Configuration: Colonies and economy¶
Population, production, buildings, and economic rules.
Settings index¶
- Minimum ship class requiring an orbital base -
colony minimum_orbital_base_ship_class - Ship scrap refund percentage -
economy ship_scrap_refund_percent - Trade Goods conversion ratios -
colony trade_goods_ratio - Colony BC bonuses -
colony bc_bonus - Planet special BC bonuses -
colony planet_bc_bonus - Planet climate maintenance modifiers -
colony planet_maintenance - Fixed colony food bonuses -
colony food_colony_bonus - Base farmer food by climate -
colony food_farmer_base - Biomorphic Fungi climate policy -
colony fungi_climate - Android morale policy -
colony android_morale - Colony morale bonuses -
colony morale_bonus - Farmer food bonuses -
colony food_farmer_bonus - Worker production by mineral class -
colony production_worker_base - Worker production bonuses -
colony production_worker_bonus - Fixed colony production bonuses -
colony production_colony_bonus - Pollution-exempt production -
colony planet_no_pollution_prod - Nano Disassemblers pollution multiplier -
colony nano_disassemblers_coeff - Pollution Processor remaining pollution -
colony pollution_processor_ratio - Atmospheric Renewer remaining pollution -
colony atmospheric_renewer_ratio - Landing ship costs -
colony lander_ship_cost - Population capacity -
colony population_capacity - Use population capacity tables -
colony population_capacity_table_enabled - Normal population capacity table -
colony population_capacity_table - Tolerant population capacity table -
colony population_capacity_table_tolerant - Population bonuses -
colony pop_bonus - Miscellaneous production costs -
colony misc_costs - Feudal government cost reduction affects freighters -
colony feudal_affects_freighters - Multiple production completions per turn -
colony multibuild - Limit multibuild to non-building products -
colony multibuild_nonbuilding_products_only - Biospheres population bonus -
colony pop_bonus_biospheres - Subterranean population bonuses -
colony pop_bonus_subterranean - Building that converts Toxic colonies to Barren -
colony terraform_toxic_building - Weather Controller minimum climate -
colony weather_control_climate - Aquatic races treat Tundra as Swamp -
colony aquatic_treats_tundra_as_swamp - Population assimilation points -
colony assimilation_points - Population growth-rate modifiers -
colony growth_rate_bonus - Cumulative population-growth technologies -
colony cumulative_growth_tech_bonuses - Population growth formula factor -
colony growth_formula_factor - Buildings scrapped per colony per turn -
colony max_buildings_scrapped_per_turn - Housing growth formula factor -
colony housing_formula_factor - Cloning Center growth bonus -
colony cloning_center_growth_bonus - Automatic build queues -
colony build_queue - Colony autobuild -
colony autobuild - Colony morale rules -
colony morale - Psionics morale government limit -
colony psionics_government_limit - Housing creates no farmers -
colony housing_creates_no_farmers - Housing ignores population divisor -
colony housing_no_popagg - New farmer food threshold -
colony new_farmer_food_threshold - Disable Housing -
colony disable_housing - Androids available from the start -
colony androids_available - Population extinction from starvation -
colony planet_extinction - Zero-population colony loss -
colony zero_colony_lost - Maximum population in transit -
colony max_pop_freighted - Allow transfer of a colony's last population -
colony allow_last_population_transfer - Native population transfer -
colony native_population_transfer - Freighter completion cash bonus -
colony freighters_cash_bonus - Food Replicator production cost -
colony replicator_food_pp - Food Replicator BC cost -
colony replicator_food_bc - Barracks morale bonuses -
colony barracks_morale_bonus - Landing ship stealth equipment -
colony lander_ship_uses_stealth - Extended-range transport ships -
colony transport_ship_extended_range - First colony population becomes a Worker -
colony first_pop_to_production - Starting Outpost Ship -
colony starting_outpost_ship
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.
- Configuration path:
colony minimum_orbital_base_ship_class - Accepted input: Orbital-base ship class requirement
Allowed choices¶
frigatedestroyercruiserbattleshiptitandoomstarnone
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.
- Configuration path:
economy ship_scrap_refund_percent - Accepted input: Ship scrap refund percentage
Allowed choices¶
classicdouble
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.
- Configuration path:
colony trade_goods_ratio - Units: percent
- Accepted input: Trade Goods conversion ratios
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.
- Configuration path:
colony planet_bc_bonus - Units: BC per turn
- Accepted input: Planet special BC bonuses
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.
- Configuration path:
colony food_colony_bonus - Units: food
- Accepted input: Fixed colony food bonuses
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.
- Configuration path:
colony fungi_climate - Accepted input: Biomorphic Fungi climate policy
Allowed choices¶
classicreversedunited
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.
- Configuration path:
colony android_morale - Accepted input: Android morale policy
Allowed choices¶
workers_onlyfarmers_onlyscientists_onlyfarmers_and_workersworkers_and_scientistsfarmers_and_scientistsall_droidsnone
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.
- Configuration path:
colony production_worker_bonus - Units: production points
- Accepted input: Worker production bonuses
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.
- Configuration path:
colony production_colony_bonus - Units: production points
- Accepted input: Fixed colony production bonuses
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:
trueorfalse
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.
- Configuration path:
colony misc_costs - Units: production points
- Accepted input: Miscellaneous production costs
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:
trueorfalse
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:
trueorfalse
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:
trueorfalse
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¶
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
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¶
toxicradiatedbarrendeserttundraoceanswamparidterrangaia
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:
trueorfalse
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.
- Configuration path:
colony growth_rate_bonus - Units: percent
- Accepted input: Population growth-rate modifiers
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:
trueorfalse
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.
- Configuration path:
colony autobuild - Accepted input: Experimental autobuild settings
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.
- Configuration path:
colony morale - Accepted input: Colony morale rules
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.
- Configuration path:
colony psionics_government_limit - Accepted input: Psionics morale government limit
Allowed choices¶
imperiumfederation
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:
trueorfalse
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:
trueorfalse
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:
trueorfalse
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:
trueorfalse
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:
trueorfalse
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:
trueorfalse
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:
trueorfalse
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:
trueorfalse
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.
- Configuration path:
colony lander_ship_uses_stealth - Accepted input: Landing ship stealth equipment
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:
trueorfalse
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:
trueorfalse
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:
trueorfalse
Built-in default configuration¶
colony starting_outpost_ship = false;
Examples¶
colony starting_outpost_ship = true;