I've been looking through the GlobalDefines.xml and I realized something....I don't know what more than half of it means!
The modwiki page is blank and locked to editing as well, so no help there.
So, in an effort to expand our communal knowledge (including my own), let's all contribute what we know about this file in this thread!
First half of GlobalDefines.xml:
CAN_WORK_WATER_FROM_GAME_START (1) =
NAVAL_PLOT_BLOCKADE_RANGE (2) = The number of hexes naval units blockade in radius.
EVENT_MESSAGE_TIME (10) =
START_YEAR (-4000) = The starting date of the game (4000 BC).
WEEKS_PER_MONTHS (4) =
RECON_VISIBILITY_RANGE (6) = The visibility of air units with recon.
PLOT_VISIBILITY_RANGE (1) =
UNIT_VISIBILITY_RANGE (1) =
AIR_UNIT_REBASE_RANGE_MULTIPLIER (200) = The max range that air units may rebase (200% of combat range).
MOUNTAIN_SEE_FROM_CHANGE (2) =
MOUNTAIN_SEE_THROUGH_CHANGE (2) =
HILLS_SEE_FROM_CHANGE (1) =
HILLS_SEE_THROUGH_CHANGE (1) =
SEAWATER_SEE_FROM_CHANGE (1) =
SEAWATER_SEE_THROUGH_CHANGE (1) =
MAX_YIELD_STACK (5) =
MOVE_DENOMINATOR (60) =
STARTING_DISTANCE_PERCENT (12) =
MIN_CIV_STARTING_DISTANCE (10) =
MIN_CITY_RANGE (2) = The minimum number of spaces between cities placed on the same continent.
OWNERSHIP_SCORE_DURATION_THRESHOLD (20) =
NUM_POLICY_BRANCHES_ALLOWED (2) =
VICTORY_POINTS_NEEDED_TO_WIN (20) =
NUM_VICTORY_POINT_AWARDS (5) =
NUM_OR_TECH_PREREQS (3) = The max number of "or" prerequisites the engine will read for techs before ignoring them.
NUM_AND_TECH_PREREQS (4) = The max number of "and" prerequisites the engine will read for techs before ignoring them.
NUM_UNIT_AND_TECH_PREREQS (3) =The max number of "and" tech prerequisites the engine will read for units before ignoring them.
NUM_BUILDING_AND_TECH_PREREQS (3) = The max number of "and" prerequisites the engine will read for buildings before ignoring them.
NUM_BUILDING_RESOURCE_PREREQS (5) = The max number of resource prerequisites the engine will read for buildings before ignoring them.
BASE_RESEARCH_RATE (1) =
Limits on buildings/wonders per city:
MAX_WORLD_WONDERS_PER_CITY (-1) = The number of world wonders a city may construct (unlimited).
MAX_TEAM_WONDERS_PER_CITY (-1) = The number of team wonders a city may construct (unlimited).
MAX_NATIONAL_WONDERS_PER_CITY (-1) = The number of national wonders a city may construct (unlimited).
MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC (-1) = The number of national wonders a city may construct using One City Challenge (unlimited).
MAX_BUILDINGS_PER_CITY (-1) = The number of buildings a city may construct (unlimited).
Food mechanics:
INITIAL_CITY_POPULATION (1) = The number of citizens in newly settled cities.
CITY_CAPTURE_POPULATION_PERCENT (50) = The percent of the population a captured city will retain (50%).
BASE_CITY_GROWTH_THRESHOLD (15) = The amount of food required for city growth from size 1 to size 2.
CITY_GROWTH_MULTIPLIER (8) = The additional amount each pop adds to the growth bucket (8x).
CITY_GROWTH_EXPONENT (1.5) = The additional amount pop adds to the growth bucket ([x-1]^1.5).
FOOD_CONSUMPTION_PER_POPULATION (2) = The amount of food each citizen consumes.
Happiness mechanics:
HAPPINESS_PER_CITY_WITH_STATE_RELIGION (0) = Assumed to be obsolete.
HAPPINESS_PER_NATURAL_WONDER (1) = The global happiness that each natural wonder grants.
HAPPINESS_PER_EXTRA_LUXURY (0) = The global happiness excess luxuries grant.
UNHAPPINESS_PER_POPULATION (1) = The global unhappiness caused per population.
UNHAPPINESS_PER_OCCUPIED_POPULATION (1.34) = The global unhappiness caused per population in occupied cities.
UNHAPPINESS_PER_CITY (2) = The global unhappiness caused by each city.
UNHAPPINESS_PER_CAPTURED_CITY (5) = The unhappiness caused by annexed cities without a courthouse.
UNHAPPY_GROWTH_PENALTY (-75) = The bonus to excess food in every city when below 0 global happiness (75% penalty).
VERY_UNHAPPY_GROWTH_PENALTY (-100) = The bonus to excess food in every city when below the Very Unhappy treshold (see below).
VERY_UNHAPPY_CANT_TRAIN_SETTLERS (1) = Civilizations below the Very Unhappy cannot train settlers (when set to 1).
VERY_UNHAPPY_THRESHOLD (-10) = The treshold where a civilization becomes Very Unhappy (at -10).
VERY_UNHAPPY_COMBAT_PENALTY (-33) = Bonus to military units in a Very Unhappy civilization (-33%).
STRATEGIC_RESOURCE_EXHAUSTED_PENALTY (-50) = The bonus to military units which require a strategic resource the civilization currently does not have enough of (-50%).
VERY_UNHAPPY_PRODUCTION_PENALTY (-50) = The bonus to production in Very Unhappy civilizations (-50%).
SUPER_UNHAPPY_THRESHOLD (-20) = The treshold where a civilization becomse Super Unhappy.
REVOLT_COUNTER_MIN (4) =
REVOLT_COUNTER_POSSIBLE (3) =
REVOLT_NUM_BASE (100) =
REVOLT_NUM_CITY_COUNT (20) =
WLTKD_GROWTH_MULTIPLIER (25) = The increase in excess food under We Love The King Day (+25%).
INDUSTRIAL_ROUTE_PRODUCTION_MOD (50) = The percentile production bonus granted to cities connected to the capital by rails (+50%).
RESOURCE_DEMAND_COUNTDOWN_BASE (15) =
RESOURCE_DEMAND_COUNTDOWN_CAPITAL_ADD (25) =
RESOURCE_DEMAND_COUNTDOWN_RAND (10) =
NEW_HURRY_MODIFIER (50) =
GREAT_GENERAL_RANGE (2) = The number of hexes (in radius) effected by Great Generals.
GREAT_GENERAL_STRENGTH_MOD (20) = The bonus to surrounding units from Great Generals (+20%).
BONUS_PER_ADJACENT_FRIEND (10) = The bonus from each friendly unit flanking an enemy (+10%).
POLICY_ATTACK_BONUS_MOD (33) = The bonus from the autocracy social policy (+33%).
CONSCRIPT_MIN_CITY_POPULATION (5) =
CONSCRIPT_POPULATION_PER_COST (60) =
MIN_TIMER_UNIT_DOUBLE_MOVES (32) =
COMBAT_DAMAGE (20) =
NONCOMBAT_UNIT_RANGED_DAMAGE (4) = Teh damage dealt to noncombat units from ranged attacks.
NAVAL_COMBAT_DEFENDER_STRENGTH_MULTIPLIER (40) =
QUICKSAVE (QuickSave) =
LAKE_PLOT_RAND (160) =
PLOTS_PER_RIVER_EDGE (12) =
RIVER_SOURCE_MIN_RIVER_RANGE (4) =
RIVER_SOURCE_MIN_SEAWATER_RANGE (2) =
LAKE_MAX_AREA_SIZE (9) = A lake may only be as large as this many hexes.
Maintenance and trade routes:
INITIAL_GOLD_PER_UNIT_TIMES_100 (50) =
INITIAL_FREE_OUTSIDE_UNITS (3) =
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT (0) =
UNIT_MAINTENANCE_GAME_MULTIPLIER (8) =
UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR (7) =
FREE_UNIT_HAPPINESS (0) =
TRADE_ROUTE_BASE_GOLD (100) = The base yield of trade routes in hundreths (1 gold).
TRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER (0) = The gold per population of the capital yield for trade routes in hundreths (0 gold).
TRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER (125) = The gold per population of connected cities yield of trade routes in hundreths (1.25 gold per pop).
DEFICIT_UNIT_DISBANDING_THRESHOLD (-5) =
BUILDING_SALE_DIVISOR (10) =
DISBAND_UNIT_REFUND_PERCENT (10) =
Golden age mechanics:
GOLDEN_AGE_BASE_THRESHOLD_HAPPINESS (500) = The amount of excess happiness required to start first golden age.
GOLDEN_AGE_THRESHOLD_CITY_MULTIPLIER (0.01) =
GOLDEN_AGE_EACH_GA_ADDITIONAL_HAPPINESS (250) = The amount of excess happiness added to trigger each additional golden age.
GOLDEN_AGE_VISIBLE_THRESHOLD_DIVISOR (5) =
BASE_GOLDEN_AGE_UNITS (1) =
GOLDEN_AGE_UNITS_MULTIPLIER (1) =
GOLDEN_AGE_LENGTH (10) = The number of turns a golden age from happiness wil last.
GOLDEN_AGE_GREAT_PEOPLE_MODIFIER (100) =
MIN_UNIT_GOLDEN_AGE_TURNS (3) = The minimum length of golden ages sparked by great people.
HILLS_EXTRA_MOVEMENT (1) = The number of extra moves required to cross hills.
RIVER_EXTRA_MOVEMENT (10) = The number of extra moves required to cross rivers.
FEATURE_GROWTH_MODIFIER (25) =
ROUTE_FEATURE_GROWTH_MODIFIER (-50) =
EXTRA_YIELD (1) =
FORTIFY_MODIFIER_PER_TURN (25) = The bonus to defending when fortified (+25% and stacks per turn).
MAX_FORTIFY_TURNS (2) = The max stacks of the fortification bonus.
Nuke mechanics:
NUKE_FALLOUT_PROB (50) = The chance of hexes attacked by a nuke to receive the fallout feature (50%).
NUKE_UNIT_DAMAGE_BASE (3) = The base damage dealt to units by nukes.
NUKE_UNIT_DAMAGE_RAND_1 (4) = The possible bonus damage dealt by level 1 or 2 nukes.
NUKE_UNIT_DAMAGE_RAND_2 (4) = The possible additional bonus damage dealt to units by level 2 nukes.
NUKE_NON_COMBAT_DEATH_THRESHOLD (6) = The damage dealt to noncombat units by nukes.
NUKE_LEVEL1_POPULATION_DEATH_BASE (30) = The base percentile of population killed by atomic bombers (-30% pop).
NUKE_LEVEL1_POPULATION_DEATH_RAND_1 (20) = Random additional damage to pop from atomic bombers.
NUKE_LEVEL1_POPULATION_DEATH_RAND_2 (20) = Random additional damage to pop from atomic bombers.
NUKE_LEVEL2_POPULATION_DEATH_BASE (60) = The base percentile of population killed by a nuclear missle (-60% pop).
NUKE_LEVEL2_POPULATION_DEATH_RAND_1 (10) = Random additional damage to pop from a nuclear missle.
NUKE_LEVEL2_POPULATION_DEATH_RAND_2 (10) = Random additional damage to pop from a nuclear missle.
NUKE_LEVEL2_ELIM_POPULATION_THRESHOLD (5) = A city with this pop or lower is instantly destroyed by a nuclear missle.
NUKE_CITY_HIT_POINT_DAMAGE (50) = The percent of hp the city loses when nuked.
NUKE_BLAST_RADIUS (2) = The number of hexes (radius) surrounding targetted tile that are nuked.
TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER (50) =
TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER (30) =
TECH_COST_KNOWN_PREREQ_MODIFIER (20) =
PEACE_TREATY_LENGTH (10) = The number of turns you may not attack an opponent after signing a peace treaty with them.
COOP_WAR_LOCKED_LENGTH (15) =
BASE_FEATURE_PRODUCTION_PERCENT (67) =
FEATURE_PRODUCTION_PERCENT_MULTIPLIER (0) =
DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT (67) =
DEFAULT_WAR_VALUE_FOR_UNIT (100) =
UNIT_PRODUCTION_PERCENT (100) =
MAX_UNIT_SUPPLY_PRODMOD (70) =
BUILDING_PRODUCTION_PERCENT (100) =
PROJECT_PRODUCTION_PERCENT (100) =
MAXED_UNIT_GOLD_PERCENT (100) =
MAXED_BUILDING_GOLD_PERCENT (100) =
MAXED_PROJECT_GOLD_PERCENT (300) =
MAX_CITY_DEFENSE_DAMAGE (100) =
CIRCUMNAVIGATE_FREE_MOVES (0) = The number of extra moves given to naval units of the first civ to circumnavigate the world.
BASE_CAPTURE_GOLD (20) = The base value of gold when capturing a city.
CAPTURE_GOLD_PER_POPULATION (10) = The amount of bonus gold granted per population of a captured city.
CAPTURE_GOLD_RAND1 (20) =
CAPTURE_GOLD_RAND2 (20) =
CAPTURE_GOLD_MAX_TURNS (50) =
BARBARIAN_CITY_ATTACK_MODIFIER (-25) = The bonus barbarians receive when attacking cities (-25%).
BUILDING_PRODUCTION_DECAY_TIME (50) =
BUILDING_PRODUCTION_DECAY_PERCENT (99) =
UNIT_PRODUCTION_DECAY_TIME (10) =
UNIT_PRODUCTION_DECAY_PERCENT (98) =
BASE_UNIT_UPGRADE_COST (10) =
UNIT_UPGRADE_COST_PER_PRODUCTION (2) =
UNIT_UPGRADE_COST_MULTIPLIER_PER_ERA (0.0) =
UNIT_UPGRADE_COST_EXPONENT (1.0) =
UNIT_UPGRADE_COST_VISIBLE_DIVISOR (5) =
UNIT_UPGRADE_COST_DISCOUNT_MAX (-75) =
WAR_SUCCESS_UNIT_CAPTURING (1) =
WAR_SUCCESS_CITY_CAPTURING (10) =
DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL (4) =
TEAM_VOTE_MIN_CANDIDATES (2) =
RESEARCH_AGREEMENT_TIMER (20) = The base number of turns a research agreement takes using standard settings.


First half of GlobalDefines.xml:
Spoiler :
CAN_WORK_WATER_FROM_GAME_START (1) =
NAVAL_PLOT_BLOCKADE_RANGE (2) = The number of hexes naval units blockade in radius.
EVENT_MESSAGE_TIME (10) =
START_YEAR (-4000) = The starting date of the game (4000 BC).
WEEKS_PER_MONTHS (4) =
RECON_VISIBILITY_RANGE (6) = The visibility of air units with recon.
PLOT_VISIBILITY_RANGE (1) =
UNIT_VISIBILITY_RANGE (1) =
AIR_UNIT_REBASE_RANGE_MULTIPLIER (200) = The max range that air units may rebase (200% of combat range).
MOUNTAIN_SEE_FROM_CHANGE (2) =
MOUNTAIN_SEE_THROUGH_CHANGE (2) =
HILLS_SEE_FROM_CHANGE (1) =
HILLS_SEE_THROUGH_CHANGE (1) =
SEAWATER_SEE_FROM_CHANGE (1) =
SEAWATER_SEE_THROUGH_CHANGE (1) =
MAX_YIELD_STACK (5) =
MOVE_DENOMINATOR (60) =
Spoiler :
STARTING_DISTANCE_PERCENT (12) =
MIN_CIV_STARTING_DISTANCE (10) =
MIN_CITY_RANGE (2) = The minimum number of spaces between cities placed on the same continent.
OWNERSHIP_SCORE_DURATION_THRESHOLD (20) =
NUM_POLICY_BRANCHES_ALLOWED (2) =
VICTORY_POINTS_NEEDED_TO_WIN (20) =
NUM_VICTORY_POINT_AWARDS (5) =
NUM_OR_TECH_PREREQS (3) = The max number of "or" prerequisites the engine will read for techs before ignoring them.
NUM_AND_TECH_PREREQS (4) = The max number of "and" prerequisites the engine will read for techs before ignoring them.
NUM_UNIT_AND_TECH_PREREQS (3) =The max number of "and" tech prerequisites the engine will read for units before ignoring them.
NUM_BUILDING_AND_TECH_PREREQS (3) = The max number of "and" prerequisites the engine will read for buildings before ignoring them.
NUM_BUILDING_RESOURCE_PREREQS (5) = The max number of resource prerequisites the engine will read for buildings before ignoring them.
BASE_RESEARCH_RATE (1) =
Limits on buildings/wonders per city:
Spoiler :
MAX_WORLD_WONDERS_PER_CITY (-1) = The number of world wonders a city may construct (unlimited).
MAX_TEAM_WONDERS_PER_CITY (-1) = The number of team wonders a city may construct (unlimited).
MAX_NATIONAL_WONDERS_PER_CITY (-1) = The number of national wonders a city may construct (unlimited).
MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC (-1) = The number of national wonders a city may construct using One City Challenge (unlimited).
MAX_BUILDINGS_PER_CITY (-1) = The number of buildings a city may construct (unlimited).
Food mechanics:
Spoiler :
INITIAL_CITY_POPULATION (1) = The number of citizens in newly settled cities.
CITY_CAPTURE_POPULATION_PERCENT (50) = The percent of the population a captured city will retain (50%).
BASE_CITY_GROWTH_THRESHOLD (15) = The amount of food required for city growth from size 1 to size 2.
CITY_GROWTH_MULTIPLIER (8) = The additional amount each pop adds to the growth bucket (8x).
CITY_GROWTH_EXPONENT (1.5) = The additional amount pop adds to the growth bucket ([x-1]^1.5).
FOOD_CONSUMPTION_PER_POPULATION (2) = The amount of food each citizen consumes.
Happiness mechanics:
Spoiler :
HAPPINESS_PER_CITY_WITH_STATE_RELIGION (0) = Assumed to be obsolete.
HAPPINESS_PER_NATURAL_WONDER (1) = The global happiness that each natural wonder grants.
HAPPINESS_PER_EXTRA_LUXURY (0) = The global happiness excess luxuries grant.
UNHAPPINESS_PER_POPULATION (1) = The global unhappiness caused per population.
UNHAPPINESS_PER_OCCUPIED_POPULATION (1.34) = The global unhappiness caused per population in occupied cities.
UNHAPPINESS_PER_CITY (2) = The global unhappiness caused by each city.
UNHAPPINESS_PER_CAPTURED_CITY (5) = The unhappiness caused by annexed cities without a courthouse.
UNHAPPY_GROWTH_PENALTY (-75) = The bonus to excess food in every city when below 0 global happiness (75% penalty).
VERY_UNHAPPY_GROWTH_PENALTY (-100) = The bonus to excess food in every city when below the Very Unhappy treshold (see below).
VERY_UNHAPPY_CANT_TRAIN_SETTLERS (1) = Civilizations below the Very Unhappy cannot train settlers (when set to 1).
VERY_UNHAPPY_THRESHOLD (-10) = The treshold where a civilization becomes Very Unhappy (at -10).
VERY_UNHAPPY_COMBAT_PENALTY (-33) = Bonus to military units in a Very Unhappy civilization (-33%).
STRATEGIC_RESOURCE_EXHAUSTED_PENALTY (-50) = The bonus to military units which require a strategic resource the civilization currently does not have enough of (-50%).
VERY_UNHAPPY_PRODUCTION_PENALTY (-50) = The bonus to production in Very Unhappy civilizations (-50%).
SUPER_UNHAPPY_THRESHOLD (-20) = The treshold where a civilization becomse Super Unhappy.
REVOLT_COUNTER_MIN (4) =
REVOLT_COUNTER_POSSIBLE (3) =
REVOLT_NUM_BASE (100) =
REVOLT_NUM_CITY_COUNT (20) =
WLTKD_GROWTH_MULTIPLIER (25) = The increase in excess food under We Love The King Day (+25%).
Spoiler :
INDUSTRIAL_ROUTE_PRODUCTION_MOD (50) = The percentile production bonus granted to cities connected to the capital by rails (+50%).
RESOURCE_DEMAND_COUNTDOWN_BASE (15) =
RESOURCE_DEMAND_COUNTDOWN_CAPITAL_ADD (25) =
RESOURCE_DEMAND_COUNTDOWN_RAND (10) =
NEW_HURRY_MODIFIER (50) =
Spoiler :
GREAT_GENERAL_RANGE (2) = The number of hexes (in radius) effected by Great Generals.
GREAT_GENERAL_STRENGTH_MOD (20) = The bonus to surrounding units from Great Generals (+20%).
BONUS_PER_ADJACENT_FRIEND (10) = The bonus from each friendly unit flanking an enemy (+10%).
POLICY_ATTACK_BONUS_MOD (33) = The bonus from the autocracy social policy (+33%).
CONSCRIPT_MIN_CITY_POPULATION (5) =
CONSCRIPT_POPULATION_PER_COST (60) =
MIN_TIMER_UNIT_DOUBLE_MOVES (32) =
COMBAT_DAMAGE (20) =
NONCOMBAT_UNIT_RANGED_DAMAGE (4) = Teh damage dealt to noncombat units from ranged attacks.
NAVAL_COMBAT_DEFENDER_STRENGTH_MULTIPLIER (40) =
Spoiler :
QUICKSAVE (QuickSave) =
LAKE_PLOT_RAND (160) =
PLOTS_PER_RIVER_EDGE (12) =
RIVER_SOURCE_MIN_RIVER_RANGE (4) =
RIVER_SOURCE_MIN_SEAWATER_RANGE (2) =
LAKE_MAX_AREA_SIZE (9) = A lake may only be as large as this many hexes.
Maintenance and trade routes:
Spoiler :
INITIAL_GOLD_PER_UNIT_TIMES_100 (50) =
INITIAL_FREE_OUTSIDE_UNITS (3) =
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT (0) =
UNIT_MAINTENANCE_GAME_MULTIPLIER (8) =
UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR (7) =
FREE_UNIT_HAPPINESS (0) =
TRADE_ROUTE_BASE_GOLD (100) = The base yield of trade routes in hundreths (1 gold).
TRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER (0) = The gold per population of the capital yield for trade routes in hundreths (0 gold).
TRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER (125) = The gold per population of connected cities yield of trade routes in hundreths (1.25 gold per pop).
DEFICIT_UNIT_DISBANDING_THRESHOLD (-5) =
BUILDING_SALE_DIVISOR (10) =
DISBAND_UNIT_REFUND_PERCENT (10) =
Golden age mechanics:
Spoiler :
GOLDEN_AGE_BASE_THRESHOLD_HAPPINESS (500) = The amount of excess happiness required to start first golden age.
GOLDEN_AGE_THRESHOLD_CITY_MULTIPLIER (0.01) =
GOLDEN_AGE_EACH_GA_ADDITIONAL_HAPPINESS (250) = The amount of excess happiness added to trigger each additional golden age.
GOLDEN_AGE_VISIBLE_THRESHOLD_DIVISOR (5) =
BASE_GOLDEN_AGE_UNITS (1) =
GOLDEN_AGE_UNITS_MULTIPLIER (1) =
GOLDEN_AGE_LENGTH (10) = The number of turns a golden age from happiness wil last.
GOLDEN_AGE_GREAT_PEOPLE_MODIFIER (100) =
MIN_UNIT_GOLDEN_AGE_TURNS (3) = The minimum length of golden ages sparked by great people.
Spoiler :
HILLS_EXTRA_MOVEMENT (1) = The number of extra moves required to cross hills.
RIVER_EXTRA_MOVEMENT (10) = The number of extra moves required to cross rivers.
FEATURE_GROWTH_MODIFIER (25) =
ROUTE_FEATURE_GROWTH_MODIFIER (-50) =
EXTRA_YIELD (1) =
FORTIFY_MODIFIER_PER_TURN (25) = The bonus to defending when fortified (+25% and stacks per turn).
MAX_FORTIFY_TURNS (2) = The max stacks of the fortification bonus.
Nuke mechanics:
Spoiler :
NUKE_FALLOUT_PROB (50) = The chance of hexes attacked by a nuke to receive the fallout feature (50%).
NUKE_UNIT_DAMAGE_BASE (3) = The base damage dealt to units by nukes.
NUKE_UNIT_DAMAGE_RAND_1 (4) = The possible bonus damage dealt by level 1 or 2 nukes.
NUKE_UNIT_DAMAGE_RAND_2 (4) = The possible additional bonus damage dealt to units by level 2 nukes.
NUKE_NON_COMBAT_DEATH_THRESHOLD (6) = The damage dealt to noncombat units by nukes.
NUKE_LEVEL1_POPULATION_DEATH_BASE (30) = The base percentile of population killed by atomic bombers (-30% pop).
NUKE_LEVEL1_POPULATION_DEATH_RAND_1 (20) = Random additional damage to pop from atomic bombers.
NUKE_LEVEL1_POPULATION_DEATH_RAND_2 (20) = Random additional damage to pop from atomic bombers.
NUKE_LEVEL2_POPULATION_DEATH_BASE (60) = The base percentile of population killed by a nuclear missle (-60% pop).
NUKE_LEVEL2_POPULATION_DEATH_RAND_1 (10) = Random additional damage to pop from a nuclear missle.
NUKE_LEVEL2_POPULATION_DEATH_RAND_2 (10) = Random additional damage to pop from a nuclear missle.
NUKE_LEVEL2_ELIM_POPULATION_THRESHOLD (5) = A city with this pop or lower is instantly destroyed by a nuclear missle.
NUKE_CITY_HIT_POINT_DAMAGE (50) = The percent of hp the city loses when nuked.
NUKE_BLAST_RADIUS (2) = The number of hexes (radius) surrounding targetted tile that are nuked.
Spoiler :
TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER (50) =
TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER (30) =
TECH_COST_KNOWN_PREREQ_MODIFIER (20) =
PEACE_TREATY_LENGTH (10) = The number of turns you may not attack an opponent after signing a peace treaty with them.
COOP_WAR_LOCKED_LENGTH (15) =
Spoiler :
BASE_FEATURE_PRODUCTION_PERCENT (67) =
FEATURE_PRODUCTION_PERCENT_MULTIPLIER (0) =
DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT (67) =
DEFAULT_WAR_VALUE_FOR_UNIT (100) =
UNIT_PRODUCTION_PERCENT (100) =
MAX_UNIT_SUPPLY_PRODMOD (70) =
BUILDING_PRODUCTION_PERCENT (100) =
PROJECT_PRODUCTION_PERCENT (100) =
MAXED_UNIT_GOLD_PERCENT (100) =
MAXED_BUILDING_GOLD_PERCENT (100) =
MAXED_PROJECT_GOLD_PERCENT (300) =
MAX_CITY_DEFENSE_DAMAGE (100) =
Spoiler :
CIRCUMNAVIGATE_FREE_MOVES (0) = The number of extra moves given to naval units of the first civ to circumnavigate the world.
BASE_CAPTURE_GOLD (20) = The base value of gold when capturing a city.
CAPTURE_GOLD_PER_POPULATION (10) = The amount of bonus gold granted per population of a captured city.
CAPTURE_GOLD_RAND1 (20) =
CAPTURE_GOLD_RAND2 (20) =
CAPTURE_GOLD_MAX_TURNS (50) =
BARBARIAN_CITY_ATTACK_MODIFIER (-25) = The bonus barbarians receive when attacking cities (-25%).
BUILDING_PRODUCTION_DECAY_TIME (50) =
BUILDING_PRODUCTION_DECAY_PERCENT (99) =
UNIT_PRODUCTION_DECAY_TIME (10) =
UNIT_PRODUCTION_DECAY_PERCENT (98) =
BASE_UNIT_UPGRADE_COST (10) =
UNIT_UPGRADE_COST_PER_PRODUCTION (2) =
UNIT_UPGRADE_COST_MULTIPLIER_PER_ERA (0.0) =
UNIT_UPGRADE_COST_EXPONENT (1.0) =
UNIT_UPGRADE_COST_VISIBLE_DIVISOR (5) =
UNIT_UPGRADE_COST_DISCOUNT_MAX (-75) =
WAR_SUCCESS_UNIT_CAPTURING (1) =
WAR_SUCCESS_CITY_CAPTURING (10) =
DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL (4) =
TEAM_VOTE_MIN_CANDIDATES (2) =
RESEARCH_AGREEMENT_TIMER (20) = The base number of turns a research agreement takes using standard settings.