NDefines_Graphics = { NWiki = { BASE_URL = "https://hoi4.paradoxwikis.com/", FORUM_URL = "https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-iv.844/" }, NMapMode = { FABRICATE_CLAIM_SELECTED_SECONDARY_COLOR = { 0, 1, 0, 1 }, FABRICATE_CLAIM_TARGET_COUNTRY_SECONDARY_COLOR = { 0, 0, 0, 0 }, FABRICATE_CLAIM_NON_TARGET_COUNTRY_SECONDARY_COLOR = { 0, 0, 0, 0 }, FABRICATE_CLAIM_ALREADY_CLAIM_SECONDARY_COLOR = { 0.5, 0, 0, 1 }, FABRICATE_CLAIM_ALREADY_CORE_SECONDARY_COLOR = { 0.5, 0, 0, 1 }, CONSTRUCTION_MAP_MODE_BUILDING_DEFAULT_COLOR = { 0.43, 0.22, 0.22, 0.5 }, -- Color of states/provinces that can't be built on CONSTRUCTION_MAP_MODE_BUILDING_MAX_LEVEL_COLOR = { 0.05, 0.1, 0.7, 0.8 }, -- Color of states/provinces where current building level is maxed out (max is current max level, not final max level) of a building type CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_LOW_COLOR = { 0.2, 0.7, 0.0, 0.5 }, CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_HI_COLOR = { 0.45, 0.98, 0.0, 0.9 }, CONSTRUCTION_MAP_MODE_BUILDING_MAX_AMOUNT_QUEUED_COLOR = { 0.0, 0.0, 1.0 }, -- Color of states/provinces when building queue is maxed of a building type CONSTRUCTION_MAP_MODE_BUILDING_QUEUED_COLOR = { 1.0, 0.85, 0.0 }, -- Color of states/provinces when building queue contains one or more of a building type. MAP_MODE_MANPOWER_RANGE_MAX = 20000000, -- When a state has that much manpower, it will be colored with the color MAP_MODE_MANPOWER_RANGE_COLOR_TO. Everything below that will have an interpolated color. MAP_MODE_MANPOWER_RANGE_COLOR_FROM = { 0.2, 0.2, 0.7, 0.18 }, -- Color range for manpower map mode. MAP_MODE_MANPOWER_RANGE_COLOR_TO = { 1, 0.125, 0.0, 0.6 }, MAP_MODE_INFRA_RANGE_COLOR_FROM = { 1, 0.125, 0.0, 0.1 }, -- Color range for infrastructure map mode. MAP_MODE_INFRA_RANGE_COLOR_TO = { 0.1, 0.9, 0.1, 0.6 }, MAP_MODE_IDEOLOGY_COLOR_TRANSPARENCY = 1, -- In the Ideology map mode, the colors on the map are taken from the scriptable file 00_ideologies.txt for each group. We use them in the interfaces (pie-charts) where transparency is not used, but 100% opaque looks bad on the map. This is a variable to control the transparency of the color. CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE = 241, -- When you use gradient borders to defeat the purpose of gradient borders. Larger than 248 seems to make the transparency stronger? PEACE_CONFERENCE_CURRENT_SELECTED_SECONDARY_COLOR = { 0, 0, 1, 0.25 }, PEACE_CONFERENCE_SELECTABLE_SECONDARY_COLOR = { 0, 1, 0, 0.25 }, PEACE_CONFERENCE_CONTESTED_SECONDARY_COLOR = { 1, 0, 0, 0.25 }, PEACE_CONFERENCE_CHANGE_TARGET_TAG_SECONDARY_COLOR = { 0, 0.8, 0.5, 0.25 }, PEACE_CONFERENCE_DIFFERENT_STACKABLE_SECONDARY_COLOR = { 1, 1, 0, 0.25 }, FACTIONS_COLOR_NOT_MEMBER = { 0.7, 0.7, 0.7, 0.7 }, FACTIONS_MEMBER_TRANSPARENCY = 1.0, PLAYER_MAPMODE_NOT_SELECTED_COUNTRY_TRANSPARENCY = 0.15, -- How much is the country colors faded out, for countries that are not occupied by the any player. SELECTED_COUNTRY_HIGHLIGHT_THICKNESS_MULT = 1.5, -- When a country is selected (blinking/highlighted) it's borders becomes a bit thicker, to make stand out even more. 1.0 is default thickness. STRATEGIC_MODE_COUNTRY_COLOR_STRIPES_TRANSP = 0.0, STRATEGIC_MODE_ENEMY_STRIPES_COLOR = { 0.827, 0.172, 0.184, 0.0 }, STRATEGIC_MODE_OUR_STRIPES_COLOR = { 0.427, 0.619, 0.858, 0.0 }, STRATEGIC_MODE_ALLY_STRIPES_COLOR = { 0.427, 0.619, 0.858, 0.0 }, RADAR_RANGE_STRIPES_COLOR = { 1.0, 1.0, 0.0, 0.14 }, RADAR_RANGE_COLOR = { 0.039, 0.627, 0.0, 1.0 }, RADAR_RANGE_ALLIED_COLOR = { 0.0, 0.647, 1.0, 1.0 }, RADAR_RANGE_SELECTED_COLOR = { 1.0, 1.0, 0.0, 1.0 }, RADAR_ROTATION_SPEED = 0.025, AIR_RANGE_CAN_ASSIGN_MISSION_STRIPES_COLOR = { 0, 0.8, 0, 0.0 }, -- Stripes over the regions indicating if the currently selected air wings can have assigned mission there or not. AIR_RANGE_CANNOT_ASSIGN_MISSION_STRIPES_COLOR = { 0.8, 0, 0, 0.5 }, AIR_RANGE_INDICATOR_DEFAULT_COLOR = { 1.0, 1.0, 0, 1 }, -- On map circle indicating the air wings range. AIR_RANGE_INDICATOR_NO_WINGS_COLOR = { 1.0, 0, 0, 1 }, -- Same as above, but for air wings with no airplanes. AIR_RANGE_INDICATOR_ROTATION_SPEED = 0.001, -- How quickly is that indicator rotating AIR_MISSION_ARROW_ACTIVE_COLOR = { 0, 1.0, 0, 0.5 }, -- Color of the arrow drawn in the strategic air map mode, between the air base and the region for the active missions AIR_MISSION_ARROW_NONACTIVE_COLOR = { 1.0, 1.0, 1.0, 0.2 }, -- Same as above, but for non active missions (when no air wing has any mission active) AIR_MISSION_ARROW_SELECTED_COLOR = { 1.0, 1.0, 0, 0.8 }, -- Same as above, but for currently selected air wings/air bases. AIR_TRANSFER_ARROW_COLOR = { 1, 1, 0, 0.75 }, -- Same as above, but for the arrows drawn between airbases for current transfers NAVAL_REGION_ACCESS_AVOID_COLOR = { 1, 1, 0, 0.35 }, -- Color for the map stripes on naval regions that has set an access level = AVOID NAVAL_REGION_ACCESS_BLOCK_COLOR = { 1, 0, 0, 0.45 }, -- Color for the map stripes on naval regions that has set an access level = BLOCK NAVAL_REGION_FADE_WHEN_FLEET_SELECTED = 0.25, -- How much all region borders (except those with mission assigned to it) are faded out, when a fleet is selected. NAVAL_REGION_TRANSPARENCY_RATIO_MAX = 0.8, -- Maximum transparency ratio for the strategic navy region map NAVAL_REGION_TRANSPARENCY_RATIO_MIN = 0.5, -- Minimum transparency ratio for the strategic navy region map NAVAL_REGION_TRANSPARENCY_RANGE = 2000.0, -- The range of naval dominance to be rendered on the strategic navy region map NAVAL_DOMINANCE_TREND_BAR_HIDE_RATIO = 0.72, -- Ratio of the camera height to the maximum camera height, below which the naval dominance trend bar is hidden. AIR_REGION_FADE_WHEN_WING_SELECTED = 0.15, UI_CONFIGURABLE_SLOT_FROM = 4, -- Mapmode slots range that may be configurable. Indices are 0-based (first slot is 0) UI_CONFIGURABLE_SLOT_TO = 10, MAP_MODE_TERRAIN_TRANSPARENCY = 0.5, -- How much transparent are the province colors in the simplified terrain map mode MAP_MODE_NAVAL_TERRAIN_TRANSPARENCY = 0.8, -- How much transparent are the SEA province colors in the simplified terrain map mode MAP_MODE_INTEL_NETWORK_STRENGTH_COLOR_LOW = { 0.1, 0.1, 0.5, 0.2 }, -- Color of a state with the lowest intel network strength MAP_MODE_INTEL_NETWORK_STRENGTH_COLOR_HIGH = { 0.4, 0.3, 0.9, 1.0 }, -- Color of a state with the lowest intel network strength MAP_MODE_INTEL_NETWORK_STRENGTH_QUIET_COLOR_LOW = { 0.1, 0.5, 0.1, 0.2 }, -- Color of a state with the lowest intel network strength in a quiet network MAP_MODE_INTEL_NETWORK_STRENGTH_QUIET_COLOR_HIGH = { 0.4, 0.9, 0.3, 1.0 }, -- Color of a state with the highest possible intel network strength in a quiet network MAP_MODE_INTEL_MAX_HORIZONTAL_STACK = 3, -- How many intel icons can be shown before the More icon appears for Operations RAILWAY_GUN_RANGE_INDICATOR_DEFAULT_COLOR = { 1.0, 1.0, 1.0, 1.0 }, -- On map circle indicating the railway gun bombardment range. RAILWAY_GUN_RANGE_INDICATOR_ROTATION_SPEED = 0.001, -- How fast the indicator is rotating. RAILWAY_GUN_RANGE_STRIPES_COLOR = { 1.0, 0.5, 0.0, 0.2 }, -- Color of the railway gun range stripes (when hovered) DEPLOYED_GENERAL_UNIT_LINE_COLOR = { 1.0, 1.0, 1.0, 0.3 }, -- Colour of the line drawn between a deployed General and their divisions when no commander ability is active. DEPLOYED_GENERAL_UNIT_LINE_COLOR_ABILITY_ACTIVE = { 1.0, 0.55, 0.1, 1.0 }, -- Colour of the line drawn between a deployed General and their divisions when at least one commander ability is active on the General. SHOW_DEPLOYED_GENERAL_COMMUNICATION_LINES = true, -- If true, show lines between deployed generals and their divisions when in range SHOW_DEPLOYED_GENERAL_NO_COMMUNICATION_LINES = true, -- If true, show lines between deployed generals and their divisions when outside range SHOW_DEPLOYED_GENERAL_FRONT_LINES = true, -- If true, show the always-on line from each deployed General to the nearest point of their frontline. DEPLOYED_GENERAL_FRONT_LINE_MAX_CAMERA_HEIGHT = 350.0, -- Camera height above which the always-on General->frontline lines are culled (hidden). SHOW_DEPLOYED_GENERAL_BASE_PLATES = true, -- If true, draw a flat circular decal under each deployed General as a visual anchor for the comms lines. DEPLOYED_GENERAL_BASE_PLATE_RADIUS = 2.5, -- Radius of the deployed General base plate in map units. Passed as the vRange to CRangeIndicator (which doubles it to get diameter). DEPLOYED_GENERAL_BASE_PLATE_COLOR = { 1.0, 1.0, 1.0, 0.9 }, -- Multiplicative tint applied to the white base-plate texture. Alpha here scales the whole decal's opacity (the texture itself already has a soft radial alpha). PREPARING_RAID_ARROW_COLOR = { 0.7, 0.7, 0.7, 1.0 }, -- Color of the arrow drawn in the raid map mode for raids that are still preparing. READY_RAID_ARROW_COLOR = { 0.7, 0.7, 0, 0.9}, -- Color of the arrow drawn in the raid map mode for raids that can be launched. ACTIVE_RAID_ARROW_COLOR = { 1, 0, 0, 0.9 }, -- Color of the arrow drawn in the raid map mode for active raids. OCCUPATION_MAP_MODE_COUNTRY_STRIPE_ALPHA = 0.3, -- alpha of occupied country stripes in occupation map mode OPERATIVE_MAP_MODE_INVALID_COUNTRY_TARGET_TRANSPARENCY = 0.15, -- alpha of country which cannot be targeted by the selected operative mission COASTAL_FACILITY_OFFSET = {-1.5, 0, 1.5}, -- Offset from world position CVector3f (x, y, z). So it does not overlap with a port map icon or naval headquarter NAVAL_HEADQUARTER_OFFSET = {1.5, 0, 1.5}, -- Offset from world position CVector3f (x, y, z). So it does not overlap with a port map icon or facility SUPPLY_MAP_MODE_COUNTRY_BORDER_CAMERA_DISTANCE = 1.0, SUPPLY_MAP_MODE_COUNTRY_BORDER_OUTLINE_CUTOFF = 0.973, GRADIENT_BORDERS_THICKNESS_SUPPLY_COUNTRY_BORDER = 10.0, SUPPLY_COUNTRY_BORDER_PLAYER_COLOR = { 0.1, 0.66, 0.1, 1.0 }, SUPPLY_COUNTRY_BORDER_FRIEND_COLOR = { 0.035, 0.426, 0.91, 1.0 }, SUPPLY_COUNTRY_BORDER_ACCESS_COLOR = { 0.1, 0.66, 0.1, 1.0 }, SUPPLY_MAP_MODE_REACH_COLOR = { 0.0, 0.6, 0.0, 0.4, 1.0, -- #990066 dark purple 0.02, 0.2, 0.17, 0.52, 1.0, -- #332B85 dark purple blue 0.12, 0.04, 0.17, 0.60, 1.0, -- #0A2B99 dark blue 0.2, 0.13, 0.36, 0.65, 1.0, -- #215CA6 blue 0.4, 0.11, 0.56, 0.75, 1.0, -- #1C8FBF light blue 0.6, 0.25, 0.71, 0.76, 1.0, -- #40B5C2 teal 0.8, 0.47, 0.8, 0.73, 1.0, -- #78CCBA light teal 1.0, 0.6, 0.82, 0.6, 1.0, -- #99D199 light green }, -- (last shown when supply flow is >= SUPPLY_MAP_MODE_BEST_FLOW_DISPLAY) SUPPLY_MAP_MODE_BEST_FLOW_DISPLAY = 12, -- Which supply cap availibility corresponds to best heatmap color SUPPLY_MAP_MODE_STATUS_COLOR = { 0.0, 0.9, 0.0, 0.0, 1.0, -- #E60000 red 0.7, 0.98, 0.4, 0.1, 1.0, -- #FA661A orange 1.0, 0.8, 0.64, 0.2, 1.0, -- #CCA333 mustard }, SUPPLY_STATUS_DISPLAY_THRESHOLD = 0.90, -- at what average supply status we move to show status colors instead of flow SUPPLY_HOVERED_STATE_COLOR_INDEX = 0, -- Border color of hovered state. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. SUPPLY_HOVERED_PROVINCE_COLOR_INDEX = 4, -- Border color of hovered province. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. PEACE_HOVERED_STATE_COLOR_INDEX = 3 , -- Border color of hovered state in Peace conference. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. PEACE_CLAIMED_STATE_COLOR_INDEX = 2 , -- Border color of claimed states in Peace conference. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. SELECTION_HOVERED_STATE_COLOR_INDEX_CONTROLLED = 5, -- Border color of hovered controlled states in various select mapmodes. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. SELECTION_HOVERED_STATE_COLOR_INDEX_FOREIGN = 6, -- Border color of hovered foreign states in various select mapmodes. Refers to the colors in BORDER_COLOR_CUSTOM_HIGHLIGHTS. CONSTRUCTION_PRIMARY_VALID_BUILD_TARGET_PROVINCE_COLOR_INDEX = 7, CONSTRUCTION_PRIMARY_INVALID_BUILD_TARGET_PROVINCE_COLOR_INDEX = 8, CONSTRUCTION_PRIMARY_FOREIGN_BUILD_TARGET_PROVINCE_COLOR_INDEX = 9, CONSTRUCTION_SECONDARY_VALID_BUILD_TARGET_PROVINCE_COLOR_INDEX = 10, CONSTRUCTION_SECONDARY_INVALID_BUILD_TARGET_PROVINCE_COLOR_INDEX = 11, CONSTRUCTION_SECONDARY_FOREIGN_BUILD_TARGET_PROVINCE_COLOR_INDEX = 12, FACTION_THEATER_COLOR_INDEX = 13, -- Border color when editing a faction theater (index in BORDER_COLOR_CUSTOM_HIGHLIGHTS) FACTION_THEATER_HIGHLIGHT_COLOR_INDEX = 14, -- Border color when hovering a faction theater map icon (index in BORDER_COLOR_CUSTOM_HIGHLIGHTS) }, NMapIcons = { TOP_MAP_ICON = 30, INTERPOLATION_SNAP_DISTANCE = 0.3, INTEL_MAP_MODE_MAP_ICON_OFFSET = { 12, 40 }, -- Control the offset of the intel map mode map icon (counterintelligence, operatives and operations) COARSE_RAILWAY_GUN_POSITION_OFFSET = { -30, 0 }, -- Coarse railway gun icons will have their world centers offset by this offset DEFAULT_PRIORITY_UNITS_STACK = 10, DEFAULT_PRIORITY_UNITS_STACK_GROUP = 11, DEFAULT_PRIORITY_VICTORY_POINTS = 5, DEFAULT_PRIORITY_RESOURCE = 10, DEFAULT_PRIORITY_CONSTRUCTION_INFO = 3, DEFAULT_PRIORITY_AIR_BASE = 3, DEFAULT_PRIORITY_ROCKET_SITE = 3, DEFAULT_PRIORITY_GUN_EMPLACEMENT = 3, DEFAULT_PRIORITY_FACILITY = 3, DEFAULT_PRIORITY_NAVAL_HEADQUARTER = 3, DEFAULT_PRIORITY_NAVAL_BASE = 3, DEFAULT_PRIORITY_NAVAL_COMBAT = 20, DEFAULT_PRIORITY_NAVAL_COMBAT_RESULTS = 19, DEFAULT_PRIORITY_LAND_COMBAT = 20, DEFAULT_PRIORITY_NAVAL_MISSION = 13, DEFAULT_PRIORITY_AIR_MISSION = 13, DEFAULT_PRIORITY_SUPPLY = 14, DEFAULT_PRIORITY_CAPITAL = 5, DEFAULT_PRIORITY_PEACE_COST = 3, DEFAULT_PRIORITY_ADJACENCY_RULE = 3, DEFAULT_PRIORITY_NAVAL_MINES = 13, DEFAULT_PRIORITY_NAVAL_ACCIDENTS = 13, DEFAULT_PRIORITY_NAVAL_ACCIDENTS = 13, DEFAULT_PRIORITY_NAVAL_DOMINANCE = 13, DEFAULT_PRIORITY_STRATEGIC_LOCATION = 10, STATES_PRIORITY_UNITS_STACK = 10, STATES_PRIORITY_UNITS_STACK_GROUP = 11, STATES_PRIORITY_VICTORY_POINTS = 5, STATES_PRIORITY_RESOURCE = 10, STATES_PRIORITY_CONSTRUCTION_INFO = 3, STATES_PRIORITY_AIR_BASE = 3, STATES_PRIORITY_ROCKET_SITE = 3, STATES_PRIORITY_GUN_EMPLACEMENT = 3, STATES_PRIORITY_FACILITY = 3, STATES_PRIORITY_NAVAL_HEADQUARTER = 3, STATES_PRIORITY_NAVAL_BASE = 3, STATES_PRIORITY_NAVAL_COMBAT = 20, STATES_PRIORITY_NAVAL_COMBAT_RESULTS = 19, STATES_PRIORITY_LAND_COMBAT = 20, STATES_PRIORITY_NAVAL_MISSION = 13, STATES_PRIORITY_AIR_MISSION = 13, STATES_PRIORITY_SUPPLY = 14, STATES_PRIORITY_CAPITAL = 5, STATES_PRIORITY_PEACE_COST = 3, STATES_PRIORITY_ADJACENCY_RULE = 3, STATES_PRIORITY_NAVAL_MINES = 13, STATES_PRIORITY_NAVAL_ACCIDENTS = 13, STATES_PRIORITY_NAVAL_DOMINANCE = 13, STATES_PRIORITY_STRATEGIC_LOCATION = 10, SUPPLY_AREAS_PRIORITY_UNITS_STACK = 10, SUPPLY_AREAS_PRIORITY_UNITS_STACK_GROUP = 11, SUPPLY_AREAS_PRIORITY_VICTORY_POINTS = 5, SUPPLY_AREAS_PRIORITY_RESOURCE = 10, SUPPLY_AREAS_PRIORITY_CONSTRUCTION_INFO = 3, SUPPLY_AREAS_PRIORITY_AIR_BASE = 3, SUPPLY_AREAS_PRIORITY_ROCKET_SITE = 3, SUPPLY_AREAS_PRIORITY_GUN_EMPLACEMENT = 3, SUPPLY_AREAS_PRIORITY_FACILITY = 3, SUPPLY_AREAS_PRIORITY_NAVAL_HEADQUARTER = 3, SUPPLY_AREAS_PRIORITY_NAVAL_BASE = 3, SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT = 20, SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT_RESULTS = 19, SUPPLY_AREAS_PRIORITY_LAND_COMBAT = 20, SUPPLY_AREAS_PRIORITY_NAVAL_MISSION = 13, SUPPLY_AREAS_PRIORITY_AIR_MISSION = 13, SUPPLY_AREAS_PRIORITY_SUPPLY = 14, SUPPLY_AREAS_PRIORITY_CAPITAL = 5, SUPPLY_AREAS_PRIORITY_PEACE_COST = 3, SUPPLY_AREAS_PRIORITY_ADJACENCY_RULE = 2, SUPPLY_AREAS_PRIORITY_NAVAL_MINES = 13, SUPPLY_AREAS_PRIORITY_NAVAL_ACCIDENTS = 13, SUPPLY_AREAS_PRIORITY_NAVAL_DOMINANCE = 13, SUPPLY_AREAS_PRIORITY_STRATEGIC_LOCATION = 10, STRATEGIC_AIR_PRIORITY_UNITS_STACK = 10, STRATEGIC_AIR_PRIORITY_UNITS_STACK_GROUP = 11, STRATEGIC_AIR_PRIORITY_VICTORY_POINTS = 5, STRATEGIC_AIR_PRIORITY_RESOURCE = 10, STRATEGIC_AIR_PRIORITY_CONSTRUCTION_INFO = 3, STRATEGIC_AIR_PRIORITY_AIR_BASE = 30, STRATEGIC_AIR_PRIORITY_ROCKET_SITE = 3, STRATEGIC_AIR_PRIORITY_GUN_EMPLACEMENT = 3, STRATEGIC_AIR_PRIORITY_FACILITY = 3, STRATEGIC_AIR_PRIORITY_NAVAL_HEADQUARTER = 3, STRATEGIC_AIR_PRIORITY_NAVAL_BASE = 3, STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT = 20, STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT_RESULTS = 19, STRATEGIC_AIR_PRIORITY_LAND_COMBAT = 20, STRATEGIC_AIR_PRIORITY_NAVAL_MISSION = 13, STRATEGIC_AIR_PRIORITY_AIR_MISSION = 29, STRATEGIC_AIR_PRIORITY_SUPPLY = 14, STRATEGIC_AIR_PRIORITY_CAPITAL = 5, STRATEGIC_AIR_PRIORITY_PEACE_COST = 3, STRATEGIC_AIR_PRIORITY_ADJACENCY_RULE = 3, STRATEGIC_AIR_PRIORITY_NAVAL_MINES = 13, STRATEGIC_AIR_PRIORITY_NAVAL_ACCIDENTS = 13, STRATEGIC_AIR_PRIORITY_NAVAL_DOMINANCE = 13, STRATEGIC_AIR_PRIORITY_STRATEGIC_LOCATION = 10, STRATEGIC_NAVY_PRIORITY_UNITS_STACK = 10, STRATEGIC_NAVY_PRIORITY_UNITS_STACK_GROUP = 11, STRATEGIC_NAVY_PRIORITY_VICTORY_POINTS = 5, STRATEGIC_NAVY_PRIORITY_RESOURCE = 10, STRATEGIC_NAVY_PRIORITY_CONSTRUCTION_INFO = 3, STRATEGIC_NAVY_PRIORITY_AIR_BASE = 3, STRATEGIC_NAVY_PRIORITY_ROCKET_SITE = 3, STRATEGIC_NAVY_PRIORITY_GUN_EMPLACEMENT = 3, STRATEGIC_NAVY_PRIORITY_FACILITY = 3, STRATEGIC_NAVY_PRIORITY_NAVAL_HEADQUARTER = 3, STRATEGIC_NAVY_PRIORITY_NAVAL_BASE = 28, STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT = 20, STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, STRATEGIC_NAVY_PRIORITY_LAND_COMBAT = 20, STRATEGIC_NAVY_PRIORITY_NAVAL_MISSION = 29, STRATEGIC_NAVY_PRIORITY_AIR_MISSION = 13, STRATEGIC_NAVY_PRIORITY_SUPPLY = 14, STRATEGIC_NAVY_PRIORITY_CAPITAL = 5, STRATEGIC_NAVY_PRIORITY_PEACE_COST = 3, STRATEGIC_NAVY_PRIORITY_ADJACENCY_RULE = 3, STRATEGIC_NAVY_PRIORITY_NAVAL_MINES = 13, STRATEGIC_NAVY_PRIORITY_NAVAL_ACCIDENTS = 13, STRATEGIC_NAVY_PRIORITY_NAVAL_DOMINANCE = 13, STRATEGIC_NAVY_PRIORITY_STRATEGIC_LOCATION = 10, RESISTANCE_PRIORITY_UNITS_STACK = 10, RESISTANCE_PRIORITY_UNITS_STACK_GROUP = 11, RESISTANCE_PRIORITY_VICTORY_POINTS = 5, RESISTANCE_PRIORITY_RESOURCE = 10, RESISTANCE_PRIORITY_CONSTRUCTION_INFO = 3, RESISTANCE_PRIORITY_AIR_BASE = 3, RESISTANCE_PRIORITY_ROCKET_SITE = 3, RESISTANCE_PRIORITY_GUN_EMPLACEMENT = 3, RESISTANCE_PRIORITY_FACILITY = 3, RESISTANCE_PRIORITY_NAVAL_HEADQUARTER = 3, RESISTANCE_PRIORITY_NAVAL_BASE = 3, RESISTANCE_PRIORITY_NAVAL_COMBAT = 20, RESISTANCE_PRIORITY_NAVAL_COMBAT_RESULTS = 19, RESISTANCE_PRIORITY_LAND_COMBAT = 20, RESISTANCE_PRIORITY_NAVAL_MISSION = 13, RESISTANCE_PRIORITY_AIR_MISSION = 13, RESISTANCE_PRIORITY_SUPPLY = 14, RESISTANCE_PRIORITY_CAPITAL = 5, RESISTANCE_PRIORITY_PEACE_COST = 3, RESISTANCE_PRIORITY_ADJACENCY_RULE = 3, RESISTANCE_PRIORITY_NAVAL_MINES = 13, RESISTANCE_PRIORITY_NAVAL_ACCIDENTS = 13, RESISTANCE_PRIORITY_NAVAL_DOMINANCE = 13, RESISTANCE_PRIORITY_STRATEGIC_LOCATION = 10, RESOURCES_PRIORITY_UNITS_STACK = 10, RESOURCES_PRIORITY_UNITS_STACK_GROUP = 11, RESOURCES_PRIORITY_VICTORY_POINTS = 5, RESOURCES_PRIORITY_RESOURCE = 10, RESOURCES_PRIORITY_CONSTRUCTION_INFO = 3, RESOURCES_PRIORITY_AIR_BASE = 3, RESOURCES_PRIORITY_ROCKET_SITE = 3, RESOURCES_PRIORITY_GUN_EMPLACEMENT = 3, RESOURCES_PRIORITY_FACILITY = 3, RESOURCES_PRIORITY_NAVAL_HEADQUARTER = 3, RESOURCES_PRIORITY_NAVAL_BASE = 3, RESOURCES_PRIORITY_NAVAL_COMBAT = 20, RESOURCES_PRIORITY_NAVAL_COMBAT_RESULTS = 19, RESOURCES_PRIORITY_LAND_COMBAT = 20, RESOURCES_PRIORITY_NAVAL_MISSION = 13, RESOURCES_PRIORITY_AIR_MISSION = 13, RESOURCES_PRIORITY_SUPPLY = 14, RESOURCES_PRIORITY_CAPITAL = 5, RESOURCES_PRIORITY_PEACE_COST = 3, RESOURCES_PRIORITY_ADJACENCY_RULE = 3, RESOURCES_PRIORITY_NAVAL_MINES = 13, RESOURCES_PRIORITY_NAVAL_ACCIDENTS = 13, RESOURCES_PRIORITY_NAVAL_DOMINANCE = 13, RESOURCES_PRIORITY_STRATEGIC_LOCATION = 10, DIPLOMACY_PRIORITY_UNITS_STACK = 10, DIPLOMACY_PRIORITY_UNITS_STACK_GROUP = 11, DIPLOMACY_PRIORITY_VICTORY_POINTS = 5, DIPLOMACY_PRIORITY_RESOURCE = 10, DIPLOMACY_PRIORITY_CONSTRUCTION_INFO = 3, DIPLOMACY_PRIORITY_AIR_BASE = 3, DIPLOMACY_PRIORITY_ROCKET_SITE = 3, DIPLOMACY_PRIORITY_GUN_EMPLACEMENT = 3, DIPLOMACY_PRIORITY_FACILITY = 3, DIPLOMACY_PRIORITY_NAVAL_HEADQUARTER = 3, DIPLOMACY_PRIORITY_NAVAL_BASE = 3, DIPLOMACY_PRIORITY_NAVAL_COMBAT = 20, DIPLOMACY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, DIPLOMACY_PRIORITY_LAND_COMBAT = 20, DIPLOMACY_PRIORITY_NAVAL_MISSION = 13, DIPLOMACY_PRIORITY_AIR_MISSION = 13, DIPLOMACY_PRIORITY_SUPPLY = 14, DIPLOMACY_PRIORITY_CAPITAL = 5, DIPLOMACY_PRIORITY_PEACE_COST = 3, DIPLOMACY_PRIORITY_ADJACENCY_RULE = 3, DIPLOMACY_PRIORITY_NAVAL_MINES = 13, DIPLOMACY_PRIORITY_NAVAL_ACCIDENTS = 13, DIPLOMACY_PRIORITY_NAVAL_DOMINANCE = 13, DIPLOMACY_PRIORITY_STRATEGIC_LOCATION = 10, FACTIONS_PRIORITY_UNITS_STACK = 10, FACTIONS_PRIORITY_UNITS_STACK_GROUP = 11, FACTIONS_PRIORITY_VICTORY_POINTS = 5, FACTIONS_PRIORITY_RESOURCE = 10, FACTIONS_PRIORITY_CONSTRUCTION_INFO = 3, FACTIONS_PRIORITY_AIR_BASE = 3, FACTIONS_PRIORITY_ROCKET_SITE = 3, FACTIONS_PRIORITY_GUN_EMPLACEMENT = 3, FACTIONS_PRIORITY_FACILITY = 3, FACTIONS_PRIORITY_NAVAL_HEADQUARTER = 3, FACTIONS_PRIORITY_NAVAL_BASE = 3, FACTIONS_PRIORITY_NAVAL_COMBAT = 20, FACTIONS_PRIORITY_NAVAL_COMBAT_RESULTS = 19, FACTIONS_PRIORITY_LAND_COMBAT = 20, FACTIONS_PRIORITY_NAVAL_MISSION = 13, FACTIONS_PRIORITY_AIR_MISSION = 13, FACTIONS_PRIORITY_SUPPLY = 14, FACTIONS_PRIORITY_CAPITAL = 5, FACTIONS_PRIORITY_PEACE_COST = 3, FACTIONS_PRIORITY_ADJACENCY_RULE = 3, FACTIONS_PRIORITY_NAVAL_MINES = 13, FACTIONS_PRIORITY_NAVAL_ACCIDENTS = 13, FACTIONS_PRIORITY_NAVAL_DOMINANCE = 13, FACTIONS_PRIORITY_STRATEGIC_LOCATION = 10, STRATEGIC_REGIONS_PRIORITY_UNITS_STACK = 10, STRATEGIC_REGIONS_PRIORITY_UNITS_STACK_GROUP = 11, STRATEGIC_REGIONS_PRIORITY_VICTORY_POINTS = 5, STRATEGIC_REGIONS_PRIORITY_RESOURCE = 10, STRATEGIC_REGIONS_PRIORITY_CONSTRUCTION_INFO = 3, STRATEGIC_REGIONS_PRIORITY_AIR_BASE = 3, STRATEGIC_REGIONS_PRIORITY_ROCKET_SITE = 3, STRATEGIC_REGIONS_PRIORITY_GUN_EMPLACEMENT = 3, STRATEGIC_REGIONS_PRIORITY_FACILITY = 3, STRATEGIC_REGIONS_PRIORITY_NAVAL_HEADQUARTER = 3, STRATEGIC_REGIONS_PRIORITY_NAVAL_BASE = 3, STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT = 20, STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT_RESULTS = 19, STRATEGIC_REGIONS_PRIORITY_LAND_COMBAT = 20, STRATEGIC_REGIONS_PRIORITY_NAVAL_MISSION = 13, STRATEGIC_REGIONS_PRIORITY_AIR_MISSION = 13, STRATEGIC_REGIONS_PRIORITY_SUPPLY = 14, STRATEGIC_REGIONS_PRIORITY_CAPITAL = 5, STRATEGIC_REGIONS_PRIORITY_PEACE_COST = 3, STRATEGIC_REGIONS_PRIORITY_ADJACENCY_RULE = 3, STRATEGIC_REGIONS_PRIORITY_NAVAL_MINES = 13, STRATEGIC_REGIONS_PRIORITY_NAVAL_ACCIDENTS = 13, STRATEGIC_REGIONS_PRIORITY_NAVAL_DOMINANCE = 13, STRATEGIC_REGIONS_PRIORITY_STRATEGIC_LOCATION = 10, DEPLOYMENT_AIR_PRIORITY_UNITS_STACK = 10, DEPLOYMENT_AIR_PRIORITY_UNITS_STACK_GROUP = 11, DEPLOYMENT_AIR_PRIORITY_VICTORY_POINTS = 5, DEPLOYMENT_AIR_PRIORITY_RESOURCE = 10, DEPLOYMENT_AIR_PRIORITY_CONSTRUCTION_INFO = 3, DEPLOYMENT_AIR_PRIORITY_AIR_BASE = 3, DEPLOYMENT_AIR_PRIORITY_ROCKET_SITE = 3, DEPLOYMENT_AIR_PRIORITY_GUN_EMPLACEMENT = 3, DEPLOYMENT_AIR_PRIORITY_FACILITY = 3, DEPLOYMENT_AIR_PRIORITY_NAVAL_HEADQUARTER = 3, DEPLOYMENT_AIR_PRIORITY_NAVAL_BASE = 3, DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT = 20, DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT_RESULTS = 19, DEPLOYMENT_AIR_PRIORITY_LAND_COMBAT = 20, DEPLOYMENT_AIR_PRIORITY_NAVAL_MISSION = 13, DEPLOYMENT_AIR_PRIORITY_AIR_MISSION = 13, DEPLOYMENT_AIR_PRIORITY_SUPPLY = 14, DEPLOYMENT_AIR_PRIORITY_CAPITAL = 5, DEPLOYMENT_AIR_PRIORITY_PEACE_COST = 3, DEPLOYMENT_AIR_PRIORITY_ADJACENCY_RULE = 3, DEPLOYMENT_AIR_PRIORITY_NAVAL_MINES = 13, DEPLOYMENT_AIR_PRIORITY_NAVAL_ACCIDENTS = 13, DEPLOYMENT_AIR_PRIORITY_NAVAL_DOMINANCE = 13, DEPLOYMENT_AIR_PRIORITY_STRATEGIC_LOCATION = 10, DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK = 10, DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK_GROUP = 11, DEPLOYMENT_NAVY_PRIORITY_VICTORY_POINTS = 5, DEPLOYMENT_NAVY_PRIORITY_RESOURCE = 10, DEPLOYMENT_NAVY_PRIORITY_CONSTRUCTION_INFO = 3, DEPLOYMENT_NAVY_PRIORITY_AIR_BASE = 3, DEPLOYMENT_NAVY_PRIORITY_ROCKET_SITE = 3, DEPLOYMENT_NAVY_PRIORITY_GUN_EMPLACEMENT = 3, DEPLOYMENT_NAVY_PRIORITY_FACILITY = 3, DEPLOYMENT_NAVY_PRIORITY_NAVAL_HEADQUARTER = 3, DEPLOYMENT_NAVY_PRIORITY_NAVAL_BASE = 3, DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT = 20, DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, DEPLOYMENT_NAVY_PRIORITY_LAND_COMBAT = 20, DEPLOYMENT_NAVY_PRIORITY_NAVAL_MISSION = 13, DEPLOYMENT_NAVY_PRIORITY_AIR_MISSION = 13, DEPLOYMENT_NAVY_PRIORITY_SUPPLY = 14, DEPLOYMENT_NAVY_PRIORITY_CAPITAL = 5, DEPLOYMENT_NAVY_PRIORITY_PEACE_COST = 3, DEPLOYMENT_NAVY_PRIORITY_ADJACENCY_RULE = 3, DEPLOYMENT_NAVY_PRIORITY_NAVAL_MINES = 13, DEPLOYMENT_NAVY_PRIORITY_NAVAL_ACCIDENTS = 13, DEPLOYMENT_NAVY_PRIORITY_NAVAL_DOMINANCE = 13, DEPLOYMENT_NAVY_PRIORITY_STRATEGIC_LOCATION = 10, DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK = 10, DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK_GROUP = 11, DEPLOYMENT_MILITARY_PRIORITY_VICTORY_POINTS = 5, DEPLOYMENT_MILITARY_PRIORITY_RESOURCE = 10, DEPLOYMENT_MILITARY_PRIORITY_CONSTRUCTION_INFO = 3, DEPLOYMENT_MILITARY_PRIORITY_AIR_BASE = 3, DEPLOYMENT_MILITARY_PRIORITY_ROCKET_SITE = 3, DEPLOYMENT_MILITARY_PRIORITY_GUN_EMPLACEMENT = 3, DEPLOYMENT_MILITARY_PRIORITY_FACILITY = 3, DEPLOYMENT_MILITARY_PRIORITY_NAVAL_HEADQUARTER = 3, DEPLOYMENT_MILITARY_PRIORITY_NAVAL_BASE = 3, DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT = 20, DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, DEPLOYMENT_MILITARY_PRIORITY_LAND_COMBAT = 20, DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MISSION = 13, DEPLOYMENT_MILITARY_PRIORITY_AIR_MISSION = 13, DEPLOYMENT_MILITARY_PRIORITY_SUPPLY = 14, DEPLOYMENT_MILITARY_PRIORITY_CAPITAL = 5, DEPLOYMENT_MILITARY_PRIORITY_PEACE_COST = 3, DEPLOYMENT_MILITARY_PRIORITY_ADJACENCY_RULE = 3, DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MINES = 13, DEPLOYMENT_MILITARY_PRIORITY_NAVAL_ACCIDENTS = 13, DEPLOYMENT_MILITARY_PRIORITY_NAVAL_DOMINANCE = 13, DEPLOYMENT_MILITARY_PRIORITY_STRATEGIC_LOCATION = 10, PEACE_CONFERENCE_PRIORITY_UNITS_STACK = 10, PEACE_CONFERENCE_PRIORITY_UNITS_STACK_GROUP = 11, PEACE_CONFERENCE_PRIORITY_VICTORY_POINTS = 5, PEACE_CONFERENCE_PRIORITY_RESOURCE = 10, PEACE_CONFERENCE_PRIORITY_CONSTRUCTION_INFO = 3, PEACE_CONFERENCE_PRIORITY_AIR_BASE = 3, PEACE_CONFERENCE_PRIORITY_ROCKET_SITE = 3, PEACE_CONFERENCE_PRIORITY_GUN_EMPLACEMENT = 3, PEACE_CONFERENCE_PRIORITY_FACILITY = 3, PEACE_CONFERENCE_PRIORITY_NAVAL_HEADQUARTER = 3, PEACE_CONFERENCE_PRIORITY_NAVAL_BASE = 3, PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT = 20, PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT_RESULTS = 19, PEACE_CONFERENCE_PRIORITY_LAND_COMBAT = 20, PEACE_CONFERENCE_PRIORITY_NAVAL_MISSION = 13, PEACE_CONFERENCE_PRIORITY_AIR_MISSION = 13, PEACE_CONFERENCE_PRIORITY_SUPPLY = 14, PEACE_CONFERENCE_PRIORITY_CAPITAL = 5, PEACE_CONFERENCE_PRIORITY_PEACE_COST = 20, PEACE_CONFERENCE_PRIORITY_ADJACENCY_RULE = 3, PEACE_CONFERENCE_PRIORITY_NAVAL_MINES = 13, PEACE_CONFERENCE_PRIORITY_NAVAL_ACCIDENTS = 13, PEACE_CONFERENCE_PRIORITY_NAVAL_DOMINANCE = 13, PEACE_CONFERENCE_PRIORITY_STRATEGIC_LOCATION = 10, INFRASTRUCTURE_PRIORITY_UNITS_STACK = 10, INFRASTRUCTURE_PRIORITY_UNITS_STACK_GROUP = 11, INFRASTRUCTURE_PRIORITY_VICTORY_POINTS = 5, INFRASTRUCTURE_PRIORITY_RESOURCE = 10, INFRASTRUCTURE_PRIORITY_CONSTRUCTION_INFO = 3, INFRASTRUCTURE_PRIORITY_AIR_BASE = 3, INFRASTRUCTURE_PRIORITY_ROCKET_SITE = 3, INFRASTRUCTURE_PRIORITY_GUN_EMPLACEMENT = 3, INFRASTRUCTURE_PRIORITY_FACILITY = 3, INFRASTRUCTURE_PRIORITY_NAVAL_HEADQUARTER = 3, INFRASTRUCTURE_PRIORITY_NAVAL_BASE = 3, INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT = 20, INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT_RESULTS = 19, INFRASTRUCTURE_PRIORITY_LAND_COMBAT = 20, INFRASTRUCTURE_PRIORITY_NAVAL_MISSION = 13, INFRASTRUCTURE_PRIORITY_AIR_MISSION = 13, INFRASTRUCTURE_PRIORITY_SUPPLY = 14, INFRASTRUCTURE_PRIORITY_CAPITAL = 5, INFRASTRUCTURE_PRIORITY_PEACE_COST = 3, INFRASTRUCTURE_PRIORITY_ADJACENCY_RULE = 3, INFRASTRUCTURE_PRIORITY_NAVAL_MINES = 13, INFRASTRUCTURE_PRIORITY_NAVAL_ACCIDENTS = 13, INFRASTRUCTURE_PRIORITY_NAVAL_DOMINANCE = 13, INFRASTRUCTURE_PRIORITY_STRATEGIC_LOCATION = 10, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK = 10, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK_GROUP = 11, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_VICTORY_POINTS = 5, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_RESOURCE = 10, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CONSTRUCTION_INFO = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_BASE = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ROCKET_SITE = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_GUN_EMPLACEMENT = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_FACILITY = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_HEADQUARTER = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_BASE = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT = 20, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT_RESULTS = 19, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_LAND_COMBAT = 20, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MISSION = 13, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_MISSION = 13, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_SUPPLY = 14, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CAPITAL = 5, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_PEACE_COST = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ADJACENCY_RULE = 3, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MINES = 13, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_ACCIDENTS = 13, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_DOMINANCE = 13, DIPLOMACY_FABRICATE_CLAIM_PRIORITY_STRATEGIC_LOCATION = 10, MANPOWER_PRIORITY_UNITS_STACK = 10, MANPOWER_PRIORITY_UNITS_STACK_GROUP = 11, MANPOWER_PRIORITY_VICTORY_POINTS = 5, MANPOWER_PRIORITY_RESOURCE = 10, MANPOWER_PRIORITY_CONSTRUCTION_INFO = 3, MANPOWER_PRIORITY_AIR_BASE = 3, MANPOWER_PRIORITY_ROCKET_SITE = 3, MANPOWER_PRIORITY_GUN_EMPLACEMENT = 3, MANPOWER_PRIORITY_FACILITY = 3, MANPOWER_PRIORITY_NAVAL_HEADQUARTER = 3, MANPOWER_PRIORITY_NAVAL_BASE = 3, MANPOWER_PRIORITY_NAVAL_COMBAT = 20, MANPOWER_PRIORITY_NAVAL_COMBAT_RESULTS = 19, MANPOWER_PRIORITY_LAND_COMBAT = 20, MANPOWER_PRIORITY_NAVAL_MISSION = 13, MANPOWER_PRIORITY_AIR_MISSION = 13, MANPOWER_PRIORITY_SUPPLY = 14, MANPOWER_PRIORITY_CAPITAL = 5, MANPOWER_PRIORITY_PEACE_COST = 3, MANPOWER_PRIORITY_ADJACENCY_RULE = 3, MANPOWER_PRIORITY_NAVAL_MINES = 13, MANPOWER_PRIORITY_NAVAL_ACCIDENTS = 13, MANPOWER_PRIORITY_NAVAL_DOMINANCE = 13, MANPOWER_PRIORITY_STRATEGIC_LOCATION = 10, IDEOLOGY_PRIORITY_UNITS_STACK = 10, IDEOLOGY_PRIORITY_UNITS_STACK_GROUP = 11, IDEOLOGY_PRIORITY_VICTORY_POINTS = 5, IDEOLOGY_PRIORITY_RESOURCE = 10, IDEOLOGY_PRIORITY_CONSTRUCTION_INFO = 3, IDEOLOGY_PRIORITY_AIR_BASE = 3, IDEOLOGY_PRIORITY_ROCKET_SITE = 3, IDEOLOGY_PRIORITY_GUN_EMPLACEMENT = 3, IDEOLOGY_PRIORITY_FACILITY = 3, IDEOLOGY_PRIORITY_NAVAL_HEADQUARTER = 3, IDEOLOGY_PRIORITY_NAVAL_BASE = 3, IDEOLOGY_PRIORITY_NAVAL_COMBAT = 20, IDEOLOGY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, IDEOLOGY_PRIORITY_LAND_COMBAT = 20, IDEOLOGY_PRIORITY_NAVAL_MISSION = 13, IDEOLOGY_PRIORITY_AIR_MISSION = 13, IDEOLOGY_PRIORITY_SUPPLY = 14, IDEOLOGY_PRIORITY_CAPITAL = 5, IDEOLOGY_PRIORITY_PEACE_COST = 3, IDEOLOGY_PRIORITY_ADJACENCY_RULE = 3, IDEOLOGY_PRIORITY_NAVAL_MINES = 13, IDEOLOGY_PRIORITY_NAVAL_ACCIDENTS = 13, IDEOLOGY_PRIORITY_NAVAL_DOMINANCE = 13, IDEOLOGY_PRIORITY_STRATEGIC_LOCATION = 10, START_CONSTRUCTION_PRIORITY_UNITS_STACK = 10, START_CONSTRUCTION_PRIORITY_UNITS_STACK_GROUP = 11, START_CONSTRUCTION_PRIORITY_VICTORY_POINTS = 5, START_CONSTRUCTION_PRIORITY_RESOURCE = 10, START_CONSTRUCTION_PRIORITY_CONSTRUCTION_INFO = 20, START_CONSTRUCTION_PRIORITY_AIR_BASE = 1, START_CONSTRUCTION_PRIORITY_ROCKET_SITE = 3, START_CONSTRUCTION_PRIORITY_GUN_EMPLACEMENT = 3, START_CONSTRUCTION_PRIORITY_FACILITY = 3, START_CONSTRUCTION_PRIORITY_NAVAL_HEADQUARTER = 3, START_CONSTRUCTION_PRIORITY_NAVAL_BASE = 1, START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT = 20, START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT_RESULTS = 19, START_CONSTRUCTION_PRIORITY_LAND_COMBAT = 20, START_CONSTRUCTION_PRIORITY_NAVAL_MISSION = 13, START_CONSTRUCTION_PRIORITY_AIR_MISSION = 13, START_CONSTRUCTION_PRIORITY_SUPPLY = 14, START_CONSTRUCTION_PRIORITY_CAPITAL = 5, START_CONSTRUCTION_PRIORITY_PEACE_COST = 3, START_CONSTRUCTION_PRIORITY_ADJACENCY_RULE = 3, START_CONSTRUCTION_PRIORITY_NAVAL_MINES = 13, START_CONSTRUCTION_PRIORITY_NAVAL_ACCIDENTS = 13, START_CONSTRUCTION_PRIORITY_NAVAL_DOMINANCE = 13, START_CONSTRUCTION_PRIORITY_STRATEGIC_LOCATION = 10, PLAYERS_PRIORITY_UNITS_STACK = 10, PLAYERS_PRIORITY_UNITS_STACK_GROUP = 11, PLAYERS_PRIORITY_VICTORY_POINTS = 5, PLAYERS_PRIORITY_RESOURCE = 10, PLAYERS_PRIORITY_CONSTRUCTION_INFO = 3, PLAYERS_PRIORITY_AIR_BASE = 3, PLAYERS_PRIORITY_ROCKET_SITE = 3, PLAYERS_PRIORITY_GUN_EMPLACEMENT = 3, PLAYERS_PRIORITY_FACILITY = 3, PLAYERS_PRIORITY_NAVAL_HEADQUARTER = 3, PLAYERS_PRIORITY_NAVAL_BASE = 3, PLAYERS_PRIORITY_NAVAL_COMBAT = 20, PLAYERS_PRIORITY_NAVAL_COMBAT_RESULTS = 19, PLAYERS_PRIORITY_LAND_COMBAT = 20, PLAYERS_PRIORITY_NAVAL_MISSION = 13, PLAYERS_PRIORITY_AIR_MISSION = 13, PLAYERS_PRIORITY_SUPPLY = 14, PLAYERS_PRIORITY_CAPITAL = 5, PLAYERS_PRIORITY_PEACE_COST = 3, PLAYERS_PRIORITY_ADJACENCY_RULE = 3, PLAYERS_PRIORITY_NAVAL_MINES = 13, PLAYERS_PRIORITY_NAVAL_ACCIDENTS = 13, PLAYERS_PRIORITY_NAVAL_DOMINANCE = 13, PLAYERS_PRIORITY_STRATEGIC_LOCATION = 10, OPERATIVES_PRIORITY_UNITS_STACK = 10, OPERATIVES_PRIORITY_UNITS_STACK_GROUP = 11, OPERATIVES_PRIORITY_VICTORY_POINTS = 5, OPERATIVES_PRIORITY_RESOURCE = 10, OPERATIVES_PRIORITY_CONSTRUCTION_INFO = 3, OPERATIVES_PRIORITY_AIR_BASE = 3, OPERATIVES_PRIORITY_ROCKET_SITE = 3, OPERATIVES_PRIORITY_GUN_EMPLACEMENT = 3, OPERATIVES_PRIORITY_FACILITY = 3, OPERATIVES_PRIORITY_NAVAL_HEADQUARTER = 3, OPERATIVES_PRIORITY_NAVAL_BASE = 3, OPERATIVES_PRIORITY_NAVAL_COMBAT = 20, OPERATIVES_PRIORITY_NAVAL_COMBAT_RESULTS = 19, OPERATIVES_PRIORITY_LAND_COMBAT = 20, OPERATIVES_PRIORITY_NAVAL_MISSION = 13, OPERATIVES_PRIORITY_AIR_MISSION = 13, OPERATIVES_PRIORITY_SUPPLY = 14, OPERATIVES_PRIORITY_CAPITAL = 25, OPERATIVES_PRIORITY_PEACE_COST = 3, OPERATIVES_PRIORITY_ADJACENCY_RULE = 3, OPERATIVES_PRIORITY_NAVAL_MINES = 13, OPERATIVES_PRIORITY_NAVAL_ACCIDENTS = 13, OPERATIVES_PRIORITY_NAVAL_ACCIDENTS = 13, OPERATIVES_PRIORITY_NAVAL_DOMINANCE = 13, OPERATIVES_PRIORITY_STRATEGIC_LOCATION = 10, OPERATION_PRIORITY_CAN_START = 1, -- The order of the operation map icons (lower in first) OPERATION_PRIORITY_COMPLETED = 2, -- The order of the operation map icons (lower in first) OPERATION_PRIORITY_IN_PROGRESS = 3, -- The order of the operation map icons (lower in first) OPERATION_PRIORITY_PREPARED = 4, -- The order of the operation map icons (lower in first) OPERATION_PRIORITY_DEFAULT = 5, -- The order of the operation map icons (lower in first) HOME_BASE_MAP_ICON_SCALE_DEFAULT = 1.0, -- Default scale of the home base map icon HOME_BASE_MAP_ICON_SCALE_HIGHLIGHTED = 1.2, -- Scale of the home base map icon when highlighted }, NAirGfx = { AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED = { 0.22, 0.28, 0.32, 0.38, 0.44, 0.50 }, -- Speed factor for each game speed (begin with paused). Larger value = faster animation. ROCKET_SPEED = 15.0, -- Speed of rockets launched from rocket sites AIRPLANES_CURVE_POINT_DENSITY = 2.0, -- LOWER value = more midpoints in the flight path. AIRPLANES_CURVE_MAX_EXTRAPOLATION = 20.0, -- It's the limit value that avoid making gigantic curves that may happen when flight path is very long. AIRPLANES_CURVE_MIN_ELEVATION = 4.0, -- Minimum height above the ground that the curve will generate it's points. Excludes first and last point (takeoff/landing). AIRPLANES_SCALE_TAKEOFF_DIST = 0.1, -- Until first x% of the flight path, the airplane will scale up. AIRPLANES_SCALE_MIN = 0.1, -- Minimum airplane scale down when takeoff/landing. AIRPLANES_SCALE_LANDING_DIST = 0.9, -- After last x% of the flight path, the airplane will scale down. AIRPLANES_SMOOTH_INTERPOLATION_MOVE = 0.13, -- How smooth is the movement interpolation. AIRPLANES_SMOOTH_INTERPOLATION_TURN = 0.12, -- How smooth is the turning interpolation. AIRPLANES_BANK_STRENGTH = 210.0, -- Multiplier of how much the curve affects the wings banking. (angle limited by the following value) AIRPLANES_BANK_ANGLE_LIMIT = 55.0, -- Bank angle limit. AIRPLANES_GROUND_COLLISION_OFFSET_Y = 0.0, -- Set's the height (Y) offset before 3d airplanes disappear after going to the ground. AIRPLANES_GROUND_EXPLOSION_TIME_DELAY = 0.6, -- Time in seconds to play explosion animation when plane hit ground before the plane entity is deleted AIRPLANES_1_FIGHTER_PATROL_ANIM = 1, -- Number of fighters needed for a single instance of this animation AIRPLANES_3_FIGHTER_PATROL_ANIM = 3, -- Number of fighters needed for a single instance of this animation AIRPLANES_1_BOMBER_BOMBING_ANIM = 1, -- Number of bombers needed for a single instance of this animation AIRPLANES_3_BOMBER_BOMBING_ANIM = 3, -- Number of bombers needed for a single instance of this animation AIRPLANES_1_FIGHTER_VS_1_FIGHTER_ANIM = 1, -- Number of fighters needed per side for a single instance of this animation AIRPLANES_3_FIGHTER_VS_3_FIGHTER_ANIM = 3, -- Number of bombers needed per side for a single instance of this animation AIRPLANES_1_TRANSPORT_SUPPLY_ANIM = 1, -- Number of planes needed for a single instance of this animation AIRPLANES_3_TRANSPORT_SUPPLY_ANIM = 3, -- Number of planes needed for a single instance of this animation AIRPLANES_1_SCOUT_PLANE_PATROL_ANIM = 1, AIRPLANES_3_SCOUT_PLANE_PATROL_ANIM = 3, RANDOM_SCENARIO_ANIMATION_MAX_DELAY = 3.0, -- Maximum delay until an animation for a gfx airplane (Currently SAM and gun emplacments) starts STRAT_BOMBER_FIREBOMB_THRESHOLD = 42.0, -- If a strategic bomber has a strat_bomber value >= this, then the firebombing animation will be used STRAT_BOMBER_CARPETBOMB_THRESHOLD = 16.0, -- If a strategic bomber has a strat_bomber value >= this, then the carpet-bombing animation will be used BOMBERS_DIVISION_FACTOR = 30, -- Number of bombers in a strategic region will be divided by this factor. MISSILES_DIVISION_FACTOR = 60, -- Number of missiles shown in a strategic region will be divided by this factor. FIGHTERS_DIVISION_FACTOR = 30, -- Number of missiles shown in a strategic region will be divided by this factor. SCOUT_PLANE_DIVISION_FACTOR = 30, -- Number of missiles shown in a strategic region will be divided by this factor. TRANSPORT_DIVISION_FACTOR = 30, MAX_MISSILE_BOMBING_SCENARIOS = 2, -- Max number of missile bombing scenarios in a strategic region. MAX_PATROL_SCENARIOS = 2, -- Max number of patrol scenarios in a strategic region. MAX_BOMBING_SCENARIOS = 2, -- Max number of bombings scenarios in a strategic region. MAX_DOGFIGHTS_SCENARIOS = 3, -- Max number of dogfight scenarios in a strategic region. MAX_TRANSPORT_SCENARIOS = 2, -- Max number of transport scenarios in a strategic region MAX_TRAINING_SCENARIOS = 2, -- Max number of training scenarios in a strategic region MAX_SCOUT_SCENARIOS = 2, }, NGraphics = { COUNTER_MODE_ALLEGIANCE_OURS = { 0.32, 0.71, 0.39, 1.0 }, COUNTER_MODE_ALLEGIANCE_ALLIED = { 0.31, 0.65, 0.94, 1.0 }, COUNTER_MODE_ALLEGIANCE_ENEMY = { 0.91, 0.30, 0.30, 1.0 }, COUNTER_MODE_ALLEGIANCE_OTHER = { 0.8, 0.8, 0.8, 1.0 }, MAX_NUMBER_OF_TEXTURES = 10000, -- increase if you have more than this textures MIN_TRAIN_WAGON_COUNT = 3, MAX_TRAIN_WAGON_COUNT = 6, RAILWAY_BRIDGE_ENTITY = "bridge_railway_entity", RAILWAY_BRIDGE_LARGE_ENTITY = "bridge_railway_large_entity", RAILWAY_Y_OFFSET = 0.9, -- Railways are offset by this amount vertically from the map RAILWAY_BRIDGE_Y_OFFSET = 0.6, -- Railway bridges are offset by this amount vertically from the map RAILWAY_BRIDGE_WIDTH = 4.0, -- Railways will have straight segments of this length for regular bridges RAILWAY_BRIDGE_LARGE_WIDTH = 4.5, -- Railways will have straight segments of this length for large bridges RAILWAY_BRIDGE_GAP_WIDTH = 2.4, -- Railways will have gaps of this length for regular bridges RAILWAY_BRIDGE_GAP_LARGE_WIDTH = 2.6, -- Railways will have gaps of this length for large bridges TRAIN_MAP_SPEED = 3.0, -- Trains will move at this relative speed. This has no gameplay implications. Changing this value (originally 4.0) may cause audio effects to lose sync with animation. TUNNELBANA_TIMETABLE = { 9200, 12000 }, -- Frequency range in milliseconds for regular train service. Adjust this if changing speed to avoid LONGTRAIN MAX_MESHES_LOADED_PER_FRAME = 10, MESH_POPUP_SCALE_UP_SPEED = 5.0, MESH_POPUP_SCALE_DOWN_SPEED = 2.1, SHIP_POPUP_SCALE_DOWN_SPEED = 4.1, PORT_SHIP_OFFSET = 2.0, SHIP_IN_PORT_SCALE = 0.25, MAP_BUILDINGS_SHRINK_DISTANCE = 180, MAP_BUILDINGS_DESTROYED_STATUS = 60, -- If health of last building level goes below this, the building entity will use the "destroyed" mesh (if it exists) MAP_BUILDINGS_DESTROYED_DEAD_ZONE = 80, -- After becoming "destroyed" (see MAP_BUILDINGS_DESTROYED_STATUS), the 3d building will stay destroyed until the health goes above this. (This is essentially a hysteresis zone to prevent rapid switching of 3d meshes if the building is damaged and repaired at the same time) MAP_BUILDINGS_DAMAGED_THRESHOLD = 0.80, -- If average health goes below this, the building entity enters the "damaged" state (generally used to show burning/smoking buildings) CITY_DAMAGED_THRESHOLD = 0.80, -- If average health of any type of civilian building (infrastructure + civilian factories) goes below this, the city entity enters the "damaged" state (generally used to show fire/smoke pillars) CITY_DESTROYED_THRESHOLD = 0.30, -- If average health of any type of civilian building (infrastructure + civilian factories) goes below this, the city entity enters the "burning" state (generally used to show fire/smoke pillars) CITY_SPRAWL_SHRINK_DISTANCE = 220.0, -- Start shrinking at this distance DRAW_MAP_OBJECTS_CUTOFF = 1100.0, -- Remove map objects at this distance PROVINCE_NAME_DRAW_DISTANCE = 500.0, -- Remove province names beyond this distance DIRECTION_POINTER_DRAW_DISTANCE = 1200.0, -- Direction pointer arrow will not be drawn beyond this distance DIRECTION_POINTER_INTERPOLATION_SPEED = 0.275, -- How fast the arrow is interpolating DIRECTION_POINTER_SCREEN_AREA_MAX = 0.935, -- The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99 DIRECTION_POINTER_SCREEN_AREA_MIN = 0.910, -- The moment when the arrow starts getting closer to the target before it snaps. DIRECTION_POINTER_SIZE_MIN = 0.9, -- Size of the arrow interpolated dependly on camera distance DIRECTION_POINTER_SIZE_MAX = 10.0, DIRECTION_POINTER_GROUND_OFFSET = 5.0, -- Offset Y above the ground for arrow to point at LIGHT_DIRECTION_X = -1.0, LIGHT_DIRECTION_Y = -1.0, LIGHT_DIRECTION_Z = 0.5, LIGHT_SHADOW_DIRECTION_X = -5.0, LIGHT_SHADOW_DIRECTION_Y = -8.0, LIGHT_SHADOW_DIRECTION_Z = 5.0, LIGHT_HDR_RANGE = 1.0, BORDER_WIDTH = 1.5, PROVINCE_BORDER_FADE_NEAR = 200, PROVINCE_BORDER_FADE_FAR = 300, STATE_BORDER_FADE_NEAR = 400, STATE_BORDER_FADE_FAR = 500, LAND_UNIT_MOVEMENT_SPEED = 12 , NAVAL_UNIT_MOVEMENT_SPEED = 12, ARROW_MOVEMENT_SPEED = 2, DRAW_COUNTRY_NAMES_CUTOFF = 260, -- Cutoff for drawing country names on the map TRADEROUTE_SMOOTHNESS = 0.65, TRADEROUTE_SMOOTHEN_PASSES = 2, SUPPLYFLOW_SMOOTHNESS = 0.25, SUPPLYFLOW_SMOOTHEN_PASSES = 2, SNAPPED_OFF_FRONT_SMOOTHNESS = 0.5, SNAPPED_OFF_FRONT_SMOOTHEN_PASSES = 2, ROOT_FRONT_SMOOTHNESS = 0.5, ROOT_FRONT_SMOOTHEN_PASSES = 1, ROOT_FRONT_OFFSET = 1.5, -- How far the defensive line is offset from the front. ROOT_FRONT_MAX_INTERSECTION_TESTS_FRONT = 30, -- How many points before the current one to check for intersections against (optimization) ROOT_FRONT_MAX_INTERSECTION_TESTS_ORDER = 25, -- How many points before the current one to check for intersections against (optimization) ORDER_FRONT_MAX_OFFSETS = 4, -- Max amount, the overlapping defensive lines can offset from the border. ORDER_FRONT_SMOOTHNESS = 0.5, ORDER_FRONT_SMOOTHEN_PASSES = 2, ORDER_MOVE_SMOOTHNESS = 0.99, ORDER_MOVE_SMOOTHEN_PASSES = 2, UNIT_TURN_SPEED = 3, BORDER_COLOR_SELECTION_STATE_R = 1.0, BORDER_COLOR_SELECTION_STATE_G = 0.62, BORDER_COLOR_SELECTION_STATE_B = 0.33, BORDER_COLOR_SELECTION_STATE_A = 1.0, BORDER_COLOR_SELECTION_SUPPLY_AREA_R = 0.6, BORDER_COLOR_SELECTION_SUPPLY_AREA_G = 0.2, BORDER_COLOR_SELECTION_SUPPLY_AREA_B = 0.6, BORDER_COLOR_SELECTION_SUPPLY_AREA_A = 1.0, BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_R = 0.0, BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_G = 1.0, BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_B = 1.0, BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_A = 1.0, BORDER_COLOR_SELECTION_BUILDING_AREA_R = 1.0, BORDER_COLOR_SELECTION_BUILDING_AREA_G = 1.0, BORDER_COLOR_SELECTION_BUILDING_AREA_B = 1.0, BORDER_COLOR_SELECTION_BUILDING_AREA_A = 1.0, BORDER_COLOR_SELECTION_PROVINCE_R = 1.0, BORDER_COLOR_SELECTION_PROVINCE_G = 0.8, BORDER_COLOR_SELECTION_PROVINCE_B = 0.0, BORDER_COLOR_SELECTION_PROVINCE_A = 1.0, BORDER_COLOR_CUSTOM_HIGHLIGHTS = { --[[ Groups of 4 numbers are RGBA. If two colors are both active on a border, (because one province is part of a group using one color, and the other province is part of another group), then the color that comes first in this list is the color that will be used. ]] 0.0, 0.61, 0.75, 1.0, -- 0: mouse hover 1.0, 0.06, 0.0, 1.0, -- 1: bad, while active 0.1, 0.6, 0.2, 1.0, -- 2: good, while active 0.8, 0.3, 0.0, 1.0, -- 3: bad, while passive 0.0, 0.4, 0.8, 1.0, -- 4: good, while passive 0.3, 0.9, 0.3, 0.8, -- 5: controlled, neutral positive 0.7, 0.7, 0.0, 1.0, -- 6: not ours, neutral negative 0.1, 0.6, 0.2, 1.0, -- 7: construction: valid primary build target 1.0, 0.06, 0.0, 1.0, -- 8: construction: invalid primary build target 0.3, 0.9, 0.3, 0.8, -- 9: construction: foreign primary build target 0.0, 0.4, 0.8, 1.0, -- 10: construction: valid secondary build target 0.8, 0.3, 0.0, 1.0, -- 11: construction: invalid secondary build target 0.7, 0.7, 0.0, 1.0, -- 12: construction: foreign secondary build target 0.2, 0.61, 0.75, 1.0, -- 13: FACTION_THEATER_COLOR_INDEX 0.2, 0.61, 0.75, 1.0, -- 14: FACTION_THEATER_HIGHLIGHT_COLOR_INDEX }, BORDER_COLOR_TUTORIAL_HIGHLIGHT_R = 0.0, BORDER_COLOR_TUTORIAL_HIGHLIGHT_G = 0.61, BORDER_COLOR_TUTORIAL_HIGHLIGHT_B = 0.75, BORDER_COLOR_TUTORIAL_HIGHLIGHT_A = 1.0, BORDER_COLOR_DEMILITARIZED_R = 1.0, BORDER_COLOR_DEMILITARIZED_G = 0.06, BORDER_COLOR_DEMILITARIZED_B = 0.0, BORDER_COLOR_DEMILITARIZED_A = 0.9, BORDER_COLOR_BORDER_CONFLICT_EDGE_R = 1.0, BORDER_COLOR_BORDER_CONFLICT_EDGE_G = 0.2, BORDER_COLOR_BORDER_CONFLICT_EDGE_B = 0.0, BORDER_COLOR_BORDER_CONFLICT_EDGE_A = 1.0, BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_R = 0.7, BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_G = 1.0, BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_B = 0.0, BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_A = 0.9, DRAW_REFRACTIONS_CUTOFF = 250, DRAW_SHADOWS_CUTOFF = 400, DRAW_SHADOWS_FADE_LENGTH = 50, DRAW_FOW_CUTOFF = 400, DRAW_FOW_FADE_LENGTH = 350, GRADIENT_BORDERS_FIELD_COUNTRY_REFRESH = 10, -- When country changes it's size by X provinces, then it refresh it's thickness and rebuilds all provinces GRADIENT_BORDERS_FIELD_COUNTRY_LOW = 300.0, -- country area in sum of pixels ... GRADIENT_BORDERS_FIELD_COUNTRY_HIGH = 9000.0, -- ... the value is squared, so fe. country of size 100x100pix = 10000 GRADIENT_BORDERS_THICKNESS_COUNTRY_LOW = 5.0, -- thickness in pixels GRADIENT_BORDERS_COUNTRY_CENTER_THICKNESS = 2.0, -- The center gradient is linear 1/255 per pixel for this many pixels GRADIENT_BORDERS_THICKNESS_COUNTRY_HIGH = 25.0, GRADIENT_BORDERS_THICKNESS_STATE = 5.0, GRADIENT_BORDERS_THICKNESS_RESISTANCE = 5.0, GRADIENT_BORDERS_THICKNESS_INTEL_LEDGER = 5.0, GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_A = 2.0, GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_B = 20.0, GRADIENT_BORDERS_THICKNESS_STRATEGIC_REGIONS = 150.0, GRADIENT_BORDERS_THICKNESS_DIPLOMACY = 12.0, GRADIENT_BORDERS_THICKNESS_DIPLOMACY_ON_INTEL_LEDGER = 3.0, GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_A = 3.0, -- transparency at 0 up until A GRADIENT_BORDERS_THICKNESS_PEACE_CONFERENCE_B = 6.0, -- increasing transparency up to 100% when at B GRADIENT_BORDERS_OUTLINE_CUTOFF_COUNTRY = 0.973, -- Magic number to balance cutoff on edges without neighbor GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY = 0.973, GRADIENT_BORDERS_OUTLINE_CUTOFF_DIPLOMACY_ON_INTEL_LEDGER = 0.973, GRADIENT_BORDERS_OUTLINE_CUTOFF_STATE = 0.973, GRADIENT_BORDERS_OUTLINE_CUTOFF_SUPPLY_AREA = 0.973, GRADIENT_BORDERS_OUTLINE_CUTOFF_STRATEGIC_REGIONS = 0.98, GRADIENT_BORDERS_OUTLINE_CUTOFF_RESISTANCE = 0.973, GRADIENT_BORDERS_OUTLINE_CUTOFF_FACTIONS = 0.973, GRADIENT_BORDERS_OUTLINE_CUTOFF_INTEL_LEDGER = 0.973, GRADIENT_BORDERS_OUTLINE_CUTOFF_PEACE_CONFERENCE = 0.973, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_COUNTRY = 0.0, -- 0 to 1 value for override filling when camera zooms in/out. 0 = override disabled GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STATE = 0.4, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_SUPPLY_AREA = 1.0, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STRATEGIC_REGIONS = 1.0, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RESISTANCE = 0.35, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_FACTIONS = 0.0, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_TERRAIN = 0.39, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_INTEL_LEDGER = 0.2, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY = 0.0, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_DIPLOMACY_ON_INTEL_LEDGER = 1.0, GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_PEACE_CONFERENCE = 1.0, GRADIENT_BORDERS_ACTIVATE_FOR_PEACE_CONFERENCE = false, GRADIENT_BORDERS_ONE_COLOR_FOR_PEACE_CONFERENCE = { -1.0, -1.0, -1.0, -1.0 }, -- all gradient will have this color. if { -1.0, -1.0, -1.0, -1.0 } then use Negotiator MapColor GRADIENT_BORDERS_OPTIMIZATION_RANGE = 30.0, -- smaller value = faster gradient borders but may have artifacts on large provinces (value to balance) GRADIENT_BORDERS_REFRESH_FREQ = 0.12, -- how frequent is gradient borders repainting (optimization for high-speed gameplay) STRATEGIC_AIR_COLOR_BAD = {0.8, 0, 0, 1}, -- rgb STRATEGIC_AIR_COLOR_GOOD = {0, 0.8, 0, 1}, STRATEGIC_AIR_COLOR_AVERAGE = {0.8, 0.8, 0, 1}, STRATEGIC_AIR_COLOR_NEUTRAL = {140.0/255, 131.0/255, 119.0/255, 1}, STRATEGIC_AIR_COLOR_GOOD_WHILE_HIGHLIGHTING_HOLD = {0, 0.8, 0, 1}, STRATEGIC_AIR_COLOR_AVERAGE_WHILE_HIGHLIGHTING_HOLD = {0.8, 0.8, 0, 1}, STRATEGIC_AIR_COLOR_NEUTRAL_WHILE_HIGHLIGHTING_HOLD = {140.0/255, 131.0/255, 119.0/255, 1}, STRATEGIC_NAVY_COLOR_NEUTRAL = {0.2, 0.25, 0.35, 0.5}, -- zones without dominance STRATEGIC_NAVY_COLOR_NEUTRAL_HIGHLIGHTED = {0.4, 0.5, 0.6, 0.9}, -- zones without dominance STRATEGIC_NAVY_COLOR_ON_HOLD = {0.2, 0.5, 0.6, 0.5}, -- zones with only hold mission STRATEGIC_NAVY_COLOR_ON_HOLD_HIGHLIGHTED = {0.2, 0.6, 0.7, 0.5}, -- zones with with only hold missions with taskforces selected STRATEGIC_REGION_COLOR_NAVAL_HEADQUARTER = { 0.4, 0.8, 0, 0.5 }, STRATEGIC_NAVY_NO_TASKFORCES_ASSIGNED = {0.9, 0.3, 0.3, 1}, -- zones has fleets assigned to them but no no taskforce can reach it or not enough taskforce to cover that region RESISTANCE_COLOR_NONE = {0.4, 0.4, 0.6, 0.5}, -- rgba RESISTANCE_COLOR_GOOD = {0.8, 0.8, 0, 0.3}, -- rgba RESISTANCE_COLOR_AVERAGE = {0.8, 0.4, 0, 0.5}, RESISTANCE_COLOR_BAD = {0.8, 0, 0, 0.9}, CONSTRUCTION_CONVERSION_COLOR = { 0.9, 0.9, 0.3, 0.1}, CONSTRUCTION_CONVERSION_IN_PROGRESS_COLOR = { 0.3, 0.3, 0.9, 0.1}, VIRTUAL_BATTLEPLANS_COLOR = { 0.2, 1.0, 0.2, 1 }, ALLIED_BATTLEPLANS_COLOR = { 0.3, 0.4, 1.0, 1 }, ALLIED_BATTLEPLANS_FACTION_THEATER_COLOR = { 0.86, 0.32, 0.0, 1 }, OFFENSIVE_PING_CIRCLE_COLOR = { 0.64, 0.48, 0.35 }, DEFENSIVE_PING_CIRCLE_COLOR = { 0.4, 0.55, 0.66 }, GMT_OFFSET = 2793, -- X position on map, of Greenwitch GMT+0 (see also in shader daynight.fxh) DAY_NIGHT_FEATHER = 0.024, -- Feather value between complete darkness and the day (see also in shader daynight.fxh) SOUTH_POLE_OFFSET = 0.17, -- Our map is missing big parts of globe on north and south (see also in shader daynight.fxh) NORTH_POLE_OFFSET = 0.93, COUNTRY_FLAG_TEX_WIDTH = 82, -- Expected texture size COUNTRY_FLAG_TEX_HEIGHT = 52, COUNTRY_FLAG_TEX_MAX_SIZE = 256, -- Tweak dependly on amount of countries. Must be power of 2. No more then 2048. COUNTRY_FLAG_MEDIUM_TEX_WIDTH = 41, COUNTRY_FLAG_MEDIUM_TEX_HEIGHT = 26, COUNTRY_FLAG_MEDIUM_TEX_MAX_SIZE = 1024, -- Tweak dependly on amount of countries. Must be power of 2. No more then 2048. COUNTRY_FLAG_SMALL_TEX_WIDTH = 10, COUNTRY_FLAG_SMALL_TEX_HEIGHT = 7, COUNTRY_FLAG_SMALL_TEX_MAX_SIZE = 256, -- Tweak dependly on amount of countries. Must be power of 2. No more then 2048. VICTORY_POINT_LEVELS = 3, VICTORY_POINT_MAP_ICON_AFTER = {0, 9, 20}, -- After this amount of VP the map icon becomes bigger dot. VICTORY_POINT_MAP_ICON_CAPITAL_CUTOFF_MAX = 1000.0, --Capitals are special snowflakes, they need their own number VICTORY_POINT_MAP_ICON_TEXT_CUTOFF = {150, 250, 500}, -- At what camera distance the VP name text disappears. VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MIN = 100.0, -- Min range for victory point text VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MAX = 800.0, -- Max range for victory point text VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MIN = 100.0, -- Min range for victory point dot VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MAX = 1000.0, -- Max range for victory point text VICTORY_POINT_MAP_ICON_MAX_VICTORY_POINTS_FOR_PERCENT = 22, -- Default max value for point on the above range. It doesn't matter much if the VP value exceeds this, it'll be treated as max. AIRBASE_ICON_DISTANCE_CUTOFF = 900, -- At what distance air bases are hidden NAVALBASE_ICON_DISTANCE_CUTOFF = 900, -- 1300, -- At what distance naval bases are hidden RADAR_ICON_DISTANCE_CUTOFF = 1100, -- At what distance the radars are hidden RESOURCE_MAP_ICON_TEXT_CUTOFF = 800, -- At what camera distance the resource name/amount text disappears. RESISTANCE_MAP_ICON_MODIFIERS_DISTANCE_CUTOFF = 500, -- At what camera distance the resistance/compliance map icon modifiers are hidden RESISTANCE_MAP_ICON_DISTANCE_CUTOFF = 1200, -- At what camera distance the resistance/compliance map icons are hidden PROVINCE_ANIM_TEXT_DISTANCE_CUTOFF = 500, CAPITAL_ICON_CUTOFF = 1100, -- At what camera distance capital icons disappears UNITS_DISTANCE_CUTOFF = 120, SHIPS_DISTANCE_CUTOFF = 240, UNIT_ARROW_DISTANCE_CUTOFF = 875, UNITS_ICONS_DISTANCE_CUTOFF = 900, NAVAL_COMBAT_DISTANCE_CUTOFF = 1500, FACILITY_DISTANCE_CUTOFF = 900, -- At what camera distance facility buildings disappears ADJACENCY_RULE_DISTANCE_CUTOFF = 1700, LAND_COMBAT_DISTANCE_CUTOFF = 1500, PROV_CONSTRUCTION_ICON_DISTANCE_CUTOFF = 400, STATE_CONSTRUCTION_ICON_DISTANCE_CUTOFF = 800, DECISION_MAP_ICON_DISTANCE_CUTOFF = 1000, DECISION_MAP_ICON_DEPTH_PRIORITY = 50, NAVAL_MISSION_TASK_FORCES_GROUP_BY_ALLEGIANCE_CUTOFF = 500, NAVAL_MISSION_ICONS_DISTANCE_CUTOFF = 1600, --1300, NAVAL_MINES_DISTANCE_CUTOFF = 800, CRYPTOLOGY_MAP_ICON_DISTANCE_CUTOFF = 1000, PEACE_CONFERENCE_MAP_ICON_DISTANCE_CUTOFF = 500, NAVAL_MINES_CLUMPING = 58, -- The higher value, the more likely the 3d naval mines will clamp together NAVAL_MINES_CLUMP_NEAR_TERRITORY = 25, -- Higher chance to spawn 3d naval mine near our territory NAVAL_MINES_COUNT_TO_VISUAL_ASPECT = 0.1, -- How many in-game-naval-mines is one visual 3d naval mine? MAP_ICONS_GROUP_CAM_DISTANCE = 90.0, -- camera distance at which the icons begin to group up MAP_ICONS_STATE_GROUP_CAM_DISTANCE = 180.0, -- Camera distance at which the icons begin to group up on state level MAP_ICONS_STRATEGIC_GROUP_CAM_DISTANCE = 350, -- second camera distance at which the icons begin to group up MAP_ICONS_STRATEGIC_AREA_HUGE = 220, MAP_ICONS_STATE_HUGE = 100, MAPICON_GROUP_PASSES = 20, -- how many mapicons get processed per frame for grouping. more = quicker response, fewer = better performance MAP_ICONS_GROUP_SPLIT_SELECTED_LIMIT = 12, -- Maximum number of units selected that will cause icon stacks to split MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE = 350, -- Distance at which icon grouping becomes very coarse and merges different types of units MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE_STRATEGIC = 350, -- Distance at which icon grouping becomes very coarse and merges different types of units for strategic mapmodes RIVER_FADE_FROM = 20.0, -- the last river endings got faded out, X distance from the ending... RIVER_FADE_TO = 3.0, TOOLTIP_DELAYED_DELAY = 1, --How long before showing delayed tooltip. TOOLTIP_SHOW_DELAY = 0.05, --How long before showing delayed tooltip. TOOLTIP_HIDE_DELAY = 0.05, --How long before showing delayed tooltip. INTEL_LEDGER_CIVILIAN_ICON_STATE_CUTOFF = 250.0, INTEL_LEDGER_CIVILIAN_ICON_REGION_CUTOFF = 700.0, RAILWAY_CAMERA_CUTOFF = 300.0, -- railways are cut off above this camera height RAILWAY_CAMERA_CUTOFF_SPEED = 3.0, -- railways fade in/out speed DIVISION_NAMES_GROUP_MAX_TOOLTIP_ENTRIES = 15, -- Max entries to display the names in the tooltip, when mouse over the division-names-group in the division template designer. NAMES_GROUP_MAX_NAME_LIST_ENTRIES = 25, -- Max example name entries in ship and railway gun name list in production menu WEATHER_DISTANCE_CUTOFF = 1500, -- At what distance weather effects are hidden WEATHER_DISTANCE_FADE_LENGTH = 400, -- How far the fade out distance should be WEATHER_ZOOM_IN_CUTOFF = 358, -- At what distance weather effects are faded out the most when zooming in WEATHER_ZOOM_IN_FADE_LENGTH = 220, -- How far the zoom in fade out distance should be WEATHER_ZOOM_IN_FADE_FACTOR = 0.0, -- How much the weather effects should fade out when maximum zoomed in WEATHER_PLAYBACK_RATE = 0.15, -- Playback rate at maximum distance WEATHER_PLAYBACK_RATE_CUTOFF = 500, -- Playback rate maximum distance WEATHER_PLAYBACK_RATE_LENGTH = 200, -- For how long to fade between normal playback rate and maximum distance playback rate POSTEFFECT_PER_PROVINCE_MIN_SNOW = 0.1, POSTEFFECT_PER_PROVINCE_MAX_SNOW = 0.2, POSTEFFECT_TOTAL_MIN_SNOW = 0.0, POSTEFFECT_TOTAL_MAX_SNOW = 0.05, POSTEFFECT_FEATHER_MIN_DISTANCE = 300.0, POSTEFFECT_FEATHER_MAX_DISTANCE = 2000.0, POSTEFFECT_FEATHER_AT_MIN = 0.03, POSTEFFECT_FEATHER_AT_MAX = 0.80, LAND_COMBAT_BALANCED_COLOR = { 1.0, 1.0, 0.0, 1.0 }, LAND_COMBAT_LOSING_COLOR = { 1.0, 0.0, 0.0, 1.0 }, LAND_COMBAT_WINNING_COLOR = { 0.0, 1.0, 0.0, 1.0 }, -- bloom configuration BLOOM_WIDTH = 1.5, --BLOOM_WIDTH = 1.0, -- night BLOOM_SCALE = 0.9, --BLOOM_SCALE = 3.0, -- night BRIGHT_THRESHOLD = 0.4, --BRIGHT_THRESHOLD = 0.9, -- night EMISSIVE_BLOOM_STRENGTH = 1.0, MIN_HDR_ADJUSTMENT = 0.5, --0.18 0.7 är hur mkt den anpassar sig till mörka områden, mindre värde -> mer mörkerseen MAX_HDR_ADJUSTMENT = 1.0, --0.8 0.8 jätte högt värde så ser du bra trots att du står inuti solen och tittar. HDR_ADJUSTMENT_SPEED = 15.0, -- 6 TONE_MAP_MIDDLE_GREY = 0.5, --0.7 TONE_MAP_LUMINANCE_WHITE = 1.0, -- MOON_HEIGHT = 600, -- higher means softer shadows and more intense light SUN_HEIGHT = 600, -- higher means softer shadows and more intense light MOON_HEIGHT_WATER = 550, -- higher means softer shadows and more intense light SUN_HEIGHT_WATER = 5000, -- higher means softer shadows and more intense light MOON_LATITUDE = 0, -- NOT USED SUN_LATITUDE = 848, SECOND_MOON_LATITUDE = 100, -- Used to put a "fake" sun/moon on the other side of the globe to hide the seem that would otherwise appear there SECOND_SUN_LATITUDE = 100, -- hsv color ambient light AMBIENT_LIGHT_POS_X = { 0.2, 0.2, 0.2 }, -- right AMBIENT_LIGHT_NEG_X = { 0.4, 0.1, 0.6 }, -- left AMBIENT_LIGHT_POS_Y = { 0.0, 0.0, 0.0 },-- kills everything AMBIENT_LIGHT_NEG_Y = { 0.35, 0.2, 0.0 },-- from under AMBIENT_LIGHT_POS_Z = { 0.6, 0.2, 0.924 }, -- top AMBIENT_LIGHT_NEG_Z = { 0.55, 0.1, 0.9 }, -- bottom SUN_DIFFUSE_COLOR = {0.14, 0.0, 1.0}, SUN_INTENSITY = 1.0; -- 0.4 SUN_SPECULAR_INTENSITY = 1.0; MOON_DIFFUSE_COLOR = {0.58, 0.5, 1.0}, MOON_INTENSITY = 2.5; CUBEMAP_INTENSITY = 1.0, TREE_FADE_NEAR = 250.0, TREE_FADE_FAR = 350.0, TRADE_ROUTE_NUM_CONVOYS_SCALE_FACTOR = 0.3, TRADE_ROUTE_MAX_NUM_CONVOYS = 4, TRADE_ROUTE_CONVOY_SPEED = 0.6, TRADE_ROUTE_CONVOY_SLEEP_TIME = 3.0, TRADE_ROUTE_CONVOY_ROUTE_OFFSET = 0.5, SHIP_IN_MISSION_SPEED = 2.5, SHIP_IN_MISSION_TURN_RADIUS = 5.0, SHIP_IN_MISSION_TARGET_SIZE = 0.5, SHIP_IN_MISSION_SCALE = 0.6, TRADE_ROUTE_LINE_OFFSET = 0.5, TRADE_ROUTE_MAX_LINES = 6, TRADE_ROUTE_BAD_EFFICIENCY_THRESHOLD = 0.8, TRADE_ROUTE_REGIONAL_BAD_EFFICIENCY_THRESHOLD = 0.9, TRADE_ROUTE_BAD_EFFICIENCY_ROUTE_COLOR = { 1.0, 0.7, 0.5, 0.75 }, TRADE_ROUTE_BAD_EFFICIENCY_HOTSPOT_COLOR = { 1.0, 0.0, 0.0, 0.75 }, TRADE_ROUTE_PRODUCTION_TRANSFER_COLOR = { 0.0, 0.5, 1.0, 0.75 }, TRADE_ROUTE_SUPPLIES_TRANSFER_COLOR = { 1.0, 1.0, 1.0, 0.35 }, TRADE_ROUTE_RESOURCE_EXPORT_COLOR = { 0.7, 1.0, 0.5, 0.75 }, TRADE_ROUTE_RESOURCE_IMPORT_COLOR = { 0.2, 0.9, 1.0, 0.75 }, TRADE_ROUTE_LEND_LEASE_EXPORT_COLOR = { 0.5, 1.0, 0.0, 0.75 }, TRADE_ROUTE_LEND_LEASE_IMPORT_COLOR = { 0.5, 1.0, 0.0, 0.75 }, TRADE_ROUTE_INTERNATIONAL_MARKET_COLOR = {0.0, 1.0, 0.0, 0.75}, TRAIT_GRID_COLUMN_OFFSET = 3, TRAIT_GRID_COLUMN_WIDTH = 208, TRAIT_GRID_ROW_SHIFT = 48, --- Colors used for the trait trees (MIO and character trait trees) TRAIT_LINE_ASSIGNED_COLOR = { 0.47, 0.93, 0.65 }, -- Color for parent dependency lines when the parent is assigned. TRAIT_LINE_NON_ASSIGNED_COLOR = { 0.67, 0.75, 0.93 }, -- Color for parent dependency lines when the parent is not assigned assigned. TRAIT_LINE_HIGHLIGHT_COLOR = { 1.0, 1.0, 0.0 }, -- Color for parent dependency lines to the parents when hovering over a trait. TRAIT_INVALID_FOR_ASSIGNMENT_COLOR = { 0.8, 0.3, 0.3 }, PRIDE_OF_THE_FLEET_MODULATE = { 1.0, 0.95, 0.0, 1.0 }, -- pride of the fleet color RAILWAY_MAP_ARROW_THIN_LEVEL_THRESHOLD = 1, -- Railway level 1 uses thin map arrow in supply map mode RAILWAY_MAP_ARROW_MEDIUM_LEVEL_THRESHOLD = 3, -- Railway level 2-3 uses medium map arrow in supply map mode RAILWAY_MAP_ARROW_THICK_LEVEL_THRESHOLD = 5, -- Railway level 4-5 uses thick map arrow in supply map mode RAILWAY_MAP_ARROW_COLOR_DEFAULT = { 1.0, 1.0, 1.0, 1.0 }, -- white, default railway maparrow color RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION = { 1.0, 0.80, 0.0, 1.0 }, -- orange, railways that are currently under construction RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION_VALID = { 0.957, 0.871, 0.51, 1.0 }, -- yellow, in constructionmode, railways that are valid to build RAILWAY_MAP_ARROW_COLOR_CONSTRUCTION_INVALID = { 1.0, 0.0, 0.0, 1.0 }, -- red, in constructionmode, railways that are invalid to build RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED = { 0.957, 0.871, 0.51, 1.0 }, -- yellow, highlighted railways, e.g when selecting a hub and showing the route back to the capital RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_DAMAGED = { 1.0, 1.0, 0.2, 1.0 }, -- color of highlighted railways which were damaged RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_ONCOOLDOWN = { 1.0, 0.2, 1.0, 1.0 }, -- color of highlighted railways which are on cooldown (captured recently) RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_CONSTRUCTION = { 0.957, 0.871, 0.51, 1.0 }, -- orange, shown for highlighted railways that are under construction RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_BOTTLENECK = { 0.902, 0.38, 0.4, 1.0 }, -- red, shown for railways that are the bottleneck when highlighting RAILWAY_MAP_ARROW_COLOR_HIGHLIGHTED_BOTTLENECK_MAXLEVEL = { 0.761, 0.647, 0.812, 1.0 }, -- purple, shown for maxlevel railways that are the bottleneck when highlighting RAILWAY_MAP_ARROW_COLOR_DAMAGED = { 0.8, 0.8, 0.0, 1.0 }, -- color of railways which were damaged and gives penalty to move for railway guns RAILWAY_MAP_ARROW_COLOR_ONCOOLDOWN = { 0.5, 0.5, 0.5, 1.0 }, -- color of railways which are on cooldown (captured recently) RIVER_SUPPLY_MAP_ARROW_COLOR = { 0.8, 0.8, 1.0, 0.8 }, FLOWING_RIVER_SUPPLY_MAP_ARROW_COLOR = { 0.8, 0.8, 1.0, 0.8 }, SUPPLY_TO_CONSUMERS_MAP_ARROW_COLOR = { 1.0, 1.0, 1.0, 1.0 }, -- Currently overwritte in code... SUPPLY_TO_CONSUMERS_MAP_ARROW_TRANSPARENCY = 0.8, -- When holding shift in supply map mode with a node selected, color provinces which are in range of the node NODE_FLOW_IN_CURRENT_RANGE_COLOR = { 0.68235, 0.0039, 0.4941, 0.55 }, -- At current motorization level NODE_FLOW_IN_HALF_RANGE_COLOR = { 0.9686, 0.4078, 0.6314, 0.6 }, -- At Half Motorization, if currently set to less than that NODE_FLOW_IN_FULL_RANGE_COLOR = { 0.9843, 0.7059, 0.7255, 0.4 }, -- At Full Motorization, if currently set to less than that RAILWAY_ICON_SHIFT = { 0.0, 0.0, 0.0 }, SUPPLY_ICON_SHIFT = { 0.0, 0.0, 0.0 }, SUPPLY_ICON_SWITCH = 200, SUPPLY_ICON_CUTOFF = 900.0, -- total supply icon cutoff distance for all SUPPLY_ICON_UNUSED_CUTOFF = 400.0, -- where we stop showing unused nodes SUPPLY_ICON_NUMBERS_CUTOFF = 400.0, -- where we stop showing numbers on hubs (ignored for selected and problem hubs) SUPPLY_ICON_OK_CUTOFF = 750.0, -- where we stop showing nodes with no issues, e.g non-red SUPPLY_ICON_DISCONNECTED_CUTOFF = 500.0, -- where we stop showing disconnected nodes SUPPLY_ICON_END_CUTOFF = 200.0, -- where we stop showing line end icons RAILWAY_ICON_CUTOFF = 900.0, SUPPLY_SELECTED_NODE_COLOR = { 0.0, 1.0, 1.0, 1.0 }, SUPPLY_CAPITAL_COLOR = { 1.0, 0.7, 0.0, 1.0 }, SUPPLY_NAVAL_NODE_COLOR = { 0.1, 0.6, 0.8, 1.0}, SUPPLY_LAND_NODE_COLOR = { 0.5, 0.8, 0.5, 1.0 }, SUPPLY_CONSUMER_ARROW_HEIGHT_TO_LEN = 0.1, SUPPLY_CONSUMER_ARROW_HEIGHT_MAX = 4.0, SUPPLY_UNIT_COUNTER_SHOW_THRESHOLD = 0.5, -- At what supply threshold will the normal crate be shown on unit counters SUPPLY_UNIT_COUNTER_LOW_THRESHOLD = 0.35, -- At what supply threshold will the orange crate be shown on unit counters SUPPLY_UNIT_COUNTER_VERY_LOW_THRESHOLD = 0.2, -- At what supply threshold will the red crate with ! will be shown on unit counters COUP_GREEN = { 0.0, 1.0, 0.0, 1.0 }, COUP_RED = { 1.0, 0.0, 0.0, 1.0 }, -- unit on-map interface modulate colors FRIEND_COLOR = {0.7, 0.9, 0.7}, ENEMY_COLOR = {1.0, 0.7, 0.7}, NEUTRAL_COLOR = {1.0, 1.0, 1.0}, COUNTRY_COLOR_HUE_MODIFIER = 0.0, COUNTRY_COLOR_SATURATION_MODIFIER = 0.6, COUNTRY_COLOR_BRIGHTNESS_MODIFIER = 0.8, COUNTRY_UI_COLOR_HUE_MODIFIER = 0.0, COUNTRY_UI_COLOR_SATURATION_MODIFIER = 1.0, COUNTRY_UI_COLOR_BRIGHTNESS_MODIFIER = 1.0, COMMANDGROUP_PRESET_COLORS_HSV = { 90.0/360.0, 0.95, 0.86, 60.0/360.0, 0.95, 0.86, 30.0/360.0, 0.95, 0.86, 00.0/360.0, 0.95, 0.86, 330.0/360.0, 0.95, 0.86, 300.0/360.0, 0.95, 0.86, 270.0/360.0, 0.95, 0.86, 240.0/360.0, 0.95, 0.86, 210.0/360.0, 0.95, 0.86, 180.0/360.0, 0.95, 0.86 }, CAMERA_OUTSIDE_MAP_DISTANCE_TOP = 200.0, CAMERA_OUTSIDE_MAP_DISTANCE_BOTTOM = 200.0, CAMERA_ZOOM_SPEED = 50, CAMERA_ZOOM_KEY_SCALE = 0.02, CAMERA_ZOOM_SPEED_DISTANCE_MULT = 6.0, -- Zoom speed multiplier. When camera is max zoome out, the zooming in speed will get 100% of CAMERA_ZOOM_SPEED_DISTANCE_MULT zooming speed. ORDERS_MOUSE_INTERSECT_DISTANCE_MULT = 2.6, -- For balancing the collision distance with painted arrows and fronts. FRONTS_MOUSE_INTERSECT_DISTANCE_MULT = 6.6, -- For balancing the collision distance with painted arrows and fronts. MOVE_ORDERS_MOUSE_INTERSECT_DISTANCE_MULT = 0.5, -- For balancing the collision distance with painted arrows and fronts. TRADE_ROUTE_INTERSECT_DISTANCE_MULT = 10.0, -- For balancing the collision distance with painted arrows and trade routes. RAILWAY_INTERSECT_DISTANCE_MULT = 3.0, -- For balancing the collision distance with painted arrows and railways. MINIMUM_PROVINCE_SIZE_IN_PIXELS = 8, -- Provinces that are smaller than that are just making the game unplayable. It doesn't affect the game, just informs in the error.log NATIONAL_FOCUS_SHINE_DISTANCE_SCALE = 0.03, NATIONAL_FOCUS_PULSE_BASE = 10.0, NATIONAL_FOCUS_PULSE_RANDOM = 10.0, POLITICAL_GRID_SMALL_BOX_LIMIT = 6, -- Limit for gridbox in political view before it will be replaced with extended gridbox SETUP_SPIRIT_GRID_BOX_LIMIT = 3, -- Limit for gridbox in game setup before it will be replaced with extended gridbox POLITICAL_PULSE_BASE = 10.0, POLITICAL_PULSE_RANDOM = 10.0, STRATEGIC_REGION_ZOOM_HEIGHT = 300.0, -- zooming to a strategic region will make you zoom this further from map ARROW_PARADROP_HEIGHT_TO_LEN = 0.3, ARROW_PARADROP_HEIGHT_MAX = 11.0, ARROW_MIN_TEXT_POINTS_LIMIT = 10, -- Amount of points when arrow gets first detailed text ARROW_EXT_TEXT_POINTS_LIMIT = 20, -- Amount of points when arrow gets extended detailed text ARMY_DEFENSIVE_LINE_BUTTON_SIZE = 0.7, -- The size of the "edit" button drawn at the endings of the def.lines (for army) ARMY_GROUP_DEFENSIVE_LINE_BUTTON_SIZE = 0.9, -- The size of the "edit" button drawn at the endings of the def.lines (for army group) SHOW_FOREIGN_SUPPLY_BELOW = 300.0, -- Below this camera height all supply icons will be shown SHOW_ONLY_PATH_ABOVE = 500.0, -- Above this only supply icons in the currently shown path are shown ACCLIMATIZATION_CAMO_SHOW_AT = 0.5, -- The moment at which the division gains enough acclimatization to change it's model to the camouflage one. ACCLIMATIZATION_CAMO_SHOW_WHEN_IN_STATE = 0.2, -- The troops camouflage can swap (to the one from acclim.) not only when snow/desert is in the location we are in, but also when % of provinces in current state has snow/desert. INTEL_NETWORK_VALID_TARGET_STRIPE_COLOR = { 0.1, 0.5, 0.8, 1.0 }, -- Color of the stripes of painted over a valid state to start building an intel network INTEL_NETWORK_VALID_COUNTRY_TARGET_STRIPE_COLOR = { 0.1, 0.8, 0.5, 0.5 }, -- Color of the stripes painted over valid countries OCCUPATION_RESISTANCE_NON_INITIALIZED_COLOR = { 1.0, 1.0, 1.0, 0.05 }, -- player owned state color with no resistance -- color that will be used in resistance/compliance map mode -- first value is resistance/compliance level, next 4 values are color rgba -- the color will be lerped in between two closest colors OCCUPATION_RESISTANCE_MAP_MODE_COLORS = { 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.1, 30.0, 1.0, 1.0, 0.0, 0.3, 100.0, 1.0, 0.0, 0.0, 0.3, }, OCCUPATION_COMPLIANCE_MAP_MODE_COLORS = { 0.0, 0.3, 0.6, 0.6, 0.05, 0.0, 0.3, 0.7, 1.0, 0.05, 10.0, 0.3, 0.7, 1.0, 0.2, 50.0, 0.3, 0.7, 1.0, 0.3, 100.0, 0.3, 0.9, 1.0, 0.5, }, INTEL_LEDGER_ARMY_FORT_LEVEL_COLORS = { 0.0, 0.3, 0.3, 0.3, 0.2, 0.0, 0.7, 0.7, 0.2, 0.3, 1.0, 0.7, 0.2, 0.2, 0.5, }, INTEL_LEDGER_NAVAL_FORT_LEVEL_COLORS = { 0.0, 0.3, 0.3, 0.3, 0.2, 0.0, 0.7, 0.7, 0.2, 0.3, 1.0, 0.7, 0.2, 0.2, 0.5, }, TEMPERATURE_MAP_MODE_COLORS = { -35.0, 0.0, 0.0, 0.5, 1.0, -25.0, 0.0, 0.0, 1.0, 1.0, -10.0, 0.0, 0.7, 1.0, 1.0, 0.0, 0.0, 1.0, 0.45, 0.45, 15.0, 1.0, 1.0, 0.0, 1.0, 25.0, 1.0, 0.65, 0.0, 1.0, 30.0, 1.0, 0.0, 0.0, 1.0, 35.0, 0.5, 0.0, 0.0, 1.0, }, RAILWAY_GUN_ASSIGNMENTS_MAP_MODE_COLORS = { 0.0, 1.0, 0.0, 0.0, 1.0, 0.25, 1.0, 0.65, 0.0, 1.0, 0.75, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.45, 0.45, }, INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION = { 0.7, 0.7, 0.7, 0.9 }, INTEL_LEDGER_NAVY_REGION_COLOR_WITH_MISSION_AND_TASKFORCES_IN_REGION = { 0.8, 0.8, 0.4, 0.9 }, INTEL_LEDGER_AIR_REGION_COLOR = { 0.8, 0.8, 0.4, 0.9 }, INTEL_LEDGER_GRAPH_RED = { 1.0, 0.0, 0.0, 1.0 }, INTEL_LEDGER_GRAPH_GREEN = { 0.0, 1.0, 0.0, 1.0 }, RAID_SOURCE_MAP_STRIPES_COLOR = { 0.0, 1.0, 1.0, 0.4 }, RAID_SOURCE_MAP_STRIPES_HOVERED_COLOR = { 0.3, 1.0, 1.0, 0.7 }, RAID_ARROW_BALLISTIC_SHAPE = 0.02, -- Higher value = curved trajectories, lower value = flat trajectories RAID_ARROW_BALLISTIC_MAX_HEIGHT = 30, -- Maximum altitude reached by ballistic trajectories RAID_ARROW_BALLISTIC_MAX_SEGMENT_LENGTH = 1, -- Maximum length of arrow segment (less = smoother curve) RAID_ARROW_BALLISTIC_MAX_SEGMENTS = 100, -- Max segments per arrow (overrides max segment length) RAID_ARROW_AIR_HEIGHT = 10.0, -- Highest altitude above max(source, target) RAID_ARROW_AIR_SLOPE_SOURCE_STEEPNESS = 0.2, -- Higher value = steeper angle [0,1] RAID_ARROW_AIR_SLOPE_SOURCE_LENGTH = 50.0, -- Higher value = more time to reach the highest altitude RAID_ARROW_AIR_SLOPE_TARGET_STEEPNESS = 0.2, -- Same as above but for the target RAID_ARROW_AIR_SLOPE_TARGET_LENGTH = 0.0, -- Same as above but for the target (a value of zero means it ends above the target) RAID_ARROW_AIR_MAX_SEGMENT_LENGTH = 1, -- Maximum length of arrow segment (less = smoother curve) RAID_ARROW_AIR_MAX_SEGMENTS = 100, -- Max segments per arrow (overrides max segment length) RAID_ARROW_NAVAL_SUBDIVISIONS = 20, -- Number of subdivisions for the path spline (more = smoother, but slower to render) RAID_ARROW_NAVAL_SHARP_TURN_SMOOTHNESS = 0.10, -- Amount of smoothness that is applied to smooth out sharp turns (0 = off) RAID_ARROW_NAVAL_USE_MIDPOINTS = true, -- Whether to use midpoints between provinces to build the path RAID_ARROW_LAND_SUBDIVISIONS = 20, -- Number of subdivisions for the path spline (more = smoother, but slower to render) RAID_ARROW_LAND_SHARP_TURN_SMOOTHNESS = 0.10, -- Amount of smoothness that is applied to smooth out sharp turns (0 = off) RAID_ARROW_LAND_USE_MIDPOINTS = true, -- Whether to use midpoints between provinces to build the path RAID_UNIT_ENTITY_BASE_SCALE = 2.0, -- Base scale of the raid unit entity used to show the progress of the raid (can be further modifier in raid script) RAID_UNIT_ENTITY_OFFSET = { 0.0, 0.0, 0.0 }, -- Raid entity offset from the arrow spline position DEFAULT_NUDGE_FLOATING_HARBOR_DIST = 7.0, -- Default distance of floating harbors from the coast in pixels, for nudger RAID_MAP_ICON_DRAW_DISTANCE_MIN = 10.0, -- Below this distance, raid map icons are hidden RAID_MAP_ICON_DRAW_DISTANCE_MAX = 500.0, -- Above this distance, raid map icons are hidden in normal map modes RAID_MAP_ICON_MAX_DRAW_DISTANCE_IN_RAID_MAP_MODE = 1600.0, -- Above this distance, raid map icons are hidden in raid map mode RAID_TARGET_ZOOM_HEIGHT = 200.0, -- The height for the map carmera to zoom in to a raid target RAID_UNIT_ZOOM_HEIGHT = 150.0, -- The height for the map camera to zoom in to a raid unit NAVAL_DOMINANCE_ICON_MAX_DRAW_DISTANCE = 1000.0,-- The camera distance at which naval dominance map icons are hidden FACTION_PING_MAP_NONE_SELECT_COLOR = { 0.1, 0.1, 0.3, 0.98 }, -- Color when you have non selected FACTION_PING_MAP_AVAILABLE_COLOR = {0.3, 0.3, 0.3, 0.5 }, -- Available region color FACTION_PING_MAP_UNAVAILABLE_COLOR = { 0.1, 0.1, 0.3, 1.0 }, -- Unavailable region color FACTION_PING_MAP_COLOR = { 0.99, 0.99, 0.99, 0.05 }, -- Selected region color FACTION_PING_MAP_ALREADY_ASSIGNED_COLOR = { 0.5, 0.5, 0.75, 0.15 }, -- Already assigned to another theater color FACTION_PING_MAP_GRADIENT = 150, -- Selected region distance gradient }, NInterface = { MAX_NO_FACTION_FILTER_BUTTONS = 40, -- Max number of faction filter buttons that can be generated in diplomacy view. LOGISTICS_PAST_WEEK = 7, -- Number of days from the past (including current day) we want logistics data for (Max 30 days) COMBAT_SOME_PIERCING = 0.25, -- How many % of enemy units the unit have to pierce in order for the some piercing icon to be displayed COMBAT_GOOD_PIERCING = 0.6, -- How many % of enemy units the unit have to pierce in order for the good piercing icon to be displayed COMBAT_SOME_ARMOR = 0.25, -- How many % of enemy units have to be unable to pierce the unit in order for the some armor icon to be displayed COMBAT_GOOD_ARMOR = 0.6, -- How many % of enemy units have to be unable to pierce the unit in order for the good armor icon to be displayed MIN_FOCUS_TREE_ZOOM = 0.2, -- min zoom in scale MAX_FOCUS_TREE_ZOOM = 1.0, -- max zoom out scale FOCUS_TREE_ZOOM_SPEED = 0.16, -- zooming speed FOCUS_TREE_ZOOM_FACTOR = 0.5, -- zooming factor that will be factored while player scrolls too fast TOOLTIP_SCREEN_LEFT_OFFSET_X = 0, -- Tooltip offset on x axis from left screen border TOOLTIP_SCREEN_RIGHT_OFFSET_X = 0, -- Tooltip offset on x axis from right screen border TOOLTIP_SCREEN_TOP_OFFSET_Y = 0, -- Tooltip offset on y axism from top screen border TOOLTIP_SCREEN_BOTTOM_OFFSET_Y = 0, -- Tooltip offset on y axis from bottom screen border NO_COMBATS_COLOR = { 0.0, 0.0, 0.8 }, -- Color for icons if all combats are successful SUCCESFUL_COMBATS_COLOR = { 120.0/360.0, 0.95, 0.86 }, -- Color for icons if all combats are successful MIN_NON_SUCCESSFUL_COMBAT_COLOR = { 100.0/360.0, 0.95, 0.86 }, -- Color for icons if some of combats are not successful MID_NON_SUCCESSFUL_COMBAT_COLOR = { 50.0/360.0, 0.95, 0.86 }, MAX_NON_SUCCESSFUL_COMBAT_COLOR = { 00.0/360.0, 0.95, 0.86 }, -- Color for icons if all of combats are not successful UNIT_SELECT_DOUBLE_CLICK_TIME = 0.1, -- Delay before double click event for unit selection SHIP_SELECT_DOUBLE_CLICK_TIME = 1.0, -- Delay before double click event for ship selection MINIMAP_TOGGLE_DURATION = 0.5, -- Delay for minimap toggle MINIMAP_TOGGLE_SHIFT = 270, -- horizontal shift for minimap to close it TIMED_MESSAGE_TIMEOUT = 0.35, -- Timeout for timed message MINIMAP_PING_DURATION = 12.0, -- timeout for pings MINIMAP_PING_SPEEDUP_ON_SCREEN = 2.0, -- speed up for timeout if ping is visible on screen MINIMAP_PING_DELAY_BETWEEN_PINGS = 0.3, -- delay between consecative pings DRAG_AND_DROP_SCROLLING_SENSITIVITY = 12.5, -- Speed multiplier for components scrolling while drag'n dropping elements GRIDBOX_ELEMENTS_INTERPOLATION_SPEED = 0.5, -- A value used to determine how fast the elements within the gridbox are interpolating while drag'n dropping. ARMY_GROUP_PORTRAIT_SPACING = 6, -- Extra space added between portraits of different army groups ARMY_GROUP_FIRST_MEMBER_SPACING = 5, -- Extra spacing between the army group portrait and the first member of the army group ARMY_GROUP_COLLAPSE_EXTRA_SPACING = 5, -- Extra spacing between the army group portrait when army group is collapsed ARMY_LIST_BOTTOM_PADDING = 165, -- Bottom padding for army list on left ARMY_LIST_BOTTOM_PADDING_WITH_EXPEDITIONARIES = 240, -- Bottom padding for army list on left when expeditionaries are open MILITARY_FACTORIES_SCALE = { 1, 5, 10 }, FLEET_BOTTOM_BAR_HEIGHT = 110, -- Height of the list of fleet at the bottom of the screen FLEET_BOTTOM_BAR_PADDING_RIGHT = 110, -- Width of the Rhs panel at the bottom of the screen where map mode are selected PICKED_UP_NAVY_OFFSET_X = 26, -- Amount of pixels to shift the picked up navy window on the x axis PICKED_UP_NAVY_OFFSET_Y = -14, -- Amount of pixels to shift the picked up navy window on the y axis TASK_FORCE_ENTRY_OFFSET_Y = -2, -- Adjust the position of a task force entry. Added to the height of the background image. TASK_FORCE_COMPOSITION_EDITOR_PADDING_TO_NAVIES_VIEW = 20, -- Padding on the x axis between the navies view and the task force composition editor window FUEL_STOCKPILE_DURATION_MAX = 365*5, -- our max for stockpile duration display SHIP_REFIT_TOOLTIP_MAX_DIFF_LINES = 20, -- Maximum number of lines to show in the tooltip describing stat differences from all the source equipment variants to the target being considered. DEFAULT_TASKFORCE_ICON = 6, -- newly created taskforces will use this icon DEFAULT_FLEET_ICON = 4, -- newly created fleets will use this icon DEFAULT_NAVAL_EQUIPMENT_ROLE_ICON = 1, -- newly created naval equipment variants will use this icon, if the AI equipment designs do not propose a better one. FUEL_GRAPH_COLOR = { 0.8, 0.8, 0.8, -- stockpile 0.8, 0.0, 0.0, -- total consumption 0.0, 0.8, 0.0, -- army consumption 0.0, 0.0, 0.8, -- navy consumption 0.0, 0.8, 0.8, -- air consumption 0.8, 0.8, 0.0, -- other consumption 0.8, 0.8, 0.8, -- produced }, PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_X = 4, -- offset of the role icon selection window shown in the filters of ship design in the production tab PRODUCTION_SHIP_FILTERS_ROLE_SELECTION_WINDOW_OFFSET_Y = -8, SHIP_FUEL_EFFICIENCY_WARNING_THRESHOLD = 60.0, -- Fuel usage threshold above which a ship is considered fuel inefficient for always on missions NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_VERY_LIKELY = 0.8, -- threshold above which to show that a strike force is "very likely" to engage an enemy NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_LIKELY = 0.6, -- same, for "likely" NAVAL_STRIKE_FORCE_ATTACK_LIKELYHOOD_THR_UNLIKELY = 0.3, -- same, for "unlikely" CONVOY_ESCORT_PRESENCE_WARNING_THRESHOLD = 0.95, -- Value for the Escort Presence below which a warning will be shown on the naval mission map icon MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_DETECTION = 22, -- Value below which the mission icon for the patrol mission is showing a warning MISSION_PATROL_SOFT_REQ_THRESHOLD_SPEED = 30, -- (kph) Same, but for Speed of the task force MISSION_PATROL_SOFT_REQ_THRESHOLD_SURFACE_VISIBILITY = 1.4, -- Same, but for the surface visibility of the task force (lower means more fit for the mission for this one) MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_SUB_DETECTION = 2, -- Same, for convoy escort MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_DEPTH_CHARGES_AVG = 8, -- Average of the stat Depth Charges in the task force MISSION_CONVOY_ESCORT_SOFT_REQ_THRESHOLD_DEPTH_CHARGES_SUM = 8, -- Sum of the stat Depth Charges in the task force MISSION_NAVAL_INVASION_SUPPORT_SOFT_REQ_THRESHOLD_SHORE_BOMBARDMENT = 3, -- Same, for naval invasion. Sum of the stat Shore Bombardment in the task force OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MIN = 0.2, -- the minimum duration of a loop in seconds OPERATIVE_MISSION_EFFICIENCY_ANIMATION_TIME_MAX = 3.0, -- the maximum duration of a loop in seconds OPERATIVE_COUNTER_INTELLIGENCE_DEFENSE_TO_EFFICIENCY_FACTOR = 40.0, -- Factor multiplied to the defense provided by the operative while on counter intelligence mission to get a score in the range [0,100] that is then used to scale the animation speed OPERATIVE_NETWORK_STRENGTH_GAIN_TO_EFFICIENCY_FACTOR = 12.0, -- Factor multiplied to the network strength the operative provides while on build network mission to get a score in the range [0,100] that is then used to scale the animation speed OPERATIVE_PROPAGANDA_DRIFT_TO_EFFICIENCY_FACTOR = 130000.0, -- Factor multiplied to the war support and stability drift to obtain the efficiency score (expected to be in range [0,100]) OPERATIVE_BOOST_IDEOLOGY_DRIFT_TO_EFFICIENCY_FACTOR = 500.0, -- Factor multiplied to the ideology drift caused by the operative in order to get a score in the range [0,100] used to determine the speed of the animation OPERATIVE_ROOT_OUT_RESISTANCE_EFFICIENCY_TO_EFFICIENCY_FACTOR = 80.0, -- Factor multiplied to the operative's efficiency at the RootOutResistance mission to determine the animation speed OPERATIVE_TRADE_INFLUENCE_DRIFT_TO_EFFICIENCY_FACTOR = 135, -- Factor multiplied to the operative's trade influence drift to determine the animation speed OPERATIVE_OPINION_DRIFT_TO_EFFICIENCY_FACTOR = 400, -- Factor multiplied to the operative's trade influence drift to determine the animation speed OPERATIVE_TENSION_DRIFT_TO_EFFICIENCY_FACTOR = 400, -- Factor multiplied to the operative's trade influence drift to determine the animation speed AIR_WING_REINFORCEMENT_ICON_SCALE = 0.9, -- Scale of the reinforcement icon for reinforcement strip on airwing toolbar AIR_WING_NICHE_ICON_SCALE = 0.8, -- Scale of the niche icon for strip on airwing toolbar -- Used to convert the activity level to a color: -- ACTIVITY_LEVEL_THRESHOLD_COLOR[ i ] will be used if -- CurrentActivityLevel < ACTIVITY_LEVEL_THRESHOLD_VALUES[ i ] -- There can be one more color than threshold define which will -- be used when the CurrentActivityLevel is greater or equal to the -- last threshold. COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_VALUES = { 10, 20, 50, 100, }, COUNTERINTELLIGENCE_ACTIVITY_LEVEL_THRESHOLD_COLORS = { { 0.1, 0.9, 0.2, 1.0 }, { 0.6, 0.9, 0.2, 1.0 }, { 0.9, 0.7, 0.2, 1.0 }, { 1.0, 0.5, 0.0, 1.0 }, { 0.9, 0.1, 0.2, 1.0 }, }, GARRISON_STRENGTH_TO_SHOW_RED = 0.25, -- If the garrison strength is lower than that, we color the number of divisions in red. MAX_DECISIONS_IN_DECISION_ALERT_TOOLTIP = 5, -- Max number of available decisions we show in the alert tooltip PIXEL_OFFSET = -3, -- Country army view tab pixel offset when clicking on division/navy/air tab or the army officer corp tab ARMY_UNIT_LEADER_ICON_SPRITE_ID = 5, NAVY_UNIT_LEADER_ICON_SPRITE_ID = 3, POLITICAL_LEADER_ICON_SPRITE_ID = 13, -- When selecting a module in the tank designer, for each role the module forbids a role icon may be displayed. EQUIPMENT_DESIGNER_SHOW_MODULE_FORBIDS_BASE_ROLE_ICON = 0, -- If this is set to 0 no icon will be displayed if the main tank role is forbidden. If set to 1 the icon will be displayed as normal. EQUIPMENT_DESIGNER_SHOW_MODULE_FORBIDS_SPECIALIZED_ROLE_ICON = 0, -- If this is set to 0 no icons will be displayed for any forbidden specialized roles. If set to 1 the icons will be displayed as normal. MIO_CENTRAL_TREE_HORIZONTAL_POSITION = 1, -- Horizontal position for auto-generated MIO traits SLOW_INTERFACE_THRESHOLD = 5000, -- Show warning "SLOW INTERFACE" in debug when interface refresh takes more that this (in microseconds) FIXED_TOOLTIP_POSITION = { -- The offset from the bottom right of the screen where a fixed map tooltip will be displayed (if enabled in settings) -90, -12 }, }, NFrontend = { CAMERA_LOOKAT_X = 2958.0, -- Rotation point in main menu CAMERA_LOOKAT_Y = 0.0, CAMERA_LOOKAT_Z = 1519.0, CAMERA_START_X = 2958.0, -- Initial position in main menu CAMERA_START_Y = 800, -- Y is height CAMERA_START_Z = 1400.0, CAMERA_END_X = 2958.0, -- Move to position in main menu CAMERA_END_Y = 900.0, CAMERA_END_Z = 1400.0, CAMERA_MIN_HEIGHT = 50.0, -- Minimum camera height CAMERA_MAX_HEIGHT = 3000.0, -- Maximum camera height CAMERA_SPEED_IN_MENUS = 0.1, CAMERA_INTERPOLATION_SPEED = 0.19, FRONTEND_POS_X = 2958.0, FRONTEND_POS_Y = 900.0, FRONTEND_POS_Z = 1500.0, FRONTEND_LOOK_X = 2958.0, FRONTEND_LOOK_Y = 0.0, FRONTEND_LOOK_Z = 1519.0, MP_OPTIONS_POS_X = 2958.0, MP_OPTIONS_POS_Y = 922.0, MP_OPTIONS_POS_Z = 848.0, MP_OPTIONS_LOOK_X = 2958.0, MP_OPTIONS_LOOK_Y = 0.0, MP_OPTIONS_LOOK_Z = 1519.0, NEW_GAME_BUTTON_DISABLE_DELAY_ON_INVALID_MAP_DATA = 10.0, -- amount of seconds to disable buttons leading to a game start for SOCIALVIEW_CONTEXT_MENU_BUTTON_OFFSET = 10, SOCIALVIEW_CONTEXT_MENU_MARGIN = 2, TIME_TO_SWAP_BACKGROUNDS = 20, -- Amount of seconds before swapping to another background NEW_BACKGROUND_DURATION = 4 --How often you get to see the new background first before it is inside of the regular rotation, 1 means it will be automatically selcted, 0 means not selected at all, anything higher is the amount of start ups it will be prioritized }, NSound = { -- The volume of sounds in this category vary with camera altitude. HEIGHT_SOUND_CATEGORY = "Atmosphere", -- Name of the sound category HEIGHT_SOUND_MIN_ALTITUDE = 100.0, -- Below this altitude the minimum volume will be used HEIGHT_SOUND_MAX_ALTITUDE = 2000.0, -- Above this altitude the maximum volume will be used HEIGHT_SOUND_MIN_VOLUME = 0.2, HEIGHT_SOUND_MAX_VOLUME = 1.0, BATTLE_SOUND_NAME = "amb_battle_distant", BATTLE_SOUND_INIT_RADIUS = 9.0, BATTLE_SOUND_FALLOFF_DEFAULT = 100.0, BATTLE_SOUND_MIN_UNIT_COUNT = 6, VOICE_OVER_CATEGORY = "Voices", VOICE_OVER_COOL_DOWN = 2.8, -- Wait for this many seconds before playing another vo ABILITY_GENERIC_SOUND_NAME = "ability_generic", -- Sound played in addition to an ability's own sound effect when the player activates an ability }, NFriendGUI = { OFFLINE_COLOR = { 0.7, 0.7, 0.7, 1.0}, -- Text color of offline state ONLINE_COLOR = { 0.56, 0.85, 0.56, 1.0 }, -- Text color of online state }, } for k,v in pairs( NDefines_Graphics ) do NDefines[k] = v end