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Configuration: Leaders and officers

Leader progression, hiring, skills, and special behavior.

Settings index

leaders

Leader progression

Configures leader experience thresholds, availability, hire chances, and special leader IDs.

Notes: The availability increment must be nonzero. Special leader IDs use the complete unsigned-byte domain; values outside the restored 67-entry table safely disable the corresponding special case.

Fields

Built-in default configuration

leaders progression experience_thresholds =
    60
    150
    300
    500
    1000;
leaders progression availability = 10 5 10;
leaders progression hire_chance = 5 5 10;
leaders progression special_leaders = 47 41 52;

Examples

leaders progression experience_thresholds 2 = 60;
leaders progression availability increment_step = 5;
leaders progression special_leaders advanced_government_leader_id = 47;

Higher defending Commando bonus

Uses 5x and 7.5x officer-level multipliers for defending ground troops instead of the classic 2x and 3x multipliers.

Notes: False preserves classic behavior. The improved 7.5x result retains the original 1.50 downward rounding.

  • Configuration path: leaders ground_commando_defender_x5
  • Accepted input: true or false

Built-in default configuration

leaders ground_commando_defender_x5 = false;

Examples

leaders ground_commando_defender_x5 = true;

Lower attacking Commando bonus

Uses 2x and 3x officer-level multipliers for attacking ground troops instead of the classic 5x and 7.5x multipliers.

Notes: False preserves classic behavior, including upward rounding of the improved 7.5x result.

  • Configuration path: leaders ground_commando_attacker_x2
  • Accepted input: true or false

Built-in default configuration

leaders ground_commando_attacker_x2 = false;

Examples

leaders ground_commando_attacker_x2 = true;

Warlord bonus for leaders

Raises Warlord leaders' effective level by one at every XP tier without changing their experience.

Notes: False preserves classic behavior, where Warlord grants the extra level only at 1000 XP.

  • Configuration path: leaders leader_warlord_bonus
  • Accepted input: true or false

Built-in default configuration

leaders leader_warlord_bonus = false;

Examples

leaders leader_warlord_bonus = true;

Keep offer timer after declining a leader

Declining an initial leader offer preserves the elapsed wait toward the next offer instead of restarting it.

Notes: A declined leader remains available to hire from the officer screen for 30 turns regardless of this setting. False preserves the classic timer reset. This affects human offers only; accepting a leader into the officer pool still resets the timer, and AI behavior is unchanged.

  • Configuration path: leaders reject_declined_offers
  • Accepted input: true or false

Built-in default configuration

leaders reject_declined_offers = false;

Examples

leaders reject_declined_offers = true;

Unlimited leaders

Allows players to employ or retain more than four ship leaders and more than four colony leaders.

Notes: False preserves the classic four-per-type and eight-total limits. True uses the complete 67-entry leader table and enables paging on the officer screen.

  • Configuration path: leaders leaders_no_limit
  • Accepted input: true or false

Built-in default configuration

leaders leaders_no_limit = false;

Examples

leaders leaders_no_limit = true;

Leader skill hire costs

Configures each leader skill's contribution to its base hire value.

Notes: The hire price is ten times the resulting base value, scaled by leader level. Costs preserve the native unsigned-byte domain. Improved names identify second-tier skills, and Commando replaces the unused labels from MOO2 1.50.

  • Configuration path: leaders skill_cost
  • Accepted input: 54 entries
  • Entry names: Leader skill

Built-in default configuration

leaders skill_cost =
    2
    4
    0
    0
    1
    2
    3
    6
    2
    4
    2
    4
    3
    6
    3
    6
    3
    6
    2
    4
    4
    8
    1
    2
    3
    6
    2
    4
    1
    2
    1
    2
    2
    4
    3
    6
    2
    4
    3
    6
    1
    2
    4
    8
    3
    6
    2
    4
    2
    4
    2
    4
    3
    6;

Examples

leaders skill_cost assassin = 2;
leaders skill_cost megawealth_improved = 2;

Commando hire-cost adjustments

Configures the type-specific base hire-cost adjustment applied to each Commando tier.

Notes: Commando and Improved Commando have zero native table cost; Improved Commando applies this adjustment twice. Defaults preserve the original 1 and 3 adjustments.

Fields

Built-in default configuration

leaders commando_hire_cost = 1 3;

Examples

leaders commando_hire_cost colony = 1;
leaders commando_hire_cost ship = 3;

Megawealth doubles hire cost

Doubles the hire cost of leaders with Megawealth or Improved Megawealth.

Notes: True preserves classic behavior. Set false to reproduce MOO2 1.50's megawealth_no_double_cost option without retaining its inverse legacy name.

  • Configuration path: leaders megawealth_doubles_hire_cost
  • Accepted input: true or false

Built-in default configuration

leaders megawealth_doubles_hire_cost = true;

Examples

leaders megawealth_doubles_hire_cost = false;

Orion reward technology

Selects the guaranteed technology granted for defeating Orion before additional random rewards.

Notes: The technology must be a nonzero application. Death Ray preserves classic behavior and the MOO2 1.50 default.

Fields

Built-in default configuration

leaders orion_reward_technology = death_ray;

Examples

leaders orion_reward_technology application = death_ray;

Loknar gives no technology

Prevents Loknar from granting the technology applications attached to his leader record when he joins a player.

Notes: False preserves the classic leader-technology reward. Orion's guaranteed and random Xenon technology rewards remain independent.

  • Configuration path: leaders loknar_gives_no_tech
  • Accepted input: true or false

Built-in default configuration

leaders loknar_gives_no_tech = false;

Examples

leaders loknar_gives_no_tech = true;

Leader death exclamation for every ship destruction

Plays the leader death exclamation when any ship carrying a leader is destroyed, including regular and Quantum Detonator explosions.

Notes: False limits the exclamation to drive explosions, matching the base MOO2 1.50 fix. Classic instead used an unrelated 10 percent chance during drive explosions.

  • Configuration path: leaders leader_dies_with_no
  • Accepted input: true or false

Built-in default configuration

leaders leader_dies_with_no = false;

Examples

leaders leader_dies_with_no = true;