# Empire Configuration File: ### Server configuration and information # Custom configuration table files, separated by space custom_tables "" # Directory where this game's data is stored data "." # Directory where info pages are stored, can be shared among games info "../info" # Set this to your build tree's info.nr to run the server without # installing it. # Directory where builtin files are stored builtin "../src/lib/global" # Set this to your source tree's src/lib/global to run the server # without installing it, else leave it alone. # Local IP address the server should listen on listen_addr "" # "" listens on all, localhost just on the loopback interface. # TCP port the server will bind port "6665" # Enable journal log file keep_journal 0 # Shell command run right after a crash dump, in the game's data directory post_crash_dump_hook "" # Name of the deity privname "Segora" # E-mail of the deity privlog "gefla@pond.sub.org" # Deities may connect from these IPs or networks, "" allows all privip "127.0.0.1 ::1 ::ffff:127.0.0.1" # World size X dimension (enforced to be even by subtracting 1 if necessary) WORLD_X 32 # World size Y dimension WORLD_Y 32 ### Update policy # Note: the update schedule is defined in the file schedule in the # same directory as this file. # Number of ETUs per update etu_per_update 60 # Time window the update will occur in after the update time, in seconds update_window 0 # Shell command run right before the update, in the game's data directory pre_update_hook "" # Demand update policy update_demand 2 # 0 - No demand updates # 1 - Scheduled updates are demand updates # 2 - Demand updates run right after the deciding vote is cast, # in addition to (non-demand) scheduled updates # Number of votes required for a demand update update_wantmin 1 # Times when unscheduled demand updates can occur, separated by space update_demandtimes "" # Give time ranges as HOUR:MINUTE-HOUR:MINUTE, e.g. 20:00-24:00. # Ranges CANNOT cross midnight. ### Game hours restrictions # Days of week the game is up and running, separated by space game_days "" # Give days as Su Mo Tu We Th Fr Sa. # Time of day ranges when the game is open, separated by space game_hours "" # Give time ranges as HOUR:MINUTE-HOUR:MINUTE, e.g. 20:00-24:00. # Ranges CANNOT cross midnight. ### Options # Let tech bleed to everyone, not just allies ALL_BLEED 1 # Power report is updated only automatically, at the update AUTO_POWER 0 # Enable blitz mode BLITZ 1 # Allow bridge towers BRIDGETOWERS 1 # Allow bridge building without bridge heads EASY_BRIDGES 1 # Enable secondary effects caused by radiation FALLOUT 1 # Inform the world when deities give/take away GODNEWS 1 # Make gold and oil renewable resources GO_RENEW 0 # Enable experimental stuff not ready for prime time GUINEA_PIGS 0 # Hide information between players HIDDEN 0 # Interdict post-attack move in INTERDICT_ATT 1 # Enable the land unit type spies LANDSPIES 1 # Allow bailing out of other countries via S&L scandals LOANS 1 # Let contact be lost after a few updates LOSE_CONTACT 0 # Enable time-based market and trading MARKET 0 # Update mobility in real-time rather than at the update MOB_ACCESS 0 # Disable food consumption NOFOOD 1 # Don't charge mobility for firing from ships NOMOBCOST 1 # Disable fortress fire NO_FORT_FIRE 0 # Disable plague NO_PLAGUE 1 # Enable marine missiles PINPOINTMISSILE 1 # Highways double as rail RAILWAYS 0 # Population is limited by research RES_POP 0 # Enable sail command SAIL 1 # Declaring war takes time SLOW_WAR 0 # Make bars immune to damage SUPER_BARS 0 # Technology costs more as population rises TECH_POP 0 # Enable Tradeships TRADESHIPS 0 # Allow treaties TREATIES 1 ### Countries # Rate at which BTUs accumulate (etu * civ * eff * btu_build_rate) btu_build_rate 0.0012 # Maximum minutes per day a country is allowed to be logged in m_m_p_d 1440 # Maximum number of BTUs a country can have max_btus 640 # Maximum number of minutes a player can sit idle while logged in max_idle 15 # Players have their coordinate system at deity 0,0 (0 - no, 1 - yes) players_at_00 0 # Initialize new countries with at least one sector with 100 of all resource at_least_one_100 1 # Starting cash for new countries start_cash 25000 # Cost to declare war (if SLOW_WAR is on) war_cost 1000 ### Technology/Research/Education/Happiness # Amount of tech built with no penalty easy_tech 1 # Starting technology for new countries start_tech 0 # Starting happiness for new countries start_happy 0 # Starting research for new countries start_research 0 # Starting education for new countries start_edu 0 # ETU rate at which tech decays (0 -> no decline) level_age_rate 96 # Log base to apply to tech breakthroughs above the easy tech level tech_log_base 2 # Shared tech with allies (1 / ally_factor) ally_factor 2 # Number of ETUs education is averaged over edu_avg 192 # Number of ETUs happiness is averaged over hap_avg 48 # Education consumption (1 breakthrough per edu_cons) edu_cons 600000 # Happiness consumption (1 breakthrough per hap_cons) hap_cons 600000 ### Sectors # Starting mobility for sanctuaries startmob 127 # Sector mobility accumulation per ETU sect_mob_scale 1 # Maximum mobility for sectors sect_mob_max 127 # Number of hcms required to build a bridge span buil_bh 100 # Cash required to build a bridge span buil_bc 1000 # Technology required to build a bridge span buil_bt 10 # Number of hcms required to build a bridge tower buil_tower_bh 400 # Cash required to build a bridge tower buil_tower_bc 3000 # Technology required to build a bridge tower buil_tower_bt 100 ### Land Units # Land unit mobility accumulation per ETU land_mob_scale 1 # How fast efficiency grows for land units, per ETU land_grow_scale 2 # Maximum mobility for land units land_mob_max 127 # Cost per ETU to maintain land units (fraction of unit price) money_land -0.001 # Base level for setting morale of land units morale_base 42 ### Planes # Plane mobility accumulation per ETU plane_mob_scale 1 # How fast efficiency grows for planes each update, per ETU plane_grow_scale 2 # Maximum mobility for planes plane_mob_max 127 # Cost per ETU to maintain planes (fraction of plane price) money_plane -0.001 ### Ships # Ship mobility accumulation per ETU ship_mob_scale 1.5 # How fast efficiency grows for ships each update, per ETU ship_grow_scale 3 # Maximum mobility for ships ship_mob_max 127 # Cost per ETU to maintain ships (fraction of ship price) money_ship -0.001 # Torpedo damage (damage is X + 1dX + 1dX) torpedo_damage 40 ### Combat/Damage # Maximum range (in sectors) a fort will try to interdict another country fort_max_interdiction_range 8 # Maximum range (in sectors) a land unit will try to interdict another country land_max_interdiction_range 8 # Maximum range (in sectors) a ship will try to interdict another country ship_max_interdiction_range 8 # Scale factor for flak damage flakscale 1.75 # How much mobility do units spend for combat (* casualties/bodies) combat_mob 5 # People take this amount of normal damage people_damage 1 # Land units take this amount of normal damage unit_damage 0.3 # Side effect damage amount done to sector collateral_dam 0.1 # Attack strength multiplier for paratroopers and assaulting assault_penalty 0.5 # Scale normal firing ranges by this amount fire_range_factor 1 # Initial mobility for MOB_ACCESS (-etu_per_update / sect_mob_neg_factor) sect_mob_neg_factor 2 # Applies to sector takeover, ship build, plane or land unit build, and trade. # Cost to put something on a mission (percentage of max mob) #mission_mob_cost 0 ### Populace # Birth rate for uncompensated workers uwbrate 0.0025 # Money gained from taxes on a civilian in one ETU money_civ 0.0083333 # Money gained from taxes on an active soldier in one ETU money_mil -0.0833333 # Money gained from taxes on a soldier on active reserve in one ETU money_res -0.0083333 # Money gained from taxes on an uncompensated worker in one ETU money_uw 0.0017777 # Amount of food to mature 1 baby into a civilian babyeat 0.006 # Bank dollar gain (per bar per etu) bankint 0.25 # Food eating rate for mature people eatrate 0.0005 # Food cultivation rate (* workforce in sector) fcrate 0.0013 # Food growth rate (* fertility of sector) fgrate 0.0012 # Civilian birth rate obrate 0.005 # Maximum avail that can roll over an update rollover_avail_max 0 ### Nukes # Decay of fallout per ETU decay_per_etu 0.006 # Amount of fallout that leaks into surrounding sectors fallout_spread 0.005 # Research needed to build a nuke, as fraction of the tech needed drnuke_const 0 # A common value is 0.33. ### Market/Trade # Time commodities stay on the market for bidding (seconds) MARK_DELAY 7200 # Time ships, planes, lands and nukes stay on the market for bidding (seconds) TRADE_DELAY 7200 # Tax (in percentage points) charged to the buyer on market purchases buytax 1 # Amount of a trade transaction the seller makes (the rest is tax) tradetax 0.99 ### Trade ships # Less than this distance gets no money for cashing in trade_1_dist 8 # Less than this distance gets trade_1 money for cashing in trade_2_dist 14 # Less than this distance gets trade_2 money for cashing in, more gets trade_3 trade_3_dist 25 # Return per sector on trade_1 distance amount trade_1 0.025 # Return per sector on trade_2 distance amount trade_2 0.035 # Return per sector on trade_3 distance amount trade_3 0.05 # Bonus you get for cashing in with an ally trade_ally_bonus 0.2 # Bonus your ally gets for you cashing in with them trade_ally_cut 0.1 ### Miscellaneous # Disabled commands, separated by space disabled_commands "" # How long until announcements expire (<0 means never) anno_keep_days 7 # How long until news expire news_keep_days 10 # How long until lost items expire lost_keep_hours 48