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// new constants file.

Lines beginning with // or ; are comments // format: // <data ID>;<type>;<value> // data ID is text used here and in game. Change only if code is being changed as well. // format is loose, but for standards purposes, don't use spaces and separate se ctions with a / // type is one of float, int, bool, or string // bool values are 0 for false, 1 for true // floats can be typed without the decimal portion if not significant // strings use everything up to the end of the line // line order does not matter. // Note that this file may be edited to change game parameters as desired, // but Caesar will consider you to be cheating. Stability is also not guarantee d. // Caesar Online will not allow users to compete with modified files, so keep a backup! EffectManager/Force_ps_1_1;bool;0 BuildText/Offset/x;int;-3 BuildText/Offset/y;int;-3 BuildText/Color/r;float;.95 BuildText/Color/g;float;0.694 BuildText/Color/b;float;0.094 BuildText/Color/a;float;1 Game/DayNightCycle/Night/Begin;int;44 Game/DayNightCycle/Night/End;int;52 // quality level is index of entry found by searching for the first entry greate r than // or equal to systems value Settings/InitialQuality/Steps/Memory/0;float;256 Settings/InitialQuality/Steps/Memory/1;float;512 Settings/InitialQuality/Steps/Memory/2;float;1024 Settings/InitialQuality/Steps/Memory/3;float;1536 Settings/InitialQuality/Steps/Memory/4;float;2048 Settings/InitialQuality/Steps/CPU/0;float;1.4 Settings/InitialQuality/Steps/CPU/1;float;2.0 Settings/InitialQuality/Steps/CPU/2;float;2.4 Settings/InitialQuality/Steps/CPU/3;float;2.8 Settings/InitialQuality/Steps/CPU/4;float;3.0 Settings/InitialQuality/Steps/PSh/0;float;0.0 Settings/InitialQuality/Steps/PSh/1;float;0.0 Settings/InitialQuality/Steps/PSh/2;float;2.0 Settings/InitialQuality/Steps/PSh/3;float;2.0 Settings/InitialQuality/Steps/PSh/4;float;3.0 Settings/Default/AmbientLOD;int;2 Settings/Default/ParticleDensityMinPercent;int;10 Mouse/PointersFolder;string;Data/Graphics/interface/pointers Mouse/PointersExt;string;.xml LoadingBarColor/Red;float;142 LoadingBarColor/Green;float;16

LoadingBarColor/Blue;float;0 LoadingBarColor/Border/Red;float;204 LoadingBarColor/Border/Green;float;168 LoadingBarColor/Border/Blue;float;34 LoadingBarColor/Remaining/Red;float;0 LoadingBarColor/Remaining/Green;float;0 LoadingBarColor/Remaining/Blue;float;0 Scripts/Folder;string;data\scenarios Scripts/EnableDebugging;bool;1 Scripts/GameInterface;string;RomeScriptInterfaces.dll Scripts/ScriptServer;string;ScriptServer.dll Scripts/UpdateFrequency;int;2000 Scripts/LogRegistration;bool;1 DebugLog/Enable;bool;0 DebugLog/MaxLinesPerLog;int;100 DebugLog/MirrorOutput;bool;0 // set to 1 (true) to break on an invalid path DebugValidatePath;bool;0 // how far to teleport a unit at most if it is on an invalid // color for its pathing type. 0 would disable teleporting MaxTeleportDistance;int;1 TGoalWanderAbout/DistanceLimit;float;20.0 TGoalWanderAbout/UpdateInterval;int;8000 TGoalWanderAbout/VisitChance;float;0.1 TGoalGoHomeAndRest/TimeToRest;int;20000 TGoalBurnDamage/MaximumBurningDamage;int;100 TGoalBurnDamage/DamagePerWeek;int;10 TGoalStructureDamage/MaximumStructureDamage;int;100 TGoalStructureDamage/DamagePerWeek;int;10 TGoalExtinguishFires/RepairPerWeek;int;50 TGoalInspectBuilding/RepairPerWeek;int;100 TGoalInspectBuilding/InspectTime;float;0.5 TGoalInspectBuilding/RepairWallRadius;int;3 TGoalSinkIntoGround/Gravity;float;0.0005 TGoalSinkIntoGround/MaxTiltPerTick;float;1 TGoalRunScreamingOnFire/DamageLevelToCreateFireRunner;int;15 TGoalRunScreamingOnFire/ChanceToCreateFireRunner;float;100.0 TGoalRunScreamingOnFire/EmitterLifetime;int;4 PlagueParticles/NumberOfTags;int;2 PlagueParticles/MaxNumberOfTags;int;10 ScrollValues/MaxZoom;float;2.25 ScrollValues/MinZoom;float;1.15 TaxesOverlay/NumTaxIntervalsInHistory;int;4 TaxesOverlay/MaxShopPotentialValue;int;50 TaxesOverlay/MaxVillaPotentialValue;int;48 FigureGoalWeight/MinPriority;int;1 FigureGoalWeight/MaxPriority;int;10 WaterCollectionGoal/Radius;float;150 Crowds/UpdateRateInMS;int;500 StorageSlots/MaxNum;int;8 DepotSlots;int;5 UpdateService/UpdatesPerDecay;int;3 ServicePlebeVisitationPercent/value;int;10 Shovel/DeletedBuildingColor/Red;float;1.0 Shovel/DeletedBuildingColor/Green;float;0.0

Shovel/DeletedBuildingColor/Blue;float;0.0 Shovel/DeletedBuildingColor/Alpha;float;0.5 Shovel/DeletedRoadDiffuse/Red;float;0.75 Shovel/DeletedRoadDiffuse/Green;float;0.75 Shovel/DeletedRoadDiffuse/Blue;float;0.75 Shovel/DeletedRoadDiffuse/Alpha;float;0.25 Shovel/HighlightBuildingColor/Red;float;1.0 Shovel/HighlightBuildingColor/Green;float;1.0 Shovel/HighlightBuildingColor/Blue;float;0.0 Shovel/HighlightBuildingColor/Alpha;float;0.5 Shovel/BrushColor/Red;float;1.0 Shovel/BrushColor/Green;float;0.0 Shovel/BrushColor/Blue;float;0.0 Shovel/BrushColor/Alpha;float;0.25 Shovel/UndoMilliseconds;int;2000 Shovel/CostPerTile/Road;int;1 Shovel/CostPerTile/Wall;int;1 Shovel/CostPerTile/Unit;int;1 PlaceUnit/UndoMilliseconds;int;15000 RoadDiffuse/Red;float;1.0 RoadDiffuse/Green;float;1.0 RoadDiffuse/Blue;float;1.0 RoadDiffuse/Alpha;float;1.0 // LOD at which 'DistantRoad' fx kicks in RoadDistanceThreshold;int;2 // Terrain visible fraction for first LOD drop TerrainLODFraction;float;0.15 // road adjustment for z-fighting RoadZTweak;float;0.08 // height of wall walkers WallZTweak;float;6.5 // height check to determine if a wall walker should fall if there's no wall und er it // Should be less than WallZTweak to allow terrain slope tolerance in check WallFallThreshold;float;3.5 Roads/MinimumElevation;float;-0.25 // increase this if you want to quickly drag long roads on large maps // decrease this if UI is sluggish when drawing roads Roads/DragPathIterationsPerUITick;int;1000 // Curb tweaks Curb/CastShadows;bool;0 Curb/Width;float;0.15 Curb/Height;float;0.2 Curb/FoundationDepth;float;0.0001 Curb/TileLength;float;1.0 //190;"Curb parameters2, f1=curb foundation depth, f2=curb tile length";171;0.00 01;1.00;0;0;0 // Parameters for placing buildings BuildSystem/SlopeThreshold/PerTile;float;0.20

BuildSystem/DistanceFromInvaders;float;35.0 BuildSystem/InvadersTooCloseStringKey;string;NOT_NEXT_TO_INVADERS // Flora & Ambient terrain sprite tweaks Flora/BladeWidth;float;0.012 Flora/BladeHeight;float;0.5 Flora/AvgClumpsPerPatch;int;7 Flora/AvgBladesPerClump;int;4 Flora/CastsShadows;bool;0 Flora/CutoffDistance;float;384.0 Flora/Enable;bool;0 Flora/ShowTestOverlay;bool;0 // wind parameters, dir in degrees, prob in percent (0-100), duration in ticks // ProbSpeedChange currently not used. // MaxDirDelta is the max change per tick towards the new direction Wind/MaxNormalSpeed;float;0.80 Wind/AvgGustDuration;int;480 Wind/AvgReverseDuration;int;60 Wind/AvgDirChangeAngle;float;7.0 Wind/ProbSpeedChange;float;0.1 Wind/ProbDirChange;float;5.0 Wind/ProbGust;float;5.0 Wind/ProbReverse;float;1.0 Wind/MaxSpeedDelta;float;0.001 Wind/MaxDirDelta;float;0.115 // AI Pulse variables AIPulse/Enable;bool;1 AIPulse/MaxPulseLength;int;100 AIPulse/Smoothing/Length;int;4 AIPulse/Smoothing/Amount;int;2 AIPulse/FigureMaxPulseLength;int;10 AIPulse/BuildingMaxPulseLength;int;25 AIPulse/OffScreenMovingPulseLength;int;5 AIPulse/RubbleMaxPulseLength;int;50 AIPulse/RubbleFadePulse;int;1 AIPulse/OffScreenMissilePulseLength;int;5 // how many game milliseconds before a mobile's claim on a tile expires Avoidance/TimeSeperationMilliseconds;int;1000 Avoidance/MaxMobilesAtDestination;int;3 Avoidance/MaxMobilesToWalkThrough;int;0 Avoidance/WaitMilliseconds;int;500 Avoidance/MaxWaitMilliseconds;int;2500 Avoidance/SpeedReductionPerBlockingUnit;float;0.1 Avoidance/MinCrowdSpeed;float;0.5 // used to give cartpushers the right of way over other figures CartPusherModelID;string;C4_CR_Cart_M // Default values for database systems Regions/DefaultRegion;string;Southern Europe (default) GoalPathingTypes/DefaultTypeID;string;All // Health Constants HygieneFacilityPenalty/NoAccess;float;50 HygieneFacilityPenalty/NoBathhouse;float;35 HygieneFacilityPenalty/NoBarbershop;float;15 NutritionPenalty/NoFood;float;35

NutritionPenalty/OneFoodType;float;10 NutritionPenalty/TwoFoodType;float;5 NutritionPenalty/LastMealsCount;int;3 SanitationPenalty/NoWaterAccess;float;15 SanitationPenalty/WellWaterOnly;float;7.5 TreatmentPenalty/LackOfFacility;float;100 CitywideHealth/Interval;int;10000 // Pathing Constants Pathing/AStar/HeuristicDistanceWeight;float;0.3 Pathing/AStar/MaxPathLength;int;1500 Pathing/AStar/UseSecondaryTargetDistance;float;20 Pathing/AStar/Limits/PathLength/GoalDistanceMultiplier;float;1.25 Pathing/AStar/Limits/PathLength/GoalDistanceAdditive;float;20.0 Pathing/Distributed/IterationsPerTick;int;100 Pathing/Distributed/EarlyIterationsPerTickPeriod;float;30.0 Pathing/Distributed/EarlyIterationsPerTick;int;25 Pathing/Distributed/UserPathIterationsPerTick;int;10000 Pathing/Distributed/CohortPathIterationsPerTick;int;1000 Pathing/Distributed/Limits/MaxIterations;int;2000000 Pathing/Distributed/RepathInterval;int;1000 Pathing/Distributed/IterationInterval;int;100 Pathing/MaxRepaths;int;2 Pathing/KeepToLeft;bool;1 Pathing/FlowExtraCost/AgainstFlow;float;1.0 Pathing/FlowExtraCost/MiddleOfRoad;float;0.3 Pathing/FlowExtraCost/CrossFlow;float;0.0 Pathing/MaxBoatRetries;int;2 Pathing/MaxTraderRetries;int;3 // Physics Physics/RunningWellMsThreshold;float;30.0 // Ocean OceanWater/Octaves;int;8 OceanWater/FallOff;float;0.7 OceanWater/Scale;float;0.38 OceanWater/Strength;float;0.8 OceanWater/AnimSpeed;float;9.4 OceanWater/AnimSpeedMult;float;1.27 OceanWater/Paused;bool;0 OceanWater/Resolution/Width;int;7 OceanWater/Resolution/Height;int;9 OceanWater/ShowNormals;bool;0 OceanWater/Wireframe;bool;0 OceanWater/Reflection/Size/X;int;512 OceanWater/Reflection/Size/Y;int;512 // Shadow Shadow/MapSize/X;int;2048 Shadow/MapSize/Y;int;2048 // valid modes are auto,nvidia, or r32f Shadow/Mode;string;auto // debug shadow buffer display // Note: left,right, top, bottom are set so that the scene thinks // the shadow object is visible. The actual render position // is adjusted in ShowBufferDisplay.fx Shadow/ShadowBufferDisplay/Enable;bool;0 Shadow/ShadowBufferDisplay/Left;int;0

Shadow/ShadowBufferDisplay/Top;int;0 Shadow/ShadowBufferDisplay/Right;int;1024 Shadow/ShadowBufferDisplay/Bottom;int;1024 // Service Bonus Constants ServiceBonus/Movement/MaximumBonus;int;20 // Additional Service Constants Service/TileDeltaTillRangeRecomputeNeeded;int;3 // Start Bar Data StartingBar/Top;float;0.57 StartingBar/Bottom;float;0.58 StartingBar/Left;float;0.37 StartingBar/Right;float;0.63 // Collapse CollapseRubble/VibrationDistance;float;0.005 // Migration Migration/NoMigrationTime;int;120000 // 0.0 = no cross migration when class unhappy, 1.0 = always allowed (old system ) Migration/HappinessPreventsCrossMigration/Chance;float;0.0 // Figure Action Information - ie, figure bubbles FigureActionInformation/UpdateInterval;int;1000 // Wall construction Walls/BrushSize;int;3 Walls/TileCost;int;3 Walls/MinimumElevation;float;-0.4 Walls/MinimumEdgeDistance;int;3 // Time delay between multiple employee departures from the same building (ms) Employee/DepartureInterval;int;6000 TraitEmployer/BurningThresholdNoWorkers;int;30 TraitEmployer/StructureThresholdNoWorkers;int;20 // Praefect actions Praefect/Patrol/Radius;int;40 Praefect/Patrol/MaxDistanceFromHome;int;100 Praefect/Patrol/SlacknessPercentage;int;50 Praefect/Fire/ResponseRange;int;100 Praefect/Fire/ReevaluateInterval;int;5000 Praefect/Enforcement/Radius;float;15.0 Praefect/Enforcement/CriminalCheckFrequency;int;10 Praefect/Arrest/Duration;int;5000 Praefect/Arrest/Range;float;1.0 Praefect/FightInvader/Range;float;40.0 Praefect/Target/ScoringMatrixCellSizeX;int;16 Praefect/Target/ScoringMatrixCellSizeY;int;16 // Tower Guard actions Guard/Patrol/MinRadius;int;5 Guard/Patrol/MaxRadius;int;15 Guard/Patrol/MaxDistanceFromHome;int;20 Guard/Patrol/HangoutDuration;int;3000

// Beggar actions Beggar/Beg/TargetRadius;float;2.0 Beggar/Beg/PraefectRange;float;2.0 Beggar/Beg/PraefectHomeRange;float;0.0 Beggar/Beg/Duration;int;10000 Beggar/Target/ScoringMatrixCellSizeX;int;16 Beggar/Target/ScoringMatrixCellSizeY;int;16 Beggar/Target/MaxTargettingAttempts;int;100 Beggar/Target/TargettingFrequency;int;10 // Mugger actions Mugger/Mug/TargetRadius;float;3.0 Mugger/Mug/PraefectRange;float;5.0 Mugger/Mug/PraefectHomeRange;float;5.0 Mugger/Mug/Duration;int;10000 Mugger/Target/ScoringMatrixCellSizeX;int;16 Mugger/Target/ScoringMatrixCellSizeY;int;16 Mugger/Target/MaxTargettingAttempts;int;100 Mugger/Target/TargettingFrequency;int;10 // Burglar actions Burglar/Burglarize/TargetRadius;float;2.0 Burglar/Burglarize/PraefectRange;float;5.0 Burglar/Burglarize/PraefectHomeRange;float;5.0 Burglar/Burglarize/Duration;int;10000 Burglar/Target/ScoringMatrixCellSizeX;int;16 Burglar/Target/ScoringMatrixCellSizeY;int;16 Burglar/Target/MaxTargettingAttempts;int;10 // Rioter actions Rioter/Riot/TargetRadius;int;3 Rioter/Riot/RadiusCutoffForSearchMethodChange;int;4 Rioter/Riot/PraefectRange;float;5.0 Rioter/Riot/PraefectHomeRange;float;5.0 Rioter/Riot/ChanceOfRioting;int;10 Rioter/Riot/Duration;int;10000 Rioter/Riot/DamagePerTorch;int;10 Rioter/Target/ScoringMatrixCellSizeX;int;16 Rioter/Target/ScoringMatrixCellSizeY;int;16 // Protester actions Protester/Protest/Duration;int;10000 // Soldier attacking rioter actions Soldier/FightRiot/EngagementRange;float;2.0 Soldier/FightRiot/targetCheckFrequency;int;100 //settings for Traffic Monitor Traffic/ScoringMatrixCellSizeX;int;16 Traffic/ScoringMatrixCellSizeY;int;16 Traffic/DecayInterval;int;1000 // Generic Criminal actions Criminal/Wander/MaxDistance;float;127 // Market (shop) data Markets/UI/MaxNumberIcons;int;8 Warehouse/Retrievers/NextPriorityDistanceThreshold;float;6

// Camera mouse control speed multiplier Camera/Mouse/YawMultiplier;float;0.5 Camera/Mouse/PitchMultiplier;float;0.5 Camera/MaxHeight;float;150.0 Camera/GroundOffset;float;6.00 Camera/Zoom/ControlPoint1/x;float;0.75 Camera/Zoom/ControlPoint1/y;float;0.0 Camera/Zoom/ControlPoint2/x;float;0.75 Camera/Zoom/ControlPoint2/y;float;0.25 Camera/Zoom/HotKeyStepSize;float;0.01 Camera/Zoom/MouseWheelStepSize;float;0.05 Camera/Zoom/WatchLevel;float;0.11f Camera/DefaultSpeed;float;3 Camera/RearClippingPlane/Min;int;400 Camera/RearClippingPlane/Max;int;2000 Camera/FigureClippingPlane/Min;int;50 Camera/FigureClippingPlane/Max;int;2000 Camera/AttachmentClippingPlane/Min;int;50 Camera/AttachmentClippingPlane/Max;int;2000 Camera/FieldOfView;float;50 Camera/Segments;int;3 Camera/Segment0/Far;float;60 Camera/Segment1/Far;float;100 Camera/Segment2/Far;float;160 Camera/Segment3/Far;float;210 Camera/Reset/angleZ;float;135 Camera/Reset/angleX;float;-45 Camera/Reset/Distance;float;30 UICamera/AdvisorPositionX;float;3.5 UICamera/AdvisorPositionY;float;-3 UICamera/AdvisorPositionZ;float;.9 UICamera/AdvisorFieldOfView;float;30 UICamera/RotateYaw;float;50 UICamera/RotatePitch;float;-7

// Debt Favor Penalty DebtPenalty/WeeksInDebtThreshold;int;6 DebtPenalty/Penalty;float;1 DebtPenalty/WeeksBetweenPenalty;int;2 // Caesar favor thresholds (before you get booted out) Favor/LowThreshold;float;20 Favor/AcceptableThreshold;float;30 Favor/YearlyModification;float;-1 // Housing Housing/Equite/NumberPerImmigrant;int;10 Housing/Plebian/NumberPerImmigrant;int;10 Housing/Appeal/MoveoutWeeks;int;12 //Advisor Numbers Advisor/Priorities/Plebian/MaxNumber;int;5 Advisor/Priorities/Equite/MaxNumber;int;5 Advisor/Imperial/DonationVariance;int;100 Advisor/Imperial/GiftCostMinimumMultiplier;float;2.0

Advisor/Population/MaxXGridDivisions;int;15 // Building Evolution Evolution/WeeksPerCheck;int;2 Evolution/NumFailedChecksAllowed;int;2 Evolution/NumSuccessChecksNeeded;int;2 Evolution/BurningThreshold;int;30 Evolution/StructureThreshold;int;20 // Post Glare effect AdaptiveGlare/Enable;bool;1 Sound/MinDistance;float;1.0 Sound/MaxDistance;float;200.0 Sound/VolumeDeadZone;float;0.01 Sound/BehindCameraFalloff;float;4.0 Sound/CollapseVolumeReduction;float;0.3 MessageTiming/Standard;int;8000 MessageTiming/Significant;int;15000 MessageTiming/Tutorial;int;10000 // Lightning bolt effect Lightning/SkyXOffset;float;25.0 Lightning/SkyYOffset;float;25.0 Lightning/SkyZOffset;float;100.0 Lightning/BoltSectionLengthMin;float;0.3 Lightning/BoltSectionLengthMax;float;0.7 Lightning/BoltWidth;float;0.2 Lightning/MaxAngle;float;90.0 Lightning/MinAngle;float;45.0 Lightning/ChanceOfGroundStrikeChange;float;0.1 Lightning/ChanceOfSkyOriginChange;float;0.3 Lightning/SkyChangeDelta;float;10.0 Lightning/GroundChangeDelta;float;5.0 Lightning/BoundingSphere;float;150 // fire effect for burning buildings Fire/Building/LightColor/0/R;int;255 Fire/Building/LightColor/0/G;int;255 Fire/Building/LightColor/0/B;int;127 Fire/Building/LightColor/1/R;int;255 Fire/Building/LightColor/1/G;int;191 Fire/Building/LightColor/1/B;int;24 // light radius formula = "base radius + damage * lerp(1, radius)" // range = (radius * RTBR) + ((DRM * damage)*(((1.0 - DTBR) *1.0f)+((DTBR) *radius))) // base size of the fire light Fire/Building/Scale/RangeToBuildingRadius;float;1.5 // base unit size for damage increase Fire/Building/Scale/DamageToBuildingRadius;float;0.025 // damage multiplier Fire/Building/Scale/DamageRadiusMult;float;0.05 Network/Database/Connection/DBname;string;c4online Network/Database/Connection/Server;string;caesarivonline.com Network/Database/Connection/Port;int;3306 Network/Database/Connection/UseUserPassword;bool;0

Network/Database/Connection/UserName;string;c4game Network/Database/Connection/Password;string;UserServer Network/Database/Connection/Disable;bool;0 Network/Database/Connection/Timeout;int;10000 Network/Database/Connection/NumRetries;int;3 Network/Database/SQL/c4id;string;select lastactive, lastip from users where c4id =%i Network/Database/SQL/CheckC4ID;string;select UNIX_TIMESTAMP(), login, lastactive from users where c4id=%i AND userid!=%i Network/Database/SQL/LastActive/Login;string;update users set login=UNIX_TIMESTA MP(), lastactive=UNIX_TIMESTAMP(), lastip='%s' where userid=%i Network/Database/SQL/LastActive/Update;string;update users set lastactive=UNIX_T IMESTAMP(), lastip='%s' where userid=%i Network/Database/SQL/LastActive/Logout;string;update users set lastactive=0 wher e userid=%i Network/Database/SQL/Checksums;string;select type, name, checksum from c4_files order by priority Network/Database/SQL/Scenarios/Empire;string;select scenario, scenid from c4_sce narios where empire='1' order by scenario Network/Database/SQL/Scenarios/Empire/PlayerHigh;string;select score, timeplayed , population, treasury from c4_map_cities where scenid=%i and userid=%i Network/Database/SQL/Scenarios/Arena;string;select c4_scenarios.scenario, c4_com p_scenarios.objective, c4_comp_scenarios.scenid from c4_scenarios, c4_comp_scena rios where c4_comp_scenarios.seasonid=%i AND c4_scenarios.scenid=c4_comp_scenari os.scenid Network/Database/SQL/Scenarios/Arena/PlayerHigh;string;select score, timeplayed, population, treasury from c4_comp_rankings where scenid=%i AND seasonid=%i AND userid=%i Network/Database/SQL/Scenarios/Arena/BestHigh;string;SELECT cr.score, cr.timepla yed, cr.population, cr.treasury, users.username FROM c4_comp_rankings cr, users where cr.seasonid=%i AND cr.userid=users.userid AND cr.scenid=%i order by %s %s, lastupdated asc limit 1 Network/Database/SQL/Scenarios/Arena/TimeTrialGoals;string;select goal_culture, goal_security, goal_prosperity, goal_favor, goal_population from c4_comp_scenari os where scenid=%i AND seasonid=%i Network/Database/SQL/Scenario/ID;string;select scenid from c4_scenarios where sc enario='%s' Network/Database/SQL/Scenario/Arena/Info;string;select objective, weeks from c4_ comp_scenarios where scenid=%i AND seasonid=%i Network/Database/SQL/Scenario/Checksum;string;select checksum, checksumcs from c 4_scenarios where scenid=%i AND scenario="%s" Network/Database/SQL/Season/ID;string;select seasonid from c4_comp_seasons where activedate < UNIX_TIMESTAMP() order by seasonid desc limit 1 Network/Database/SQL/NextSeasonInfo;string;select activedate, UNIX_TIMESTAMP() f rom c4_comp_seasons where activedate > UNIX_TIMESTAMP() order by activedate asc limit 1 Network/Database/SQL/Rankings/Arena/HasRank;string;select count(1) from c4_comp_ rankings where seasonid=%i AND scenid=%i AND userid=%i Network/Database/SQL/Rankings/Arena/GetRank;string;select count(1) from c4_comp_ rankings where seasonid=%i AND scenid=%i AND userid!=%i AND %s%s%i Network/Database/SQL/Rankings/Arena/GetStoredValue;string;select %s from c4_comp _rankings where seasonid=%i and scenid=%i and userid=%i Network/Database/SQL/Rankings/Arena/GetStoredRank;string;select count(1) from c4 _comp_rankings where seasonid=%i and scenid=%i and userid!=%i and %s%s%i Network/Database/SQL/Rankings/Empire/GetStoredPopulation;string;select populatio n from c4_map_cities where scenid=%i and userid=%i

Network/Database/SQL/Rankings/Empire/HasRank;string;select count(1) from c4_map_ cities where scenid=%i AND userid=%i Network/Database/SQL/Rankings/Fields;string;username, score, funds, treasury, po pulation, timeplayed, culture, security, prosperity, favor Network/Database/SQL/Rankings/Arena/Tables;string;c4_comp_rankings,users Network/Database/SQL/Rankings/Arena/Conditions;string;users.userid=c4_comp_ranki ngs.userid AND seasonid=%i AND scenid=%i Network/Database/SQL/Rankings/Empire/Tables;string;c4_map_cities,users Network/Database/SQL/Rankings/Empire/Conditions;string;users.userid=c4_map_citie s.userid AND scenid=%i Network/Database/SQL/Rankings/Arena/CreateRankRow;string;insert into c4_comp_ran kings (lastupdated, score, funds, treasury, population, timeplayed, culture, sec urity, prosperity, favor, happiness, seasonid, scenid, userid) values (UNIX_TIME STAMP(), %i, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i) Network/Database/SQL/Rankings/Arena/UpdateRankRow;string;update c4_comp_rankings set lastupdated=UNIX_TIMESTAMP(), score=%i, funds=%i, treasury=%i, population=% i, timeplayed=%i, culture=%i, security=%i, prosperity=%i, favor=%i, happiness=%i where seasonid=%i AND scenid=%i AND userid=%i Network/Database/SQL/Rankings/Empire/CreateRankRow;string;insert into c4_map_cit ies (dateadded, lastupdated, score, funds, treasury, population, timeplayed, cul ture, security, prosperity, favor, happiness, scenid, userid) values (UNIX_TIMES TAMP(), UNIX_TIMESTAMP(), %i, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i) Network/Database/SQL/Rankings/Empire/UpdateRankRow;string;update c4_map_cities s et dateadded=UNIX_TIMESTAMP(), lastupdated=UNIX_TIMESTAMP(), score=%i, funds=%i, treasury=%i, population=%i, timeplayed=%i, culture=%i, security=%i, prosperity= %i, favor=%i, happiness=%i where scenid=%i AND userid=%i Network/Database/SQL/ScreenShot/Arena/RecordQuery;string;select count(1) from c4 _comp_ss where seasonid=%i AND scenid=%i AND userid=%i Network/Database/SQL/ScreenShot/Arena/CreateRecord;string;insert into c4_comp_ss (seasonid, scenid, userid) values (%i, %i, %i) Network/Database/SQL/ScreenShot/Arena/ClearRecord;string;update c4_comp_ss set s creenshot=NULL where seasonid=%i AND scenid=%i AND userid=%i Network/Database/SQL/ScreenShot/Arena/GetRecord;string;select * from c4_comp_ss where seasonid=%i AND scenid=%i AND userid=%i Network/Database/SQL/ScreenShot/Empire/RecordQuery;string;select count(1) from c 4_map_ss where scenid=%i AND userid=%i Network/Database/SQL/ScreenShot/Empire/CreateRecord;string;insert into c4_map_ss (scenid, userid) values (%i, %i) Network/Database/SQL/ScreenShot/Empire/ClearRecord;string;update c4_map_ss set s creenshot=NULL where scenid=%i AND userid=%i Network/Database/SQL/ScreenShot/Empire/GetRecord;string;select * from c4_map_ss where scenid=%i AND userid=%i Network/Database/SQL/Screenshot/BlobField;string;screenshot Network/Database/SQL/BuildingList/Arena/HasRecord;string;select count(1) from c4 _comp_buildings where seasonid=%i AND scenid=%i AND userid=%i Network/Database/SQL/BuildingList/Empire/HasRecord;string;select count(1) from c 4_map_buildings where scenid=%i AND userid=%i Network/Database/SQL/BuildingList/Arena/CreateRecord;string;insert into c4_comp_ buildings (seasonid, scenid, userid) values (%i, %i, %i) Network/Database/SQL/BuildingList/Arena/UpdateRecord;string;update c4_comp_build ings set buildings="%s" where seasonid=%i and scenid=%i and userid=%i Network/Database/SQL/BuildingList/Empire/CreateRecord;string;insert into c4_map_ buildings (scenid, userid) values (%i, %i) Network/Database/SQL/BuildingList/Empire/UpdateRecord;string;update c4_map_build

ings set buildings="%s" where scenid=%i and userid=%i Network/Database/SQL/Endgame/Empire;string;select favor, timeplayed, population, happiness, funds, treasury, culture, security, prosperity from c4_map_cities wh ere scenid=%i AND userid=%i Network/Database/SQL/Endgame/Arena;string;select favor, timeplayed, population, happiness, funds, treasury, culture, security, prosperity from c4_comp_rankings where seasonid=%i AND scenid=%i AND userid=%i Online/Submit/Screenshot/Location/x;float;-24 Online/Submit/Screenshot/Location/y;float;-24 Online/Submit/Screenshot/Location/z;float;160 Online/Submit/Screenshot/Target/x;float;192 Online/Submit/Screenshot/Target/y;float;192 Online/Submit/Screenshot/Target/z;float;1 Screenshot/ClippingDistance;float;2650 Online/Website/Governor;string;http://www.caesarivonline.com/governors/%s/ Online/Status/Query;string;select version,status,statusmsg from c4_status Online/Password/Query;string;select userid,password,activated,banned,c4id,UNIX_T IMESTAMP() from users where users.username='%s' Online/Score/PopulationFactor;float;0.1 Online/Score/CityFundsFactor;float;1 Online/Score/PlayerFundsFactor;float;1 Online/Score/RatingsFactor;float;2 Online/UpdateInterval;int;250000 Online/Timeout;int;300 Online/StatusMessageTimeout;int;10000 Online/MaxAutosaveInterval;int;6 Bridge/MaxTileElevation;float;2 Bridge/MaxWaterTileDistance;int;3 Bridge/RoadStyle;int;2 // Buildings: BuildSystem/InvalidOverlayColor/Red;int;230 BuildSystem/InvalidOverlayColor/Green;int;0 BuildSystem/InvalidOverlayColor/Blue;int;0 BuildSystem/InvalidOverlayColor/Alpha;int;76 BuildSystem/ValidOverlayColor/Red;int;0 BuildSystem/ValidOverlayColor/Green;int;255 BuildSystem/ValidOverlayColor/Blue;int;40 BuildSystem/ValidOverlayColor/Alpha;int;76 BuildSystem/WarningOverlayColor/Red;int;255 BuildSystem/WarningOverlayColor/Green;int;255 BuildSystem/WarningOverlayColor/Blue;int;0 BuildSystem/WarningOverlayColor/Alpha;int;76 BuildSystem/RotationStep;int;45 BuildSystem/SlopeThreshold;float;0.2 BuildSystem/FertileLand/PercentageRequired;float;0.5 BuildSystem/PlacementIgnoresElevation/MaxElevation;float;2 BuildSystem/MigrationPoint/DistanceFromEdge;int;5 BuildSystem/EdgeWaypoint/DistanceFromEdge;int;5 // drag systems: BuildSystem/Drag/BrushColor/Valid/Red;int;0 BuildSystem/Drag/BrushColor/Valid/Green;int;255 BuildSystem/Drag/BrushColor/Valid/Blue;int;0

BuildSystem/Drag/BrushColor/Valid/Alpha;int;64 BuildSystem/Drag/BrushColor/Invalid/Red;int;255 BuildSystem/Drag/BrushColor/Invalid/Green;int;0 BuildSystem/Drag/BrushColor/Invalid/Blue;int;0 BuildSystem/Drag/BrushColor/Invalid/Alpha;int;64 BuildSystem/Land/BrushColor/Red;int;0 BuildSystem/Land/BrushColor/Green;int;255 BuildSystem/Land/BrushColor/Blue;int;0 BuildSystem/Land/BrushColor/Alpha;int;64 BuildSystem/Land/MinimumElevation;float;0.001 BuildSystem/Land/FertileModel;string;Fertile Land BuildSystem/Land/Fertile/MinScale;float;0.8 BuildSystem/Land/Fertile/MaxScale;float;1.2 BuildSystem/Land/Fertile/Enable;bool;1 // LOD at which fertile land objects are not shown at all FertileLand/DistanceThreshold;float;300 // Deep water is defined as below this number. Used for watercraft pathing Water/DeepWaterThreshold;float;-0.5 // Depth of water needed for dock end points Water/DockDeepWaterThreshold;float;-0.5 Water/Pathing/DeeperWaterFactor;float;4 Water/Pathing/WaypointSmoothingDistance;float;9 SecurityRating/MaxWallFactor;float;1.2 SecurityRating/CrimesRateMin;float;0.5 RatingsFeedback/WeeksToRememberFavorAction;int;16 CrimeTracker/NumberofMonths;int;6 ResourceAdvisor/MaxResource;int;27 ResourceAdvisor/ShownResource;int;27 PopulationAdvisor/TotalColor/Red;int;242 PopulationAdvisor/TotalColor/Green;int;209 PopulationAdvisor/TotalColor/Blue;int;129 PopulationAdvisor/PlebeColor/Red;int;255 PopulationAdvisor/PlebeColor/Green;int;0 PopulationAdvisor/PlebeColor/Blue;int;0 PopulationAdvisor/EquiteColor/Red;int;0 PopulationAdvisor/EquiteColor/Green;int;255 PopulationAdvisor/EquiteColor/Blue;int;0 PopulationAdvisor/PatricianColor/Red;int;0 PopulationAdvisor/PatricianColor/Green;int;0 PopulationAdvisor/PatricianColor/Blue;int;255 BuildingCrowdSounds/MinEvaluationInterval;int;2 BuildingCrowdSounds/MaxEvaluationInterval;int;5 // these values are in milliseconds BuildingSounds/MinEvaluationInterval;int;1000 BuildingSounds/MaxEvaluationInterval;int;3000 BuildingSounds/SampleMilliseconds;int;1000 AmbientSounds/MinimumFractions/Water;float;0.1

AmbientSounds/MinimumFractions/Sand;float;0.5 AmbientSounds/MinimumFractions/Grass;float;0.25 AmbientSounds/MinimumFractions/Farm;float;0.25 AmbientSounds/MinimumFractions/Marsh;float;0.25 AmbientSounds/Crowd/Size/Small;int;4 AmbientSounds/Crowd/Size/Medium;int;8 AmbientSounds/Crowd/Size/Large;int;14 AmbientSounds/Crowd/Radius;int;18 // these 3 values now in milliseconds. AmbientSounds/MinEvaluationInterval;int;4000 AmbientSounds/MaxEvaluationInterval;int;8000 AmbientSounds/SampleMilliseconds;int;300 AmbientSounds/LimitToOnePerCategory;bool;0 AmbientSounds/Dissatisfaction/StartValue;int;20 AmbientSounds/Dissatisfaction/FadeTime;int;1000 Sounds/MinSoundChannels;int;8 // Cohort Audio Feedback IDs CohortFeedbackSoundType/Attack;string;SoldierAttackOrder CohortFeedbackSoundType/Move;string;SoldierMoveOrder CohortFeedbackSoundType/Nothing;string;SoldierCantDoOrder Sun/SunHeight;float;300 Sun/EditorSunIndex;int;20 //ConsumptionInterval - weeks between consumption Timing/ConsumptionInterval;int;3 Timing/SecondsPerYear;int;960 ChatDisplayTime;int;6500 MapParameters/Size/Increment;int;64 MapParameters/Size/Default;int;512 MapParameters/Size/Max;int;512 HeightMap/Factor;float;0 HeightMap/Offset;float;1 GameSpeed/Default;float;1 GameSpeed/Min;float;0.4 GameSpeed/Max;float;4.6 GameSpeed/Step;float;0.5 Speech/Delays/Primary;int;55000 Speech/Delays/Secondary;int;135000 Speech/Delays/Reply;int;100 Speech/NearbyUnitRadius;int;2 Speech/OccuranceChance;float;0.25 WorldLevel/MaxControls;int;90 WorldLevel/ActivationDelay/Min;int;3 WorldLevel/ActivationDelay/Max;int;32 WorldLevel/MapScale;float;0.05 // Remove this line! Fonts/BlackWhiteShadowCutoff;float;0.9 // Remove this line! Fonts/UseTextures;bool;0

Fonts/ScaleToResolution;bool;1 Unhappiness/UpdateWeek;int;1 Unhappiness/IncreaseAmount;float;5 Unhappiness/DecreaseAmount;float;4 Wages/InitialEquiteStandardRate;int;24 Wages/InitialPlebStandardRate;int;20 Salary/Divisor;int;10 // Weeks Wages/PaymentInterval;int;4 // first and last are always 0 and 1, only need data for middle levels Props/Thresholds/1of3;float;0.5 Props/Thresholds/2of3;float;0.99 Props/Thresholds/1of4;float;0.25 Props/Thresholds/2of4;float;0.6 Props/Thresholds/3of4;float;0.99 Pumphouse/DistanceFromWater;int;6 Treasury/PropertyTax/Interval;int;4 Treasury/PropertyTax/Default;int;6 Treasury/SalesTax/Interval;int;4 Treasury/SalesTax/Default;int;6 Treasury/Prosperity/Bonus;int;10 Treasury/Prosperity/Penalty;int;-5 // Market Sales Tax Modifiers Treasury/MarketSalesTax/Food;float;0.5 Treasury/MarketSalesTax/Common;float;1.00 Treasury/MarketSalesTax/Luxury;float;3.00 Treasury/MarketSalesTax/Exotic;float;6.00 // Property Tax Modifiers Treasury/PropertyTax/Level1;int;0 Treasury/PropertyTax/Level2;int;3 Treasury/PropertyTax/Level3;int;6 Treasury/PropertyTax/Level4;int;10 Treasury/PropertyTax/Level5;int;12 Treasury/PropertyTax/Level6;int;14 Treasury/PropertyTax/Level7;int;16 Treasury/PropertyTax/Level8;int;18 Treasury/PropertyTax/Level9;int;21 Salary/Frequency;int;4 Salary/FavorModifier;float;1 Salary/FavorBonusCap;float;0 Editor/ElevationSlider/Min;int;-15 Editor/ElevationSlider/Max;int;15 Editor/CameraAltitude;float;25.0 Editor/CameraZoom;float;0.5 Editor/MaxBrushSize;int;25 Editor/WaypointNodeOffset;int;2 Editor/WaypointNodeColor/Red;int;255 Editor/WaypointNodeColor/Green;int;200

Editor/WaypointNodeColor/Blue;int;0 Editor/WaypointNodeColor/Alpha;int;255 PublisherDemo;bool;0 InitialSplashScreenTime;int;1000 Demo/ExitGame/URL;string;http://www.caesariv.com Demo/ExitGame/MaxOutroScreens;int;3 Demo/ExitGame/NumOutroScreens;int;1 ; This is in milliseconds WarningMessageSystem/MessageTime;int;15 WarningMessageSystem/GeneralMessageCheckTime;int;5000 WarningMessageSystem/SystemMessageTime;int;5 OrdersPanel/MaxWarehouseItems;int;27 OrdersPanel/MaxGranaryItems;int;3 OrdersPanel/MaxDepotItems;int;3 Flocks/Creation/Period/Min;int;60000 Flocks/Creation/Period/Max;int;66000 Flocks/Creation/MinHeight;float;15 Flocks/Creation/MaxHeight;float;35 Flocks/Creation/Variation;float;10 Flocks/Creation/MaxFlocks;int;1 Flocks/Landing/GroundAllowed;bool;1 GetHousingGoods/GoodsScale;int;100 GetGuildGoods/GoodsScale;int;100 GetGuildGoods/GoodThreshold;int;400 MaterialGoods/FoodConsumption;int;5 GetFortFood/GoodsScale;int;100 // How many milliseconds before entertainment shows start do attendants get spaw ned? ShowAttendantSpawnLeadMilliseconds;int;10000 Minimap/WallColor/Red;float;0 Minimap/WallColor/Green;float;0 Minimap/WallColor/Blue;float;0 Minimap/FertileColor/Red;float;0.5 Minimap/FertileColor/Green;float;1 Minimap/FertileColor/Blue;float;0 Minimap/FertileColor/Alpha;float;0.2 Ratings/CultureTilt;float;1.1 Ratings/Culture/WeeklyDriftRateUp;int;5 Ratings/Culture/WeeklyDriftRateDown;int;2 Ratings/Security/LowCrimeCutoff;float;0.05 Ratings/MaxPopulation;int;10000 // minimum number of traders which arrive in the city per year Trade/MinTraders;int;4 // number of additional traders added to minimum required for transport per year Trade/AdditionalTraders;int;4 // Traders arrive in the first n months of the year Trade/ArrivalWindow;float;12.0 Death/SinkIntoGroundMilliseconds;int;15000 Death/SinkIntoGroundDepthPerSecond;float;0.005 Death/SinkIntoGroundMaxDepth;float;2.00

Death/DeathFramePercentDoneForSinking;float;0.99 Death/Gravity;float;9.8 Death/SplatTransitionTime;float;0.5 Death/FallAlignmentBone;string;Bip01 Spine1 // how long a citizen will hide from enemy soldiers before heading home Scared/HideMilliseconds;int;15000 // how big an area to search for somewhere to hide Scared/HidingSpotSearchRadius;float;25.0 // how far away unit has to go to feel safe Scared/SafeDistance;float;35.0 // distance at which unit will try to find a new hiding place Scared/RehideDistance;float;15.0 // interval is ms, grace period in weeks Happiness/Interval;int;7500 Happiness/GracePeriodPleb;int;8 Happiness/GracePeriodEquite;int;8 Happiness/GracePeriodPatrician;int;8 MiniMap/MinScale;float;32 MiniMap/MaxScale;float;512 PlacementColor/InvalidPlacement/Red;float;1.0f PlacementColor/InvalidPlacement/Green;float;0.0f PlacementColor/InvalidPlacement/Blue;float;0.0f PlacementColor/InvalidPlacement/Alpha;float;1.0f PlacementColor/InvalidPlacement/Shader;string;BuildingNoDraw PlacementColor/InvalidBridgePlacement/Red;float;1.0f PlacementColor/InvalidBridgePlacement/Green;float;0.0f PlacementColor/InvalidBridgePlacement/Blue;float;0.0f PlacementColor/InvalidBridgePlacement/Alpha;float;0.9f PlacementColor/InvalidBridgePlacement/Shader;string;BuildingPlace PlacementColor/ValidNotConnected/Red;float;0.7f PlacementColor/ValidNotConnected/Green;float;0.7f PlacementColor/ValidNotConnected/Blue;float;0.7f PlacementColor/ValidNotConnected/Alpha;float;1.0f PlacementColor/ValidNotConnected/Shader;string;BuildingPlace PlacementColor/ValidConnected/Red;float;1.0f PlacementColor/ValidConnected/Green;float;1.0f PlacementColor/ValidConnected/Blue;float;1.0f PlacementColor/ValidConnected/Alpha;float;1.0f PlacementColor/ValidConnected/Shader;string;Alpha_Test PlacementColor/ValidNoRoadAccessNeeded/Red;float;1.0f PlacementColor/ValidNoRoadAccessNeeded/Green;float;1.0f PlacementColor/ValidNoRoadAccessNeeded/Blue;float;1.0f PlacementColor/ValidNoRoadAccessNeeded/Alpha;float;1.0f PlacementColor/ValidNoRoadAccessNeeded/Shader;string;Alpha_Test // This must match the Texture Class for $Resource And Action in the UI Texture s Table UIIcons/TextureClassName/Name;string;$Resource And Action

// God Event constants GodEvents/Benevolence/MinimumCityPopulation;int;750 GodEvents/Benevolence/MinimumGodWorshipers;int;20 GodEvents/Benevolence/BaseBenevolencePoints;int;100 GodEvents/Benevolence/TopGodBonus;int;20 GodEvents/Benevolence/BaseBenevolencePointDecay;int;500 GodEvents/Wrath/MinimumCityPopulation;int;750 GodEvents/Wrath/WrathThreshold;int;2 GodEvents/Wrath/BaseWrathPoints;int;10 GodEvents/Wrath/WrathPointCap;int;50 GodEvents/Wrath/NoWorshipersWrath;int;50 GodEvents/Wrath/NoWorshipersWrathPopulation;int;250 GodEvents/Wrath/WrathPointDecay;int;100 BuildingSpecialShaderName/Normal;string;e_BuildingSpecial OverlayShaderName/Normal;string;BuildingPlace OverlayShaderName/Damage;string;BuildingPlace ProblemsOverlay/Priority/Mothball;int;6 ProblemsOverlay/Priority/Roads;int;5 ProblemsOverlay/Priority/Water;int;4 ProblemsOverlay/Priority/Labor;int;3 ProblemsOverlay/Priority/Inactive;int;2 ProblemsOverlay/Priority/Materials;int;1 ProblemsOverlay/Priority/ProductionFull;int;0 RoadWarningMessage/DescriptionID;string;WM_ROAD_ACCESS RoadWarningMessage/SoundEffectID;string;Message1 // for debugging when units pop (outputs to debugger) PopCheck;bool;1 PopCheckDistance;float;2.00 // Use this to turn the Fields animation off an use the 25,50,75,100% crops // (Setting this to 1 will turn on the props) HarvestAnimation/UseProps;int;0 HarvestAnimation/LoopForever;int;0 // goes to an almost fully activated field if it is less than twice the distance of an unstarted field // set this value higher to prefer closer emptier than further fuller // setting this to 1 makes growth percent not a factor in selection // do not set to 0. Will cause distance to not be factored for fields at 0 grow th percent HarvestActivation/GrowthPercent/DistancePreference;float;0.5 // UI Control Draw orders for Empire level sites DrawOrder/EditorBitmap;int;210 DrawOrder/EditorText;int;211 DrawOrder/EditorWaypoint;int;209 DrawOrder/EmpireLevelBitmap;int;102 DrawOrder/EmpireLevelText;int;103 DrawOrder/EmpireLevelWaypoint;int;101 // UI Control data for Campaign Scenario Selection Screen CampaignScenarioSelection/ProvinceDrawOrder;int;210 CampaignScenarioSelection/CityDrawOrder;int;230 CampaignScenarioSelection/ProvinceDrawOrderDone;int;200 CampaignScenarioSelection/CityDrawOrderDone;int;220 CampaignScenarioSelection/ControlGroup;int;0

CampaignScenarioSelection/FontIndex;int;2 // Directories Directory/ScenarioIntro;string;Scenarios\ Directory/TutorialScriptSounds;string;Audio\Voice\Tutorials\ Directory/Data;string;Data\ Directory/Users;string;Users\ Directory/DefaultUsers;string;Users\default\ Directory/Scenario;string;Scenarios\ Directory/SavedGames;string;Saved Games\ Directory/OnlineSavedGames;string;Online Saved Games\ Directory/Campaign;string;Campaigns\ Directory/Movie;string;Movies\ Directory/Tutorials;string;Tutorials\ Directory/Province;string;Provinces\ Directory/Empire;string;Empires\ Directory/Sound;string;Audio\Sounds\ Directory/Music;string;Audio\Music\ Directory/WorldLevelBackgrounds;string;Graphics\World Level\map\ Directory/Misc;string;Graphics\misc\ Directory/ScreenShots;string;Snapshots\ Directory/Particles;string;Graphics\sfx\ ScreenShots/AllowAnywhere;bool;1 // File extensions FileExtension/OnlineSaveGame;string;.c4o FileExtension/OnlineScenario;string;.sco FileExtension/SaveGame;string;.c4s FileExtension/Scenario;string;.scn FileExtension/Campaign;string;.xml FileExtension/Empire;string;.emp FileExtension/Tutorial;string;.tut FileExtension/ScenarioText;string;.lcl FileExtension/Archive;string;.ssa FileExtension/Map;string;.jpg FileExtension/Movie;string;.bik FileExtension/Wav;string;.wav FileExtension/MP3;string;.mp3 FileExtension/Script;string;.cs // Files File/LoseMusicPostfix;string; lose.mp3 File/WinMusicPostfix;string; win.mp3 File/StringTablePathName;string;languagetext.xml // Production/TimeBetweenUpdates;int;1000 // DebugText DebugText/FontID;int;26 DebugText/ScreenSize;int;1024 // HelpText HelpText/LinkFontID;int;27 HelpText/LinkColorRed;int;242 HelpText/LinkColorGreen;int;177 HelpText/LinkColorBlue;int;24 HelpText/LayoutFileName;string;Data/HelpLayouts.xml

UnitOrderFeedbackDisappearMilliseconds;int;1000 EmpireLevel/DefaultMapLabels;bool;1 EmpireLevel/LandRouteColor/Red;int;255 EmpireLevel/LandRouteColor/Green;int;204 EmpireLevel/LandRouteColor/Blue;int;0 EmpireLevel/LandRouteColor/Alpha;int;255 EmpireLevel/WaterRouteColor/Red;int;255 EmpireLevel/WaterRouteColor/Green;int;0 EmpireLevel/WaterRouteColor/Blue;int;0 EmpireLevel/WaterRouteColor/Alpha;int;255 EmpireLevel/MapLabelBackgroundTexture;String;CIV Generic Blue EmpireLevel/LandTextureName;String;EL Trade Route Red EmpireLevel/WaterTextureName;String;EL Trade Route Red EmpireLevel/TradeRoutePolys;bool;1 EmpireLevel/TradeRouteWidth;float;6.0 DifficultyLevel/Denarii/EasyModifier;float;.50 DifficultyLevel/Denarii/NormalModifier;float;1.0 DifficultyLevel/Denarii/HardModifier;float;1.25 DifficultyLevel/Attack/EasyModifier;float;.70 DifficultyLevel/Attack/NormalModifier;float;1.0 DifficultyLevel/Attack/HardModifier;float;1.20 DifficultyLevel/Happiness/EasyModifier;float;.75 DifficultyLevel/Happiness/NormalModifier;float;1.0 DifficultyLevel/Happiness/HardModifier;float;1.20 Forum/PercentageUnemployedPerFigure;float;4.0 Walker/InvasionSpawnDelay;int;30000 // battle ambience sound cycle wavelength BattleAmbienceCycleMilliseconds;int;5000 ChargeSoundFadeMilliseconds;int;3000 // Trade Depot Defaults TradeDepotDefault/Selling;bool;0 TradeDepotDefault/Buying;bool;0 //This number is for both importing and exporting. The value goes from 0 - 8 whe re the value represents //4 times the amount that will be stored. (So 0 is 0, 1 is 4, 2 is 8... 8 is 32) TradeDepotDefault/DefaultAmount;int;8 TradeDefault/ExportLimit;int;0 TradeDefault/ImportLimit;int;100 ResourceCollection/OldResourceCollectionMethod;bool;0 ResourceCollection/CollectionWeight;int;8 Livestock/PopulationCulling/IntervalInWeeks;int;2 Livestock/PopulationCulling/ProportionToCull;float;.2 HappinessEffect/Wages/InDebtConstant;int;-25 SigMsg/FireCollapse/WeekInterval;int;12 CollectionGoal/TileBuffer;float;20; FortFood/MissedUpkeepIcon;int;4 FortFood/MissedUpkeepHelp;string;C4_COHORT_MISSED_UPKEEP

FortFood/FedIcon;int;0 FortFood/FedHelp;string;C4_COHORT_MORALE_FEEDBACK HappinessIconThreshold/Neutral;float;101 HappinessIconThreshold/Bad;float;66 HappinessIconThreshold/Badder;float;31 HappinessIconThreshold/Baddest;float;11 Activation/AnimalGladiator;int;1

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