Package net.sf.freecol.common.option
Class GameOptions
- java.lang.Object
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- net.sf.freecol.common.option.GameOptions
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public class GameOptions extends java.lang.Object
Keeps track of the available game options. New options must be added to theSpecification
and each option should be given an unique identifier (defined as a constant in this class).
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Field Summary
Fields Modifier and Type Field Description static java.lang.String
AGES
The "ages" where founding father weights change, specified as years.static java.lang.String
ALARM_BONUS_BUY
static java.lang.String
ALARM_BONUS_GIFT
static java.lang.String
ALARM_BONUS_SELL
static java.lang.String
ALLOW_STUDENT_SELECTION
Whether to educate the least skilled unit first.static java.lang.String
AMPHIBIOUS_MOVES
Allow amphibious moves.static java.lang.String
ARREARS_FACTOR
Retributive markup on tea party goods.static java.lang.String
BAD_GOVERNMENT_LIMIT
The percent SoL to achieve "bad" government.static java.lang.String
BAD_RUMOUR
Bad rumour chance.static java.lang.String
BELL_ACCUMULATION_CAPPED
Is bell accumulation capped when 100% rebels achieved?static java.lang.String
BUILD_ON_NATIVE_LAND
The behaviour when building on native land.static java.lang.String
BUILD_ON_NATIVE_LAND_ALWAYS
static java.lang.String
BUILD_ON_NATIVE_LAND_FIRST
static java.lang.String
BUILD_ON_NATIVE_LAND_FIRST_AND_UNCONTACTED
static java.lang.String
BUILD_ON_NATIVE_LAND_NEVER
static java.lang.String
BURN_PROBABILITY
Probability of angry natives burning missions.static java.lang.String
CAPTURE_UNITS_UNDER_REPAIR
Capture units under repair with colony.static java.lang.String
CLAIM_ALL_TILES
Claim all possible surrounding tiles when founding a colony?static java.lang.String
CLEAR_HAMMERS_ON_CONSTRUCTION_SWITCH
Clear the hammers when changing production.static java.lang.String
CONTINUE_FOUNDING_FATHER_RECRUITMENT
Continue recruiting founding fathers after declaring independence.static java.lang.String
CROSSES_INCREMENT
Rate cross requirement increases.static java.lang.String
CUSTOM_IGNORE_BOYCOTT
Does the Custom House sell boycotted goods?static java.lang.String
CUSTOMS_ON_COAST
Custom Houses only allowed in coastal colonies?static java.lang.String
DEMAND_PROBABILITY
Probability of an angry settlement making a demand.static java.lang.String
DESTROY_SETTLEMENT_SCORE
The score penalty for destroying a settlement.static java.lang.String
DIFFICULTY_CHEAT
Cheat (difficulty) group.static java.lang.String
DIFFICULTY_GOVERNMENT
Government (difficulty) group.static java.lang.String
DIFFICULTY_IMMIGRATION
Immigration (difficulty) group.static java.lang.String
DIFFICULTY_MONARCH
Monarch (difficulty) group.static java.lang.String
DIFFICULTY_NATIVES
Native (difficulty) group.static java.lang.String
DIFFICULTY_OTHER
Other (difficulty) group.static java.lang.String
DISEMBARK_IN_COLONY
All units disembark when a carrier arrives in a colony (Col1).static java.lang.String
EMPTY_TRADERS
Allow empty units to trade.static java.lang.String
ENABLE_UPKEEP
Enable upkeep requirement on buildings.static java.lang.String
ENHANCED_MISSIONARIES
Do missionaries provide extra benefits.static java.lang.String
ENHANCED_TRADE_ROUTES
Enhanced trade routes.static java.lang.String
EQUIP_EUROPEAN_RECRUITS
Equip European recruits.static java.lang.String
EQUIP_PIONEER_CHEAT
static java.lang.String
EQUIP_SCOUT_CHEAT
static java.lang.String
EUROPEAN_UNIT_IMMIGRATION_PENALTY
Per turn immigration penalty for units in Europe.static java.lang.String
EXPERT_STARTING_UNITS
Are the initial immigrants expert units.static java.lang.String
EXPERTS_HAVE_CONNECTIONS
Whether experts have connections, producing without raw materials in factories.static java.lang.String
EXPLORATION_POINTS
Whether to award exploration points or not.static java.lang.String
FOG_OF_WAR
Enables/disables fog of war.static java.lang.String
FOUND_COLONY_DURING_REBELLION
Can colonies be founded during the war of independence?static java.lang.String
FOUNDING_FATHER_FACTOR
Rate the bells for founding father recruitment grows.static java.lang.String
GAMEOPTIONS_COLONY
Colony game option group.static java.lang.String
GAMEOPTIONS_MAP
Map game option group.static java.lang.String
GAMEOPTIONS_PRICES
Prices game option group.static java.lang.String
GAMEOPTIONS_VICTORY_CONDITIONS
Victory conditions game option group.static java.lang.String
GAMEOPTIONS_YEARS
Years game option group.static java.lang.String
GIFT_PROBABILITY
Probability of a settlement with a surplus offering a gift.static java.lang.String
GOOD_GOVERNMENT_LIMIT
The percent SoL to achieve "good" government.static java.lang.String
GOOD_RUMOUR
Good rumour chance.static java.lang.String
IMMIGRANTS
Predefined initial immigrants.static java.lang.String
INDEPENDENCE_TURN
Score bonus on declaring independence = (1780, Spring) - turn 1780 is documented in the Col1 manual: ``if you've declared your independence before 1780, your score is increased; the sooner you declare; the better your Bonus.'' which suggests this needs to cut off at 1780.static java.lang.String
INITIAL_IMMIGRATION
Initial immigration target value.static java.lang.String
INTERVENTION_BELLS
Bells to generate to trigger the intervention force.static java.lang.String
INTERVENTION_FORCE
The basic composition of the intervention force.static java.lang.String
INTERVENTION_TURNS
How often to update the intervention force.static java.lang.String
LAND_PRICE_FACTOR
Base multiplier from land productivity to price.static java.lang.String
LAND_UNIT_CHEAT
static java.lang.String
LAST_COLONIAL_YEAR
The last year of the game for colonial players.static java.lang.String
LAST_YEAR
The very last year of the game.static java.lang.String
LIFT_BOYCOTT_CHEAT
static java.lang.String
LOWER_CAP_INCREASE
Lower bound on the recruitment price.static java.lang.String
MANDATORY_COLONY_YEAR
The year in which owning at least one colony becomes mandatory.static java.lang.String
MAXIMUM_TAX
Maximum tax rate.static java.lang.String
MERCENARY_FORCE
The basic composition of the mercenary force.static java.lang.String
MERCENARY_PRICE
Percentage of real price to change for mercenary units.static java.lang.String
MISSION_INFLUENCE
The strength of the influence of a Mission to the alarm level of the natives in a settlement.static java.lang.String
MONARCH_MEDDLING
The grace period at the start of the game before the monarch begins to meddle.static java.lang.String
MONARCH_SUPPORT
The degree of monarch support.static java.lang.String
NATIVE_CONVERT_PROBABILITY
Probability of an attack extracting converts.static java.lang.String
NATIVE_DEMANDS
Factor for how a successful native demand reduces tension.static java.lang.String
NATURAL_DISASTERS
Enable natural disasters striking colonies.static java.lang.String
OFFENSIVE_LAND_UNIT_CHEAT
static java.lang.String
OFFENSIVE_NAVAL_UNIT_CHEAT
static java.lang.String
ONLY_NATURAL_IMPROVEMENTS
Toggle whether artifical tile improvements contribute to the production of secondary (non-food) goods on the colony center tile.static java.lang.String
PAY_FOR_BUILDING
Can colony buildings be completed quickly by paying for the missing goods?static java.lang.String
PEACE_PROBABILITY
Percent chance peace will hold if there is a recent treaty.static java.lang.String
PLAYER_IMMIGRATION_BONUS
Per turn player immigration bonus.static java.lang.String
PRICE_INCREASE
A price increase prefix.static java.lang.String
PRICE_INCREASE_PER_TYPE
Are there price increases specific to unit type.static java.lang.String
RECRUIT_PRICE_INCREASE
Rate recruitment prices increase.static java.lang.String
REF_FORCE
The basic composition of the REF.static java.lang.String
RUMOUR_DIFFICULTY
Rumour difficulty factor.static java.lang.String
SAVE_PRODUCTION_OVERFLOW
Does a hammer surplus after a build completes accumulate to the next build?static java.lang.String
SEASON_YEAR
The first year in which there are two seasons.static java.lang.String
SEASONS
The number of seasons.static java.lang.String
SETTLEMENT_ACTIONS_CONTACT_CHIEF
Do settlement actions consume the chief contact bonus.static java.lang.String
SETTLEMENT_LIMIT_MODIFIER
Changes the settlement limits.static java.lang.String
SETTLEMENT_NUMBER
Option for setting the number of settlements on the map.static java.lang.String
SETTLEMENT_NUMBER_OF_GOODS_TO_SELL
Maximum number of goods a native settlement will offer for sale.static java.lang.String
SHIP_TRADE_PENALTY
The penalty applied to trading with the natives from a ship.static java.lang.String
STARTING_MONEY
The amount of money each player will receive before the game starts.static java.lang.String
STARTING_POSITIONS
How to determine the starting positions of European players.static int
STARTING_POSITIONS_CLASSIC
static int
STARTING_POSITIONS_HISTORICAL
static int
STARTING_POSITIONS_RANDOM
static java.lang.String
STARTING_YEAR
The year in which the game starts.static java.lang.String
TAG
static java.lang.String
TAX_ADJUSTMENT
Moderating factor for tax raises.static java.lang.String
TELEPORT_REF
Does the REF "teleport" to its first target.static java.lang.String
TILE_PRODUCTION
Tile production.static java.lang.String
TRANSPORT_NAVAL_UNIT_CHEAT
static java.lang.String
TREASURE_TRANSPORT_FEE
Percentage fee for transporting treasures to Europe.static java.lang.String
TURNS_TO_SAIL
The number of turns to sail between Europe and the New World.static java.lang.String
UNITS_THAT_USE_NO_BELLS
The number of units that do not consume bells.static java.lang.String
VERY_BAD_GOVERNMENT_LIMIT
The percent SoL to achieve "very bad" government.static java.lang.String
VERY_GOOD_GOVERNMENT_LIMIT
The percent SoL to achieve "very good" government.static java.lang.String
VICTORY_DEFEAT_EUROPEANS
Victory condition: Should aPlayer
who defeats all other European players win the game?static java.lang.String
VICTORY_DEFEAT_HUMANS
Victory condition: Should aPlayer
who defeats all other human players win the game?static java.lang.String
VICTORY_DEFEAT_REF
Victory condition: Should thePlayer
who first defeats the Royal Expeditionary Force win the game?static java.lang.String
WAR_SUPPORT_FORCE
The base mercenary force sometimes supplied with a war declaration.static java.lang.String
WAR_SUPPORT_GOLD
The base amount of gold sometimes supplied with a war declaration.
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Constructor Summary
Constructors Constructor Description GameOptions()
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description java.lang.String
getXMLTagName()
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Field Detail
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TAG
public static final java.lang.String TAG
- See Also:
- Constant Field Values
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GAMEOPTIONS_MAP
public static final java.lang.String GAMEOPTIONS_MAP
Map game option group.- See Also:
- Constant Field Values
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TURNS_TO_SAIL
public static final java.lang.String TURNS_TO_SAIL
The number of turns to sail between Europe and the New World.- See Also:
- Constant Field Values
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SETTLEMENT_LIMIT_MODIFIER
public static final java.lang.String SETTLEMENT_LIMIT_MODIFIER
Changes the settlement limits.- See Also:
- Constant Field Values
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FOG_OF_WAR
public static final java.lang.String FOG_OF_WAR
Enables/disables fog of war.- See Also:
- Constant Field Values
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EXPLORATION_POINTS
public static final java.lang.String EXPLORATION_POINTS
Whether to award exploration points or not.- See Also:
- Constant Field Values
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AMPHIBIOUS_MOVES
public static final java.lang.String AMPHIBIOUS_MOVES
Allow amphibious moves.- See Also:
- Constant Field Values
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EMPTY_TRADERS
public static final java.lang.String EMPTY_TRADERS
Allow empty units to trade.- See Also:
- Constant Field Values
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SETTLEMENT_ACTIONS_CONTACT_CHIEF
public static final java.lang.String SETTLEMENT_ACTIONS_CONTACT_CHIEF
Do settlement actions consume the chief contact bonus.- See Also:
- Constant Field Values
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ENHANCED_MISSIONARIES
public static final java.lang.String ENHANCED_MISSIONARIES
Do missionaries provide extra benefits.- See Also:
- Constant Field Values
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MISSION_INFLUENCE
public static final java.lang.String MISSION_INFLUENCE
The strength of the influence of a Mission to the alarm level of the natives in a settlement.- See Also:
- Constant Field Values
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GIFT_PROBABILITY
public static final java.lang.String GIFT_PROBABILITY
Probability of a settlement with a surplus offering a gift.- See Also:
- Constant Field Values
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DEMAND_PROBABILITY
public static final java.lang.String DEMAND_PROBABILITY
Probability of an angry settlement making a demand.- See Also:
- Constant Field Values
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ALARM_BONUS_BUY
public static final java.lang.String ALARM_BONUS_BUY
- See Also:
- Constant Field Values
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ALARM_BONUS_SELL
public static final java.lang.String ALARM_BONUS_SELL
- See Also:
- Constant Field Values
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ALARM_BONUS_GIFT
public static final java.lang.String ALARM_BONUS_GIFT
- See Also:
- Constant Field Values
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SETTLEMENT_NUMBER_OF_GOODS_TO_SELL
public static final java.lang.String SETTLEMENT_NUMBER_OF_GOODS_TO_SELL
Maximum number of goods a native settlement will offer for sale.- See Also:
- Constant Field Values
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CONTINUE_FOUNDING_FATHER_RECRUITMENT
public static final java.lang.String CONTINUE_FOUNDING_FATHER_RECRUITMENT
Continue recruiting founding fathers after declaring independence.- See Also:
- Constant Field Values
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TELEPORT_REF
public static final java.lang.String TELEPORT_REF
Does the REF "teleport" to its first target.- See Also:
- Constant Field Values
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STARTING_POSITIONS
public static final java.lang.String STARTING_POSITIONS
How to determine the starting positions of European players.- See Also:
- Constant Field Values
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STARTING_POSITIONS_CLASSIC
public static final int STARTING_POSITIONS_CLASSIC
- See Also:
- Constant Field Values
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STARTING_POSITIONS_RANDOM
public static final int STARTING_POSITIONS_RANDOM
- See Also:
- Constant Field Values
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STARTING_POSITIONS_HISTORICAL
public static final int STARTING_POSITIONS_HISTORICAL
- See Also:
- Constant Field Values
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PEACE_PROBABILITY
public static final java.lang.String PEACE_PROBABILITY
Percent chance peace will hold if there is a recent treaty.- See Also:
- Constant Field Values
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INITIAL_IMMIGRATION
public static final java.lang.String INITIAL_IMMIGRATION
Initial immigration target value.- See Also:
- Constant Field Values
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EUROPEAN_UNIT_IMMIGRATION_PENALTY
public static final java.lang.String EUROPEAN_UNIT_IMMIGRATION_PENALTY
Per turn immigration penalty for units in Europe.- See Also:
- Constant Field Values
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PLAYER_IMMIGRATION_BONUS
public static final java.lang.String PLAYER_IMMIGRATION_BONUS
Per turn player immigration bonus.- See Also:
- Constant Field Values
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EQUIP_EUROPEAN_RECRUITS
public static final java.lang.String EQUIP_EUROPEAN_RECRUITS
Equip European recruits.- See Also:
- Constant Field Values
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ENHANCED_TRADE_ROUTES
public static final java.lang.String ENHANCED_TRADE_ROUTES
Enhanced trade routes.- See Also:
- Constant Field Values
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GAMEOPTIONS_COLONY
public static final java.lang.String GAMEOPTIONS_COLONY
Colony game option group.- See Also:
- Constant Field Values
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BELL_ACCUMULATION_CAPPED
public static final java.lang.String BELL_ACCUMULATION_CAPPED
Is bell accumulation capped when 100% rebels achieved?- See Also:
- Constant Field Values
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CAPTURE_UNITS_UNDER_REPAIR
public static final java.lang.String CAPTURE_UNITS_UNDER_REPAIR
Capture units under repair with colony.- See Also:
- Constant Field Values
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CUSTOM_IGNORE_BOYCOTT
public static final java.lang.String CUSTOM_IGNORE_BOYCOTT
Does the Custom House sell boycotted goods?- See Also:
- Constant Field Values
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CUSTOMS_ON_COAST
public static final java.lang.String CUSTOMS_ON_COAST
Custom Houses only allowed in coastal colonies?- See Also:
- Constant Field Values
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DISEMBARK_IN_COLONY
public static final java.lang.String DISEMBARK_IN_COLONY
All units disembark when a carrier arrives in a colony (Col1).- See Also:
- Constant Field Values
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EXPERTS_HAVE_CONNECTIONS
public static final java.lang.String EXPERTS_HAVE_CONNECTIONS
Whether experts have connections, producing without raw materials in factories.- See Also:
- Constant Field Values
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FOUND_COLONY_DURING_REBELLION
public static final java.lang.String FOUND_COLONY_DURING_REBELLION
Can colonies be founded during the war of independence?- See Also:
- Constant Field Values
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PAY_FOR_BUILDING
public static final java.lang.String PAY_FOR_BUILDING
Can colony buildings be completed quickly by paying for the missing goods?- See Also:
- Constant Field Values
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SAVE_PRODUCTION_OVERFLOW
public static final java.lang.String SAVE_PRODUCTION_OVERFLOW
Does a hammer surplus after a build completes accumulate to the next build?- See Also:
- Constant Field Values
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CLEAR_HAMMERS_ON_CONSTRUCTION_SWITCH
public static final java.lang.String CLEAR_HAMMERS_ON_CONSTRUCTION_SWITCH
Clear the hammers when changing production.- See Also:
- Constant Field Values
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ALLOW_STUDENT_SELECTION
public static final java.lang.String ALLOW_STUDENT_SELECTION
Whether to educate the least skilled unit first. This is the behaviour of the original game and disallows manually assigning students to teachers.- See Also:
- Constant Field Values
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CLAIM_ALL_TILES
public static final java.lang.String CLAIM_ALL_TILES
Claim all possible surrounding tiles when founding a colony?- See Also:
- Constant Field Values
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ENABLE_UPKEEP
public static final java.lang.String ENABLE_UPKEEP
Enable upkeep requirement on buildings.- See Also:
- Constant Field Values
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ONLY_NATURAL_IMPROVEMENTS
public static final java.lang.String ONLY_NATURAL_IMPROVEMENTS
Toggle whether artifical tile improvements contribute to the production of secondary (non-food) goods on the colony center tile.- See Also:
- Constant Field Values
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NATURAL_DISASTERS
public static final java.lang.String NATURAL_DISASTERS
Enable natural disasters striking colonies.- See Also:
- Constant Field Values
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GAMEOPTIONS_VICTORY_CONDITIONS
public static final java.lang.String GAMEOPTIONS_VICTORY_CONDITIONS
Victory conditions game option group.- See Also:
- Constant Field Values
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VICTORY_DEFEAT_REF
public static final java.lang.String VICTORY_DEFEAT_REF
Victory condition: Should thePlayer
who first defeats the Royal Expeditionary Force win the game?- See Also:
- Constant Field Values
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VICTORY_DEFEAT_EUROPEANS
public static final java.lang.String VICTORY_DEFEAT_EUROPEANS
Victory condition: Should aPlayer
who defeats all other European players win the game?- See Also:
- Constant Field Values
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VICTORY_DEFEAT_HUMANS
public static final java.lang.String VICTORY_DEFEAT_HUMANS
Victory condition: Should aPlayer
who defeats all other human players win the game?- See Also:
- Constant Field Values
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GAMEOPTIONS_YEARS
public static final java.lang.String GAMEOPTIONS_YEARS
Years game option group.- See Also:
- Constant Field Values
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STARTING_YEAR
public static final java.lang.String STARTING_YEAR
The year in which the game starts. At the moment, changing this value only shortens the game. In future, it might cause the map generator to create foreign colonies.- See Also:
- Constant Field Values
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SEASON_YEAR
public static final java.lang.String SEASON_YEAR
The first year in which there are two seasons. Changing this value influences the duration of the game.- See Also:
- Constant Field Values
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MANDATORY_COLONY_YEAR
public static final java.lang.String MANDATORY_COLONY_YEAR
The year in which owning at least one colony becomes mandatory.- See Also:
- Constant Field Values
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LAST_YEAR
public static final java.lang.String LAST_YEAR
The very last year of the game.- See Also:
- Constant Field Values
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LAST_COLONIAL_YEAR
public static final java.lang.String LAST_COLONIAL_YEAR
The last year of the game for colonial players. In other words, if a colonial player does not declare independence by the end of this year, the game is lost.- See Also:
- Constant Field Values
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INDEPENDENCE_TURN
public static final java.lang.String INDEPENDENCE_TURN
Score bonus on declaring independence = (1780, Spring) - turn 1780 is documented in the Col1 manual: ``if you've declared your independence before 1780, your score is increased; the sooner you declare; the better your Bonus.'' which suggests this needs to cut off at 1780. Using turns rather than years though so that scores are equivalent in games with >2 seasons.- See Also:
- Constant Field Values
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AGES
public static final java.lang.String AGES
The "ages" where founding father weights change, specified as years.- See Also:
- Constant Field Values
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SEASONS
public static final java.lang.String SEASONS
The number of seasons.- See Also:
- Constant Field Values
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GAMEOPTIONS_PRICES
public static final java.lang.String GAMEOPTIONS_PRICES
Prices game option group. This group is synthesized at game initialization.- See Also:
- Constant Field Values
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DIFFICULTY_IMMIGRATION
public static final java.lang.String DIFFICULTY_IMMIGRATION
Immigration (difficulty) group.- See Also:
- Constant Field Values
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CROSSES_INCREMENT
public static final java.lang.String CROSSES_INCREMENT
Rate cross requirement increases.- See Also:
- Constant Field Values
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RECRUIT_PRICE_INCREASE
public static final java.lang.String RECRUIT_PRICE_INCREASE
Rate recruitment prices increase.- See Also:
- Constant Field Values
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LOWER_CAP_INCREASE
public static final java.lang.String LOWER_CAP_INCREASE
Lower bound on the recruitment price.- See Also:
- Constant Field Values
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PRICE_INCREASE
public static final java.lang.String PRICE_INCREASE
A price increase prefix.- See Also:
- Constant Field Values
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PRICE_INCREASE_PER_TYPE
public static final java.lang.String PRICE_INCREASE_PER_TYPE
Are there price increases specific to unit type.- See Also:
- Constant Field Values
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EXPERT_STARTING_UNITS
public static final java.lang.String EXPERT_STARTING_UNITS
Are the initial immigrants expert units.- See Also:
- Constant Field Values
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IMMIGRANTS
public static final java.lang.String IMMIGRANTS
Predefined initial immigrants.- See Also:
- Constant Field Values
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DIFFICULTY_NATIVES
public static final java.lang.String DIFFICULTY_NATIVES
Native (difficulty) group.- See Also:
- Constant Field Values
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LAND_PRICE_FACTOR
public static final java.lang.String LAND_PRICE_FACTOR
Base multiplier from land productivity to price.- See Also:
- Constant Field Values
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NATIVE_CONVERT_PROBABILITY
public static final java.lang.String NATIVE_CONVERT_PROBABILITY
Probability of an attack extracting converts.- See Also:
- Constant Field Values
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BURN_PROBABILITY
public static final java.lang.String BURN_PROBABILITY
Probability of angry natives burning missions.- See Also:
- Constant Field Values
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NATIVE_DEMANDS
public static final java.lang.String NATIVE_DEMANDS
Factor for how a successful native demand reduces tension.- See Also:
- Constant Field Values
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RUMOUR_DIFFICULTY
public static final java.lang.String RUMOUR_DIFFICULTY
Rumour difficulty factor. [FIXME: should go away]- See Also:
- Constant Field Values
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SHIP_TRADE_PENALTY
public static final java.lang.String SHIP_TRADE_PENALTY
The penalty applied to trading with the natives from a ship.- See Also:
- Constant Field Values
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DESTROY_SETTLEMENT_SCORE
public static final java.lang.String DESTROY_SETTLEMENT_SCORE
The score penalty for destroying a settlement.- See Also:
- Constant Field Values
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BUILD_ON_NATIVE_LAND
public static final java.lang.String BUILD_ON_NATIVE_LAND
The behaviour when building on native land.- See Also:
- Constant Field Values
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BUILD_ON_NATIVE_LAND_ALWAYS
public static final java.lang.String BUILD_ON_NATIVE_LAND_ALWAYS
- See Also:
- Constant Field Values
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BUILD_ON_NATIVE_LAND_FIRST
public static final java.lang.String BUILD_ON_NATIVE_LAND_FIRST
- See Also:
- Constant Field Values
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BUILD_ON_NATIVE_LAND_FIRST_AND_UNCONTACTED
public static final java.lang.String BUILD_ON_NATIVE_LAND_FIRST_AND_UNCONTACTED
- See Also:
- Constant Field Values
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BUILD_ON_NATIVE_LAND_NEVER
public static final java.lang.String BUILD_ON_NATIVE_LAND_NEVER
- See Also:
- Constant Field Values
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SETTLEMENT_NUMBER
public static final java.lang.String SETTLEMENT_NUMBER
Option for setting the number of settlements on the map. Note: *not* a MapGeneratorOption because it is difficulty-sensitive.- See Also:
- Constant Field Values
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DIFFICULTY_MONARCH
public static final java.lang.String DIFFICULTY_MONARCH
Monarch (difficulty) group.- See Also:
- Constant Field Values
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MONARCH_MEDDLING
public static final java.lang.String MONARCH_MEDDLING
The grace period at the start of the game before the monarch begins to meddle.- See Also:
- Constant Field Values
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TAX_ADJUSTMENT
public static final java.lang.String TAX_ADJUSTMENT
Moderating factor for tax raises.- See Also:
- Constant Field Values
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MERCENARY_PRICE
public static final java.lang.String MERCENARY_PRICE
Percentage of real price to change for mercenary units.- See Also:
- Constant Field Values
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MAXIMUM_TAX
public static final java.lang.String MAXIMUM_TAX
Maximum tax rate.- See Also:
- Constant Field Values
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MONARCH_SUPPORT
public static final java.lang.String MONARCH_SUPPORT
The degree of monarch support.- See Also:
- Constant Field Values
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TREASURE_TRANSPORT_FEE
public static final java.lang.String TREASURE_TRANSPORT_FEE
Percentage fee for transporting treasures to Europe.- See Also:
- Constant Field Values
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INTERVENTION_BELLS
public static final java.lang.String INTERVENTION_BELLS
Bells to generate to trigger the intervention force.- See Also:
- Constant Field Values
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INTERVENTION_TURNS
public static final java.lang.String INTERVENTION_TURNS
How often to update the intervention force.- See Also:
- Constant Field Values
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REF_FORCE
public static final java.lang.String REF_FORCE
The basic composition of the REF. "refSize" is a legacy term.- See Also:
- Constant Field Values
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INTERVENTION_FORCE
public static final java.lang.String INTERVENTION_FORCE
The basic composition of the intervention force.- See Also:
- Constant Field Values
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MERCENARY_FORCE
public static final java.lang.String MERCENARY_FORCE
The basic composition of the mercenary force.- See Also:
- Constant Field Values
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WAR_SUPPORT_FORCE
public static final java.lang.String WAR_SUPPORT_FORCE
The base mercenary force sometimes supplied with a war declaration.- See Also:
- Constant Field Values
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WAR_SUPPORT_GOLD
public static final java.lang.String WAR_SUPPORT_GOLD
The base amount of gold sometimes supplied with a war declaration.- See Also:
- Constant Field Values
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DIFFICULTY_GOVERNMENT
public static final java.lang.String DIFFICULTY_GOVERNMENT
Government (difficulty) group.- See Also:
- Constant Field Values
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BAD_GOVERNMENT_LIMIT
public static final java.lang.String BAD_GOVERNMENT_LIMIT
The percent SoL to achieve "bad" government.- See Also:
- Constant Field Values
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VERY_BAD_GOVERNMENT_LIMIT
public static final java.lang.String VERY_BAD_GOVERNMENT_LIMIT
The percent SoL to achieve "very bad" government.- See Also:
- Constant Field Values
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GOOD_GOVERNMENT_LIMIT
public static final java.lang.String GOOD_GOVERNMENT_LIMIT
The percent SoL to achieve "good" government.- See Also:
- Constant Field Values
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VERY_GOOD_GOVERNMENT_LIMIT
public static final java.lang.String VERY_GOOD_GOVERNMENT_LIMIT
The percent SoL to achieve "very good" government.- See Also:
- Constant Field Values
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DIFFICULTY_OTHER
public static final java.lang.String DIFFICULTY_OTHER
Other (difficulty) group.- See Also:
- Constant Field Values
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STARTING_MONEY
public static final java.lang.String STARTING_MONEY
The amount of money each player will receive before the game starts.- See Also:
- Constant Field Values
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FOUNDING_FATHER_FACTOR
public static final java.lang.String FOUNDING_FATHER_FACTOR
Rate the bells for founding father recruitment grows.- See Also:
- Constant Field Values
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ARREARS_FACTOR
public static final java.lang.String ARREARS_FACTOR
Retributive markup on tea party goods.- See Also:
- Constant Field Values
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UNITS_THAT_USE_NO_BELLS
public static final java.lang.String UNITS_THAT_USE_NO_BELLS
The number of units that do not consume bells.- See Also:
- Constant Field Values
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TILE_PRODUCTION
public static final java.lang.String TILE_PRODUCTION
Tile production.- See Also:
- Constant Field Values
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BAD_RUMOUR
public static final java.lang.String BAD_RUMOUR
Bad rumour chance.- See Also:
- Constant Field Values
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GOOD_RUMOUR
public static final java.lang.String GOOD_RUMOUR
Good rumour chance.- See Also:
- Constant Field Values
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DIFFICULTY_CHEAT
public static final java.lang.String DIFFICULTY_CHEAT
Cheat (difficulty) group.- See Also:
- Constant Field Values
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LIFT_BOYCOTT_CHEAT
public static final java.lang.String LIFT_BOYCOTT_CHEAT
- See Also:
- Constant Field Values
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EQUIP_SCOUT_CHEAT
public static final java.lang.String EQUIP_SCOUT_CHEAT
- See Also:
- Constant Field Values
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EQUIP_PIONEER_CHEAT
public static final java.lang.String EQUIP_PIONEER_CHEAT
- See Also:
- Constant Field Values
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LAND_UNIT_CHEAT
public static final java.lang.String LAND_UNIT_CHEAT
- See Also:
- Constant Field Values
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OFFENSIVE_LAND_UNIT_CHEAT
public static final java.lang.String OFFENSIVE_LAND_UNIT_CHEAT
- See Also:
- Constant Field Values
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OFFENSIVE_NAVAL_UNIT_CHEAT
public static final java.lang.String OFFENSIVE_NAVAL_UNIT_CHEAT
- See Also:
- Constant Field Values
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TRANSPORT_NAVAL_UNIT_CHEAT
public static final java.lang.String TRANSPORT_NAVAL_UNIT_CHEAT
- See Also:
- Constant Field Values
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