diff --git a/gamedir/Data-1.13/RebelCommand_Settings.ini b/gamedir/Data-1.13/RebelCommand_Settings.ini index 1cea57c66..8e2caacd8 100644 --- a/gamedir/Data-1.13/RebelCommand_Settings.ini +++ b/gamedir/Data-1.13/RebelCommand_Settings.ini @@ -209,3 +209,193 @@ HARRIERS_SPEED_PENALTY = 50 ; 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 + +; 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 + diff --git a/gamedir/Data/RebelCommand_Settings.ini b/gamedir/Data/RebelCommand_Settings.ini index 1cea57c66..8e2caacd8 100644 --- a/gamedir/Data/RebelCommand_Settings.ini +++ b/gamedir/Data/RebelCommand_Settings.ini @@ -209,3 +209,193 @@ HARRIERS_SPEED_PENALTY = 50 ; 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 + +; 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 +