size shield computer weapon_1_type weapon_1_arc weapon_1_mods # weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc weapon_2_mods # weapon_2_ammo weapon_2_amount # # event_amoeba appearance = 8; event_amoeba hull_size = 3; event_amoeba shield = 0; event_amoeba computer = 2; event_amoeba weapon_1_type = 45; event_amoeba weapon_1_arc = 15; event_amoeba weapon_1_mods = none; event_amoeba weapon_1_ammo = 0; event_amoeba weapon_1_amount = 2; event_amoeba weapon_2_type = 23; event_amoeba weapon_2_arc = 15; event_amoeba weapon_2_mods = none; event_amoeba weapon_2_ammo = 10; event_amoeba weapon_2_amount = 5;
## # system_amoeba design # rows: # appearance hull_size shield computer weapon_1_type weapon_1_arc weapon_1_mods # weapon_1_ammo weapon_1_amount weapon_2_type weapon_2_arc weapon_2_mods # weapon_2_ammo weapon_2_amount # # system_amoeba appearance = 20; system_amoeba hull_size = 2; system_amoeba shield = 0; system_amoeba computer = 2; system_amoeba weapon_1_type = 45; system_amoeba weapon_1_arc = 15; system_amoeba weapon_1_mods = none; system_amoeba weapon_1_ammo = 0; system_amoeba weapon_1_amount = 1; system_amoeba weapon_2_type = 0; system_amoeba weapon_2_arc = 0; system_amoeba weapon_2_mods = none; system_amoeba weapon_2_ammo = 0; system_amoeba weapon_2_amount = 0;
## # Special system for both System and Event Amoeba. Default is 39 for Regeneration. # Note: 39 is classic, even though regeneration special doesn't work in classic. # system_and_event_amoeba_special = 39;
## # If 1, toxic amoeba has the regeneration special (20% repair). # If 0 (default, classic), it has no regeneration. # amoeba_regeneration = 0;
## # system_and_event_eel # rows: # shield computer # # system_and_event_eel shield = 0; system_and_event_eel computer = 4;
## # event_eel design # rows: # appearance hull_size weapon_1_type weapon_1_arc weapon_1_mods weapon_1_ammo # weapon_1_amount special_1 # # event_eel appearance = 11; event_eel hull_size = 3; event_eel weapon_1_type = 44; event_eel weapon_1_arc = 15; event_eel weapon_1_mods = none; event_eel weapon_1_ammo = 0; event_eel weapon_1_amount = 2; event_eel special_1 = 19;
## # system_eel design # rows: # appearance hull_size weapon_1_type weapon_1_arc weapon_1_mods weapon_1_ammo # weapon_1_amount special_1 # # system_eel appearance = 23; system_eel hull_size = 2; system_eel weapon_1_type = 44; system_eel weapon_1_arc = 15; system_eel weapon_1_mods = none; system_eel weapon_1_ammo = 0; system_eel weapon_1_amount = 1; system_eel special_1 = 19;
## # rows: # shield computer special # # system_and_event_crystal shield = 0; system_and_event_crystal computer = 5; system_and_event_crystal special = 0;
## # event_crystal design # rows: # appearance hull_size weapon_1_type weapon_1_arc weapon_1_mods weapon_1_ammo # weapon_1_amount weapon_2_type weapon_2_arc weapon_2_mods weapon_2_ammo # weapon_2_amount # # event_crystal appearance = 9; event_crystal hull_size = 4; event_crystal weapon_1_type = 42; event_crystal weapon_1_arc = 15; event_crystal weapon_1_mods = hv; event_crystal weapon_1_ammo = 0; event_crystal weapon_1_amount = 1; event_crystal weapon_2_type = 26; event_crystal weapon_2_arc = 15; event_crystal weapon_2_mods = none; event_crystal weapon_2_ammo = 10; event_crystal weapon_2_amount = 5;
## # system_crystal design # rows: # appearance hull_size weapon_1_type weapon_1_arc weapon_1_mods weapon_1_ammo # weapon_1_amount weapon_2_type weapon_2_arc weapon_2_mods weapon_2_ammo # weapon_2_amount # # system_crystal appearance = 21; system_crystal hull_size = 2; system_crystal weapon_1_type = 42; system_crystal weapon_1_arc = 15; system_crystal weapon_1_mods = none; system_crystal weapon_1_ammo = 0; system_crystal weapon_1_amount = 1; system_crystal weapon_2_type = 25; system_crystal weapon_2_arc = 15; system_crystal weapon_2_mods = none; system_crystal weapon_2_ammo = 10; system_crystal weapon_2_amount = 5;
## # system_and_event_hydra # rows: # shield computer special # # system_and_event_hydra shield = 0; system_and_event_hydra computer = 2; system_and_event_hydra special = 10;
## # event_hydra design # rows: # appearance hull_size weapon_1_type weapon_1_arc weapon_1_mods weapon_1_ammo # weapon_1_amount # # event_hydra appearance = 12; event_hydra hull_size = 4; event_hydra weapon_1_type = 43; event_hydra weapon_1_arc = 15; event_hydra weapon_1_mods = hv; event_hydra weapon_1_ammo = 0; event_hydra weapon_1_amount = 5;
## # system_hydra design # rows: # appearance hull_size weapon_1_type weapon_1_arc weapon_1_mods weapon_1_ammo # weapon_1_amount # # system_hydra appearance = 24; system_hydra hull_size = 2; system_hydra weapon_1_type = 43; system_hydra weapon_1_arc = 15; system_hydra weapon_1_mods = none; system_hydra weapon_1_ammo = 0; system_hydra weapon_1_amount = 3;
## # system_and_event_dragon # rows: # shield computer # # system_and_event_dragon shield = 0; system_and_event_dragon computer = 5;
## # event_dragon design # rows: # appearance hull_size weapon_1_type weapon_1_arc weapon_1_mods weapon_1_ammo # weapon_1_amount weapon_2_type weapon_2_arc weapon_2_mods weapon_2_ammo # weapon_2_amount weapon_3_type weapon_3_arc weapon_3_mods weapon_3_ammo # weapon_3_amount # # event_dragon appearance = 10; event_dragon hull_size = 4; event_dragon weapon_1_type = 41; event_dragon weapon_1_arc = 15; event_dragon weapon_1_mods = pd; event_dragon weapon_1_ammo = 0; event_dragon weapon_1_amount = 20; event_dragon weapon_2_type = 40; event_dragon weapon_2_arc = 15; event_dragon weapon_2_mods = ovr; event_dragon weapon_2_ammo = 0; event_dragon weapon_2_amount = 1; event_dragon weapon_3_type = 0; event_dragon weapon_3_arc = 0; event_dragon weapon_3_mods = none; event_dragon weapon_3_ammo = 0; event_dragon weapon_3_amount = 0;
## # system_dragon design # rows: # appearance hull_size weapon_1_type weapon_1_arc weapon_1_mods weapon_1_ammo # weapon_1_amount weapon_2_type weapon_2_arc weapon_2_mods weapon_2_ammo # weapon_2_amount weapon_3_type weapon_3_arc weapon_3_mods weapon_3_ammo # weapon_3_amount # # system_dragon appearance = 22; system_dragon hull_size = 2; system_dragon weapon_1_type = 41; system_dragon weapon_1_arc = 15; system_dragon weapon_1_mods = pd; system_dragon weapon_1_ammo = 0; system_dragon weapon_1_amount = 8; system_dragon weapon_2_type = 40; system_dragon weapon_2_arc = 15; system_dragon weapon_2_mods = none; system_dragon weapon_2_ammo = 0; system_dragon weapon_2_amount = 1; system_dragon weapon_3_type = 0; system_dragon weapon_3_arc = 0; system_dragon weapon_3_mods = none; system_dragon weapon_3_ammo = 0; system_dragon weapon_3_amount = 0;
# =============== # # -- END -- # # =============== #