Starfire misc.txt
(Version F6)
This is our version of the misc.txt file:
# NOTE: Obviously, the order of these variables cannot be changed.
economy = {
# IC to TC ratio
1.0 # (Paradox v1.1 was 1.5) - reduced because
"100% Supply" is a fantasy most commanders would only dream of!
# IC to Supplies ratio
2.0 # 4.0 - cut for project "double
it"
# IC to Consumer Goods Ratio
1.0
# IC to Money Ratio
0.11 # (Paradox was 0.2)
# Max Gearing Bonus ( never lower than value * build time )
0.50 # (Paradox v1.1 was 0.65) provide greater
benefit of long term mass production
# Gearing Bonus Increment ( lessening of build time per successive build, down
to Max Gearing Bonus )
0.10 # (Paradox v1.1 was 0.05) provide greater
benefit of mass production
# IC Non-National Province Multiplier
0.25 # (Paradox v1.1 was 0.2)
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where
applicable)
0.04 # (Paradox v1.1 was 0.2)
# TC Undeployed Division Load
7.0 (Paradox v1.3
changed this from 5.0 to 10.0)
# TC Occupied Province Load
10.0 # (Paradox v1.1 was 3.0; v1.3
reduced this to 1.0)
# TC Land Division Load Multiplier
1.0
# TC Air Division Load Multiplier
1.0
# TC Naval Division Load Multiplier
0.3333
# TC Load from partisans
12.0 (Paradox v1.3
increased this from 3.0 to 12.0)
# TC load factor from offensives
1.5
# TC Load from province dev
5.0
# TC Load from bases in queue
100.0
# National Province Manpower Multiplier (income per day)
0.008 #0.014 #0.0040 #0.01
# Non-National Province Manpower Multiplier (income per day.) Note: Some types
of ministers can affect this value.
0.0008 #0.0
# Colonial Province Manpower Multiplier (multiplied on the other)
0.1
# Requirement for "Influence Nation" to affect domestic sliders: Our
IC >= Target IC * X
0.75 (Paradox v1.3
increased this from 0.5 to 2.0)
# Trickle-back factor for manpower from losses in battle. (ie, how many are
just wounded.)
0.75 (Paradox v1.3 has this at 0.5)
# Reinforcement Manpower Cost Factor
1.0 # (Paradox v1.2 was 0.8 but there is
a bug; this was restored to 0.8 the bug was fixed in v1.3)
Starfire has increased this as building up initial OOB understrength units was
too easy.
# Reinforce cost
0.20 # (Paradox v1.1 was 0.5; v1.3
increased this to 0.8)
# Reinforce time
1.0 # (Paradox has this at 0.5)
# Upgrade cost
0.20 (Paradox v1.3 was 0.5) Starfire E5
had this at 0.5
# Upgrade time
1.0 # (Paradox v1.1 was 0.5) this should
make it slower to upgrade old units (Starfire E5 had this at 0.66)
# Nationalism starting value
20 (Paradox v1.3 reduced this from 20 to 15)
# Monthly Nationalism reduction
0.1 (Paradox v1.3
changed this from 0.2 to -0.002!) Starfire E5 had 0.2
}
combat = {
# Land XP gain Factor
1.0
# Naval XP gain Factor
7.7 (was 7.0)
# Air XP gain Factor
2.0 (Paradox v1.3
reduced this from 2.25 to 2.0)
# Division XP gain Factor
0.75 # (Paradox v1.1 was 1.0) Note:
longer combats help produce appropriate experience gain
# Leader XP gain Factor
0.9 #1.0
# Attrition Severity Modifier
0.05
# Combat Modifier: Base Proximity
0.15
# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of
ships for org damage)
0.002
# Combat Modifier: Total Invasion Mod for each division above three.
-0.1
# Combat Modifier: Multiple Combat Mod
-0.33 # (Paradox v1.1 was -0.5)
# Combat Modifier: Offensive Combined Arms Bonus
0.18 # (Paradox v1.1 was 0.05) Combined
arms usage is critically important and just as important on offense as defense
# Combat Modifier: Defensive Combined Arms Bonus
0.16 # (Paradox v1.1 was 0.15) Combined
arms usage is critical! It should be a major advantage.
# Combat Modifier: Surprise Mod
-0.2
# Combat Modifier: Land Exceeding Max Command Limit Mod
-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
-0.25
# Combat Modifier: Naval Exceeding Max Command Limit Mod
-0.25
# Combat Modifier: Envelopment Mod (for each attack direction above one)
-0.22 # (Paradox v1.1 was -0.1) This doesn't
apply until you attack from three or more provinces!
# Combat Modifier: Encircled Mod (for completely surrounded units)
-0.16 # (Paradox v1.1 was -0.1) being completely
encircled is a serious disadvantage!
# Combat Modifier: Land Fort Multiplier ( value * fort level)
-0.09
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
-0.09
# Combat Modifier: Dissent Multiplier
-0.005
# Combat Modifier: Supply Problems Mod
-0.2
# Combat Modifier: Radar Station ( value * radar level)
-0.025
# Combat Modifier: Interceptor vs Bomber Mod
0.25
# Combat Modifier: Total Air Overstacking Mod for each division above two.
-0.02
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division
above two.
-0.01
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
12
# Land Leader Command Limit (nr of divisions), Rank 1
8 # (Paradox v1.1 was 9)
# Land Leader Command Limit (nr of divisions), Rank 2
4 # (Paradox v1.1 was 3)
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
2 # (Paradox v1.1 was 1)
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
16
# Air Leader Command Limit (nr of divisions), Rank 1
8
# Air Leader Command Limit (nr of divisions), Rank 2
4
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
2
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
30
# Naval Leader Command Limit (nr of ships), Rank 1
18
# Naval Leader Command Limit (nr of ships), Rank 2
12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
2
# Convoy protection factor (higher, the more fearful convoy escorts are for
raiders.)
1.0
# Delay in hours after a combat ends before new orders can be given.
48 # (Paradox v1.1 was 24)
# Maximum sizes of air-stacks
4
# Effect of experience on combat
0.88 # (Paradox v1.1 was 0.5) experience
was a huge increase in combat capability in reality, Paradox had it virtually
trivial
# Damage factor versus Naval Bases from bombing
0.5 # (Paradox v1.1 was 2.0) our increased
naval attack ratings require lowering the naval base damage
# Damage factor versus Air Bases from bombing
2.0
# Damage factor versus AA from bombing
0.2 (Paradox v1.3
increased this from 0.1 to 0.3) Starfire E5 had 0.1
# Damage factor versus rocket from bombing
0.2
# Damage factor versus nuke from bombing
0.2
# Damage factor versus Radar from bombing
0.5
# Damage factor versus Infra from bombing
0.12 (Paradox v1.3
increased this from 0.07 to 0.14) Starfire E5 had 0.07
# Damage factor versus IC from bombing
8.0 # 1.0
# Damage factor versus resources from bombing
4.0 # 1.0
# How effective is ground-def efficiency when applied to defence chance rolls.
1.0 # (Paradox v1.1 was 1.0) Set back to
no adjustment as all ground_def_eff now set in individual INC files
# Base chance to avoid hit if defences left.
0.98 # (Paradox v1.1 was 0.8) - this value
is not actually read/used by the code; in Starfire it is set in each nation's
INC file.
# Base chance to avoid hit if no defences left.
0.96 # (Paradox v1.1 was 0.6)
}
research = {
# Blueprint Bonus
2.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit
for the total is -0.9. )
-0.0014 # (Paradox v1.1 was -0.0015) more
flexibility for human players to develop as they wish
# Money cost for each skill-level
0.22 # (Paradox v1.1 was 0.2) 10% more expensive
to pay R&D teams (cash more important)
# Mean number of "invention" events occuring per year
4
}