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Game variables are values related to global properties. They are listed in a file called GameVariables.json; they can be edited from the Game Editor's Mod Variables Menu.

Variable Description
NumSeededDecisionsPerTimeline The number of decisions generated when a new timeline begins
NumSeededDecisionsPerTurn The number of decisions generated when a new turn begins
BaseFocusSelectionTurnTimer The time (in seconds) available for the player to make a choice during focus selection. '-1' means no timer
BaseTurnTimer The time (in seconds) available for the player during the turn. '-1' means no timer
TurnTimerGovernmentDelta The time (in seconds) added or subtracted to or from the turn timer for each Government interest above or below the average
TheaterInfluenceThresholdPercentage The percentage value (0-100) of influence over which a faction's influence is considered to be a certain value (insignificant, presence, control, domination)
TheaterInfluenceToVPBonus The victory points bonus allotted to a faction in case it holds insignificant influence/presence/control/domination
LeaderContestUnitPower When a leader is recruited, each enemy land unit reduces the leader's power by this value
LeaderAppropriationUnitPower When a leader is recruited, each friendly land unit increases the leader's power by this value
IntelMissionsBaseSuccessChance Base success chance (percentage) for each mission type for each faction
IntelSuccessChanceModifier When a player launches an intel mission successfully, the chance for subsequent missions is temporarily reduced by this (percentage) value
IntelMissionsFriendlyPOLChanceModifier Each influence point the player possesses in a region alters the player's mission chance by this (percentage) value
IntelMissionOpponentPOLChanceModifier Each influence point the opponent possesses in a region alters the player's mission chance by this (percentage) value
IntelSpecialOperationsChanceModifier The Special Operations unit ability increases intel mission chances by this (percentage) value
IntelMissionDetectionOnSuccessChance The percentage chance (0-100) the opponent has to detect successful intel activity
IntelMissionDetectionOnFailureChance The percentage chance (0-100) the opponent has to detect a failed intel attempt
IntelMissionDisastrousDetectionOnFailureChance The percentage chance (0-100) the opponent has to detect a failed, disastrous intel attempt
FriendlySurfaceFleetFPDeploymentReduction The reduction in FP cost logistics a friendly surface fleet applies to the region it occupies
LandMinInfluenceToDeploy The minimum influence (-5 to 5) needed to be able to deploy a land/air unit in a region
SeaMinInfluenceToDeploy The minimum influence (-5 to 5) needed to be able to deploy a sea unit in a region
OceanPathfindingInfluenceCost The cost in FP incurred for sea units deployment logistics to traverse an ocean region
LandPathfindingInfluenceCosts The cost in FP incurred for land units deployment logistics to traverse a region with this much influence. If empty it cannot be traversed
SeaPathfindingInfluenceCosts The cost in FP incurred for sea units deployment logistics to traverse a region with this much influence. If empty it cannot be traversed
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