People's Tactics/Scenario Editor/Engine Variable
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- 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- 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- 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- 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. Succesive exp
- Hex Dammage recup in %pts per round
- Ammount of ProdPoints to destroy to get 1 Fame Point
- /100 = extra readiness loss absolute for artillery per combat round
Five
edit- Multiplier of supply if you set supply production
- Unitdivider; Unit softatt+hardatt/etc.. /unitdivider = counter
Six
edit- 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- 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- 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- 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- 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- 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- 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- 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- 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- 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 dont
- 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