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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:36
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#RULES
3, ; Movement rate along roads
2, ; Nutrient intake requirement for citizens
3,2 ; Numerator & Denominator for artillery fire damage
2, ; Max artillery range (larger will break multiplayer)
8, ; Max airdrop range w/o orbital insertion
10, ; Nutrient cost multiplier
10, ; Minerals cost multiplier
100, ; Technology discovery rate as a percentage of standard
1, ; Limits mineral increase for mine without road in square
-1, ; Nutrient effect in mine square (0 or -1)
5, ; Minimum base size to support specialists
1, ; Drones induced by Genejack factory
7, ; Population limit w/o hab complex
14, ; Population limit w/o hab dome
50, ; Extra percentage cost of prototype LAND unit
50, ; Extra percentage cost of prototype SEA unit
50, ; Extra percentage cost of prototype AIR unit
3,2, ; Psi combat offense-to-defense ratio (LAND unit defending)
1,1, ; Psi combat offense-to-defense ratio (SEA unit defending)
1,1, ; Psi combat offense-to-defense ratio (AIR unit defending)
10, ; Players' starting energy reserves
25, ; Combat % -> intrinsic base defense
0, ; Combat % -> attacking along road
0, ; Combat % -> for attacking from higher elevation
0, ; Combat penalty % -> attacking from lower elevation
25, ; Combat % -> Mobile unit in open ground
0, ; Combat % -> Defend vs. mobile in rough
25, ; Combat % -> Infantry vs. Base
50, ; Combat penalty % -> attack after airdrop
25, ; Combat % -> Fanatic attack bonus
50, ; Combat % -> Land based guns vs. ship artillery bonus
25, ; Combat % -> Artillery bonus per level of altitude
50, ; Combat % -> Trance bonus defending vs. psi
50, ; Combat % -> Empath Song bonus attacking vs. psi
50, ; Combat penalty % -> Air superiority unit vs. ground unit
100, ; Combat % -> Air superiority unit vs. air unit
50, ; Combat penalty % -> Non-combat unit defending vs. combat unit
50, ; Combat % -> Comm Jammer unit defending vs. mobile unit
100, ; Combat % -> Bonus vs. ships caught in port
100, ; Combat % -> AAA bonus vs. air units
25, ; Combat % -> Defend in range of friendly Sensor
10, ; Combat % -> Psi attack bonus/penalty per +PLANET
50, ; Retool percent penalty for production change
2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
10, ; Retool exemption (first X minerals not affected by penalty)
20, ; Minimum # of turns between councils
5, ; Minerals for harvesting forest
8, ; Territory: max distance from base
20, ; Turns to corner Global Energy Market
CentPsi, ; Technology to improve fungus squares
CentPsi, ; Technology to ease fungus movement
CentEmp, ; Technology to build roads in fungus
Neural, ; Technology to allow 2 special abilities for a unit
Gene, ; Technology to allow 3 nutrients in a square
EcoEng, ; Technology to allow 3 minerals in a square
EnvEcon, ; Technology to allow 3 energy in a square
Gravity, ; Technology to allow orbital insertion w/o Space Elevator
EcoEng2, ; Technology for +1 mining platform bonus
PlaEcon, ; Technology for economic victory
1, ; If non-zero, probe teams can steal technologies
1, ; If non-zero, humans can always contact each other in net games
1, ; If non-zero, humans can always contact each other in hotseat/email games
50, ; Maximum % damage inflicted by arty versus units in base/bunker
99, ; Maximum % damage inflicted by arty versus units in open
100, ; Maximum % damage inflicted by arty versus units at sea
1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming).
2100 ; Normal starting year
2600 ; Normal ending year for lowest 3 difficulty levels
2500 ; Normal ending year for highest 3 difficulty levels
1 ; If non-zero, obliterating a base counts as an atrocity
This is the whole #RULES section of my alpha.txt file.
Looks like your alpha.txt is messed up by whatever reason.
Perhaps copying this block in your file helps solving the problem.
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