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New feature (by rftr): Arulco Rebel Command (ARC)
Improve you cities and overall campaign by choosing out of several upgrades For more info, see https://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24884&start=0& git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2613 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -4579,3 +4579,17 @@ AI_SAFE_SUPPRESSION = TRUE
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MINI_EVENTS_ENABLED = FALSE
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MINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS = 120
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MINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS = 240
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Rebel Command Settings]
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;------------------------------------------------------------------------------------------------------------------------------
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; Rebel Command is a feature that allows you to control how the rebels operate at a strategic level. Rebel Command can be
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; accessed through the laptop (A.R.C. bookmark) after completing the food delivery quest.
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; Use Directives to guide the rebels at a national level and take Administrative Actions that affect regions/towns.
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; Set this value to TRUE to enable Rebel Command.
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; It is recommended to start a new campaign before enabling this option unless you're up for a challenge.
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; See RebelCommand.ini for more settings.
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;------------------------------------------------------------------------------------------------------------------------------
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REBEL_COMMAND_ENABLED = FALSE
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@@ -0,0 +1,174 @@
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[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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;------------------------------------------------------------------------------------------------------------------------------
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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. 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 = 400
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; Safehouses
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; Free militia can show up at the beginning of a combat encounter.
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; Valid range for reinforcechance is 1-100.
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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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; Valid range is 0-100. Enemy stats decrease by this amount per Tier.
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SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5
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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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; Valid range is 0-100. Intel granted per day is up to this value per Tier.
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DEAD_DROPS_DAILY_INTEL = 25
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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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; 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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; Assist Civilians
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; Requires Volunteers (MILITIA_VOLUNTEER_POOL) to be enabled.
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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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@@ -4579,3 +4579,17 @@ AI_SAFE_SUPPRESSION = TRUE
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MINI_EVENTS_ENABLED = FALSE
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MINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS = 120
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MINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS = 240
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Rebel Command Settings]
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Rebel Command is a feature that allows you to control how the rebels operate at a strategic level. Rebel Command can be
|
||||
; accessed through the laptop (A.R.C. bookmark) after completing the rebel's food delivery quest.
|
||||
; Use Directives to guide the rebels at a national level and take Administrative Actions that affect regions/towns.
|
||||
; Set this value to TRUE to enable Rebel Command.
|
||||
; It is recommended to start a new campaign before enabling this option unless you're up for a challenge.
|
||||
; See RebelCommand.ini for more settings.
|
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;------------------------------------------------------------------------------------------------------------------------------
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REBEL_COMMAND_ENABLED = FALSE
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@@ -0,0 +1,174 @@
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[Rebel Command Settings]
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; Base supply income modifier. A higher number increases income.
|
||||
; Valid range is 1.0-100.0.
|
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INCOME_MODIFIER = 2
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|
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; 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.
|
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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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|
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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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|
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; 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.
|
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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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;------------------------------------------------------------------------------------------------------------------------------
|
||||
; 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
|
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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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|
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; Militia training modifier, and militia training speed bonus
|
||||
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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|
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; Loyalty increase modifier
|
||||
; This does not provide a daily loyalty gain, and it does not modify loyalty losses
|
||||
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
|
||||
|
||||
; 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
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; 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
|
||||
|
||||
; Assist Civilians
|
||||
; 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
|
||||
|
||||
Reference in New Issue
Block a user