Configuration: AI and diplomacy¶
Computer-player behavior and diplomatic rules.
Settings index¶
- AI race variants -
ai ai_race_variants - Stealth Field for Stealthy AI races -
ai stealth_field - AI autobuild rules -
ai autobuild_rules - AI strategic production -
ai strategic_production - AI race-variant data -
ai race_variants - AI ship design priorities -
ai ship_design - AI ship design space allocations -
ai ship_design_allocations - AI Black Hole Generator design chance -
ai ship_design_bhg_chance - AI Stellar Converter design chance -
ai ship_design_stellar_chance - AI technology priorities -
ai tech_priority - Alternate diplomacy patience modifiers -
ai alternate_diplomacy - Starting diplomatic relations -
diplomacy starting_relations - Pre-Warp AI Colony Bases -
ai colony_bases_prewarp - AI colony productivity bonus -
ai productivity_bonus - AI colony income bonus -
ai income_bonus - AI surrender delay -
ai surrender_delay - Eel offspring interval -
ai eel_spawn_frequency - Maximum wandering Eels -
ai max_eels - Restrict diplomacy reports -
diplomacy noreport - AI hyper-advanced technology thresholds -
ai ai_hypertech_threshold - Stock races -
ai stock_race - AI race personalities -
ai race_personality - Antaran fleet policy -
ai antaran_fleet - Antaran offensive crew quality -
ai antaran_offensive_crew - Antaran Star Fortress weapon space -
ai antaran_star_fortress_space - AI uncolonized-planet food worth -
ai uncolonized_planet_food_worth - AI uncolonized-planet special worth -
ai uncolonized_planet_special_worth - Wandering monsters stay after combat -
ai monsters_stay - Wandering monster retirement roll -
ai monsters_stay_chance
ai¶
AI race variants¶
Selects the stock race-customization variants available when generating AI players.
Notes: Applies only on Hard and Impossible difficulty. Values are unique variant numbers from 1 through 5; the default preserves classic selection from variants 1 through 3.
- Configuration path:
ai ai_race_variants - Accepted input: 6 entries
Built-in default configuration¶
ai ai_race_variants =
1
2
3;
Examples¶
ai ai_race_variants = 4 5;
ai ai_race_variants = 1 2 3 5;
Stealth Field for Stealthy AI races¶
Allows Stealthy AI races to install a researched Stealth Field.
Notes: False preserves classic behavior, where the Stealthy Ships trait excludes Stealth Field from AI designs.
- Configuration path:
ai stealth_field - Accepted input:
trueorfalse
Built-in default configuration¶
ai stealth_field = false;
Examples¶
ai stealth_field = true;
AI autobuild rules¶
Configures the weighted colony-level selector shared by AI colonies and human legacy autobuild.
Notes: Native buildability remains authoritative. Colony food excludes Food Replicator output, terms use deterministic integer truncation, and square roots round down.
- Configuration path:
ai autobuild_rules - Accepted input: AI autobuild rules
Fields¶
Examples¶
ai autobuild_rules cutoff mode = relative;
ai autobuild_rules candidates automated_factory weight base = 13;
ai autobuild_rules candidates housing cutoff_stage = after;
AI strategic production¶
Configures AI-only emergency defense, economic emergency, expansion, and weighted empire allocation.
Notes: Each strategic action retains its existing availability checks. Colony-level buildability checks are not applied uniformly to every strategic action.
- Configuration path:
ai strategic_production - Accepted input: AI strategic production
Fields¶
Examples¶
ai strategic_production emergency_defense order 1 = missile_base;
ai strategic_production expansion colony_base_minimum_industry = 13;
ai strategic_production allocation candidates defer weight defer peace = 333;
AI race-variant data¶
Configures the native trait-assignment rows used for Hard and Impossible AI races.
Notes: Rows are selected by stock race, difficulty, and variant. The separate ai_race_variants setting selects which variant numbers may be rolled.
- Configuration path:
ai race_variants - Accepted input: AI race variants
Fields¶
Built-in default configuration¶
ai race_variants customization alkari hard 1 count = 2;
ai race_variants customization alkari hard 1 traits =
ship_attack 2
ground_combat 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization alkari hard 2 count = 1;
ai race_variants customization alkari hard 2 traits =
trans_dimensional 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization alkari hard 3 count = 2;
ai race_variants customization alkari hard 3 traits =
home_world_richness 1
large_home_world 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization alkari hard 4 count = 3;
ai race_variants customization alkari hard 4 traits =
ship_attack 1
production 2
cybernetic 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization alkari hard 5 count = 3;
ai race_variants customization alkari hard 5 traits =
government 0
ship_attack 2
production 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization alkari impossible 1 count = 1;
ai race_variants customization alkari impossible 1 traits =
government 4
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization alkari impossible 2 count = 2;
ai race_variants customization alkari impossible 2 traits =
ship_attack 2
trans_dimensional 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization alkari impossible 3 count = 4;
ai race_variants customization alkari impossible 3 traits =
trans_dimensional 1
cybernetic 1
production 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization alkari impossible 4 count = 6;
ai race_variants customization alkari impossible 4 traits =
government 0
home_world_richness 1
large_home_world 1
ship_attack 2
ground_combat 2
production 2
government 0
government 0;
ai race_variants customization alkari impossible 5 count = 4;
ai race_variants customization alkari impossible 5 traits =
government 0
warlord 1
ship_attack 2
trans_dimensional 1
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi hard 1 count = 2;
ai race_variants customization bulrathi hard 1 traits =
production 2
ground_combat 3
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi hard 2 count = 1;
ai race_variants customization bulrathi hard 2 traits =
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi hard 3 count = 2;
ai race_variants customization bulrathi hard 3 traits =
ship_attack 2
ground_combat 3
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi hard 4 count = 3;
ai race_variants customization bulrathi hard 4 traits =
ship_attack 2
ship_defense 2
repulsive 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi hard 5 count = 3;
ai race_variants customization bulrathi hard 5 traits =
ship_attack 2
uncreative 1
tolerant 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi impossible 1 count = 3;
ai race_variants customization bulrathi impossible 1 traits =
ship_attack 2
ship_defense 2
ground_combat 3
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi impossible 2 count = 2;
ai race_variants customization bulrathi impossible 2 traits =
repulsive 1
tolerant 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi impossible 3 count = 4;
ai race_variants customization bulrathi impossible 3 traits =
repulsive 1
ship_attack 2
ship_defense 2
food 2
government 0
government 0
government 0
government 0;
ai race_variants customization bulrathi impossible 4 count = 6;
ai race_variants customization bulrathi impossible 4 traits =
uncreative 1
repulsive 1
government 6
food 2
production 2
ship_defense 2
government 0
government 0;
ai race_variants customization bulrathi impossible 5 count = 7;
ai race_variants customization bulrathi impossible 5 traits =
uncreative 1
repulsive 1
ship_attack 2
ship_defense 2
food 2
production 2
research 2
government 0;
ai race_variants customization darlok hard 1 count = 1;
ai race_variants customization darlok hard 1 traits =
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization darlok hard 2 count = 2;
ai race_variants customization darlok hard 2 traits =
research 1
government 6
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization darlok hard 3 count = 2;
ai race_variants customization darlok hard 3 traits =
repulsive 1
trans_dimensional 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization darlok hard 4 count = 3;
ai race_variants customization darlok hard 4 traits =
repulsive 1
ship_attack 2
ship_defense 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization darlok hard 5 count = 2;
ai race_variants customization darlok hard 5 traits =
research 1
subterranean 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization darlok impossible 1 count = 3;
ai race_variants customization darlok impossible 1 traits =
repulsive 1
ship_defense 2
subterranean 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization darlok impossible 2 count = 4;
ai race_variants customization darlok impossible 2 traits =
uncreative 1
ship_defense 2
tolerant 1
production 2
government 0
government 0
government 0
government 0;
ai race_variants customization darlok impossible 3 count = 4;
ai race_variants customization darlok impossible 3 traits =
uncreative 1
trans_dimensional 1
ship_attack 2
ship_defense 2
government 0
government 0
government 0
government 0;
ai race_variants customization darlok impossible 4 count = 7;
ai race_variants customization darlok impossible 4 traits =
research 1
uncreative 1
ship_attack 2
ship_defense 2
trans_dimensional 1
artifacts_home_world 1
growth 2
government 0;
ai race_variants customization darlok impossible 5 count = 6;
ai race_variants customization darlok impossible 5 traits =
research 1
repulsive 1
government 0
subterranean 1
tolerant 1
production 2
government 0
government 0;
ai race_variants customization elerian hard 1 count = 1;
ai race_variants customization elerian hard 1 traits =
ship_defense 3
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization elerian hard 2 count = 2;
ai race_variants customization elerian hard 2 traits =
ship_attack 3
production 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization elerian hard 3 count = 1;
ai race_variants customization elerian hard 3 traits =
artifacts_home_world 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization elerian hard 4 count = 1;
ai race_variants customization elerian hard 4 traits =
spying 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization elerian hard 5 count = 1;
ai race_variants customization elerian hard 5 traits =
food 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization elerian impossible 1 count = 2;
ai race_variants customization elerian impossible 1 traits =
ship_attack 3
ship_defense 3
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization elerian impossible 2 count = 2;
ai race_variants customization elerian impossible 2 traits =
research 2
food 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization elerian impossible 3 count = 4;
ai race_variants customization elerian impossible 3 traits =
spying 1
ship_attack 3
warlord 1
research 2
government 0
government 0
government 0
government 0;
ai race_variants customization elerian impossible 4 count = 3;
ai race_variants customization elerian impossible 4 traits =
ground_combat 1
ship_defense 3
trans_dimensional 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization elerian impossible 5 count = 6;
ai race_variants customization elerian impossible 5 traits =
ground_combat 1
spying 1
ship_attack 3
ship_defense 3
warlord 1
production 2
government 0
government 0;
ai race_variants customization gnolam hard 1 count = 2;
ai race_variants customization gnolam hard 1 traits =
home_world_richness 1
large_home_world 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam hard 2 count = 1;
ai race_variants customization gnolam hard 2 traits =
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam hard 3 count = 1;
ai race_variants customization gnolam hard 3 traits =
growth 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam hard 4 count = 2;
ai race_variants customization gnolam hard 4 traits =
repulsive 1
subterranean 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam hard 5 count = 2;
ai race_variants customization gnolam hard 5 traits =
repulsive 1
government 4
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam impossible 1 count = 1;
ai race_variants customization gnolam impossible 1 traits =
government 4
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam impossible 2 count = 2;
ai race_variants customization gnolam impossible 2 traits =
low_gravity 0
growth 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam impossible 3 count = 3;
ai race_variants customization gnolam impossible 3 traits =
ground_combat 1
research 2
government 4
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam impossible 4 count = 4;
ai race_variants customization gnolam impossible 4 traits =
ground_combat 1
repulsive 1
subterranean 1
government 4
government 0
government 0
government 0
government 0;
ai race_variants customization gnolam impossible 5 count = 5;
ai race_variants customization gnolam impossible 5 traits =
ground_combat 1
repulsive 1
government 6
research 2
growth 2
government 0
government 0
government 0;
ai race_variants customization human hard 1 count = 1;
ai race_variants customization human hard 1 traits =
spying 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human hard 2 count = 1;
ai race_variants customization human hard 2 traits =
fantastic_traders 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human hard 3 count = 1;
ai race_variants customization human hard 3 traits =
food 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human hard 4 count = 1;
ai race_variants customization human hard 4 traits =
artifacts_home_world 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human hard 5 count = 1;
ai race_variants customization human hard 5 traits =
research 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human impossible 1 count = 2;
ai race_variants customization human impossible 1 traits =
research 2
income 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human impossible 2 count = 2;
ai race_variants customization human impossible 2 traits =
ship_attack 2
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human impossible 3 count = 1;
ai race_variants customization human impossible 3 traits =
food 3
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human impossible 4 count = 3;
ai race_variants customization human impossible 4 traits =
large_home_world 1
home_world_richness 1
artifacts_home_world 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization human impossible 5 count = 2;
ai race_variants customization human impossible 5 traits =
fantastic_traders 1
spying 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon hard 1 count = 1;
ai race_variants customization klackon hard 1 traits =
food 3
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon hard 2 count = 2;
ai race_variants customization klackon hard 2 traits =
production 3
home_world_richness 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon hard 3 count = 1;
ai race_variants customization klackon hard 3 traits =
aquatic 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon hard 4 count = 2;
ai race_variants customization klackon hard 4 traits =
high_gravity 1
spying 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon hard 5 count = 3;
ai race_variants customization klackon hard 5 traits =
uncreative 1
tolerant 1
production 3
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon impossible 1 count = 2;
ai race_variants customization klackon impossible 1 traits =
production 3
aquatic 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon impossible 2 count = 3;
ai race_variants customization klackon impossible 2 traits =
food 3
production 3
home_world_richness 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon impossible 3 count = 2;
ai race_variants customization klackon impossible 3 traits =
ship_attack 2
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon impossible 4 count = 3;
ai race_variants customization klackon impossible 4 traits =
uncreative 1
tolerant 1
subterranean 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization klackon impossible 5 count = 3;
ai race_variants customization klackon impossible 5 traits =
spying 1
production 3
tolerant 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization meklar hard 1 count = 1;
ai race_variants customization meklar hard 1 traits =
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization meklar hard 2 count = 1;
ai race_variants customization meklar hard 2 traits =
food 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization meklar hard 3 count = 1;
ai race_variants customization meklar hard 3 traits =
research 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization meklar hard 4 count = 2;
ai race_variants customization meklar hard 4 traits =
repulsive 1
government 6
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization meklar hard 5 count = 4;
ai race_variants customization meklar hard 5 traits =
repulsive 1
ship_attack 2
ship_defense 2
large_home_world 1
government 0
government 0
government 0
government 0;
ai race_variants customization meklar impossible 1 count = 2;
ai race_variants customization meklar impossible 1 traits =
ship_attack 2
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization meklar impossible 2 count = 1;
ai race_variants customization meklar impossible 2 traits =
government 6
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization meklar impossible 3 count = 4;
ai race_variants customization meklar impossible 3 traits =
growth 1
food 2
research 2
government 6
government 0
government 0
government 0
government 0;
ai race_variants customization meklar impossible 4 count = 3;
ai race_variants customization meklar impossible 4 traits =
ship_attack 2
ship_defense 2
ground_combat 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization meklar impossible 5 count = 4;
ai race_variants customization meklar impossible 5 traits =
repulsive 1
food 2
research 2
ship_defense 2
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan hard 1 count = 1;
ai race_variants customization mrrshan hard 1 traits =
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan hard 2 count = 1;
ai race_variants customization mrrshan hard 2 traits =
stealthy_ships 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan hard 3 count = 3;
ai race_variants customization mrrshan hard 3 traits =
government 0
income 2
growth 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan hard 4 count = 3;
ai race_variants customization mrrshan hard 4 traits =
government 0
trans_dimensional 1
ship_defense 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan hard 5 count = 3;
ai race_variants customization mrrshan hard 5 traits =
government 0
stealthy_ships 1
ship_defense 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan impossible 1 count = 2;
ai race_variants customization mrrshan impossible 1 traits =
ship_defense 2
stealthy_ships 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan impossible 2 count = 4;
ai race_variants customization mrrshan impossible 2 traits =
government 0
income 2
growth 2
research 2
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan impossible 3 count = 4;
ai race_variants customization mrrshan impossible 3 traits =
government 0
research 2
food 2
ship_defense 2
government 0
government 0
government 0
government 0;
ai race_variants customization mrrshan impossible 4 count = 6;
ai race_variants customization mrrshan impossible 4 traits =
government 0
repulsive 1
food 2
production 2
ship_defense 2
cybernetic 1
government 0
government 0;
ai race_variants customization mrrshan impossible 5 count = 4;
ai race_variants customization mrrshan impossible 5 traits =
repulsive 1
ship_defense 2
stealthy_ships 1
ground_combat 2
government 0
government 0
government 0
government 0;
ai race_variants customization psilon hard 1 count = 1;
ai race_variants customization psilon hard 1 traits =
home_world_richness 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon hard 2 count = 1;
ai race_variants customization psilon hard 2 traits =
spying 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon hard 3 count = 1;
ai race_variants customization psilon hard 3 traits =
food 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon hard 4 count = 2;
ai race_variants customization psilon hard 4 traits =
repulsive 1
growth 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon hard 5 count = 2;
ai race_variants customization psilon hard 5 traits =
ship_attack 1
government 4
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon impossible 1 count = 2;
ai race_variants customization psilon impossible 1 traits =
food 2
production 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon impossible 2 count = 1;
ai race_variants customization psilon impossible 2 traits =
home_world_richness 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon impossible 3 count = 2;
ai race_variants customization psilon impossible 3 traits =
low_gravity 0
spying 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon impossible 4 count = 1;
ai race_variants customization psilon impossible 4 traits =
government 4
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization psilon impossible 5 count = 3;
ai race_variants customization psilon impossible 5 traits =
repulsive 1
spying 2
government 4
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra hard 1 count = 1;
ai race_variants customization sakkra hard 1 traits =
food 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra hard 2 count = 2;
ai race_variants customization sakkra hard 2 traits =
repulsive 1
aquatic 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra hard 3 count = 2;
ai race_variants customization sakkra hard 3 traits =
repulsive 1
high_gravity 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra hard 4 count = 4;
ai race_variants customization sakkra hard 4 traits =
uncreative 1
food 2
production 2
research 2
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra hard 5 count = 3;
ai race_variants customization sakkra hard 5 traits =
uncreative 1
tolerant 1
production 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra impossible 1 count = 1;
ai race_variants customization sakkra impossible 1 traits =
food 3
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra impossible 2 count = 3;
ai race_variants customization sakkra impossible 2 traits =
repulsive 1
food 2
aquatic 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra impossible 3 count = 4;
ai race_variants customization sakkra impossible 3 traits =
repulsive 1
uncreative 1
high_gravity 1
tolerant 1
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra impossible 4 count = 4;
ai race_variants customization sakkra impossible 4 traits =
uncreative 1
repulsive 1
tolerant 1
government 4
government 0
government 0
government 0
government 0;
ai race_variants customization sakkra impossible 5 count = 3;
ai race_variants customization sakkra impossible 5 traits =
uncreative 1
tolerant 1
income 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid hard 1 count = 2;
ai race_variants customization silicoid hard 1 traits =
home_world_richness 1
large_home_world 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid hard 2 count = 1;
ai race_variants customization silicoid hard 2 traits =
artifacts_home_world 1
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid hard 3 count = 2;
ai race_variants customization silicoid hard 3 traits =
production 2
home_world_richness 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid hard 4 count = 2;
ai race_variants customization silicoid hard 4 traits =
production 2
large_home_world 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid hard 5 count = 2;
ai race_variants customization silicoid hard 5 traits =
ship_attack 2
ground_combat 2
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid impossible 1 count = 3;
ai race_variants customization silicoid impossible 1 traits =
repulsive 1
growth 0
subterranean 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid impossible 2 count = 1;
ai race_variants customization silicoid impossible 2 traits =
government 6
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid impossible 3 count = 1;
ai race_variants customization silicoid impossible 3 traits =
growth 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid impossible 4 count = 3;
ai race_variants customization silicoid impossible 4 traits =
production 2
research 2
home_world_richness 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization silicoid impossible 5 count = 3;
ai race_variants customization silicoid impossible 5 traits =
home_world_richness 1
large_home_world 1
artifacts_home_world 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization trilarian hard 1 count = 2;
ai race_variants customization trilarian hard 1 traits =
home_world_richness 1
large_home_world 1
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization trilarian hard 2 count = 1;
ai race_variants customization trilarian hard 2 traits =
ship_defense 2
government 0
government 0
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization trilarian hard 3 count = 3;
ai race_variants customization trilarian hard 3 traits =
repulsive 1
growth 2
large_home_world 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization trilarian hard 4 count = 5;
ai race_variants customization trilarian hard 4 traits =
uncreative 1
ship_attack 2
production 2
large_home_world 1
artifacts_home_world 1
government 0
government 0
government 0;
ai race_variants customization trilarian hard 5 count = 5;
ai race_variants customization trilarian hard 5 traits =
food 1
ship_attack 2
ship_defense 2
large_home_world 1
home_world_richness 1
government 0
government 0
government 0;
ai race_variants customization trilarian impossible 1 count = 3;
ai race_variants customization trilarian impossible 1 traits =
large_home_world 1
artifacts_home_world 1
home_world_richness 1
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization trilarian impossible 2 count = 3;
ai race_variants customization trilarian impossible 2 traits =
ship_attack 2
ship_defense 2
production 2
government 0
government 0
government 0
government 0
government 0;
ai race_variants customization trilarian impossible 3 count = 8;
ai race_variants customization trilarian impossible 3 traits =
uncreative 1
repulsive 1
production 2
research 2
large_home_world 1
artifacts_home_world 1
home_world_richness 1
growth 2;
ai race_variants customization trilarian impossible 4 count = 8;
ai race_variants customization trilarian impossible 4 traits =
repulsive 1
food 1
growth 2
large_home_world 1
artifacts_home_world 1
home_world_richness 1
ship_attack 2
ship_defense 2;
ai race_variants customization trilarian impossible 5 count = 7;
ai race_variants customization trilarian impossible 5 traits =
ship_defense 2
ship_attack 2
cybernetic 1
food 2
large_home_world 1
uncreative 1
repulsive 1
government 0;
ai race_variants evolution alkari hard 1 count = 2;
ai race_variants evolution alkari hard 1 traits =
ship_attack 3
ground_combat 3;
ai race_variants evolution alkari hard 2 count = 1;
ai race_variants evolution alkari hard 2 traits =
ship_attack 3
government 0;
ai race_variants evolution alkari hard 3 count = 1;
ai race_variants evolution alkari hard 3 traits =
production 3
government 0;
ai race_variants evolution alkari hard 4 count = 2;
ai race_variants evolution alkari hard 4 traits =
production 3
ship_attack 0;
ai race_variants evolution alkari hard 5 count = 2;
ai race_variants evolution alkari hard 5 traits =
ship_attack 3
production 3;
ai race_variants evolution alkari impossible 1 count = 1;
ai race_variants evolution alkari impossible 1 traits =
production 3
government 0;
ai race_variants evolution alkari impossible 2 count = 2;
ai race_variants evolution alkari impossible 2 traits =
ship_attack 3
ground_combat 2;
ai race_variants evolution alkari impossible 3 count = 1;
ai race_variants evolution alkari impossible 3 traits =
ship_attack 3
government 0;
ai race_variants evolution alkari impossible 4 count = 2;
ai race_variants evolution alkari impossible 4 traits =
ship_attack 3
production 3;
ai race_variants evolution alkari impossible 5 count = 2;
ai race_variants evolution alkari impossible 5 traits =
ship_attack 3
production 3;
ai race_variants evolution bulrathi hard 1 count = 1;
ai race_variants evolution bulrathi hard 1 traits =
ship_defense 3
government 0;
ai race_variants evolution bulrathi hard 2 count = 1;
ai race_variants evolution bulrathi hard 2 traits =
ship_defense 3
government 0;
ai race_variants evolution bulrathi hard 3 count = 1;
ai race_variants evolution bulrathi hard 3 traits =
ship_defense 2
government 0;
ai race_variants evolution bulrathi hard 4 count = 1;
ai race_variants evolution bulrathi hard 4 traits =
ship_defense 3
government 0;
ai race_variants evolution bulrathi hard 5 count = 2;
ai race_variants evolution bulrathi hard 5 traits =
ship_defense 2
ship_attack 3;
ai race_variants evolution bulrathi impossible 1 count = 1;
ai race_variants evolution bulrathi impossible 1 traits =
ship_defense 3
government 0;
ai race_variants evolution bulrathi impossible 2 count = 2;
ai race_variants evolution bulrathi impossible 2 traits =
ship_defense 3
ground_combat 3;
ai race_variants evolution bulrathi impossible 3 count = 1;
ai race_variants evolution bulrathi impossible 3 traits =
ship_defense 3
government 0;
ai race_variants evolution bulrathi impossible 4 count = 2;
ai race_variants evolution bulrathi impossible 4 traits =
production 3
ship_attack 2;
ai race_variants evolution bulrathi impossible 5 count = 2;
ai race_variants evolution bulrathi impossible 5 traits =
ship_attack 3
production 3;
ai race_variants evolution darlok hard 1 count = 1;
ai race_variants evolution darlok hard 1 traits =
ship_defense 3
government 0;
ai race_variants evolution darlok hard 2 count = 1;
ai race_variants evolution darlok hard 2 traits =
research 0
government 0;
ai race_variants evolution darlok hard 3 count = 1;
ai race_variants evolution darlok hard 3 traits =
ship_defense 2
government 0;
ai race_variants evolution darlok hard 4 count = 1;
ai race_variants evolution darlok hard 4 traits =
ship_defense 3
government 0;
ai race_variants evolution darlok hard 5 count = 1;
ai race_variants evolution darlok hard 5 traits =
research 0
government 0;
ai race_variants evolution darlok impossible 1 count = 1;
ai race_variants evolution darlok impossible 1 traits =
ship_defense 3
government 0;
ai race_variants evolution darlok impossible 2 count = 1;
ai race_variants evolution darlok impossible 2 traits =
ship_defense 3
government 0;
ai race_variants evolution darlok impossible 3 count = 1;
ai race_variants evolution darlok impossible 3 traits =
ship_defense 3
government 0;
ai race_variants evolution darlok impossible 4 count = 1;
ai race_variants evolution darlok impossible 4 traits =
ship_defense 3
government 0;
ai race_variants evolution darlok impossible 5 count = 1;
ai race_variants evolution darlok impossible 5 traits =
ship_defense 2
government 0;
ai race_variants evolution elerian hard 1 count = 2;
ai race_variants evolution elerian hard 1 traits =
ship_attack 3
production 2;
ai race_variants evolution elerian hard 2 count = 2;
ai race_variants evolution elerian hard 2 traits =
ground_combat 2
production 3;
ai race_variants evolution elerian hard 3 count = 1;
ai race_variants evolution elerian hard 3 traits =
ship_defense 3
government 0;
ai race_variants evolution elerian hard 4 count = 1;
ai race_variants evolution elerian hard 4 traits =
ship_defense 3
government 0;
ai race_variants evolution elerian hard 5 count = 1;
ai race_variants evolution elerian hard 5 traits =
ship_defense 3
government 0;
ai race_variants evolution elerian impossible 1 count = 1;
ai race_variants evolution elerian impossible 1 traits =
production 3
government 0;
ai race_variants evolution elerian impossible 2 count = 1;
ai race_variants evolution elerian impossible 2 traits =
production 3
government 0;
ai race_variants evolution elerian impossible 3 count = 1;
ai race_variants evolution elerian impossible 3 traits =
ship_defense 3
government 0;
ai race_variants evolution elerian impossible 4 count = 2;
ai race_variants evolution elerian impossible 4 traits =
production 2
ship_attack 2;
ai race_variants evolution elerian impossible 5 count = 2;
ai race_variants evolution elerian impossible 5 traits =
production 3
spying 0;
ai race_variants evolution gnolam hard 1 count = 1;
ai race_variants evolution gnolam hard 1 traits =
production 3
government 0;
ai race_variants evolution gnolam hard 2 count = 1;
ai race_variants evolution gnolam hard 2 traits =
ship_defense 3
government 0;
ai race_variants evolution gnolam hard 3 count = 1;
ai race_variants evolution gnolam hard 3 traits =
production 3
government 0;
ai race_variants evolution gnolam hard 4 count = 1;
ai race_variants evolution gnolam hard 4 traits =
production 3
government 0;
ai race_variants evolution gnolam hard 5 count = 1;
ai race_variants evolution gnolam hard 5 traits =
production 3
government 0;
ai race_variants evolution gnolam impossible 1 count = 1;
ai race_variants evolution gnolam impossible 1 traits =
production 3
government 0;
ai race_variants evolution gnolam impossible 2 count = 1;
ai race_variants evolution gnolam impossible 2 traits =
production 3
government 0;
ai race_variants evolution gnolam impossible 3 count = 2;
ai race_variants evolution gnolam impossible 3 traits =
ground_combat 0
production 2;
ai race_variants evolution gnolam impossible 4 count = 2;
ai race_variants evolution gnolam impossible 4 traits =
ground_combat 0
production 2;
ai race_variants evolution gnolam impossible 5 count = 2;
ai race_variants evolution gnolam impossible 5 traits =
ground_combat 0
production 2;
ai race_variants evolution human hard 1 count = 1;
ai race_variants evolution human hard 1 traits =
spying 3
government 0;
ai race_variants evolution human hard 2 count = 1;
ai race_variants evolution human hard 2 traits =
production 3
government 0;
ai race_variants evolution human hard 3 count = 1;
ai race_variants evolution human hard 3 traits =
production 3
government 0;
ai race_variants evolution human hard 4 count = 1;
ai race_variants evolution human hard 4 traits =
production 3
government 0;
ai race_variants evolution human hard 5 count = 1;
ai race_variants evolution human hard 5 traits =
production 3
government 0;
ai race_variants evolution human impossible 1 count = 1;
ai race_variants evolution human impossible 1 traits =
production 3
government 0;
ai race_variants evolution human impossible 2 count = 1;
ai race_variants evolution human impossible 2 traits =
ship_defense 3
government 0;
ai race_variants evolution human impossible 3 count = 1;
ai race_variants evolution human impossible 3 traits =
production 3
government 0;
ai race_variants evolution human impossible 4 count = 1;
ai race_variants evolution human impossible 4 traits =
production 3
government 0;
ai race_variants evolution human impossible 5 count = 1;
ai race_variants evolution human impossible 5 traits =
production 3
government 0;
ai race_variants evolution klackon hard 1 count = 2;
ai race_variants evolution klackon hard 1 traits =
production 3
ship_attack 2;
ai race_variants evolution klackon hard 2 count = 1;
ai race_variants evolution klackon hard 2 traits =
food 3
government 0;
ai race_variants evolution klackon hard 3 count = 2;
ai race_variants evolution klackon hard 3 traits =
production 3
ship_defense 2;
ai race_variants evolution klackon hard 4 count = 2;
ai race_variants evolution klackon hard 4 traits =
production 3
spying 0;
ai race_variants evolution klackon hard 5 count = 1;
ai race_variants evolution klackon hard 5 traits =
food 3
government 0;
ai race_variants evolution klackon impossible 1 count = 1;
ai race_variants evolution klackon impossible 1 traits =
food 3
government 0;
ai race_variants evolution klackon impossible 2 count = 1;
ai race_variants evolution klackon impossible 2 traits =
ship_defense 3
government 0;
ai race_variants evolution klackon impossible 3 count = 1;
ai race_variants evolution klackon impossible 3 traits =
ship_defense 3
government 0;
ai race_variants evolution klackon impossible 4 count = 2;
ai race_variants evolution klackon impossible 4 traits =
production 3
ship_attack 2;
ai race_variants evolution klackon impossible 5 count = 1;
ai race_variants evolution klackon impossible 5 traits =
food 3
government 0;
ai race_variants evolution meklar hard 1 count = 1;
ai race_variants evolution meklar hard 1 traits =
ship_defense 3
government 0;
ai race_variants evolution meklar hard 2 count = 1;
ai race_variants evolution meklar hard 2 traits =
ship_defense 2
government 0;
ai race_variants evolution meklar hard 3 count = 1;
ai race_variants evolution meklar hard 3 traits =
ship_defense 2
government 0;
ai race_variants evolution meklar hard 4 count = 1;
ai race_variants evolution meklar hard 4 traits =
ship_defense 2
government 0;
ai race_variants evolution meklar hard 5 count = 1;
ai race_variants evolution meklar hard 5 traits =
ship_defense 3
government 0;
ai race_variants evolution meklar impossible 1 count = 1;
ai race_variants evolution meklar impossible 1 traits =
ship_defense 3
government 0;
ai race_variants evolution meklar impossible 2 count = 1;
ai race_variants evolution meklar impossible 2 traits =
ship_defense 2
government 0;
ai race_variants evolution meklar impossible 3 count = 1;
ai race_variants evolution meklar impossible 3 traits =
ship_defense 2
government 0;
ai race_variants evolution meklar impossible 4 count = 1;
ai race_variants evolution meklar impossible 4 traits =
ship_defense 3
government 0;
ai race_variants evolution meklar impossible 5 count = 1;
ai race_variants evolution meklar impossible 5 traits =
ship_defense 3
government 0;
ai race_variants evolution mrrshan hard 1 count = 1;
ai race_variants evolution mrrshan hard 1 traits =
ship_defense 3
government 0;
ai race_variants evolution mrrshan hard 2 count = 1;
ai race_variants evolution mrrshan hard 2 traits =
ship_defense 2
government 0;
ai race_variants evolution mrrshan hard 3 count = 1;
ai race_variants evolution mrrshan hard 3 traits =
ship_defense 2
government 0;
ai race_variants evolution mrrshan hard 4 count = 1;
ai race_variants evolution mrrshan hard 4 traits =
ship_defense 3
government 0;
ai race_variants evolution mrrshan hard 5 count = 1;
ai race_variants evolution mrrshan hard 5 traits =
ship_defense 3
government 0;
ai race_variants evolution mrrshan impossible 1 count = 1;
ai race_variants evolution mrrshan impossible 1 traits =
ship_defense 3
government 0;
ai race_variants evolution mrrshan impossible 2 count = 1;
ai race_variants evolution mrrshan impossible 2 traits =
ship_defense 2
government 0;
ai race_variants evolution mrrshan impossible 3 count = 1;
ai race_variants evolution mrrshan impossible 3 traits =
ship_defense 3
government 0;
ai race_variants evolution mrrshan impossible 4 count = 1;
ai race_variants evolution mrrshan impossible 4 traits =
ship_defense 3
government 0;
ai race_variants evolution mrrshan impossible 5 count = 1;
ai race_variants evolution mrrshan impossible 5 traits =
ship_defense 3
government 0;
ai race_variants evolution psilon hard 1 count = 1;
ai race_variants evolution psilon hard 1 traits =
production 3
government 0;
ai race_variants evolution psilon hard 2 count = 1;
ai race_variants evolution psilon hard 2 traits =
production 3
government 0;
ai race_variants evolution psilon hard 3 count = 1;
ai race_variants evolution psilon hard 3 traits =
production 3
government 0;
ai race_variants evolution psilon hard 4 count = 1;
ai race_variants evolution psilon hard 4 traits =
production 3
government 0;
ai race_variants evolution psilon hard 5 count = 2;
ai race_variants evolution psilon hard 5 traits =
ship_attack 0
production 3;
ai race_variants evolution psilon impossible 1 count = 2;
ai race_variants evolution psilon impossible 1 traits =
ship_attack 2
production 3;
ai race_variants evolution psilon impossible 2 count = 1;
ai race_variants evolution psilon impossible 2 traits =
production 3
government 0;
ai race_variants evolution psilon impossible 3 count = 1;
ai race_variants evolution psilon impossible 3 traits =
production 3
government 0;
ai race_variants evolution psilon impossible 4 count = 1;
ai race_variants evolution psilon impossible 4 traits =
production 3
government 0;
ai race_variants evolution psilon impossible 5 count = 1;
ai race_variants evolution psilon impossible 5 traits =
production 3
government 0;
ai race_variants evolution sakkra hard 1 count = 1;
ai race_variants evolution sakkra hard 1 traits =
production 3
government 0;
ai race_variants evolution sakkra hard 2 count = 1;
ai race_variants evolution sakkra hard 2 traits =
production 3
government 0;
ai race_variants evolution sakkra hard 3 count = 1;
ai race_variants evolution sakkra hard 3 traits =
production 3
government 0;
ai race_variants evolution sakkra hard 4 count = 2;
ai race_variants evolution sakkra hard 4 traits =
production 3
ship_attack 2;
ai race_variants evolution sakkra hard 5 count = 2;
ai race_variants evolution sakkra hard 5 traits =
production 3
ship_attack 2;
ai race_variants evolution sakkra impossible 1 count = 1;
ai race_variants evolution sakkra impossible 1 traits =
production 3
government 0;
ai race_variants evolution sakkra impossible 2 count = 1;
ai race_variants evolution sakkra impossible 2 traits =
production 3
government 0;
ai race_variants evolution sakkra impossible 3 count = 1;
ai race_variants evolution sakkra impossible 3 traits =
production 3
government 0;
ai race_variants evolution sakkra impossible 4 count = 1;
ai race_variants evolution sakkra impossible 4 traits =
production 3
government 0;
ai race_variants evolution sakkra impossible 5 count = 1;
ai race_variants evolution sakkra impossible 5 traits =
production 3
government 0;
ai race_variants evolution silicoid hard 1 count = 1;
ai race_variants evolution silicoid hard 1 traits =
production 3
government 0;
ai race_variants evolution silicoid hard 2 count = 1;
ai race_variants evolution silicoid hard 2 traits =
production 3
government 0;
ai race_variants evolution silicoid hard 3 count = 1;
ai race_variants evolution silicoid hard 3 traits =
production 3
government 0;
ai race_variants evolution silicoid hard 4 count = 1;
ai race_variants evolution silicoid hard 4 traits =
production 3
government 0;
ai race_variants evolution silicoid hard 5 count = 1;
ai race_variants evolution silicoid hard 5 traits =
production 3
government 0;
ai race_variants evolution silicoid impossible 1 count = 1;
ai race_variants evolution silicoid impossible 1 traits =
production 3
government 0;
ai race_variants evolution silicoid impossible 2 count = 1;
ai race_variants evolution silicoid impossible 2 traits =
production 3
government 0;
ai race_variants evolution silicoid impossible 3 count = 1;
ai race_variants evolution silicoid impossible 3 traits =
production 3
government 0;
ai race_variants evolution silicoid impossible 4 count = 1;
ai race_variants evolution silicoid impossible 4 traits =
production 3
government 0;
ai race_variants evolution silicoid impossible 5 count = 1;
ai race_variants evolution silicoid impossible 5 traits =
production 3
government 0;
ai race_variants evolution trilarian hard 1 count = 1;
ai race_variants evolution trilarian hard 1 traits =
production 3
government 0;
ai race_variants evolution trilarian hard 2 count = 1;
ai race_variants evolution trilarian hard 2 traits =
ship_defense 3
government 0;
ai race_variants evolution trilarian hard 3 count = 1;
ai race_variants evolution trilarian hard 3 traits =
production 3
government 0;
ai race_variants evolution trilarian hard 4 count = 1;
ai race_variants evolution trilarian hard 4 traits =
ship_defense 2
government 0;
ai race_variants evolution trilarian hard 5 count = 2;
ai race_variants evolution trilarian hard 5 traits =
production 2
ship_attack 3;
ai race_variants evolution trilarian impossible 1 count = 1;
ai race_variants evolution trilarian impossible 1 traits =
production 3
government 0;
ai race_variants evolution trilarian impossible 2 count = 2;
ai race_variants evolution trilarian impossible 2 traits =
production 3
ship_attack 3;
ai race_variants evolution trilarian impossible 3 count = 2;
ai race_variants evolution trilarian impossible 3 traits =
production 3
ship_attack 2;
ai race_variants evolution trilarian impossible 4 count = 2;
ai race_variants evolution trilarian impossible 4 traits =
production 2
food 0;
ai race_variants evolution trilarian impossible 5 count = 1;
ai race_variants evolution trilarian impossible 5 traits =
production 3
government 0;
Examples¶
ai race_variants customization alkari hard 1 count = 2;
AI ship design priorities¶
Configures ordered special-system and special-weapon choices used while the AI designs ships.
Notes: Each item ID is interpreted according to its kind. The seven theme lists share allocation column 1; beam, missile, and special-weapon lists use columns 2, 3, and 5. Special-device and defense lists use columns 6 and 4. All lists preserve their native fixed lengths and default order.
- Configuration path:
ai ship_design - Accepted input: AI ship design
Fields¶
Built-in default configuration¶
ai ship_design c1_bio_weapon =
22 special
33 special
2 special
26 weapon
25 weapon;
ai ship_design c1_capture =
35 special
39 weapon
28 weapon
36 special
37 special;
ai ship_design c1_cloaking =
23 special
6 special
31 special;
ai ship_design c1_beam_defense =
17 special
8 special
2 special
18 special;
ai ship_design c1_missile_defense =
38 special
21 special
13 weapon
9 special
36 weapon
8 special
19 special
33 weapon;
ai ship_design c1_armor =
3 special
14 special
27 special;
ai ship_design c1_shield =
13 special
20 special
30 special;
ai ship_design c2_beam_offense =
34 special
1 special
15 special
25 special
32 special
16 special
5 special;
ai ship_design c3_missile_offense =
34 special
12 special;
ai ship_design c5_special_weapon =
38 weapon
37 weapon
10 special
35 weapon
34 weapon;
ai ship_design c6_special_device =
24 special
13 weapon
36 weapon
32 weapon
23 special
6 special
31 special
26 special
22 special
33 special
37 special
28 special;
ai ship_design c4_defense_human_non_beams =
29 special
8 special
19 special
13 special
38 special
21 special
14 special
17 special
9 special
27 special
18 special
2 special
30 special
20 special
33 weapon
26 special
13 weapon
36 weapon
3 special;
ai ship_design c4_defense_human_beams =
29 special
8 special
19 special
13 special
38 special
21 special
14 special
17 special
9 special
27 special
18 special
2 special
30 special
20 special
33 weapon
26 special
13 weapon
36 weapon
3 special;
Examples¶
ai ship_design c1_bio_weapon 1 item = 22;
ai ship_design c1_bio_weapon 1 kind = special;
ai ship_design c1_missile_defense 3 kind = weapon;
ai ship_design c6_special_device 1 item = 24;
ai ship_design c4_defense_human_beams 1 kind = special;
AI ship design space allocations¶
Configures Auto Design hull-space budgets by active design profile and hull size.
Notes: Minus one disables an allocation step. Tactical designs use the standard_beam_missile_x2 profile after their tactical-only setup.
- Configuration path:
ai ship_design_allocations - Accepted input: 8 entries
- Entry names: AI ship design allocation profile
Built-in default configuration¶
ai ship_design_allocations standard_beam_missile_x2 =
-1 -1 -1 15 -1 -1 -1 -1 -1 85 -1 0
10 0 -1 5 -1 -1 -1 -1 45 30 -1 10
15 0 -1 0 -1 -1 -1 10 30 30 -1 15
15 0 -1 5 -1 -1 -1 15 25 25 -1 15
15 0 -1 10 -1 -1 -1 15 25 20 -1 15
15 0 -1 15 -1 -1 -1 15 20 20 -1 15;
ai ship_design_allocations hybrid_beam_carrier =
-1 -1 -1 15 -1 -1 45 -1 -1 40 -1 0
10 -1 -1 5 -1 -1 40 -1 15 20 -1 10
15 -1 -1 0 -1 -1 35 -1 20 20 -1 10
15 -1 -1 5 -1 -1 35 -1 20 15 -1 10
15 -1 -1 10 -1 -1 35 -1 15 15 -1 10
15 -1 -1 15 -1 -1 30 -1 15 15 -1 10;
ai ship_design_allocations hybrid_beam_missile_x5 =
-1 -1 -1 15 -1 -1 -1 45 -1 40 -1 0
10 -1 -1 5 -1 -1 -1 40 15 20 -1 10
15 -1 -1 0 -1 -1 -1 35 20 20 -1 10
15 -1 -1 5 -1 -1 -1 35 20 15 -1 10
15 -1 -1 10 -1 -1 -1 35 15 15 -1 10
15 -1 -1 15 -1 -1 -1 30 15 15 -1 10;
ai ship_design_allocations standard_missile_x10 =
-1 -1 -1 15 -1 -1 -1 85 -1 -1 0 0
10 -1 0 5 -1 -1 -1 75 -1 -1 0 10
15 -1 0 0 -1 -1 -1 65 -1 -1 10 10
15 -1 0 5 -1 -1 -1 50 -1 10 10 10
15 -1 0 10 -1 -1 -1 45 -1 10 10 10
15 -1 0 15 -1 -1 -1 40 -1 10 10 10;
ai ship_design_allocations standard_carrier =
-1 -1 -1 15 -1 -1 85 -1 -1 -1 0 0
10 -1 -1 5 -1 -1 65 -1 -1 5 5 10
15 -1 -1 0 -1 -1 60 -1 -1 10 5 10
15 -1 -1 5 -1 -1 55 -1 -1 10 5 10
15 -1 -1 10 -1 -1 45 -1 -1 15 5 10
15 -1 -1 15 -1 -1 40 -1 -1 15 5 10;
ai ship_design_allocations special_device =
-1 -1 -1 15 -1 50 -1 -1 -1 35 -1 0
10 -1 -1 5 -1 40 -1 -1 20 15 -1 10
15 -1 -1 0 -1 35 -1 -1 20 20 -1 10
15 -1 -1 5 -1 30 -1 -1 20 20 -1 10
15 -1 -1 10 -1 25 -1 -1 20 20 -1 10
15 -1 -1 15 -1 20 -1 -1 20 20 -1 10;
ai ship_design_allocations special_weapon =
-1 -1 -1 15 60 -1 -1 -1 -1 25 0 0
10 -1 -1 5 50 -1 -1 -1 15 10 0 10
15 -1 -1 0 45 -1 -1 -1 15 15 0 10
15 -1 -1 5 40 -1 -1 -1 15 15 0 10
15 -1 -1 10 35 -1 -1 -1 15 15 0 10
15 -1 -1 15 60 -1 -1 -1 0 0 0 10;
ai ship_design_allocations special_weapon2 =
-1 -1 -1 15 60 -1 -1 -1 -1 25 -1 0
10 -1 -1 5 50 -1 -1 -1 15 10 -1 10
15 -1 -1 0 45 -1 -1 -1 15 15 -1 10
15 -1 -1 5 40 -1 -1 -1 15 15 -1 10
15 -1 -1 10 35 -1 -1 -1 15 15 -1 10
15 -1 -1 15 30 -1 -1 -1 15 15 -1 10;
Examples¶
ai ship_design_allocations standard_beam_missile_x2 frigate beams = 50;
AI Black Hole Generator design chance¶
Sets the chance that AI Titan and Doom Star designs use the special-weapon class after researching Black Hole Generator.
Notes: Values 0 through 4 represent 0%, 25%, 50%, 75%, and 100%; 3 preserves classic behavior. The unrelated generic 1.50 parser also accepted 5, which had no distinct documented probability and is intentionally rejected.
- Configuration path:
ai ship_design_bhg_chance - Accepted input: a number
- Accepted values: type minimum to 4
Built-in default configuration¶
ai ship_design_bhg_chance = 3;
Examples¶
ai ship_design_bhg_chance = 3;
AI Stellar Converter design chance¶
Sets the chance that AI Doom Star designs use the special-weapon class after researching Stellar Converter.
Notes: Values 0 through 4 represent 0%, 25%, 50%, 75%, and 100%; 3 preserves classic behavior. The unrelated generic 1.50 parser also accepted 5, which had no distinct documented probability and is intentionally rejected.
- Configuration path:
ai ship_design_stellar_chance - Accepted input: a number
- Accepted values: type minimum to 4
Built-in default configuration¶
ai ship_design_stellar_chance = 3;
Examples¶
ai ship_design_stellar_chance = 3;
AI technology priorities¶
Configures technology fields and applications that receive increased weight when the AI chooses its next research target.
Notes: The defaults preserve MOO2 1.50: Advanced Engineering and Xeno Relations receive double weight, Neural Scanner receives double weight, and Deuterium Fuel Cells receives five times weight.
- Configuration path:
ai tech_priority - Accepted input: AI technology priorities
Fields¶
Built-in default configuration¶
ai tech_priority = advanced_engineering xeno_relations neural_scanner deuterium_fuel_cells;
Examples¶
ai tech_priority double_field_1 = advanced_engineering;
ai tech_priority double_application = neural_scanner;
ai tech_priority quintuple_application = deuterium_fuel_cells;
Alternate diplomacy patience modifiers¶
Uses the trade/research and peace modifiers when evaluating those treaty proposals.
Notes: False preserves classic behavior, where every treaty proposal uses the general treaty modifier.
- Configuration path:
ai alternate_diplomacy - Accepted input:
trueorfalse
Built-in default configuration¶
ai alternate_diplomacy = false;
Examples¶
ai alternate_diplomacy = true;
diplomacy¶
Starting diplomatic relations¶
Configures initial relations from each race to every other race.
Notes: Rows are directional. Defaults reproduce the complete final MOO2 1.50 matrix, including Meklar hostility toward Bulrathi.
- Configuration path:
diplomacy starting_relations - Accepted input: 14 entries
- Entry names: Diplomacy race table index
Built-in default configuration¶
diplomacy starting_relations alkari =
0
0
-24
24
0
0
-12
0
-24
0
12
0
24
0;
diplomacy starting_relations bulrathi =
0
0
-12
24
0
0
0
-12
0
0
0
0
0
0;
diplomacy starting_relations darlok =
-24
-12
0
0
12
0
0
12
0
0
0
12
0
0;
diplomacy starting_relations elerian =
24
24
0
0
-24
0
0
0
24
-12
0
-12
0
0;
diplomacy starting_relations gnolam =
0
0
12
-24
0
0
0
12
-12
0
0
0
0
0;
diplomacy starting_relations human =
0
0
0
0
0
0
0
0
0
0
0
0
0
0;
diplomacy starting_relations klackon =
-12
0
0
0
0
0
0
0
-12
0
-12
12
24
0;
diplomacy starting_relations meklar =
0
-12
12
0
12
0
0
0
12
0
0
-12
-12
0;
diplomacy starting_relations mrrshan =
-24
0
0
24
-12
0
-12
12
0
0
0
0
12
0;
diplomacy starting_relations psilon =
0
0
0
-12
0
0
0
0
0
0
0
0
12
0;
diplomacy starting_relations sakkra =
12
0
0
0
0
0
-12
0
0
0
0
0
0
0;
diplomacy starting_relations silicoid =
0
0
12
-12
0
0
12
-12
0
0
0
0
0
0;
diplomacy starting_relations trilarian =
24
0
0
0
0
0
24
-12
12
12
0
0
0
0;
diplomacy starting_relations custom =
0
0
0
0
0
0
0
0
0
0
0
0
0
0;
Examples¶
diplomacy starting_relations meklar bulrathi = -12;
ai¶
Pre-Warp AI Colony Bases¶
Allows AI players to build Colony Bases after researching Colony Base without a Colony Ship, fuel, or drive technology.
Notes: False preserves classic AI expansion requirements.
- Configuration path:
ai colony_bases_prewarp - Accepted input:
trueorfalse
Built-in default configuration¶
ai colony_bases_prewarp = false;
Examples¶
ai colony_bases_prewarp = true;
AI colony productivity bonus¶
Adds a difficulty-dependent bonus to AI food, production, and research output.
Notes: Values are twentieths of a production unit. Zero preserves no bonus for the selected difficulty.
- Configuration path:
ai productivity_bonus - Accepted input: 5 entries
- Entry names: Game difficulty
Built-in default configuration¶
ai productivity_bonus =
-10
0
10
20
40;
Examples¶
ai productivity_bonus hard = 20;
AI colony income bonus¶
Adds a difficulty-dependent BC bonus per population unit to AI colony income.
Notes: Values are quarters of a BC per population unit.
- Configuration path:
ai income_bonus - Accepted input: 5 entries
- Entry names: Game difficulty
Built-in default configuration¶
ai income_bonus =
0
0
1
2
3;
Examples¶
ai income_bonus hard = 2;
AI surrender delay¶
Sets the number of turns after game start before an AI may surrender to another AI.
Notes: The delay applies only to AI-to-AI surrender evaluation. The default 150 preserves MOO2 1.50 behavior.
- Configuration path:
ai surrender_delay - Units: turns
- Accepted input: a number
Built-in default configuration¶
ai surrender_delay = 150;
Examples¶
ai surrender_delay = 150;
Eel offspring interval¶
Sets the number of stationary turns before a wandering Space Eel attempts to produce offspring.
Notes: The timer resets whenever it reaches this interval. The separate max_eels setting limits the wandering-Eel population.
- Configuration path:
ai eel_spawn_frequency - Units: turns
- Accepted input: a number
- Accepted values: 1 to 100
Built-in default configuration¶
ai eel_spawn_frequency = 30;
Examples¶
ai eel_spawn_frequency = 30;
Maximum wandering Eels¶
Limits the number of wandering Space Eels that may be present in the galaxy.
- Configuration path:
ai max_eels - Accepted input: a number
- Accepted values: 1 to 100
Built-in default configuration¶
ai max_eels = 4;
Examples¶
ai max_eels = 4;
diplomacy¶
Restrict diplomacy reports¶
Hides the Races screen Report action and disables Tech Exchange, Demand Tech, and Offer Tech during Audience.
Notes: False preserves classic behavior. This is the restored equivalent of MOO2 1.50's /noreport ruleset option.
- Configuration path:
diplomacy noreport - Accepted input:
trueorfalse
Built-in default configuration¶
diplomacy noreport = false;
Examples¶
diplomacy noreport = true;
ai¶
AI hyper-advanced technology thresholds¶
Sets the number of hyper-advanced levels the AI may complete in each technology branch.
Notes: The AI rerolls branches that reached their threshold and stops research after every branch reaches its configured value. All-zero defaults preserve classic behavior.
- Configuration path:
ai ai_hypertech_threshold - Accepted input: 8 entries
- Entry names: Hyper-advanced technology application
Built-in default configuration¶
ai ai_hypertech_threshold =
0
0
0
0
0
0
0
0;
Examples¶
ai ai_hypertech_threshold adv_physics = 5;
ai ai_hypertech_threshold adv_power = 3;
Stock races¶
Configures the government and racial traits of every predefined race.
Notes: Rows are used by new-player initialization and the race-selection screen. Numeric pick choices use zero for no pick and one through three for the available penalty or bonus levels.
- Configuration path:
ai stock_race - Accepted input: 13 entries
- Entry names: Stock race table index
Built-in default configuration¶
ai stock_race =
dictatorship 0 0 0 0 0 3 0 0 0 false false false false false 0 true false false false false false false false false false false false false false false
dictatorship 0 0 0 0 0 0 2 2 0 false true false false false 0 false false false false false false false false false false false false false false false
dictatorship 0 0 0 0 0 0 0 0 3 false false false false false 0 false false false false false false false false false false false false true false false
feudal 0 0 0 0 0 2 2 0 0 false false false false false 0 false false false false false false false false false true false true false false false
dictatorship 0 0 0 0 3 0 0 0 0 true false false false false 0 false false false false false false false false true false true false false false false
democracy 0 0 0 0 0 0 0 0 0 false false false false false 0 false false false false true false false false false false false false false false false
unification 0 2 2 0 0 0 0 0 0 false false false false true 0 false false false false false true false false false false false false false false false
dictatorship 0 0 3 0 0 0 0 0 0 false false false false false 0 false true false false false false false false false false false false false false false
dictatorship 0 0 0 0 0 0 3 0 0 false false false false false 1 false false false false false false false false false false false false false false true
dictatorship 0 0 0 3 0 0 0 0 0 true false false false true 0 false false false false false false true false false false false false false false false
feudal 3 2 0 0 0 0 0 0 1 false false false true true 0 false false false false false false false false false false false false false false false
dictatorship 1 0 0 0 0 0 0 0 0 false false false false false 0 false false true true false false false true false false false false false false false
dictatorship 0 0 0 0 0 0 0 0 0 false false true false false 0 false false false false false false false false false false false false false true false;
Examples¶
ai stock_race human government = democracy;
ai stock_race alkari growth = 0;
ai stock_race silicoid growth = 1;
ai stock_race sakkra growth = 3;
AI race personalities¶
Configures the personality selected for every stock race by the difficulty-adjusted random roll.
Notes: At new-game initialization, the game computes Random(10) + 1 minus difficulty, clamps it to zero through nine, and selects that race's entry. The internal fourteenth row is not configurable because it is not a stock race.
- Configuration path:
ai race_personality - Accepted input: 13 entries
- Entry names: Stock race table index
Built-in default configuration¶
ai race_personality alkari =
erratic
honorable
honorable
honorable
honorable
honorable
honorable
honorable
pacifist
pacifist;
ai race_personality bulrathi =
ruthless
aggressive
aggressive
aggressive
aggressive
aggressive
aggressive
aggressive
erratic
erratic;
ai race_personality darlok =
ruthless
ruthless
xenophobic
aggressive
aggressive
aggressive
aggressive
aggressive
aggressive
aggressive;
ai race_personality elerian =
xenophobic
xenophobic
ruthless
ruthless
ruthless
ruthless
ruthless
aggressive
aggressive
aggressive;
ai race_personality gnolam =
ruthless
ruthless
aggressive
aggressive
erratic
erratic
erratic
pacifist
pacifist
pacifist;
ai race_personality human =
erratic
honorable
honorable
honorable
honorable
honorable
honorable
honorable
pacifist
pacifist;
ai race_personality klackon =
xenophobic
xenophobic
xenophobic
xenophobic
xenophobic
xenophobic
xenophobic
ruthless
aggressive
aggressive;
ai race_personality meklar =
xenophobic
aggressive
aggressive
erratic
erratic
erratic
erratic
erratic
erratic
erratic;
ai race_personality mrrshan =
xenophobic
ruthless
ruthless
ruthless
ruthless
ruthless
ruthless
ruthless
aggressive
aggressive;
ai race_personality psilon =
erratic
erratic
honorable
pacifist
pacifist
pacifist
pacifist
pacifist
pacifist
pacifist;
ai race_personality sakkra =
ruthless
aggressive
aggressive
aggressive
aggressive
aggressive
aggressive
aggressive
erratic
erratic;
ai race_personality silicoid =
xenophobic
xenophobic
xenophobic
xenophobic
xenophobic
xenophobic
xenophobic
aggressive
aggressive
erratic;
ai race_personality trilarian =
erratic
honorable
honorable
honorable
honorable
honorable
pacifist
pacifist
pacifist
pacifist;
Examples¶
ai race_personality human roll roll_1 = honorable;
Antaran fleet policy¶
Configures strategic Antaran growth, attack selection, fleet composition, ship costs, and low-tier retirement.
Notes: Defaults preserve classic behavior and match MOO2 1.50. The Normal retirement divisors are retained for table compatibility but the direct Normal turn limits govern those difficulties. Post-Warp uses the Average growth delay.
- Configuration path:
ai antaran_fleet - Accepted input: Antaran fleet policy
Fields¶
Built-in default configuration¶
ai antaran_fleet growth_delay =
200
100
0;
ai antaran_fleet resource_growth frequency = 25;
ai antaran_fleet resource_growth offensive_multiplier =
100
150
200;
ai antaran_fleet resource_growth defensive_multiplier =
100
150
200;
ai antaran_fleet attack = 200 2 3 3;
ai antaran_fleet ship_limit offensive =
4
4
3
2
2;
ai antaran_fleet ship_limit defensive =
0
0
3
2
7;
ai antaran_fleet ship_cost =
2
5
12
30
75;
ai antaran_fleet retirement raider normal_turn_limit = 100;
ai antaran_fleet retirement raider divisor =
100
150
200;
ai antaran_fleet retirement marauder normal_turn_limit = 199;
ai antaran_fleet retirement marauder divisor =
100
150
200;
Examples¶
ai antaran_fleet growth_delay prewarp = 200;
ai antaran_fleet resource_growth frequency = 25;
ai antaran_fleet resource_growth offensive_multiplier impossible = 200;
ai antaran_fleet attack minimum_offensive_force_shift = 2;
ai antaran_fleet ship_limit offensive harbinger = 2;
ai antaran_fleet ship_cost intruder = 12;
ai antaran_fleet retirement raider divisor hard = 150;
Antaran offensive crew quality¶
Configures the crew quality assigned to newly deployed offensive Antaran ships.
Notes: Veteran preserves classic behavior. Elite assigns Elite crew and 500 experience, matching MOO2 1.50's optional elite_offensive_ants setting.
- Configuration path:
ai antaran_offensive_crew - Accepted input: Antaran offensive crew quality
Allowed choices¶
veteranelite
Built-in default configuration¶
ai antaran_offensive_crew = veteran;
Examples¶
ai antaran_offensive_crew = elite;
Antaran Star Fortress weapon space¶
Sets the total weapon space used to equip the Antaran Star Fortress.
Notes: The default 1500 preserves the classic 1200-space hull's 25 percent compensation independently of the regular Star Fortress space increase.
- Configuration path:
ai antaran_star_fortress_space - Units: space
- Accepted input: a number
Built-in default configuration¶
ai antaran_star_fortress_space = 1500;
Examples¶
ai antaran_star_fortress_space = 1500;
AI uncolonized-planet food worth¶
Configures the AI value of farmer food on uncolonized planets.
Notes: Values are worth per half-food unit. Defaults reproduce MOO2 1.50's 75 and 38 multipliers after conversion to half-food storage.
- Configuration path:
ai uncolonized_planet_food_worth - Units: AI worth per half-food
- Accepted input: AI uncolonized-planet food worth
Fields¶
Built-in default configuration¶
ai uncolonized_planet_food_worth = 75 38;
Examples¶
ai uncolonized_planet_food_worth biological = 75;
ai uncolonized_planet_food_worth cybernetic = 38;
AI uncolonized-planet special worth¶
Configures the AI value added for Gold Deposits, Gem Deposits, Ancient Artifacts, and Orion on uncolonized planets.
Notes: The values are applied before planet size, mineral, and climate modifiers. Defaults preserve classic behavior and match MOO2 1.50.
- Configuration path:
ai uncolonized_planet_special_worth - Accepted input: AI uncolonized-planet special worth
Fields¶
Built-in default configuration¶
ai uncolonized_planet_special_worth = 1280 2560 640 1600;
Examples¶
ai uncolonized_planet_special_worth gold_deposits = 1280;
ai uncolonized_planet_special_worth ancient_artifacts = 640;
Wandering monsters stay after combat¶
Prevents wandering monsters from retiring after combat or an Amoeba colony attack.
Notes: False preserves classic behavior. Eels and non-toxicizing Amoebae stay regardless of this setting.
- Configuration path:
ai monsters_stay - Accepted input:
trueorfalse
Built-in default configuration¶
ai monsters_stay = false;
Examples¶
ai monsters_stay = true;
Wandering monster retirement roll¶
Sets the random-roll bound used when Crystal, Dragon, and Hydra may retire after combat.
Notes: The monster retires only when the single inclusive roll equals one. Zero deterministically retires eligible monsters without advancing the random seed.
- Configuration path:
ai monsters_stay_chance - Accepted input: a number
Built-in default configuration¶
ai monsters_stay_chance = 2;
Examples¶
ai monsters_stay_chance = 2;