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Configuration: Colonies and economy

Population, production, buildings, and economic rules.

Settings index

colony

Minimum ship class requiring an orbital base

Sets the smallest combat ship class that requires a Star Base, Battlestation, or Star Fortress before construction.

Notes: None allows every combat ship class without an orbital base. Cruiser preserves classic behavior.

Allowed choices

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

Built-in default configuration

colony minimum_orbital_base_ship_class = cruiser;

Examples

colony minimum_orbital_base_ship_class = cruiser;

economy

Ship scrap refund percentage

Sets 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 the MOO2 1.50 behavior.

Allowed choices

  • classic
  • double

Built-in default configuration

economy ship_scrap_refund_percent = classic;

Examples

economy ship_scrap_refund_percent = double;

colony

Trade Goods conversion ratios

Configures the percentage of positive net industry converted to BC by Trade Goods.

Notes: Results round upward. Defaults preserve classic behavior and match MOO2 1.50.

Fields

Built-in default configuration

colony trade_goods_ratio = 50 100;

Examples

colony trade_goods_ratio normal = 50;
colony trade_goods_ratio fantastic_traders = 100;

Colony BC bonuses

Configures percentage income bonuses from the Spaceport, Planetary Stock Exchange, and Galactic Currency Exchange.

Notes: Each bonus is applied independently to base tax and special-planet income, with results rounded toward zero. Defaults preserve classic behavior and match MOO2 1.50.

  • Configuration path: colony bc_bonus
  • Units: percent
  • Accepted input: Colony BC bonuses

Fields

Built-in default configuration

colony bc_bonus = 50 100 50;

Examples

colony bc_bonus spaceport = 50;
colony bc_bonus planetary_stock_exchange = 100;
colony bc_bonus galactic_currency_exchange = 50;

Planet special BC bonuses

Configures the flat colony income supplied by Gold and Gem Deposits.

Notes: The bonus is included in the income base used by government and economic-building percentage bonuses. Defaults preserve classic behavior and match MOO2 1.50.

Fields

Built-in default configuration

colony planet_bc_bonus = 5 10;

Examples

colony planet_bc_bonus gold_deposits = 5;
colony planet_bc_bonus gem_deposits = 10;

Planet climate maintenance modifiers

Configures the building-maintenance percentage modifier for every planet climate.

Notes: Values preserve the complete MOO2 1.50 unsigned-byte domain.

  • Configuration path: colony planet_maintenance
  • Units: percent
  • Accepted input: 10 entries
  • Entry names: Planet climate

Built-in default configuration

colony planet_maintenance =
    50
    25
    0
    25
    0
    0
    0
    0
    0
    0;

Examples

colony planet_maintenance toxic = 50;

Fixed colony food bonuses

Configures fixed food supplied by Hydroponic Farms and Subterranean Farms.

Notes: Values are whole food. Defaults preserve MOO2 1.50 behavior.

Fields

Built-in default configuration

colony food_colony_bonus = 2 4;

Examples

colony food_colony_bonus hydroponic_farms = 2;
colony food_colony_bonus subterranean_farms = 4;

Base farmer food by climate

Sets base food produced per farmer for every planet climate.

Notes: Values use half-food units, so one represents 0.5 food. Defaults preserve MOO2 1.50 behavior.

  • Configuration path: colony food_farmer_base
  • Units: half-food per farmer
  • Accepted input: 10 entries
  • Entry names: Planet climate

Built-in default configuration

colony food_farmer_base =
    0
    0
    0
    2
    2
    4
    4
    2
    4
    6;

Examples

colony food_farmer_base desert = 2;

Biomorphic Fungi climate policy

Configures which planets receive the Biomorphic Fungi farmer bonus.

Notes: Classic applies to Toxic, Radiated, and Barren planets; reversed applies to planets with base food; united applies to all planets. The default matches MOO2 1.50.

Allowed choices

  • classic
  • reversed
  • united

Built-in default configuration

colony fungi_climate = classic;

Examples

colony fungi_climate = classic;

Android morale policy

Configures which Android jobs receive colony morale modifiers.

Notes: Workers only preserves classic behavior. This setting affects Android Farmers, Workers, and Scientists only; biological populations always use normal morale rules.

Allowed choices

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

Built-in default configuration

colony android_morale = workers_only;

Examples

colony android_morale = all_droids;

Colony morale bonuses

Configures morale bonuses from Holo Simulator, Pleasure Dome, Psionics, and Virtual Reality Network.

Notes: Values use five-percent units. Defaults preserve classic behavior and match MOO2 1.50.

  • Configuration path: colony morale_bonus
  • Units: five-percent morale units
  • Accepted input: Colony morale bonuses

Fields

Built-in default configuration

colony morale_bonus = 4 6 2 4;

Examples

colony morale_bonus holo_simulator = 4;
colony morale_bonus virtual_reality_network = 4;

Farmer food bonuses

Configures per-farmer food bonuses from technology, buildings, natives, and Android Farmers.

Notes: Values use half-food units, so two represents one food. Defaults preserve MOO2 1.50 behavior.

  • Configuration path: colony food_farmer_bonus
  • Units: half-food per farmer
  • Accepted input: Farmer food bonuses

Fields

Built-in default configuration

colony food_farmer_bonus = 2 2 4 2 4 6;

Examples

colony food_farmer_bonus soil_enrichment = 2;
colony food_farmer_bonus biomorphic_fungi = 2;
colony food_farmer_bonus weather_controller = 4;

Worker production by mineral class

Sets base production per worker for each planet mineral classification.

Notes: Defaults preserve classic behavior and match MOO2 1.50.

  • Configuration path: colony production_worker_base
  • Units: production points per worker
  • Accepted input: 5 entries
  • Entry names: Planet mineral classification

Built-in default configuration

colony production_worker_base =
    1
    2
    3
    5
    8;

Examples

colony production_worker_base abundant = 3;

Worker production bonuses

Configures production supplied per worker or population by production buildings, Microlite Construction, and Android Workers.

Notes: Signed values preserve the MOO2 1.50 configuration type. Defaults preserve classic behavior.

Fields

Built-in default configuration

colony production_worker_bonus = 1 2 3 1 1 3 1;

Examples

colony production_worker_bonus automated_factory = 1;
colony production_worker_bonus recyclotron = 1;

Fixed colony production bonuses

Configures fixed production supplied by production buildings and Robotic Factories.

Notes: The Robotic Factory array normalizes the five separate MOO2 1.50 mineral fields. Defaults preserve classic behavior.

Fields

Built-in default configuration

colony production_colony_bonus automated_factory = 5;
colony production_colony_bonus robo_miners = 10;
colony production_colony_bonus deep_core_mines = 15;
colony production_colony_bonus robotic_factory =
    5
    8
    10
    15
    20;

Examples

colony production_colony_bonus automated_factory = 5;
colony production_colony_bonus robotic_factory rich = 15;

Pollution-exempt production

Sets pollution-exempt production for each planet size.

Notes: Pollution controls are applied before this threshold is subtracted. Defaults preserve classic behavior and match MOO2 1.50.

  • Configuration path: colony planet_no_pollution_prod
  • Units: production points
  • Accepted input: 5 entries
  • Entry names: Planet size

Built-in default configuration

colony planet_no_pollution_prod =
    2
    4
    6
    8
    10;

Examples

colony planet_no_pollution_prod tiny = 2;

Nano Disassemblers pollution multiplier

Multiplies a planet's pollution-exempt production when Nano Disassemblers is researched.

Notes: The default of two preserves classic behavior and matches MOO2 1.50.

  • Configuration path: colony nano_disassemblers_coeff
  • Accepted input: a number

Built-in default configuration

colony nano_disassemblers_coeff = 2;

Examples

colony nano_disassemblers_coeff = 2;

Pollution Processor remaining pollution

Sets the percentage of polluting production remaining after Pollution Processor.

Notes: Results round upward. The default of 50 preserves classic behavior and matches MOO2 1.50.

  • Configuration path: colony pollution_processor_ratio
  • Units: percent
  • Accepted input: a number

Built-in default configuration

colony pollution_processor_ratio = 50;

Examples

colony pollution_processor_ratio = 50;

Atmospheric Renewer remaining pollution

Sets the percentage of polluting production remaining after Atmospheric Renewer.

Notes: Results round upward and apply after Pollution Processor. The default of 25 preserves classic behavior and matches MOO2 1.50.

  • Configuration path: colony atmospheric_renewer_ratio
  • Units: percent
  • Accepted input: a number

Built-in default configuration

colony atmospheric_renewer_ratio = 25;

Examples

colony atmospheric_renewer_ratio = 25;

Landing ship costs

Configures colony, outpost, and transport ship production costs independently.

Notes: Defaults preserve classic costs and match MOO2 1.50.

  • Configuration path: colony lander_ship_cost
  • Units: production points
  • Accepted input: Landing ship costs

Fields

Built-in default configuration

colony lander_ship_cost = 500 100 100;

Examples

colony lander_ship_cost colony_ship = 500;
colony lander_ship_cost outpost_ship = 100;
colony lander_ship_cost transport_ship = 100;

Population capacity

Configures Gaia-equivalent population capacity by planet size and the percentage available at each climate.

Notes: Population capacity is rounded to the nearest whole population after climate and environmental-immunity adjustments. Size values also govern Artificial Planet initialization and absolute infantry and tank limits.

  • Configuration path: colony population_capacity
  • Units: population or percent
  • Accepted input: Population capacity

Fields

Built-in default configuration

colony population_capacity size =
    5
    10
    15
    20
    25;
colony population_capacity climate =
    25
    25
    25
    25
    25
    25
    40
    60
    80
    100;

Examples

colony population_capacity size huge = 25;
colony population_capacity climate toxic = 25;

Use population capacity tables

Uses direct climate-by-size population capacities instead of the size and climate formula.

Notes: False preserves existing mod behavior. When true, normal races use population_capacity_table and Tolerant races and Androids use population_capacity_table_tolerant. Aquatic climate adjustments occur before lookup; Subterranean, technology, and building bonuses are added afterward, with the final colony limit capped at 42. Legacy size settings still govern Artificial Planet initialization and absolute troop limits.

  • Configuration path: colony population_capacity_table_enabled
  • Accepted input: true or false

Built-in default configuration

colony population_capacity_table_enabled = false;

Examples

colony population_capacity_table_enabled = true;

Normal population capacity table

Sets normal base population capacity for each climate and planet size.

Notes: Used only when population_capacity_table_enabled is true. Rows run from Toxic through Gaia; columns run from Tiny through Huge. Defaults reproduce the classic formula.

  • Configuration path: colony population_capacity_table
  • Units: population
  • Accepted input: 10 entries
  • Entry names: Planet climate

Built-in default configuration

colony population_capacity_table toxic =
    1
    3
    4
    5
    6;
colony population_capacity_table radiated =
    1
    3
    4
    5
    6;
colony population_capacity_table barren =
    1
    3
    4
    5
    6;
colony population_capacity_table desert =
    1
    3
    4
    5
    6;
colony population_capacity_table tundra =
    1
    3
    4
    5
    6;
colony population_capacity_table ocean =
    1
    3
    4
    5
    6;
colony population_capacity_table swamp =
    2
    4
    6
    8
    10;
colony population_capacity_table arid =
    3
    6
    9
    12
    15;
colony population_capacity_table terran =
    4
    8
    12
    16
    20;
colony population_capacity_table gaia =
    5
    10
    15
    20
    25;

Examples

colony population_capacity_table terran medium = 12;
colony population_capacity_table gaia = 5 10 15 20 25;

Tolerant population capacity table

Sets base population capacity for Tolerant races and Androids for each climate and planet size.

Notes: Used only when population_capacity_table_enabled is true, without applying pop_bonus tolerant. Rows run from Toxic through Gaia; columns run from Tiny through Huge. Defaults reproduce the classic formula with a 25-percentage-point Tolerant bonus.

  • Configuration path: colony population_capacity_table_tolerant
  • Units: population
  • Accepted input: 10 entries
  • Entry names: Planet climate

Built-in default configuration

colony population_capacity_table_tolerant toxic =
    3
    5
    8
    10
    13;
colony population_capacity_table_tolerant radiated =
    3
    5
    8
    10
    13;
colony population_capacity_table_tolerant barren =
    3
    5
    8
    10
    13;
colony population_capacity_table_tolerant desert =
    3
    5
    8
    10
    13;
colony population_capacity_table_tolerant tundra =
    3
    5
    8
    10
    13;
colony population_capacity_table_tolerant ocean =
    3
    5
    8
    10
    13;
colony population_capacity_table_tolerant swamp =
    3
    7
    10
    13
    16;
colony population_capacity_table_tolerant arid =
    4
    9
    13
    17
    21;
colony population_capacity_table_tolerant terran =
    5
    10
    15
    20
    25;
colony population_capacity_table_tolerant gaia =
    5
    10
    15
    20
    25;

Examples

colony population_capacity_table_tolerant toxic small = 5;

Population bonuses

Configures population-capacity bonuses supplied by technology and colony buildings.

Notes: Advanced City Planning adds its bonus before the restored 42-population storage cap is applied. Tolerant adds its signed percentage to the climate capacity before size scaling in formula mode only; table mode uses population_capacity_table_tolerant instead.

  • Configuration path: colony pop_bonus
  • Units: population or percent
  • Accepted input: Population bonuses

Fields

Built-in default configuration

colony pop_bonus = 5 25;

Examples

colony pop_bonus advanced_city_planning = 5;
colony pop_bonus tolerant = 25;

Miscellaneous production costs

Configures freighter fleet, Android population, Spy, and terraforming-step production costs independently.

Notes: Defaults preserve classic costs and match MOO2 1.50.

Fields

Built-in default configuration

colony misc_costs = 50 50 50 50 100 250;

Examples

colony misc_costs freighters = 50;
colony misc_costs android_farmer = 50;
colony misc_costs android_worker = 50;
colony misc_costs android_scientist = 50;
colony misc_costs spy = 100;
colony misc_costs terraforming_step = 250;

Feudal government cost reduction affects freighters

Applies Feudal or Confederation ship-cost reduction to freighter fleets.

Notes: False preserves classic behavior. True affects only Feudal and Confederation, even when other governments have configured cost reductions.

  • Configuration path: colony feudal_affects_freighters
  • Accepted input: true or false

Built-in default configuration

colony feudal_affects_freighters = false;

Examples

colony feudal_affects_freighters = true;

Multiple production completions per turn

Allows one colony to spend a turn's production across multiple completed queue items.

Notes: False preserves classic one-product-per-turn behavior. Enabled production is accounted once and stops at Housing, Trade Goods, no product, or insufficient production. Unspent production stays on the colony balance even when Trade Goods follows; Trade Goods uses only current-turn production when already selected at the start of the turn.

  • Configuration path: colony multibuild
  • Accepted input: true or false

Built-in default configuration

colony multibuild = false;

Examples

colony multibuild = true;

Limit multibuild to non-building products

Allows multiple ships, freighters, spies, and androids per turn without completing multiple colony buildings or projects.

Notes: Only applies when colony multibuild is enabled. A building or project completes at most once per turn and stops further queue completions; a queued building or project also stops completions after a non-building product. Unspent production remains on the colony balance.

  • Configuration path: colony multibuild_nonbuilding_products_only
  • Accepted input: true or false

Built-in default configuration

colony multibuild_nonbuilding_products_only = false;

Examples

colony multibuild_nonbuilding_products_only = true;

Biospheres population bonus

Sets the population-capacity bonus provided by Biospheres.

Notes: The default of two preserves classic behavior and matches MOO2 1.50.

  • Configuration path: colony pop_bonus_biospheres
  • Units: population
  • Accepted input: a number

Built-in default configuration

colony pop_bonus_biospheres = 2;

Examples

colony pop_bonus_biospheres = 2;

Subterranean population bonuses

Sets the population-capacity bonus provided by Subterranean for each planet size.

Notes: Defaults preserve classic behavior and match MOO2 1.50.

  • Configuration path: colony pop_bonus_subterranean
  • Units: population
  • Accepted input: 5 entries
  • Entry names: Planet size

Built-in default configuration

colony pop_bonus_subterranean =
    2
    4
    6
    8
    10;

Examples

colony pop_bonus_subterranean tiny = 2;

Building that converts Toxic colonies to Barren

Selects a building that makes a Toxic colony use Barren environmental effects.

Notes: None preserves classic behavior. The underlying planet remains Toxic; only derived colony climate changes.

  • Configuration path: colony terraform_toxic_building
  • Accepted input: Colony building

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

Built-in default configuration

colony terraform_toxic_building = none;

Examples

colony terraform_toxic_building = atmosphere_renewer;

Weather Controller minimum climate

Sets the minimum climate where a Weather Controller can be built when farming is possible.

Notes: Radiated is a special setting that allows every climate except Radiated. Toxic preserves classic behavior.

  • Configuration path: colony weather_control_climate
  • Accepted input: Planet climate

Allowed choices

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

Built-in default configuration

colony weather_control_climate = toxic;

Examples

colony weather_control_climate = desert;

Aquatic races treat Tundra as Swamp

Makes Aquatic races use Swamp population capacity and farmer food values on Tundra planets.

Notes: False preserves classic behavior, where Aquatic races treat Tundra as Terran.

  • Configuration path: colony aquatic_treats_tundra_as_swamp
  • Accepted input: true or false

Built-in default configuration

colony aquatic_treats_tundra_as_swamp = false;

Examples

colony aquatic_treats_tundra_as_swamp = true;

Population assimilation points

Configures assimilation points gained each turn by the colony owner's government.

Notes: One population unit is assimilated for every 240 accumulated points before Alien Control Center and Charismatic or Repulsive modifiers. Defaults preserve classic behavior and MOO2 1.50.

  • Configuration path: colony assimilation_points
  • Accepted input: 8 entries
  • Entry names: Government

Built-in default configuration

colony assimilation_points =
    30
    60
    30
    60
    60
    120
    12
    16;

Examples

colony assimilation_points democracy = 60;

Population growth-rate modifiers

Configures the general, technology, and event modifiers used by colony population growth.

Notes: The general modifier is independent of Housing. Defaults preserve classic growth behavior and match MOO2 1.50.

Fields

Built-in default configuration

colony growth_rate_bonus = 0 25 50 100 -200;

Examples

colony growth_rate_bonus general_modifier = 0;
colony growth_rate_bonus microbiotics_tech = 25;
colony growth_rate_bonus antidote_tech = 50;
colony growth_rate_bonus boom_event = 100;
colony growth_rate_bonus plague_event = -200;

Cumulative population-growth technologies

Combines the Microbiotics and Universal Antidote population-growth bonuses when both technologies are researched.

Notes: False preserves classic behavior, where Universal Antidote replaces the Microbiotics bonus.

  • Configuration path: colony cumulative_growth_tech_bonuses
  • Accepted input: true or false

Built-in default configuration

colony cumulative_growth_tech_bonuses = false;

Examples

colony cumulative_growth_tech_bonuses = true;

Population growth formula factor

Sets the base factor in the square-root population-growth formula.

Notes: For each race, the base growth term is the integer square root of factor times race population times unused capacity, divided by capacity. The default 2000 preserves classic behavior.

  • Configuration path: colony growth_formula_factor
  • Accepted input: a number
  • Accepted values: type minimum to 2147483647

Built-in default configuration

colony growth_formula_factor = 2000;

Examples

colony growth_formula_factor = 2000;

Buildings scrapped per colony per turn

Limits how many buildings and satellites can be manually scrapped at one colony during a turn.

Notes: The default of one preserves classic behavior. Automatic maintenance scrapping is unaffected.

  • Configuration path: colony max_buildings_scrapped_per_turn
  • Accepted input: a number
  • Accepted values: 1 to type maximum

Built-in default configuration

colony max_buildings_scrapped_per_turn = 1;

Examples

colony max_buildings_scrapped_per_turn = 3;

Housing growth formula factor

Sets the production multiplier in Housing population growth.

Notes: Housing adds net industry times this factor, divided by total colony population, to the normal growth modifier. The default 40 preserves classic behavior.

  • Configuration path: colony housing_formula_factor
  • Accepted input: a number
  • Accepted values: type minimum to 127

Built-in default configuration

colony housing_formula_factor = 40;

Examples

colony housing_formula_factor = 40;

Cloning Center growth bonus

Sets the population-growth bonus distributed among races at colonies with a Cloning Center.

Notes: Each race receives its population share of this value. The default 100 preserves classic behavior and matches MOO2 1.50.

  • Configuration path: colony cloning_center_growth_bonus
  • Units: growth points
  • Accepted input: a number
  • Accepted values: type minimum to 127

Built-in default configuration

colony cloning_center_growth_bonus = 100;

Examples

colony cloning_center_growth_bonus = 100;

Automatic build queues

Defines the eleven build lists applied by Q and the digit hotkeys.

Notes: Q selects list 0; keys 1 through 9 select matching list numbers; key 0 selects list 10. Shift plus a digit applies that list to every owned colony from the colony summary. clear_continuous removes Housing and Trade Goods from the editable queue while preserving a purchased front item.

  • Configuration path: colony build_queue
  • Accepted input: 11 entries

Built-in default configuration

colony build_queue 0 =
    clear_continuous
    merge
    alien_control_center
    marine_barracks
    automated_factory
    robo_miner_plant
    pollution_processor
    deep_core_mine
    gravity_generator
    robotic_factory
    atmosphere_renewer
    biospheres
    hydroponic_farm
    subterranean_farms
    holo_simulator
    pleasure_dome
    research_lab
    supercomputer
    autolab
    galactic_cybernet
    recyclotron
    astro_university
    core_waste_dump
    spaceport
    stock_exchange
    soil_enrichment
    weather_controller
    terraforming
    gaia_transformation
    stellar_converter
    missile_base
    ground_batteries
    fighter_garrison
    star_base
    battlestation
    star_fortress
    radiation_shield
    flux_shield
    barrier_shield
    artemis_system_net
    armor_barracks
    colony_base
    colony_base
    colony_base
    colony_base
    artificial_planet
    space_academy
    end;
colony build_queue 1 =
    prepend
    design1
    end;
colony build_queue 2 =
    prepend
    design2
    end;
colony build_queue 3 =
    prepend
    design3
    end;
colony build_queue 4 =
    prepend
    design4
    end;
colony build_queue 5 =
    prepend
    design5
    end;
colony build_queue 6 =
    prepend
    design6
    end;
colony build_queue 7 =
    prepend
    freighter_fleet
    end;
colony build_queue 8 =
    prepend
    spy
    end;
colony build_queue 9 =
    housing
    end;
colony build_queue 10 =
    clear
    end;

Examples

colony build_queue 1 = prepend design1 end;
colony build_queue 9 = housing end;

Colony autobuild

Assigns automatic build queues to individual colonies.

Fields

Built-in default configuration

colony autobuild = false 0;

Examples

colony autobuild enabled = true;
colony autobuild default = 0;

Colony morale rules

Configures government morale penalties, Capitol penalties, and mixed-race policy.

Notes: Morale modifiers use five-percent units. Unification governments have no morale regardless of these values. Mixed-race immunity defaults to false for every government, preserving classic behavior.

Fields

Built-in default configuration

colony morale government_penalty =
    -4
    -4
    -4
    0
    0
    0
    0
    0;
colony morale no_capitol_penalty =
    -10
    -7
    -4;
colony morale ignore_mixed_race_penalty =
    false
    false
    false
    false
    false
    false
    false
    false;

Examples

colony morale government_penalty feudal = -4;
colony morale no_capitol_penalty feudal_confederation = -10;
colony morale ignore_mixed_race_penalty federation = true;

Psionics morale government limit

Sets 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.

Allowed choices

  • imperium
  • federation

Built-in default configuration

colony psionics_government_limit = imperium;

Examples

colony psionics_government_limit = federation;

Housing creates no farmers

Prevents population grown while a colony produces Housing from being assigned to farming.

Notes: False preserves classic behavior and applies the normal new-population job selection rules.

  • Configuration path: colony housing_creates_no_farmers
  • Accepted input: true or false

Built-in default configuration

colony housing_creates_no_farmers = false;

Examples

colony housing_creates_no_farmers = true;

Housing ignores population divisor

Removes total colony population from Housing growth's production contribution.

Notes: False preserves the classic Housing formula.

  • Configuration path: colony housing_no_popagg
  • Accepted input: true or false

Built-in default configuration

colony housing_no_popagg = false;

Examples

colony housing_no_popagg = true;

New farmer food threshold

Requires a colony's base food per farmer to exceed this value before newly grown population may be assigned to farming.

Notes: Zero preserves classic behavior. Values use the native half-food-per-farmer scale and the comparison is strict.

  • Configuration path: colony new_farmer_food_threshold
  • Units: half-food per farmer
  • Accepted input: a number
  • Accepted values: type minimum to 127

Built-in default configuration

colony new_farmer_food_threshold = 0;

Examples

colony new_farmer_food_threshold = 2;

Disable Housing

Prevents colonies from selecting Housing as a production project.

Notes: False preserves classic behavior. This is the restored equivalent of MOO2 1.50's /nohousing ruleset option.

  • Configuration path: colony disable_housing
  • Accepted input: true or false

Built-in default configuration

colony disable_housing = false;

Examples

colony disable_housing = true;

Androids available from the start

Allows colonies to build Android Farmers, Workers, and Scientists without their respective technologies.

Notes: False preserves classic behavior. This is the restored equivalent of MOO2 1.50's /droids ruleset option.

  • Configuration path: colony androids_available
  • Accepted input: true or false

Built-in default configuration

colony androids_available = false;

Examples

colony androids_available = true;

Population extinction from starvation

Allows starvation to remove the final population unit from human-controlled colonies.

Notes: False preserves classic final-population protection. AI colonies remain protected when enabled.

  • Configuration path: colony planet_extinction
  • Accepted input: true or false

Built-in default configuration

colony planet_extinction = false;

Examples

colony planet_extinction = true;

Zero-population colony loss

Always destroys a colony with no population and no surviving buildings, even when colonists are inbound.

Notes: False preserves classic behavior, where inbound colonists belonging to any player keep the empty colony intact.

  • Configuration path: colony zero_colony_lost
  • Accepted input: true or false

Built-in default configuration

colony zero_colony_lost = false;

Examples

colony zero_colony_lost = true;

Maximum population in transit

Sets the maximum number of population units a player may have simultaneously freighted.

  • Configuration path: colony max_pop_freighted
  • Units: population units in transit
  • Accepted input: a number
  • Accepted values: 0 to 1000

Built-in default configuration

colony max_pop_freighted = 25;

Examples

colony max_pop_freighted = 25;

Allow transfer of a colony's last population

Allows the final population unit to leave a colony for another owned colony.

Notes: False preserves classic protection against creating a zero-population colony. True restores MOO2 1.50's send_last_pop behavior.

  • Configuration path: colony allow_last_population_transfer
  • Accepted input: true or false

Built-in default configuration

colony allow_last_population_transfer = false;

Examples

colony allow_last_population_transfer = true;

Native population transfer

Allows native population to be selected and sent to another colony.

Notes: False preserves classic behavior, which prevents natives from being moved between colonies or reassigned to another job.

  • Configuration path: colony native_population_transfer
  • Accepted input: true or false

Built-in default configuration

colony native_population_transfer = false;

Examples

colony native_population_transfer = true;

Freighter completion cash bonus

Adds BC to the treasury when a freighter fleet is completed.

Notes: The zero default matches MOO2 1.50. Set this to 5 to restore the MOO2 1.40 free-cash behavior.

  • Configuration path: colony freighters_cash_bonus
  • Units: BC per completed freighter fleet
  • Accepted input: a number

Built-in default configuration

colony freighters_cash_bonus = 0;

Examples

colony freighters_cash_bonus = 0;

Food Replicator production cost

Sets the production points spent per unit of replicated food.

Notes: The default is the classic two production points per food. Zero makes replication free and disables the production cap, matching MOO2 1.50.

  • Configuration path: colony replicator_food_pp
  • Units: production points per food
  • Accepted input: a number
  • Accepted values: type minimum to 127

Built-in default configuration

colony replicator_food_pp = 2;

Examples

colony replicator_food_pp = 2;

Food Replicator BC cost

Sets the BC maintenance cost per unit of replicated food.

Notes: This surcharge is applied after climate-adjusted building maintenance, matching MOO2 1.50. Zero removes the BC cost.

  • Configuration path: colony replicator_food_bc
  • Units: BC per food
  • Accepted input: a number
  • Accepted values: type minimum to 127

Built-in default configuration

colony replicator_food_bc = 1;

Examples

colony replicator_food_bc = 1;

Barracks morale bonuses

Configures the morale bonus supplied by Marine Barracks or Armor Barracks for each government.

Notes: Values use five-percent morale units. Unification governments do not use morale, regardless of this table.

  • Configuration path: colony barracks_morale_bonus
  • Units: five-percent morale units
  • Accepted input: 8 entries
  • Entry names: Government

Built-in default configuration

colony barracks_morale_bonus =
    4
    4
    4
    4
    0
    0
    0
    0;

Examples

colony barracks_morale_bonus feudal = 4;

Landing ship stealth equipment

Controls whether colony, outpost, and transport ships install the best researched stealth device.

Notes: All fields default to false, preserving classic behavior and matching MOO2 1.50.

Fields

Built-in default configuration

colony lander_ship_uses_stealth = false false false;

Examples

colony lander_ship_uses_stealth colony_ship = true;
colony lander_ship_uses_stealth outpost_ship = true;
colony lander_ship_uses_stealth transport_ship = true;

Extended-range transport ships

Equips transport ships with Extended Fuel Tanks.

Notes: False preserves classic transport range.

  • Configuration path: colony transport_ship_extended_range
  • Accepted input: true or false

Built-in default configuration

colony transport_ship_extended_range = false;

Examples

colony transport_ship_extended_range = true;

First colony population becomes a Worker

Makes the first population unit at every newly founded colony a Worker.

Notes: False preserves classic food-world Farmer assignment, except for Cybernetic and Lithovore races.

  • Configuration path: colony first_pop_to_production
  • Accepted input: true or false

Built-in default configuration

colony first_pop_to_production = false;

Examples

colony first_pop_to_production = true;

Starting Outpost Ship

Adds an Outpost Ship to every player's starting fleet in Average and Post-warp games.

Notes: False preserves classic behavior and matches the MOO2 1.50 default.

  • Configuration path: colony starting_outpost_ship
  • Accepted input: true or false

Built-in default configuration

colony starting_outpost_ship = false;

Examples

colony starting_outpost_ship = true;