;====================================================================== ; VALUES.CFG ; ; 7 Cities "major values editor file". ; Just edit, and 7cog will read it as is. ; ; ;--- ; ; VERSION UPDATES ; ; * With the exception of bugs (heaven forbid), each time that ; the version is updated, the last versions numbers supplied ; as "Version Final" will be set as 7 cities defaults. ;--- ; ; TAB SETTING ; ; In brief, hit F10, then type in the following: ; ; tabs 4 7 ; ; NUMBERIC FORMAT *** IMPORTANT *** ; ; * Uses a mix of Long integer values, and floating point. ; ; * Always keep the numberic format in the same form, where ; floating point has a decimal, and integer does not. ;--- ; ; OVERVIEW ; ; ; * QUARTER CELL (approximatly 4 miles) ; ; # A quarter cell is 1/4 of a 16x16 pixel piece of ; terrain art work. ; ; # All terrain speeds are measured in quarter cells. ; ; * TIME ; ; # The calendar's time ticks each time the party performs ; a valid move. ; ; # When a move is made, the terrain type will determain how ; much time to add to the calendar. ; ; # Calendar time is measured in minutes. ; ; * DINNER TIME ; ; # Every eating member of the game sits down for a midnight ; dinner at the stroke of midnight. ; ;--- ; ; CONFESSIONS ; ; 1 Due to shortness of time, a cruel ommission has been made... ; ; VALUES.CFG is the only filename you can use, and if you ; wish 7 cities to use it's internal settings instead of ; the ones in this file, you must remove the file from the ; 7 cities directory. ; ; ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; VERSION NUMBER... NEVER TOUCH ; ; Must be first keyword in this file. VERSION 3 ; Keep as first keyword. DO_INTRO 1 ; 1 shows the intro, 0 will disable it. Commenting this ; keyword will also show the intro, as that is the ; default. ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; TERRAIN TRAVERSING SPEEDS ; ; UNITS ; ; * MINutes ; ; # Expressed as an integer. ; ; # MINutes = 480 / mph. ; ; Where: mph = The Miles Per Hour that it takes for ; the party to traverse out of the ; Quarter Cell they are currently in. ; ; ; * VISual movement ; ; # Expressed as an integer. ; ; # Smaller numbers move the party icons faster. ; ; # Determains the real time it takes the party to ; move through the quarter cell. ; ; # Keep within range of (6 - 25) for esthetic reasons. ; ; # General formula ; ; > VISual movement = (MINutes - 24) * 0.03) + 6 ; ; > Fudge at min and max of range. ; ; > Not given a "hard" formula, as it is more of ; an art than science to match this value with ; a pleasing movement. ; ; ; HORSEBACK ; ; # No Horseback (MOUNTED) values for ocean travel. ; ; # Integer percentage of speed, where 100 is ; normal walking speed. ; ; # Will not speed visual movement, but less time is ; required to move, which has the effect of ; decreasing the amount of food required to move ; the same distance. ; ; ; --------+---------+---------+-------- ; WINTER | SPRING | SUMMER | FALL ; VIS MIN | VIS MIN | VIS MIN | VIS MIN ; --------+---------+---------+-------- DEEP_OCEAN 6 24 6 24 6 24 6 24 MED_OCEAN 6 24 6 24 6 24 6 24 SHORE_LINE_FOOT 13 180 13 160 13 160 13 160 SHORE_LINE_MOUNTED 13 100 13 100 13 100 13 100 LIGHT_FOREST_FOOT 13 220 13 160 13 160 13 160 LIGHT_FOREST_MOUNTED 13 120 13 80 13 80 13 80 HEAVY_FOREST_FOOT 15 300 15 240 15 240 15 240 HEAVY_FOREST_MOUNTED 15 200 15 140 15 140 15 140 PLAIN_FOOT 11 150 11 120 11 120 11 120 PLAIN_MOUNTED 11 80 11 60 11 60 11 60 DESERT_FOOT 11 140 11 120 11 120 11 120 DESERT_MOUNTED 11 120 11 100 11 100 11 100 REEF 25 960 25 960 25 960 25 960 RIVER_FOOT 8 80 8 80 8 80 8 80 RIVER_MOUNTED 8 120 8 120 8 120 8 120 MOUNTAIN_FOOT 25 980 25 960 25 960 25 960 MOUNTAIN_MOUNTED 25 880 25 800 25 800 25 800 ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; FOOD USAGE ; ; CONSUMPTION ; ; * See DINNER TIME in overview. ; ; ; FOOD_REQUIRED_PER_DAY ; ; * Only floating point value of food group. ; ; * Indicates the percentage of 1 piece of food ; eatten at midnight. ; ; ALL OTHER FOOD_USAGE VALUES ; ; * Given as an integer percentage. ; ; * Used to alter the amount of food being consumed. ; ; * The higher the value, the LESS FOOD eatten per day. ; ; # Examples ; ; * 100 results in (FOOD_REQUIRED_PER_DAY / 1.00 ) ; ; * 150 results in (FOOD_REQUIRED_PER_DAY / 1.50 ) ; ; * Each eating person will comsume food from their location's ; stores each day at the rate determained by thier location. ; ; * Dependant upon the perceived amount of work and ; food availablity. FOOD_REQUIRED_PER_DAY 0.025 ;! FOOD_USAGE_PARTY 150 ;! FOOD_USAGE_SHIP 300 ;! FOOD_USAGE_BASE 900 ;! FOOD_USAGE_GOLD_MINE 700 ;! ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; WEIGHTS OF GAME ITEMS ; ; FORMAT ; ; * Always in floating point ; ; * Position dependant. ; ; UNITS ; ; * Game Pound ; ; # 1.0 = one "game pound". ; ; # Used by CAPACITY below. ; ; ; IMPLIED VOLUME ; ; * An item may be made heavyer as a means to imply ; difficulty to carry (such as with spice, where ; the player will percieve the amount of 1 spice ; by the weight alone). ; WEIGHT ;! 10.0 ; Explorers 10.0 ; Soldiers 10.0 ; Clergy 10.0 ; Natives 20.0 ; Animals 5.0 ; Arms 0.1 ; Food 1.0 ; Gold 80.0 ; Horses 0.1 ; New World Plants 0.1 ; Old World Plants 2.0 ; Spice 2.0 ; Artifacts ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; WEIGHT CAPACITY ; ; HOW MUCH A "CONTAINER" MAY CARRY ; ; * See weight above for individual item weights. ; ; FORMAT ; ; * Always in floating point ; ; * Position dependant. ; ; IMPLIED SIZE ; ; * The size of the ship can be adjusted here by ; changing the weight it can carry. CAPACITY ;! 7.5 ; Explorers 5.0 ; Soldiers 5.0 ; Clergy 7.5 ; Natives 130.0 ; Horses 5000.0 ; Ships ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; COST OF ITEMS ; ; UNITS ; ; * Measured in units of gold. ; ; FORMAT ; ; * Always in floating point ; ; * Position dependant. ; ; ; GOLD COST ; ; * Not included, as it is the money standard, and must be 1.0. ; COST ;! 4.0 ; Explorers 40.0 ; Soldiers 20.0 ; Clergy 2.0 ; Animals 2.0 ; Arms 1.0 ; Food 3.0 ; Horses 0.2 ; New World Plants 0.1 ; Old World Plants 1000.0 ; Ships 0.4 ; Spice 2.5 ; Artifacts ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; DIFFICULTY GOLD AMOUNT ; ; UNITS ; ; * Measured in units of gold. ; ; FORMAT ; ; * Floating Point ; STARTING_GOLD ;! 2500.0 ; Novice (Default until level select is implemented). 2000.0 ; Journeyman 1500.0 ; Master ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; GIFT GIVING EFFECT ; ; Positive numbers have a positive effect on the tribe's attitude. ; Negative numbers have a bad effect. ; 0's have no effect (except loss of gift). ; ; The "Tribe" value indicates which tribe type to apply these effects ; to. Valid values are from 0-4. ; ; ; Tribe Animal Arms Food Horses Plants ; --------------------------------------------- ;! GIFT_EFFECT 0 1 -1 0 1 0 ; Advanced GIFT_EFFECT 1 1 -1 0 1 1 ; Cultured GIFT_EFFECT 2 0 -2 1 -1 3 ; Farming GIFT_EFFECT 3 -1 2 0 1 -2 ; Warrior GIFT_EFFECT 4 3 1 0 0 -2 ; Hunting ;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ; GOODS AMOUNTS (MIN AND MAX) ; ; ; These ranges define the absolute least a tribe can hold. If the tribe ; size is larger, then these amounts are multiplied by the tribe size ; value. ; ; Each time a tribe gives gifts, they give a percentage of their total ; inventory, which is what is being established here. ; ; ; IMPORTANT ... ; ; These values are used to find a ranged random quantity for the village's ; inventory WHEN A VILLAGE IS FIRST ENTERED BY THE PARTY. To best test ; thier effect, save a game just prior to entering a village. Then enter ; the village to see the effect. You can quit, change the table, then ; reload the save. (But you have to trade all over again). ; FOOD GOLD PLANTS SPICE ARTIFACTS ; Min Max Min Max Min Max Min Max Min Max ; ----------+----------+-----------+-----------+----------- GOODS_ADVANCED 20 40 0 100 5 20 5 20 5 100 GOODS_HI_TECH 20 35 300 800 100 200 100 300 200 650 GOODS_FARMING 35 45 10 150 100 400 200 400 10 25 GOODS_WARRIOR 10 25 50 300 0 5 20 50 50 100 GOODS_HUNTING 30 50 10 50 2 10 20 50 20 50