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¶
tutoreasyaveragehardimpossible
Used by¶
- AI colony productivity bonus
- AI colony income bonus
- Offensive Antaran ship designs
- Defensive Antaran ship designs
- Map monster generation
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¶
prewarpaverageadvancedpostwarp
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¶
prewarpaverageadvanced
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¶
normalhardimpossible
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¶
raidermarauderintruderinterdictorharbinger
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¶
raidermarauder
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¶
youngaverageold
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¶
smallmediumlargehugemaximum
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¶
halfclassic
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¶
feudalconfederationdictatorshipimperiumdemocracyfederationunificationgalactic_unification
Used by¶
- Government bonuses
- Population assimilation points
- Government spying bonuses
- Barracks morale bonuses
- Stock race traits
- Colony morale rules
- Colony morale rules
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_confederationdictatorship_imperiumdemocracy_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¶
growthfoodproductionresearchincomeship_defenseship_attackground_combatspying
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¶
penaltybonusmajor_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¶
feudaldictatorshipdemocracyunification
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_gravityhigh_gravityaquaticsubterraneanlarge_home_worldrich_home_worldpoor_home_worldartifacts_home_worldcyberneticlithovorerepulsivecharismaticuncreativecreativetolerantfantastic_traderstelepathicluckyomniscientstealthy_shipstrans_dimensionalwarlord
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¶
alkaribulrathidarlokeleriangnolamhumanklackonmeklarmrrshanpsilonsakkrasilicoidtrilarian
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¶
alkaribulrathidarlokeleriangnolamhumanklackonmeklarmrrshanpsilonsakkrasilicoidtrilariancustom
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¶
hardimpossible
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¶
xenophobicruthlessaggressiveerratichonorablepacifistdishonored
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¶
- Stock race traits
- Stock race traits
- Stock race traits
- Stock race traits
- Stock race traits
- Stock race traits
- Stock race traits
- Stock race traits
- Stock race traits
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¶
governmentgrowthfoodproductionresearchincomeship_defenseship_attackground_combatspyinglow_gravityhigh_gravityaquaticsubterraneanlarge_home_worldhome_world_richnessartifacts_home_worldcyberneticlithovorerepulsivecharismaticuncreativecreativetolerantfantastic_traderstelepathicluckyomniscientstealthy_shipstrans_dimensionalwarlord
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¶
greenregularveteraneliteultra_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¶
shipcolony
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¶
assassinassassin_improvedcommandocommando_improveddiplomatdiplomat_improvedengineerengineer_improvedenvironmentalistenvironmentalist_improvedfamousfamous_improvedfarming_leaderfarming_leader_improvedfighter_pilotfighter_pilot_improvedfinancial_leaderfinancial_leader_improvedgalactic_loregalactic_lore_improvedhelmsmanhelmsman_improvedinstructorinstructor_improvedlabor_leaderlabor_leader_improvedmedicinemedicine_improvedmegawealthmegawealth_improvednavigatornavigator_improvedoperationsoperations_improvedordnanceordnance_improvedresearcherresearcher_improvedscience_leaderscience_leader_improvedsecuritysecurity_improvedspiritual_leaderspiritual_leader_improvedspy_masterspy_master_improvedtacticstactics_improvedtelepathtelepath_improvedtradertrader_improvedweaponryweaponry_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_nameversionprodprod2leader_xprace_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¶
lrc
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¶
classicaccumulatedremainingpercentage1percentage2
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¶
classicice
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¶
pixelartbilinearhq2xhq3xhq4xmmpx2mmpx4
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¶
classicdouble
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¶
nonebeam_accuracybeam_damagebeam_defensemissile_defensemissile_damagebeam_missile_defensebeam_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¶
unavailableavailableresearched
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_techachilles_targeting_unitadamantium_armoradvanced_city_planningadvanced_damage_controlalien_management_centerandroid_farmersandroid_scientistsandroid_workersanti_grav_harnessanti_matter_bombanti_matter_driveanti_matter_torpedoanti_missile_rocketarmor_barracksartemis_system_netplanet_constructionassault_shuttlesastro_universityatmospheric_reneweraugmented_enginesautolabautomated_factoriesautomated_repair_unitbattleoidsbattle_podsbattle_scannerbattlestationbio_terminatorbiomorphic_fungiblack_hole_generatorbomber_bayscapitolclass_i_shieldclass_iii_shieldclass_v_shieldclass_vii_shieldclass_x_shieldcloaking_devicecloning_centercolony_basecolony_shipconfederationcyber_security_linkcybertronic_computerdamper_fielddauntless_guidance_systemdeath_raydeath_sporesdeep_core_miningcore_waste_dumpsdeuterium_fuel_cellsdimensional_portaldisplacement_devicedisrupter_cannondoom_star_constructionreinforced_hullecm_jammerelectronic_computeremissions_guidance_systemenergy_absorberbiospheresevolutionary_mutationextended_fuel_tanksfast_missile_racksfederationfighter_baysfighter_garrisonfood_replicatorsfreightersfusion_beamfusion_bombfusion_drivefusion_riflegaia_transformationgalactic_currency_exchangegalactic_cybernetgalactic_unificationgauss_cannongraviton_beamgyro_destabilizerhard_shieldsheavy_armorheavy_fighter_baysheightened_intelligencehigh_energy_focusholo_simulatorhydroponic_farmhyper_drivemegafluxershyper_x_capacitorshyperspace_communicationsimperiuminertial_nullifierinertial_stabilizerinterphased_driveion_driveion_pulse_cannoniridium_fuel_cellsjump_gatelaser_cannonlaser_riflelightning_fieldmarine_barracksmass_drivermauler_devicemerculite_missilemicrobioticsmicrolite_constructionoutpost_shipmoleculartronic_computermulti_wave_ecm_jammermulti_phased_shieldsnano_disassemblersneural_scannerneutron_blasterneutron_scannerneutronium_armorneutronium_bombnuclear_bombnuclear_drivenuclear_missileoptronic_computerparticle_beampersonal_shieldphase_shifterphasing_cloakphasorphasor_rifleplanetary_barrier_shieldplanetary_flux_shieldplanetary_gravity_generatorplanetary_missile_baseground_batteriesplanetary_radiation_shieldplanetary_stock_exchangeplanetary_supercomputerplasma_cannonplasma_rifleplasma_torpedoplasma_webpleasure_domepollution_processorpositronic_computerpowered_armorpulse_rifleproton_torpedopsionicspulsarpulson_missilequantum_detonatorrangemaster_unitrecyclotronreflection_fieldrobotic_factoryresearch_laboratoryrobo_minersspace_scannerscout_labsecurity_stationssensorsshield_capacitorssoil_enrichmentspace_academyspaceportspatial_compressorspy_networkstandard_fuel_cellsstar_basestar_fortressstar_gatestasis_fieldstealth_fieldstealth_suitstellar_converterstructural_analyzersub_space_communicationssub_space_teleportersubterranean_farmssurvival_podstachyon_communicationstachyon_scannertelepathic_trainingterraformingthorium_fuel_cellstime_warp_facilitatortitan_constructiontitanium_armortractor_beamtransporttransporterstritanium_armortroop_podsuniversal_antidoteuridium_fuel_cellsvirtual_reality_networkwarp_dissipatorwarp_interdictorweather_control_systemwide_area_jammerxeno_psychologyxentronium_armorzeon_missilezortrium_armoradv_biologyadv_poweradv_physicsadv_constructionadv_fieldsadv_chemistryadv_computersadv_sociology
Used by¶
- Technology application table
- Technology miniaturization categories
- Tech Review entry
- AI technology priorities
- AI technology priorities
- Ship shield data
- Technology application data
- Technology building data
- Ship computer data
- Ship drive data
- Fuel cell data
- Ship special data
- Ship weapon data
- Rifle data
- Orion reward technology
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_biologyadv_poweradv_physicsadv_constructionadv_fieldsadv_chemistryadv_computersadv_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¶
miscellaneousnew_construction_typesspiescolonyground_combatship_equipmentfoodpollutionmoraleproductioncolony_defenseresearchmoneybeamsmissiles_torpedoesbombs_biologicalfightersspecialshieldsarmordrivescomputersfuels_rangeequipment_defensescannersoffensenone
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¶
group1group2group3
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¶
nonepulselaserfusionphasorplasma
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¶
updateintact
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¶
updateclearintact
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¶
intactupdateclear
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¶
tinysmallmediumlargehuge
Used by¶
- Pollution-exempt production
- Normal population capacity table
- Tolerant population capacity table
- Subterranean population bonuses
- Planet-size thresholds
- Generated planet gravity
- Population capacity
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_poorpoorabundantrichultra_rich
Used by¶
- Worker production by mineral class
- Planet mineral-class table
- Generated planet gravity
- Fixed colony production bonuses
- AI production mineral condition
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¶
toxicradiatedbarrendeserttundraoceanswamparidterrangaia
Used by¶
- Planet climate maintenance modifiers
- Base farmer food by climate
- Normal population capacity table
- Tolerant population capacity table
- Weather Controller minimum climate
- Young and Average climate weights
- Old climate weights
- Population capacity
- AI production climate condition
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¶
classicreversedunited
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_onlyfarmers_onlyscientists_onlyfarmers_and_workersworkers_and_scientistsfarmers_and_scientistsall_droidsnone
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¶
asteroidgas_giantplanetcompanion_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¶
bluewhiteyelloworangeredbrown_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¶
bluewhiteyelloworangeredbrown_dwarfblack_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¶
lownormalheavy
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_wormholespace_debrispirate_cachegold_depositsgem_depositsnativessplinter_colonymarooned_herospace_monsterancient_artifactsorion
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_specialwormholespace_debrispirate_cachegold_depositsgem_depositsnativessplinter_colonyheromonsterancient_artifactsunused_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_1roll_2roll_3roll_4roll_5roll_6roll_7roll_8roll_9roll_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_1orbit_2orbit_3orbit_4orbit_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¶
smallmediumlarge
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_defensecapturebio_weaponmissile_defensecloakingarmorshieldhuman
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_x2hybrid_beam_carrierhybrid_beam_missile_x5standard_missile_x10standard_carrierspecial_devicespecial_weaponspecial_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¶
nohefhef
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¶
extendedall_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_modsheavy_mountpoint_defensearmor_piercingcontinuousno_range_dissipationshield_piercingauto_fireenvelopingmirveccmheavily_armoredfastemissions_guidanceoverloaded
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¶
- Planetary defense weapon modifications
- Planetary defense weapon modifications
- Planetary defense weapon modifications
- Planetary defense weapon modifications
- Weapon-type modifications
- Weapon-type modifications
- Weapon-type modifications
- Ship weapon data
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¶
hvpdapconrspafenvmveccmarmfstemgovr
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¶
noneall_sectors
Available flags¶
forwardforward_extendedback_extendedrear
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¶
frigatedestroyercruiserbattleshiptitandoomstar
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¶
frigatedestroyercruiserbattleshiptitan
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¶
frigatedestroyercruiserbattleshiptitandoomstar
Used by¶
- AI ship design space allocations
- Ship command-point usage
- Landing-ship size class
- Tractor Beams required to stop ships
- Scout Lab research bonus
- Minimum colony mind-control hull
- Ship shield data
- Ship shield data
- Ship computer data
- Ship drive data
- Ship drive data
- Ship drive data
- Ship drive data
- Ship special data
- Ship special data
- Ship special data
- Artemis System Net
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¶
frigatedestroyercruiserbattleshiptitandoomstarnone
Used by¶
Ship drive¶
FTL drive installed in a predefined ship design.
Notes: Complete native drive domain.
- Accepted input: one listed choice
Allowed choices¶
nonenuclearfusionionanti_matterhyperinterphased
Used by¶
- Ship drive table
- Monster drives
- Monster drives
- Monster drives
- Monster drives
- Monster drives
- Monster drives
- Predefined ship design
- Crystal ship design
Ship armor¶
Armor material installed in a predefined ship design.
Notes: Complete native armor domain.
- Accepted input: one listed choice
Allowed choices¶
nonetitaniumtritaniumzortriumneutroniumadamantiumxentronium
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_armortitaniumtritaniumzortriumneutroniumadamantiumxentronium
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¶
noneclass_iclass_iiiclass_vclass_viiclass_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¶
frigatedestroyercruiserbattleshiptitandoomstarstar_basebattlestationstar_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¶
noneelectronicoptronicpositroniccybertronicmoleculartronic
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¶
nonemass_drivergauss_cannonlaser_cannonparticle_beamfusion_beamion_pulse_cannongraviton_beamneutron_blasterphasordisrupterdeath_rayplasma_cannonspatial_compressornuclear_missilemerculite_missilepulson_missilezeon_missileanti_matter_torpedoproton_torpedoplasma_torpedonuclear_bombfusion_bombanti_matter_bombneutronium_bombdeath_sporebio_terminatormauler_deviceassault_shuttleheavy_fighterbomberinterceptorstasis_fieldanti_missile_rocketgyro_destabilizerplasma_webpulsarblack_hole_generatorstellar_convertertractor_beamdragon_breathphasor_eyecrystal_rayplasma_breathplasma_fluxcaustic_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_unitaugmented_enginesautomated_repair_unitbattle_podsbattle_scannercloaking_devicedamper_fielddisplacement_deviceecm_jammerenergy_absorberextended_fuel_tanksfast_missile_rackshard_shieldsheavy_armorhigh_energy_focushyper_x_capacitorsinertial_nullifierinertial_stabilizerlightning_fieldmulti_phased_shieldsmulti_wave_ecm_jammerphase_shifterphasing_cloakquantum_detonatorrangemaster_unitreflection_fieldreinforced_hullscout_labsecurity_stationsshield_capacitorstealth_fieldstructural_analyzersub_space_teleportertime_warp_facilitatortransporterstroop_podswarp_dissipatorwide_area_jammerregeneration
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¶
noneachilles_targeting_unitaugmented_enginesautomated_repair_unitbattle_podsbattle_scannercloaking_devicedamper_fielddisplacement_deviceecm_jammerenergy_absorberextended_fuel_tanksfast_missile_rackshard_shieldsheavy_armorhigh_energy_focushyper_x_capacitorsinertial_nullifierinertial_stabilizerlightning_fieldmulti_phased_shieldsmulti_wave_ecm_jammerphase_shifterphasing_cloakquantum_detonatorrangemaster_unitreflection_fieldreinforced_hullscout_labsecurity_stationsshield_capacitorstealth_fieldstructural_analyzersub_space_teleportertime_warp_facilitatortransporterstroop_podswarp_dissipatorwide_area_jammerregeneration
Used by¶
- Antaran Fortress design
- Orbital-defense special priority
- Ship special table
- Marine-killing weapon blocker
- Shared Crystal equipment
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¶
nonealien_control_centerarmor_barracksartemis_system_netastro_universityatmosphere_renewerautolabautomated_factorybattlestationcapitolcloning_centercolony_basedeep_core_minecore_waste_dumpdimensional_portalbiospheresfood_replicatorsgaia_transformationcurrency_exchangegalactic_cybernetholo_simulatorhydroponic_farmmarine_barracksbarrier_shieldflux_shieldgravity_generatormissile_baseground_batteriesradiation_shieldstock_exchangesupercomputerpleasure_domepollution_processorrecyclotronrobotic_factoryresearch_labrobo_miner_plantsoil_enrichmentspace_academyspaceportstar_basestar_fortressstellar_convertersubterranean_farmsterraformingwarp_interdictorweather_controllerfighter_garrisonartificial_planet
Used by¶
- Building that converts Toxic colonies to Barren
- Buildings that force combat re-engagement
- Technology building table
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¶
nonealien_control_centerarmor_barracksartemis_system_netastro_universityatmosphere_renewerautolabautomated_factorybattlestationcapitolcloning_centercolony_basedeep_core_minecore_waste_dumpdimensional_portalbiospheresfood_replicatorsgaia_transformationcurrency_exchangegalactic_cybernetholo_simulatorhydroponic_farmmarine_barracksbarrier_shieldflux_shieldgravity_generatormissile_baseground_batteriesradiation_shieldstock_exchangesupercomputerpleasure_domepollution_processorrecyclotronrobotic_factoryresearch_labrobo_miner_plantsoil_enrichmentspace_academyspaceportstar_basestar_fortressstellar_convertersubterranean_farmsterraformingwarp_interdictorweather_controllerfighter_garrisonartificial_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_techadvanced_biologyadvanced_chemistryadvanced_constructionadvanced_engineeringadvanced_fusionadvanced_governmentsadvanced_magnetismadvanced_manufacturingadvanced_metallurgymilitary_tacticsadvanced_roboticsteaching_methodsanti_matter_fissionartificial_consciousnessartificial_intelligenceartificial_gravityartificial_lifeastro_biologyastro_constructionastro_engineeringcapsule_constructionchemistrycold_fusioncybertechnicscybertronicsdistortion_fieldselectromagnetic_refractionelectronicsengineeringevolutionary_geneticsfusion_physicsgalactic_economicsgalactic_networkinggenetic_engineeringgenetic_mutationsgravitic_fieldshigh_energy_distributionhyper_dimensional_fissionhyper_dimensional_physicsinterphased_fissionion_fissionsuperscalar_constructionmacro_economicsmacro_geneticsmagneto_graviticsmatter_energy_conversionmolecular_compressionmolecular_controlmoleculatronicsmolecular_manipulationmulti_dimensional_physicsmulti_phased_physicsnano_technologyneutrino_physicsnuclear_fissionoptronicsphysicsplanetoid_constructionplasma_physicspositronicsquantum_fieldsroboticsservo_mechanicssubspace_fieldssubspace_physicstachyon_physicstectonic_engineeringtemporal_fieldstemporal_physicsgeneticstranswarp_fieldswarp_fieldsxeno_relationsxenon_technologybiologypowerphysics_hyper_advancedconstruction_hyper_advancedfields_hyper_advancedchemistry_hyper_advancedcomputers_hyper_advancedsociology
Used by¶
- Technology field table
- Rebuild ship designs after technology fields
- Pre-Warp and Average Technology starting fields
- AI technology priorities
- AI technology priorities
- Starting technology fields
- Starting technology fields
- Starting technology fields
- Starting technology fields
- Starting technology fields
- Starting technology fields
- Starting technology fields
- Starting technology fields
- Starting technology fields
- Technology field data
- Technology field data
- Technology field data
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¶
nonestarting_techadvanced_biologyadvanced_chemistryadvanced_constructionadvanced_engineeringadvanced_fusionadvanced_governmentsadvanced_magnetismadvanced_manufacturingadvanced_metallurgymilitary_tacticsadvanced_roboticsteaching_methodsanti_matter_fissionartificial_consciousnessartificial_intelligenceartificial_gravityartificial_lifeastro_biologyastro_constructionastro_engineeringcapsule_constructionchemistrycold_fusioncybertechnicscybertronicsdistortion_fieldselectromagnetic_refractionelectronicsengineeringevolutionary_geneticsfusion_physicsgalactic_economicsgalactic_networkinggenetic_engineeringgenetic_mutationsgravitic_fieldshigh_energy_distributionhyper_dimensional_fissionhyper_dimensional_physicsinterphased_fissionion_fissionsuperscalar_constructionmacro_economicsmacro_geneticsmagneto_graviticsmatter_energy_conversionmolecular_compressionmolecular_controlmoleculatronicsmolecular_manipulationmulti_dimensional_physicsmulti_phased_physicsnano_technologyneutrino_physicsnuclear_fissionoptronicsphysicsplanetoid_constructionplasma_physicspositronicsquantum_fieldsroboticsservo_mechanicssubspace_fieldssubspace_physicstachyon_physicstectonic_engineeringtemporal_fieldstemporal_physicsgeneticstranswarp_fieldswarp_fieldsxeno_relationsxenon_technologybiologypowerphysics_hyper_advancedconstruction_hyper_advancedfields_hyper_advancedchemistry_hyper_advancedcomputers_hyper_advancedsociology
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¶
prewarpaverage_1average_2average_3average_4average_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¶
nonestandarddeuteriumiridiumuridiumthorium
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¶
frigatedestroyercruiserbattleshiptitandoomstarstar_basebattlestationstar_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¶
systemevent
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¶
noneracerace_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¶
veteranelite
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¶
imperiumfederation
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¶
classicuniform
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¶
returnpursue
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_fivehalve
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¶
derelictclimatic_changecometcomputer_virusdiplomatic_blunderdiplomatic_marriagedonationearthquakefreak_accidenthyperspace_fluxindustrial_accidentmineral_depletionmineral_depositmutinypirate_activitypirate_raidplaguepopulation_boomserendipityspace_amoebaspace_crystalspace_dragonspace_eelspace_hydrasupernovatime_space_anomalywarp_beastwarp_funnelunstable_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_eventderelictclimatic_changecometcomputer_virusdiplomatic_blunderdiplomatic_marriagedonationearthquakefreak_accidenthyperspace_fluxindustrial_accidentoverworkingmineral_depositmutinypirate_activitypirate_raidplaguepopulation_boomserendipityspace_amoebaspace_crystalspace_dragonspace_eelspace_hydrasupernovatime_space_anomalywarp_beastwarp_funnelunstable_wormholeempire_destroyedempire_grown_in_strengthempires_rankingorion_visitedantarans_defeatedempire_surrendersrebel_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_fieldexcept_current_techanything
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¶
nonepopulationpopulation_limitfree_population_capacitycolony_foodcolony_food_demandproductionindustrypollutionfood_per_farmergravity_mismatchclimatemineral_classincoming_human_shipsenemy_presenceneutral_presenceallied_presenceout_of_range_presenceempire_food_surplusempire_treasuryempire_bc_surpluscommand_point_deficitwar_levelcurrent_strengthdesired_strengthcombat_needfreighter_needspy_needtransport_needrefit_needexisting_colony_shipstreasury_scorelocal_threatextension_1extension_2extension_3extension_4extension_5extension_6extension_7
Used by¶
- AI production value condition
- AI production metric condition
- AI production metric condition
- AI production scaled condition
- AI production scaled condition
- AI production condition group
- AI production condition group
- AI production eligibility
- AI production eligibility
- AI production term condition
- AI production metric term
- Strategic-need formula
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¶
conqueredbuilding_focusresearch_enabledthreatenedat_waris_homeworldempire_food_deficitempire_low_moneyobjective_ecologistobjective_industrialistobjective_militaristobjective_technologistfood_buildings_applicablepollution_controls_applicableorbital_defense_applicableplanetary_defense_applicablecombat_ship_availabletransport_design_availablerefit_availablecolonizable_planet_availablesame_system_target_availablepopulation_or_wealth_gatemissing_armor_barracks_for_governmentmissing_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¶
ignoredrequiredforbidden
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¶
ignoreeqneltlegtge
Used by¶
- AI production threshold
- AI production value condition
- AI production metric condition
- AI production scaled condition
- AI production government condition
- AI production climate condition
- AI production mineral condition
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¶
linearsqrt
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¶
disabledrelative
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¶
normalprotectedafter
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¶
tutoreasyaveragehardimpossiblehuman
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¶
additivelegacycombat_need_ratiostrategic_needdefer
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¶
noneratioinverse_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¶
nonealien_control_centerarmor_barracksartemis_system_netastro_universityatmosphere_renewerautolabautomated_factorybattlestationcapitolcloning_centercolony_basedeep_core_minecore_waste_dumpdimensional_portalbiospheresfood_replicatorsgaia_transformationcurrency_exchangegalactic_cybernetholo_simulatorhydroponic_farmmarine_barracksbarrier_shieldflux_shieldgravity_generatormissile_baseground_batteriesradiation_shieldstock_exchangesupercomputerpleasure_domepollution_processorrecyclotronrobotic_factoryresearch_labrobo_miner_plantsoil_enrichmentspace_academyspaceportstar_basestar_fortressstellar_convertersubterranean_farmsterraformingwarp_interdictorweather_controllerfighter_garrisonartificial_planethousingtrade_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¶
combatfreightersrefitsspiestransportsdefer
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_baseground_batteriesstar_basebattlestationstar_fortressradiation_shieldflux_shieldbarrier_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¶
endappendprependmergebuybuy10buy50buy75unbuyclearclear_refitsstophousingtrade_goodsfreighter_fleetspyandroid_farmerandroid_workerandroid_scientistrepeatcolony_shipoutpost_shiptransportdesign1design2design3design4design5design6clear_continuousalien_control_centerarmor_barracksartemis_system_netastro_universityatmosphere_renewerautolabautomated_factorybattlestationcapitolcloning_centercolony_basedeep_core_minecore_waste_dumpdimensional_portalbiospheresfood_replicatorsgaia_transformationcurrency_exchangegalactic_cybernetholo_simulatorhydroponic_farmmarine_barracksbarrier_shieldflux_shieldgravity_generatormissile_baseground_batteriesradiation_shieldstock_exchangesupercomputerpleasure_domepollution_processorrecyclotronrobotic_factoryresearch_labrobo_miner_plantsoil_enrichmentspace_academyspaceportstar_basestar_fortressstellar_convertersubterranean_farmsterraformingwarp_interdictorweather_controllerfighter_garrisonartificial_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¶
defaultaccent_1accent_2accent_3accent_4accent_5accent_6accent_7accent_8accent_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¶
normalqueued
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_goodshousingalien_control_centerarmor_barracksartemis_system_netastro_universityatmosphere_renewerautolabautomated_factorybattlestationcapitolcloning_centercolony_basedeep_core_minecore_waste_dumpdimensional_portalbiospheresfood_replicatorsgaia_transformationcurrency_exchangegalactic_cybernetholo_simulatorhydroponic_farmmarine_barracksbarrier_shieldflux_shieldgravity_generatormissile_baseground_batteriesradiation_shieldstock_exchangesupercomputerpleasure_domepollution_processorrecyclotronrobotic_factoryresearch_labrobo_miner_plantsoil_enrichmentspace_academyspaceportstar_basestar_fortressstellar_convertersubterranean_farmsterraformingwarp_interdictorweather_controllerfighter_garrisonartificial_planet