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Updated Defines to include new Game Variables from the 1.9.1_beta Patch
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Wolferos committed Mar 19, 2020
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19 changes: 19 additions & 0 deletions mod/thegreatwar/common/defines/00_defines.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1737,6 +1737,14 @@ NAI = {
MINIMUM_FUEL_DAYS_TO_ACCEPT_LEND_LEASE = 10, -- AI will accept to lend lease fuel only if they have more fuel than this number multiply by their max daily consumption. Note that for a GiE asking to its host, we divide this number by 2.

POLITICAL_IDEA_MIN_SCORE = 0.1, -- Only replace or add an idea if score is above this score.


-- for positive values of following defines, ai weights will take over of hardcoded ai scoring system
MIN_AI_SCORE_TO_MOBILIZATION_LAW_OVERRIDE_HARD_CODED_SCORE = 0.0,
MIN_AI_SCORE_TO_ECONOMY_LAW_OVERRIDE_HARD_CODED_SCORE = 0.0,
MIN_AI_SCORE_TO_TRADE_LAW_OVERRIDE_HARD_CODED_SCORE = 1000.0,
MIN_AI_SCORE_TO_ALL_LAWS_OVERRIDE_HARD_CODED_SCORE = 0.0,

AT_WAR_THREAT_FACTOR = 2.0, -- How much increase in threat does AI feel for being in war against osmeone
NEIGHBOUR_WAR_THREAT_FACTOR = 1.10, -- How much increase in threat does AI feel against neighbours who are at war
POTENTIAL_ALLY_JOIN_WAR_FACTOR = 100, -- How much increase in threat does AI feel against neighbours who are allied against one of our enemies
Expand Down Expand Up @@ -2444,6 +2452,7 @@ NOperatives = {
AGENCY_AI_BASE_NUM_FACTORIES = 25.0, -- Used by AI to pace the upgrades. Formula : if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES )
AGENCY_AI_PER_UPGRADE_FACTORIES = 6.0, -- Used by AI to pace the upgrades. Formula : if( AGENCY_AI_BASE_NUM_FACTORIES <= num_civ_factories - num_upgrades * AGENCY_AI_PER_UPGRADE_FACTORIES )
AGENCY_UPGRADE_PER_OPERATIVE_SLOT = 5, -- Number of upgrade needed to unlock an additional operative slot
MAX_OPERATIVE_SLOT_FROM_AGENCY_UPGRADES = 1, -- max operative slots gained from upgrades
AGENCY_OPERATIVE_RECRUITMENT_TIME = 30, -- Number of days to wait to have operative to recruit when an operative slot first becomes available
BECOME_SPYMASTER_PP_COST = 50, -- Number of political power used to become Spy Master
BECOME_SPYMASTER_MIN_UPGRADES = 3, -- Number of agency upgrades you need before becoming Spy Master
Expand Down Expand Up @@ -2493,6 +2502,16 @@ NOperatives = {
0.1, -- DiplomaticPressure
3.0, -- Propaganda
},

-- used for calculating how many operatives will a spy master gain from its faction members
-- first number in every now is number of operatives gained
-- second number is total factory needed (mil and civ) for giving previous ratio
OPERATIVE_SLOTS_FROM_FACTION_MEMBERS_FOR_SPY_MASTER = {
0.0, 0.0, -- 0 operative for [0, 10)
0.25, 10.0, -- 0.25 operative for [10, 50)
0.5, 50.0, -- 0.5 operative for >= 50
},

INTEL_NETWORK_STATE_MODIFIER_STRENGTH_THRESHOLD = 10, -- Minimum amount of strength required in a state for the intel network related modifiers to start being applied

INTEL_NETWORK_MIN_DEFAULT_FOR_SHOWING = 25, -- default min level for networks used to filter operation requirements if not overriden
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