It defines a custom scaling similar to the other percent stuff in the file. You can have such percents definitions in handicap info, world info and game speed info and all of them take effect. So if for some ADAPT_MY_SPECIAL_SCALING there is a 200 in the currently active world info, game speed info and handicap info then the number this is applied to would be scaled by 200% * 200% * 200% = 800%.Though for me to fully understand the XML: What is
<Percents>
<Percent>
<ID>ADAPT_DEFAULT</ID>
<iValue>1250</iValue>
</Percent>
</Percents>
and what does it do?
XML (or DLL) can then make use of that scaling like this:
Code:
<Adapt>
<ID>ADAPT_MY_SPECIAL_SCALING</ID>
<Constant>5</Constant>
</Adapt>
ADAPT_DEFAULT is the default scaling for game speed and it is used to scale a number of rewards of outcome missions of subdued animals or the merchant line.
". If they are over 5 turns in later years, i dont like it and usually stop my game playing to only 2 techs and quit the game for at least 3 hours, then again same thing 2 techs, 3 hour wait.