Update 00_defines.txt

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trashmasteruni 2026-01-30 20:33:41 +01:00
parent 4bcad2cab1
commit bce2ea9fa3

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@ -1085,10 +1085,10 @@ NPathFinding = {
} }
NCulture = { NCulture = {
MINIMUM_INNOVATIONS_TO_NEXT_ERA = 6 # Raw number of innovations needed to be able to go to the next era. If an era has less innovations than this number, the lowest is used. MINIMUM_INNOVATIONS_TO_NEXT_ERA = 8 # Raw number of innovations needed to be able to go to the next era. If an era has less innovations than this number, the lowest is used.
ERA_PROGRESS_GAIN_BASE_MONTHLY = 0.1 # Base percentage gain every month for era spread ERA_PROGRESS_GAIN_BASE_MONTHLY = 0.1 # Base percentage gain every month for era spread
ERA_PROGRESS_GAIN_MONTHLY_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.08 # How much extra per average development level
FIRST_ERA_START_YEAR = 2300 # When did the first era start? FIRST_ERA_START_YEAR = 2300 # When did the first era start?
ERA_PROGRESS_GAIN_MONTHLY_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.05 # How much extra per average development level
# Regional spread will start with the minimum number of regions from any of the next percentages # Regional spread will start with the minimum number of regions from any of the next percentages
INNOVATION_REGIONAL_PERCENTAGE = 0.1 # Minimum percentage of region for regional innovations to get regional spread INNOVATION_REGIONAL_PERCENTAGE = 0.1 # Minimum percentage of region for regional innovations to get regional spread
@ -1097,9 +1097,9 @@ NCulture = {
# Chance (0..100) to advance with the innovation each month: # Chance (0..100) to advance with the innovation each month:
# base + from spread + from fascination # base + from spread + from fascination
INNOVATION_PROGRESS_CHANCE_BASE = 10 INNOVATION_PROGRESS_CHANCE_BASE = 5
INNOVATION_PROGRESS_CHANCE_FROM_SPREAD = 65 # chance bonus to innovation if there is any spread by nearby cultures INNOVATION_PROGRESS_CHANCE_FROM_SPREAD = 40 # chance bonus to innovation if there is any spread by nearby cultures
INNOVATION_PROGRESS_CHANCE_SPREAD_AND_FASCINATION_MULTIPLIER = 1.5 # multiply Cultural Acceptance (100-based) by this as bonus multiplier if the current spread innovation is ALSO a fascination INNOVATION_PROGRESS_CHANCE_SPREAD_AND_FASCINATION_MULTIPLIER = 2 # multiply Cultural Acceptance (100-based) by this as bonus multiplier if the current spread innovation is ALSO a fascination
# from fascination = base + SKILL_LEVEL_BONUS( max( 0, head relevant skill - HEAD_SKILL_BASE ) ) # from fascination = base + SKILL_LEVEL_BONUS( max( 0, head relevant skill - HEAD_SKILL_BASE ) )
# SKILL_LEVEL_BONUS( SKILL_MOD ) is computed as a sum of contributions that get smaller the higher the skill modifier. # SKILL_LEVEL_BONUS( SKILL_MOD ) is computed as a sum of contributions that get smaller the higher the skill modifier.
# The first 10 (SECTION_SIZE) points may give +1 each, the second 10 may give +0.8 and so on. With these numbers: # The first 10 (SECTION_SIZE) points may give +1 each, the second 10 may give +0.8 and so on. With these numbers:
@ -1107,10 +1107,10 @@ NCulture = {
# Skill mod 37 -> 1 * 10 + 0.9 * 10 + 0.8 * 10 + 0.7 * 7 = 27.4 # Skill mod 37 -> 1 * 10 + 0.9 * 10 + 0.8 * 10 + 0.7 * 7 = 27.4
# trailing points after the highest section take the last multiplier of the PER_SKILL_SECTION array, which should have at minimum 2 entries # trailing points after the highest section take the last multiplier of the PER_SKILL_SECTION array, which should have at minimum 2 entries
# this skill level bonus will not exceed the SKILL_CAP, so a Skill 100 character will still get at most (for example) 30% progress chance from their skill. # this skill level bonus will not exceed the SKILL_CAP, so a Skill 100 character will still get at most (for example) 30% progress chance from their skill.
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 5 # base progress chance bonus if fascination INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 10 # base progress chance bonus if fascination
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_SKILL_BASE = 1 # skill level below which no bonus is given INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_SKILL_BASE = 0 # skill level below which no bonus is given
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_LEVEL_SECTION_SIZE = 1 # size of each multiplier chunk. with 10, the first 10 bonus point will get the first multiplier and so on INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_LEVEL_SECTION_SIZE = 10 # size of each multiplier chunk. with 10, the first 10 bonus point will get the first multiplier and so on
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 20 # how high can the skill bonus be at most (BASE included) INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 45 # how high can the skill bonus be at most (BASE included)
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_PER_SKILL_SECTION = { 1 0.9 0.8 0.7 0.6 } INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_PER_SKILL_SECTION = { 1 0.9 0.8 0.7 0.6 }
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_SKILL = 10 # used as the skill value if there is no cultural head INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_SKILL = 10 # used as the skill value if there is no cultural head
@ -1118,8 +1118,8 @@ NCulture = {
# If the random roll succeeds, the innovation will progress by: # If the random roll succeeds, the innovation will progress by:
# base + from development + from eras ahead # base + from development + from eras ahead
INNOVATION_PROGRESS_GAIN_BASE = 0.4 INNOVATION_PROGRESS_GAIN_BASE = 0.3
INNOVATION_PROGRESS_GAIN_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.1 INNOVATION_PROGRESS_GAIN_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.02
INNOVATION_PROGRESS_GAIN_PER_ERA_AHEAD = 0.2 INNOVATION_PROGRESS_GAIN_PER_ERA_AHEAD = 0.2
INNOVATION_PROGRESS_DIVIDE_FACTOR_IF_ERA_BEHIND = 5 # the overall progress is divided by this number to achieve a way slower progress for future innovations. 10 would divide the total progress by 10, and this is further divided by the number of eras the culture is behind - so the progress may end up being divided by 30 at most. Set to 0 to disable this behavior. INNOVATION_PROGRESS_DIVIDE_FACTOR_IF_ERA_BEHIND = 5 # the overall progress is divided by this number to achieve a way slower progress for future innovations. 10 would divide the total progress by 10, and this is further divided by the number of eras the culture is behind - so the progress may end up being divided by 30 at most. Set to 0 to disable this behavior.
INNOVATION_PROGRESS_MIN_MULTIPLIER_IF_ERA_BEHIND = 0.01 # the division from the define above may not go lower than this. Ranges between 0 and 1. INNOVATION_PROGRESS_MIN_MULTIPLIER_IF_ERA_BEHIND = 0.01 # the division from the define above may not go lower than this. Ranges between 0 and 1.