Amiga Empire by Chris Gray - Factors There are a number of numerical factors associated with many of the operations in Amiga Empire. Many of them are adjustable by a deity. The current values of all factors can be seen using the 'info' command. A number of the factors consist of pairs, usually called 'xxxBase' and 'xxxRand'. These together determine a random value by adding a random value between 0 and xxxRand to xxxBase. The various factors, grouped as they are under 'info', are: production Costs in production units of - research (medical breakthroughs), technology (technological advances) - guns, shells, planes, gold bars mobilities Mobility costs of various actions/movements - mountMob - basic cost of moving onto a mountain - wildMob - basic cost of moving onto a wilderness - defMob - basic cost of moving onto a "normal" sector - civMob - cost of moving 5 civilians - milMob - cost of moving 5 military - shellMob - cost of moving 5 shells - gunMob - cost of moving 1 gun - planeMob - cost of moving 1 plane - oreMob - cost of moving 5 tons of iron ore - barMob - cost of moving 1 bar of gold - attack costs - costs of attacking from various types of sectors to various other types of sectors. plague The various factors that influence plague. - plagueKiller - this value scales the number of people who will die when a sector is in the third plague stage. A larger value will result in LESS people dieing. - plagueBooster - this value adds to the probability of getting plague, by increasing the plague factor. It is added to the top line in the plague factor formula. - plagueOneBase, plagueOneRand - determine length of stage one - plagueTwoBase, plagueTwoRand - determine length of stage two - plagueThreeBase, plagueThreeRand - determine length of stage three costs Various monetary costs. - efficCost - cost of each increase in sector efficiency - milSuppliesCost - affects the cost of military supplies. A larger value means LESS cost. - utilityRate - cost per ETU of utilities in a sector - interestRate - interest rate per bar per ETU in percent - bridgeCost - cost in dollars of a bridge span - shipCostMult - cost in dollars per production unit for ships - refurbCost - cost in dollars per level of technology added to ship scales Various work scale factors. All of these are multiplicative factors with 100 being the neutral position. Increasing them will increase the production rate as appropriate. - resScale - production in reasearch institutes - techScale - in technology centers - defenseScale - defense planes - shellScale - shell industries - airportScale - airports - harborScale - harbors - bridgeScale - bridge heads - goldScale - gold mines - ironScale - iron mines - shipWorkScale - improvements in ships updates Factors affecting sector updates. - secondsPerETU - seconds per Empire Time Unit. The normal value is 1800 (half an hour). A good fast value is 20 seconds. - efficScale - scale efficiency increases - 100 is neutral - mobilScale - scale mobility increases - 100 is neutral - urbanGrowthFactor - larger value slows down civilian growth in urban centers - bridgeDieFactor - larger value slows down civilian deaths on a bridge span - highGrowthFactor - larger value slows down civilian growth in non-urban center sectors with 32 - 96 civilians - lowGrowthFactor - larger value slows down civilian growth in non-urban center sectors with < 32 or > 96 civilians - BTUDivisor - larger value will slow down the production of BTU's in country's capitals - resDecreaser - larger value will speed up the decrease in research level over time (due to obsolescence, etc.) - techDecreaser - larger value will speed up the decrease in country level over time. - hurricaneLandBase, hurricaneLandRand - yield the percent of damage done to land sectors by hurricanes - hurricaneSeaBase, hurricaneSeaRand - yield the percent of damage done to ships by hurricanes fighting Various factors that affect fighting of various kinds. - assFortAdv - the defensive advantage of forts being assaulted - assCapAdv - the defensive advantage of capitals being assaulted - assBankAdv - the defensive advantage of banks being assaulted - attFortAdv - the defensive advantage of forts being attacked - attCapAdv - the defensive advantage of capitals being attacked - attBankAdv - the defensive advantage of banks being attacked - assAdv - the defensive advantage of any sector being assaulted. This one is a scale factor with 100 being neutral. - fortAdv - attack advantage of forts at 100% efficiency - boardAdv - the defensive advantage of defenders during a board attempt. A scale factor with 100 being neutral. sea Various factors relevant to sea conflict. - torpCost - number of shells needed for one torpedo - torpMobCost - mobility lost when fire a torpedo - note that the first shot sets mobility to 0. If this is 0, then there is no cost at all. - torpRange - maximum range of torpedos - torpAcc0 - percent hit for torpedo at range 0 - torpAcc1 - percent hit for torpedo at range 1 (orthogonal) - torpAcc2 - percent hit for torpedo at range 2 (diagonal) - torpAcc3 - percent hit for torpedo at greater ranges - torpBase, torpRand - determine torpedo damage (which will be scaled by the damage factor of the target ship) - chargeCost - cost in shells for one depth charge - chargeMobCost - mobility cost, similar to torpedos - chargeBase, chargeRand - depth charge damage (times sub factor) - mineBase, mineRand - damage done by a mine (times ship factor) air Some factors affecting airplanes. - fuelTankSize - amount of fuel a plane can carry - fuelRichneess - multiplier for mobility -> plane fuel - flakFactor - larger value decreases hits by flak - landScale - scale chances of landing - 100 is neutral - bombBase, bombRand - damage done by a bomb - planeBase, planeRand - damage done by a crashing plane miscellaneous A few miscellaneous factors. - contractScale - scale the value of contracts offered - deathFactor - cost in 100ths of a BTU per death of an attacker in an attack, assault or board - gunMax - maximum guns usable by a sector (normally 7) - rangeDivisor - larger values decrease gun range - gunScale - scale damage by guns (100 is neutral) - lookShipFact - smaller value means ships can be visually seen further away - collectScale - scales the value of a sector which someone is trying to sieze when collecting a loan - 100 is neutral. - radarFactor - larger values increase the range of land-based radar - spyFactor - smaller value makes it more likely that a spy will be detected - shipTechDecreaser - rate at which ship technology level decreases. (scale is 1/10 that of the country tech decreaser) flags Some boolean flags affecting permissions. nonDeityPower - true if non-deitys are allowed to do 'power force' sortCountries - true => 'country' command produces a listing with no country numbers sorted by name. false => the list includes country numbers and is sorted by country number. Allow public messages - true if countries besides a Deity are allowed to send public messages. Allow changing countries - true if players are allowed to change countries without hanging up (via the change country command). Naval naval cost The costs in production units of the various ship types naval size The size (likelihood of being seen) of the ships naval lrange The lookout ranges of ships naval shrange The firing ranges of ships naval capacity The capacities of ships (including guns, shells, etc.) naval speed The mobility requirements of ships naval damage The damage multiplier of the ship types