1 # Empire Configuration File:
3 ### Server configuration and information
5 # Custom configuration table files, separated by space
8 # Directory where this game's data is stored
11 # Directory where info pages are stored, can be shared among games
13 # Set this to your build tree's info.nr to run the server without
16 # Directory where builtin files are stored
17 builtin "../src/lib/global"
18 # Set this to your source tree's src/lib/global to run the server
19 # without installing it, else leave it alone.
21 # Local IP address the server should listen on
23 # "" listens on all, localhost just on the loopback interface.
25 # TCP port the server will bind
28 # Enable journal log file
31 # Shell command run right after a crash dump, in the game's data directory
32 post_crash_dump_hook ""
38 privlog "gefla@pond.sub.org"
40 # Deities may connect from these IPs or networks, "" allows all
41 privip "127.0.0.1 ::1 ::ffff:127.0.0.1"
43 # World size X dimension (enforced to be even by subtracting 1 if necessary)
46 # World size Y dimension
52 # Note: the update schedule is defined in the file schedule in the
53 # same directory as this file.
55 # Number of ETUs per update
58 # Time window the update will occur in after the update time, in seconds
61 # Shell command run right before the update, in the game's data directory
64 # Demand update policy
66 # 0 - No demand updates
67 # 1 - Scheduled updates are demand updates
68 # 2 - Demand updates run right after the deciding vote is cast,
69 # in addition to (non-demand) scheduled updates
71 # Number of votes required for a demand update
74 # Times when unscheduled demand updates can occur, separated by space
76 # Give time ranges as HOUR:MINUTE-HOUR:MINUTE, e.g. 20:00-24:00.
77 # Ranges CANNOT cross midnight.
80 ### Game hours restrictions
82 # Days of week the game is up and running, separated by space
84 # Give days as Su Mo Tu We Th Fr Sa.
86 # Time of day ranges when the game is open, separated by space
88 # Give time ranges as HOUR:MINUTE-HOUR:MINUTE, e.g. 20:00-24:00.
89 # Ranges CANNOT cross midnight.
94 # Let tech bleed to everyone, not just allies
97 # Power report is updated only automatically, at the update
103 # Allow bridge towers
106 # Allow bridge building without bridge heads
109 # Enable secondary effects caused by radiation
112 # Inform the world when deities give/take away
115 # Make gold and oil renewable resources
118 # Enable experimental stuff not ready for prime time
121 # Hide information between players
124 # Interdict post-attack move in
127 # Enable the land unit type spies
130 # Allow bailing out of other countries via S&L scandals
133 # Let contact be lost after a few updates
136 # Enable time-based market and trading
139 # Update mobility in real-time rather than at the update
142 # Disable food consumption
145 # Don't charge mobility for firing from ships
148 # Disable fortress fire
154 # Enable marine missiles
157 # Highways double as rail
160 # Population is limited by research
163 # Enable sail command
166 # Declaring war takes time
169 # Make bars immune to damage
172 # Technology costs more as population rises
184 # Rate at which BTUs accumulate (etu * civ * eff * btu_build_rate)
185 btu_build_rate 0.0012
187 # Maximum minutes per day a country is allowed to be logged in
190 # Maximum number of BTUs a country can have
193 # Maximum number of minutes a player can sit idle while logged in
196 # Players have their coordinate system at deity 0,0 (0 - no, 1 - yes)
199 # Initialize new countries with at least one sector with 100 of all resource
202 # Starting cash for new countries
205 # Cost to declare war (if SLOW_WAR is on)
209 ### Technology/Research/Education/Happiness
211 # Amount of tech built with no penalty
214 # Starting technology for new countries
217 # Starting happiness for new countries
220 # Starting research for new countries
223 # Starting education for new countries
226 # ETU rate at which tech decays (0 -> no decline)
229 # Log base to apply to tech breakthroughs above the easy tech level
232 # Shared tech with allies (1 / ally_factor)
235 # Number of ETUs education is averaged over
238 # Number of ETUs happiness is averaged over
241 # Education consumption (1 breakthrough per edu_cons)
244 # Happiness consumption (1 breakthrough per hap_cons)
250 # Starting mobility for sanctuaries
253 # Sector mobility accumulation per ETU
256 # Maximum mobility for sectors
259 # Number of hcms required to build a bridge span
262 # Cash required to build a bridge span
265 # Technology required to build a bridge span
268 # Number of hcms required to build a bridge tower
271 # Cash required to build a bridge tower
274 # Technology required to build a bridge tower
280 # Land unit mobility accumulation per ETU
283 # How fast efficiency grows for land units, per ETU
286 # Maximum mobility for land units
289 # Cost per ETU to maintain land units (fraction of unit price)
292 # Base level for setting morale of land units
298 # Plane mobility accumulation per ETU
301 # How fast efficiency grows for planes each update, per ETU
304 # Maximum mobility for planes
307 # Cost per ETU to maintain planes (fraction of plane price)
313 # Ship mobility accumulation per ETU
316 # How fast efficiency grows for ships each update, per ETU
319 # Maximum mobility for ships
322 # Cost per ETU to maintain ships (fraction of ship price)
325 # Torpedo damage (damage is X + 1dX + 1dX)
331 # Maximum range (in sectors) a fort will try to interdict another country
332 fort_max_interdiction_range 8
334 # Maximum range (in sectors) a land unit will try to interdict another country
335 land_max_interdiction_range 8
337 # Maximum range (in sectors) a ship will try to interdict another country
338 ship_max_interdiction_range 8
340 # Scale factor for flak damage
343 # How much mobility do units spend for combat (* casualties/bodies)
346 # People take this amount of normal damage
349 # Land units take this amount of normal damage
352 # Side effect damage amount done to sector
355 # Attack strength multiplier for paratroopers and assaulting
358 # Scale normal firing ranges by this amount
361 # Initial mobility for MOB_ACCESS (-etu_per_update / sect_mob_neg_factor)
362 sect_mob_neg_factor 2
363 # Applies to sector takeover, ship build, plane or land unit build, and trade.
365 # Cost to put something on a mission (percentage of max mob)
371 # Birth rate for uncompensated workers
374 # Money gained from taxes on a civilian in one ETU
377 # Money gained from taxes on an active soldier in one ETU
380 # Money gained from taxes on a soldier on active reserve in one ETU
383 # Money gained from taxes on an uncompensated worker in one ETU
386 # Amount of food to mature 1 baby into a civilian
389 # Bank dollar gain (per bar per etu)
392 # Food eating rate for mature people
395 # Food cultivation rate (* workforce in sector)
398 # Food growth rate (* fertility of sector)
401 # Civilian birth rate
404 # Maximum avail that can roll over an update
410 # Decay of fallout per ETU
413 # Amount of fallout that leaks into surrounding sectors
416 # Research needed to build a nuke, as fraction of the tech needed
418 # A common value is 0.33.
423 # Time commodities stay on the market for bidding (seconds)
426 # Time ships, planes, lands and nukes stay on the market for bidding (seconds)
429 # Tax (in percentage points) charged to the buyer on market purchases
432 # Amount of a trade transaction the seller makes (the rest is tax)
438 # Less than this distance gets no money for cashing in
441 # Less than this distance gets trade_1 money for cashing in
444 # Less than this distance gets trade_2 money for cashing in, more gets trade_3
447 # Return per sector on trade_1 distance amount
450 # Return per sector on trade_2 distance amount
453 # Return per sector on trade_3 distance amount
456 # Bonus you get for cashing in with an ally
459 # Bonus your ally gets for you cashing in with them
465 # Disabled commands, separated by space
468 # How long until announcements expire (<0 means never)
471 # How long until news expire
474 # How long until lost items expire