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Configuration: Record layouts

Some settings contain several named fields inside one block. Each layout below explains those field names and links back to the settings that use them.

Spy action success thresholds

Minimum spy-roll results for theft, framing, and sabotage outcomes.

Fields

  • steal - Theft: Minimum roll for a successful technology theft. Accepted input: a number.
  • steal_and_frame - Theft with framing: Minimum roll for a theft that frames another player. Accepted input: a number.
  • sabotage - Sabotage: Minimum roll for successful sabotage. Accepted input: a number.
  • sabotage_and_frame - Sabotage with framing: Minimum roll for sabotage that frames another player. Accepted input: a number.

Used by

Invasion technology capture chances

Base weights used when an invasion captures technology from colony buildings or population.

Fields

  • building_player - Player building chance: Technology-capture weight for each conquered building when a human player invades. Accepted input: a number.
  • building_ai - AI building chance: Base technology-capture weight for each conquered building when an AI player invades. Accepted input: a number.
  • population_player - Player population chance: Technology-capture weight for each conquered population unit when a human player invades. Accepted input: a number.
  • population_ai - AI population chance: Base technology-capture weight for each conquered population unit when an AI player invades. Accepted input: a number.

Used by

Spy count bonuses

Spy-count cutoffs for the +2, +1, and paired-spy roll bonuses.

Fields

  • plus_two - Plus-two cutoff: Number of first spies that each add two points to the roll. Accepted input: a number.
  • plus_one - Plus-one cutoff: Number of first spies that each add at least one point to the roll. Accepted input: a number.

Used by

Spy random roll bounds

Inclusive random-roll bounds added to attacking and defending spy rolls.

Fields

  • attacker - Attacker: Inclusive upper bound of the random value added to an attacking spy roll. Accepted input: a number.
  • defender - Defender: Inclusive upper bound of the random value subtracted from an attacking spy roll. Accepted input: a number.

Used by

Guaranteed spy-action rolls

Attacker random-roll values that guarantee the corresponding spy action succeeds.

Fields

  • steal - Theft: Attacker random-roll value that guarantees technology theft and theft framing success. Accepted input: a number.
  • sabotage - Sabotage: Attacker random-roll value that guarantees sabotage and sabotage framing success. Accepted input: a number.

Used by

Population bonuses

Population-capacity bonuses supplied by technology and colony buildings.

Fields

  • advanced_city_planning - Advanced City Planning: Population capacity added by Advanced City Planning. Accepted input: a number.
  • tolerant - Tolerant: Population-capacity percentage added by the Tolerant racial trait. Accepted input: a number.

Used by

Generated planet transformations

Optional MOO2 1.50 transformations applied to generated planets.

Fields

  • convert_toxic_to_radiated - Convert Toxic to Radiated: Converts generated Toxic planets to Radiated. Accepted input: true or false.
  • improve_ultra_poor_minerals - Improve Ultra Poor planets: Improves generated Ultra Poor mineral classes. Accepted input: true or false.
  • normalize_low_gravity - Normalize Low-G planets: Changes uncolonized Low-G planets to Normal-G. Accepted input: true or false.
  • normalize_heavy_gravity - Normalize Heavy-G planets: Changes uncolonized Heavy-G planets to Normal-G. Accepted input: true or false.
  • upgrade_tiny_planets - Upgrade Tiny planets: Replaces generated Tiny planets with larger planets. Accepted input: true or false.
  • upgrade_small_planets - Upgrade Small planets: Replaces generated Small planets with Medium planets. Accepted input: true or false.

Used by

Home-system generation

MOO2 1.50 home-system guarantees and transformations.

Fields

  • minimum_planets - Minimum planets: Minimum planetary bodies in every home system. Accepted input: a number.
  • normalize_unoccupied_planets - Normalize unoccupied planets: Normalizes unoccupied home-system planets while preserving varied climates. Accepted input: true or false.
  • use_fixed_unoccupied_planets - Use fixed unoccupied planets: Uses the fixed MOO2 1.50 unoccupied home-system layout. Accepted input: true or false.
  • improve_fourth_unoccupied_planet - Improve fourth unoccupied planet: Applies the MOO2 1.50 Gaia-or-Terran fourth-planet policy. Accepted input: true or false.
  • improve_first_unoccupied_planet - Improve first unoccupied planet: Makes the first unoccupied home-system planet Huge, Rich, and Terran. Accepted input: true or false.
  • make_first_unoccupied_planet_huge - Huge first unoccupied planet: Makes the first unoccupied home-system planet Huge. Accepted input: true or false.
  • make_first_unoccupied_planet_rich - Rich first unoccupied planet: Makes the first unoccupied home-system planet Rich. Accepted input: true or false.
  • minimum_starting_planet_production - Minimum starting-planet production: Ensures the nearest unoccupied planet yields at least two production for a Normal-G race. Accepted input: true or false.
  • huge_starting_planet - Huge starting planet: Makes the nearest unoccupied planet Huge with homeworld gravity. Accepted input: true or false.
  • rich_starting_planet - Rich starting planet: Makes the nearest unoccupied planet Rich unless Ultra Rich is enabled. Accepted input: true or false.
  • ultra_rich_starting_planet - Ultra Rich starting planet: Makes the nearest unoccupied planet Ultra Rich with homeworld gravity. Accepted input: true or false.

Used by

Map special generation

Generated stellar and planetary special policies.

Fields

  • generate_black_holes - Generate black holes: Allows black holes in generated spectral classes. Accepted input: true or false.
  • generate_wormholes - Generate wormholes: Allows stable wormholes. Accepted input: true or false.
  • generate_nebulas - Generate nebulas: Allows nebulas. Accepted input: true or false.
  • generate_splinter_colonies - Generate Splinter Colonies: Allows unguarded Splinter Colonies. Accepted input: true or false.
  • generate_orion - Generate Orion: Generates the Orion system and Guardian. Accepted input: true or false.
  • artifacts_grant_technology - Artifacts grant technology: Allows Ancient Artifacts discoveries to grant technology. Accepted input: true or false.
  • replace_splinter_colonies_with_gems - Replace Splinter Colonies: Replaces Splinter Colonies with Gem Deposits after generation. Accepted input: true or false.
  • replace_natives_with_gold - Replace Natives: Replaces Natives with Gold Deposits after generation. Accepted input: true or false.
  • highlight_marooned_heroes - Highlight marooned heroes: Uses brown stars only for Marooned Hero systems. Accepted input: true or false.
  • remove_marooned_heroes - Remove marooned heroes: Replaces assigned Marooned Heroes with Pirate Caches. Accepted input: true or false.

Used by

Map monster generation

Natural monster counts and guarded-planet transformations.

Fields

  • count - Preferred monster count: Preferred count; 255 selects the natural random count. Accepted input: a number.
  • terraform_guarded_natives - Terraform guarded Natives: Improves poor Native climates in monster systems. Accepted input: true or false.
  • recalculate_guarded_planet_gravity - Recalculate guarded-planet gravity: Recalculates gravity for rich monster-guarded planets. Accepted input: true or false.
  • improve_guarded_planets - Improve guarded planets: Normalizes gravity and improves rich guarded planets to at least Terran. Accepted input: true or false.
  • natural_chance - Natural monster chance: Per-star natural monster chance by difficulty. Accepted input: 5 entries.
  • natural_count_cap - Natural monster count cap: Caps randomly generated monsters without limiting an explicit count. Accepted input: a number.

Used by

Galaxy layout

Map bounds, spacing, display scale, and zoom for one galaxy size.

Fields

  • automatic - Automatic sizing: Derives Maximum geometry from its star count. Accepted input: true or false.
  • width - Map width: Unscaled galaxy-map width. Accepted input: a number.
  • height - Map height: Unscaled galaxy-map height. Accepted input: a number.
  • star_spacing - Star spacing: Generation scale controlling spacing between stars. Accepted input: a number.
  • maximum_display_scale - Maximum display scale: Largest local map display scale. Accepted input: a number. Local and not saved. May differ between players.
  • maximum_zoom_level - Maximum zoom level: Largest selectable local zoom level. Accepted input: a number. Local and not saved. May differ between players.
  • initial_zoom_level - Initial zoom level: Local zoom level used when a new game opens. Accepted input: a number. Local and not saved. May differ between players.

Used by

Nebula count range

Nebula-count range and scaling policy for one galaxy size.

Fields

  • minimum - Minimum nebulas: Minimum generated nebula count. Accepted input: a number.
  • maximum - Maximum nebulas: Maximum generated nebula count. Accepted input: a number.
  • scale_with_star_count - Scale with star count: Scales the rolled count for extended galaxies. Accepted input: true or false.

Used by

Primary racial pick

Cost and stored trait value of one primary race-customization choice.

Fields

  • cost - Pick cost: Picks spent or gained by selecting this choice. Accepted input: a number.
  • value - Trait value: Value stored in the race trait field. Food and income use native half-unit storage. Accepted input: a number.

Used by

Race pick rules

Budgets, primary choices, governments, and special choices used by race customization.

Fields

  • starting - Starting picks: Picks available before selecting racial options. Accepted input: a number.
  • negative_limit - Negative-pick limit: Lowest permitted subtotal from negative-cost choices. Accepted input: a number.
  • mutation_bonus - Evolutionary Mutation bonus: Additional picks granted by Evolutionary Mutation. Accepted input: a number.
  • primary - Primary traits: Penalty, bonus, and major-bonus choices for every numeric trait. Accepted input: 9 entries.
  • government - Government costs: Pick cost of each selectable base government. Accepted input: 4 entries.
  • special - Special-trait costs: Pick cost of each special racial choice. Accepted input: 22 entries.

Used by

AI race trait value

One trait assignment in an AI race variant.

Fields

  • trait - Trait: Native trait index to assign. Accepted input: AI race trait.
  • value - Value: Native trait value to assign. Accepted input: a number.

Used by

AI race customization

Base trait assignments applied to one AI race variant.

Fields

  • count - Count: Number of active trait assignments. Accepted input: a number.
  • traits - Traits: Fixed native storage for trait assignments. Accepted input: 8 entries.

Used by

AI race evolution

Evolutionary Mutation trait assignments available to one AI race variant.

Fields

  • count - Count: Number of active evolutionary trait assignments. Accepted input: a number.
  • traits - Traits: Fixed native storage for evolutionary trait assignments. Accepted input: 2 entries.

Used by

AI race variants

Base and evolutionary trait assignments for the native AI race-variant table.

Notes: Rows are keyed by stock race, Hard or Impossible difficulty, and variant number one through five.

Fields

  • customization - Customization: Base trait assignments for each native variant row. Accepted input: 13 entries.
  • evolution - Evolution: Evolutionary Mutation assignments for each native variant row. Accepted input: 13 entries.

Used by

Stock race traits

The government and thirty racial trait choices for one predefined race.

Fields

  • government - Government: Starting government. Accepted input: Government.
  • growth - Growth: Population-growth pick choice. Accepted input: Stock-race pick choice.
  • farming - Farming: Farmer-output pick choice. Accepted input: Stock-race pick choice.
  • industry - Industry: Worker-output pick choice. Accepted input: Stock-race pick choice.
  • science - Science: Scientist-output pick choice. Accepted input: Stock-race pick choice.
  • money - Money: Tax-income pick choice. Accepted input: Stock-race pick choice.
  • defense - Ship defense: Ship-defense pick choice. Accepted input: Stock-race pick choice.
  • attack - Ship attack: Ship-attack pick choice. Accepted input: Stock-race pick choice.
  • ground - Ground combat: Ground-combat pick choice. Accepted input: Stock-race pick choice.
  • spying - Spying: Spying pick choice. Accepted input: Stock-race pick choice.
  • lowg_world - Low-G World: Enables the Low-G World trait. Accepted input: true or false.
  • highg_world - High-G World: Enables the High-G World trait. Accepted input: true or false.
  • aquatic - Aquatic: Enables the Aquatic trait. Accepted input: true or false.
  • subterranean - Subterranean: Enables the Subterranean trait. Accepted input: true or false.
  • large_hw - Large Home World: Enables the Large Home World trait. Accepted input: true or false.
  • hw_richness - Home-world richness: Selects poor, average, or rich home-world minerals. Accepted input: a number.
  • arti_world - Artifacts World: Enables the Ancient Artifacts Home World trait. Accepted input: true or false.
  • cybernetic - Cybernetic: Enables the Cybernetic trait. Accepted input: true or false.
  • lithovore - Lithovore: Enables the Lithovore trait. Accepted input: true or false.
  • repulsive - Repulsive: Enables the Repulsive trait. Accepted input: true or false.
  • charismatic - Charismatic: Enables the Charismatic trait. Accepted input: true or false.
  • uncreative - Uncreative: Enables the Uncreative trait. Accepted input: true or false.
  • creative - Creative: Enables the Creative trait. Accepted input: true or false.
  • tolerant - Tolerant: Enables the Tolerant trait. Accepted input: true or false.
  • fantastic_traders - Fantastic Traders: Enables the Fantastic Traders trait. Accepted input: true or false.
  • telepathic - Telepathic: Enables the Telepathic trait. Accepted input: true or false.
  • lucky - Lucky: Enables the Lucky trait. Accepted input: true or false.
  • omniscient - Omniscient: Enables the Omniscient trait. Accepted input: true or false.
  • stealthy_ships - Stealthy Ships: Enables the Stealthy Ships trait. Accepted input: true or false.
  • trans_dimensional - Trans-Dimensional: Enables the Trans-Dimensional trait. Accepted input: true or false.
  • warlord - Warlord: Enables the Warlord trait. Accepted input: true or false.

Used by

Tech Review entry

One application, group header, or end marker in a Tech Review category.

Fields

  • application - Technology application: Application displayed by this entry, or no_tech for a group header or end marker. Accepted input: Technology application.
  • group - Group: Group heading displayed by this entry, or none for an application or end marker. Accepted input: Tech Review group.

Used by

Text format

Template, font style, alignment, and screen position for one interface label.

Fields

  • template - Template: Text containing optional case-sensitive $NAME$ placeholders. Accepted input: text.
  • style - Font style: Font index. Zero preserves the style selected by the caller. Accepted input: a number.
  • align - Alignment: Horizontal text alignment. Accepted input: Text alignment.
  • x - X: Horizontal screen coordinate. Accepted input: a number.
  • y - Y: Vertical screen coordinate. Accepted input: a number.

Used by

AI ship special priority choice

One ordered ship special system or special weapon considered during AI ship design.

Fields

  • item - Item ID: SPECIAL or WEAPON table ID selected by kind. Accepted input: a number.
  • kind - Item kind: Selects whether item is interpreted as a ship special system or weapon. Accepted input: AI ship special priority item kind.

Used by

AI ship design

Configuration data used when the AI equips a ship design.

Fields

  • c1_bio_weapon - Bio-weapon theme: Choices preferred by the biological-weapon theme. Accepted input: 5 entries.
  • c1_capture - Capture theme: Choices preferred by the capture theme. Accepted input: 5 entries.
  • c1_cloaking - Cloaking theme: Choices preferred by the cloaking theme. Accepted input: 3 entries.
  • c1_beam_defense - Beam-defense theme: Choices preferred by the beam-defense theme. Accepted input: 4 entries.
  • c1_missile_defense - Missile-defense theme: Choices preferred by the missile-defense theme. Accepted input: 8 entries.
  • c1_armor - Armor theme: Choices preferred by the armor theme. Accepted input: 3 entries.
  • c1_shield - Shield theme: Choices preferred by the shield theme. Accepted input: 3 entries.
  • c2_beam_offense - Beam-offense priorities: Choices added to beam-focused designs. Accepted input: 7 entries.
  • c3_missile_offense - Missile-offense priorities: Choices added to missile-focused designs. Accepted input: 2 entries.
  • c5_special_weapon - Special-weapon priorities: Choices added to special-weapon designs. Accepted input: 5 entries.
  • c6_special_device - Special-device priorities: Choices considered by special-device ship designs. Accepted input: 12 entries.
  • c4_defense_human_non_beams - Human non-beam priorities: Choices used when the leading human player's best weapons are not beams. Accepted input: 19 entries.
  • c4_defense_human_beams - Human beam priorities: Choices used when the leading human player's best weapons are beams. Accepted input: 19 entries.

Used by

AI ship design allocation

Percentage of available hull space assigned to each Auto Design step.

Notes: Minus one disables a step. Values zero through one hundred are percentages of the available hull space.

Fields

  • theme_special - Theme special: Space allocated to the player's selected special theme. Accepted input: a number.
  • beam_special - Beam special: Space allocated to beam-offense special systems. Accepted input: a number.
  • missile_special - Missile special: Space allocated to missile-offense special systems. Accepted input: a number.
  • defense_special - Defense special: Space allocated to defensive special systems. Accepted input: a number.
  • special_weapon - Special weapon: Space allocated to special weapons. Accepted input: a number.
  • special_device - Special device: Space allocated to special devices. Accepted input: a number.
  • fighter - Fighters: Space allocated to fighter bays. Accepted input: a number.
  • missile - Missiles: Space allocated to missile weapons. Accepted input: a number.
  • heavy_beams - Heavy beams: Space allocated to Heavy Mount beams. Accepted input: a number.
  • beams - Beams: Space allocated to standard beams. Accepted input: a number.
  • point_defense_beams - Point Defense beams: Space allocated to Point Defense beams. Accepted input: a number.
  • bombs - Bombs: Space allocated to bombs. Accepted input: a number.

Used by

AI technology priorities

Technology fields and applications whose research selection weight receives the MOO2 1.50 priority multipliers.

Fields

  • double_field_1 - First double-priority field: Technology field whose candidate applications receive double selection weight. Accepted input: Technology field table index.
  • double_field_2 - Second double-priority field: Technology field whose candidate applications receive double selection weight. Accepted input: Technology field table index.
  • double_application - Double-priority application: Technology application that receives double selection weight. Accepted input: Technology application.
  • quintuple_application - Quintuple-priority application: Technology application that receives five times its normal selection weight. Accepted input: Technology application.

Used by

Monster hit points

Structural hit points for system guardians and random-event monsters.

Fields

  • system_eel - System Eel: Hit points of a stationary Space Eel. Accepted input: a number.
  • system_amoeba - System Amoeba: Hit points of a stationary Amoeba. Accepted input: a number.
  • system_crystal_hydra_dragon - System Crystal, Hydra, and Dragon: Hit points of stationary Crystal, Hydra, and Dragon guardians. Accepted input: a number.
  • event_amoeba - Event Amoeba: Hit points of an Amoeba event monster. Accepted input: a number.
  • event_eel - Event Eel: Hit points of a Space Eel event monster. Accepted input: a number.
  • event_hydra - Event Hydra: Hit points of a Hydra event monster. Accepted input: a number.
  • event_crystal_dragon - Event Crystal and Dragon: Hit points of Crystal and Dragon event monsters. Accepted input: a number.

Used by

Monster drives

Independent fallback combat-speed drives for nonplayer monsters and the Guardian.

Fields

  • amoeba - Amoeba: Combat-speed drive used when an Amoeba design has no FTL drive. Accepted input: Ship drive.
  • guardian - Guardian: Combat-speed drive used when the Guardian design has no FTL drive. Accepted input: Ship drive.
  • crystal - Crystal: Combat-speed drive used when a Crystal design has no FTL drive. Accepted input: Ship drive.
  • dragon - Dragon: Combat-speed drive used when a Dragon design has no FTL drive. Accepted input: Ship drive.
  • eel - Eel: Combat-speed drive used when a Space Eel design has no FTL drive. Accepted input: Ship drive.
  • hydra - Hydra: Combat-speed drive used when a Hydra design has no FTL drive. Accepted input: Ship drive.

Used by

Command-point values

Command capacity supplied by starting state, orbital bases, communications, and Warlord colonies.

Fields

  • starting - Starting: Command points available before bonuses. Accepted input: a number.
  • star_base - Star Base: Command points supplied by each Star Base. Accepted input: a number.
  • battlestation - Battlestation: Command points supplied by each Battlestation. Accepted input: a number.
  • star_fortress - Star Fortress: Command points supplied by each Star Fortress. Accepted input: a number.
  • tachyon_communications - Tachyon Communications: Command points supplied per orbital base. Accepted input: a number.
  • sub_space_communications - Sub-Space Communications: Command points supplied per orbital base. Accepted input: a number.
  • hyperspace_communications - Hyperspace Communications: Command points supplied per orbital base. Accepted input: a number.
  • warlord_planet - Warlord colony: Command points supplied by each Warlord colony. Accepted input: a number.

Used by

Commando hire-cost adjustments

Base hire-cost adjustments for Commando and Improved Commando leaders.

Fields

  • colony - Colony leader: Adjustment for each Commando tier on a colony leader. Accepted input: a number.
  • ship - Ship leader: Adjustment for each Commando tier on a ship leader. Accepted input: a number.

Used by

Trade Goods conversion ratios

Production-to-BC conversion percentages for normal and Fantastic Traders races.

Fields

  • normal - Normal: Conversion percentage without Fantastic Traders. Accepted input: a number.
  • fantastic_traders - Fantastic Traders: Conversion percentage with Fantastic Traders. Accepted input: a number.

Used by

Colony BC bonuses

Income bonuses supplied by colony economic buildings and technology.

Fields

  • spaceport - Spaceport: Spaceport income bonus percentage. Accepted input: a number.
  • planetary_stock_exchange - Planetary Stock Exchange: Planetary Stock Exchange income bonus percentage. Accepted input: a number.
  • galactic_currency_exchange - Galactic Currency Exchange: Galactic Currency Exchange income bonus percentage. Accepted input: a number.

Used by

Planet special BC bonuses

Flat colony income supplied by Gold and Gem Deposits.

Fields

  • gold_deposits - Gold Deposits: Flat colony income supplied by Gold Deposits. Accepted input: a number.
  • gem_deposits - Gem Deposits: Flat colony income supplied by Gem Deposits. Accepted input: a number.

Used by

Fixed colony food bonuses

Fixed food supplied by colony farming buildings.

Fields

  • hydroponic_farms - Hydroponic Farms: Fixed food supplied by Hydroponic Farms. Accepted input: a number.
  • subterranean_farms - Subterranean Farms: Fixed food supplied by Subterranean Farms. Accepted input: a number.

Used by

Farmer food bonuses

Per-farmer food supplied by technology, buildings, and special population.

Fields

  • soil_enrichment - Soil Enrichment: Permanent per-farmer food added by Soil Enrichment. Accepted input: a number.
  • biomorphic_fungi - Biomorphic Fungi: Per-farmer food added by Biomorphic Fungi on eligible climates. Accepted input: a number.
  • weather_controller - Weather Controller: Per-farmer food added by a Weather Controller. Accepted input: a number.
  • astro_university - Astro University: Per-farmer food added by an Astro University. Accepted input: a number.
  • native - Native: Per-farmer food bonus for native population. Accepted input: a number.
  • android_farmer - Android Farmer: Per-farmer food bonus for Android Farmers. Accepted input: a number.

Used by

Colony morale bonuses

Morale bonuses supplied by colony buildings and Psionics technology.

Fields

  • holo_simulator - Holo Simulator: Morale bonus supplied by a Holo Simulator. Accepted input: a number.
  • pleasure_dome - Pleasure Dome: Morale bonus supplied by a Pleasure Dome. Accepted input: a number.
  • psionics - Psionics: Morale bonus supplied by Psionics for eligible governments. Accepted input: a number.
  • virtual_reality_network - Virtual Reality Network: Morale bonus supplied by Virtual Reality Network. Accepted input: a number.

Used by

Colony morale rules

Government-dependent morale penalties and mixed-race policy.

Fields

  • government_penalty - Government penalty: Base morale modifier for each government. Accepted input: 8 entries. Default: [-4, -4, -4, 0, 0, 0, 0, 0].
  • no_capitol_penalty - No Capitol penalty: Morale modifier when a government family has no Capitol. Accepted input: 3 entries. Default: [-10, -7, -4].
  • ignore_mixed_race_penalty - Ignore mixed-race penalty: Prevents the mixed biological-race morale penalty for each government. Accepted input: 8 entries. Default: [false, false, false, false, false, false, false, false].

Used by

Council meeting schedule

Turn delays used before the first Council meeting and between later meetings.

Fields

  • first_meeting_delay - First meeting delay: Minimum turns before the first eligible Council meeting. Accepted input: a number.
  • meeting_interval - Meeting interval: Turns between eligible Council meetings after the first meeting. Accepted input: a number.

Used by

Technology-level starting conditions

Starting conditions for one selected civilization technology level.

Fields

  • money - Money: Initial BC reserve, or minus one to inherit game start money. Accepted input: a number.

Used by

Starting technology fields

First technology field in each research branch.

Fields

Used by

AI uncolonized-planet food worth

AI value assigned to each half-food unit produced by a farmer.

Fields

  • biological - Biological: Worth per half-food unit for biological races. Accepted input: a number.
  • cybernetic - Cybernetic: Worth per half-food unit for Cybernetic races. Accepted input: a number.

Used by

AI uncolonized-planet special worth

AI value added for each special on an uncolonized planet.

Fields

  • gold_deposits - Gold Deposits: Worth added for Gold Deposits. Accepted input: a number.
  • gem_deposits - Gem Deposits: Worth added for Gem Deposits. Accepted input: a number.
  • ancient_artifacts - Ancient Artifacts: Worth added for Ancient Artifacts. Accepted input: a number.
  • orion - Orion: Worth added for Orion. Accepted input: a number.

Used by

Fixed colony research bonuses

Research supplied directly by colony research buildings.

Fields

  • research_lab - Research Laboratory: Fixed research supplied by a Research Laboratory. Accepted input: a number.
  • supercomputer - Planetary Supercomputer: Fixed research supplied by a Planetary Supercomputer. Accepted input: a number.
  • galactic_cybernet - Galactic Cybernet: Fixed research supplied by a Galactic Cybernet. Accepted input: a number.
  • autolab - Autolab: Fixed research supplied by an Autolab. Accepted input: a number.

Used by

Research per scientist bonuses

Base and conditional research applied to each scientist.

Fields

  • base_scientist - Base scientist: Base research produced by a scientist. Accepted input: a number.
  • artifacts_planet - Ancient Artifacts: Per-scientist bonus on an Ancient Artifacts planet. Accepted input: a number.
  • orion_planet - Orion: Per-scientist bonus on Orion. Accepted input: a number.
  • research_lab - Research Laboratory: Per-scientist bonus from a Research Laboratory. Accepted input: a number.
  • supercomputer - Planetary Supercomputer: Per-scientist bonus from a Planetary Supercomputer. Accepted input: a number.
  • galactic_cybernet - Galactic Cybernet: Per-scientist bonus from a Galactic Cybernet. Accepted input: a number.
  • astro_university - Astro University: Per-scientist bonus from an Astro University. Accepted input: a number.
  • android_scientist - Android Scientist: Research produced by an Android Scientist. Accepted input: a number.
  • heightened_intelligence - Heightened Intelligence: Per-scientist bonus from Heightened Intelligence. Accepted input: a number.

Used by

Worker production bonuses

Per-worker production supplied by buildings, technology, and Android Workers.

Fields

  • automated_factory - Automated Factory: Per-worker production supplied by an Automated Factory. Accepted input: a number.
  • robo_miner_plant - Robo-Miner Plant: Per-worker production supplied by a Robo-Miner Plant. Accepted input: a number.
  • deep_core_mine - Deep Core Mine: Per-worker production supplied by a Deep Core Mine. Accepted input: a number.
  • recyclotron - Recyclotron: Production supplied per population by a Recyclotron. Accepted input: a number.
  • astro_university - Astro University: Per-worker production supplied by an Astro University. Accepted input: a number.
  • android_worker - Android Worker: Production bonus supplied by each Android Worker. Accepted input: a number.
  • microlite_construction - Microlite Construction: Per-worker production supplied by Microlite Construction. Accepted input: a number.

Used by

Fixed colony production bonuses

Fixed production supplied by colony production buildings.

Fields

  • automated_factory - Automated Factory: Fixed production supplied by an Automated Factory. Accepted input: a number.
  • robo_miners - Robo Miners: Fixed production supplied by a Robo-Miner Plant. Accepted input: a number.
  • deep_core_mines - Deep Core Mines: Fixed production supplied by a Deep Core Mine. Accepted input: a number.
  • robotic_factory - Robotic Factory: Fixed Robotic Factory production by planet mineral classification. Accepted input: 5 entries.

Used by

Antaran resource growth

Growth cadence and per-difficulty resource multipliers for both Antaran fleets.

Fields

  • frequency - Calculation frequency: Turns between Antaran resource-growth calculations. Accepted input: a number.
  • offensive_multiplier - Offensive multipliers: Resource growth percentage for the offensive reserve by difficulty band. Accepted input: 3 entries.
  • defensive_multiplier - Defensive multipliers: Resource growth percentage for the defensive reserve by difficulty band. Accepted input: 3 entries.

Used by

Antaran attack policy

Controls attack eligibility, timing rolls, and Impossible human-victim weighting.

Fields

  • roll_range - Attack roll range: Inclusive random range compared with accumulated attack pressure. Accepted input: a number.
  • minimum_offensive_force_shift - Minimum offensive fleet share: Power-of-two shift applied to offensive fleet value before comparing it with total Antaran resources. Accepted input: a number.
  • impossible_human_weight_multiplier - Impossible human-victim weight: Multiplier applied to human victim-selection weight on Impossible difficulty. Accepted input: a number.
  • lucky_victim_weight_divisor - Lucky victim weight divisor: Divisor applied to a Lucky player's Antaran victim-selection weight. Accepted input: a number.

Used by

Antaran ship limits

Per-class limits for the offensive and defensive Antaran reserve fleets.

Fields

  • offensive - Offensive fleet: Maximum reserve ship count by class before its construction slot closes. Accepted input: 5 entries.
  • defensive - Defensive fleet: Maximum defensive ship count by class; zero disables that class. Accepted input: 5 entries.

Used by

Leader progression

Experience, availability, hiring, and special-leader settings.

Fields

  • experience_thresholds - Experience thresholds: Experience required for leader levels two through six. Accepted input: 5 entries.
  • availability - Availability: Candidate-pool settings for available leaders. Accepted input: named fields.
  • hire_chance - Hire chance: Leader-offer timing adjustments. Accepted input: named fields.
  • special_leaders - Special leaders: Leader IDs used by special gameplay paths. Accepted input: named fields.

Used by

Antaran ship retirement policy

Controls when one low-tier Antaran ship class stops being constructed.

Fields

  • normal_turn_limit - Normal turn limit: Last eligible construction turn on Tutor, Easy, and Average difficulty. Accepted input: a number.
  • divisor - Difficulty divisors: Divisors used to derive the Hard and Impossible retirement turns; the Normal value is retained for table compatibility. Accepted input: 3 entries.

Used by

Anti-Missile Rocket accuracy

Terms used by the Anti-Missile Rocket hit formula.

Fields

  • base - Base chance: Base Anti-Missile Rocket hit chance before range reduction. Accepted input: a number.
  • range_multiplier - Range multiplier: Multiplier applied to range plus two before division. Accepted input: a number.
  • range_divisor - Range divisor: Divisor applied to the range penalty. Accepted input: a number.

Used by

Antaran fleet policy

Strategic growth, attack, composition, cost, and retirement policy for the Antaran fleets.

Fields

  • growth_delay - Growth delays: Initial Antaran resource-growth delay by starting civilization band. Accepted input: 3 entries.
  • resource_growth - Resource growth: Resource cadence and multipliers. Accepted input: Antaran resource growth.
  • attack - Attack policy: Attack eligibility, timing, and victim weighting. Accepted input: Antaran attack policy.
  • ship_limit - Ship limits: Offensive and defensive reserve limits. Accepted input: Antaran ship limits.
  • ship_cost - Ship costs: Base Antaran resource cost by ship class. Accepted input: 5 entries.
  • retirement - Low-tier retirement: Construction retirement policy for Raiders and Marauders. Accepted input: 2 entries.

Used by

Government bonuses

Cost and economy modifiers supplied by one government type.

Fields

  • cost_reduction - Cost reduction: Fraction subtracted from affected ship and landing-ship costs. Accepted input: 16-bit ratio.
  • science - Research: Research modifier in five-percent units. Accepted input: a number.
  • money - Income: Base income modifier in five-percent units. Accepted input: a number.
  • food - Food: Farmer-output modifier in five-percent units. Accepted input: a number.
  • production - Production: Worker-output modifier in five-percent units. Accepted input: a number.

Used by

Landing ship costs

Production costs of colony, outpost, and transport ships.

Fields

  • colony_ship - Colony Ship: Base production cost of a Colony Ship. Accepted input: a number.
  • outpost_ship - Outpost Ship: Base production cost of an Outpost Ship. Accepted input: a number.
  • transport_ship - Transport: Base production cost of a Transport. Accepted input: a number.

Used by

Population capacity

Base capacity by planet size and climate percentage.

Fields

  • size - Size capacity: Gaia population capacity by planet size. Accepted input: 5 entries.
  • climate - Climate capacity: Percentage of size capacity available by climate. Accepted input: 10 entries.

Used by

Miscellaneous production costs

Production costs for freighter fleets, Android population types, spies, and terraforming steps.

Fields

  • freighters - Freighter Fleet: Production cost of a five-freighter fleet. Accepted input: a number.
  • android_farmer - Android Farmer: Production cost of an Android Farmer. Accepted input: a number.
  • android_worker - Android Worker: Production cost of an Android Worker. Accepted input: a number.
  • android_scientist - Android Scientist: Production cost of an Android Scientist. Accepted input: a number.
  • spy - Spy: Production cost of a Spy. Accepted input: a number.
  • terraforming_step - Terraforming step: Additional cost of each completed terraforming step. Accepted input: a number.

Used by

Population growth-rate modifiers

Additional percentage modifiers used by colony population growth.

Fields

  • general_modifier - General modifier: Growth percentage added independently of Housing and technology. Accepted input: a number.
  • microbiotics_tech - Microbiotics: Growth percentage added by Microbiotics. Accepted input: a number.
  • antidote_tech - Universal Antidote: Growth percentage added by Universal Antidote. Accepted input: a number.
  • boom_event - Population Boom: Growth percentage added during a Population Boom. Accepted input: a number.
  • plague_event - Plague: Growth penalty applied during a Plague. Accepted input: a number.

Used by

Technology spying bonuses

Spy bonuses granted by researched technology applications.

Fields

  • neural_scanner - Neural Scanner: Spy bonus granted by Neural Scanner. Accepted input: a number.
  • xeno_psychology - Xeno Psychology: Spy bonus granted by Xeno Psychology. Accepted input: a number.
  • telepathic_training - Telepathic Training: Spy bonus granted by Telepathic Training. Accepted input: a number.
  • cyber_security_link - Cyber Security Link: Spy bonus granted by Cyber Security Link. Accepted input: a number.
  • stealth_suit - Stealth Suit: Spy bonus granted by Stealth Suit. Accepted input: a number.
  • psionics - Psionics: Spy bonus granted by Psionics. Accepted input: a number.

Used by

Beam mount damage modifiers

Damage percentages for Point Defense, normal, and Heavy Mount beams.

Fields

  • pd - Point Defense: Damage percentage for a Point Defense beam. Accepted input: a number.
  • nomod - Normal mount: Damage percentage for a beam without a mount modification. Accepted input: a number.
  • heavy - Heavy Mount: Damage percentage for a Heavy Mount beam. Accepted input: a number.

Used by

Weapon arc cost and space modifiers

Independent cost and space percentages for one beam firing arc.

Fields

  • cost - Cost: Additional weapon cost percentage. Accepted input: a number.
  • space - Space: Additional weapon space percentage. Accepted input: a number.

Used by

Planetary defense weapon modifications

Modification masks allowed on each planetary defense weapon slot.

Fields

Used by

Weapon-type modifications

Modification masks displayed for each design-screen weapon type.

Fields

Used by

Orbital-defense weapon space allocation

Relative space weights for each orbital-defense weapon slot type.

Fields

  • heavy - Heavy beam: Relative space allocated to the Heavy Mount beam slot. Accepted input: a number.
  • normal - Normal beam: Relative space allocated to the normal beam slot. Accepted input: a number.
  • pd - Point Defense beam: Relative space allocated to the Point Defense beam slot. Accepted input: a number.
  • missile_torp - Missile or torpedo: Relative space allocated to missile or torpedo slots. Accepted input: a number.

Used by

Reinforced Hull multipliers

Structure multipliers applied to Reinforced Hull orbital defenses.

Fields

  • regular_satellites - Regular orbital defenses: Structure multiplier for Star Bases, Battlestations, and Star Fortresses with Reinforced Hull. Accepted input: a number.
  • antaran_fortress - Antaran Fortress: Structure multiplier for the Antaran Star Fortress. Accepted input: a number.

Used by

Ground defense settings

Weapon space, ammunition, fighter-garrison, and Stellar Converter settings for planetary defenses.

Fields

  • missile_base_space - Missile Base space: Weapon space allocated to a Missile Base. Accepted input: a number.
  • missile_base_ammo - Missile Base ammunition: Ammunition available to each Missile Base missile bank. Accepted input: a number.
  • garrison_slots - Fighter Garrison slots: Number of fighter banks installed by a Fighter Garrison. Accepted input: a number.
  • garrison_interceptors - Fighter Garrison Interceptors: Interceptors in each Fighter Garrison bank. Accepted input: a number.
  • garrison_bombers - Fighter Garrison Bombers: Bombers in each Fighter Garrison bank. Accepted input: a number.
  • garrison_heavy_fighters - Fighter Garrison Heavy Fighters: Heavy Fighters in each Fighter Garrison bank. Accepted input: a number.
  • garrison_ammo - Fighter Garrison ammunition: Ammunition restored to each Fighter Garrison bank. Accepted input: a number.
  • garrison_turns_to_replace - Fighter Garrison replacement turns: Combat turns between Fighter Garrison replenishment. Accepted input: a number.
  • battery_hv_space - Ground Battery Heavy Mount space: Weapon space allocated to Ground Battery Heavy Mount beams. Accepted input: a number.
  • battery_pd_space - Ground Battery Point Defense space: Weapon space allocated to Ground Battery Point Defense beams. Accepted input: a number.
  • stellar_amount - Stellar Converter amount: Number of Stellar Converter weapons installed on a colony defense. Accepted input: a number.

Used by

Planetary defense special systems

Optional researched special systems installed on planetary defenses.

Fields

  • rangemaster - Rangemaster Unit: Equips Ground Batteries with a Rangemaster Unit. Accepted input: true or false.
  • achilles - Achilles Targeting Unit: Equips Ground Batteries or a Stellar Converter with an Achilles Targeting Unit. Accepted input: true or false.
  • analyzer - Structural Analyzer: Equips Ground Batteries or a Stellar Converter with a Structural Analyzer. Accepted input: true or false.
  • hef - High Energy Focus: Equips Ground Batteries with High Energy Focus. Accepted input: true or false.
  • shields_block_bioweapons - Planetary shields block biological weapons: Makes every planetary shield block biological weapons instead of only Barrier Shield. Accepted input: true or false.

Used by

Ship shield data

Identity, technology, space, cost, and blocking strength for one ship shield.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • shield_id - Shield ID: Native uint16 shield table identity. Accepted input: a number.
  • tech_app_id - Technology application: Application that unlocks this shield. Accepted input: Technology application.
  • space - Space: Base space requirement for each combat ship size. Accepted input: 6 entries.
  • cost - Cost: Base production cost for each combat ship size. Accepted input: 6 entries.
  • shield_class - Shield class: Damage blocked by the shield. Accepted input: a number.

Used by

Technology application data

Configurable semantic fields of one native technology application.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • tech_app_id - Application ID: Native technology application identity. Accepted input: Technology application.
  • tech_field_id - Technology field: Owning technology field, or none for no field. Accepted input: Technology field reference.
  • ai_group - AI group: AI grouping byte used for application selection. Accepted input: a number.
  • in_strategic - Strategic combat: Makes this application available in strategic combat mode. Accepted input: true or false.

Used by

Ship armor data

Configurable semantic fields of one native armor row.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • armor_id - Armor ID: Native signed armor table identity. Accepted input: a number.
  • tech_app_id - Technology application: Application that unlocks this armor. Accepted input: a number.
  • troops_bonus - Troops bonus: Ground troop armor bonus. Accepted input: a number.
  • ships_bonus - Ships bonus: Ship armor bonus. Accepted input: a number.
  • cost_percent - Cost percent: Armor cost percentage. Accepted input: a number.
  • strategic_hp - Strategic hit points: Armor hit points used in strategic combat. Accepted input: a number.

Used by

Technology building data

Configurable semantic fields of one native building row.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • building_id - Building ID: Native building table identity. Accepted input: a number.
  • tech_app - Technology application: Application that unlocks this building. Accepted input: Technology application.
  • cost - Cost: Production cost. Accepted input: a number.
  • maintenance - Maintenance: Maintenance cost. Accepted input: a number.
  • group - Group: Unsigned building classification and sorting group. Accepted input: a number.

Used by

Ship computer data

Configurable fields of one native ship computer row.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • computer_id - Computer ID: Native uint16 computer table identity. Accepted input: a number.
  • tech_app_id - Technology application: Application that unlocks this computer. Accepted input: Technology application.
  • cost - Cost: Cost for each combat ship size. Accepted input: 6 entries.
  • bonus - Bonus: Beam attack bonus. Accepted input: a number.

Used by

Ship drive data

Configurable fields of one native ship drive row.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • drive_id - Drive ID: Native uint16 drive table identity. Accepted input: a number.
  • tech_app_id - Technology application: Application that unlocks this drive. Accepted input: Technology application.
  • space - Space: Space for each combat ship size. Accepted input: 6 entries.
  • cost - Cost: Cost for each combat ship size. Accepted input: 6 entries.
  • combat_speed_min - Minimum combat speed: Minimum combat speed for each ship size. Accepted input: 6 entries.
  • combat_speed_max - Maximum combat speed: Maximum combat speed for each ship size. Accepted input: 6 entries.
  • warp_speed - Warp speed: Strategic FTL speed. Accepted input: a number.

Used by

Technology field data

Configurable semantic fields of one native technology field.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • tech_field_id - Field ID: Native technology field identity. Accepted input: Technology field table index.
  • prev_field_id - Previous field: Previous field; starting_tech terminates traversal. Accepted input: Technology field table index.
  • next_field_id - Next field: Next field; starting_tech terminates traversal. Accepted input: Technology field table index.
  • cost - Cost: Research cost. Accepted input: a number.
  • ai_group - AI group: AI research grouping byte. Accepted input: a number.

Used by

Fuel cell data

Configurable fields of one native fuel-cell row.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • fuel_id - Fuel ID: Native fuel-cell identity. Accepted input: Fuel cell table index.
  • tech_app_id - Technology application: Application that unlocks this fuel cell. Accepted input: Technology application.
  • ship_range - Ship range: Strategic ship range. Accepted input: a number.

Used by

Hull data

Configurable fields of one native ship or orbital-defense hull row.

Fields

  • cost - Cost: Base hull cost. Accepted input: a number.
  • size - Size: Base hull space. Accepted input: a number.
  • marines - Marines: Marine capacity. Accepted input: a number.
  • armor_hp - Armor hit points: Base armor hit points. Accepted input: a number.
  • structure_hp - Structure hit points: Base structure hit points. Accepted input: a number.
  • computer_hp - Computer hit points: Computer system hit points. Accepted input: a number.
  • drive_hp - Drive hit points: Drive system hit points. Accepted input: a number.
  • shield_hp - Shield hit points: Shield system hit points. Accepted input: a number.
  • strat_beam - Strategic beam: Strategic beam value. Accepted input: a number.
  • strat_missile - Strategic missile: Strategic missile value. Accepted input: a number.
  • strat_special - Strategic special: Strategic special value. Accepted input: a number.
  • strat_bomb - Strategic bomb: Strategic bomb value. Accepted input: a number.
  • strat_def_bonus - Strategic defense bonus: Strategic defense modifier. Accepted input: a number.
  • strat_hits - Strategic hits: Strategic hit count. Accepted input: a number.
  • name - Name: Configured hull name, or empty to use the localized resource name. Accepted input: text.
  • size_name - Size name: Configured size name, or empty to use the localized resource name. Accepted input: text.

Used by

Ship special data

Configurable fields of one native ship special row.

Fields

  • name - Name: Configured name, or empty to use the localized resource name. Accepted input: text.
  • special_id - Special ID: Native uint16 special identity. Accepted input: a number.
  • tech_app_id - Technology application: Application that unlocks this special. Accepted input: Technology application.
  • space - Space: Signed space adjustment for each combat ship size. Accepted input: 6 entries.
  • cost - Cost: Signed cost for each combat ship size. Accepted input: 6 entries.
  • exclude - Exclusions: Mutual-exclusion values for each combat ship size. Accepted input: 6 entries.
  • category - Strategic category: Strategic AI category. Accepted input: Strategic special category.
  • strategic - Strategic value: Unsigned strategic combat value. Accepted input: a number.

Used by

Ship weapon data

Configurable fields of one native ship weapon row.

Fields

  • name - Name: Configured singular name, or empty to use the localized resource name. Accepted input: text.
  • name_plural - Plural name: Configured plural name, or empty to use the localized resource name. Accepted input: text.
  • weapon_id - Weapon ID: Native weapon identity. Accepted input: Ship weapon.
  • tech_app_id - Technology application: Application that unlocks this weapon. Accepted input: Technology application.
  • type - Type: Native weapon type byte. Accepted input: a number.
  • ammo - Ammunition: Native signed ammunition count. Accepted input: a number.
  • size - Size: Base space requirement. Accepted input: a number.
  • cost - Cost: Base production cost. Accepted input: a number.
  • natural_mods - Natural properties: Intrinsic weapon property mask. Accepted input: Natural weapon property mask.
  • min_damage - Minimum damage: Minimum tactical damage. Accepted input: a number.
  • max_damage - Maximum damage: Maximum tactical damage. Accepted input: a number.
  • strat_min_damage - Strategic minimum damage: Minimum strategic damage. Accepted input: a number.
  • strat_max_damage - Strategic maximum damage: Maximum strategic damage. Accepted input: a number.
  • available_mods - Available modifications: Modifications available for this weapon. Accepted input: Available weapon modification mask.

Used by

Weapon modification data

Configurable semantic fields of one native weapon modification row.

Fields

  • name - Name: Configured singular name, or empty to use the localized resource name. Accepted input: text.
  • name_plural - Plural name: Configured plural name, or empty to use the localized resource name. Accepted input: text.
  • mod_id - Modification ID: Native unsigned modification byte. Accepted input: a number.
  • level - Level: Required miniaturization level. Accepted input: a number.
  • cost - Cost: Cost modifier. Accepted input: a number.
  • space - Space: Space modifier. Accepted input: a number.
  • legacy_mount_marker - Legacy mount marker: Inactive source byte set for Heavy Mount and Point Defense rows. Accepted input: a number.

Used by

Miniaturization curves

Cost percentages and category-specific space multipliers for miniaturization levels 0 through 5.

Fields

  • cost - Cost curve: Component cost percentage at each miniaturization level. Accepted input: 6 entries.
  • space - Space curves: Per-thousand component space multiplier for each category and miniaturization level. Accepted input: 3 entries.

Used by

Rifle data

Technology and ground-combat bonus for one rifle tier.

Fields

  • technology - Technology application: Technology application that unlocks this rifle. Accepted input: Technology application.
  • bonus - Ground-combat bonus: Ground-combat strength added by this rifle. Accepted input: a number.

Used by

Troop type modifiers

Strength modifiers for tanks, militia, and rebels relative to standard infantry.

Fields

  • tanks - Tanks: Strength bonus for tanks. Accepted input: a number.
  • militia - Militia: Strength modifier for militia. Accepted input: a number.
  • rebels - Rebels: Strength modifier for rebels. Accepted input: a number.

Used by

Troop bonuses

Strength and hit-point bonuses applied by ground-combat traits, technologies, and systems.

Fields

  • low_g - Low-G World: Strength penalty for Low-G World races. Accepted input: a number.
  • subterranean - Subterranean: Defending strength bonus for Subterranean races. Accepted input: a number.
  • security_stations - Security Stations: Boarding-defense bonus provided by Security Stations. Accepted input: a number.
  • anti_grav_harness - Anti-Grav Harness: Strength bonus provided by Anti-Grav Harness. Accepted input: a number.
  • personal_shield - Personal Shield: Strength bonus provided by Personal Shield. Accepted input: a number.
  • powered_armor - Powered Armor: Strength bonus provided by Powered Armor. Accepted input: a number.
  • battleoids - Battleoids: Strength bonus provided by Battleoids. Accepted input: a number.
  • high_g_hits - High-G World hit points: Additional hit points granted to High-G World troops. Accepted input: a number.
  • powered_armor_hits - Powered Armor hit points: Additional hit points granted by Powered Armor. Accepted input: a number.
  • battleoids_hits - Battleoids hit points: Additional hit points granted by Battleoids. Accepted input: a number.

Used by

Ground-combat troop rules

Troop-type, trait, technology, and boarding-system modifiers used by ground combat.

Fields

  • type - Troop types: Strength modifiers by troop type. Accepted input: Troop type modifiers.
  • bonus - Troop bonuses: Trait, technology, and system troop modifiers. Accepted input: Troop bonuses.

Used by

Tactical missile defense

Controls special-system and scanner protection against tactical missiles.

Fields

  • inertial_stabilizer_missile_defense - Inertial Stabilizer missile defense: Missile defense added by an Inertial Stabilizer. Accepted input: a number.
  • inertial_nullifier_missile_defense - Inertial Nullifier missile defense: Missile defense added by an Inertial Nullifier. Accepted input: a number.
  • ecm_jammer_missile_defense - ECM Jammer missile defense: Missile defense supplied by an ECM Jammer. Accepted input: a number.
  • multi_wave_jammer_missile_defense - Multi-Wave ECM Jammer missile defense: Missile defense supplied by a Multi-Wave ECM Jammer. Accepted input: a number.
  • wide_area_jammer_missile_defense - Wide Area Jammer missile defense: Missile defense supplied by a Wide Area Jammer. Accepted input: a number.
  • wide_area_jammer_fleet_missile_defense - Wide Area Jammer fleet missile defense: Fleet missile defense supplied by a working Wide Area Jammer. Accepted input: a number.
  • cloaking_device_missile_defense - Cloaking Device missile evasion: Missile Evasion added while actively cloaked. Zero retains the classic independent cloak miss chance. Accepted input: a number.
  • cloaking_device_missile_miss_percent - Cloaking Device missile miss chance: Independent missile miss chance while actively cloaked when cloak missile evasion is zero. Accepted input: a number.
  • displacement_device_missiles_miss_percent - Displacement Device missile miss chance: Chance for each missile to miss a ship with a working Displacement Device. Accepted input: a number.
  • tachyon_scanner - Tachyon Scanner missile evasion reduction: Missile evasion removed by Tachyon Scanner. Accepted input: a number.
  • neutron_scanner - Neutron Scanner missile evasion reduction: Missile evasion removed by Neutron Scanner. Accepted input: a number.
  • sensors - Sensors missile evasion reduction: Missile evasion removed by Sensors. Accepted input: a number.

Used by

Flyer hit points

Base hit points for tactical missiles and fighter craft.

Fields

  • nuclear_missile - Nuclear Missile: Hit points of a Nuclear Missile. Accepted input: a number.
  • merculite_missile - Merculite Missile: Hit points of a Merculite Missile. Accepted input: a number.
  • pulson_missile - Pulson Missile: Hit points of a Pulson Missile. Accepted input: a number.
  • zeon_missile - Zeon Missile: Hit points of a Zeon Missile. Accepted input: a number.
  • interceptor - Interceptor: Base hit points of an Interceptor, before armor technology. Accepted input: a number.
  • assault_shuttle - Assault Shuttle: Base hit points of an Assault Shuttle, before armor technology. Accepted input: a number.
  • bomber - Bomber: Base hit points of a Bomber, before armor technology. Accepted input: a number.
  • heavy_fighter - Heavy Fighter: Base hit points of a Heavy Fighter, before armor technology. Accepted input: a number.

Used by

Flyer combat modifiers

Missile defense adjustments and the base fighter attack bonus.

Fields

  • nuclear_missile_defense_bonus - Nuclear Missile defense: Defense adjustment for Nuclear Missiles. Accepted input: a number.
  • merculite_missile_defense_bonus - Merculite Missile defense: Defense adjustment for Merculite Missiles. Accepted input: a number.
  • pulson_missile_defense_bonus - Pulson Missile defense: Defense adjustment for Pulson Missiles. Accepted input: a number.
  • zeon_missile_defense_bonus - Zeon Missile defense: Defense adjustment for Zeon Missiles. Accepted input: a number.
  • fighters_offense_bonus - Fighter offense: Base offensive combat value added to fighters. Accepted input: a number.

Used by

Planetary shield data

Technology identity and tactical absorption for one planetary shield.

Fields

  • tech_app_id - Technology application ID: Native technology application represented by this shield row. Accepted input: a number.
  • absorption - Damage absorption: Tactical damage absorbed by the shield. Accepted input: a number.

Used by

Planetary shield table

Technology identity and tactical absorption for each planetary shield.

Fields

Used by

Missile and fighter base speeds

Base tactical speed for supported missiles, torpedoes, breath weapons, and fighter craft.

Fields

  • nuclear_missile - Nuclear Missile: Base speed of Nuclear Missiles. Accepted input: a number.
  • merculite_missile - Merculite Missile: Base speed of Merculite Missiles. Accepted input: a number.
  • pulson_missile - Pulson Missile: Base speed of Pulson Missiles. Accepted input: a number.
  • zeon_missile - Zeon Missile: Base speed of Zeon Missiles. Accepted input: a number.
  • anti_matter_torpedo - Anti-Matter Torpedo: Base speed of Anti-Matter Torpedoes. Accepted input: a number.
  • proton_torpedo - Proton Torpedo: Base speed of Proton Torpedoes. Accepted input: a number.
  • plasma_torpedo - Plasma Torpedo: Base speed of Plasma Torpedoes. Accepted input: a number.
  • plasma_breath - Plasma Breath: Base speed of Dragon Breath attacks. Accepted input: a number.
  • interceptor - Interceptor: Base speed of Interceptors. Accepted input: a number.
  • assault_shuttle - Assault Shuttle: Base speed of Assault Shuttles. Accepted input: a number.
  • bomber - Bomber: Base speed of Bombers. Accepted input: a number.
  • heavy_fighter - Heavy Fighter: Base speed of Heavy Fighters. Accepted input: a number.

Used by

AI production clamp

Inclusive minimum and maximum applied to one deterministic integer result.

Fields

  • minimum - Minimum: Smallest permitted value. Accepted input: a number.
  • maximum - Maximum: Largest permitted value. Accepted input: a number.

Used by

AI production threshold

Comparison between a keyed context metric and a constant value.

Fields

  • operator - Operator: Comparison operation; ignore disables this threshold. Accepted input: AI production comparison.
  • value - Value: Constant right-hand value. Accepted input: a number.

Used by

AI production range

Independent lower and upper comparisons for one keyed metric.

Fields

Used by

AI production value condition

Complete metric-to-constant eligibility condition.

Fields

  • metric - Metric: Left-hand context metric. Accepted input: AI production metric.
  • operator - Operator: Comparison operation. Accepted input: AI production comparison.
  • value - Value: Constant right-hand value. Accepted input: a number.

Used by

AI production metric condition

Complete comparison between two context metrics.

Fields

Used by

AI production scaled condition

Exact comparison between two integer-scaled context metrics.

Fields

  • left_metric - Left metric: Left-hand context metric. Accepted input: AI production metric.
  • left_factor - Left factor: Integer multiplier for the left metric. Accepted input: a number.
  • operator - Operator: Comparison operation. Accepted input: AI production comparison.
  • right_metric - Right metric: Right-hand context metric. Accepted input: AI production metric.
  • right_factor - Right factor: Integer multiplier for the right metric. Accepted input: a number.

Used by

AI production government condition

Typed comparison against the owner's government family.

Fields

Used by

AI production climate condition

Typed comparison against the colony planet's climate.

Fields

Used by

AI production mineral condition

Typed comparison against the colony planet's mineral class.

Fields

Used by

AI production condition group

Conditions combined with AND for one eligibility branch.

Fields

  • flags - Boolean facts: Requirements keyed by normalized boolean fact. Accepted input: 24 entries.
  • thresholds - Thresholds: Constant comparisons keyed by metric. Accepted input: 40 entries.
  • ranges - Ranges: Minimum and maximum comparisons keyed by metric. Accepted input: 40 entries.
  • value_conditions - Value conditions: Additional complete metric-to-value conditions. Accepted input: 2 entries.
  • metric_conditions - Metric conditions: Complete metric-to-metric conditions. Accepted input: 2 entries.
  • scaled_conditions - Scaled conditions: Complete exact scaled comparisons. Accepted input: 2 entries.
  • government_family - Government family: Typed government-family comparison. Accepted input: AI production government condition.
  • climate - Climate: Typed climate comparison. Accepted input: AI production climate condition.
  • mineral_class - Mineral class: Typed mineral-class comparison. Accepted input: AI production mineral condition.

Used by

AI production eligibility

Main AND conditions plus fixed OR alternatives.

Fields

  • flags - Boolean facts: Main requirements keyed by normalized boolean fact. Accepted input: 24 entries.
  • thresholds - Thresholds: Main constant comparisons keyed by metric. Accepted input: 40 entries.
  • ranges - Ranges: Main minimum and maximum comparisons keyed by metric. Accepted input: 40 entries.
  • value_conditions - Value conditions: Additional complete main metric-to-value conditions. Accepted input: 2 entries.
  • metric_conditions - Metric conditions: Complete main metric-to-metric conditions. Accepted input: 2 entries.
  • scaled_conditions - Scaled conditions: Complete main exact scaled comparisons. Accepted input: 2 entries.
  • government_family - Government family: Main typed government-family comparison. Accepted input: AI production government condition.
  • climate - Climate: Main typed climate comparison. Accepted input: AI production climate condition.
  • mineral_class - Mineral class: Main typed mineral-class comparison. Accepted input: AI production mineral condition.
  • alternatives - Alternative conditions: OR branches; inactive branches are ignored. Accepted input: 2 entries.

Used by

AI production term condition

Boolean and threshold conditions controlling one additive term.

Fields

  • flags - Boolean facts: Requirements keyed by normalized boolean fact. Accepted input: 24 entries.
  • thresholds - Thresholds: Constant comparisons keyed by metric. Accepted input: 40 entries.

Used by

AI production metric term

Scaled and optionally transformed metric contribution.

Fields

Used by

AI production value term

Constant contribution controlled by context conditions.

Fields

  • value - Value: Signed constant; zero disables the term. Accepted input: a number.
  • clamp - Clamp: Clamp applied before adding the term. Accepted input: AI production clamp.
  • when - Conditions: Conditions controlling whether the term is active. Accepted input: AI production term condition.

Used by

Combat-need ratio formula

Scale and wartime multiplier used for strategic combat allocation.

Fields

  • scale - Scale: Numerator scale for missing strength. Accepted input: a number.
  • wartime_multiplier - Wartime multiplier: Multiplier applied while at war. Accepted input: a number.

Used by

Strategic-need formula

Generic affine need formula with a named wartime adjustment.

Fields

  • metric - Need metric: Context need used by the formula. Accepted input: AI production metric.
  • base_need - Base need: Constant added after scaling need. Accepted input: a number.
  • need_multiplier - Need multiplier: Multiplier applied to the need metric. Accepted input: a number.
  • result_multiplier - Result multiplier: Multiplier applied to the affine result. Accepted input: a number.
  • wartime_factor - Wartime factor: Named adjustment used while at war. Accepted input: AI production wartime factor.
  • wartime_ratio - Wartime ratio: Exact ratio used by ratio wartime adjustment. Accepted input: 16-bit ratio.

Used by

Strategic defer formula

Peace and war values used when deferring to colony autobuild.

Fields

  • peace - Peace: Weight while not at war. Accepted input: a number.
  • wartime_base - Wartime base: Base wartime weight. Accepted input: a number.
  • wartime_penalty_per_level - Wartime penalty: Penalty per effective war level. Accepted input: a number.

Used by

AI production weight

Named initial formula, additive terms, and final candidate clamp.

Fields

  • base - Base: Constant initial or legacy adjustment. Accepted input: a number.
  • formula - Formula: Initial weight formula. Accepted input: AI production weight formula.
  • clamp - Clamp: Clamp applied after all terms. Accepted input: AI production clamp.
  • metric_terms - Metric terms: Fixed metric contribution slots. Accepted input: 3 entries.
  • value_terms - Value terms: Fixed constant contribution slots. Accepted input: 3 entries.
  • combat_need_ratio - Combat need ratio: Parameters for the combat_need_ratio formula. Accepted input: Combat-need ratio formula.
  • strategic_need - Strategic need: Parameters for the strategic_need formula. Accepted input: Strategic-need formula.
  • defer - Defer: Parameters for the defer formula. Accepted input: Strategic defer formula.

Used by

AI production candidate

Eligibility, weight, and cutoff policy for one production choice.

Fields

  • enabled - Enabled: Allows the candidate to participate. Accepted input: true or false.
  • cutoff_stage - Cutoff stage: Participation in relative cutoff processing. Accepted input: AI production cutoff stage.
  • eligibility - Eligibility: Conditions evaluated after native buildability. Accepted input: AI production eligibility.
  • weight - Weight: Deterministic weight calculation. Accepted input: AI production weight.

Used by

AI production cutoff

Optional relative filtering for a weighted selector.

Fields

  • mode - Mode: Cutoff behavior. Accepted input: AI production cutoff mode.
  • multiplier - Multipliers: Relative cutoff multiplier by difficulty and human legacy autobuild. Accepted input: 6 entries.

Used by

AI autobuild rules

Shared weighted colony selector used by AI and human legacy autobuild.

Fields

  • cutoff - Cutoff: Selector-wide cutoff policy. Accepted input: AI production cutoff.
  • candidates - Candidates: Rules keyed by building or synthetic project. Accepted input: 51 keyed entries.

Used by

Strategic emergency defense

Ordered first-buildable defense policy for threatened or conquered colonies.

Fields

  • enabled - Enabled: Enables emergency defense preemption. Accepted input: true or false.
  • order - Product order: Ordered native-buildable defense products. Accepted input: 8 entries.

Used by

Strategic economic emergency

AI-only forced economic production policy.

Fields

  • enabled - Enabled: Enables forced production during the native economic emergency gate. Accepted input: true or false.
  • product - Product: Internal AI product selected by the policy. Accepted input: Strategic economic product.

Used by

Strategic expansion

Industry thresholds for the ordered Colony Base and Colony Ship policy.

Fields

  • enabled - Enabled: Enables strategic expansion assignment. Accepted input: true or false.
  • colony_base_minimum_industry - Colony Base industry: Minimum colony industry for Colony Base assignment. Accepted input: a number.
  • colony_ship_minimum_industry - Colony Ship industry: Minimum colony industry for Colony Ship assignment. Accepted input: a number.

Used by

Strategic production allocation

Weighted AI-only empire production selector.

Fields

  • cutoff - Cutoff: Selector-wide cutoff policy. Accepted input: AI production cutoff.
  • candidates - Candidates: Rules keyed by strategic production action. Accepted input: 6 keyed entries.

Used by

AI strategic production

Empire-level forced and weighted production policy used only by computer players.

Fields

Used by

Experimental autobuild settings

Controls queue-driven colony autobuild behavior.

Fields

  • enabled - Enabled: Enables queue-driven colony autobuild. Accepted input: true or false.
  • default - Default queue: Queue number prefilled when assigning autobuild to a colony. Accepted input: a number.

Used by

Strategic scan bonuses

Controls scanner, ship-system, orbital-base, and same-location strategic detection values.

Fields

  • battle_scanner - Battle Scanner: Detection added by a working Battle Scanner. Accepted input: a number.
  • scout_lab - Scout Lab: Detection added by a working Scout Lab. Accepted input: a number.
  • star_base - Star Base: Detection added by a colony Star Base. Accepted input: a number.
  • battlestation - Battlestation: Detection added by a colony Battlestation. Accepted input: a number.
  • star_fortress - Star Fortress: Detection added by a colony Star Fortress. Accepted input: a number.
  • no_scanner - No scanner: Base detection range without advanced scanner technology. Accepted input: a number.
  • space_scanner - Space Scanner: Detection range with Space Scanner technology. Accepted input: a number.
  • tachyon_scanner - Tachyon Scanner: Detection range with Tachyon Scanner technology. Accepted input: a number.
  • neutron_scanner - Neutron Scanner: Detection range with Neutron Scanner technology. Accepted input: a number.
  • sensors - Sensors: Detection range with Sensors technology. Accepted input: a number.
  • planet - Planet proximity: Detection applied when the target shares a colony's location. Accepted input: a number.
  • fleet - Fleet proximity: Detection applied when the target shares a friendly fleet's location. Accepted input: a number.

Used by

Strategic stealth bonuses

Controls strategic concealment from racial and ship-system stealth sources.

Fields

  • stealthy_ships - Stealthy Ships: Concealment added by the Stealthy Ships racial trait. Accepted input: a number.
  • stealth_field - Stealth Field: Concealment added by a working Stealth Field. Accepted input: a number.
  • cloaking_device - Cloaking Device: Concealment added by a working Cloaking Device. Accepted input: a number.
  • phasing_cloak - Phasing Cloak: Concealment added by a working Phasing Cloak. Accepted input: a number.

Used by

Predefined ship weapon slot

One of the eight weapon slots in a predefined ship design.

Notes: Amount initializes both the installed and current weapon counts.

Fields

  • type - Weapon: Weapon installed in this slot. Accepted input: Ship weapon.
  • arc - Firing arc: Directions in which the weapon may fire. Accepted input: Weapon firing arc.
  • mods - Weapon modifications: Modifications installed on this weapon. Accepted input: Installed weapon modification mask.
  • ammo - Ammunition: Signed ammunition state; minus one is the native unlimited or not-applicable sentinel. Accepted input: a number.
  • amount - Amount: Number of weapons installed in this slot. Accepted input: a number.

Used by

Predefined ship design

Publicly configurable fields copied into a predefined strategic ship.

Notes: Runtime-only identity, ownership, cost, and derived speed fields are completed by the loader.

Fields

  • appearance - Appearance: Ship picture index. Accepted input: Ship picture index.
  • hull_size - Hull size: Hull size used by the ship. Accepted input: Ship hull size.
  • drive - Drive: FTL drive stored in the design. Accepted input: Ship drive.
  • armor - Armor: Armor material stored in the design. Accepted input: Ship armor.
  • shield - Shield: Shield stored in the design. Accepted input: Ship shield.
  • computer - Computer: Targeting computer stored in the design. Accepted input: Ship computer.
  • weapons - Weapons: Eight native weapon slots. Accepted input: 8 entries.
  • specials - Special systems: Special systems installed in the design. Accepted input: Ship special systems.

Used by

Crystal ship design

Variant-specific fields of a system or event Crystal.

Fields

  • appearance - Appearance: Ship picture index. Accepted input: Ship picture index.
  • hull_size - Hull size: Hull size used by the ship. Accepted input: Ship hull size.
  • drive - Drive: FTL drive stored in the design. Accepted input: Ship drive.
  • armor - Armor: Armor material stored in the design. Accepted input: Ship armor.
  • weapons - Weapons: Eight native weapon slots. Accepted input: 8 entries.

Used by

Shared Crystal equipment

Shield, computer, and optional special shared by both Crystal variants.

Fields

  • shield - Shield: Shared Crystal shield. Accepted input: Ship shield.
  • computer - Computer: Shared Crystal computer. Accepted input: Ship computer.
  • special - Special: One shared special, or none. Accepted input: Ship special system.

Used by

Antaran fortress weapon

Weapon identity, firing arc, and installed modifications for one fortress slot.

Fields

Used by

Antaran fortress primary allocation

One independently budgeted fortress weapon allocation.

Fields

Used by

Tactical repair rates

Controls end-of-round armor, structure, and internal-system repair percentages.

Fields

  • cyber - Cybernetic: Repair percentage supplied by the Cybernetic racial trait. Accepted input: a number.
  • aru - Automated Repair Unit: Repair percentage supplied by a working Automated Repair Unit. Accepted input: a number.
  • regen - Regeneration: Repair percentage supplied by a working Regeneration special when Amoeba regeneration is enabled. Accepted input: a number.

Used by

Random-event roll bounds

Random-number bounds for ordinary and Lucky random-event checks.

Fields

  • all_events - Ordinary events: Random-roll bound for ordinary random events. Lower values make events more likely. Accepted input: a number.
  • lucky_player - Lucky events: Random-roll bound for Lucky-player events. Lower values make events more likely. Accepted input: a number.

Used by

System discovery BC rewards

BC awarded when a fleet discovers Space Debris or a Pirate Cache.

Fields

  • space_debris - Space Debris: BC awarded for Space Debris. Accepted input: a number.
  • pirate_cache - Pirate Cache: BC awarded for a Pirate Cache. Accepted input: a number.

Used by

Donation event BC

Controls the BC granted by the Donation random event.

Fields

  • turn_divisor - Turn divisor: Turns per Donation growth step. Accepted input: a number.
  • multiplier - Step multiplier: BC added for each completed Donation growth step. Accepted input: a number.
  • base - Base amount: BC granted before Donation growth steps. Accepted input: a number.

Used by

Pirate Raid treasury loss

Controls the randomized percentage of BC taken by a Pirate Raid.

Fields

  • random_percent - Random percentage: Exclusive random percentage range added to a Pirate Raid. Accepted input: a number.
  • fixed_percent - Fixed percentage: Fixed percentage added to every Pirate Raid. Accepted input: a number.

Used by

Computer Virus research loss

Random and fixed research points removed by a Computer Virus event.

Fields

  • random_research - Random research: Exclusive random research-loss range added to a Computer Virus event. Accepted input: a number.
  • fixed_research - Fixed research: Fixed research loss added to every Computer Virus event. Accepted input: a number.

Used by

Orion reward technology

Technology granted for defeating Orion before additional random rewards.

Fields

  • application - Technology application: Technology application granted after defeating Orion. Accepted input: Technology application.

Used by

Shield recharge rates

Recharge-rate multipliers for ordinary shields and Shield Capacitors.

Fields

  • standard - Standard shields: Recharge multiplier for ships without a working Shield Capacitor. Accepted input: a number.
  • capacitor - Shield Capacitor: Recharge multiplier for ships with a working Shield Capacitor. Accepted input: a number.

Used by

Victory score bonuses

Score awarded for each major victory condition.

Fields

  • orion - Orion: Score awarded for capturing Orion. Accepted input: a number.
  • antares - Antares: Score awarded for capturing Antares. Accepted input: a number.
  • council - Council: Score awarded for winning the Council vote. Accepted input: a number.

Used by

Crew quality data

Experience thresholds and combat bonuses for one crew quality.

Fields

  • experience - Experience: Experience required for this crew quality. Accepted input: a number.
  • attack - Attack: Beam attack bonus granted by this crew quality. Accepted input: a number.
  • defense - Defense: Beam defense bonus granted by this crew quality. Accepted input: a number.
  • ground - Ground combat: Boarding and ground-combat bonus granted by this crew quality. Accepted input: a number.

Used by

Artemis System Net

Damage and trigger policy for Artemis System Net attacks in tactical combat.

Notes: The total damage pool is random_total_damage plus minimum_total_damage, decremented by counter after each single_hit_damage application. Counter and single_hit_damage normally match; the classic values do not exactly produce the advertised range. Strategic-combat Artemis damage remains native strategic behavior.

Fields

  • random_total_damage - Random total damage: Exclusive upper bound of the random Artemis damage-pool term. Accepted input: a number.
  • minimum_total_damage - Minimum total damage: Fixed Artemis damage-pool term. Accepted input: a number.
  • counter - Damage-pool decrement: Amount removed from the Artemis damage pool after each hit. Accepted input: a number.
  • single_hit_damage - Single-hit damage: Damage applied by each Artemis hit before defenses. Accepted input: a number.
  • inherent_modifications - Inherent modifications: Intrinsic weapon properties applied to every Artemis hit. Accepted input: Artemis System Net inherent modifications.
  • trigger_chance - Trigger chances: Chance for Artemis to attack each target hull size. Accepted input: 6 entries.

Used by

Tactical boarding ranges

Ordinary and transporter boarding reaches in tactical squares.

Fields

  • normal - Ordinary boarding: Maximum ordinary boarding distance in tactical squares. Accepted input: a number.
  • transporters - Transporter boarding: Maximum transporter boarding distance in tactical squares. Accepted input: a number.

Used by

Tactical weapon ranges

Maximum firing ranges for weapons with individual range limits.

Fields

  • proton_torpedo - Proton Torpedo: Maximum Proton Torpedo firing range. Accepted input: a number.
  • dragon_breath - Dragon Breath: Maximum Dragon Breath firing range. Accepted input: a number.
  • anti_missile_rocket - Anti-Missile Rocket: Maximum Anti-Missile Rocket firing range. Accepted input: a number.
  • gyro_destabilizer - Gyro Destabilizer: Maximum Gyro Destabilizer firing range. Accepted input: a number.
  • tractor_beam - Tractor Beam: Maximum Tractor Beam firing range. Accepted input: a number.
  • plasma_web - Plasma Web: Maximum Plasma Web firing range. Accepted input: a number.
  • caustic_slime - Caustic Slime: Maximum Caustic Slime firing range. Accepted input: a number.
  • stasis_field - Stasis Field: Maximum Stasis Field firing range. Accepted input: a number.
  • black_hole_generator - Black Hole Generator: Maximum Black Hole Generator firing range. Accepted input: a number.

Used by

Spherical effect ranges to ships

Center-to-edge ranges used when spherical effects target ships.

Fields

  • pulsar - Pulsar: Pulsar range to a ship edge. Accepted input: a number.
  • spatial_compressor - Spatial Compressor: Spatial Compressor range to a ship edge. Accepted input: a number.
  • plasma_flux - Plasma Flux: Plasma Flux range to a ship edge. Accepted input: a number.
  • drive_explosion - Drive explosion: Drive and Quantum Detonator explosion range to a ship edge. Accepted input: a number.

Used by

Spherical effect ranges to flyers

Center-to-center point ranges used when spherical effects target missiles and fighters.

Fields

  • pulsar - Pulsar: Pulsar range to a missile or fighter center. Accepted input: a number.
  • spatial_compressor - Spatial Compressor: Spatial Compressor range to a missile or fighter center. Accepted input: a number.
  • plasma_flux - Plasma Flux: Plasma Flux range to a missile or fighter center. Accepted input: a number.
  • drive_explosion - Drive explosion: Drive and Quantum Detonator explosion range to a missile or fighter center. Accepted input: a number.

Used by

Landing ship stealth equipment

Controls whether each landing ship type installs the best researched stealth device.

Fields

  • colony_ship - Colony Ship: Equip Colony Ships with the best researched stealth device. Accepted input: true or false.
  • outpost_ship - Outpost Ship: Equip Outpost Ships with the best researched stealth device. Accepted input: true or false.
  • transport_ship - Transport: Equip Transports with the best researched stealth device. Accepted input: true or false.

Used by

Random event durations

Minimum durations and stop-roll bounds for timed random events.

Fields

  • anomaly_min - Time-Space Anomaly minimum: Minimum active turns before a Time-Space Anomaly may end randomly. Accepted input: a number.
  • beast_min - Warp Beast minimum: Minimum active turns before a Warp Beast may end randomly. Accepted input: a number.
  • flux_min - Hyperspace Flux minimum: Minimum active turns before Hyperspace Flux may end randomly. Accepted input: a number.
  • anomaly_chance - Time-Space Anomaly stop roll: Random-roll bound for ending a Time-Space Anomaly after its minimum duration. Accepted input: a number.
  • beast_chance - Warp Beast stop roll: Random-roll bound for ending a Warp Beast after its minimum duration. Accepted input: a number.
  • flux_chance - Hyperspace Flux stop roll: Random-roll bound for ending Hyperspace Flux after its minimum duration. Accepted input: a number.

Used by

Build-list font color

Palette indexes used for build-list text and antialiasing.

Fields

  • base - Base: Primary palette index. Accepted input: a number.
  • dim - Dim: Dim antialiasing palette index. Accepted input: a number.
  • dark - Dark: Dark antialiasing palette index. Accepted input: a number.

Used by

Build-list product format

Ordering and color selection for one build-list product.

Fields

  • order - Order: Primary signed sort order. Accepted input: a number.
  • color - Color: Reusable color role assigned to this product. Accepted input: Build-list color role.

Used by

Cloak animation steps

Frame increments used by normal and fast cloak animations.

Fields

  • normal - Normal: Frame increment for normal-speed cloak animations. Accepted input: a number.
  • fast - Fast: Frame increment for fast and network cloak animations. Accepted input: a number.

Used by

Interface animation settings

Configures animation pacing for interface and tactical presentation.

Fields

  • cloak_steps - Cloak animation steps: Frame increments used by normal and fast cloak animations. Accepted input: Cloak animation steps.

Used by