[Rebel Command Settings] ; Base supply income modifier. A higher number increases income. ; Valid range is 1.0-100.0. INCOME_MODIFIER = 2 ; Each town's maximum loyalty is reduced based on the game's difficulty setting. ; Maximum loyalty can be increased through an administrative action. ; Omerta's maximum loyalty is always 100%. ; Valid range is 20-100. MAX_LOYALTY_NOVICE = 80 MAX_LOYALTY_EXPERIENCED = 70 MAX_LOYALTY_EXPERT = 60 MAX_LOYALTY_INSANE = 50 ; Each administrative action purchased increases the cost of all subsequent ones. ; Note that these costs stack, so purchasing an action in one region increases the cost of the next one ; in the same region by both regional and national modifiers. ; Valid range is 1-100. ADMIN_ACTION_COST_INCREASE_REGIONAL = 7 ADMIN_ACTION_COST_INCREASE_NATIONAL = 4 ; Loyalty rises slower when playing with Rebel Command. Does not affect loyalty loss. ; Valid range is 0.1 (10% loyalty gain) to 1.0 (100% loyalty gain. ie, normal). BASE_LOYALTY_GAIN_MODIFIER = 0.5 ; Militia stats can be upgraded, making them perform better in tactical combat. ; The number of times that they can be upgraded is the number of values in the costs array. ; The stat bonus covers physical stats - Health, Strength, Dexterity, and Agility. ; Valid range for bonus per level is 0-10. MILITIA_STATS_UPGRADE_COSTS = 2500, 6000, 15000, 40000, 100000 MILITIA_STAT_BONUS_PER_LEVEL = 2 MILITIA_MARKSMANSHIP_BONUS_PER_LEVEL = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; DIRECTIVES ;------------------------------------------------------------------------------------------------------------------------------ ; Each directive becomes available after a certain point in the game, represented as a value between 0 (just started ; a new game) and 100 (endgame, usually approaching Meduna). The progress requirement values below set when each directive ; becomes available. ; Valid range for progress requirement is 0-100. ; Note that it is possible to chance the number of times a directive can be upgraded. To do this, add or remove integers ; from the _COSTS variable. Note that the number of values in the effect variable must be one more than the number of costs. ; For example, ; GATHER_SUPPLIES_COSTS = 1000,2000,4000,8000 ; GATHER_SUPPLIES_INCOME = 3, 6, 12, 25, 50 ; Daily supply income boost ; This directive is always available. GATHER_SUPPLIES_COSTS = 5000,10000,25000 GATHER_SUPPLIES_INCOME = 3, 6, 12, 25 ; Daily militia upkeep modifier SUPPORT_MILITIA_PROGRESS_REQUIREMENT = 25 SUPPORT_MILITIA_COSTS = 5000,10000,15000,20000 SUPPORT_MILITIA_DISCOUNT = 0.95, 0.9, 0.85, 0.8, 0.75 ; Militia training modifier, and militia training speed bonus TRAIN_MILITIA_PROGRESS_REQUIREMENT = 10 TRAIN_MILITIA_COSTS = 5000,10000,15000,20000 TRAIN_MILITIA_DISCOUNT = 0.95, 0.9, 0.85, 0.8, 0.75 TRAIN_MILITIA_SPEED_BONUS = 5, 10, 15, 20, 25 ; Loyalty increase modifier ; This does not provide a daily loyalty gain, and it does not modify loyalty losses CREATE_PROPAGANDA_PROGRESS_REQUIREMENT = 33 CREATE_PROPAGANDA_COSTS = 5000,10000,15000,30000 CREATE_PROPAGANDA_MODIFIER = 1.25, 1.5, 1.75, 2.0, 2.5 ; Daily elite militia spawn ELITE_MILITIA_PROGRESS_REQUIREMENT = 66 ELITE_MILITIA_COSTS = 4000,10000,25000 ELITE_MILITIA_PER_DAY = 1, 2, 3, 4 ; Chance that the strike succeeds, per high value target ; Officers, medics, radio ops, snipers, and heavy weapons specialists are targetted ; Note that enemies can still spawn with specialist gear, but they won't have the skills to use them as effectively ; Requires Enemy Roles (ENEMYROLES) and enemy traits (ASSIGN_SKILL_TRAITS_TO_ENEMY) to be enabled ; Enemy officers (ENEMY_OFFICERS) and medics (ENEMY_MEDICS) are recommended to be enabled for a better experience HVT_STRIKES_PROGRESS_REQUIREMENT = 33 HVT_STRIKES_COSTS = 10000,20000 HVT_STRIKES_CHANCE = 40, 70, 90 ; Modifier values are indices for the ubResolutionTable160 and ubResolutionTable360 arrays defined in "overhead map.cpp" ; Changing modifier values is not recommended unless the above arrays also change. ; Basically, higher indices give more precision. SPOTTERS_PROGRESS_REQUIREMENT = 50 SPOTTERS_COSTS = 50000 SPOTTERS_MODIFIER = 2, 4 ; Stolen mine income modifier (0.1 = 10%), and chance that a raid completely fails RAID_MINES_PROGRESS_REQUIREMENT = 0 RAID_MINES_COSTS = 10000 RAID_MINES_PERCENTAGE = 0.075, 0.15 RAID_MINES_FAIL_CHANCE = 15 ; Create turncoats in enemy groups at the cost of intel CREATE_TURNCOATS_PROGRESS_REQUIREMENT = 33 CREATE_TURNCOATS_COSTS = 5000,10000,20000,50000 CREATE_TURNCOATS_PER_DAY = 1, 2, 3, 4, 5 CREATE_TURNCOATS_INTEL_COST = 10 ; Draft civilians to the volunteer pool ; Requires Volunteers (MILITIA_VOLUNTEER_POOL) to be enabled. ; The per-day modifier is based on the user's progress (0-100), so a modifier of 1 means that 50 volunteers ; will join each day at 50% progress. DRAFT_PROGRESS_REQUIREMENT = 25 DRAFT_COSTS = 7500,15000 DRAFT_PER_DAY_MODIFIER = 1,2,3 DRAFT_LOYALTY_LOSS_PER_DAY = 5000,7500,10000 ;------------------------------------------------------------------------------------------------------------------------------ ; ADMINISTRATIVE ACTIONS ;------------------------------------------------------------------------------------------------------------------------------ ; Each Administrative Action can be purchased and then upgraded once, with the exception of Supply Line, which is repeatable ; until the region's max loyalty is >= 100. In-game, this is represented as the Tier of the action, for a maximum of Tier 2. ; This does not apply to the Supply Line action, which can be purchased until the town's max loyalty >= 100. ; Supply Line ; Each time you upgrade a supply line, the towns max loyalty increases by this value. ; Valid range is 1-100. Maximum loyalty increases by this amount per Tier. SUPPLY_LINE_MAX_LOYALTY_INCREASE = 10 ; Rebel Radio ; This is the amount of loyalty points that a region gains per day. Unfortunately, there's no simple way to convert points ; to loyalty percentage. See Cities.xml. ; Valid range is 1-10000. Loyalty increases by this amount per day per Tier. REBEL_RADIO_DAILY_LOYALTY_GAIN = 500 ; Safehouses ; Free militia can show up at the beginning of a combat encounter in or adjacent to the town. ; Valid range for reinforce chance is 1-100. Note that the actual reinforce chance is whatever is the LOWER value of this value ; and the region's loyalty. ; Valid range for minimum and bonus soldiers is 0-10. ; Tier 1 gives MINIMUM + up to BONUS green militia, plus a 50/50 chance for one regular militia. ; Tier 2 gives MINIMUM + up to BONUS regular militia, plus a 50/50 chance for one elite militia. SAFEHOUSE_REINFORCE_CHANCE = 75 SAFEHOUSE_MINIMUM_SOLDIERS = 2 SAFEHOUSE_BONUS_SOLDIERS = 4 ; Supply Disruption ; In tactical, enemy soldiers lose this amount of stats per level of disruption. ; Success rate is determined by the region's loyalty. ; Valid range is 0-100. Enemy stats decrease by this amount per Tier. SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 4 ; Scouts ; No variable effect, but included for completeness. ; Strategic vision expands by 1 sector per Tier. ; Dead Drops ; Requires Intel (RESOURCE_INTEL) to be enabled. ; Regions with higher loyalty will provide more Intel. ; Valid range is 0-100. Intel granted per day is up to this value per Tier. DEAD_DROPS_DAILY_INTEL = 10 ; Smugglers ; Valid range is 0-100. Supplies granted per day is up to this value per Tier. SMUGGLERS_DAILY_SUPPLIES = 10 ; Warehouses ; Requires Militia Resources (MILITIA_REQUIRE_RESOURCES) to be enabled. ; Valid range is 0-100. Resources granted per day is up to these values per Tier. WAREHOUSES_DAILY_MILITIA_RESOURCE_GUNS = 7.5 WAREHOUSES_DAILY_MILITIA_RESOURCE_ARMOUR = 5 WAREHOUSES_DAILY_MILITIA_RESOURCE_MISC = 2.5 ; Taxes ; Daily income is modified by the "coolness" of a sector, so "harder" towns will provide higher tax income. ; Regions with higher loyalty will provide more taxes. ; Valid ranges are 0-10000 for both values. Taxes and loyalty daily changes are per Tier. TAXES_DAILY_INCOME = 500 ; This is the amount of loyalty points that a region loses per day. Unfortunately, there's no simple way to convert ; points to loyalty percentage. See Cities.xml. TAXES_DAILY_LOYALTY_LOSS = 250 ; Civilian Aid ; Requires Volunteers (MILITIA_VOLUNTEER_POOL) to be enabled. ; Regions with higher loyalty will provide more volunteers. ; Valid range is 0-100. Up to this value will be granted per day per Tier. ASSIST_CIVILIANS_DAILY_VOLUNTEERS = 10 ; Merc Support ; This is a percentage boost to mercs who are on assignment (doctoring, training militia, repairing, etc). ; Valid range is 0-100. This boost is doubled at Tier 2. MERC_SUPPORT_BONUS = 25 ; Mining Policy Bonus ; Increase daily income by this percentage for captured mines. This action will only appear for towns that have mines. ; Valid range is 0-100. This boost is doubled at Tier 2. MINING_POLICY_BONUS = 10 ; Pathfinders ; Friendly forces move faster on foot in sectors around the town. ; This value is a percent reduction in the time it takes to move to a new sector. ; eg, if this is set to 20, a 120-minute travel time would be reduced to 96 minutes (20% reduction) ; Valid range is 0-100. This boost is doubled at Tier 2. PATHFINDERS_SPEED_BONUS = 25 ; Harriers ; Enemy groups move slower on foot in sectors around the town. ; This value is a percent increase in the time it takes to move to a new sector. ; Valid range is 0-100. This penalty is doubled at Tier 2. HARRIERS_SPEED_PENALTY = 50 ; Fortifications ; Militia are stronger when fighting in the town. ; Valid range is 0-100. This boost is doubled at Tier 2. FORTIFICATIONS_BONUS = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; AGENT MISSIONS ;------------------------------------------------------------------------------------------------------------------------------ ; Agent missions are intended to be powerful, but temporary, passive boons to the campaign. Several missions can be active ; at once, but the cost of starting new ones increases with the number of currently-active missions. In order to begin a ; mission, a mercenary must be in a friendly town and not on another long-term assignment (eg, a Mini Event or on a mission). ; Once a merc has been selected to start a mission, they will be gone for 24 hours to prepare. Once this time is elapsed, ; the merc will return to your control and the mission's effects will begin - if the mission was successful. ; Note that it is possible to use a generic rebel agent instead of your mercs, but they will provide no bonuses to the mission. ; Note that if a merc has multiple skills that give bonuses to a mission, only the biggest bonus will be used. ; How many supplies it costs to prepare a mission. ; Valid range is 100-10000. MISSION_BASE_COST = 200 ; Additional supply cost per active or in-prep mission. ; Valid range is 0-10000. MISSION_ADDITIONAL_COST = 100 ; A merc must prepare a mission for this many hours before a mission starts. ; Rounded up to the next hour. ; Valid range is 1-168. MISSION_PREPARATION_TIME = 20 ; New missions will become available at this interval. ; A value of 2 means that available missions will be refreshed at Day 2 00:00, Day 4 00:00, etc. ; Valid range is 1-7. MISSION_REFRESH_TIME_DAYS = 2 ; The minimum loyalty that a town needs to be in order to prep a mission from it. MIN_LOYALTY_FOR_MISSION = 51 ; Deep deployment ; When deploying your mercs onto a map for a battle, the valid deployment area extends further across the map. DEEP_DEPLOYMENT_SUCCESS_CHANCE = 60 ; Range, divided into north/south and east/west DEEP_DEPLOYMENT_RANGE_NS = 200 DEEP_DEPLOYMENT_RANGE_EW = 350 DEEP_DEPLOYMENT_RANGE_NS_BONUS_COVERT = 80 DEEP_DEPLOYMENT_RANGE_EW_BONUS_COVERT = 150 DEEP_DEPLOYMENT_RANGE_NS_BONUS_SCOUTING = 250 DEEP_DEPLOYMENT_RANGE_EW_BONUS_SCOUTING = 400 DEEP_DEPLOYMENT_RANGE_NS_BONUS_STEALTHY = 120 DEEP_DEPLOYMENT_RANGE_EW_BONUS_STEALTHY = 300 DEEP_DEPLOYMENT_RANGE_NS_BONUS_SURVIVAL = 120 DEEP_DEPLOYMENT_RANGE_EW_BONUS_SURVIVAL = 300 ; Duration, in hours DEEP_DEPLOYMENT_DURATION = 72 DEEP_DEPLOYMENT_DURATION_BONUS_COVERT = 24 DEEP_DEPLOYMENT_DURATION_BONUS_SCOUTING = 36 DEEP_DEPLOYMENT_DURATION_BONUS_STEALTHY = 48 DEEP_DEPLOYMENT_DURATION_BONUS_SURVIVAL = 36 ; Disrupt ASD ; Reduce ASD income and prevent deployment of new robots/jeeps/tanks ; This does not appear if the ASD feature is disabled DISRUPT_ASD_SUCCESS_CHANCE = 60 ; Income modifier. 0.6 = income reduced by 60% DISRUPT_ASD_INCOME_MODIFIER = 0.5 DISRUPT_ASD_INCOME_MODIFIER_COVERT = 0.9 DISRUPT_ASD_INCOME_MODIFIER_DEMOLITIONS = 0.65 DISRUPT_ASD_INCOME_MODIFIER_NIGHTOPS = 0.65 DISRUPT_ASD_INCOME_MODIFIER_TECHNICIAN = 0.75 ; Duration, in hours DISRUPT_ASD_DURATION = 48 DISRUPT_ASD_DURATION_BONUS_COVERT = 72 DISRUPT_ASD_DURATION_BONUS_DEMOLITIONS = 48 DISRUPT_ASD_DURATION_BONUS_NIGHTOPS = 120 DISRUPT_ASD_DURATION_BONUS_TECHNICIAN = 72 ; Forge Transport Orders ; Creates a transport group with orders to go to the agent's location FORGE_TRANSPORT_ORDERS_SUCCESS_CHANCE = 50 ; No duration. The group is created immediately upon mission success ; Strategic Intel ; When viewing teams on the strategic map, enemy movement targets are displayed in red. STRATEGIC_INTEL_SUCCESS_CHANCE = 60 ; Duration, in hours STRATEGIC_INTEL_DURATION = 72; STRATEGIC_INTEL_DURATION_BONUS_COVERT = 72 STRATEGIC_INTEL_DURATION_BONUS_RADIO = 144 ; Improve Local Shops ; Shopkeepers will have better inventories. (+1 coolness level) IMPROVE_LOCAL_SHOPS_SUCCESS_CHANCE = 80 ; Duration, in hours IMPROVE_LOCAL_SHOPS_DURATION = 96; ; Slower Strategic Decisions ; Strategic enemy AI will spend more time between taking action against you. SLOWER_STRATEGIC_DECISIONS_SUCCESS_CHANCE = 60 ; Modifier - note that skill modifiers override the base modifier SLOWER_STRATEGIC_DECISIONS_MODIFIER = 1.1 SLOWER_STRATEGIC_DECISIONS_MODIFIER_COVERT = 1.25 SLOWER_STRATEGIC_DECISIONS_MODIFIER_DEPUTY = 1.33 SLOWER_STRATEGIC_DECISIONS_MODIFIER_SNITCH = 1.2 ; Duration, in hours SLOWER_STRATEGIC_DECISIONS_DURATION = 72 SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_COVERT = 48 SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_DEPUTY = 72 SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_SNITCH = 72 ; Lower Readiness ; In tactical, enemies have their sight range reduced until they're alerted to your presence LOWER_READINESS_SUCCESS_CHANCE = 60 ; Modifier - enemy vision is reduced by this percentage LOWER_READINESS_MODIFIER = 0.15 LOWER_READINESS_MODIFIER_COVERT = 0.25 LOWER_READINESS_MODIFIER_RADIO = 0.33 LOWER_READINESS_MODIFIER_STEALTHY = 0.5 ; Duration, in hours LOWER_READINESS_DURATION = 48 LOWER_READINESS_DURATION_BONUS_COVERT = 48 LOWER_READINESS_DURATION_BONUS_RADIO = 24 ; Sabotage Equipment ; Enemy soldiers use worse than normal equipment. SABOTAGE_EQUIPMENT_SUCCESS_CHANCE = 60 ; Quality modifier - enemy weapons and armour quality will be reduced by this amount SABOTAGE_EQUIPMENT_MODIFIER = 10 SABOTAGE_EQUIPMENT_MODIFIER_AUTO_WEAPONS = 20 SABOTAGE_EQUIPMENT_MODIFIER_COVERT = 15 SABOTAGE_EQUIPMENT_MODIFIER_DEMOLITIONS = 25 SABOTAGE_EQUIPMENT_MODIFIER_GUNSLINGER = 20 SABOTAGE_EQUIPMENT_MODIFIER_RANGER = 20 SABOTAGE_EQUIPMENT_MODIFIER_SNIPER = 20 ; Duration, in hours SABOTAGE_EQUIPMENT_DURATION = 72 SABOTAGE_EQUIPMENT_DURATION_BONUS_AUTO_WEAPONS = 24 SABOTAGE_EQUIPMENT_DURATION_BONUS_COVERT = 24 SABOTAGE_EQUIPMENT_DURATION_BONUS_GUNSLINGER = 24 SABOTAGE_EQUIPMENT_DURATION_BONUS_RANGER = 24 SABOTAGE_EQUIPMENT_DURATION_BONUS_SNIPER = 24 SABOTAGE_EQUIPMENT_DURATION_BONUS_DEMOLITIONS = 72 ; Sabotage Vehicles ; Enemy vehicles have reduced stats. SABOTAGE_VEHICLES_SUCCESS_CHANCE = 60 ; Modifier - enemy vehicles will have their stats reduced by this amount (to a minimum of 33) SABOTAGE_VEHICLES_STAT_LOSS = 20 SABOTAGE_VEHICLES_STAT_LOSS_COVERT = 30 SABOTAGE_VEHICLES_STAT_LOSS_DEMOLITIONS = 50 SABOTAGE_VEHICLES_STAT_LOSS_HEAVY_WEAPONS = 50 ; Duration, in hours SABOTAGE_VEHICLES_DURATION = 72 SABOTAGE_VEHICLES_DURATION_BONUS_COVERT = 24 SABOTAGE_VEHICLES_DURATION_BONUS_DEMOLITIONS = 72 SABOTAGE_VEHICLES_DURATION_BONUS_HEAVY_WEAPONS = 72 ; Send Supplies ; Passively grow town loyalty. SEND_SUPPLIES_TO_TOWN_SUCCESS_CHANCE = 80 ; How often and how much loyalty is gained. Daily loyalty gain is (24/interval) * loyalty_gain. SEND_SUPPLIES_TO_TOWN_INTERVAL = 6 SEND_SUPPLIES_TO_TOWN_LOYALTY_GAIN = 1000 ; Duration, in hours SEND_SUPPLIES_TO_TOWN_DURATION = 96 ; Train Militia Anywhere ; Militia can be trained outside of town. TRAIN_MILITIA_ANYWHERE_SUCCESS_CHANCE = 60 ; Maximum trainers TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS = 1 TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS_TEACHING = 2 ; Duration, in hours TRAIN_MILITIA_ANYWHERE_DURATION = 72 TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_COVERT = 24 TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_SURVIVAL = 96 TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_TEACHING = 48 ; Soldier Bounties (Kingpin) SOLDIER_BOUNTIES_KINGPIN_SUCCESS_CHANCE = 60 ; Duration, in hours SOLDIER_BOUNTIES_KINGPIN_DURATION = 48 SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_COVERT = 24 SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_DEMOLITIONS = 36 ; Bounty payouts SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ADMIN = 100 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TROOP = 100 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ELITE = 100 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ROBOT = 500 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_JEEP = 1000 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TANK = 5000 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_OFFICER = 1500 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT = 5000 ; Payout modifiers SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_DEMOLITIONS = 10000 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_SNITCH = 20000 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_COVERT = 1.1 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_DEPUTY = 1.25 SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_SNITCH = 1.25