Game Status
Game release version |
0.40 |
Time since last reset |
124 weeks 4 days |
Allow Players |
Yes |
Allow New Players |
Yes |
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Game Options
Allow Team Planet Credit Transfer |
No |
Allow Full Long Range Scan |
Yes |
Allow Sub-Orbital Fighter Attacks |
Yes |
Display Password on Registering |
No |
Genesis torps can destroy planets |
Yes |
Intergalactic Bank (igb) |
Enabled |
Known Space Maps |
Enabled |
Navigation Computer |
Enabled |
Newbie Nice |
Enabled |
Spy System |
Enabled |
Allow Spies to capture planets |
Yes |
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Game Settings
Game version: |
OJ's game |
Averaged Tech level When Emergency Warp Degrades |
100 |
Number of Sectors |
131,640 |
Maximum Links per sector |
15 |
Maximum average tech level for Federation Sectors |
160 |
igb Interest rate per update |
0.005 |
igb Loan rate per update |
0.06 |
Tech Level upgrade for Bases |
20 |
Colonists Limit |
20,000,000,000,000,000,000,000 |
Maximum number of accumulated turns |
800,000 |
Maximum number of planets per sector |
5 |
Maximum number of traderoutes per player |
40 |
Colonist Birth Rate |
0.008 |
Unit of Energy used per sector fighter |
2.5 |
Sector fighter degradation percentage rate |
5 |
Maximum number of spies per planet |
5 |
Spy success factor |
1.0 |
Spy kill factor |
1.0 |
Colonists needed to produce 1 Fighter each turn |
20,000 |
Colonists needed to produce 1 Torpedo each turn |
8,000 |
Colonists needed to produce 1 Goods each turn |
2,222 |
Colonists needed to produce 1 Prefab Housing each turn |
312,500,000 |
Colonists needed to produce 1 Energy each turn |
25,000 |
Colonists needed to produce 1 Ship Hulls each turn |
200,000,000,000 |
Colonists needed to produce 1 Bio Weapons each turn |
6,666,666,667 |
Colonists needed to produce 1 Consumer Electronics each turn |
1,000,000 |
Colonists needed to produce 1 Bio Medical each turn |
400,000 |
Colonists needed to produce 1 Entertainment Software each turn |
444,444 |
Colonists needed to produce 1 Organics each turn |
500 |
Colonists needed to produce 1 Ore each turn |
2,222 |
Colonists needed to produce 1 Weapon Systems each turn |
4,761,904,762 |
Colonists needed to produce 1 Communication Satellites each turn |
32,520,325 |
Colonists needed to produce 1 Construction Equipment each turn |
11,111,111 |
Colonists needed to produce 1 Hovercraft each turn |
3,846,154 |
Colonists needed to produce 1 Slave each turn |
50 |
Colonists needed to produce 1 Credits each turn |
7 |
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Alliance Settings
alliancefactor |
10 |
Base multiplier to use for figuring base cost for Alliance Zone items |
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alliance_enabled |
0 |
Set to 1 to enable additional Alliance Ships other than the Alliance Leader |
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Avatar/Icon Uploads
allow_avatar_upload |
1 |
1 = yes let players upload their own avatars (there are size restrictions so nothing outlandish can be uploaded), 0 = no |
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allow_icon_upload |
1 |
1 = yes let players upload their own team icons (there are size restrictions so nothing outlandish can be uploaded), 0 = no |
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Bounty Settings
bounty_maxvalue |
0.1 |
Max amount a player can place as bounty - good idea to make it the same as $igb_svalue. 0=disable |
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bounty_minturns |
1000 |
Minimum number of turns a target must have had before attacking them may not get you a bounty. 0=disable |
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bounty_multiplier_increase |
1 |
Each time a player gets a bounty the bounty multiplier is increased by this amount. |
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bounty_ratio |
0.70 |
ratio of players networth before attacking results in a bounty. 0=disable |
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fed_bounty_count |
0 |
When the player gets this number of bounties only the Federation can collect them until the federation bounty period expires. |
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fed_bounty_delay |
0.0004 |
How quickly the Fed Only Bounty Collection counts down. Calculation is ((bounty count / fed_bounty_delay) * ticks) / 60 / 60 = days to clear fed only bounty IE: ((1 / 0.0004) * 5) / 60 / 60 = 3.47 days to clear one fed only bounty. |
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fed_collection_start |
3 |
When a player gets this many unpaid bounties the federation/alliance will start attacking the players ship. |
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fed_collection_start2 |
4 |
When a player gets this many bounties on the bounty counter the federation/alliance will attack the players ship once a day until the counter goes below this value. |
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fed_collection_start3 |
5 |
When a player gets this many bounties on the bounty cpunter the federation/alliance will remove the most expensive ship the player owns every day and decrement the counter by 1 until it is below this value. |
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fed_collection_start4 |
6 |
When a player gets this many bounties on the bounty counter the federation/alliance will remove the most expensive ship the player owns and when Pioneers are the only ships left planets will be removed every time they attack a bountied player until the bounty counter goes below the fed_collection_start3 value. |
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fed_collection_start5 |
7 |
When a player gets this many bounties on the bounty counter they are killed without an escape pod and removed from the game. |
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nobountyperiod |
4320 |
The period of time in minutes before you can collect a bounty on a former teammate. |
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planet_bounty_ratio |
0.50 |
ratio of players networth before attacking one of their planets results in a bounty. 0=disable |
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Casino
max_casino_bet |
1000000000 |
Maximum amount a player can bet in the Casino |
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Combat Damage Settings
basedefense |
20 |
Additional factor added to tech levels by having a base on your planet. |
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confusion_modifier |
0.18 |
Multiplier to figure attack confusion. |
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defender_lucky_multiplier |
2 |
Multiplier for damage if the defender gets a lucky strike on the attacker. |
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defender_lucky_percentage |
5 |
Percentage of chance the defender will do multiplier damage. |
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ecm_modifier |
1.7 |
Multiplier for target ecm vs ship sensor check. |
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failure_modifier |
0.1 |
This is multiplied by the tech level. This gives the max percentage of units in that tech that are not used if it fails. |
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flee_degredation |
20 |
Percentage of degredation to ship engines, shields and armor if a ship tries to break off an attack and flee |
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full_attack_modifier |
20 |
percentage of increase for attacker damage and percentage decrease for defenders damage to attacker |
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group_divider |
400 |
This is how many groups to divide an attack wave by to get the variable damage amount. The higher the number the less difference in the final dmage amount. |
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internal_damage_percent |
80 |
Percentage of chance that a tech level is damaged out of the number of techs selected to be damaged. |
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lowpercent_ecm_modifier |
10 |
Base level for low percent calculation for target ecm vs ship sensor check. |
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planet_shield_multiplier |
10 |
This multiplier is for how much energy planet shields need for full power (IE: for every 1 a ship needs for shields a planet needs 10 for the same tech levels) |
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reliability_modifier |
0.05 |
This is multiplied against a tech value you get the reliability percentage of tech level. Higher tech levels become more unreliable. Set to 0 for 100% reliable tech. |
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repair_modifier |
60 |
percentage of normal upgrade cost to repair damaged tech levels |
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tech_complete_failure |
1 |
If a tech fails this is the percentage check to see if it COMPLETELY fails. |
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Cost and Level Factors
inventory_factor |
1 |
Base inventory price factor |
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level_factor |
1.04138 |
Level multiplier |
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max_tech_level |
600 |
Maximum tech levels |
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planet_SD_upgrade_factor |
1.0743 |
Upgrade/Repair multiplier |
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planet_upgrade_factor |
1.0671 |
Upgrade/Repair multiplier |
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port_price_control |
50 |
This is base price that is used to increase all port prices of all commodities. Raise this value if you want port prices to increase faster. |
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upgrade_cost |
500 |
Base Upgrade cost |
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upgrade_factor |
1.0767 |
Upgrade/Repair multiplier |
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Database Prune Settings
disable_pruning |
0 |
Disable = yes will turn off the pruning feature, Enable = Will allow the game to delete inactive players, destroyed players, old news and logs using the settings below |
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retaindataduration |
14 |
Number of days to retain news before purging them. |
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retaindestroyedplayers |
3 |
Number of days to keep completely destroyed players before purging them. |
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retainextendedlogsduration |
7 |
Number of days to retain extended admin logs before purging them. |
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retainlogsduration |
7 |
Number of days to retain logs before purging them. |
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retainnonplayers |
14 |
Number of days to retain nonplaying players before purging them. |
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Debris
debris_max |
5000 |
Maximum number of auto generated debris to constantly have roaming the universe (this value is set by the create universe but can be changed in the admin area) |
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Device Prices
armor_price |
5 |
Cost for each unit of armor |
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dev_beacon_price |
10 |
Device base cost |
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dev_emerwarp_price |
1000000 |
Device base cost |
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dev_escapepod_price |
10000 |
Device base cost |
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dev_fuelscoop_price |
10000 |
Device base cost |
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dev_genesis_price |
500000 |
Device base cost |
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dev_minedeflector_price |
100 |
Device base cost |
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dev_probe |
10000 |
Device base cost |
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dev_sectorgenesis_price |
100000000 |
Device base cost |
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dev_sectormissile_price |
1000000 |
Device base cost |
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dev_warpedit_price |
10000 |
Device base cost |
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fighter_price |
50 |
Cost of each fighter |
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max_emerwarp |
3 |
Maximum number of Emergency Warp Devices a ship can carry. |
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max_probes |
10 |
Maximum number of Probes a player can have. |
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max_sectormissile |
5 |
Maximum number of Ship MIssiles a ship can carry. |
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torpedo_price |
25 |
Cost of each torpedoe |
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torp_dmg_rate |
10 |
damage each torpedo or mine causes to armor |
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warplink_build_cost |
140 |
This is how many credits it costs per lightyear to build or destroy a warplink |
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warplink_build_energy |
12 |
This is how many units of energy it costs per lightyear to build or destroy a warplink |
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Dignitary Settings
dig_changetoembezzler |
0.01 |
Percentage of chance that Digs will change to imbezzlers. |
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dig_embezzlerdelay |
3 |
Number of days delay before digs can change to embezzlers random time selected |
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dig_embezzlerturns |
10000 |
Number of turns a player must have used before being able to receive embezzled funds. |
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dig_embezzler_amount |
20 |
Maximum Percentage of money on the planet an embezzler can steal at one time. |
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dig_embezzler_success |
10 |
Percentage of chance that an embezzler will embezzle money. |
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dig_imbezzler_max |
0.00015 |
Max embezzler percentage production dignitaries will make |
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dig_price |
1000000 |
price for each dignitary |
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dig_reembezzlerdelay |
1 |
Number of days delay before embezzlers can embezzle again. |
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dig_spy_embezzler |
5 |
Percentage of chance that an embezzler will be caught by a spy on the planet. |
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enable_dignitaries |
1 |
Set to 0 to disable dignitaries completely |
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max_dignitary_per_planet |
5 |
Max Dignitaries per planet |
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Expanding Universe
allow_expanding_universe |
1 |
1 = Universe will expand as time goes by, 0 = Universe is fixed in size |
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universe_expansion_rate |
100 |
Universe will expand randomly from 1 to number entered at each schedule |
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universe_size |
500000 |
This is the size of the universe in lightyears. This affects how far you can travel in realspace with your engine tech level. A smaller universe measn you can use small engines and a larger universe means you will have to use much larger engines. |
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Experience Points
attacking_planet |
0.5 |
Gain 1 points when attacking. |
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attacking_ship |
1 |
Gain 1 points when attacking. |
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basing_planet |
20 |
When building a planet gain 20 points. |
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defeating_planet |
100 |
When capturing a planet gain 100 points. |
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destroying_enemyship |
200 |
When destroying enemy ship gain 200 points. |
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independent_planet |
-20 |
When a planet is lost remove 20 points. |
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losing_planet |
-50 |
When a planet is lost remove 50 points. |
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losing_yourship |
-150 |
If your ship is destroyed remove 150 points. |
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sofa_planet |
2 |
Gain 5 points |
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trading_exp |
0.1 |
Gain 0.1 point of experience for each trade run. |
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General Game Settings
colonist_limit |
20000000000000000000000 |
Maximum number of colonists you can have on a tech level 0 planet |
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deathlostpercent |
75 |
Maximum percentage of credits that will be when your ship is destroyed. |
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default_lang |
english |
This is the main language the game uses. |
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display_password |
0 |
If 1, will display password on signup screen. |
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ewd_maxavgtechlevel |
100 |
Max average tech level has to be before EWD degrades |
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fed_max_avg_tech |
160 |
Max average tech level has to be before ship is towed from fed sectors |
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fullscan_cost |
1 |
How many turns it costs to do a full scan of all wapr links in a sector |
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indy_planet_purge |
21 |
If a planet stays independent for more than this many days it will have a 20% chance of being purged from the game. |
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last_visited_days |
3 |
If a player doesn't land on a planet within this number of days it because ripe for going independent. Point values can be used for partial days. |
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link_max |
15 |
Maximum number of links to create for each sector when the universe is created |
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local_number_dec_point |
. |
Self explanitory |
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local_number_thousands_sep |
, |
Self explanitory |
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maxlen_password |
16 |
Maximum size password that the user can enter when signing up the first time |
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max_digs |
500 |
Maximum number of Dignitaries a player can have on their ship. |
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max_owned_planets |
0 |
The maximum number of planets any player can own. Default value is 0 for unlimited planets. If a player captures a planet that would take them over the max they will have to drop a planet from their list. |
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max_port_buy_commodities |
3 |
This is the maximum number of commodities a port can offer to buy. |
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max_rank |
20 |
Maximum number of players to show on each page of the ranking list. |
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max_sglinks |
3 |
The maximum number of links that can be in an SG sector. |
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max_spies |
500 |
Maximum number of Spies a player can have on their ship. |
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max_traderoutes_player |
40 |
Maximum number of traderoutes a player can have. |
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max_turns |
800000 |
Maximum number of turns a player can have |
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max_unbased_planets |
10 |
Player cannot build anymore planets with the Genesis Device if they have this many unbased planets or higher. |
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mine_hullsize |
140 |
Minimum combination of the basehull and purchased hull level before a ship will hit mines |
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min_ship_value_capture |
170 |
Percentage of ships value a ship must be worth to be able to capture it. 0=disable |
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min_value_capture |
110 |
Percentage of planet's value a ship must be worth to be able to capture it. 0=disable |
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namechange_fee_adjustment |
0.01 |
playerscore * playerscore * namechange_fee_adjustment to calculate the fee charged to change a players name based upon their net worth. |
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notradeperiod |
7200 |
The period of time in seconds a port doesn't have any trading before prices go back up. |
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piratestealpercent |
25 |
Maximum percentage of credits that will be stolen by pirates. |
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planetary_overage |
2.5 |
For every 3 (planetary_overage) planets over the safe 50 planet limit a person owns the chance a planet will go independent will increase by 1%. If a player has 350 planets then 100% will be added to the percentage of chance each of their planets will go independent. |
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scan_error_factor |
20 |
Percentage scans will error |
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ship_cost_increase |
25 |
Percentage that ship prices should increase for each ship a person loses per class. |
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Idle/Refresh Settings
idle_max |
5 |
This is the maximum number of minutes a player can be idle before the game logs the player out of the game. |
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refresh_max |
25 |
This is the maximium number of times a player can refresh a screen before the game logs the player out of the game. |
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IGB Bank
ibank_collateral_level |
3 |
The number of based planets a player must have before the bank will make a loan. Use whole numbers only. |
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ibank_interest |
0.00005 |
Interest rate for account funds NOTE: this is calculated every system update! |
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ibank_loanfactor |
0.10 |
One-time loan fee |
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ibank_loaninterest |
0.0006 |
Loan interest (good idea to put double what you get on a planet) |
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ibank_loanlimit |
0.25 |
Maximum loan allowed, percent of net worth |
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ibank_paymentfee |
0.05 |
Paymentfee |
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igb_lrate |
1440 |
Time (in minutes) players have to repay a loan |
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igb_min_turns |
4000 |
Turns a player has to play before ship transfers are allowed 0=disable |
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igb_svalue |
0.15 |
Max amount of sender's value allowed for ship transfers 0=disable |
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igb_tconsolidate |
10 |
Cost in turns for consolidate : 1/$igb_consolidate |
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igb_trate |
1440 |
Time (in minutes) before two similar transfers are allowed for ship transfers.0=disable |
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max_igb_storage |
100000000000 |
Maximum amount that can be stored in IGB bank. Set to 0 to disable limits. |
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LSSD Sensor Settings
lssd_level_three |
300 |
Tech Level for level three last ship seen device to work |
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lssd_level_two |
200 |
Tech Level for level two last ship seen device to work |
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lss_decay_time |
1 |
This is the amount of time in days a ship signiture can be detected. Use point values to use a smaller time period. IE: 0.5 = 12 hours. |
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Main
account_creation_closed |
0 |
1 = block new account creation |
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player_limit |
10 |
0 = No player limit, Any number over 0 is the number of players online at the same time the game will support. If anyone tries to login when the limit is reached they will be told to wait and log in later. |
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player_online_timelimit |
240 |
0 = No player online timelimit, Any number over 0 is the number of minutes a player is allowed to be online per day. Default is 4 hours. |
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profile_only_server |
0 |
0 = profiles are not required to play on this server, 1 = Thie server requires allplayers to have a registered profile before they are allowed to create a player. |
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server_closed |
0 |
1 = block logins but not new account creation |
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tournament_mode |
0 |
0 = standard game, 1 = server is running in Tournament Mode and players are required to have a registered profile before they can create a new player.. |
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tournament_setup_access |
0 |
0 = players can log in and have access to all game selections, 1 = players can log in and have access only to tead messages, send messages, shoutbox, teams and team forums and players are required to have a registered profile before they can create a new player.. |
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tournament_start_date |
0000-00-00 |
Date server will change from Tournament Setup Mode to Full Tournament Mode. |
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Main Site URL
link_forums |
http://forums.aatraders.com |
Link to your forums. If you do not want a forum link displayed leave this blank. |
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main_site |
http://www.aatraders.com |
This is your web site that will be linked on the games front page. If you do not have a web site leave the default url. |
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Newbie Nice
newbie_armor |
100 |
Max tech level for newbie rating |
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newbie_beams |
100 |
Max tech level for newbie rating |
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newbie_cloak |
100 |
Max tech level for newbie rating |
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newbie_computer |
100 |
Max tech level for newbie rating |
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newbie_engines |
100 |
Max tech level for newbie rating |
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newbie_hull |
100 |
Max tech level for newbie rating |
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newbie_nice |
YES |
Enables protections for players during their first few hundred turns. |
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newbie_power |
100 |
Max tech level for newbie rating |
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newbie_sensors |
100 |
Max tech level for newbie rating |
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newbie_shields |
100 |
Max tech level for newbie rating |
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newbie_torp_launchers |
100 |
Max tech level for newbie rating |
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Nova Bomb Settings
dev_nova_damage |
95 |
Percentage of tech levels planets and ships will keep if planet nova bombed direct |
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dev_nova_destroylevel |
15 |
If the Nova Bomb explodes on the ship it will destroy the ship if it is below this average tech level |
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dev_nova_explode |
40 |
Percentage chance Nova Bomb will blowup and damage ship |
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dev_nova_percent |
5 |
Percentage chance Nova Bomb will actually work |
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dev_nova_price |
1000000000 |
Device base cost |
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dev_nova_shiplimit |
50 |
Minimum Class ship you need to have to buy a Nova Bomb |
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dev_nova_turnsused |
200 |
Number of turns to fire a nova bomb |
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Optional Features
allow_autotrades |
1 |
1 = Enable the ability for planets to have cargo ships and do auto trades, 0 = disable |
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allow_fullscan |
1 |
1 = Enable full long range scan, 0 = disable |
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allow_genesis_destroy |
1 |
1 = Enable Genesis torps can destroy planets, 0 = disable |
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allow_ibank |
1 |
1 = Enable Intergalactic Bank (igb), 0 = disable |
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allow_navcomp |
1 |
1 = Enable navigation computer and auto routes, 0 = disable |
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allow_newscrawl |
1 |
1 = Enable newscrawl on the main/base template screen, 0 = disable |
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allow_probes |
1 |
1 = Enable the ability for players to have probes, 0 = disable |
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allow_sectorgenesis |
1 |
1 = Enable Sector Genesis Device, 0 = disable |
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allow_shipnamechange |
1 |
1 = Allow players to change their ship name, 0 = disable |
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allow_shoutbox |
1 |
1 = Enable shoutbox on the main/base template screen, 0 = disable |
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auto_capture_planets |
1 |
1 = automatically capture planet when defeated, 0 = ask if player wants to capture |
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enable_mass_logging |
0 |
1 = Enable extended admin logging on all players, 0 = disable |
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enable_profilesupport |
1 |
1 = Yes allow communication with the laster Profile Server for maintaining player profiles, 0 = Disable profile support. |
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enable_wordcensor |
1 |
1 = enables the built in word censor that removes any foul language in player inputs., 0 = disables the builtin word censor |
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enable_wordcensor_metaphone |
0 |
1 = enables the built in phonic comparison in word censor that removes any foul language in player inputs., 0 = disables the builtin word censor |
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enhanced_logging |
1 |
Set enhanced logging (ip and planet activity) on or off |
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galaxy_map_enabled |
1 |
1 = allow Universe Map Display, 0 = disable |
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hide_admin_rank |
1 |
Set to 1 if you wish to hide admin from rankings page |
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link_forums |
http://forums.aatraders.com |
Link to your forums. If you do not want a forum link displayed leave this blank. |
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showzeroranking |
0 |
1= yes will show players how have joined the game but haven't used any turns, 0 = no will ignore players who haven't used turns and keeps the ranking page much cleaner |
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sofa_on |
1 |
1 = Allow Sub Orbital Fighter Attacks, 0 = disable |
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Planet Production
default_prod_build |
0 |
Planet production percentage |
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default_prod_energy |
20 |
Planet production percentage |
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default_prod_fighters |
10 |
Planet production percentage |
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default_prod_research |
0 |
Planet production percentage |
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default_prod_special |
0 |
Planet production percentage |
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default_prod_torp |
10 |
Planet production percentage |
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planet_production_skew |
50 |
This number must be between 1 and 100. A random number from 1 to 100 is generated to determin if a commodity will be high or low production. 1 to planet_production_skew will create a high production commodity. planet_production_skew + 1 to 100 will create a low production commodity. If you want more high production commodities increase this value. |
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planet_prod_high_percent |
45 |
Upper percentage range that a planet can produce commodities. Normal production is 1. The high percentage means commodity production can be between 1 and 1.45. |
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planet_prod_low_percent |
45 |
Lower percentage range that a planet can produce commodities. Normal production is 1. The low percentage means commodity production can be between 0.55 and 1. |
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Planet Production Rates and Settings
armor_prod_multiplier |
2 |
This multiplier is used to figure the maximum amount of armor points a planet can store. |
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capture_countdown_max |
1152 |
This is the maximum number of scheduler executions before the full captured credit amount is found on the planet. |
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capture_find_percentage |
0.0001 |
(capture_countdown_max - remaining_countdown) * capture_find_percentage = percentage of hidden credits/2 to be found each tick. |
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capture_quickfind_percentage |
15 |
The maximum percentage of what can be found as soon as the planet is captured. |
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colonist_reproduction_rate |
0.0008 |
how fast colonists will reproduce based upon population |
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colonist_tech_add |
75000000 |
Number of colonists to add to the colonist limit for each average tech level of the planet. |
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credits_prate |
30.0 |
Planet credit production rate |
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display_percentage_age |
432 |
This is how many scheduler executions for planet production should happen before a planets production percentages are displayed in the planet display page. |
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doomsday_value |
90 |
percentage of colonists a planet needs before being affected by the apocalypse |
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organics_consumption |
0.05 |
Percentage of organics each colonists will consume per tick |
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persuasion_countdown_max |
576 |
This is the maximum number of scheduler executions population is persuaded to your rating. |
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planet_credit_multi |
14000000 |
Multiplier for tech level cost to determine how many credits a planet can store. |
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production_multiplier |
13 |
This multiplier is used to add additional credit production based upon the percentage of credits a planet has compared to the max credits a planet holds. |
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starvation_death_rate |
0.01 |
Percentage of colonists who will starve per tick due to lack of organics |
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Ratings
neutral_neg_percent |
25 |
Percentage of the current maximum negative rating to be classed as neutral. Anything above that is evil. |
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neutral_pos_percent |
25 |
Percentage of the current maximum positive rating to be classed as neutral. Anything above that is good. |
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neutral_safezone |
1000 |
This is the point range a player is always labled neutral (default: 1000 equals range of -500 to 500). This is mainly used for the start of the game. |
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rating_attack_planet |
10 |
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rating_attack_ship |
20 |
Points awarded if you attack a ship. |
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rating_capture_planet |
20 |
Points awarded if you capture a planet. |
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rating_defeat_planet |
75 |
Points awarded if you defeat a planet. |
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rating_destroy_ship |
100 |
Points awarded if you destroy a ship. |
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rating_genesis_destroy |
30 |
Points awarded if you use the Genesis Device to destroy a planet. |
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rating_nova_destroy_planet |
20 |
Points awarded if you nova destroy a planet. |
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rating_nova_planet |
30 |
Points awarded if you nova a planet. |
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rating_sector_missile_attack |
45 |
Points awarded if you attack another player with a sector missile. |
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rating_SOFA_attack_planet |
5 |
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Regional Settings
local_date_full_format |
M j, Y - g:ia |
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local_date_short_format |
M j, Y |
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local_logdate_full_format |
F d Y H:i |
These three support only 'd', 'j', 'F', 'M', 'Y', 'H' and 'i'! |
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local_logdate_med_format |
F d Y |
These three support only 'd', 'j', 'F', 'M', 'Y', 'H' and 'i'! |
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local_logdate_short_format |
M d |
These three support only 'd', 'j', 'F', 'M', 'Y', 'H' and 'i'! |
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local_number_dec_point |
. |
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local_number_thousands_sep |
, |
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Scheduler Variables
enable_pseudo_cron |
0 |
1 = enable pseudo cron - This should only be used if you do not have access to a cron task on your server and the server MUST have the fopen wrappers enabled in PHP, 0 = disable pseudo cron |
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enable_scheduler |
1 |
1 = enabled schedule updating, 0 = disabled schedule updating (turns will not be added, production will not happen, ect...) |
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enable_schedule_log |
0 |
1 = saves logging file to the config directory each time scheduler is run. 0 = Disable logging |
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turn_rate |
10 |
This is the number of turns added to all players every scheduled tick. Normally every scheduled tick is once every 5 minutes. |
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Sector Defense Settings
attack_mine_modifier |
75 |
Percentage of increase for attacker damage and percentage decrease for defenders damage to attacker |
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attack_mine_torp_modifier |
0.25 |
The ship torp_launchers minus high hightoprs difference is multiplied by this and added to the attack_mine_modifier percentage |
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attack_run_engine_modifier |
0.25 |
The ship engine minus high fighter difference is multiplied by this and added to the attack_run_modifier percentage |
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attack_run_modifier |
75 |
percentage of increase for attacker damage and percentage decrease for defenders damage to attacker |
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defense_degrade_rate |
0.05 |
Percentage of fighters destroyed due to lack of energy. |
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energy_per_fighter |
2.5 |
Amount of energy each fighter, in sector defense, needs per attack from the planets in the sector |
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mine_holds_percentage_modifier |
0.75 |
Percentage of the number of holds to use to determin the breakover point for when all mines attack a ship. |
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sector_fighter_multiplier |
10 |
Total fighters the planet tech levels can support in a sector is muliplied by this number to get the maximum number of sector defense fighters that can be supported. |
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Settings to Create Based Planet
base_credits |
10000000 |
Minimum Needed to base a planet |
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base_goods |
10000 |
Minimum Needed to base a planet |
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base_ore |
10000 |
Minimum Needed to base a planet |
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base_organics |
10000 |
Minimum Needed to base a planet |
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max_credits_without_base |
10000000 |
Maximum number of credits a planet can hold if it is not based. |
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Spy Settings
allow_spy_capture_planets |
1 |
Allow spies to capture enemy planets? |
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enable_spies |
1 |
Set to 0 to disable spies completely |
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max_spies_per_planet |
5 |
Maximum number of spies every planet can hold |
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planet_detect_success1 |
70 |
70% Single planet |
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planet_detect_success2 |
10 |
10% Every planet in the planet report |
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sneak_toplanet_success |
5 |
5% How easily the spies sneak from enemy planet to enemy ship (during the planetary transfer) |
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sneak_toship_success |
7 |
7% How easily the spies sneak from enemy ship to enemy planet (during the planetary transfer) |
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spy_cleanup_planet_credits1 |
0.45 |
Base cost. Actual values depend on number of colonists on the planet |
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spy_cleanup_planet_credits2 |
0.75 |
Base cost. Actual values depend on number of colonists on the planet |
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spy_cleanup_planet_credits3 |
1.2 |
Base cost. Actual values depend on number of colonists on the planet |
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spy_cleanup_planet_turns1 |
1 |
Turns needed to clean up planet |
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spy_cleanup_planet_turns2 |
2 |
Turns needed to clean up planet |
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spy_cleanup_planet_turns3 |
3 |
Turns needed to clean up planet |
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spy_cleanup_ship_turns1 |
2 |
Turns needed to clean up ship |
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spy_cleanup_ship_turns2 |
4 |
Turns needed to clean up ship |
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spy_cleanup_ship_turns3 |
6 |
Turns needed to clean up ship |
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spy_kill_factor |
1.0 |
Constant to determine how easily the spies are automatically detected on planets |
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spy_price |
400000 |
Price for each spy |
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Star and Universe Settings
enable_spiral_galaxy |
1 |
1 = Enable Spiral Galaxy model, 0 = Use Spherical Galaxy Model |
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max_sector_size |
5 |
This is the maximum number of sector sizes. This size determines how many planets/cities each sector can support. Do not set this higher than 5 but it can be set from 1 to 5. |
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spiral_galaxy_arms |
5 |
1 = If the Spiral Galaxy Model is used this is the number of arms the galaxy should have |
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Starting Player Settings
start_armor |
1 |
in a fight, 0 means destroyed ship New player and when killed start ship values |
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start_credits |
10000000 |
New player ship values |
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start_credits_modifier |
20 |
The average score of all players in the game is multiplied by this number and then added to the start player_credits value. This will allow new players to keep pace with the higher port prices in later stages of the game. |
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start_energy |
0 |
New player and when killed ship values |
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start_fighters |
0 |
New player and when killed start ship values |
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start_ship_class |
10 |
Ship class players will spawn into. |
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start_turns |
6000 |
New player values |
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Team Settings
max_team_changes |
5 |
This is the maximum number of times a player can change teams before the option is disabled for that player. This prevents a multi account team changing cheat. |
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team_cash_delay |
288 |
This is how many ticks must pas between each team cach transfer. |
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team_cash_percentage |
5 |
This is percentage of the players worth that can be withdrawn or deposted on a team cash planet. |
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team_limit |
5 |
Maximum number of players per team |
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team_planet_transfers |
0 |
If transferring credits to/from corp planets is allowed. 1=enable |
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