GameBalance Values

Boxhead

New member
Joined
Mar 1, 2016
Messages
24
Hey guys,

I had figured out the meanings of many game balance values so I thought I just share them here. Still most definitions of the values are missing (like some values in GameBalanceCreature.txt or platoon values in GameBalanceArmy.txt).
All values are written from the left to right, which means each line here is a column in its respective .txt file.

Some of the values could be in the wrong order, however most of them should be correct.

Any help to arrange the values in the correct order is highly appreciated.

GameBalanceAlignment.txt START
//Alignment
    AlignmentChange;
    ?
    ?
    Decay;

//AlignmentPool
    Poolsize;
GameBalanceAlignment.txt END


GameBalanceAnimal.txt START
//Animal
    SacrificeValue;
    FoodValue;
    SpawnChance;
    RespawnRate;
GameBalanceAnimal.txt END


GameBalanceArmy.txt START
//Platoon THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
    XpNeededToLevelUp; MinSize; DefaultSize; MaxNumberOfTargeters; SecondsTakenToDisband; SoldierMeshScale; CreatureDamagePerSuccessfulHit; DamageInRansackState; HealthGainPerTurnDuringIdle; TakeOverImpressivenessMultiplier; RecruitmentOreDisplayMultiplier; BaseBalanceType; AgentMass; MovementStat; AccellerationMax; AgentSpeedMax; AgentChargeSpeed; AgentFighterSpeed; PlatoonSpeed; PlatoonChargeSpeed; PositionAccuracy; MinFlipAngle; TurnsBetweenAgentSpeedChange; MaxRandomSpeedChange; MoveByRankModifier; MeleeAttackSkill; MeleeDefendSkill; InitialStat; RangedAttackSkill; AttackDamageRatio; DefenceDamageRatio; PlatoonTargetSearchRadius; AgentTargetSearchRadius; RubberBandRadius; VisualRecognitionRadius; UnusedStat; TurnsBetweenMeleeAttacks; TurnsBetweenRangedAttacks; InitialStat; InitialStat; InitialStat; ChargeDistance; TurnsBetweenReaquisitionOfTargetForFighter; ReorderOnOrientationChange; ExperienceGainedPerSuccessfulAttack; XpTendsToMaxPerSecond; XpDeltaToTriggerFloaty; MaxDistanceToRespondToLocalFriendlyPlatoonAttack; VisionMultiplierAtNight; UseFireArrows; HeightBaseAttributeScalarUpHill; HeightBaseAttributeScalarDownHill; SizeOfHeightNeutralZone; HeightForMaxBenefit; AtEaseAllowed; SparringAllowed; PatrolAllowed; PatrolPercentage; PatrolMinSize; PatrolMaxSize; CampfireSearchDistance; CampfireDeployDistance; CampfireMinMembers; CampfireMaxMembers; CampfireLonerRatio; CampfireDeployMinDistance; CampfireDeployMaxDistance; CampfireDeployForceOffset; CampfireChanceOfSparring; SparringNumberOfFightsSeed; SparringMembers; SparsPerPlatoon; SparringSpectatorDistance; SparringFightMinLength; SparringFightMaxLength; TurnsBeforeEnterAtEase; RecruitmentOreValuePerWarrior; SiegeWeaponDamagePerSuccessfulHit; VillagerDamagePerArrowHit; AlwaysUseChargeAnimation; ngIdle; TakeOverImpressivenessMultiplier; RecruitmentOreDisplayMultiplier; BaseBalanceType; AgentMass; MovementStat; AccellerationMax; AgentSpeedMax; AgentChargeSpeed; AgentFighterSpeed; PlatoonSpeed; PlatoonChargeSpeed; PositionAccuracy; MinFlipAngle; TurnsBetweenAgentSpeedChange; MaxRandomSpeedChange; MoveByRankModifier; MeleeAttackSkill; MeleeDefendSkill; InitialStat; RangedAttackSkill; AttackDamageRatio; DefenceDamageRatio; PlatoonTargetSearchRadius; AgentTargetSearchRadius; RubberBandRadius; VisualRecognitionRadius; UnusedStat; TurnsBetweenMeleeAttacks; TurnsBetweenRangedAttacks; InitialStat; InitialStat; InitialStat; ChargeDistance; TurnsBetweenReaquisitionOfTargetForFighter; ReorderOnOrientationChange; ExperienceGainedPerSuccessfulAttack; XpTendsToMaxPerSecond; XpDeltaToTriggerFloaty; MaxDistanceToRespondToLocalFriendlyPlatoonAttack; VisionMultiplierAtNight; UseFireArrows; HeightBaseAttributeScalarUpHill; HeightBaseAttributeScalarDownHill; SizeOfHeightNeutralZone; HeightForMaxBenefit; AtEaseAllowed; SparringAllowed; PatrolAllowed; PatrolPercentage; PatrolMinSize; PatrolMaxSize; CampfireSearchDistance; CampfireDeployDistance; CampfireMinMembers; CampfireMaxMembers; CampfireLonerRatio; CampfireDeployMinDistance; CampfireDeployMaxDistance; CampfireDeployForceOffset; CampfireChanceOfSparring; SparringNumberOfFightsSeed; SparringMembers; SparsPerPlatoon; SparringSpectatorDistance; SparringFightMinLength; SparringFightMaxLength; TurnsBeforeEnterAtEase; RecruitmentOreValuePerWarrior; SiegeWeaponDamagePerSuccessfulHit; VillagerDamagePerArrowHit; AlwaysUseChargeAnimation; CreationSizeDefault; CreationSize1; CreationSize2; SecondsTakenToRecruit; MaxRecruitmentNumberForLinearCost; TweakValueForCostCalculation; XpPowerModifierForFightingHigherLevelPlatoons;

//Fighter
    DamageMultiplierAgainstNoArmour;
    DamageMultiplierAgainstLeather;
    DamageMultiplierAgainstChainmail;
    DamageMultiplierAgainstPlate;

//Army THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
    GetMaxDistToAllowTownCaptureWhenFlagAppliedToGround; SecondsBeforeApplySecondaryAction; SecondsBeforeApplyTertiaryAction; AppliedPosEffectScaleMaxDist; AppliedPosEffectMinScale; AppliedPosEffectMaxScale; EnemyFighterRadius; MinMomentumForCollision; MaximumSeparationDistance; RunPointBoundary; MinForceValue; MaxForceValue; MultiplierForMaxForceValue; PercentageChanceOfFighterPairedSequence; ChanceOfRunningIntoCreatureAttackMod; BaseTimeInSecondsForTownTakeOver; MinTimeInSecondsForTownTakeOver; MaxTimeInSecondsForTownTakeOver; TakeOverSecondsPerImpressivenessUnit; PercentPerSecondThatTakeOverTimerResets; ArmyImpressivenessMultiplierForTakeOver; CreatureImpressivenessMultiplierForTakeOver; IncludeNearbyPlatoonsInTakeOver; MaxDistancePlatoonValidForTakeOver; RecruitmentNumberSelectedPerMeterHandDragged; PercentageCanResistForce; MinTurnsCanLast; MaxTurnsCanLast; PlatoonXpGainedMultiplierForTakeover; ChanceOfCollisionAction; PlatoonNavRadius; TurnsBeforeAltitudeSample; FlagsPerMeleeArmoury; FlagsPerRangedArmoury; FlagScaleMaxDist; FlagMinScale; FlagMaxScale; FlagFadeOutStart; FlagFadeOutEnd; FlagMinAlpha; TimeInSecondsForDeadWarriorsToSurvive; FriendFighterRadius; FlagLerpSpeedMetersPerSecond; MinMeleeAttackDamage; BaseMeleeAttackDamage; RandModForCollisionDeath; RandModForPairedAnimationOnDeath; MinResultantFromCollisionForThrow;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
BaseTimeInSecondsForTownTakeOver;
MinTimeInSecondsForTownTakeOver;
MaxTimeInSecondsForTownTakeOver;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;
?;

//ArmyBubble
    FadeToMaxDistance;
    StartFadingOutDistance;
    EndFadingOutDistance;

//Siege
MoveSpeedMeters;
TurnSpeedRads;
MinMoveDistance;
MinFireDistance;
MaxFireDistance;
TargetSearchRadius;
RubberBandRadius;
ReloadTimeSeconds;
FireTimeSeconds;
Accuracy;
AreaOfEffect;
MinFiringAngleRadians;
XpGainedPerShot;
XpGainedPerDefaultHitpointDamage;
DefaultHitpointDamageForXp;
XpNeededToLevelUp;
XpDeltaToTriggerFloaty;
OreRequiredForCreation;
WoodRequiredForCreation;
VillagersRequiredForCreation;
NavRadius;
GameBalanceArmy.txt END


GameBalanceArtefact.txt START
//Artefact
    Cost;
    InitialAvailability;
    OneTimePurchase;
    MultiplePurchaseIncrement;
    FirstAllowedLand;
    TypeEnum;
GameBalanceArtefact.txt END


GameBalanceBuilding.txt START
//Building
WoodValue;
OreValue;
BuildTime;
CalculatedBuildTime;
MaxVillagersToWorkOn;
AdditionalDiscipleBuilders;
AdultHousingCapacity;
ChildrenHousingCapacity;
AdultHousingCapacityCap;
ChildrenHousingCapacityCap;
InfluenceRadiusBoost;
MaxAltitude;
AddsToInfluence;
CanBeRightClickedToDuplicate;
TimeToDestroy;
JobScanRadius;
DesireToBuild;
DesireToRepair;
ObstacleAtBuildPercentage;
SoundMaterial;
SelectionRadiusMultiple;
AlignmentForPlacement;

//BuildingPrereq
Percenttobuild;
Population;

//BuildingAlignment
MinSafeDistanceBuilding;
MinSafeDistanceRoad;
AlignmentThresholdBuilding;
AlignmentThresholdRoad;
MinDistanceBetweenTwoBuildings;
RoadPlacementDistance;

//MigrationValues
SettlementMultiplier;
TownMultiplier;
FailureTimeout;
ImmunityTimeout;
PercentageIncreaseOnRejection;
InitimadationThresholdIncrease;
MinimumFalloffDistance;
MaximumFalloffDistance;
ThresholdIncreaseAtMaxDistance;

//ObjectiveTweaks
MostFertileLandRatio;
MostImpressiveLandRatio;
HappyTownRating;
ConvertedToGood;
ConvertedToEvil;
UltimateGoodThreshold;
UltimateEvilThreshold;

//Wall
    ?; ?; ?; ?; ?; ?; ?; ?; ?; ?; ?;
GameBalanceBuilding.txt END


GameBalanceCreature.txt START
//CreatureConstants
SmallCreatureNavRadiusScale;
MinHeight;
MidHeight;
MaxHeight;
MassCalcBaseMass;
MassCalcBaseHeight;
MassCalcThinFatScale;
MassCalcWeakStrongScale;
PropOfMassCanPickup;
RecoilMinForce;
RecoilMidForce;
RecoilStrongForce;
RecoilMidForceBlendMax;
RecoilMassScale;
RecoilPropOfHeightMid;
RecoilPropOfHeightHi;
RecoilTimesBiggerNewForceHasToBe;
GoNearPointDistScale;
GoNearPointDistMax;
ExamineByLookingDistScale;
FoodToPickupBaseAmount;
FoodToPickupScaleAmount;
FoodToPickupScale;
WoodToPickupBaseAmount;
WoodToPickupScaleAmount;
WoodToPickupScale;
OreToPickupBaseAmount;
OreToPickupScaleAmount;
OreToPickupScale;
MaxArrowsToBrushOff;

//Creature_Mood
    Sadhappy;
    Scaredangry;
GameBalanceCreature.txt END


GameBalanceDamage.txt START

GameBalanceDamage.txt END


#Defcon file is unused but anyway:
GameBalanceDefcon.txt START
//Defcon_Action
    Value;

//Defcon_Remap
    PlayerValue;
    InternalValue;

//Defcon_Constant
    Value;
GameBalanceDefcon.txt END


GameBalanceMiracle.txt START
//Spell THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
    CostToCreate; CostPerEventWeak; CostPerEventStrong; DurationWeak; DurationStrong; RadiusWeak; RadiusStrong; HeatWeak; HeatStrong; DamageWeak; DamageStrong; VitalityWeak, VitalityStrong; ForceWeak; ForceStrong; WetWeak; WetStrong; InvisibleWeak; InvisibleStrong;
   
//Miracle THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
    CostToCreate; DamagePoured; DamageThrown; NumberOfDrops; AddedRadiusPoured; ShieldLargeRadius; ShieldSmallRadius; StartRadiusPoured; StartRadiusThrown; MeteorSecondRadius; ShieldLargeDuration; ShieldSmallDuration; FriendlyFireCreature; FriendlyFireSoldiers; FriendlyFireBuildings; FriendlyFireVillagers; FriendlyFireSiegeWeapons; CreatureCastFriendlyFireCreature; CreatureCastFriendlyFireBuildings; CreatureCastFriendlyFireVillagers; CreatureCastFriendlyFireSiegeWeapons

//Praying
    VillageCap;
    TownCap;
    CityCap;
    CathedralCapBonus1;
    CathedralCapBonus2;
    CathedralCapBonus3;
    CathedralRateBonus1;
    CathedralDuplicateDropoff;
    ManaPerSecond;
    ?;
    ?;
    ?;
    FalloffPerWorshipperOverCapacity; (?)
GameBalanceMiracle.txt END


GameBalancePhysics.txt START

GameBalancePhysics.txt END


GameBalanceResourceGeneral.txt START
//Resource These values could be partially incorrect
ResourceCapacity;
GrowthRate;
AmountLostPerDecay;
SecondsBetweenDecay;
HandGrabAmount;
MaxVillagersToWorkOn;
AddedGrowthRateInRain;
PercentageOfGrowthPerPerson;

//Poo
    Lifetime;
    FertilisingDecay;
    FertilisingBoost;
    CorpseFertilisingDecay;
    CorpseFertilisingBoost;


//Town
SecondsPerSmelt;
MinutesInPrison;
ConstructionTooltipPingTime;
FirefliesPerMap;
TributePerFirefly;
UnhappyBound;
HappyBound;
SecondsBetweenHappinessAlignmentChange;
PercentageResourceFromDemolition;
NominalPopulationCap;
MinimumBirthRate;
BirthRateSigmoidSoftness;

//TownDesires
SatisfactionWeights;
MaxIncreasePerTurn;
MaxDesireAmount;
ReductionPerVillagerAssigned;
Parameter1;
Parameter2;
Parameter3;
Parameter4;

//HandPos
Clearobjectdistance;
Handaddedheight;
Handaddeddepth;
Addedheightwithobject;
Minhandheight;
Closehanddistance;
Normalhanddistance;
Maxhanddistance;
Normalscale;
Minimumscale;
Minhandscalingfactor;
Leanspeedthreshold;
Raiseheight;
Timeforidle;
Idlechance;
Hardfistspeed;
Gentlefistwait;
Hardcreaturefistspeed;
Gentlecreaturefistwait;
Creaturefistforcemultiple;
Rewardcreaturefistspeed;
Gentlecreaturefistrewardwait;

//Pickup
Secondstopickup;
Manaforsinglepickup;
Levelforsinglepickup;
Manapermultipickup;
Levelormultipickup;

//ManaCost
Manacost;
Levelrequired;

//Interface
Searchradiusnormal;
Searchradiussmall;
Distancenormal;
Distanceclose;
Villagerpriority;
Roadpriority;
Flagpriority;
Spellseedpriority;
Buildingpriority;
Unbuiltbuildingpriority;
Scriptpositionobjectpriority;
Raisemousedytody;
Rotatemousedeadzone;
Rotatemousemultiple;
Skygrabmousedeadzone;
Skygrabmousemultiple;
Godbuildminamountpertick;
Godbuildmaxamountpertick;
Godbuildsecondstorampupover;
Godbuildresourcewaste;
Godbuildusemana;
PickupMaxAmountPerTick;
PickupMinAmountPerTick;
PickupSecondsToRampupOver;

//Productivity
ScoreForBuildingSites;
ScoreForHomelessVillagers;
DistanceForBuildingSites;
DistanceForHomelessVillagers;
ScoreForBadReactions;
ScoreForGoodReactions;
PercentOfTargetProductivity;

//SpreadableEffects
MaxRadius;
PositiveDecayTime;
PositiveSpreadTime;
PositiveForcedDamageTime;
NegativeDecayTime;
NegativeSpreadTime;
NegativeForcedDamageTime;

//Impressiveness
MultiplierForPopulation;
MultiplierForDevelopment;
MultiplierForEnvironment;
MultiplierForDesires;
MultiplierForDefence;
MultiplierForArmies;
MultiplierForArrangement;
MultiplierForAesthetics;
HousedPersonScore;
HomelessPersonPenalty;
ScoreForRoadConnected;
ScoreForManuallyRotated;
PercentageOfAlignmentToUse;
ScoreForMaxedAlignment;
LowerBoundForImpressivenessFalloff;

//ImpressiveGroups
DwellingScore;
CivicScore;
IndustrialScore;
EmbellishmentScore;
MilitaryScore;
EnclosedTownScore;
ChargedWonderScore;
FiredWonderScore;
AccumalativeFiring;

//Refinery
PercentIncrement;
FalloffPerDuplicate;

//TooltipClass
PreFadeIn;
FadeIn;
FadeOut;
MinDuration;
MaxDuration;
MouseSpeed;

//TooltipData
DesireToBeShown;
MaxHeightHandOverVisible;
MaxHeightEffectedVisible;
EnemyBuildingDelay;
EmergencyRepairAutoDisplay;
PopupDelayScale;
PopupDelayMax;
ZoomedOutExtraDelay;

//Influence
Townimpressivenessscaler;
TownImpressivenessWorshipperBonus;
Radius;
Maximumdistance;
Maximumtime;
Usemana;
Useinfluence;
Useworshippers;

//BuildingPlacementSpline
Maximumlength;
Minimumlength;
Distancebetweenpoints;
Stickyattachdistance;
Stickydetachdistance;
Connectingdistance;
Minimumdistancetoself;
Canbuildonuneventerrain;
Maximumlevelofuneventerrain;
Distancebetweenobjects;

//Personalisation
Timebetweenbuilds;
Sizetopersonalisationratio;
Distancebetweenpersonalisationsonroads;

//TownLevelBonus
Village;
Town;
City;
Metro;

//ForestGrowth
MinSaplingDist;
MaxSaplingDist;
TreeGrowthRate;
TreeGrowthAmout;
WaterSpawnTickDelay;
TreeCollisionRadius;
BaseSaplingSpawnSpeed;
ScenicTreeDist;
MaxNumberOfTreesForBonus;
MaxDropSpeedIncrease;
CreaturePooBonus;

//DidYouKnow
DistanceFromHand;
DistanceFromCamera;

//TownCentreTTIcon
MidPoint;
GameBalanceResourceGeneral.txt END


GameBalanceRPNavTweak.txt END
//UNKNOWN
ScaleOtherCreatureRadius; TimestallerToIgnoreDefault; TimestallerToIgnoreTree; TimestallerToIgnoreFurniture;
//RPNavTweak These values could be partially incorrect
RadiusMax;
RadiusScale;
?;
?;
?;
TimeStallerToIgnoreAbode;
?;
?;
TimestallerToIgnoreCreature;
TimestallerToIgnoreRock;
TimestallerToIgnorePlatoon;
TimestallerToIgnoreSiegeWeapon;


GameBalanceRPNavTweak.txt END


GameBalanceTooltip.txt START
//Tooltip
    Priority;
    Speed;

GameBalanceTooltip.txt END


GameBalanceVillager.txt START
//Villager THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
    CarryOre; RunSpeed; CarryFood; CarryWood; MineSpeed; WalkSpeed; FoodMealSize; OreHoleSpeed; WorkingSpeed; HungryForFood; MuddyRoadSpeed; SacrificeValue; MinutesPregnant; MinutesTillAgeUpgrade; OnRoadSpeedMultiplier; SacrificePregnantBonus; SecondsDrunkForPerPint; ChangeOfPregnancyNatural; FoodConsumptionPerSecond; ChanceOfPregnancyDisciple; OnSoggyGroundSpeedMultiplier;

//VillagerAge THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
    BornAge; AdultAge; DeathAge; OapHappinessFactor; AdultHappinessFactor; CrecheAccelerationFactor; MercyHappinessMultiplier; LostSleepHappinessMultiplier; PlacementHappinessMultiplier; EntertainerHappinessMultiplier; LostSpareTimeHappinessMultiplier; BreederDiscipleAccelerationFactor; DesireSatisfactionHappinessMultiplier; OapAge;

//VillagerJobs THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT
    BedTime; Variation; ClockOnTime; ClockOffTime; PercentageOfPopulationCap; DesireRequiredToForceOvertime; DesireRequiredToForceNightWork; DesireRequiredToConsiderOtherJob; PercentageOfPopulationCapEmergency;
GameBalanceVillager.txt END
 
"//Platoon THESE AREN'T ARRANGED YET: ORDER IS MOST LIKELY INCORRECT" i dont suppose the order has been figured out yet, has it? if so whats the correct order?
 
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