Boxhead
New member
- Joined
- Mar 1, 2016
- Messages
- 24
Hey guys,
I had figured out the meanings of many game balance values so I thought I just share them here. Still most definitions of the values are missing (like some values in GameBalanceCreature.txt or platoon values in GameBalanceArmy.txt).
All values are written from the left to right, which means each line here is a column in its respective .txt file.
Some of the values could be in the wrong order, however most of them should be correct.
Any help to arrange the values in the correct order is highly appreciated.
GameBalanceAlignment.txt START
//Alignment
AlignmentChange;
?
?
Decay;
//AlignmentPool
Poolsize;
GameBalanceAlignment.txt END
GameBalanceAnimal.txt START
//Animal
SacrificeValue;
FoodValue;
SpawnChance;
RespawnRate;
GameBalanceAnimal.txt END
GameBalanceArmy.txt START
//Platoon THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
XpNeededToLevelUp; MinSize; DefaultSize; MaxNumberOfTargeters; SecondsTakenToDisband; SoldierMeshScale; CreatureDamagePerSuccessfulHit; DamageInRansackState; HealthGainPerTurnDuringIdle; TakeOverImpressivenessMultiplier; RecruitmentOreDisplayMultiplier; BaseBalanceType; AgentMass; MovementStat; AccellerationMax; AgentSpeedMax; AgentChargeSpeed; AgentFighterSpeed; PlatoonSpeed; PlatoonChargeSpeed; PositionAccuracy; MinFlipAngle; TurnsBetweenAgentSpeedChange; MaxRandomSpeedChange; MoveByRankModifier; MeleeAttackSkill; MeleeDefendSkill; InitialStat; RangedAttackSkill; AttackDamageRatio; DefenceDamageRatio; PlatoonTargetSearchRadius; AgentTargetSearchRadius; RubberBandRadius; VisualRecognitionRadius; UnusedStat; TurnsBetweenMeleeAttacks; TurnsBetweenRangedAttacks; InitialStat; InitialStat; InitialStat; ChargeDistance; TurnsBetweenReaquisitionOfTargetForFighter; ReorderOnOrientationChange; ExperienceGainedPerSuccessfulAttack; XpTendsToMaxPerSecond; XpDeltaToTriggerFloaty; MaxDistanceToRespondToLocalFriendlyPlatoonAttack; VisionMultiplierAtNight; UseFireArrows; HeightBaseAttributeScalarUpHill; HeightBaseAttributeScalarDownHill; SizeOfHeightNeutralZone; HeightForMaxBenefit; AtEaseAllowed; SparringAllowed; PatrolAllowed; PatrolPercentage; PatrolMinSize; PatrolMaxSize; CampfireSearchDistance; CampfireDeployDistance; CampfireMinMembers; CampfireMaxMembers; CampfireLonerRatio; CampfireDeployMinDistance; CampfireDeployMaxDistance; CampfireDeployForceOffset; CampfireChanceOfSparring; SparringNumberOfFightsSeed; SparringMembers; SparsPerPlatoon; SparringSpectatorDistance; SparringFightMinLength; SparringFightMaxLength; TurnsBeforeEnterAtEase; RecruitmentOreValuePerWarrior; SiegeWeaponDamagePerSuccessfulHit; VillagerDamagePerArrowHit; AlwaysUseChargeAnimation; ngIdle; TakeOverImpressivenessMultiplier; RecruitmentOreDisplayMultiplier; BaseBalanceType; AgentMass; MovementStat; AccellerationMax; AgentSpeedMax; AgentChargeSpeed; AgentFighterSpeed; PlatoonSpeed; PlatoonChargeSpeed; PositionAccuracy; MinFlipAngle; TurnsBetweenAgentSpeedChange; MaxRandomSpeedChange; MoveByRankModifier; MeleeAttackSkill; MeleeDefendSkill; InitialStat; RangedAttackSkill; AttackDamageRatio; DefenceDamageRatio; PlatoonTargetSearchRadius; AgentTargetSearchRadius; RubberBandRadius; VisualRecognitionRadius; UnusedStat; TurnsBetweenMeleeAttacks; TurnsBetweenRangedAttacks; InitialStat; InitialStat; InitialStat; ChargeDistance; TurnsBetweenReaquisitionOfTargetForFighter; ReorderOnOrientationChange; ExperienceGainedPerSuccessfulAttack; XpTendsToMaxPerSecond; XpDeltaToTriggerFloaty; MaxDistanceToRespondToLocalFriendlyPlatoonAttack; VisionMultiplierAtNight; UseFireArrows; HeightBaseAttributeScalarUpHill; HeightBaseAttributeScalarDownHill; SizeOfHeightNeutralZone; HeightForMaxBenefit; AtEaseAllowed; SparringAllowed; PatrolAllowed; PatrolPercentage; PatrolMinSize; PatrolMaxSize; CampfireSearchDistance; CampfireDeployDistance; CampfireMinMembers; CampfireMaxMembers; CampfireLonerRatio; CampfireDeployMinDistance; CampfireDeployMaxDistance; CampfireDeployForceOffset; CampfireChanceOfSparring; SparringNumberOfFightsSeed; SparringMembers; SparsPerPlatoon; SparringSpectatorDistance; SparringFightMinLength; SparringFightMaxLength; TurnsBeforeEnterAtEase; RecruitmentOreValuePerWarrior; SiegeWeaponDamagePerSuccessfulHit; VillagerDamagePerArrowHit; AlwaysUseChargeAnimation; CreationSizeDefault; CreationSize1; CreationSize2; SecondsTakenToRecruit; MaxRecruitmentNumberForLinearCost; TweakValueForCostCalculation; XpPowerModifierForFightingHigherLevelPlatoons;
//Fighter
DamageMultiplierAgainstNoArmour;
DamageMultiplierAgainstLeather;
DamageMultiplierAgainstChainmail;
DamageMultiplierAgainstPlate;
//Army THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
GetMaxDistToAllowTownCaptureWhenFlagAppliedToGround; SecondsBeforeApplySecondaryAction; SecondsBeforeApplyTertiaryAction; AppliedPosEffectScaleMaxDist; AppliedPosEffectMinScale; AppliedPosEffectMaxScale; EnemyFighterRadius; MinMomentumForCollision; MaximumSeparationDistance; RunPointBoundary; MinForceValue; MaxForceValue; MultiplierForMaxForceValue; PercentageChanceOfFighterPairedSequence; ChanceOfRunningIntoCreatureAttackMod; BaseTimeInSecondsForTownTakeOver; MinTimeInSecondsForTownTakeOver; MaxTimeInSecondsForTownTakeOver; TakeOverSecondsPerImpressivenessUnit; PercentPerSecondThatTakeOverTimerResets; ArmyImpressivenessMultiplierForTakeOver; CreatureImpressivenessMultiplierForTakeOver; IncludeNearbyPlatoonsInTakeOver; MaxDistancePlatoonValidForTakeOver; RecruitmentNumberSelectedPerMeterHandDragged; PercentageCanResistForce; MinTurnsCanLast; MaxTurnsCanLast; PlatoonXpGainedMultiplierForTakeover; ChanceOfCollisionAction; PlatoonNavRadius; TurnsBeforeAltitudeSample; FlagsPerMeleeArmoury; FlagsPerRangedArmoury; FlagScaleMaxDist; FlagMinScale; FlagMaxScale; FlagFadeOutStart; FlagFadeOutEnd; FlagMinAlpha; TimeInSecondsForDeadWarriorsToSurvive; FriendFighterRadius; FlagLerpSpeedMetersPerSecond; MinMeleeAttackDamage; BaseMeleeAttackDamage; RandModForCollisionDeath; RandModForPairedAnimationOnDeath; MinResultantFromCollisionForThrow;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
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?;
?;
?;
?;
BaseTimeInSecondsForTownTakeOver;
MinTimeInSecondsForTownTakeOver;
MaxTimeInSecondsForTownTakeOver;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
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?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
//ArmyBubble
FadeToMaxDistance;
StartFadingOutDistance;
EndFadingOutDistance;
//Siege
MoveSpeedMeters;
TurnSpeedRads;
MinMoveDistance;
MinFireDistance;
MaxFireDistance;
TargetSearchRadius;
RubberBandRadius;
ReloadTimeSeconds;
FireTimeSeconds;
Accuracy;
AreaOfEffect;
MinFiringAngleRadians;
XpGainedPerShot;
XpGainedPerDefaultHitpointDamage;
DefaultHitpointDamageForXp;
XpNeededToLevelUp;
XpDeltaToTriggerFloaty;
OreRequiredForCreation;
WoodRequiredForCreation;
VillagersRequiredForCreation;
NavRadius;
GameBalanceArmy.txt END
GameBalanceArtefact.txt START
//Artefact
Cost;
InitialAvailability;
OneTimePurchase;
MultiplePurchaseIncrement;
FirstAllowedLand;
TypeEnum;
GameBalanceArtefact.txt END
GameBalanceBuilding.txt START
//Building
WoodValue;
OreValue;
BuildTime;
CalculatedBuildTime;
MaxVillagersToWorkOn;
AdditionalDiscipleBuilders;
AdultHousingCapacity;
ChildrenHousingCapacity;
AdultHousingCapacityCap;
ChildrenHousingCapacityCap;
InfluenceRadiusBoost;
MaxAltitude;
AddsToInfluence;
CanBeRightClickedToDuplicate;
TimeToDestroy;
JobScanRadius;
DesireToBuild;
DesireToRepair;
ObstacleAtBuildPercentage;
SoundMaterial;
SelectionRadiusMultiple;
AlignmentForPlacement;
//BuildingPrereq
Percenttobuild;
Population;
//BuildingAlignment
MinSafeDistanceBuilding;
MinSafeDistanceRoad;
AlignmentThresholdBuilding;
AlignmentThresholdRoad;
MinDistanceBetweenTwoBuildings;
RoadPlacementDistance;
//MigrationValues
SettlementMultiplier;
TownMultiplier;
FailureTimeout;
ImmunityTimeout;
PercentageIncreaseOnRejection;
InitimadationThresholdIncrease;
MinimumFalloffDistance;
MaximumFalloffDistance;
ThresholdIncreaseAtMaxDistance;
//ObjectiveTweaks
MostFertileLandRatio;
MostImpressiveLandRatio;
HappyTownRating;
ConvertedToGood;
ConvertedToEvil;
UltimateGoodThreshold;
UltimateEvilThreshold;
//Wall
?; ?; ?; ?; ?; ?; ?; ?; ?; ?; ?;
GameBalanceBuilding.txt END
GameBalanceCreature.txt START
//CreatureConstants
SmallCreatureNavRadiusScale;
MinHeight;
MidHeight;
MaxHeight;
MassCalcBaseMass;
MassCalcBaseHeight;
MassCalcThinFatScale;
MassCalcWeakStrongScale;
PropOfMassCanPickup;
RecoilMinForce;
RecoilMidForce;
RecoilStrongForce;
RecoilMidForceBlendMax;
RecoilMassScale;
RecoilPropOfHeightMid;
RecoilPropOfHeightHi;
RecoilTimesBiggerNewForceHasToBe;
GoNearPointDistScale;
GoNearPointDistMax;
ExamineByLookingDistScale;
FoodToPickupBaseAmount;
FoodToPickupScaleAmount;
FoodToPickupScale;
WoodToPickupBaseAmount;
WoodToPickupScaleAmount;
WoodToPickupScale;
OreToPickupBaseAmount;
OreToPickupScaleAmount;
OreToPickupScale;
MaxArrowsToBrushOff;
//Creature_Mood
Sadhappy;
Scaredangry;
GameBalanceCreature.txt END
GameBalanceDamage.txt START
GameBalanceDamage.txt END
#Defcon file is unused but anyway:
GameBalanceDefcon.txt START
//Defcon_Action
Value;
//Defcon_Remap
PlayerValue;
InternalValue;
//Defcon_Constant
Value;
GameBalanceDefcon.txt END
GameBalanceMiracle.txt START
//Spell THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
CostToCreate; CostPerEventWeak; CostPerEventStrong; DurationWeak; DurationStrong; RadiusWeak; RadiusStrong; HeatWeak; HeatStrong; DamageWeak; DamageStrong; VitalityWeak, VitalityStrong; ForceWeak; ForceStrong; WetWeak; WetStrong; InvisibleWeak; InvisibleStrong;
//Miracle THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
CostToCreate; DamagePoured; DamageThrown; NumberOfDrops; AddedRadiusPoured; ShieldLargeRadius; ShieldSmallRadius; StartRadiusPoured; StartRadiusThrown; MeteorSecondRadius; ShieldLargeDuration; ShieldSmallDuration; FriendlyFireCreature; FriendlyFireSoldiers; FriendlyFireBuildings; FriendlyFireVillagers; FriendlyFireSiegeWeapons; CreatureCastFriendlyFireCreature; CreatureCastFriendlyFireBuildings; CreatureCastFriendlyFireVillagers; CreatureCastFriendlyFireSiegeWeapons
//Praying
VillageCap;
TownCap;
CityCap;
CathedralCapBonus1;
CathedralCapBonus2;
CathedralCapBonus3;
CathedralRateBonus1;
CathedralDuplicateDropoff;
ManaPerSecond;
?;
?;
?;
FalloffPerWorshipperOverCapacity; (?)
GameBalanceMiracle.txt END
GameBalancePhysics.txt START
GameBalancePhysics.txt END
GameBalanceResourceGeneral.txt START
//Resource These values could be partially incorrect
ResourceCapacity;
GrowthRate;
AmountLostPerDecay;
SecondsBetweenDecay;
HandGrabAmount;
MaxVillagersToWorkOn;
AddedGrowthRateInRain;
PercentageOfGrowthPerPerson;
//Poo
Lifetime;
FertilisingDecay;
FertilisingBoost;
CorpseFertilisingDecay;
CorpseFertilisingBoost;
//Town
SecondsPerSmelt;
MinutesInPrison;
ConstructionTooltipPingTime;
FirefliesPerMap;
TributePerFirefly;
UnhappyBound;
HappyBound;
SecondsBetweenHappinessAlignmentChange;
PercentageResourceFromDemolition;
NominalPopulationCap;
MinimumBirthRate;
BirthRateSigmoidSoftness;
//TownDesires
SatisfactionWeights;
MaxIncreasePerTurn;
MaxDesireAmount;
ReductionPerVillagerAssigned;
Parameter1;
Parameter2;
Parameter3;
Parameter4;
//HandPos
Clearobjectdistance;
Handaddedheight;
Handaddeddepth;
Addedheightwithobject;
Minhandheight;
Closehanddistance;
Normalhanddistance;
Maxhanddistance;
Normalscale;
Minimumscale;
Minhandscalingfactor;
Leanspeedthreshold;
Raiseheight;
Timeforidle;
Idlechance;
Hardfistspeed;
Gentlefistwait;
Hardcreaturefistspeed;
Gentlecreaturefistwait;
Creaturefistforcemultiple;
Rewardcreaturefistspeed;
Gentlecreaturefistrewardwait;
//Pickup
Secondstopickup;
Manaforsinglepickup;
Levelforsinglepickup;
Manapermultipickup;
Levelormultipickup;
//ManaCost
Manacost;
Levelrequired;
//Interface
Searchradiusnormal;
Searchradiussmall;
Distancenormal;
Distanceclose;
Villagerpriority;
Roadpriority;
Flagpriority;
Spellseedpriority;
Buildingpriority;
Unbuiltbuildingpriority;
Scriptpositionobjectpriority;
Raisemousedytody;
Rotatemousedeadzone;
Rotatemousemultiple;
Skygrabmousedeadzone;
Skygrabmousemultiple;
Godbuildminamountpertick;
Godbuildmaxamountpertick;
Godbuildsecondstorampupover;
Godbuildresourcewaste;
Godbuildusemana;
PickupMaxAmountPerTick;
PickupMinAmountPerTick;
PickupSecondsToRampupOver;
//Productivity
ScoreForBuildingSites;
ScoreForHomelessVillagers;
DistanceForBuildingSites;
DistanceForHomelessVillagers;
ScoreForBadReactions;
ScoreForGoodReactions;
PercentOfTargetProductivity;
//SpreadableEffects
MaxRadius;
PositiveDecayTime;
PositiveSpreadTime;
PositiveForcedDamageTime;
NegativeDecayTime;
NegativeSpreadTime;
NegativeForcedDamageTime;
//Impressiveness
MultiplierForPopulation;
MultiplierForDevelopment;
MultiplierForEnvironment;
MultiplierForDesires;
MultiplierForDefence;
MultiplierForArmies;
MultiplierForArrangement;
MultiplierForAesthetics;
HousedPersonScore;
HomelessPersonPenalty;
ScoreForRoadConnected;
ScoreForManuallyRotated;
PercentageOfAlignmentToUse;
ScoreForMaxedAlignment;
LowerBoundForImpressivenessFalloff;
//ImpressiveGroups
DwellingScore;
CivicScore;
IndustrialScore;
EmbellishmentScore;
MilitaryScore;
EnclosedTownScore;
ChargedWonderScore;
FiredWonderScore;
AccumalativeFiring;
//Refinery
PercentIncrement;
FalloffPerDuplicate;
//TooltipClass
PreFadeIn;
FadeIn;
FadeOut;
MinDuration;
MaxDuration;
MouseSpeed;
//TooltipData
DesireToBeShown;
MaxHeightHandOverVisible;
MaxHeightEffectedVisible;
EnemyBuildingDelay;
EmergencyRepairAutoDisplay;
PopupDelayScale;
PopupDelayMax;
ZoomedOutExtraDelay;
//Influence
Townimpressivenessscaler;
TownImpressivenessWorshipperBonus;
Radius;
Maximumdistance;
Maximumtime;
Usemana;
Useinfluence;
Useworshippers;
//BuildingPlacementSpline
Maximumlength;
Minimumlength;
Distancebetweenpoints;
Stickyattachdistance;
Stickydetachdistance;
Connectingdistance;
Minimumdistancetoself;
Canbuildonuneventerrain;
Maximumlevelofuneventerrain;
Distancebetweenobjects;
//Personalisation
Timebetweenbuilds;
Sizetopersonalisationratio;
Distancebetweenpersonalisationsonroads;
//TownLevelBonus
Village;
Town;
City;
Metro;
//ForestGrowth
MinSaplingDist;
MaxSaplingDist;
TreeGrowthRate;
TreeGrowthAmout;
WaterSpawnTickDelay;
TreeCollisionRadius;
BaseSaplingSpawnSpeed;
ScenicTreeDist;
MaxNumberOfTreesForBonus;
MaxDropSpeedIncrease;
CreaturePooBonus;
//DidYouKnow
DistanceFromHand;
DistanceFromCamera;
//TownCentreTTIcon
MidPoint;
GameBalanceResourceGeneral.txt END
GameBalanceRPNavTweak.txt END
//UNKNOWN
ScaleOtherCreatureRadius; TimestallerToIgnoreDefault; TimestallerToIgnoreTree; TimestallerToIgnoreFurniture;
//RPNavTweak These values could be partially incorrect
RadiusMax;
RadiusScale;
?;
?;
?;
TimeStallerToIgnoreAbode;
?;
?;
TimestallerToIgnoreCreature;
TimestallerToIgnoreRock;
TimestallerToIgnorePlatoon;
TimestallerToIgnoreSiegeWeapon;
GameBalanceRPNavTweak.txt END
GameBalanceTooltip.txt START
//Tooltip
Priority;
Speed;
GameBalanceTooltip.txt END
GameBalanceVillager.txt START
//Villager THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
CarryOre; RunSpeed; CarryFood; CarryWood; MineSpeed; WalkSpeed; FoodMealSize; OreHoleSpeed; WorkingSpeed; HungryForFood; MuddyRoadSpeed; SacrificeValue; MinutesPregnant; MinutesTillAgeUpgrade; OnRoadSpeedMultiplier; SacrificePregnantBonus; SecondsDrunkForPerPint; ChangeOfPregnancyNatural; FoodConsumptionPerSecond; ChanceOfPregnancyDisciple; OnSoggyGroundSpeedMultiplier;
//VillagerAge THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
BornAge; AdultAge; DeathAge; OapHappinessFactor; AdultHappinessFactor; CrecheAccelerationFactor; MercyHappinessMultiplier; LostSleepHappinessMultiplier; PlacementHappinessMultiplier; EntertainerHappinessMultiplier; LostSpareTimeHappinessMultiplier; BreederDiscipleAccelerationFactor; DesireSatisfactionHappinessMultiplier; OapAge;
//VillagerJobs THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
BedTime; Variation; ClockOnTime; ClockOffTime; PercentageOfPopulationCap; DesireRequiredToForceOvertime; DesireRequiredToForceNightWork; DesireRequiredToConsiderOtherJob; PercentageOfPopulationCapEmergency;
GameBalanceVillager.txt END
I had figured out the meanings of many game balance values so I thought I just share them here. Still most definitions of the values are missing (like some values in GameBalanceCreature.txt or platoon values in GameBalanceArmy.txt).
All values are written from the left to right, which means each line here is a column in its respective .txt file.
Some of the values could be in the wrong order, however most of them should be correct.
Any help to arrange the values in the correct order is highly appreciated.
GameBalanceAlignment.txt START
//Alignment
AlignmentChange;
?
?
Decay;
//AlignmentPool
Poolsize;
GameBalanceAlignment.txt END
GameBalanceAnimal.txt START
//Animal
SacrificeValue;
FoodValue;
SpawnChance;
RespawnRate;
GameBalanceAnimal.txt END
GameBalanceArmy.txt START
//Platoon THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
XpNeededToLevelUp; MinSize; DefaultSize; MaxNumberOfTargeters; SecondsTakenToDisband; SoldierMeshScale; CreatureDamagePerSuccessfulHit; DamageInRansackState; HealthGainPerTurnDuringIdle; TakeOverImpressivenessMultiplier; RecruitmentOreDisplayMultiplier; BaseBalanceType; AgentMass; MovementStat; AccellerationMax; AgentSpeedMax; AgentChargeSpeed; AgentFighterSpeed; PlatoonSpeed; PlatoonChargeSpeed; PositionAccuracy; MinFlipAngle; TurnsBetweenAgentSpeedChange; MaxRandomSpeedChange; MoveByRankModifier; MeleeAttackSkill; MeleeDefendSkill; InitialStat; RangedAttackSkill; AttackDamageRatio; DefenceDamageRatio; PlatoonTargetSearchRadius; AgentTargetSearchRadius; RubberBandRadius; VisualRecognitionRadius; UnusedStat; TurnsBetweenMeleeAttacks; TurnsBetweenRangedAttacks; InitialStat; InitialStat; InitialStat; ChargeDistance; TurnsBetweenReaquisitionOfTargetForFighter; ReorderOnOrientationChange; ExperienceGainedPerSuccessfulAttack; XpTendsToMaxPerSecond; XpDeltaToTriggerFloaty; MaxDistanceToRespondToLocalFriendlyPlatoonAttack; VisionMultiplierAtNight; UseFireArrows; HeightBaseAttributeScalarUpHill; HeightBaseAttributeScalarDownHill; SizeOfHeightNeutralZone; HeightForMaxBenefit; AtEaseAllowed; SparringAllowed; PatrolAllowed; PatrolPercentage; PatrolMinSize; PatrolMaxSize; CampfireSearchDistance; CampfireDeployDistance; CampfireMinMembers; CampfireMaxMembers; CampfireLonerRatio; CampfireDeployMinDistance; CampfireDeployMaxDistance; CampfireDeployForceOffset; CampfireChanceOfSparring; SparringNumberOfFightsSeed; SparringMembers; SparsPerPlatoon; SparringSpectatorDistance; SparringFightMinLength; SparringFightMaxLength; TurnsBeforeEnterAtEase; RecruitmentOreValuePerWarrior; SiegeWeaponDamagePerSuccessfulHit; VillagerDamagePerArrowHit; AlwaysUseChargeAnimation; ngIdle; TakeOverImpressivenessMultiplier; RecruitmentOreDisplayMultiplier; BaseBalanceType; AgentMass; MovementStat; AccellerationMax; AgentSpeedMax; AgentChargeSpeed; AgentFighterSpeed; PlatoonSpeed; PlatoonChargeSpeed; PositionAccuracy; MinFlipAngle; TurnsBetweenAgentSpeedChange; MaxRandomSpeedChange; MoveByRankModifier; MeleeAttackSkill; MeleeDefendSkill; InitialStat; RangedAttackSkill; AttackDamageRatio; DefenceDamageRatio; PlatoonTargetSearchRadius; AgentTargetSearchRadius; RubberBandRadius; VisualRecognitionRadius; UnusedStat; TurnsBetweenMeleeAttacks; TurnsBetweenRangedAttacks; InitialStat; InitialStat; InitialStat; ChargeDistance; TurnsBetweenReaquisitionOfTargetForFighter; ReorderOnOrientationChange; ExperienceGainedPerSuccessfulAttack; XpTendsToMaxPerSecond; XpDeltaToTriggerFloaty; MaxDistanceToRespondToLocalFriendlyPlatoonAttack; VisionMultiplierAtNight; UseFireArrows; HeightBaseAttributeScalarUpHill; HeightBaseAttributeScalarDownHill; SizeOfHeightNeutralZone; HeightForMaxBenefit; AtEaseAllowed; SparringAllowed; PatrolAllowed; PatrolPercentage; PatrolMinSize; PatrolMaxSize; CampfireSearchDistance; CampfireDeployDistance; CampfireMinMembers; CampfireMaxMembers; CampfireLonerRatio; CampfireDeployMinDistance; CampfireDeployMaxDistance; CampfireDeployForceOffset; CampfireChanceOfSparring; SparringNumberOfFightsSeed; SparringMembers; SparsPerPlatoon; SparringSpectatorDistance; SparringFightMinLength; SparringFightMaxLength; TurnsBeforeEnterAtEase; RecruitmentOreValuePerWarrior; SiegeWeaponDamagePerSuccessfulHit; VillagerDamagePerArrowHit; AlwaysUseChargeAnimation; CreationSizeDefault; CreationSize1; CreationSize2; SecondsTakenToRecruit; MaxRecruitmentNumberForLinearCost; TweakValueForCostCalculation; XpPowerModifierForFightingHigherLevelPlatoons;
//Fighter
DamageMultiplierAgainstNoArmour;
DamageMultiplierAgainstLeather;
DamageMultiplierAgainstChainmail;
DamageMultiplierAgainstPlate;
//Army THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
GetMaxDistToAllowTownCaptureWhenFlagAppliedToGround; SecondsBeforeApplySecondaryAction; SecondsBeforeApplyTertiaryAction; AppliedPosEffectScaleMaxDist; AppliedPosEffectMinScale; AppliedPosEffectMaxScale; EnemyFighterRadius; MinMomentumForCollision; MaximumSeparationDistance; RunPointBoundary; MinForceValue; MaxForceValue; MultiplierForMaxForceValue; PercentageChanceOfFighterPairedSequence; ChanceOfRunningIntoCreatureAttackMod; BaseTimeInSecondsForTownTakeOver; MinTimeInSecondsForTownTakeOver; MaxTimeInSecondsForTownTakeOver; TakeOverSecondsPerImpressivenessUnit; PercentPerSecondThatTakeOverTimerResets; ArmyImpressivenessMultiplierForTakeOver; CreatureImpressivenessMultiplierForTakeOver; IncludeNearbyPlatoonsInTakeOver; MaxDistancePlatoonValidForTakeOver; RecruitmentNumberSelectedPerMeterHandDragged; PercentageCanResistForce; MinTurnsCanLast; MaxTurnsCanLast; PlatoonXpGainedMultiplierForTakeover; ChanceOfCollisionAction; PlatoonNavRadius; TurnsBeforeAltitudeSample; FlagsPerMeleeArmoury; FlagsPerRangedArmoury; FlagScaleMaxDist; FlagMinScale; FlagMaxScale; FlagFadeOutStart; FlagFadeOutEnd; FlagMinAlpha; TimeInSecondsForDeadWarriorsToSurvive; FriendFighterRadius; FlagLerpSpeedMetersPerSecond; MinMeleeAttackDamage; BaseMeleeAttackDamage; RandModForCollisionDeath; RandModForPairedAnimationOnDeath; MinResultantFromCollisionForThrow;
?;
?;
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?;
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?;
?;
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?;
BaseTimeInSecondsForTownTakeOver;
MinTimeInSecondsForTownTakeOver;
MaxTimeInSecondsForTownTakeOver;
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//ArmyBubble
FadeToMaxDistance;
StartFadingOutDistance;
EndFadingOutDistance;
//Siege
MoveSpeedMeters;
TurnSpeedRads;
MinMoveDistance;
MinFireDistance;
MaxFireDistance;
TargetSearchRadius;
RubberBandRadius;
ReloadTimeSeconds;
FireTimeSeconds;
Accuracy;
AreaOfEffect;
MinFiringAngleRadians;
XpGainedPerShot;
XpGainedPerDefaultHitpointDamage;
DefaultHitpointDamageForXp;
XpNeededToLevelUp;
XpDeltaToTriggerFloaty;
OreRequiredForCreation;
WoodRequiredForCreation;
VillagersRequiredForCreation;
NavRadius;
GameBalanceArmy.txt END
GameBalanceArtefact.txt START
//Artefact
Cost;
InitialAvailability;
OneTimePurchase;
MultiplePurchaseIncrement;
FirstAllowedLand;
TypeEnum;
GameBalanceArtefact.txt END
GameBalanceBuilding.txt START
//Building
WoodValue;
OreValue;
BuildTime;
CalculatedBuildTime;
MaxVillagersToWorkOn;
AdditionalDiscipleBuilders;
AdultHousingCapacity;
ChildrenHousingCapacity;
AdultHousingCapacityCap;
ChildrenHousingCapacityCap;
InfluenceRadiusBoost;
MaxAltitude;
AddsToInfluence;
CanBeRightClickedToDuplicate;
TimeToDestroy;
JobScanRadius;
DesireToBuild;
DesireToRepair;
ObstacleAtBuildPercentage;
SoundMaterial;
SelectionRadiusMultiple;
AlignmentForPlacement;
//BuildingPrereq
Percenttobuild;
Population;
//BuildingAlignment
MinSafeDistanceBuilding;
MinSafeDistanceRoad;
AlignmentThresholdBuilding;
AlignmentThresholdRoad;
MinDistanceBetweenTwoBuildings;
RoadPlacementDistance;
//MigrationValues
SettlementMultiplier;
TownMultiplier;
FailureTimeout;
ImmunityTimeout;
PercentageIncreaseOnRejection;
InitimadationThresholdIncrease;
MinimumFalloffDistance;
MaximumFalloffDistance;
ThresholdIncreaseAtMaxDistance;
//ObjectiveTweaks
MostFertileLandRatio;
MostImpressiveLandRatio;
HappyTownRating;
ConvertedToGood;
ConvertedToEvil;
UltimateGoodThreshold;
UltimateEvilThreshold;
//Wall
?; ?; ?; ?; ?; ?; ?; ?; ?; ?; ?;
GameBalanceBuilding.txt END
GameBalanceCreature.txt START
//CreatureConstants
SmallCreatureNavRadiusScale;
MinHeight;
MidHeight;
MaxHeight;
MassCalcBaseMass;
MassCalcBaseHeight;
MassCalcThinFatScale;
MassCalcWeakStrongScale;
PropOfMassCanPickup;
RecoilMinForce;
RecoilMidForce;
RecoilStrongForce;
RecoilMidForceBlendMax;
RecoilMassScale;
RecoilPropOfHeightMid;
RecoilPropOfHeightHi;
RecoilTimesBiggerNewForceHasToBe;
GoNearPointDistScale;
GoNearPointDistMax;
ExamineByLookingDistScale;
FoodToPickupBaseAmount;
FoodToPickupScaleAmount;
FoodToPickupScale;
WoodToPickupBaseAmount;
WoodToPickupScaleAmount;
WoodToPickupScale;
OreToPickupBaseAmount;
OreToPickupScaleAmount;
OreToPickupScale;
MaxArrowsToBrushOff;
//Creature_Mood
Sadhappy;
Scaredangry;
GameBalanceCreature.txt END
GameBalanceDamage.txt START
GameBalanceDamage.txt END
#Defcon file is unused but anyway:
GameBalanceDefcon.txt START
//Defcon_Action
Value;
//Defcon_Remap
PlayerValue;
InternalValue;
//Defcon_Constant
Value;
GameBalanceDefcon.txt END
GameBalanceMiracle.txt START
//Spell THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
CostToCreate; CostPerEventWeak; CostPerEventStrong; DurationWeak; DurationStrong; RadiusWeak; RadiusStrong; HeatWeak; HeatStrong; DamageWeak; DamageStrong; VitalityWeak, VitalityStrong; ForceWeak; ForceStrong; WetWeak; WetStrong; InvisibleWeak; InvisibleStrong;
//Miracle THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
CostToCreate; DamagePoured; DamageThrown; NumberOfDrops; AddedRadiusPoured; ShieldLargeRadius; ShieldSmallRadius; StartRadiusPoured; StartRadiusThrown; MeteorSecondRadius; ShieldLargeDuration; ShieldSmallDuration; FriendlyFireCreature; FriendlyFireSoldiers; FriendlyFireBuildings; FriendlyFireVillagers; FriendlyFireSiegeWeapons; CreatureCastFriendlyFireCreature; CreatureCastFriendlyFireBuildings; CreatureCastFriendlyFireVillagers; CreatureCastFriendlyFireSiegeWeapons
//Praying
VillageCap;
TownCap;
CityCap;
CathedralCapBonus1;
CathedralCapBonus2;
CathedralCapBonus3;
CathedralRateBonus1;
CathedralDuplicateDropoff;
ManaPerSecond;
?;
?;
?;
FalloffPerWorshipperOverCapacity; (?)
GameBalanceMiracle.txt END
GameBalancePhysics.txt START
GameBalancePhysics.txt END
GameBalanceResourceGeneral.txt START
//Resource These values could be partially incorrect
ResourceCapacity;
GrowthRate;
AmountLostPerDecay;
SecondsBetweenDecay;
HandGrabAmount;
MaxVillagersToWorkOn;
AddedGrowthRateInRain;
PercentageOfGrowthPerPerson;
//Poo
Lifetime;
FertilisingDecay;
FertilisingBoost;
CorpseFertilisingDecay;
CorpseFertilisingBoost;
//Town
SecondsPerSmelt;
MinutesInPrison;
ConstructionTooltipPingTime;
FirefliesPerMap;
TributePerFirefly;
UnhappyBound;
HappyBound;
SecondsBetweenHappinessAlignmentChange;
PercentageResourceFromDemolition;
NominalPopulationCap;
MinimumBirthRate;
BirthRateSigmoidSoftness;
//TownDesires
SatisfactionWeights;
MaxIncreasePerTurn;
MaxDesireAmount;
ReductionPerVillagerAssigned;
Parameter1;
Parameter2;
Parameter3;
Parameter4;
//HandPos
Clearobjectdistance;
Handaddedheight;
Handaddeddepth;
Addedheightwithobject;
Minhandheight;
Closehanddistance;
Normalhanddistance;
Maxhanddistance;
Normalscale;
Minimumscale;
Minhandscalingfactor;
Leanspeedthreshold;
Raiseheight;
Timeforidle;
Idlechance;
Hardfistspeed;
Gentlefistwait;
Hardcreaturefistspeed;
Gentlecreaturefistwait;
Creaturefistforcemultiple;
Rewardcreaturefistspeed;
Gentlecreaturefistrewardwait;
//Pickup
Secondstopickup;
Manaforsinglepickup;
Levelforsinglepickup;
Manapermultipickup;
Levelormultipickup;
//ManaCost
Manacost;
Levelrequired;
//Interface
Searchradiusnormal;
Searchradiussmall;
Distancenormal;
Distanceclose;
Villagerpriority;
Roadpriority;
Flagpriority;
Spellseedpriority;
Buildingpriority;
Unbuiltbuildingpriority;
Scriptpositionobjectpriority;
Raisemousedytody;
Rotatemousedeadzone;
Rotatemousemultiple;
Skygrabmousedeadzone;
Skygrabmousemultiple;
Godbuildminamountpertick;
Godbuildmaxamountpertick;
Godbuildsecondstorampupover;
Godbuildresourcewaste;
Godbuildusemana;
PickupMaxAmountPerTick;
PickupMinAmountPerTick;
PickupSecondsToRampupOver;
//Productivity
ScoreForBuildingSites;
ScoreForHomelessVillagers;
DistanceForBuildingSites;
DistanceForHomelessVillagers;
ScoreForBadReactions;
ScoreForGoodReactions;
PercentOfTargetProductivity;
//SpreadableEffects
MaxRadius;
PositiveDecayTime;
PositiveSpreadTime;
PositiveForcedDamageTime;
NegativeDecayTime;
NegativeSpreadTime;
NegativeForcedDamageTime;
//Impressiveness
MultiplierForPopulation;
MultiplierForDevelopment;
MultiplierForEnvironment;
MultiplierForDesires;
MultiplierForDefence;
MultiplierForArmies;
MultiplierForArrangement;
MultiplierForAesthetics;
HousedPersonScore;
HomelessPersonPenalty;
ScoreForRoadConnected;
ScoreForManuallyRotated;
PercentageOfAlignmentToUse;
ScoreForMaxedAlignment;
LowerBoundForImpressivenessFalloff;
//ImpressiveGroups
DwellingScore;
CivicScore;
IndustrialScore;
EmbellishmentScore;
MilitaryScore;
EnclosedTownScore;
ChargedWonderScore;
FiredWonderScore;
AccumalativeFiring;
//Refinery
PercentIncrement;
FalloffPerDuplicate;
//TooltipClass
PreFadeIn;
FadeIn;
FadeOut;
MinDuration;
MaxDuration;
MouseSpeed;
//TooltipData
DesireToBeShown;
MaxHeightHandOverVisible;
MaxHeightEffectedVisible;
EnemyBuildingDelay;
EmergencyRepairAutoDisplay;
PopupDelayScale;
PopupDelayMax;
ZoomedOutExtraDelay;
//Influence
Townimpressivenessscaler;
TownImpressivenessWorshipperBonus;
Radius;
Maximumdistance;
Maximumtime;
Usemana;
Useinfluence;
Useworshippers;
//BuildingPlacementSpline
Maximumlength;
Minimumlength;
Distancebetweenpoints;
Stickyattachdistance;
Stickydetachdistance;
Connectingdistance;
Minimumdistancetoself;
Canbuildonuneventerrain;
Maximumlevelofuneventerrain;
Distancebetweenobjects;
//Personalisation
Timebetweenbuilds;
Sizetopersonalisationratio;
Distancebetweenpersonalisationsonroads;
//TownLevelBonus
Village;
Town;
City;
Metro;
//ForestGrowth
MinSaplingDist;
MaxSaplingDist;
TreeGrowthRate;
TreeGrowthAmout;
WaterSpawnTickDelay;
TreeCollisionRadius;
BaseSaplingSpawnSpeed;
ScenicTreeDist;
MaxNumberOfTreesForBonus;
MaxDropSpeedIncrease;
CreaturePooBonus;
//DidYouKnow
DistanceFromHand;
DistanceFromCamera;
//TownCentreTTIcon
MidPoint;
GameBalanceResourceGeneral.txt END
GameBalanceRPNavTweak.txt END
//UNKNOWN
ScaleOtherCreatureRadius; TimestallerToIgnoreDefault; TimestallerToIgnoreTree; TimestallerToIgnoreFurniture;
//RPNavTweak These values could be partially incorrect
RadiusMax;
RadiusScale;
?;
?;
?;
TimeStallerToIgnoreAbode;
?;
?;
TimestallerToIgnoreCreature;
TimestallerToIgnoreRock;
TimestallerToIgnorePlatoon;
TimestallerToIgnoreSiegeWeapon;
GameBalanceRPNavTweak.txt END
GameBalanceTooltip.txt START
//Tooltip
Priority;
Speed;
GameBalanceTooltip.txt END
GameBalanceVillager.txt START
//Villager THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
CarryOre; RunSpeed; CarryFood; CarryWood; MineSpeed; WalkSpeed; FoodMealSize; OreHoleSpeed; WorkingSpeed; HungryForFood; MuddyRoadSpeed; SacrificeValue; MinutesPregnant; MinutesTillAgeUpgrade; OnRoadSpeedMultiplier; SacrificePregnantBonus; SecondsDrunkForPerPint; ChangeOfPregnancyNatural; FoodConsumptionPerSecond; ChanceOfPregnancyDisciple; OnSoggyGroundSpeedMultiplier;
//VillagerAge THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
BornAge; AdultAge; DeathAge; OapHappinessFactor; AdultHappinessFactor; CrecheAccelerationFactor; MercyHappinessMultiplier; LostSleepHappinessMultiplier; PlacementHappinessMultiplier; EntertainerHappinessMultiplier; LostSpareTimeHappinessMultiplier; BreederDiscipleAccelerationFactor; DesireSatisfactionHappinessMultiplier; OapAge;
//VillagerJobs THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
BedTime; Variation; ClockOnTime; ClockOffTime; PercentageOfPopulationCap; DesireRequiredToForceOvertime; DesireRequiredToForceNightWork; DesireRequiredToConsiderOtherJob; PercentageOfPopulationCapEmergency;
GameBalanceVillager.txt END