# Empire Configuration File:

# 
### Server configuration and information

# Directory the data is stored in
data "/usr/local/wolfpack/data"

# Directory the info pages are stored in
info "/usr/local/wolfpack/info.nr"

# TCP/IP port the server will start up on
port "6665"

# Name of the deity
privname ""

# E-mail of the deity
privlog "root@fbsd-amd64.isc.org"

# World size X dimension (enforced to be even by subtracting 1 if necessary)
WORLD_X 64

# World size Y dimension
WORLD_Y 32

# 

### Update policy

# 0 - normal, 1 - update_times, 2 - blitz, 3 - demand only
update_policy 0

# Number of ETUs per update
etu_per_update 60

# Seconds per etu, updates will occur every s_p_etu * etu_per_update seconds
s_p_etu 10

# Move the update forward or backward (in seconds)
adj_update 0

# Window the update will occur in (in seconds) before and after the update time
update_window 0

# Times when updates occur under policy #1.  Must coincide with schedule.
update_times ""

# Number of minutes update check can slip to match update_times
hourslop 5

# Number of minutes between updates under policy #2.
blitz_time 10

# 

### Demand update policy

# 0 - emp_tm checks, 1 - after setting, 2 - demand updates disabled
update_demandpolicy 2

# number of requests needed for demand update
update_wantmin 0

# number of demand updates country can miss before veto update
update_missed 999

# Times when demand updates can occur.  Ranges CANNOT cross midnight.
update_demandtimes ""

# 

### Game hours restrictions

# Days game is up and running (Su Mo Tu We Th Fr Sa)
game_days ""

# Hours game is up and running (6:00-18:00)
game_hours ""

# 

### Options

option ALL_BLEED
option BLITZ
option BRIDGETOWERS
option DEMANDUPDATE
option EASY_BRIDGES
option FALLOUT
option GODNEWS
option INTERDICT_ATT
option LANDSPIES
option LOANS
option NEUTRON
option NO_PLAGUE
option NOFOOD
option NOMOBCOST
option NUKEFAILDETONATE
option ORBIT
option PINPOINTMISSILE
option SAIL
option SHIPNAMES
option SHOWPLANE
option TREATIES
option UPDATESCHED
nooption BIG_CITY
nooption DEFENSE_INFRA
nooption DRNUKE
nooption FUEL
nooption GO_RENEW
nooption HIDDEN
nooption LOSE_CONTACT
nooption MARKET
nooption MOB_ACCESS
nooption NO_FORT_FIRE
nooption NO_HCMS
nooption NO_LCMS
nooption NO_OIL
nooption NONUKES
nooption RES_POP
nooption SLOW_WAR
nooption SNEAK_ATTACK
nooption SUPER_BARS
nooption TECH_POP
nooption TRADESHIPS

# 

### Countries

# Rate at which BTUs accumulate (etu * civ * eff * btu_build_rate)
btu_build_rate 0.0012

# Maximum minutes per day a country is allowed to be logged in
m_m_p_d 1440

# Maximum number of BTUs a country can have
max_btus 640

# Maximum number of minutes a player can sit idle while logged in
max_idle 15

# Players have their coordinate system at deity 0,0 (0 - no, 1 - yes)
players_at_00 0

# Initialize new countries with at least one sector with 100 of all resource
at_least_one_100 1

# Number of BTUs needed to generate a new power report
powe_cost 10

# Cost to declare war (if SLOW_WAR is on)
war_cost 1000

# 

### Technology/Research/Education/Happiness

# Amount of tech built with no penalty
easy_tech 1

# Starting technology for new countries
start_tech 0

# Starting happiness for new countries
start_happy 0

# Starting research for new countries
start_research 0

# Starting education for new countries
start_edu 0

# ETU rate at which tech decays (0 -> no decline)
level_age_rate 96

# Log base to apply to tech breakthroughs above the easy tech level
tech_log_base 2

# Shared tech with allies (1 / ally_factor)
ally_factor 2

# Number of ETUs education is averaged over
edu_avg 192

# Number of ETUs happiness is averaged over
hap_avg 48

# Education consumption (1 breakthrough per edu_cons)
edu_cons 600000

# Happiness consumption (1 breakthrough per hap_cons)
hap_cons 600000

# 

### Sectors

# Starting mobility for sanctuaries
startmob 127

# Sector mobility accumulation (sect_mob_scale * ETUs per update)
sect_mob_scale 1

# Maximum mobility for sectors
sect_mob_max 127

# Number of hcms required to build a bridge span
buil_bh 100

# Cash required to build a bridge span
buil_bc 2000

# Technology required to build a bridge span
buil_bt 10

# Number of hcms required to build a bridge tower
buil_tower_bh 400

# Cash required to build a bridge tower
buil_tower_bc 7500

# Technology required to build a bridge tower
buil_tower_bt 100

# 

### Land Units

# Land unit mobility accumulation (land_mob_scale * ETUs per update)
land_mob_scale 1

# How fast efficiency grows for land units each update (* ETUs)
land_grow_scale 2

# Maximum mobility for land units
land_mob_max 127

# Cost per ETU to maintain land units (percentage of unit price)
money_land -0.001

# Base level for setting morale of land units
morale_base 42

# 

### Planes

# Plane mobility accumulation (plane_mob_scale * ETUs per update)
plane_mob_scale 1

# How fast efficiency grows for planes each update (* ETUs)
plane_grow_scale 2

# Maximum mobility for planes
plane_mob_max 127

# Cost per ETU to maintain planes (percentage of plane price)
money_plane -0.001

# 

### Ships

# Ship mobility accumulation (ship_mob_scale * ETUs per update)
ship_mob_scale 1.5

# How fast efficiency grows for ships each update (* ETUs)
ship_grow_scale 3

# Maximum mobility for ships
ship_mob_max 127

# Cost per ETU to maintain ships (percentage of ship price)
money_ship -0.001

# Torpedo damage (damage is X + 1dX + 1dX)
torpedo_damage 40

# 

### Combat/Damage

# Maximum range (in sectors) a fort will try to interdict another country
fort_max_interdiction_range 8

# Maximum range (in sectors) a land unit will try to interdict another country
land_max_interdiction_range 8

# Maximum range (in sectors) a ship will try to interdict another country
ship_max_interdiction_range 8

# Scale factor for flak damage
flakscale 1.75

# How much mobility do units spend for combat (* casualties/bodies)
combat_mob 5

# People take this amount of normal damage
people_damage 1

# Land units take this amount of normal damage
unit_damage 0.3

# Side effect damage amount done to sector
collateral_dam 0.1

# Amount of normal attacking efficiency for paratroopers and assaulting
assault_penalty 0.5

# Scale normal firing ranges by this amount
fire_range_factor 1

# Amount of negative mobility a sector has after takeover (ETU / x) (MOB_ACCESS)
sect_mob_neg_factor 2

# Cost to put something on a mission (percentage of max mob)
mission_mob_cost 0

# 

### Populace

# Birth rate for uw's
uwbrate 0.0025

# Money gained from taxes on a civilian in one ETU
money_civ 0.0083333

# Money gained from taxes on an active soldier in one ETU
money_mil -0.0833333

# Money gained from taxes on a soldier on active reserve in one ETU
money_res -0.0083333

# Money gained from taxes on an uncompensated worker in one ETU
money_uw 0.0017777

# Amount of food to mature 1 baby into a civilian
babyeat 0.006

# Bank dollar gain (per bar per etu)
bankint 0.25

# Food eating rate for mature people
eatrate 0.0005

# Food cultivation rate (* workforce in sector)
fcrate 0.0013

# Food growth rate (* fertility of sector)
fgrate 0.0012

# Civilian birth rate
obrate 0.005

# Maximum avail that can roll over an update
rollover_avail_max 0

# 

### Nukes

# Decay of fallout per ETU
decay_per_etu 0.006

# Amount of fallout that leaks into surrounding sectors
fallout_spread 0.005

# Amount of research to tech needed to build a nuke (if DR_NUKE is on)
drnuke_const 0.33

# 

### Market/Trade

# Number of seconds commodities stay on the market for bidding
MARK_DELAY 7200

# Number of seconds ships, planes, and units stay on the market for bidding
TRADE_DELAY 7200

# Tax (in percentage points) charged to the buyer on market purchases
buytax 1

# Amount of a trade transaction the seller makes (the rest is tax)
tradetax 0.99

# 

### Trade ships

# Less than this distance no money for cashing in
trade_1_dist 8

# Less than this distance gets trade_1 money for cashing in
trade_2_dist 14

# Less than this distance gets trade_2 money for cashing in (>= gets trade_3
trade_3_dist 25

# Return per sector on trade_1 distance amount
trade_1 0.025

# Return per sector on trade_2 distance amount
trade_2 0.035

# Return per sector on trade_3 distance amount
trade_3 0.05

# Bonus you get for cashing in with an ally
trade_ally_bonus 0.2

# Bonus your ally gets for you cashing in with them
trade_ally_cut 0.1

# 

### Misc.

# How long until announcements expire (<0 means never)
anno_keep_days 7

# How long until news expire
news_keep_days 10

# Multiplier for fuel to mobility calculation
fuel_mult 10

# Seconds before a lost item is timed out of the database
lost_items_timeout 172800

# File sect -> /usr/local/wolfpack/data/sect
# File ship -> /usr/local/wolfpack/data/ship
# File plane -> /usr/local/wolfpack/data/plane
# File land -> /usr/local/wolfpack/data/land
# File nuke -> /usr/local/wolfpack/data/nuke
# File news -> /usr/local/wolfpack/data/news
# File treaty -> /usr/local/wolfpack/data/treaty
# File trade -> /usr/local/wolfpack/data/trade
# File pow -> /usr/local/wolfpack/data/pow
# File nat -> /usr/local/wolfpack/data/nat
# File loan -> /usr/local/wolfpack/data/loan
# File map -> /usr/local/wolfpack/data/map
# File bmap -> /usr/local/wolfpack/data/bmap
# File commodity -> /usr/local/wolfpack/data/commodity
# File lost -> /usr/local/wolfpack/data/lost
# File up -> /usr/local/wolfpack/data/up
# File down -> /usr/local/wolfpack/data/down
# File disable -> /usr/local/wolfpack/data/disable
# File ban -> /usr/local/wolfpack/data/ban
# File auth -> /usr/local/wolfpack/data/auth
# File ann -> /usr/local/wolfpack/data/ann
# File timestamp -> /usr/local/wolfpack/data/timestamp
# File tel -> /usr/local/wolfpack/data/tel
# File tel/tel -> /usr/local/wolfpack/data/tel/tel
