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PC GAMES
PC GENRES
SEE ALSO
INFORMATION
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General Rules
3, ; Movement rate along roads
The number 3 indicates the value of the rule element; the text after the semicolon indicates what the value governs. Don't change the explanation text; it's the value itself that we're interested in. In this example, the movement rate along roads is set at 3. You could make roads much more vital by increasing the value, decrease the importance of roads by lowering the value, or eliminate the movement benefit of roads altogether by decreasing the value to zero.
Although most of the values in the general rules section are explained well by the REMs, let's take a look at some of the most important values that you can change to create your own custom game.
10, ; Players' starting energy reserves
Each player's starting energy reserves are governed by this value. If you want all the players to begin with a bit more cash at their disposal, jack this number up a bit; if you want each player to begin the game poor, just set the value to zero.
8, ; Territory: max distance from base
Every time a base is built, you increase your territory by a distance of eight tiles from the base. By increasing or decreasing this value, you can make territory increases larger or smaller. Set this value to zero to eliminate territories entirely.
CentPsi, ; Technology to improve fungus squares
At the bottom section of the general rules are technology advances that award certain fundamental game elements. For instance, this line indicates that Centauri psi awards the player the ability to improve fungus tiles. The technology advance, indicated on the left, is used in abbreviated form. You could make the technology to improve fungus squares more difficult to obtain by increasing the technology advance required.
7, ; Population limit w/o hab complex
This line determines the maximum population of a base before a hab complex must be built (which will increase the population limit). If you want to play a scenario in which a hab complex isn't needed 'til later in the game, you can increase this number accordingly.
0, ; Combat % -> for attacking from higher elevation
A huge chunk of the general rules section is devoted to combat percentages. The preceding line indicates that there is no advantage when a unit attacks another from a higher elevation. However, you could increase this value (which, remember, is a percentage) to give an advantage to units attacking from higher elevations. Setting this value to a negative number will actually penalize units for attacking from a higher elevation.
There are many other general rules in this section of alpha.txt, but these examples should give you an idea of what the values mean and how to change them.
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Terraforming Improvements and Resource Information
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