2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * projects/authors will amend these files as needed.
28 * constants.c: Global constants file. Note that the "hours" file can
29 * override these, as does the global "econfig" file.
31 * Known contributors to this file:
41 char *privname = PRVNAM; /* name of priv user */
42 char *privlog = PRVLOG; /* logname of priv user */
44 int WORLD_X = DEF_WORLD_X; /* World size - x */
45 int WORLD_Y = DEF_WORLD_Y; /* World size - y */
47 int MARK_DELAY = 7200; /* Seconds to bid on commodities */
48 int TRADE_DELAY = 7200; /* Seconds to bid on units */
50 int m_m_p_d = 1440; /* max mins of play per day (per country) */
51 int s_p_etu = DEF_S_P_ETU; /* seconds per Empire time unit */
52 int etu_per_update = ETUS; /* # of etu's per update, from misc.h */
53 int adj_update = 0; /* update time adjustment */
54 int update_window = 0; /* update window adjustment */
55 int hourslop = 5; /* amount of slop to match update times */
56 char *update_times = ""; /* times regular update is allowed */
57 int update_policy = 0; /* update policy for regular updates */
58 int update_demandpolicy = 2; /* update policy for demand updates */
59 int update_missed = 999; /* demand updates missed before veto */
60 int update_wantmin = 0; /* number of votes required for demand update */
61 int blitz_time = 10; /* number of minutes between blitz updates */
62 char *update_demandtimes = ""; /* times demand update is allowed */
63 char *game_days = ""; /* days game is running */
64 char *game_hours = ""; /* hours game is running */
65 int max_idle = 15; /* session dies after max_idle minutes idle */
67 int sect_mob_max = 127; /* sector mobility limits */
68 float sect_mob_scale = 1.0; /* accumulation multiplier */
69 int land_mob_max = 127; /* land mobility limits */
70 float land_mob_scale = 1.0; /* accumulation multiplier */
71 int ship_mob_max = 127; /* ship mobility limits */
72 float ship_mob_scale = 1.5; /* accumulation multiplier */
73 int plane_mob_max = 127; /* plane mobility limits */
74 float plane_mob_scale = 1.0; /* accumulation multiplier */
76 float fire_range_factor = 1.0; /* Increase/reduce firing ranges */
78 int morale_base = 42; /* base for morale */
81 int sect_mob_neg_factor = 2; /* ETU/neg_factor = negative amount of mobility
82 a sector has after being taken */
84 int anno_keep_days = 7; /* How long until annos expire (<0 never) */
85 int news_keep_days = 10; /* How long until news expire (<0 never) */
86 int lost_items_timeout = 172800; /* How long before removing from database */
88 double combat_mob = 5.0; /* how much mob do units spend for combat? */
90 /* if you find that naving is taking too long, try reducing these */
91 int fort_max_interdiction_range = 8;
92 int ship_max_interdiction_range = 8;
93 int land_max_interdiction_range = 8;
95 double mission_mob_cost = 0.0; /* Cost is percentage of max mob */
97 double unit_damage = 0.30; /* Units take this % of normal damage */
98 double people_damage = 1.00; /* Civs/Mil/Uw take this % of normal damage */
99 double collateral_dam = 0.10; /* Side effect damage to sector */
100 double assault_penalty = 0.50; /* attack factor for para & assault troops */
104 int start_unit_type[START_UNITS] = { 0, 1 }; /* type of unit */
105 #endif /* START_UNITS */
108 int fuel_mult = 10; /* 1 fuel = 10 mob */
110 int land_grow_scale = 2; /* how fast eff grows for land units (xETUS) */
111 int ship_grow_scale = 3; /* how fast eff grows for ships (xETUS) */
112 int plane_grow_scale = 2; /* how fast eff grows for planes (xETUS) */
114 double fgrate = 0.0012; /* food growth rate (dt * fert) */
115 double fcrate = 0.0013; /* food cultivate rate (dt * workforce) */
116 double eatrate = 0.0005; /* food eating rate (dt * people) */
117 /*double eatrate = 0.0001;*//* food eating rate (dt * people) */
118 double babyeat = 0.0060; /* food to mature 1 baby into a civilian */
119 /*double babyeat = 0.0000;*//* food to mature 1 baby into a civilian */
121 double obrate = 0.005; /* other sectors birth rate */
122 double uwbrate = 0.0025; /* uncompensated worker birth rate */
123 /* values > 0.25 for either will overflow */
124 int rollover_avail_max = 0; /* max. avail that can roll over an update */
127 /* these are the radioactive decay constants */
128 /* fraction of commodity destroyed is
129 etus*fallout/(1000*melt_item_denom[item])
130 higher denominators for tougher commodities */
131 int melt_item_denom[] =
132 /* civ mil shell gun pet iron dust bar */
133 { 0, 4, 20, 80, 100, 50, 100, 100, 200,
134 2, 50, 100, 100, 2, 1000
136 /*food oil lcm hcm UW rads */
137 double decay_per_etu = 0.006; /* This gives a half life of ? etus,
140 log(.5) / log(1-decay_per_etu)
141 Calculate your own if you don't like it.
142 If you want a specific half life you can
143 calc it with this formula:
144 decay_per_etu = 1 - (.5)^(1/etus)
145 due to the discrete nature of empire
146 you can not get a precise number
147 without intensive simulation
148 (more than 3 digits). */
149 double fallout_spread = 0.005; /* fraction of fallout that leaks into
150 each surrounding sector */
151 /* end opt_FALLOUT */
153 double bankint = 0.25; /* bank interest rate (dt * bars) */
155 /* Note in the taxes below:
156 tradetax - this is charged to the seller, so it is < 1 (because the seller
157 gets the (price paid * tradetax)
158 buytax - this is charged to the buyer, so it is > 1 (because the buyer is
159 charged (price paid * buytax).
160 Not perfect, but it works. :) */
162 double tradetax = 0.99; /* Tax charged on trade */
163 double buytax = 1.0; /* Tax charged on market purchases */
164 int startmob = 127; /* Sanctuary starting mobility */
165 double flakscale = 1.75; /* Scale factor for flak damage */
167 /* money gained from taxes, paid to military, and reservists */
168 double money_civ = 0.0083333;
169 double money_uw = 0.0017777;
170 double money_mil = -0.0833333;
171 double money_res = -0.0083333;
173 /* pct cost per ETU for maintaining a ship or plane or land unit */
174 double money_plane = -0.001;
175 double money_ship = -0.001;
176 double money_land = -0.001;
178 /* edu and hap consumption factors -- hap_cons civs need 1 hap --> hlev++ */
179 double hap_cons = 600000.0;
180 double edu_cons = 600000.0;
182 /* hap and edu avg mean that the weight on current happiness is
183 * (cur_hap * hap_avg + hap_prod * etu) / (hap_avg + etu); */
184 float hap_avg = 16.0 * 3.0;
185 float edu_avg = 16.0 * 12.0;
188 /* tech build limitations. */
189 float easy_tech = 1.00; /* amount of tech built with no penality */
190 float tech_log_base = 2.0; /* base of log to take of in-efficient tech */
192 float ally_factor = 2.0; /* shared tech with allies = 1/factor */
193 float level_age_rate = 96.0; /* 1% per 96 etu's; 0 -> no decline */
196 int players_at_00 = 0; /* players coord system on deity 0,0? */
197 int at_least_one_100 = 1; /* init player with 100/100/100/100 sector? */
201 float btu_build_rate = 0.0012; /* etu * civ * eff * btu_build_rate */
202 /* 8 * 999 * 100 * 0.0004 = 319 */
203 int max_btus = 640; /* maximum # of btu's */
204 double powe_cost = 10.0; /* btu cost to gen a power report */
206 double buil_bt = 10.0; /* tech level required to build a bridge */
207 int buil_bh = 100; /* hcm required to build a bridge */
208 double buil_bc = 2000.0; /* cash required to build a bridge */
210 double buil_tower_bt = 100.0; /* tech level required to build a tower */
211 int buil_tower_bh = 400; /* hcm required to build a bridge tower */
212 double buil_tower_bc = 7500.0; /* cash required to build a bridge tower */
215 int War_Cost = 1000; /* Cost to declare war */
218 float drnuke_const = .33; /* research must be at least drnuke_const*tech */
219 /* in order to build a nuke. For example, if
220 * drnuke_const is .25, you need a 75 res to
221 * build a nuke that takes 300 tech
224 int trade_1_dist = 8; /* less than this gets no money */
225 int trade_2_dist = 14; /* less than this gets trade_1 money */
226 int trade_3_dist = 25; /* less than this gets trade_2 money */
227 float trade_1 = 0.025; /* return on trade_1 distance */
228 float trade_2 = 0.035; /* return on trade_2 distance */
229 float trade_3 = 0.050; /* return on trade_3 distance */
230 float trade_ally_bonus = 0.20; /* 20% bonus for trading with allies */
231 float trade_ally_cut = 0.10; /* 10% bonus for ally you trade with */
232 /* end opt_TRADESHIPS */
234 int torpedo_damage = 40; /* damage is X + 1dX + 1dX, so 40+1d40+1d40 */
237 float start_education = 0.0;
238 float start_happiness = 0.0;
239 float start_technology = 0.0;
240 float start_research = 0.0;