1 /* 2 * Empire - A multi-player, client/server Internet based war game. 3 * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak, 4 * Ken Stevens, Steve McClure, Markus Armbruster 5 * 6 * Empire is free software: you can redistribute it and/or modify 7 * it under the terms of the GNU General Public License as published by 8 * the Free Software Foundation, either version 3 of the License, or 9 * (at your option) any later version. 10 * 11 * This program is distributed in the hope that it will be useful, 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 * GNU General Public License for more details. 15 * 16 * You should have received a copy of the GNU General Public License 17 * along with this program. If not, see <http://www.gnu.org/licenses/>. 18 * 19 * --- 20 * 21 * See files README, COPYING and CREDITS in the root of the source 22 * tree for related information and legal notices. It is expected 23 * that future projects/authors will amend these files as needed. 24 * 25 * --- 26 * 27 * constants.c: Global constants 28 * 29 * Known contributors to this file: 30 * Ken Stevens, 1995 31 * Steve McClure, 1996 32 * Markus Armbruster, 2004-2020 33 */ 34 35 #include <config.h> 36 37 #include "optlist.h" 38 39 /* Name of the deity */ 40 char *privname = "Deity forgot to edit econfig"; 41 /* E-mail of the deity */ 42 char *privlog = "careless@invalid"; 43 /* Divine hosts and networks */ 44 char *privip = "127.0.0.1 ::1" 45 #ifndef HAVE_WORKING_IN6_IS_ADDR_V4MAPPED 46 " ::ffff:127.0.0.1" /* See sockaddr_ntop() */ 47 #endif 48 ; 49 50 char *post_crash_dump_hook = ""; 51 52 char *disabled_commands = ""; 53 54 int running_test_suite = 0; /* For use by "make check" only */ 55 56 int keep_journal = 0; /* journal log file enabled */ 57 58 int WORLD_X = 64; /* World size - x */ 59 int WORLD_Y = 32; /* World size - y */ 60 61 int MARK_DELAY = 7200; /* Seconds to bid on commodities */ 62 int TRADE_DELAY = 7200; /* Seconds to bid on units */ 63 64 int m_m_p_d = 1440; /* max mins of play per day (per country) */ 65 int etu_per_update = 60; /* # of ETUs per update */ 66 int update_window = 0; /* update window adjustment, in seconds */ 67 int update_demand = UPD_DEMAND_NONE; 68 int update_wantmin = 1; /* votes required for demand update */ 69 char *update_demandtimes = ""; /* demand update time ranges */ 70 char *game_days = ""; /* days game is running */ 71 char *game_hours = ""; /* hours game is running */ 72 char *pre_update_hook = ""; 73 int max_idle = 15; /* session dies after max_idle minutes idle */ 74 int max_idle_visitor = 5; /* same for visitors */ 75 int login_grace_time = 120; /* Grace time for completing login (sec) */ 76 77 int sect_mob_max = 127; /* sector mobility limits */ 78 float sect_mob_scale = 1.0; /* accumulation multiplier */ 79 int land_mob_max = 127; /* land mobility limits */ 80 float land_mob_scale = 1.0; /* accumulation multiplier */ 81 int ship_mob_max = 127; /* ship mobility limits */ 82 float ship_mob_scale = 1.5; /* accumulation multiplier */ 83 int plane_mob_max = 127; /* plane mobility limits */ 84 float plane_mob_scale = 1.0; /* accumulation multiplier */ 85 86 float fire_range_factor = 1.0; /* Increase/reduce firing ranges */ 87 88 int morale_base = 42; /* base for morale */ 89 90 /* opt_MOB_ACCESS */ 91 int sect_mob_neg_factor = 2; /* ETU/neg_factor = negative amount of mobility 92 a sector has after being taken */ 93 94 int anno_keep_days = 7; /* How long until annos expire (<0 never) */ 95 int news_keep_days = 10; /* How long until news expire */ 96 int lost_keep_hours = 48; /* How long until lost items expire */ 97 98 double combat_mob = 5.0; /* how much mob do units spend for combat? */ 99 100 /* if you find that naving is taking too long, try reducing these */ 101 int fort_max_interdiction_range = 8; 102 int ship_max_interdiction_range = 8; 103 int land_max_interdiction_range = 8; 104 105 double unit_damage = 0.30; /* Units take this fraction of normal damage */ 106 double people_damage = 1.00; /* Civs/mil/uw take this fraction of damage */ 107 double collateral_dam = 0.10; /* Side effect damage to sector */ 108 double assault_penalty = 0.50; /* attack factor for para & assault troops */ 109 110 float land_grow_scale = 2.0; /* how fast eff grows for land units (xETUS) */ 111 float ship_grow_scale = 3.0; /* how fast eff grows for ships (xETUS) */ 112 float plane_grow_scale = 2.0; /* how fast eff grows for planes (xETUS) */ 113 114 double fgrate = 0.0012; /* food growth rate (dt * fert) */ 115 double fcrate = 0.0013; /* food cultivate rate (dt * workforce) */ 116 double eatrate = 0.0005; /* food eating rate (dt * people) */ 117 double babyeat = 0.0060; /* food to mature 1 baby into a civilian */ 118 119 double obrate = 0.005; /* other sectors birth rate */ 120 double uwbrate = 0.0025; /* uncompensated worker birth rate */ 121 /* values > 0.25 for either will overflow */ 122 int rollover_avail_max = 50; /* max. avail that can roll over an update */ 123 124 /* opt_FALLOUT */ 125 double decay_per_etu = 0.006; /* This gives a half life of ? ETUs, 126 about ? days. 127 half life in Jt 128 log(.5) / log(1-decay_per_etu) 129 Calculate your own if you don't like it. 130 If you want a specific half life you can 131 calc it with this formula: 132 decay_per_etu = 1 - (.5)^(1/etus) 133 due to the discrete nature of empire 134 you can not get a precise number 135 without intensive simulation 136 (more than 3 digits). */ 137 double fallout_spread = 0.005; /* fraction of fallout that leaks into 138 each surrounding sector */ 139 /* end opt_FALLOUT */ 140 141 double bankint = 0.25; /* bank interest rate (dt * bars) */ 142 143 /* Note in the taxes below: 144 tradetax - this is charged to the seller, so it is < 1 (because the seller 145 gets the (price paid * tradetax) 146 buytax - this is charged to the buyer, so it is > 1 (because the buyer is 147 charged (price paid * buytax). 148 Not perfect, but it works. :) */ 149 150 double tradetax = 0.99; /* Tax charged on trade */ 151 double buytax = 1.0; /* Tax charged on market purchases */ 152 int startmob = 127; /* Sanctuary starting mobility */ 153 float flakscale = 1.75f; /* Scale factor for flak damage */ 154 155 /* money gained from taxes, paid to military, and reservists */ 156 double money_civ = 0.0083333; 157 double money_uw = 0.0017777; 158 double money_mil = -0.0833333; 159 double money_res = -0.0083333; 160 161 /* pct cost per ETU for maintaining a ship or plane or land unit */ 162 double money_plane = -0.001; 163 double money_ship = -0.001; 164 double money_land = -0.001; 165 166 /* edu and hap consumption factors -- hap_cons civs need 1 hap --> hlev++ */ 167 double hap_cons = 600000.0; 168 double edu_cons = 600000.0; 169 170 /* hap and edu avg mean that the weight on current happiness is 171 * (cur_hap * hap_avg + hap_prod * etu) / (hap_avg + etu); */ 172 float hap_avg = 16.0 * 3.0; 173 float edu_avg = 16.0 * 12.0; 174 175 176 /* tech build limitations. */ 177 float easy_tech = 1.00; /* amount of tech built with no penality */ 178 float tech_log_base = 2.0; /* base of log to take of in-efficient tech */ 179 180 float ally_factor = 2.0; /* shared tech with allies = 1/factor */ 181 float level_age_rate = 96.0; /* 1% per 96 ETUs; 0 -> no decline */ 182 183 184 int players_at_00 = 0; /* players coord system on deity 0,0? */ 185 int at_least_one_100 = 1; /* init player with 100/100/100/100 sector? */ 186 187 188 189 float btu_build_rate = 0.0012; /* etu * civ * eff * btu_build_rate */ 190 /* 8 * 999 * 100 * 0.0004 = 319 */ 191 int max_btus = 640; /* maximum # of BTUs */ 192 193 double buil_bt = 10.0; /* tech level required to build a bridge */ 194 int buil_bh = 100; /* hcm required to build a bridge */ 195 double buil_bc = 1000.0; /* cash required to build a bridge */ 196 197 double buil_tower_bt = 100.0; /* tech level required to build a tower */ 198 int buil_tower_bh = 300; /* hcm required to build a bridge tower */ 199 double buil_tower_bc = 3000.0; /* cash required to build a bridge tower */ 200 201 float drnuke_const = 0.0; /* research must be at least drnuke_const*tech */ 202 /* in order to build a nuke. For example, if 203 * drnuke_const is .25, you need a 75 res to 204 * build a nuke that takes 300 tech 205 */ 206 /* trade ships */ 207 int trade_1_dist = 8; /* less than this gets no money */ 208 int trade_2_dist = 14; /* less than this gets trade_1 money */ 209 int trade_3_dist = 25; /* less than this gets trade_2 money */ 210 float trade_1 = 0.025; /* return on trade_1 distance */ 211 float trade_2 = 0.035; /* return on trade_2 distance */ 212 float trade_3 = 0.050; /* return on trade_3 distance */ 213 float trade_ally_bonus = 0.20; /* 20% bonus for trading with allies */ 214 float trade_ally_cut = 0.10; /* 10% bonus for ally you trade with */ 215 216 int torpedo_damage = 40; /* damage is X + 1dX + 1dX, so 40+1d40+1d40 */ 217 218 int start_cash = 25000; 219 220 /* initial levels */ 221 float start_education = 0.0; 222 float start_happiness = 0.0; 223 float start_technology = 0.0; 224 float start_research = 0.0; 225 226 /* econfig keys */ 227 static int emp_config_dummy; 228 struct keymatch configkeys[] = { 229 #define EMP_CONFIG_C_OUTPUT 230 #include "econfig-spec.h" 231 #undef EMP_CONFIG_C_OUTPUT 232 }; 233