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gamedir/Data/RebelCommand_Settings.ini
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2021-09-01 16:48:25 +00:00

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INI

[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. 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 = 400
; Safehouses
; Free militia can show up at the beginning of a combat encounter.
; Valid range for reinforcechance is 1-100.
; 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.
; Valid range is 0-100. Enemy stats decrease by this amount per Tier.
SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5
; 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.
; Valid range is 0-100. Intel granted per day is up to this value per Tier.
DEAD_DROPS_DAILY_INTEL = 25
; 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.
; 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.
; 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