411 REFERENCE · Wikibooks
People's Tactics/Scenario Editor/Engine Variable
Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.
Engine Variables (only touch if you really know what you are doing)
This is a list of all the engine variables available for change in the editor, in the order they appear. The variables are grouped into fifteen sections.
One
Grass Movement Cost for Land Unit
Forest Movement Cost for Land Unit
Urban Movement Cost for Land unit
Sea Movement Cost for Land unit
Swamp Movement Cost for Land unit
Mountain Movement Cost for Land unit
Extra MP for mobile unit in forest
Extra MP for land unit to cross river
Extra MP for entering enemy land
Sea Movement Cost for Sea Unit
Urban Movement Cost for Sea Unit
Air Movement Cost per Hex
Two
Supply MP cost for Grass
Supply MP cost for Forest
Supply MP cost for Urban
Supply MP cost for Sea
Supply MP cost for Swamp
Supply MP cost for Mountain
Supply MP cost for Road
Weight of Supply
Three
Minimal Soft Att value to occupy enemy land
Maximum Unit Size in Weight Pts
Supply cost for Level 1 Entrenchment
Supply cost for Level 2 Entrenchment
Supply cost for Level 3 Entrenchment
Attack modifier versus lvl 1 entrenchment
Attack modifier versus lvl 2 entrenchment
Attack modifier versus lvl 3 entrenchment
Four
Population Divider (POP/PD = Supply production)
Distance 0 from THQ ... Supply%
Distance 1 from THQ ... Supply%
Distance 2 from THQ ... Supply%
Distance 3 from THQ ... Supply%
Distance 4 from THQ ... Supply%
Distance >5 from THQ ... Supply%
Supply% if no supply through port but through shore
Supply generated for SHQ * this value = max supply stock
Always allowed supply stock for SHQ
Readiness Attrition if IN supply
Readiness Attrition if OUT of supply
Always readiness gain = XP / this value
Minimal Readiness allowed if OUT of supply
Minimal Readiness allowed if IN supply
Basic Readiness gain by supply
Bonus Readiness gain by XP / this Value
Automatic XP increase until this XP Value
Automatic XP increase
SHQ Range … min 10 or so … and max 50 (longer calcs with longer range)
Pop needed for 1 Political Point production
Recon Points needed to look 1 hex away. Succesive exp
Hex Dammage recup in %pts per round
Ammount of ProdPoints to destroy to get 1 Fame Point
/100 = extra readiness loss absolute for artillery per combat round
Five
Multiplier of supply if you set supply production
Unitdivider; Unit softatt+hardatt/etc.. /unitdivider = counter
Six
Readiness loss modifier% for unit that is interdicted
Readiness loss modifier% for unit that interdicts itself
XP gain modifier% for unit that is interdicted
XP gain modifier% for unit that interdicts itself
Read loss modifier for attacked unit in normal land battle
Read loss modifier for unit attacking itself in normal land battle
Xp gain modifier for attacked unit in normal land battle
Xp gain modifier for unit attacking itself in normal land battle
Read loss modifier for land unit attacked by artillery
Read loss modifier for artillery unit attacking land unit
XP gain modifier for land unit attacked by artillery
XP gain modifier for artillery unit attacking land unit
Seven
Sea unit attacked by interdict. Read loss mod%
Unit interdiciting sea unit. Read loss mod%
Sea unit attacked by interdict. Xp gain mod%
Unit interdicting sea unit. Xp gain mod%
Sea unit attacked in harbour by land unit. Read loss mod%
Land unit attacking sea unit in harbour. Read loss mod%
Sea unit attacked in harbour by land unit. Xp gain mod%
Land unit attacking sea unit in harbour. Xp gain mod%
Sea unit attacked by sea unit. Read loss mod%
Sea unit attacking sea unit. Read loss mod%
Sea unit attacked by sea unit. Xp gain mod%
Sea unit attacking sea unit. Xp gain mod%
Sea unit attacked by artillery attack. Read loss mod%
Unit artillery attacking Sea unit. Read loss mod%
Sea unit attacked by artillery attack. Xp gain mod%
Unit artillery attacking Sea unit. Xp gain mod%
Eight
Air unit interdicted on land. Read loss mod%
Interdicting unit attacking air on land. Read loss mod%
Air unit interdicted on land. Xp gain mod%
Interdicting unit attacking air on land. Xp gain mod%
Dogfighting attacked. Read loss%
Dogfighting attacker. Read loss%
Dogfighting attacked. Xp gain mod%
Dogfighting attacker. Xp gain mod%
Air unit attacked on land. Read loss mod%
Land unit attacking Air unit on land. Read loss mod%
Air unit attacked on land. Xp gain mod%
Land unit attacking Air unit on land. Xp gain mod%
Air unit attacked by artillery/AA. Read loss mod%
Unit artillery/AA attacking air unit. Read loss mod%
Air unit attacked by artillery/AA. Xp gain mod%
Unit artillery/AA attacking air unit. Xp gain mod%
Nine
Xp gain modifier if Xp 75-100
Xp gain modifier if Xp 101-150
Read loss modifier for units with readiness<30
Read loss modifier for units with readiness 30-60
Ten
Minimum pop for almost smallest town sprite
Minimum pop for small town sprite
Minimum pop for medium town sprite
Minimum pop for large town sprite
Minimum pop for largest town sprite
Eleven
Officer Skill Creation. d100 .. below this number skill= 8 or 9
Officer Skill Creation. d100 .. below this number skill= 7
Officer Skill Creation. d100 .. below this number skill= 6
Officer Skill Creation. d100 .. below this number skill= 5
Officer Skill Creation. d100 .. below this number skill= 4
Officer Skill Creation. d100 .. below this number skill= 3 or 2. Above = 1
Officer creation. Basic retreat%
Officer creation. + Random retreat % (retreat=basic+random)
Twelve
Air Wing interdicts within this many hexes range … min 1 … Max 2
AA guns participate from hex distance ... Min 0 … Max 5
Sub dive chance divider if attacked by aircraft
Softdef modifier for Grass
Softdef modifier for Forest
Softdef modifier for Urban
Softdef modifier for Sea
Softdef modifier for Swamp
Softdef modifier for Mountain
Softdef modifier for Swamp
HardAtt mod for Grass
HardAtt mod for Forest
HardAtt mod for Urban
HardAtt mod for Sea
HardAtt mod for Swamp
HardAtt mod for Mountain
Softdef modifier for defending against amphibious invasion/airdrop
HardAtt modifier if doing an amphibious invasion/airdrop
Number of combat rounds
Minimal cost in MP for battle
Max MP unit may have left after battle
Attack modifier for attack over River
100 + % attack modifier for each extra multipronged attack
Frontsize limitator in # of unittype frontsize points
Readiness modifier% if Attacking unit breaks off attack
Readiness modifier is defending unit flees
Readiness modifier per combat round a def.unit cannot flee
Disruption for new commander
Disruption for making new unit
Disruption caused by retreat
Disruption caused by attack breakoff
Thirteen
Transfer cost divider for over land transport
Transfer cost divider for over sea transport
Transfer cost divider for land transport after sea transport
Cost for new Land Unit
Cost for new Sea unit
Cost for new Air unit
Cost for new THQ
Cost for new SHQ
HQ TYPE COUNT .. howmany different types can be in shq
Fourteen
Lose mobile loss divider for attacker if offensive fails
Lose artillery loss divider for attacker if offensive fails
Minimum readiness needed to intercept enemy aircraft
Fifteen
AI Forbidden. If = 1 then AI is forbidden to play in this scenario
/ 100 = the XP/Readiness value of production points with loss.calc
neutral hex= 0 means neutral hex join auto and 1 means they dont
Campaign? 0=no, 1=yes
Campaign: Fog of Exploration?
Campaign: Block if loaded by user 1=yes, 0=no
Experience & Rdn modifier. higher is less xp/rdn drain, lower is more