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Backdrop Economy Parameters

The following parameters control the automatic production, distribution, and consumption of materials by units and by cells.

Unit Production and Consumption

Units can be set to always produce some amount of material without taking explicit action.

Table: base-production u m -> n

This table is the basic amount of each material m produced by a unit of type u in each turn. Defaults to 0.

Table: occupant-base-production u m -> n

This table is the base production of each material m when a unit of type u is an occupant. Defaults to 0.

Table: productivity u t -> n%

This base is the percentage productivity of a unit of type u when on terrain of type t. This is multiplied with the basic production rate to get actual material production, so productivity of 0 completely disables production on that terrain type, and productivity of 100 yields the rate specified by base-production. Defaults to 100.

Table: productivity-min u m -> n

Table: productivity-max u m -> n

These tables are the lower and upper bounds on actual production after multiplying by productivity. Default to 0 and 9999, respectively.

Table: base-consumption u m -> n

This table sets the amount of materials consumed by the unit in a turn, even if it doesn't move or do anything else. Defaults to 0.

Table: hp-per-starve u m -> hp

If the unit runs out of a material that it must consume, this table specifies how many hp it will lose each turn that it is starving. If starving for several reasons, loss is max of starvation losses, not the sum. Defaults to 0.

Table: consumption-as-occupant u m -> n%

This table is the consumption by a unit of type u1 when it is an occupant, expressed as a percentage of its base-consumption. This is useful for units such as planes which always consume fuel in the air but not on the ground. Defaults to 100.

Terrain Production and Consumption

Materials may be produced by cells, redistributed, and also taken up by units. Some amount of material may need to stay in the cell's storage, or the type of terrain might change. Exhaustion is tested after all consumption has been accounted for.

Table: terrain-production t m -> n

This table is the amount of each material m produced by a cell of the given type t in each turn. Defaults to 0.

Table: terrain-consumption t m -> n

This table is the amount of material m consumed by a cell of type t each turn. If insufficient material is available, then the terrain may change type. Defaults to 0.

Table: change-on-exhaustion-chance t m -> n%

This table is the chance that a cell of type t, with no supply of material of type m, will become exhausted and change to its exhausted type.

Table: terrain-exhaustion-type t1 m -> t2

If t2 is not non-terrain, then this table says that any cell with terrain t1 that is exhausted will change to t2. If several materials are exhausted in the same turn, then the lowest-numbered material type will determine the new terrain type. Defaults to non-terrain.

Table: people-consumption m1 m2 -> n

This table is the base consumption per turn by people of type m1 of each other material type m2. Defaults to 0.

Table: people-production m1 m2 -> n

This table is the people of type m1 base production per turn of each other material type m2. Defaults to 0.

Supply Lines

In real life, material production and consumption rarely occur in the same place at the same time. For some games, the player must transfer materials manually, by loading and unloading from units. However, this can be time-consuming and difficult, and is best reserved for scarce and/or valuable materials. For more common materials, Xconq provides supply lines.

Table: in-length u1 m -> dist

Table: out-length u2 m -> dist

These two tables together determine the length of supply lines between units. The given type of material can only be transferred from unit type u1 to unit type u2 if the distance is less than the minimum of the in-length of u1 and the out-length of u2. For instance, the in-length for a fighter's fuel might be 3 cells, while the out-length of fuel from a city is 4 cells. Then the fighter will be constantly supplied with fuel when within 3 cells of a city. If the fighter's out-length is -1, it will never transfer any fuel to the city. An in- or out-length of 0 means that the two units must be in the same cell, while a negative length disables the automatic transfer completely. Long out-length lines should be used sparingly, since the algorithm uses the out-length to define a radius of search for units to be resupplied. Both default to 0.


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