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; ; Sid Meier's ALPHA CENTAURI ; ; Alpha Centauri User-Configurable Rules ; ; Copyright (c) 1997, 1998 by Firaxis Games, Inc. ; ; ALPHA CENTAURI reads the rules of the game from this file at ; startup. Feel free, at your own risk, to experiment with editing ; this file. We recommend you make a backup copy of the original. ; ; If you are building a scenario and need custom rules, copy this ; file into a subdirectory with your scenario file before editing. ; Files in the same subdirectory as a scenario file automatically ; take precedence over files in the main game directory. ; ; ; FUNDAMENTAL RULES ; You will find that many of the items on this list have been ; finely balanced: small changes can have drastic effects on ; gameplay. ; #RULES 3, ; Movement rate along roads 2, ; Nutrient intake requirement for citizens 3,2 ; Numerator & Denominator for artillery fire damage 2, ; Max artillery range (larger will break multiplayer) 8, ; Max airdrop range w/o orbital insertion 10, ; Nutrient cost multiplier 10, ; Minerals cost multiplier 100, ; Technology discovery rate as a percentage of standard 1, ; Limits mineral increase for mine without road in square -1, ; Nutrient effect in mine square (0 or -1) 5, ; Minimum base size to support specialists 1, ; Drones induced by Genejack factory 7, ; Population limit w/o hab complex 14, ; Population limit w/o hab dome 50, ; Extra percentage cost of prototype LAND unit 50, ; Extra percentage cost of prototype SEA unit 50, ; Extra percentage cost of prototype AIR unit 3,2, ; Psi combat offense-to-defense ratio (LAND unit defending) 1,1, ; Psi combat offense-to-defense ratio (SEA unit defending) 1,1, ; Psi combat offense-to-defense ratio (AIR unit defending) 10, ; Players' starting energy reserves 25, ; Combat % -> intrinsic base defense 0, ; Combat % -> attacking along road 0, ; Combat % -> for attacking from higher elevation 0, ; Combat penalty % -> attacking from lower elevation 25, ; Combat % -> Mobile unit in open ground 0, ; Combat % -> Defend vs. mobile in rough 25, ; Combat % -> Infantry vs. Base 50, ; Combat penalty % -> attack after airdrop 25, ; Combat % -> Fanatic attack bonus 50, ; Combat % -> Land based guns vs. ship artillery bonus 25, ; Combat % -> Artillery bonus per level of altitude 50, ; Combat % -> Trance bonus defending vs. psi 50, ; Combat % -> Empath Song bonus attacking vs. psi 50, ; Combat penalty % -> Air superiority unit vs. ground unit 100, ; Combat % -> Air superiority unit vs. air unit 50, ; Combat penalty % -> Non-combat unit defending vs. combat unit 50, ; Combat % -> Comm Jammer unit defending vs. mobile unit 100, ; Combat % -> Bonus vs. ships caught in port 100, ; Combat % -> AAA bonus vs. air units 25, ; Combat % -> Defend in range of friendly Sensor 10, ; Combat % -> Psi attack bonus/penalty per +PLANET 50, ; Retool percent penalty for production change 2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free) 10, ; Retool exemption (first X minerals not affected by penalty) 20, ; Minimum # of turns between councils 5, ; Minerals for harvesting forest 8, ; Territory: max distance from base 20, ; Turns to corner Global Energy Market CentPsi, ; Technology to improve fungus squares CentPsi, ; Technology to ease fungus movement CentEmp, ; Technology to build roads in fungus Neural, ; Technology to allow 2 special abilities for a unit Gene, ; Technology to allow 3 nutrients in a square EcoEng, ; Technology to allow 3 minerals in a square EnvEcon, ; Technology to allow 3 energy in a square Gravity, ; Technology to allow orbital insertion w/o Space Elevator EcoEng2, ; Technology for +1 mining platform bonus PlaEcon, ; Technology for economic victory 1, ; If non-zero, probe teams can steal technologies 1, ; If non-zero, humans can always contact each other in net games 1, ; If non-zero, humans can always contact each other in hotseat/email games 50, ; Maximum % damage inflicted by arty versus units in base/bunker 99, ; Maximum % damage inflicted by arty versus units in open 100, ; Maximum % damage inflicted by arty versus units at sea 1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming). 2100 ; Normal starting year 2600 ; Normal ending year for lowest 3 difficulty levels 2500 ; Normal ending year for highest 3 difficulty levels 1 ; If non-zero, obliterating a base counts as an atrocity ; ; TERRAFORMING IMPROVEMENTS ; ; Name, Preq, Sea Name, Sea Preq, Rate, Order, Letter, Keystroke ; ; Rate = # of turns to build ; Order = Description of unit orders ; Letter = Order letter ; Keystroke = Keystroke description (changing text does not change ; the actual key mappings in the game) ; #TERRAIN Farm, None, Kelp Farm, None, 4, Cultivate $STR0, f, F Soil Enricher, EcoEng2, Soil Enricher, Disable, 8, Construct $STR0, f, F Mine, None, Mining Platform, None, 8, Construct $STR0, M, M Solar Collector, None, Tidal Harness, None, 4, Construct $STR0, S, S Forest, None, ..., Disable, 4, Plant $STR0, F, Shift+F Road, None, Road, Disable, 1, Build $STR0, R, R Mag Tube, Magnets, Mag Tube, Disable, 3, Build $STR0, R, R Bunker, MilAlg, Bunker, Disable, 5, Construct $STR0, K, K Airbase, DocAir, Airbase, Disable, 10, Construct $STR0, ., . Sensor Array, None, Sensor Array, Disable, 4, Construct $STR0, O, O Fungus, None, Sea Fungus, None, 6, Remove $STR0, F, F Fungus, EcoEng, Sea Fungus, EcoEng, 6, Plant $STR0, F, Ctrl+F Condenser, EcoEng, Condenser, Disable, 12, Construct $STR0, N, N Echelon Mirror, EcoEng, Echelon Mirror, Disable, 12, Construct $STR0, E, Shift+E Thermal Borehole, EcoEng, Thermal Borehole, Disable, 24, Construct $STR0, B, Shift+B Aquifer, EcoEng, Aquifer, Disable, 18, Drill to $STR0, Q, Q Raise Land, EnvEcon, Raise Sea Floor, EnvEcon, 12, Terraform UP, ], ]] Lower Land, EnvEcon, Lower Sea Floor, EnvEcon, 12, Terraform DOWN, [, [[ Level Terrain, None, Level Terrain, Disable, 8, Terraform LEVEL, _, _ Monolith, Disable, Monolith, Disable, 8, Place Monolith, ?, ?, (this is here for map editor) ; ; RESOURCE INFORMATION ; ; Resource production (nutrient, minerals, energy, ) for ; special squares.
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