From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

Engine Variables (only touch if you really know what you are doing)

This is a list of all the engine variables available for change in the editor, in the order they appear. The variables are grouped into fifteen sections.

One[edit | edit source]

  • Grass Movement Cost for Land Unit
  • Forest Movement Cost for Land Unit
  • Urban Movement Cost for Land unit
  • Sea Movement Cost for Land unit
  • Swamp Movement Cost for Land unit
  • Mountain Movement Cost for Land unit
  • Extra MP for mobile unit in forest
  • Extra MP for land unit to cross river
  • Extra MP for entering enemy land
  • Sea Movement Cost for Sea Unit
  • Urban Movement Cost for Sea Unit
  • Air Movement Cost per Hex

Two[edit | edit source]

  • Supply MP cost for Grass
  • Supply MP cost for Forest
  • Supply MP cost for Urban
  • Supply MP cost for Sea
  • Supply MP cost for Swamp
  • Supply MP cost for Mountain
  • Supply MP cost for Road
  • Weight of Supply

Three[edit | edit source]

  • Minimal Soft Att value to occupy enemy land
  • Maximum Unit Size in Weight Pts
  • Supply cost for Level 1 Entrenchment
  • Supply cost for Level 2 Entrenchment
  • Supply cost for Level 3 Entrenchment
  • Attack modifier versus lvl 1 entrenchment
  • Attack modifier versus lvl 2 entrenchment
  • Attack modifier versus lvl 3 entrenchment

Four[edit | edit source]

  • Population Divider (POP/PD = Supply production)
  • Distance 0 from THQ ... Supply%
  • Distance 1 from THQ ... Supply%
  • Distance 2 from THQ ... Supply%
  • Distance 3 from THQ ... Supply%
  • Distance 4 from THQ ... Supply%
  • Distance >5 from THQ ... Supply%
  • Supply% if no supply through port but through shore
  • Supply generated for SHQ * this value = max supply stock
  • Always allowed supply stock for SHQ
  • Readiness Attrition if IN supply
  • Readiness Attrition if OUT of supply
  • Always readiness gain = XP / this value
  • Minimal Readiness allowed if OUT of supply
  • Minimal Readiness allowed if IN supply
  • Basic Readiness gain by supply
  • Bonus Readiness gain by XP / this Value
  • Automatic XP increase until this XP Value
  • Automatic XP increase
  • SHQ Range … min 10 or so … and max 50 (longer calcs with longer range)
  • Pop needed for 1 Political Point production
  • Recon Points needed to look 1 hex away. Successive exp
  • Hex Damage recup in %pts per round
  • Amount of ProdPoints to destroy to get 1 Fame Point
  • /100 = extra readiness loss absolute for artillery per combat round

Five[edit | edit source]

  • Multiplier of supply if you set supply production
  • Unitdivider; Unit softatt+hardatt/etc.. /unitdivider = counter

Six[edit | edit source]

  • Readiness loss modifier% for unit that is interdicted
  • Readiness loss modifier% for unit that interdicts itself
  • XP gain modifier% for unit that is interdicted
  • XP gain modifier% for unit that interdicts itself
  • Read loss modifier for attacked unit in normal land battle
  • Read loss modifier for unit attacking itself in normal land battle
  • Xp gain modifier for attacked unit in normal land battle
  • Xp gain modifier for unit attacking itself in normal land battle
  • Read loss modifier for land unit attacked by artillery
  • Read loss modifier for artillery unit attacking land unit
  • XP gain modifier for land unit attacked by artillery
  • XP gain modifier for artillery unit attacking land unit

Seven[edit | edit source]

  • Sea unit attacked by interdict. Read loss mod%
  • Unit interdiciting sea unit. Read loss mod%
  • Sea unit attacked by interdict. Xp gain mod%
  • Unit interdicting sea unit. Xp gain mod%
  • Sea unit attacked in harbour by land unit. Read loss mod%
  • Land unit attacking sea unit in harbour. Read loss mod%
  • Sea unit attacked in harbour by land unit. Xp gain mod%
  • Land unit attacking sea unit in harbour. Xp gain mod%
  • Sea unit attacked by sea unit. Read loss mod%
  • Sea unit attacking sea unit. Read loss mod%
  • Sea unit attacked by sea unit. Xp gain mod%
  • Sea unit attacking sea unit. Xp gain mod%
  • Sea unit attacked by artillery attack. Read loss mod%
  • Unit artillery attacking Sea unit. Read loss mod%
  • Sea unit attacked by artillery attack. Xp gain mod%
  • Unit artillery attacking Sea unit. Xp gain mod%

Eight[edit | edit source]

  • Air unit interdicted on land. Read loss mod%
  • Interdicting unit attacking air on land. Read loss mod%
  • Air unit interdicted on land. Xp gain mod%
  • Interdicting unit attacking air on land. Xp gain mod%
  • Dogfighting attacked. Read loss%
  • Dogfighting attacker. Read loss%
  • Dogfighting attacked. Xp gain mod%
  • Dogfighting attacker. Xp gain mod%
  • Air unit attacked on land. Read loss mod%
  • Land unit attacking Air unit on land. Read loss mod%
  • Air unit attacked on land. Xp gain mod%
  • Land unit attacking Air unit on land. Xp gain mod%
  • Air unit attacked by artillery/AA. Read loss mod%
  • Unit artillery/AA attacking air unit. Read loss mod%
  • Air unit attacked by artillery/AA. Xp gain mod%
  • Unit artillery/AA attacking air unit. Xp gain mod%

Nine[edit | edit source]

  • Xp gain modifier if Xp 75-100
  • Xp gain modifier if Xp 101-150
  • Read loss modifier for units with readiness<30
  • Read loss modifier for units with readiness 30-60

Ten[edit | edit source]

  • Minimum pop for almost smallest town sprite
  • Minimum pop for small town sprite
  • Minimum pop for medium town sprite
  • Minimum pop for large town sprite
  • Minimum pop for largest town sprite

Eleven[edit | edit source]

  • Officer Skill Creation. d100 .. below this number skill= 8 or 9
  • Officer Skill Creation. d100 .. below this number skill= 7
  • Officer Skill Creation. d100 .. below this number skill= 6
  • Officer Skill Creation. d100 .. below this number skill= 5
  • Officer Skill Creation. d100 .. below this number skill= 4
  • Officer Skill Creation. d100 .. below this number skill=3 or 2. Above= 1
  • Officer creation. Basic retreat%
  • Officer creation. + Random retreat % (retreat=basic+random)

Twelve[edit | edit source]

  • Air Wing interdicts within this many hexes range … min 1 … Max 2
  • AA guns participate from hex distance ... Min 0 … Max 5
  • Sub dive chance divider if attacked by aircraft
  • Softdef modifier for Grass
  • Softdef modifier for Forest
  • Softdef modifier for Urban
  • Softdef modifier for Sea
  • Softdef modifier for Swamp
  • Softdef modifier for Mountain
  • Softdef modifier for Swamp
  • HardAtt mod for Grass
  • HardAtt mod for Forest
  • HardAtt mod for Urban
  • HardAtt mod for Sea
  • HardAtt mod for Swamp
  • HardAtt mod for Mountain
  • Softdef modifier for defending against amphibious invasion/airdrop
  • HardAtt modifier if doing an amphibious invasion/airdrop
  • Number of combat rounds
  • Minimal cost in MP for battle
  • Max MP unit may have left after battle
  • Attack modifier for attack over River
  • 100 + % attack modifier for each extra multipronged attack
  • Frontsize limitator in # of unittype frontsize points
  • Readiness modifier% if Attacking unit breaks off attack
  • Readiness modifier is defending unit flees
  • Readiness modifier per combat round a def.unit cannot flee
  • Disruption for new commander
  • Disruption for making new unit
  • Disruption caused by retreat
  • Disruption caused by attack breakoff

Thirteen[edit | edit source]

  • Transfer cost divider for over land transport
  • Transfer cost divider for over sea transport
  • Transfer cost divider for land transport after sea transport
  • Cost for new Land Unit
  • Cost for new Sea unit
  • Cost for new Air unit
  • Cost for new THQ
  • Cost for new SHQ
  • HQ TYPE COUNT .. howmany different types can be in shq

Fourteen[edit | edit source]

  • Lose mobile loss divider for attacker if offensive fails
  • Lose artillery loss divider for attacker if offensive fails
  • Minimum readiness needed to intercept enemy aircraft

Fifteen[edit | edit source]

  • AI Forbidden. If = 1 then AI is forbidden to play in this scenario
  • / 100 = the XP/Readiness value of production points with loss.calc
  • neutral hex= 0 means neutral hex join auto and 1 means they don’t
  • Campaign? 0=no, 1=yes
  • Campaign: Fog of Exploration?
  • Campaign: Block if loaded by user 1=yes, 0=no
  • Experience & Rdn modifier. Higher is less xp/rdn drain, lower is more