enabled | :: bool | |
max_expansion_distance | :: uint32 | Distance in chunks from the furthest base around. [...] |
Distance in chunks from the furthest base around. [...] | ||
friendly_base_influence_radius | :: uint32 | |
enemy_building_influence_radius | :: uint32 | |
building_coefficient | :: double | |
other_base_coefficient | :: double | |
neighbouring_chunk_coefficient | :: double | |
neighbouring_base_chunk_coefficient | :: double | |
max_colliding_tiles_coefficient | :: double | A chunk has to have at most this much percent unbuildable tiles for it to be considered a candidate. [...] |
A chunk has to have at most this much percent unbuildable tiles for it to be considered a candidate. [...] | ||
settler_group_min_size | :: uint32 | Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor). |
Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor). | ||
settler_group_max_size | :: uint32 | |
min_expansion_cooldown | :: uint32 | Ticks to expand to a single position for a base is used. [...] |
Ticks to expand to a single position for a base is used. [...] | ||
max_expansion_cooldown | :: uint32 |
building_coefficient | :: double | |
enabled | :: bool | |
enemy_building_influence_radius | :: uint32 | |
friendly_base_influence_radius | :: uint32 | |
max_colliding_tiles_coefficient | :: double | A chunk has to have at most this much percent unbuildable tiles for it to be considered a candidate. [...] |
A chunk has to have at most this much percent unbuildable tiles for it to be considered a candidate. [...] | ||
max_expansion_cooldown | :: uint32 | |
max_expansion_distance | :: uint32 | Distance in chunks from the furthest base around. [...] |
Distance in chunks from the furthest base around. [...] | ||
min_expansion_cooldown | :: uint32 | Ticks to expand to a single position for a base is used. [...] |
Ticks to expand to a single position for a base is used. [...] | ||
neighbouring_base_chunk_coefficient | :: double | |
neighbouring_chunk_coefficient | :: double | |
other_base_coefficient | :: double | |
settler_group_max_size | :: uint32 | |
settler_group_min_size | :: uint32 | Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor). |
Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor). |
Distance in chunks from the furthest base around. This prevents expansions from reaching too far into the player's territory.
A chunk has to have at most this much percent unbuildable tiles for it to be considered a candidate. This is to avoid chunks full of water to be marked as candidates.
Size of the group that goes to build new base (the game interpolates between min size and max size based on evolution factor).
Ticks to expand to a single position for a base is used. Cooldown is calculated as follows: cooldown = lerp(max_expansion_cooldown, min_expansion_cooldown, -e^2 + 2 * e)
where lerp
is the linear interpolation function, and e is the current evolution factor.