People's Tactics/Scenario Editor/Engine Variable

Engine Variables (only touch if you really know what you are doing)

This is a list of all the engine variables available for change in the editor, in the order they appear. The variables are grouped into fifteen sections.

One

 * Grass Movement Cost for Land Unit
 * Forest Movement Cost for Land Unit
 * Urban Movement Cost for Land unit
 * Sea Movement Cost for Land unit
 * Swamp Movement Cost for Land unit
 * Mountain Movement Cost for Land unit
 * Extra MP for mobile unit in forest
 * Extra MP for land unit to cross river
 * Extra MP for entering enemy land
 * Sea Movement Cost for Sea Unit
 * Urban Movement Cost for Sea Unit
 * Air Movement Cost per Hex

Two

 * Supply MP cost for Grass
 * Supply MP cost for Forest
 * Supply MP cost for Urban
 * Supply MP cost for Sea
 * Supply MP cost for Swamp
 * Supply MP cost for Mountain
 * Supply MP cost for Road
 * Weight of Supply

Three

 * Minimal Soft Att value to occupy enemy land
 * Maximum Unit Size in Weight Pts
 * Supply cost for Level 1 Entrenchment
 * Supply cost for Level 2 Entrenchment
 * Supply cost for Level 3 Entrenchment
 * Attack modifier versus lvl 1 entrenchment
 * Attack modifier versus lvl 2 entrenchment
 * Attack modifier versus lvl 3 entrenchment

Four

 * Population Divider (POP/PD = Supply production)
 * Distance 0 from THQ ... Supply%
 * Distance 1 from THQ ... Supply%
 * Distance 2 from THQ ... Supply%
 * Distance 3 from THQ ... Supply%
 * Distance 4 from THQ ... Supply%
 * Distance >5 from THQ ... Supply%
 * Supply% if no supply through port but through shore
 * Supply generated for SHQ * this value = max supply stock
 * Always allowed supply stock for SHQ
 * Readiness Attrition if IN supply
 * Readiness Attrition if OUT of supply
 * Always readiness gain = XP / this value
 * Minimal Readiness allowed if OUT of supply
 * Minimal Readiness allowed if IN supply
 * Basic Readiness gain by supply
 * Bonus Readiness gain by XP / this Value
 * Automatic XP increase until this XP Value
 * Automatic XP increase
 * SHQ Range … min 10 or so … and max 50 (longer calcs with longer range)
 * Pop needed for 1 Political Point production
 * Recon Points needed to look 1 hex away. Succesive exp
 * Hex Dammage recup in %pts per round
 * Ammount of ProdPoints to destroy to get 1 Fame Point
 * /100 = extra readiness loss absolute for artillery per combat round

Five

 * Multiplier of supply if you set supply production
 * Unitdivider; Unit softatt+hardatt/etc.. /unitdivider = counter

Six

 * Readiness loss modifier% for unit that is interdicted
 * Readiness loss modifier% for unit that interdicts itself
 * XP gain modifier% for unit that is interdicted
 * XP gain modifier% for unit that interdicts itself
 * Read loss modifier for attacked unit in normal land battle
 * Read loss modifier for unit attacking itself in normal land battle
 * Xp gain modifier for attacked unit in normal land battle
 * Xp gain modifier for unit attacking itself in normal land battle
 * Read loss modifier for land unit attacked by artillery
 * Read loss modifier for artillery unit attacking land unit
 * XP gain modifier for land unit attacked by artillery
 * XP gain modifier for artillery unit attacking land unit

Seven

 * Sea unit attacked by interdict. Read loss mod%
 * Unit interdiciting sea unit. Read loss mod%
 * Sea unit attacked by interdict. Xp gain mod%
 * Unit interdicting sea unit. Xp gain mod%
 * Sea unit attacked in harbour by land unit. Read loss mod%
 * Land unit attacking sea unit in harbour. Read loss mod%
 * Sea unit attacked in harbour by land unit. Xp gain mod%
 * Land unit attacking sea unit in harbour. Xp gain mod%
 * Sea unit attacked by sea unit. Read loss mod%
 * Sea unit attacking sea unit. Read loss mod%
 * Sea unit attacked by sea unit. Xp gain mod%
 * Sea unit attacking sea unit. Xp gain mod%
 * Sea unit attacked by artillery attack. Read loss mod%
 * Unit artillery attacking Sea unit. Read loss mod%
 * Sea unit attacked by artillery attack. Xp gain mod%
 * Unit artillery attacking Sea unit. Xp gain mod%

Eight

 * Air unit interdicted on land. Read loss mod%
 * Interdicting unit attacking air on land. Read loss mod%
 * Air unit interdicted on land. Xp gain mod%
 * Interdicting unit attacking air on land. Xp gain mod%
 * Dogfighting attacked. Read loss%
 * Dogfighting attacker. Read loss%
 * Dogfighting attacked. Xp gain mod%
 * Dogfighting attacker. Xp gain mod%
 * Air unit attacked on land. Read loss mod%
 * Land unit attacking Air unit on land. Read loss mod%
 * Air unit attacked on land. Xp gain mod%
 * Land unit attacking Air unit on land. Xp gain mod%
 * Air unit attacked by artillery/AA. Read loss mod%
 * Unit artillery/AA attacking air unit. Read loss mod%
 * Air unit attacked by artillery/AA. Xp gain mod%
 * Unit artillery/AA attacking air unit. Xp gain mod%

Nine

 * Xp gain modifier if Xp 75-100
 * Xp gain modifier if Xp 101-150
 * Read loss modifier for units with readiness<30
 * Read loss modifier for units with readiness 30-60

Ten

 * Minimum pop for almost smallest town sprite
 * Minimum pop for small town sprite
 * Minimum pop for medium town sprite
 * Minimum pop for large town sprite
 * Minimum pop for largest town sprite

Eleven

 * Officer Skill Creation. d100 .. below this number skill= 8 or 9
 * Officer Skill Creation. d100 .. below this number skill= 7
 * Officer Skill Creation. d100 .. below this number skill= 6
 * Officer Skill Creation. d100 .. below this number skill= 5
 * Officer Skill Creation. d100 .. below this number skill= 4
 * Officer Skill Creation. d100 .. below this number skill= 3 or 2. Above = 1
 * Officer creation. Basic retreat%
 * Officer creation. + Random retreat % (retreat=basic+random)

Twelve

 * Air Wing interdicts within this many hexes range … min 1 … Max 2
 * AA guns participate from hex distance ... Min 0 … Max 5
 * Sub dive chance divider if attacked by aircraft
 * Softdef modifier for Grass
 * Softdef modifier for Forest
 * Softdef modifier for Urban
 * Softdef modifier for Sea
 * Softdef modifier for Swamp
 * Softdef modifier for Mountain
 * Softdef modifier for Swamp
 * HardAtt mod for Grass
 * HardAtt mod for Forest
 * HardAtt mod for Urban
 * HardAtt mod for Sea
 * HardAtt mod for Swamp
 * HardAtt mod for Mountain
 * Softdef modifier for defending against amphibious invasion/airdrop
 * HardAtt modifier if doing an amphibious invasion/airdrop
 * Number of combat rounds
 * Minimal cost in MP for battle
 * Max MP unit may have left after battle
 * Attack modifier for attack over River
 * 100 + % attack modifier for each extra multipronged attack
 * Frontsize limitator in # of unittype frontsize points
 * Readiness modifier% if Attacking unit breaks off attack
 * Readiness modifier is defending unit flees
 * Readiness modifier per combat round a def.unit cannot flee
 * Disruption for new commander
 * Disruption for making new unit
 * Disruption caused by retreat
 * Disruption caused by attack breakoff

Thirteen

 * Transfer cost divider for over land transport
 * Transfer cost divider for over sea transport
 * Transfer cost divider for land transport after sea transport
 * Cost for new Land Unit
 * Cost for new Sea unit
 * Cost for new Air unit
 * Cost for new THQ
 * Cost for new SHQ
 * HQ TYPE COUNT .. howmany different types can be in shq

Fourteen

 * Lose mobile loss divider for attacker if offensive fails
 * Lose artillery loss divider for attacker if offensive fails
 * Minimum readiness needed to intercept enemy aircraft

Fifteen

 * AI Forbidden. If = 1 then AI is forbidden to play in this scenario
 * / 100 = the XP/Readiness value of production points with loss.calc
 * neutral hex= 0 means neutral hex join auto and 1 means they dont
 * Campaign? 0=no, 1=yes
 * Campaign: Fog of Exploration?
 * Campaign: Block if loaded by user 1=yes, 0=no
 * Experience & Rdn modifier. higher is less xp/rdn drain, lower is more