Configuration: New game and races¶
Starting conditions, race customization, and initial game setup.
Settings index¶
- Race pick rules -
race picks - Starting resources -
game start - Technology-level starting conditions -
game tech_start - Starting ships -
game starting_ships - Initial building priority -
game initial_buildings
race¶
Race pick rules¶
Configures race customization budgets, costs, and primary-trait values.
Notes: Defaults preserve classic behavior. Food and income trait values use signed half-unit storage, so one represents one half.
- Configuration path:
race picks - Accepted input: Race pick rules
Fields¶
Built-in default configuration¶
race picks starting = 10;
race picks negative_limit = -10;
race picks mutation_bonus = 4;
race picks primary growth =
-4 -50
3 50
6 100;
race picks primary food =
-3 -1
4 2
7 4;
race picks primary production =
-3 -1
3 1
6 2;
race picks primary research =
-3 -1
3 1
6 2;
race picks primary income =
-4 -1
5 1
8 2;
race picks primary ship_defense =
-2 -20
3 25
7 50;
race picks primary ship_attack =
-2 -20
2 20
4 50;
race picks primary ground_combat =
-2 -10
2 10
4 20;
race picks primary spying =
-3 -10
3 10
6 20;
race picks government =
-4
0
7
6;
race picks special =
-5
6
5
6
1
2
-1
3
4
10
-6
3
-4
8
10
4
6
3
3
4
5
4;
Examples¶
race picks starting = 10;
race picks primary growth major_bonus cost = 6;
race picks primary growth major_bonus value = 100;
race picks government democracy = 7;
race picks special subterranean = 6;
game¶
Starting resources¶
Sets population, marines, and BC assigned when a new game initializes players and homeworlds.
- Configuration path:
game start - Accepted input: named fields
Fields¶
population- Population: Initial homeworld population outside Advanced civilization games. Accepted input: a number. Saved in saved games. Synchronized and must match.marines- Marines: Initial homeworld ground-defense marine count. Accepted input: a number. Saved in saved games. Synchronized and must match.money- Money: Initial BC reserve for each player. Accepted input: a number. Saved in saved games. Synchronized and must match.
Built-in default configuration¶
game start = 8 3 50;
Examples¶
game start population = 8;
game start marines = 3;
game start money = 50;
Technology-level starting conditions¶
Overrides starting conditions for each selected civilization technology level.
Notes: Money set to minus one inherits game start money. A nonnegative level-specific value takes precedence, including zero.
- Configuration path:
game tech_start - Accepted input: 4 entries
- Entry names: Starting civilization level
Built-in default configuration¶
game tech_start =
-1
-1
-1
-1;
Examples¶
game tech_start average money = 50;
game tech_start advanced money = 100;
Starting ships¶
Gives each player two scouts and a Colony Ship in Average and Post-warp games.
Notes: True preserves classic behavior. The separate starting_outpost_ship setting still adds an Outpost Ship only when starting ships are enabled.
- Configuration path:
game starting_ships - Accepted input:
trueorfalse
Built-in default configuration¶
game starting_ships = true;
Examples¶
game starting_ships = false;
Initial building priority¶
Orders the buildings considered when initializing starting colonies, including Advanced Civilization colonies.
Notes: Initialization stops at the first none entry after applying existing technology, population, and race eligibility rules. The two trailing none entries preserve native 44-slot storage.
- Configuration path:
game initial_buildings - Accepted input: 44 entries
Built-in default configuration¶
game initial_buildings =
star_fortress
battlestation
star_base
hydroponic_farm
marine_barracks
biospheres
automated_factory
holo_simulator
soil_enrichment
astro_university
pleasure_dome
recyclotron
robotic_factory
spaceport
armor_barracks
deep_core_mine
core_waste_dump
pollution_processor
research_lab
cloning_center
subterranean_farms
food_replicators
radiation_shield
gravity_generator
currency_exchange
galactic_cybernet
flux_shield
missile_base
fighter_garrison
ground_batteries
autolab
atmosphere_renewer
barrier_shield
robo_miner_plant
stock_exchange
supercomputer
weather_controller
dimensional_portal
warp_interdictor
artemis_system_net
stellar_converter
space_academy
none
none;
Examples¶
game initial_buildings = star_fortress battlestation star_base none;