Progression Balancing ↺ Standard
progression_balancing
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
A lower setting means more getting stuck. A higher setting means less getting stuck.
World-Standard: 50
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Accessibility ↺ Standard
accessibility
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
Set rules for reachability of your items/locations.
**Full:** ensure everything can be reached and acquired.
**Minimal:** ensure what is needed to reach your goal can be acquired.
World-Standard: 0
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Progression Style ↺ Standard
progression_style
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
**Districts Only**: Each tech/civic that would normally unlock a district or building now has a logical progression.
Example: TECH_BRONZE_WORKING is now PROGRESSIVE_ENCAMPMENT
**Eras and Districts**: Players will be defeated if they play until the world era advances beyond the currently unlocked maximum era.
Unlocked eras can be seen in both the tech and civic trees. Includes all progressive districts.
**None**: No progressive items will be included. This means you can get district upgrades that won't be usable until the relevant district is unlocked.
World-Standard: 0
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Shuffle Goody Hut Rewards ↺ Standard
shuffle_goody_hut_rewards
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Shuffles the goody hut rewards.
Goody huts will only contain junk items and locations are checked sequentially (First goody hut gives GOODY_HUT_1, second gives GOODY_HUT_2, etc.).
World-Standard: 1
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Boostsanity ↺ Standard
boostsanity
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Boosts for Civics/Techs are location checks. Boosts can now be triggered even if the item has already been
researched.
**Note**: If a boost is dependent upon a unit that is now obsolete, you can click to toggle on/off the relevant tech in
the tech tree.
World-Standard: 0
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Tech/Civic Cost Multiplier ↺ Standard
research_cost_multiplier
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Multiplier for research cost of techs and civics, higher values make research more expensive.
World-Standard: 100
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Tech/Civic Tree pre-hinted Items ↺ Standard
pre_hint_items
Erweiterte Option · YAML-Wert
Hilfe Controls what items from the tech/civics trees are pre-hinted for the multiworld.
**Progression**: Include Progression items in hints
**Useful**: Include Useful items in hints
**Filler**: Include Filler items in hints
World-Standard: []
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Hide Item Names ↺ Standard
hide_item_names
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that
hints will still be precollected if that option is enabled.
World-Standard: 0
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Advisor Indicates Progression Items ↺ Standard
advisor_show_progression_items
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, an advisor icon will be added to any location that contains a progression item.
World-Standard: 1
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Death Link ↺ Standard
death_link
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, losing a unit will trigger a death link effect on other players in the multiworld. When a death link is received, the player will receive the effect specified in 'Death Link Effect'.
World-Standard: 0
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Death Link Effect ↺ Standard
death_link_effect
Erweiterte Option · YAML-Wert
Hilfe What happens when a unit dies.
**Unit Killed**: A random unit will be killed when a death link is received.
**Faith**: Faith will be decreased by the amount specified in 'Death Link Effect Percent'.
**Gold**: Gold will be decreased by the amount specified in 'Death Link Effect Percent'.
**Era Score**: Era score is decreased by 1.
World-Standard: ["Unit Killed"]
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Death Link Effect Percent ↺ Standard
death_link_effect_percent
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich The percentage of the effect that will be applied. Only applicable for Gold and Faith effects.
World-Standard: 20
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