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Configuration: Allowed values

Named choices accepted by settings. Use the spelling shown here when a setting links to one of these lists; the Used by links lead back to the affected settings.

Game difficulty

Difficulty selected when a new game is created.

Notes: Complete uint8 domain. Numeric configuration preserves the native values 0 through 4.

  • Accepted input: one listed choice

Allowed choices

  • tutor
  • easy
  • average
  • hard
  • impossible

Used by

Starting civilization level

Technology level selected when a new game is created.

Notes: Complete native starting-civilization domain.

  • Accepted input: one listed choice

Allowed choices

  • prewarp
  • average
  • advanced
  • postwarp

Used by

Antaran civilization band

Selects the starting-civilization band used for Antaran growth delay.

Notes: Post-Warp uses the Average band, matching other classic-rule normalization.

  • Accepted input: one listed choice

Allowed choices

  • prewarp
  • average
  • advanced

Used by

Antaran difficulty band

Selects the difficulty band used by Antaran resource and retirement policy.

Notes: Tutor and Easy use the Normal band, matching the original Antaran rules.

  • Accepted input: one listed choice

Allowed choices

  • normal
  • hard
  • impossible

Used by

Antaran ship class

Selects one strategic Antaran ship class.

Notes: Names preserve the Antaran fleet terminology used by MOO2 1.50.

  • Accepted input: one listed choice

Allowed choices

  • raider
  • marauder
  • intruder
  • interdictor
  • harbinger

Used by

Antaran retirement class

Selects the low-tier Antaran ship class governed by a retirement policy.

Notes: Raiders use the original Frigate retirement formula and Marauders use the original Destroyer formula.

  • Accepted input: one listed choice

Allowed choices

  • raider
  • marauder

Used by

Galaxy age

Stellar age distribution selected for map generation.

Notes: Complete uint8 domain. Numeric configuration preserves the native values 0 through 2.

  • Accepted input: one listed choice

Allowed choices

  • young
  • average
  • old

Used by

Galaxy size

Map-size selection used by new-game setup.

Notes: Player-selectable sizes use values 0 through 4. Native value 5 is retained only for legacy data and saved games.

  • Accepted input: one listed choice

Allowed choices

  • small
  • medium
  • large
  • huge
  • maximum

Used by

Maximum galaxy zoom mode

Selects how visible map dimensions change between zoom levels in Maximum galaxies.

Notes: Half halves both visible dimensions at each step, showing one quarter as much map area. Classic uses the wider 15, 20, and 30 display scales associated with the 72-star map.

  • Accepted input: one listed choice

Allowed choices

  • half
  • classic

Used by

Government

A race's base or advanced form of government.

Notes: Complete uint8 semantic-ID domain. The advanced form of each base government has its own native value.

  • Accepted input: one listed choice

Allowed choices

  • feudal
  • confederation
  • dictatorship
  • imperium
  • democracy
  • federation
  • unification
  • galactic_unification

Used by

Government family

Groups each base government with its advanced form for shared morale rules.

Notes: The three values select Feudal and Confederation, Dictatorship and Imperium, or Democracy and Federation.

  • Accepted input: one listed choice

Allowed choices

  • feudal_confederation
  • dictatorship_imperium
  • democracy_federation

Used by

Primary racial trait

Identifies a numeric three-choice racial trait.

Notes: Complete race-customization primary-trait table-index domain.

  • Accepted input: one listed choice

Allowed choices

  • growth
  • food
  • production
  • research
  • income
  • ship_defense
  • ship_attack
  • ground_combat
  • spying

Used by

Primary racial trait choice

Identifies the penalty, bonus, or major-bonus choice for a primary trait.

Notes: Complete three-choice table-index domain.

  • Accepted input: one listed choice

Allowed choices

  • penalty
  • bonus
  • major_bonus

Used by

Selectable base government

Identifies one government available during race customization.

Notes: Base governments are contiguous choices here even though native government values interleave advanced forms.

  • Accepted input: one listed choice

Allowed choices

  • feudal
  • dictatorship
  • democracy
  • unification

Used by

Special racial choice

Identifies one special choice on the race customization screen.

Notes: Choices are distinct from saved trait fields; Rich and Poor Home World share one signed native field.

  • Accepted input: one listed choice

Allowed choices

  • low_gravity
  • high_gravity
  • aquatic
  • subterranean
  • large_home_world
  • rich_home_world
  • poor_home_world
  • artifacts_home_world
  • cybernetic
  • lithovore
  • repulsive
  • charismatic
  • uncreative
  • creative
  • tolerant
  • fantastic_traders
  • telepathic
  • lucky
  • omniscient
  • stealthy_ships
  • trans_dimensional
  • warlord

Used by

16-bit ratio

A signed fractional value written as numerator/denominator.

Notes: Used for exact gameplay fractions whose numerator and denominator fit signed 16-bit storage.

  • Accepted input: a ratio

Used by

Stock race table index

Index into the thirteen-entry table of predefined races.

Notes: Complete uint8 index domain. Do not use for player ownership, packed population race data, Androids, natives, or custom-race selections.

  • Accepted input: one listed choice

Allowed choices

  • alkari
  • bulrathi
  • darlok
  • elerian
  • gnolam
  • human
  • klackon
  • meklar
  • mrrshan
  • psilon
  • sakkra
  • silicoid
  • trilarian

Used by

Diplomacy race table index

Index into the fourteen-row starting-relations table.

Notes: The first thirteen rows are stock races. Custom is the native fourteenth race slot.

  • Accepted input: one listed choice

Allowed choices

  • alkari
  • bulrathi
  • darlok
  • elerian
  • gnolam
  • human
  • klackon
  • meklar
  • mrrshan
  • psilon
  • sakkra
  • silicoid
  • trilarian
  • custom

Used by

AI race-variant difficulty

Selects the Hard or Impossible row for an AI stock-race variant.

Notes: The table applies only at these two difficulties.

  • Accepted input: one listed choice

Allowed choices

  • hard
  • impossible

Used by

AI personality

Selects one diplomatic personality assigned to an AI player.

Notes: Dishonored is a runtime diplomacy state and is retained as a valid native value, although the stock personality table does not assign it by default.

  • Accepted input: one listed choice

Allowed choices

  • xenophobic
  • ruthless
  • aggressive
  • erratic
  • honorable
  • pacifist
  • dishonored

Used by

Stock-race pick choice

Option index used by a stock race's numeric racial pick.

Notes: Zero selects no pick; values one through three select the available penalty or bonus levels for that trait.

  • Accepted input: a number
  • Accepted values: 0 to 3

Used by

AI race trait

One native trait-table index used by an AI race variant.

Notes: Complete native player-trait domain. Home World Richness is the signed slot used for both Rich and Poor Home World.

  • Accepted input: one listed choice

Allowed choices

  • government
  • growth
  • food
  • production
  • research
  • income
  • ship_defense
  • ship_attack
  • ground_combat
  • spying
  • low_gravity
  • high_gravity
  • aquatic
  • subterranean
  • large_home_world
  • home_world_richness
  • artifacts_home_world
  • cybernetic
  • lithovore
  • repulsive
  • charismatic
  • uncreative
  • creative
  • tolerant
  • fantastic_traders
  • telepathic
  • lucky
  • omniscient
  • stealthy_ships
  • trans_dimensional
  • warlord

Used by

Crew quality

Experience rank assigned to a ship's crew.

Notes: Complete uint8 ordered domain from green through ultra elite.

  • Accepted input: one listed choice

Allowed choices

  • green
  • regular
  • veteran
  • elite
  • ultra_elite

Used by

Leader type

Determines whether a leader commands ships or administers colonies.

Notes: Complete uint8 semantic-ID domain. This does not describe leader employment status.

  • Accepted input: one listed choice

Allowed choices

  • ship
  • colony

Leader skill

Identifies one leader skill's base hire-cost entry.

Notes: The order and numeric identities match the native 54-entry skill table. Improved names identify the second tier of a skill.

  • Accepted input: one listed choice

Allowed choices

  • assassin
  • assassin_improved
  • commando
  • commando_improved
  • diplomat
  • diplomat_improved
  • engineer
  • engineer_improved
  • environmentalist
  • environmentalist_improved
  • famous
  • famous_improved
  • farming_leader
  • farming_leader_improved
  • fighter_pilot
  • fighter_pilot_improved
  • financial_leader
  • financial_leader_improved
  • galactic_lore
  • galactic_lore_improved
  • helmsman
  • helmsman_improved
  • instructor
  • instructor_improved
  • labor_leader
  • labor_leader_improved
  • medicine
  • medicine_improved
  • megawealth
  • megawealth_improved
  • navigator
  • navigator_improved
  • operations
  • operations_improved
  • ordnance
  • ordnance_improved
  • researcher
  • researcher_improved
  • science_leader
  • science_leader_improved
  • security
  • security_improved
  • spiritual_leader
  • spiritual_leader_improved
  • spy_master
  • spy_master_improved
  • tactics
  • tactics_improved
  • telepath
  • telepath_improved
  • trader
  • trader_improved
  • weaponry
  • weaponry_improved

Used by

Text format row

Identifies a configurable interface text label.

Notes: Configurable interface labels, including the five-row MOO2 1.50 format domain and restored screen overlays.

  • Accepted input: one listed choice

Allowed choices

  • mod_name
  • version
  • prod
  • prod2
  • leader_xp
  • race_spies

Used by

Text alignment

Selects left, right, or centered text placement.

Notes: Complete MOO2 1.50 text alignment domain.

  • Accepted input: one listed choice

Allowed choices

  • l
  • r
  • c

Used by

Empire Info research value

Selects the research value displayed in the Colonies screen Empire Info panel.

Notes: Complete MOO2 1.50 interface domain. Classic preserves the original per-turn research display.

  • Accepted input: one listed choice

Allowed choices

  • classic
  • accumulated
  • remaining
  • percentage1
  • percentage2

Used by

Empire Info menu layout

Selects the tab layout used by the Empire Info screen.

Notes: ice requires a matching alternate INFO.LBX resource supplied through the VFS.

  • Accepted input: one listed choice

Allowed choices

  • classic
  • ice

Used by

Presentation scaler

Selects the filter used to scale the game framebuffer for display.

Notes: Pixelart and bilinear use SDL texture filtering. HQx and MMPX use CPU edge-aware scaling before texture upload. Internal values 6 through 10 remain unused to preserve the MMPX4 identity.

  • Accepted input: one listed choice

Allowed choices

  • pixelart
  • bilinear
  • hq2x
  • hq3x
  • hq4x
  • mmpx2
  • mmpx4

Used by

Ship scrap refund percentage

Selects the percentage of a ship's original production cost returned when it is scrapped at an owned colony.

Notes: Classic returns 25 percent. Double returns 50 percent, matching MOO2 1.50's double_ship_scrap_value setting.

  • Accepted input: one listed choice

Allowed choices

  • classic
  • double

Used by

Strategic special category

AI-oriented category describing the strategic effect of a ship special.

Notes: Complete uint8 semantic-ID domain. Values are categories, not SPECIAL IDs or a bit mask.

  • Accepted input: one listed choice

Allowed choices

  • none
  • beam_accuracy
  • beam_damage
  • beam_defense
  • missile_defense
  • missile_damage
  • beam_missile_defense
  • beam_missile_damage

Used by

Technology application type

Classifies the native object produced by a technology application.

Notes: Complete uint8 semantic-ID domain. Value 6 is reserved and remains valid for native compatibility; this is not the application ai_group field.

  • Accepted input: one listed choice

Allowed choices

  • unclassified: No specific application category is assigned.
  • building: The application unlocks a colony building.
  • shield: The application unlocks a ship shield.
  • weapon: The application unlocks a ship weapon.
  • fuel: The application improves ship fuel range.
  • drive: The application unlocks a ship drive.
  • reserved_6: Reserved native category retained for compatibility; do not assign it to new applications.
  • armor: The application unlocks ship armor.
  • computer: The application unlocks a targeting computer.
  • special: The application unlocks a ship special system.

Technology status

Describes a player's semantic relationship to one technology application.

Notes: These stable Lua-facing values intentionally do not match every native technology status byte.

  • Accepted input: one listed choice

Allowed choices

  • unavailable
  • available
  • researched

Technology application

Identifies one entry in the native technology application table.

Notes: Complete 212-entry MOO2 1.50 domain. Names preserve the public 1.50 tech_mini vocabulary even where restored C++ constants use a different spelling.

  • Accepted input: one listed choice

Allowed choices

  • no_tech
  • 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

Used by

Hyper-advanced technology application

Identifies one of the eight hyper-advanced technology branches.

Notes: Values match their native technology application ids and form the contiguous range 204 through 211.

  • Accepted input: one listed choice

Allowed choices

  • adv_biology
  • adv_power
  • adv_physics
  • adv_construction
  • adv_fields
  • adv_chemistry
  • adv_computers
  • adv_sociology

Used by

Tech Review group

Identifies a BILLTEX2 group heading in a Tech Review ordering table.

Notes: Colony Defense and Equipment Defense have the same displayed English label but are distinct BILLTEX2 records.

  • Accepted input: one listed choice

Allowed choices

  • miscellaneous
  • new_construction_types
  • spies
  • colony
  • ground_combat
  • ship_equipment
  • food
  • pollution
  • morale
  • production
  • colony_defense
  • research
  • money
  • beams
  • missiles_torpedoes
  • bombs_biological
  • fighters
  • special
  • shields
  • armor
  • drives
  • computers
  • fuels_range
  • equipment_defense
  • scanners
  • offense
  • none

Used by

Miniaturization category

Selects the space-reduction curve used by a technology application.

Notes: Group 1 uses the normal weapon curve, group 2 uses the special-system curve, and group 3 disables space miniaturization by default.

  • Accepted input: one listed choice

Allowed choices

  • group1
  • group2
  • group3

Used by

Rifle

Identifies a ground-combat rifle tier.

Notes: Complete native rifle-table domain, including the no-rifle and Pulse Rifle rows with zero bonus.

  • Accepted input: one listed choice

Allowed choices

  • none
  • pulse
  • laser
  • fusion
  • phasor
  • plasma

Used by

DESIGN button component behavior

Controls whether the construction-orders DESIGN button updates a component or preserves the saved design selection.

Notes: Complete MOO2 1.50 interface domain. Update is the classic behavior.

  • Accepted input: one listed choice

Allowed choices

  • update
  • intact

Used by

CLEAR button computer behavior

Controls how the design-screen CLEAR button changes the selected computer.

Notes: Complete MOO2 1.50 interface domain. Update is the classic behavior.

  • Accepted input: one listed choice

Allowed choices

  • update
  • clear
  • intact

Used by

CLEAR button shield behavior

Controls how the design-screen CLEAR button changes the selected shield.

Notes: Complete MOO2 1.50 interface domain. Intact is the classic behavior.

  • Accepted input: one listed choice

Allowed choices

  • intact
  • update
  • clear

Used by

Planet environmental group

Groups planet climates for map-generation environment tables.

Notes: Complete uint8 table-index domain. It is separate from individual planet climate IDs.

  • Accepted input: one listed choice

Allowed choices

  • bombarded: Map-generation bucket weighted toward barren, radiated, and toxic climates.
  • hostile: Map-generation bucket for harsh worlds, weighted toward barren, radiated, toxic, desert, and tundra climates.
  • life_supporting: Map-generation bucket that can produce the full range of habitable climates.
  • lifeless: Map-generation bucket dominated by barren and toxic climates.

Used by

Planet size

Identifies a planet size class.

Notes: Complete uint8 planet-size domain ordered from Tiny through Huge.

  • Accepted input: one listed choice

Allowed choices

  • tiny
  • small
  • medium
  • large
  • huge

Used by

Planet mineral classification

Identifies a planet's worker-production mineral class.

Notes: Complete uint8 mineral domain ordered from Ultra Poor through Ultra Rich.

  • Accepted input: one listed choice

Allowed choices

  • ultra_poor
  • poor
  • abundant
  • rich
  • ultra_rich

Used by

Planet climate

Identifies a planet or colony climate.

Notes: Complete uint8 climate domain ordered from Toxic through Gaia.

  • Accepted input: one listed choice

Allowed choices

  • toxic
  • radiated
  • barren
  • desert
  • tundra
  • ocean
  • swamp
  • arid
  • terran
  • gaia

Used by

Biomorphic Fungi climate policy

Selects which planets receive the Biomorphic Fungi farmer bonus.

Notes: Classic applies to planets without base food, reversed applies to farmable planets, and united applies to every planet.

  • Accepted input: one listed choice

Allowed choices

  • classic
  • reversed
  • united

Used by

Android morale policy

Selects which Android jobs receive colony morale modifiers.

Notes: Workers only preserves classic behavior. This policy applies only to Android Farmers, Workers, and Scientists; biological populations retain normal morale behavior.

  • Accepted input: one listed choice

Allowed choices

  • workers_only
  • farmers_only
  • scientists_only
  • farmers_and_workers
  • workers_and_scientists
  • farmers_and_scientists
  • all_droids
  • none

Used by

Map-generation satellite choice

Selects the kind of object generated in a system orbit.

Notes: Complete generated choice domain. Companion star is value 4; invalid is an internal sentinel and is not configurable.

  • Accepted input: one listed choice

Allowed choices

  • asteroid
  • gas_giant
  • planet
  • companion_star

Used by

Map-generation star class

Selects a planet-bearing stellar class.

Notes: Complete zero-based stellar-class domain excluding black holes.

  • Accepted input: one listed choice

Allowed choices

  • blue
  • white
  • yellow
  • orange
  • red
  • brown_dwarf

Used by

Map-generation star class or black hole

Selects any stellar class generated by the galaxy-age table.

Notes: Complete zero-based stellar-class domain including black holes.

  • Accepted input: one listed choice

Allowed choices

  • blue
  • white
  • yellow
  • orange
  • red
  • brown_dwarf
  • black_hole

Used by

Planet gravity

Selects a planet gravity class.

Notes: Complete native gravity domain ordered from Low-G through Heavy-G.

  • Accepted input: one listed choice

Allowed choices

  • low
  • normal
  • heavy

Used by

Map-generation system special

Selects a special assigned during galaxy generation.

Notes: Complete weighted-generation domain excluding the no-special sentinel.

  • Accepted input: one listed choice

Allowed choices

  • stable_wormhole
  • space_debris
  • pirate_cache
  • gold_deposits
  • gem_deposits
  • natives
  • splinter_colony
  • marooned_hero
  • space_monster
  • ancient_artifacts
  • orion

Planet-special chance index

Selects one entry in the planet-special weighted-chance table.

Notes: No Special is retained as configurable authoritative data but is not used as a selector weight. The final entry is the unused Orion retry outcome.

  • Accepted input: one listed choice

Allowed choices

  • no_special
  • wormhole
  • space_debris
  • pirate_cache
  • gold_deposits
  • gem_deposits
  • natives
  • splinter_colony
  • hero
  • monster
  • ancient_artifacts
  • unused_orion

Used by

Ten-sided generation roll

Selects one equally likely row in a ten-row generation table.

Notes: Names expose zero-based native rows as one-based human-readable rolls.

  • Accepted input: one listed choice

Allowed choices

  • roll_1
  • roll_2
  • roll_3
  • roll_4
  • roll_5
  • roll_6
  • roll_7
  • roll_8
  • roll_9
  • roll_10

Used by

System orbit

Selects one of the five system orbit slots.

Notes: Names expose zero-based native orbit slots as one-based human-readable orbits.

  • Accepted input: one listed choice

Allowed choices

  • orbit_1
  • orbit_2
  • orbit_3
  • orbit_4
  • orbit_5

Used by

Star visual size

Selects the generated visual size of a star.

Notes: Complete zero-based native visual-size domain.

  • Accepted input: one listed choice

Allowed choices

  • small
  • medium
  • large

Used by

AI special-choice item kind

Discriminates a SPECIAL ID from a WEAPON ID in an AI special-choice entry.

Notes: Complete uint8 discriminator domain. The referenced item ID retains its own independent domain.

  • Accepted input: one listed choice

Allowed choices

  • special: Interpret the entry's item ID as a ship special system.
  • weapon: Interpret the entry's item ID as a ship weapon.

AI ship special priority item kind

Discriminates a ship special system from a special weapon in an AI ship-design priority list.

Notes: Complete signed 16-bit domain matching the restored s_spcl storage. The item ID is interpreted according to this value.

  • Accepted input: one listed choice

Allowed choices

  • special: Interpret the item ID as a ship special system.
  • weapon: Interpret the item ID as a ship weapon.

Used by

AI ship design theme

Chooses the primary AI strategy used to equip a ship design.

Notes: Complete uint8 semantic-ID domain. Human value 100 is the native non-AI sentinel, not a table index.

  • Accepted input: one listed choice

Allowed choices

  • balanced: Build a general-purpose design with a mixed weapon selection.
  • carrier: Favor fighter bays and carrier-oriented weapons.
  • missile: Favor missiles and torpedoes over other weapon classes.
  • special: Favor unusual special weapons and ship systems.
  • human: Sentinel for a player-designed ship; the AI design-theme tables do not apply.

AI ship special theme

Chooses the strategic category favored when the AI installs ship specials.

Notes: Complete uint8 semantic-ID domain. Human value 100 is the native non-AI sentinel, not an eighth AI table class.

  • Accepted input: one listed choice

Allowed choices

  • beam_defense
  • capture
  • bio_weapon
  • missile_defense
  • cloaking
  • armor
  • shield
  • human

AI ship design allocation profile

Selects one stored Auto Design hull-space allocation strategy.

Notes: The first seven values match profiles selected by current Auto Design logic. The retained special_weapon2 profile preserves MOO2 1.50 configuration storage. Tactical designs reuse standard_beam_missile_x2 after installing Extended Fuel Tanks.

  • Accepted input: one listed choice

Allowed choices

  • standard_beam_missile_x2
  • hybrid_beam_carrier
  • hybrid_beam_missile_x5
  • standard_missile_x10
  • standard_carrier
  • special_device
  • special_weapon
  • special_weapon2

Used by

High Energy Focus presence

Selects whether the firing ship has a working High Energy Focus.

Notes: Complete two-value table-index domain used only to select the configured beam mount row.

  • Accepted input: one listed choice

Allowed choices

  • nohef
  • hef

Used by

Weapon arc modifier

Selects an extended or all-round beam firing arc.

Notes: Complete two-row MOO2 1.50 arc modifier domain.

  • Accepted input: one listed choice

Allowed choices

  • extended
  • all_round

Used by

Weapon modification ID

Identifies one weapon modification by its native ordinal.

Notes: Complete uint8 semantic-ID domain using the MOO2 1.50 value names. ID zero means no modification; IDs are not available-modification flag bits.

  • Accepted input: one listed choice

Allowed choices

  • no_mods
  • heavy_mount
  • point_defense
  • armor_piercing
  • continuous
  • no_range_dissipation
  • shield_piercing
  • auto_fire
  • enveloping
  • mirv
  • eccm
  • heavily_armored
  • fast
  • emissions_guidance
  • overloaded

Used by

Available weapon modification mask

Bit set describing which modifications may be installed on a weapon.

Notes: Bits one through fourteen correspond to weapon modifications. Unnamed bit zero remains available numerically for compatibility, but has no supported modification name.

  • Accepted input: one or more listed options
  • Accepted values: type minimum to 32766

Allowed choices

  • none

Available flags

  • hv: Heavy Mount increases a beam weapon's damage, cost, and space use.
  • pd: Point Defense adapts a beam weapon for accurate short-range defensive fire.
  • ap: Armor Piercing helps the weapon penetrate armor.
  • co: Continuous makes a beam easier to keep on target.
  • nr: No Range Dissipation prevents the weapon from losing damage over distance.
  • sp: Shield Piercing allows the weapon to bypass shields.
  • af: Auto Fire fires multiple shots in one attack.
  • env: Enveloping attacks the target from every side.
  • mv: MIRV splits one missile into multiple warheads near its target.
  • eccm: ECCM helps missiles resist enemy electronic countermeasures.
  • arm: Heavily Armored makes missiles harder to destroy before impact.
  • fst: Fast increases missile speed.
  • emg: Emission Guidance lets a missile continue tracking certain cloaked targets.
  • ovr: Overloaded increases torpedo damage at additional cost and space use.

Used by

Installed weapon modification mask

Bit set describing modifications installed on a configured weapon.

Notes: Uses modification bits one through fourteen. Reserved bit zero and unknown high bits are rejected.

  • Accepted input: one or more listed options

Allowed choices

  • none

Available flags

  • hv
  • pd
  • ap
  • co
  • nr
  • sp
  • af
  • env
  • mv
  • eccm
  • arm
  • fst
  • emg
  • ovr

Used by

Natural weapon property mask

Intrinsic combat and AI metadata bits attached to a weapon definition.

Notes: Complete uint16 mask using the compact MOO2 1.50 flag names. These properties are independent from installed or available weapon modification flags even where bit positions overlap.

  • Accepted input: one or more listed options

Allowed choices

  • none

Available flags

  • sh: The weapon is especially effective against shields.
  • dr: The weapon loses effectiveness over distance twice as quickly as normal.
  • nr: The weapon does not lose damage over distance.
  • ion: The weapon bypasses armor and structure to damage internal systems.
  • mar: The weapon can kill marines aboard the target ship.
  • esd: The weapon inflicts additional structural damage.
  • co: The weapon's continuous beam is easier to keep on target.
  • bio: The weapon uses a biological payload against a colony's population.
  • sp: The weapon ignores shields.
  • env: The weapon strikes the target from every side.
  • hit: The weapon always hits its selected target.
  • ai1: Internal AI marker used for plasma torpedoes. Most configurations should leave it unchanged.
  • ai2: Internal AI marker used for spatial compressors. Most configurations should leave it unchanged.

Used by

Artemis System Net inherent modifications

Intrinsic weapon properties applied to every Artemis System Net hit.

Notes: The complete low-byte natural-weapon property domain is available. Values are widened without sign extension when damage is resolved.

  • Accepted input: one or more listed options

Allowed choices

  • none

Available flags

  • anti_shield: Each Artemis hit is especially effective against shields.
  • double_range_dissipation: Retains the natural weapon double-range-dissipation property.
  • no_range_dissipation: Retains the natural weapon no-range-dissipation property.
  • ignores_armor_structure: Each Artemis hit bypasses armor and structure to damage internal systems.
  • marine_killing: Each Artemis hit can kill marines aboard the target ship.
  • extra_structural_damage: Each Artemis hit inflicts additional structural damage.
  • continuous: Retains the natural continuous-beam property.
  • biological: Retains the natural biological-payload property.

Used by

Weapon firing arc

Native firing-sector encoding used by tactical and design data.

Notes: Complete uint8 encoding domain. Tactical all_sectors is 15, while the design-screen design_360 choice is the distinct value 16; they must never be interchanged.

  • Accepted input: one listed choice

Allowed choices

  • none: No tactical firing sector is enabled.
  • forward: The weapon fires only into the forward tactical sector.
  • forward_extended: The weapon uses the extended forward-side tactical sector.
  • back_extended: The weapon uses the extended rear-side tactical sector.
  • rear: The weapon fires only into the rear tactical sector.
  • all_sectors: Tactical bit mask with all four firing sectors enabled; the name distinguishes it from the design-screen encoding.
  • design_360: Ship-design 360-degree choice. It is a separate design cost and UI flag, not the tactical four-sector mask.

Used by

Tactical weapon firing sectors

Bit mask of tactical sectors in which a weapon may fire.

Notes: The complete tactical sector-mask domain is 0x00 through 0x0F. The separate design-screen 360-degree value 0x10 is not a tactical sector.

  • Accepted input: one or more listed options

Allowed choices

  • none
  • all_sectors

Available flags

  • forward
  • forward_extended
  • back_extended
  • rear

Used by

Ship picture index

Index into the combat ship picture cache.

Notes: Values zero through forty-four cover the complete cache domain while preserving native signed-byte storage.

  • Accepted input: a number
  • Accepted values: 0 to 44

Used by

Ship hull size

Hull size stored in a predefined ship design.

Notes: Complete combat-ship hull domain used by predefined designs.

  • Accepted input: one listed choice

Allowed choices

  • frigate
  • destroyer
  • cruiser
  • battleship
  • titan
  • doomstar

Used by

Antaran ship hull size

Selects one of the five Antaran ship-template rows.

Notes: Antaran ship-template rows stop at Titan even though each template's stored hull-size field may contain Doom Star.

  • Accepted input: one listed choice

Allowed choices

  • frigate
  • destroyer
  • cruiser
  • battleship
  • titan

Used by

Combat ship size class

Six-class combat ship hull domain used by size-indexed gameplay tables.

Notes: Includes Doom Star because combat ships use six size classes.

  • Accepted input: one listed choice

Allowed choices

  • frigate
  • destroyer
  • cruiser
  • battleship
  • titan
  • doomstar

Used by

Orbital-base ship class requirement

Selects the minimum combat ship class requiring an orbital base before construction.

Notes: None is a configuration-only sentinel that permits every combat ship class without an orbital base.

  • Accepted input: one listed choice

Allowed choices

  • frigate
  • destroyer
  • cruiser
  • battleship
  • titan
  • doomstar
  • none

Used by

Ship drive

FTL drive installed in a predefined ship design.

Notes: Complete native drive domain.

  • Accepted input: one listed choice

Allowed choices

  • none
  • nuclear
  • fusion
  • ion
  • anti_matter
  • hyper
  • interphased

Used by

Ship armor

Armor material installed in a predefined ship design.

Notes: Complete native armor domain.

  • Accepted input: one listed choice

Allowed choices

  • none
  • titanium
  • tritanium
  • zortrium
  • neutronium
  • adamantium
  • xentronium

Used by

Civilian armor

Armor material used to select civilian bombardment hit points.

Notes: Complete MOO2 1.50 civilian_armor selector domain.

  • Accepted input: one listed choice

Allowed choices

  • no_armor
  • titanium
  • tritanium
  • zortrium
  • neutronium
  • adamantium
  • xentronium

Used by

Civilian bombardment hit points

Damage required to process one civilian building or population hit.

Notes: Higher values make civilian structures and population more resistant to bombardment damage. Zero is excluded because the value is used as a divisor.

  • Accepted input: a number
  • Accepted values: 1 to 65535

Used by

Ship shield

Shield installed in a predefined ship design.

Notes: Complete native ship-shield domain.

  • Accepted input: one listed choice

Allowed choices

  • none
  • class_i
  • class_iii
  • class_v
  • class_vii
  • class_x

Used by

Shield hull class

Selects a ship or orbital-defense hull for shield capacity.

Notes: The order and names preserve the MOO2 1.50 shield_hull_multiplier table.

  • Accepted input: one listed choice

Allowed choices

  • frigate
  • destroyer
  • cruiser
  • battleship
  • titan
  • doomstar
  • star_base
  • battlestation
  • star_fortress

Used by

Ship computer

Targeting computer installed in a predefined ship design.

Notes: Complete native ship-computer domain.

  • Accepted input: one listed choice

Allowed choices

  • none
  • electronic
  • optronic
  • positronic
  • cybertronic
  • moleculartronic

Used by

Ship weapon

Weapon installed in a predefined ship design slot.

Notes: Complete native weapon domain, including monster weapons.

  • Accepted input: one listed choice

Allowed choices

  • none
  • 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

Used by

Ship special systems

Special systems installed in a predefined ship design.

Notes: The native representation is a five-byte bitmap. Bit indexes match the SPECIAL domain.

  • Accepted input: one or more listed options

Allowed choices

  • none

Available flags

  • 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

Used by

Ship special system

Identifies one ship special system by its native bit index.

Notes: Complete SPECIAL domain. None disables a configurable priority choice.

  • Accepted input: one listed choice

Allowed choices

  • none
  • 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

Used by

Colony building

Identifies one entry in the native colony building table.

Notes: Complete uint8 BUILDING domain. None is also the terminator for building lists.

  • Accepted input: one listed choice

Allowed choices

  • none
  • 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

Used by

Initial building priority

Identifies one building considered while initializing a starting colony.

Notes: Uses signed 16-bit storage to preserve the native Advanced Civilization priority list and its none terminator.

  • Accepted input: one listed choice

Allowed choices

  • none
  • 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

Used by

Technology field table index

Identifies one entry in the native technology field table.

Notes: Complete 83-entry table-index domain. The separate native invalid value minus one is allowed only in reference fields, not as an array index.

  • Accepted input: one listed choice

Allowed choices

  • starting_tech
  • 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
  • moleculatronics
  • 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
  • genetics
  • transwarp_fields
  • warp_fields
  • xeno_relations
  • xenon_technology
  • biology
  • power
  • physics_hyper_advanced
  • construction_hyper_advanced
  • fields_hyper_advanced
  • chemistry_hyper_advanced
  • computers_hyper_advanced
  • sociology

Used by

Technology field reference

Identifies a technology field or the no-field sentinel.

Notes: The named domain preserves every native signed 16-bit field reference used by technology applications.

  • Accepted input: one listed choice

Allowed choices

  • none
  • starting_tech
  • 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
  • moleculatronics
  • 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
  • genetics
  • transwarp_fields
  • warp_fields
  • xeno_relations
  • xenon_technology
  • biology
  • power
  • physics_hyper_advanced
  • construction_hyper_advanced
  • fields_hyper_advanced
  • chemistry_hyper_advanced
  • computers_hyper_advanced
  • sociology

Used by

Starting technology field slot

Selects the technology field granted by a Pre-Warp or Average Technology starting slot.

Notes: Pre-Warp uses only the first slot; Average Technology uses all six slots in order.

  • Accepted input: one listed choice

Allowed choices

  • prewarp
  • average_1
  • average_2
  • average_3
  • average_4
  • average_5

Used by

Fuel cell table index

Identifies one native fuel-cell technology entry.

Notes: Complete uint16 table-index domain from the empty sentinel through Thorium Fuel Cells.

  • Accepted input: one listed choice

Allowed choices

  • none
  • standard
  • deuterium
  • iridium
  • uridium
  • thorium

Used by

Hull data table index

Identifies a combat ship or orbital-defense hull data row.

Notes: Complete nine-row HULL_CLASS table domain.

  • Accepted input: one listed choice

Allowed choices

  • frigate
  • destroyer
  • cruiser
  • battleship
  • titan
  • doomstar
  • star_base
  • battlestation
  • star_fortress

Used by

Monster design variant

Selects the stationary system guardian or mobile event monster design.

Notes: The native loader boolean uses zero for system and one for event.

  • Accepted input: one listed choice

Allowed choices

  • system
  • event

Used by

Stealth size-penalty policy

Selects which strategic concealment sources suppress the traveling-ship hull-size penalty.

Notes: The race_tech default matches MOO2 1.40 and MOO2 1.50 behavior.

  • Accepted input: one listed choice

Allowed choices

  • none
  • race
  • race_tech

Used by

Antaran offensive crew quality

Selects the crew quality assigned to newly deployed offensive Antaran ships.

Notes: Veteran preserves classic behavior. Elite assigns the corresponding 500-experience crew tier, matching MOO2 1.50's optional elite_offensive_ants setting.

  • Accepted input: one listed choice

Allowed choices

  • veteran
  • elite

Used by

Psionics morale government limit

Selects the highest government that receives the Psionics morale bonus.

Notes: Imperium preserves classic behavior. Federation extends the bonus to Democracy and Federation, matching MOO2 1.50's optional democracy_gets_psionics_morale setting.

  • Accepted input: one listed choice

Allowed choices

  • imperium
  • federation

Used by

Lightning Field distribution

Selects how Lightning Field destruction rolls are distributed across an incoming stack.

Notes: Classic preserves the original shrinking-loop distribution. Uniform tests every incoming weapon independently.

  • Accepted input: one listed choice

Allowed choices

  • classic
  • uniform

Used by

Fighter pursuit fallback

Selects the fighter sortie policy when no worthwhile target exists.

Notes: Return sends fighters back to their carrier. Pursue allows targets beyond the pursuit horizon, including equal-speed or faster targets.

  • Accepted input: one listed choice

Allowed choices

  • return
  • pursue

Used by

Plasma Web damage dissipation

Selects how remaining Plasma Web damage decays after each resolved damage pass.

Notes: Subtract five preserves the classic Plasma Web decay rule. Halve uses integer division.

  • Accepted input: one listed choice

Allowed choices

  • subtract_five
  • halve

Used by

Random event

Identifies one event selected by the strategic random-event generator.

Notes: Complete native random-event domain. Compatibility note: this schema uses the canonical game-facing name mineral_depletion for event 11; MOO2 1.50 CFG files used overworking and must rename that selector when converted.

  • Accepted input: one listed choice

Allowed choices

  • derelict
  • climatic_change
  • comet
  • computer_virus
  • diplomatic_blunder
  • diplomatic_marriage
  • donation
  • earthquake
  • freak_accident
  • hyperspace_flux
  • industrial_accident
  • mineral_depletion
  • 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

Used by

Event selector

Selects any strategic event, with zero retaining normal generation.

Notes: Values preserve the one-based MOO2 1.50 event selector, including its overworking compatibility name for mineral depletion.

  • Accepted input: one listed choice

Allowed choices

  • 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

Used by

Spy technology theft policy

Selects which research a successful spy theft may take.

Notes: Classic excludes every technology in the thief's current research field. The alternate policies exclude only the current application or permit any eligible technology.

  • Accepted input: one listed choice

Allowed choices

  • except_current_field
  • except_current_tech
  • anything

Used by

AI production metric

Selects one normalized integer fact available to AI production rules.

Notes: Values are stable selectors and do not expose raw structure offsets.

  • Accepted input: one listed choice

Allowed choices

  • none
  • population
  • population_limit
  • free_population_capacity
  • colony_food
  • colony_food_demand
  • production
  • industry
  • pollution
  • food_per_farmer
  • gravity_mismatch
  • climate
  • mineral_class
  • incoming_human_ships
  • enemy_presence
  • neutral_presence
  • allied_presence
  • out_of_range_presence
  • empire_food_surplus
  • empire_treasury
  • empire_bc_surplus
  • command_point_deficit
  • war_level
  • current_strength
  • desired_strength
  • combat_need
  • freighter_need
  • spy_need
  • transport_need
  • refit_need
  • existing_colony_ships
  • treasury_score
  • local_threat
  • extension_1
  • extension_2
  • extension_3
  • extension_4
  • extension_5
  • extension_6
  • extension_7

Used by

AI production fact

Selects one normalized boolean fact available to AI production rules.

Notes: Facts are calculated before candidate eligibility and weight evaluation.

  • Accepted input: one listed choice

Allowed choices

  • conquered
  • building_focus
  • research_enabled
  • threatened
  • at_war
  • is_homeworld
  • empire_food_deficit
  • empire_low_money
  • objective_ecologist
  • objective_industrialist
  • objective_militarist
  • objective_technologist
  • food_buildings_applicable
  • pollution_controls_applicable
  • orbital_defense_applicable
  • planetary_defense_applicable
  • combat_ship_available
  • transport_design_available
  • refit_available
  • colonizable_planet_available
  • same_system_target_available
  • population_or_wealth_gate
  • missing_armor_barracks_for_government
  • missing_marine_barracks_for_government

Used by

AI production requirement

Requires, forbids, or ignores a boolean production fact.

Notes: Ignored removes an inherited requirement without changing the fact itself.

  • Accepted input: one listed choice

Allowed choices

  • ignored
  • required
  • forbidden

Used by

AI production comparison

Selects an integer comparison or disables an inherited comparison.

Notes: Ignore disables the comparison and leaves its stored value unused.

  • Accepted input: one listed choice

Allowed choices

  • ignore
  • eq
  • ne
  • lt
  • le
  • gt
  • ge

Used by

AI production metric transform

Selects direct integer scaling or an integer square root.

Notes: Square root uses deterministic integer rounding down.

  • Accepted input: one listed choice

Allowed choices

  • linear
  • sqrt

Used by

AI production cutoff mode

Disables cutoff or filters candidates relative to the reference maximum.

Notes: Disabled leaves the existing selector weights unchanged.

  • Accepted input: one listed choice

Allowed choices

  • disabled
  • relative

Used by

AI production cutoff stage

Controls how one candidate participates in relative cutoff processing.

Notes: After candidates do not contribute to the reference maximum.

  • Accepted input: one listed choice

Allowed choices

  • normal
  • protected
  • after

Used by

Autobuild cutoff context

Selects a game difficulty or human legacy autobuild for relative cutoff.

Notes: Human selects the fixed legacy-autobuild cutoff independently of game difficulty.

  • Accepted input: one listed choice

Allowed choices

  • tutor
  • easy
  • average
  • hard
  • impossible
  • human

Used by

AI production weight formula

Selects the generic or named calculation used as a candidate's initial weight.

Notes: Legacy retains the existing native calculation before configured terms are applied.

  • Accepted input: one listed choice

Allowed choices

  • additive
  • legacy
  • combat_need_ratio
  • strategic_need
  • defer

Used by

AI production wartime factor

Selects the wartime adjustment used by a strategic-need formula.

Notes: The selected adjustment uses deterministic integer arithmetic.

  • Accepted input: one listed choice

Allowed choices

  • none
  • ratio
  • inverse_war_level_squared

Used by

Autobuild candidate

Identifies a native building or a synthetic colony production project.

Notes: Housing and Trade Goods follow the native building ID range.

  • Accepted input: one listed choice

Allowed choices

  • none
  • 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
  • housing
  • trade_goods

Used by

Strategic production choice

Identifies one empire-level weighted production action.

Notes: Numeric identities match the existing six-entry strategic selector.

  • Accepted input: one listed choice

Allowed choices

  • combat
  • freighters
  • refits
  • spies
  • transports
  • defer

Used by

Strategic economic product

Selects the internal Trade Goods product used by AI economic emergency policy.

Notes: The value preserves the internal AI Trade Goods marker until turn cleanup.

  • Accepted input: one listed choice

Allowed choices

  • trade_goods

Used by

Strategic defense product

Identifies one building accepted by the emergency-defense production order.

Notes: Values retain native signed 16-bit product storage and building identities.

  • Accepted input: one listed choice

Allowed choices

  • missile_base
  • ground_batteries
  • star_base
  • battlestation
  • star_fortress
  • radiation_shield
  • flux_shield
  • barrier_shield

Used by

Build queue instruction

A mode, command, product, design, or building in an automatic build list.

Notes: Lists must end with end. At most 199 executable instructions fit before that marker.

  • Accepted input: one listed choice

Allowed choices

  • end
  • append
  • prepend
  • merge
  • buy
  • buy10
  • buy50
  • buy75
  • unbuy
  • clear
  • clear_refits
  • stop
  • housing
  • trade_goods
  • freighter_fleet
  • spy
  • android_farmer
  • android_worker
  • android_scientist
  • repeat
  • colony_ship
  • outpost_ship
  • transport
  • design1
  • design2
  • design3
  • design4
  • design5
  • design6
  • clear_continuous
  • 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

Used by

Build-list color role

Identifies one reusable build-list color scheme.

Notes: Default is the classic scheme. Accent roles are semantic configuration slots that may be assigned to any product.

  • Accepted input: one listed choice

Allowed choices

  • default
  • accent_1
  • accent_2
  • accent_3
  • accent_4
  • accent_5
  • accent_6
  • accent_7
  • accent_8
  • accent_9

Used by

Build-list queue state

Selects the normal or queued color for a build-list item.

Notes: The state is derived from the editable colony production queue and is not configured per product.

  • Accepted input: one listed choice

Allowed choices

  • normal
  • queued

Used by

Build-list product

Identifies Housing, Trade Goods, or one colony building.

Notes: The source table stores Trade Goods and Housing before native building IDs 1 through 48.

  • Accepted input: one listed choice

Allowed choices

  • 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

Used by