2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2007, 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 files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * constants.c: Global constants
30 * Known contributors to this file:
39 /* Name of the deity */
40 char *privname = "Deity forgot to edit econfig";
41 /* E-mail of the deity */
42 char *privlog = "careless@invalid";
43 /* Divine hosts and networks */
44 char *privip = "127.0.0.1 ::1 ::ffff:127.0.0.1";
46 char *disabled_commands = "";
48 int keep_journal = 0; /* journal log file enabled */
50 int WORLD_X = 64; /* World size - x */
51 int WORLD_Y = 32; /* World size - y */
53 int MARK_DELAY = 7200; /* Seconds to bid on commodities */
54 int TRADE_DELAY = 7200; /* Seconds to bid on units */
56 int m_m_p_d = 1440; /* max mins of play per day (per country) */
57 int etu_per_update = 60; /* # of etu's per update */
58 int update_window = 0; /* update window adjustment, in seconds */
59 int update_demand = UPD_DEMAND_NONE;
60 int update_wantmin = 1; /* votes required for demand update */
61 char *update_demandtimes = ""; /* demand update time ranges */
62 char *game_days = ""; /* days game is running */
63 char *game_hours = ""; /* hours game is running */
64 char *pre_update_hook = "";
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 fraction of normal damage */
98 double people_damage = 1.00; /* Civs/mil/uw take this fraction of damage */
99 double collateral_dam = 0.10; /* Side effect damage to sector */
100 double assault_penalty = 0.50; /* attack factor for para & assault troops */
103 int fuel_mult = 10; /* 1 fuel = 10 mob */
105 float land_grow_scale = 2.0; /* how fast eff grows for land units (xETUS) */
106 float ship_grow_scale = 3.0; /* how fast eff grows for ships (xETUS) */
107 float plane_grow_scale = 2.0; /* how fast eff grows for planes (xETUS) */
109 double fgrate = 0.0012; /* food growth rate (dt * fert) */
110 double fcrate = 0.0013; /* food cultivate rate (dt * workforce) */
111 double eatrate = 0.0005; /* food eating rate (dt * people) */
112 double babyeat = 0.0060; /* food to mature 1 baby into a civilian */
114 double obrate = 0.005; /* other sectors birth rate */
115 double uwbrate = 0.0025; /* uncompensated worker birth rate */
116 /* values > 0.25 for either will overflow */
117 int rollover_avail_max = 0; /* max. avail that can roll over an update */
120 double decay_per_etu = 0.006; /* This gives a half life of ? etus,
123 log(.5) / log(1-decay_per_etu)
124 Calculate your own if you don't like it.
125 If you want a specific half life you can
126 calc it with this formula:
127 decay_per_etu = 1 - (.5)^(1/etus)
128 due to the discrete nature of empire
129 you can not get a precise number
130 without intensive simulation
131 (more than 3 digits). */
132 double fallout_spread = 0.005; /* fraction of fallout that leaks into
133 each surrounding sector */
134 /* end opt_FALLOUT */
136 double bankint = 0.25; /* bank interest rate (dt * bars) */
138 /* Note in the taxes below:
139 tradetax - this is charged to the seller, so it is < 1 (because the seller
140 gets the (price paid * tradetax)
141 buytax - this is charged to the buyer, so it is > 1 (because the buyer is
142 charged (price paid * buytax).
143 Not perfect, but it works. :) */
145 double tradetax = 0.99; /* Tax charged on trade */
146 double buytax = 1.0; /* Tax charged on market purchases */
147 int startmob = 127; /* Sanctuary starting mobility */
148 float flakscale = 1.75f; /* Scale factor for flak damage */
150 /* money gained from taxes, paid to military, and reservists */
151 double money_civ = 0.0083333;
152 double money_uw = 0.0017777;
153 double money_mil = -0.0833333;
154 double money_res = -0.0083333;
156 /* pct cost per ETU for maintaining a ship or plane or land unit */
157 double money_plane = -0.001;
158 double money_ship = -0.001;
159 double money_land = -0.001;
161 /* edu and hap consumption factors -- hap_cons civs need 1 hap --> hlev++ */
162 double hap_cons = 600000.0;
163 double edu_cons = 600000.0;
165 /* hap and edu avg mean that the weight on current happiness is
166 * (cur_hap * hap_avg + hap_prod * etu) / (hap_avg + etu); */
167 float hap_avg = 16.0 * 3.0;
168 float edu_avg = 16.0 * 12.0;
171 /* tech build limitations. */
172 float easy_tech = 1.00; /* amount of tech built with no penality */
173 float tech_log_base = 2.0; /* base of log to take of in-efficient tech */
175 float ally_factor = 2.0; /* shared tech with allies = 1/factor */
176 float level_age_rate = 96.0; /* 1% per 96 etu's; 0 -> no decline */
179 int players_at_00 = 0; /* players coord system on deity 0,0? */
180 int at_least_one_100 = 1; /* init player with 100/100/100/100 sector? */
184 float btu_build_rate = 0.0012; /* etu * civ * eff * btu_build_rate */
185 /* 8 * 999 * 100 * 0.0004 = 319 */
186 int max_btus = 640; /* maximum # of btu's */
188 double buil_bt = 10.0; /* tech level required to build a bridge */
189 int buil_bh = 100; /* hcm required to build a bridge */
190 double buil_bc = 2000.0; /* cash required to build a bridge */
192 double buil_tower_bt = 100.0; /* tech level required to build a tower */
193 int buil_tower_bh = 400; /* hcm required to build a bridge tower */
194 double buil_tower_bc = 7500.0; /* cash required to build a bridge tower */
197 int War_Cost = 1000; /* Cost to declare war */
199 float drnuke_const = 0.0; /* research must be at least drnuke_const*tech */
200 /* in order to build a nuke. For example, if
201 * drnuke_const is .25, you need a 75 res to
202 * build a nuke that takes 300 tech
205 int trade_1_dist = 8; /* less than this gets no money */
206 int trade_2_dist = 14; /* less than this gets trade_1 money */
207 int trade_3_dist = 25; /* less than this gets trade_2 money */
208 float trade_1 = 0.025; /* return on trade_1 distance */
209 float trade_2 = 0.035; /* return on trade_2 distance */
210 float trade_3 = 0.050; /* return on trade_3 distance */
211 float trade_ally_bonus = 0.20; /* 20% bonus for trading with allies */
212 float trade_ally_cut = 0.10; /* 10% bonus for ally you trade with */
213 /* end opt_TRADESHIPS */
215 int torpedo_damage = 40; /* damage is X + 1dX + 1dX, so 40+1d40+1d40 */
217 long start_cash = 25000;
220 float start_education = 0.0;
221 float start_happiness = 0.0;
222 float start_technology = 0.0;
223 float start_research = 0.0;