These are per-empire values that are modified by an empire's bonuses. You can give an empire bonuses through heraldic charges, technology, city upgrades, special eras, monster nest rewards and expedition rewards.
This document is best read together with Airships Install Folder/data/EmpireStat/stats.json so you can see the concrete values used.
Time: 1 day = 400 milliseconds Milliseconds is abbreviated to "ms".
Spy action success: Base Success Chance x (100 + ESPIONAGE_SUCCESS_PERCENTAGE_BONUS(yours) - ESPIONAGE_DEFENCE_PERCENTAGE_BONUS(enemy)) / 100
Total research cost: BASE_RESEARCH_COST x RESEARCH_COST_MULTIPLIER x RESEARCH_COST_EXPONENT ^ Tier
Research points are added every two weeks. So for example, a tier 0 tech costs 400 x 1 x 1.4 ^ 0 = 400 points. Researched by an empire in the starting era, and with normal tech speed, where research output is 15, it takes 400 / 15 = 26.7 two-week cycles, so about 373 days.
Unrest from empire size per city: CITY_UNREST / (Number of empires the map started out with + UNREST_MAP_SIZE_OFFSET).
Unrest from empire size per town: TOWN_UNREST / (Number of empires the map started out with + UNREST_MAP_SIZE_OFFSET).
For example, if you are on a very small map that started with only 4 empires, and you are in the early game, each city in your empire generates 180 / (4 + 9) = 13 points of unrest. In comparison, with a huge map, it's only 180 / (24 + 9) = 5 points.
If multiple empires cooperate in a fight to conquer a town or city, the strength of each empire's claim to the place is calculated, and the strongest claimant gains it. The calculation for claim strength works as follows:
- min(MAX_FLEET_STRENGTH_CLAIM_STRENGTH, Total value of fleet after the fight / FLEET_STRENGTH_CLAIM_DIVIDER)
- max(0, DISTANCE_TO_NEAREST_TOWN_CLAIM_BASE - DISTANCE_TO_NEAREST_TOWN_CLAIM_MULTIPLIER x Distance to nearest territory)
- ORIGINAL_OWNER_CLAIM_STRENGTH(if it belonged to this empire originally)
- PREVIOUSLY_AWARDED_CLAIM_STRENGTH(if this empire was most recently awarded territory).
So for example, if an empire has $3000 worth of fleet left after the battle, has another territory 12 tiles away, and originally owned the city, the claim strength would be min(20, 3000 / 1000) + max(0, 8 - 0.25 * 12) + 12 + 0 = 3 + 5 + 12 + 0 = 20.
Whereas an empire with $10000 worth of fleet left, a territory 100 tiles away, and who was most recently awarded a claim would have min(20, 10000 / 1000) + max(0, 8 - 0.25 * 100) + 0 - 5 = 10 + 0 + 0 - 5 = 5.
Name | Info |
---|---|
CITY_INCOME_PERCENTAGE_BONUS | Extra income from towns and cities, in percent. |
BASE_RESEARCH_COST | Base number of research points required to research a tier 0 tech. |
RESEARCH_COST_MULTIPLIER | Extra multiplier on for research cost. |
RESEARCH_COST_EXPONENT | Not actually an exponent. Research cost for a tier is multiplied by RESEARCH_COST_EXPONENT to the power of the tier. |
STARTING_REPUTATION | Starting reputation for empire. Empires start with STARTING_REPUTATION +- 5. |
FIRE_QUENCH_AMOUNT | When a single crewman puts out a fire, how many points of fire are subtracted. |
REPAIR_AMOUNT | How many HP are repaired in a module by a single crewman repairing it. |
ESPIONAGE_SUCCESS_PERCENTAGE_BONUS | Bonus to success of spy actions. |
ESPIONAGE_DEFENCE_PERCENTAGE_BONUS | Malus to success of enemy spy actions. |
PRODUCTION_PERCENTAGE_BONUS | Bonus to speed at which ships and buildings are built. |
REVOLTING_CITIES_JOIN_EMPIRE | Whether a foreign town or city that revolts joins this empire instead of becoming an independent empire. |
INACCURACY_MULT | Multiplier to weapon inaccuracy for ship-based weapons. |
RELOAD_MULT | Multiplier to weapon reload time for ship-based weapons. |
BIO_MONSTER_RESEARCH_MULT | Multiplier to research gained from defeating monster nests that have "biological" set to true. |
BIO_MONSTER_MONEY_MULT | Multiplier to money gained from defeating monster nests that have "biological" set to true. |
BIO_MONSTER_EXTRA_MONEY | Flat amount of additional money always gained by defeating monster nests that have "biological" set to true. |
DAYS_PER_MONTH | Days per month in the calendar displayed in-game. |
STARTING_DAY | Total number of days from the beginning of the calendar at the start of the game. |
CALENDAR_NAME | Translation key for the name of the calendar. |
MONTHS | Names of the months in the calendar. The length of this list also defines the number of months per year. Note that these names are used directly and not as translation keys. |
SUPPLY_PER_DIST | Number of supply points required by distance on the map. |
AIRSHIP_MAP_SPEED_MULT | Multiplier for airship speed for map movement. |
LANDSHIP_MAP_SPEED_MULT | Multiplier for landship speed for map movement. |
FRIENDLY_TO_FRIENDLY_CITY_SUPPLY_MULT | Multiplier for supply cost for moving a fleet from a friendly location to another friendly location. |
MIN_SHIP_SUPPLY_COST | Minimum supply required value for a ship. |
NON_ADJACENT_MOVE_SUPPLY_MULT | Multiplier for supply cost for moving a fleet to a territory that's not adjacent to a friendly territory. |
CHANGE_COURSE_SUPPLY_PENALTY | Additional supply cost for changing course midflight. Cost is multiplied by 1 + CHANGE_COURSE_SUPPLY_PENALTY. |
LANDSHIP_MOVE_SUPPLY_MULT | Multiplier for supply cost for landships. |
SHIP_SUPPLY_MULT | Supply required x SHIP_SUPPLY_MULT = Supply storage |
RESUPPLY_TOWN | Amount of supply filled up by a fleet in a town every two weeks. |
RESUPPLY_NEST | Amount of supply filled up by a fleet in a monster nest every two weeks. |
RESUPPLY_CITY | Amount of supply filled up by a fleet in a city every two weeks. |
MAINTENANCE_COST_PER_SUPPLY | Maintenance cost for modules per supply point. |
MAX_SPIES | Maximum number of spies available to an empire. |
SPY_NETWORK_INCREASE_LEVEL_TIME | Baseline time taken for a spy to increase spy network level, in milliseconds. |
SPY_NETWORK_INCREASE_LEVEL_TIME_PER_LEVEL | Additional time taken to increase spy network level per pre-existing network level, in milliseconds. |
MAX_SPY_NETWORK_LEVEL | Max spy network level you can reach. |
CAPTURED_SPY_NETWORK_BONUS | Number of network levels gained by your spies in towns and cities owned by an empire whose spy you caught. |
RESEARCH | Base amount of research produced by an empire. |
CITY_PRODUCTION | Amount of production towards ships and buildings in a city, per millisecond. |
TOWN_PRODUCTION | Amount of production towards ships and buildings in a town, per millisecond. |
CITY_UPGRADE_COST | Baseline cost for a city upgrade. Modified by UPGRADE_COST_EXPONENT and CityUpgradeType.extraCost. |
TOWN_UPGRADE_COST | Baseline cost for a town upgrade. Modified by UPGRADE_COST_EXPONENT and CityUpgradeType.extraCost. |
UPGRADE_COST_EXPONENT | Not-actually-exponent for making successive upgrades more expensive. Calculation is UPGRADE_COST x UPGRADE_COST_EXPONENT ^ Number of existing upgrades + Extra cost for this upgrade. |
UPGRADE_SPEED_PERCENTAGE_BONUS | Percentage bonus for time taken to build a city upgrade. Upgrade speed is not based on production! |
MONSTER_NEST_MIN_TIME_EMPTY | Minimum amount of time a monster nest stays empty before a new monster spawns, in milliseconds. |
MONSTER_NEST_RESPAWN_CHANCE_MULT | Multiplier for chance that a new monster spawns in a nest. |
TOWN_BASE_UNREST | Baseline unrest value in towns. |
CITY_BASE_UNREST | Baseline unrest value in cities. |
CITY_REP_UNREST | Unrest value for towns and cities based on your reputation. |
UNREST_MAP_SIZE_OFFSET | Offset value to prevent small maps from having high unrest. (See calculation.) |
CITY_UNREST | Unrest from empire size from each city. (See calculation.) |
TOWN_UNREST | Unrest from empire size from each town. (See calculation.) |
POST_RAID_UNREST | Additional unrest in a town or city if it's been recently raided. |
STRIKE_UNREST | Additional unrest caused by the city striking. |
POST_RAID_UNREST_TIME | Amount of time the POST_RAID_UNREST persists after a raid, in ms. |
DISCONNECTED_FROM_CAPITAL_UNREST | Additional unrest from a town or city not being connected to the empire's capital. |
UNREST_REDUCTION_PER_DEFENCES_MAINTENANCE | Unrest reduced for each $1 in maintenance cost for buildings in the town or city. |
UNREST_REDUCTION_PER_GARRISON_MAINTENANCE | Unrest reduced for each $1 in maintenance cost for ships and landships stationed in the town or city. |
FOMENTING_UNREST_UNREST | Unrest generated by the "foment unrest" spy action. |
FOMENTING_UNREST_TIME | Time in ms that the FOMENTING_UNREST_UNREST persists. |
NO_TAKEOVER_SELECTED_UNREST | Unrest generated in towns and cities that have been conquered but don't have a takeover method selected yet. |
ECON_DAMAGE_RECOVERY_TIME | Time in ms for one point of economic devastation to go away again. |
EXPEDITION_MS | Time in ms an expedition takes. |
CAN_SEE_EVERYTHING | Whether an empire has full spy vision in all towns, cities, and fleets. |
SPY_CAN_SEE_LOCAL_INSIDES | Infiltration level required for a spy to see the insides of ships and buildings in the town or city they're in. |
SPY_CAN_INSPECT_FLEETS | If you have a spy in any city with at least this infiltration level, you can click on and view fleets of that empire. |
SPY_CAN_VIEW_ALL_CITIES | If you have a spy in any city with at least this infiltration level, you can view all towns and cities of that empire as if you had a spy stationed there. |
SPY_CAN_SEE_ALL_INSIDES | If you have a spy in any city with at least this infiltration level, you can view the insides of ships and buildings in all towns and cities of that empire as if you had a spy with an infiltration level of SPY_CAN_SEE_LOCAL_INSIDES stationed there. |
CORONATION_REPUTATION | Reputation level required to start coronation. |
CORONATION_TIME | Time taken for coronation, in ms. |
CORONATION_COST_PER_CITY | Maintenance cost for coronation per city under your control. |
RITUAL_COST_PER_SITE | Maintenance cost for final ritual per ritual site. |
TIME_PER_REP_DECAY | Time in ms for your reputation to shift 1 point towards baseline 50. Reputation will never shift if it would put you into a different reputation bracket, though. |
RECENT_LEVEL_CHANGE_TIMEOUT | Time in ms for a treaty to no longer be considered "recent". Recent treaties have double reputation costs for breaking them. |
TRUCE_TIME | Time in ms for a truce to develop into a peace. |
RESEARCH_TREATY_BREAK_COST | Rep cost for breaking a research treaty. |
TRADE_TREATY_BREAK_COST | Rep cost for breaking a trade treaty. |
TRIBUTE_BREAK_COST | Rep cost for breaking a tribute treaty. |
WAR_BREAK_COST | Reputation cost for breaking a, uh, war. Not used. |
TRUCE_BREAK_COST | Reputation cost for breaking a truce. |
PEACE_BREAK_COST | Reputation cost for breaking a peace. Zero by default, but if you wanted any declaration of war to cost rep, you could change it. |
NON_AGGRESSION_PACT_BREAK_COST | Reputation cost for breaking a non-aggression pact. |
DEFENSIVE_PACT_BREAK_COST | Reputation cost for breaking a defensive pact. |
ALLIANCE_BREAK_COST | Reputation cost for breaking an alliance. |
CANCELLED_ULTIMATUM_COST | Reputation cost for backing down from an ultimatum. |
FAILED_FALSE_ULTIMATUM_COST | Reputation cost for not going through with your threat when an ultimatum is defied. |
MIN_ULTIMATUM_REPUTATION | Minimum reputation required to be able to make ultimatums. |
ORIGINAL_OWNER_CLAIM_STRENGTH | Claim strength if the town or city originally belonged to an empire. |
DISTANCE_TO_NEAREST_TOWN_CLAIM_BASE | Baseline claim strength for distance to nearest territory. |
DISTANCE_TO_NEAREST_TOWN_CLAIM_MULTIPLIER | Reduction in claim strength the further away the nearest territory is. |
FLEET_STRENGTH_CLAIM_DIVIDER | Strength of the fleet present after the battle is divided by this value to produce claim points. |
MAX_FLEET_STRENGTH_CLAIM_STRENGTH | Maximum claim strength from fleet strength. |
PREVIOUSLY_AWARDED_CLAIM_STRENGTH | Claim strength from having most recently been awarded a town or city. |
BESIEGED_CITY_INCOME_REDUCTION_PERCENTAGE | Not used. |
TRIBUTE_INCOME_PAID_PERCENTAGE | Percentage of gross income paid as tribute. |
TRADE_TREATY_INCOME_GAINED_PERCENTAGE | Percentage of gross income of a trade treaty partner gained as income. |
RESEARCH_TREATY_RESEARCH_GAINED_PERCENTAGE | Percentage of research points of a research treaty partner gained as research. |
RESEARCH_COST_DECREASE_PERCENT_FOR_TREATY | Percentage decrease in cost of a technology if a research treaty partner already has it. |
AIRSHIP_CONSTRUCTION_SPEED_PERCENTAGE_BONUS | Percentage bonus to airship construction speed. |
LANDSHIP_CONSTRUCTION_SPEED_PERCENTAGE_BONUS | Percentage bonus to landship construction speed. |
BUILDING_CONSTRUCTION_SPEED_PERCENTAGE_BONUS | Percentage bonus to building construction speed. |
AIRSHIP_COST_MULTIPLIER | Multiplier for airship cost. |
LANDSHIP_COST_MULTIPLIER | Multiplier for landship cost. |
BUILDING_COST_MULTIPLIER | Multiplier for building cost. |
AIRSHIP_MAINTENANCE_MULTIPLIER | Multiplier for airship maintenance. |
LANDSHIP_MAINTENANCE_MULTIPLIER | Multiplier for landship maintenance. |
BUILDING_MAINTENANCE_MULTIPLIER | Multiplier for building maintenance. |
CAN_SEE_RITUAL_SITES | Whether your empire has discovered where the ritual sites are. |
CAN_DO_FINAL_RITUAL | Whether your empire has the ability to do the final ritual if they have all the ritual sites under their control. |
CAN_EVENTUALLY_DO_FINAL_RITUAL | Whether your empire will eventually be able to do the final ritual and should be shown information about it. |
CAN_CORONATE | Whether your empire can do coronation if it controls enough cities and has high enough reputation. |
FINAL_RITUAL_TIME | Time taken for final ritual, in ms. |
DELEGATION_SNUB_GRIEVANCES | Grievances caused by rejecting a delegation. |
DELEGATION_SNUB_REP_LOSS | Reputation lost by having a delegation rejected. |
UNANSWERED_INSULT_GRIEVANCES | Grievances caused by not answering an insult. |
UNANSWERED_INSULT_REP_LOSS | Reputation lost by not answering an insult. |
NO_GRIEVANCES_DELEGATION_SENDER_REP_GAIN | Reputation gained by the sender of an accepted delegation if there are no grievances. |
NO_GRIEVANCES_DELEGATION_RECEIVER_REP_GAIN | Reputation gained by the receiver of an accepted delegation if there are no grievances. |
SENDER_GRIEVANCES_DELEGATION_SENDER_REP_GAIN | Reputation gained by the sender of an accepted delegation if the sender has grievances. |
SENDER_GRIEVANCES_DELEGATION_SENDER_GRIEVANCES_LOSS | Grievances lost by the sender of an accepted delegation if the sender has grievances. |
RECEIVER_GRIEVANCES_DELEGATION_SENDER_REP_GAIN | Reputation gained by the sender of an accepted delegation if the receiver has grievances. |
RECEIVER_GRIEVANCES_DELEGATION_RECEIVER_REP_GAIN | Reputation gained by the receiver of an accepted delegation if the receiver has grievances. |
RECEIVER_GRIEVANCES_DELEGATION_RECEIVER_GRIEVANCES_LOSS | Grievances lost by the receiver of an accepted delegation if the receiver has grievances. |
ANSWERED_INSULT_GRIEVANCES | Grievances caused by answering an insult. |
ANSWERED_INSULT_REP_LOSS | Reputation lost by answering an insult. |
SEND_CHALLENGE_INTERVAL | Cooldown between sending an insult or delegation, in ms. |
INSULT_1_PREFIX | Prefix for translation keys of the first part of insults. |
INSULT_1_NUM | Number of variations of the first part of insults. So the translation key for the first part could be INSULT_1_7 = "Coward!". |
INSULT_2_PREFIX | Prefix for translation keys of the second part of insults. |
INSULT_2_NUM | Number of variations of the second part of insults. So the translation key for the first part could be INSULT_2_12 = "Your corporals lack the spit to even shine their own shoes.". |
DELEGATION_PREFIX | Prefix for translation keys for gifts brought by a delegation. |
DELEGATION_NUM | Number of variations of gifts brought by delegation. So the translation key could be DELEGATION_4 = "floatmead". |
DELEGATION_ACCEPTED_PREFIX | Prefix for translation keys for accepted delegation messages. |
DELEGATION_ACCEPTED_NUM | Number of variations for accepted delegation messages. So the translation key could be DELEGATION_ACCEPTED_3 = "The delegation was praised for their manners.". |
DELEGATION_REJECTED_PREFIX | Prefix for translation keys for rejected delegation messages. |
DELEGATION_REJECTED_NUM | Number of variations for rejected delegation messages. So the translation key could be DELEGATION_REJECTED_14 = "The delegation was sent to the Crab Pole.". |
SUBMISSION_REP_LOSS | Reputation lost by submitting to another empire. |
SUBMISSION_REP_GAIN | Reputation gained by another empire submitting to yours. |
CONQUER_HATED_CITY_REP_GAIN | Reputation gained by conquering a town or city of a hated empire if you are not also hated. |
CONQUER_LOVED_CITY_REP_LOSS | Reputation lost by conquering a town or city of a loved empire if you are not also loved. |
TOWN_DEFENCE_BUDGET | Local defence budget in towns. The total maintenance cost for local buildings is reduced by this. |
CITY_DEFENCE_BUDGET | Local defence budget in cities. The total maintenance cost for local buildings is reduced by this. |
EMPIRE_BASE_INCOME | Base income for empire independent of any towns/cities. |