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