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Rebel command balance pass (by rftr).
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2623 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -124,14 +124,15 @@ DRAFT_LOYALTY_LOSS_PER_DAY = 5000,7500,10000
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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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; 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 = 400
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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.
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; Valid range for reinforcechance is 1-100.
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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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@@ -141,8 +142,9 @@ 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 = 5
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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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@@ -150,8 +152,9 @@ SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5
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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 = 25
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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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@@ -166,6 +169,7 @@ 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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@@ -174,6 +178,7 @@ 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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@@ -124,14 +124,15 @@ DRAFT_LOYALTY_LOSS_PER_DAY = 5000,7500,10000
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SUPPLY_LINE_MAX_LOYALTY_INCREASE = 10
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||||
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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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; 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 = 400
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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.
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; Valid range for reinforcechance is 1-100.
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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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@@ -141,8 +142,9 @@ 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 = 5
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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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@@ -150,8 +152,9 @@ SUPPLY_DISRUPTION_ENEMY_STAT_LOSS = 5
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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 = 25
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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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@@ -166,6 +169,7 @@ 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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@@ -174,6 +178,7 @@ 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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