# People's Tactics/Scenario Editor/Engine Variable

Engine Variables (only touch if you really know what you are doing)
This is a list of all the engine variables available for change in the editor, in the order they appear. The variables are grouped into fifteen sections.

## One

* Grass Movement Cost for Land Unit
* Forest Movement Cost for Land Unit
* Urban Movement Cost for Land unit
* Sea Movement Cost for Land unit
* Swamp Movement Cost for Land unit
* Mountain Movement Cost for Land unit
* Extra MP for mobile unit in forest
* Extra MP for land unit to cross river
* Extra MP for entering enemy land
* Sea Movement Cost for Sea Unit
* Urban Movement Cost for Sea Unit
* Air Movement Cost per Hex

## Two

* Supply MP cost for Grass
* Supply MP cost for Forest
* Supply MP cost for Urban
* Supply MP cost for Sea
* Supply MP cost for Swamp
* Supply MP cost for Mountain
* Supply MP cost for Road
* Weight of Supply

## Three

* Minimal Soft Att value to occupy enemy land
* Maximum Unit Size in Weight Pts
* Supply cost for Level 1 Entrenchment
* Supply cost for Level 2 Entrenchment
* Supply cost for Level 3 Entrenchment
* Attack modifier versus lvl 1 entrenchment
* Attack modifier versus lvl 2 entrenchment
* Attack modifier versus lvl 3 entrenchment

## Four

* Population Divider (POP/PD = Supply production)
* Distance 0 from THQ ... Supply%
* Distance 1 from THQ ... Supply%
* Distance 2 from THQ ... Supply%
* Distance 3 from THQ ... Supply%
* Distance 4 from THQ ... Supply%
* Distance >5 from THQ ... Supply%
* Supply% if no supply through port but through shore
* Supply generated for SHQ * this value = max supply stock
* Always allowed supply stock for SHQ
* Readiness Attrition if IN supply
* Readiness Attrition if OUT of supply
* Always readiness gain = XP / this value
* Minimal Readiness allowed if OUT of supply
* Minimal Readiness allowed if IN supply
* Basic Readiness gain by supply
* Bonus Readiness gain by XP / this Value
* Automatic XP increase until this XP Value
* Automatic XP increase
* SHQ Range … min 10 or so … and max 50 (longer calcs with longer range)
* Pop needed for 1 Political Point production
* Recon Points needed to look 1 hex away. Succesive exp
* Hex Dammage recup in %pts per round
* Ammount of ProdPoints to destroy to get 1 Fame Point
* /100 = extra readiness loss absolute for artillery per combat round

## Five

* Multiplier of supply if you set supply production
* Unitdivider; Unit softatt+hardatt/etc.. /unitdivider = counter

## Six

* Readiness loss modifier% for unit that is interdicted
* Readiness loss modifier% for unit that interdicts itself
* XP gain modifier% for unit that is interdicted
* XP gain modifier% for unit that interdicts itself
* Read loss modifier for attacked unit in normal land battle
* Read loss modifier for unit attacking itself in normal land battle
* Xp gain modifier for attacked unit in normal land battle
* Xp gain modifier for unit attacking itself in normal land battle
* Read loss modifier for land unit attacked by artillery
* Read loss modifier for artillery unit attacking land unit
* XP gain modifier for land unit attacked by artillery
* XP gain modifier for artillery unit attacking land unit

## Seven

* Sea unit attacked by interdict. Read loss mod%
* Unit interdiciting sea unit. Read loss mod%
* Sea unit attacked by interdict. Xp gain mod%
* Unit interdicting sea unit. Xp gain mod%
* Sea unit attacked in harbour by land unit. Read loss mod%
* Land unit attacking sea unit in harbour. Read loss mod%
* Sea unit attacked in harbour by land unit. Xp gain mod%
* Land unit attacking sea unit in harbour. Xp gain mod%
* Sea unit attacked by sea unit. Read loss mod%
* Sea unit attacking sea unit. Read loss mod%
* Sea unit attacked by sea unit. Xp gain mod%
* Sea unit attacking sea unit. Xp gain mod%
* Sea unit attacked by artillery attack. Read loss mod%
* Unit artillery attacking Sea unit. Read loss mod%
* Sea unit attacked by artillery attack. Xp gain mod%
* Unit artillery attacking Sea unit. Xp gain mod%

## Eight

* Air unit interdicted on land. Read loss mod%
* Interdicting unit attacking air on land. Read loss mod%
* Air unit interdicted on land. Xp gain mod%
* Interdicting unit attacking air on land. Xp gain mod%
* Dogfighting attacked. Read loss%
* Dogfighting attacker. Read loss%
* Dogfighting attacked. Xp gain mod%
* Dogfighting attacker. Xp gain mod%
* Air unit attacked on land. Read loss mod%
* Land unit attacking Air unit on land. Read loss mod%
* Air unit attacked on land. Xp gain mod%
* Land unit attacking Air unit on land. Xp gain mod%
* Air unit attacked by artillery/AA. Read loss mod%
* Unit artillery/AA attacking air unit. Read loss mod%
* Air unit attacked by artillery/AA. Xp gain mod%
* Unit artillery/AA attacking air unit. Xp gain mod%

## Nine

* Xp gain modifier if Xp 75-100
* Xp gain modifier if Xp 101-150
* Read loss modifier for units with readiness<30
* Read loss modifier for units with readiness 30-60

## Ten

* Minimum pop for almost smallest town sprite
* Minimum pop for small town sprite
* Minimum pop for medium town sprite
* Minimum pop for large town sprite
* Minimum pop for largest town sprite

## Eleven

* Officer Skill Creation. d100 .. below this number skill= 8 or 9
* Officer Skill Creation. d100 .. below this number skill= 7
* Officer Skill Creation. d100 .. below this number skill= 6
* Officer Skill Creation. d100 .. below this number skill= 5
* Officer Skill Creation. d100 .. below this number skill= 4
* Officer Skill Creation. d100 .. below this number skill= 3 or 2. Above = 1
* Officer creation. Basic retreat%
* Officer creation. + Random retreat % (retreat=basic+random)

## Twelve

* Air Wing interdicts within this many hexes range … min 1 … Max 2
* AA guns participate from hex distance ... Min 0 … Max 5
* Sub dive chance divider if attacked by aircraft
* Softdef modifier for Grass
* Softdef modifier for Forest
* Softdef modifier for Urban
* Softdef modifier for Sea
* Softdef modifier for Swamp
* Softdef modifier for Mountain
* Softdef modifier for Swamp
* HardAtt mod for Grass
* HardAtt mod for Forest
* HardAtt mod for Urban
* HardAtt mod for Sea
* HardAtt mod for Swamp
* HardAtt mod for Mountain
* Softdef modifier for defending against amphibious invasion/airdrop
* HardAtt modifier if doing an amphibious invasion/airdrop
* Number of combat rounds
* Minimal cost in MP for battle
* Max MP unit may have left after battle
* Attack modifier for attack over River
* 100 + % attack modifier for each extra multipronged attack
* Frontsize limitator in # of unittype frontsize points
* Readiness modifier% if Attacking unit breaks off attack
* Readiness modifier is defending unit flees
* Readiness modifier per combat round a def.unit cannot flee
* Disruption for new commander
* Disruption for making new unit
* Disruption caused by retreat
* Disruption caused by attack breakoff

## Thirteen

* Transfer cost divider for over land transport
* Transfer cost divider for over sea transport
* Transfer cost divider for land transport after sea transport
* Cost for new Land Unit
* Cost for new Sea unit
* Cost for new Air unit
* Cost for new THQ
* Cost for new SHQ
* HQ TYPE COUNT .. howmany different types can be in shq

## Fourteen

* Lose mobile loss divider for attacker if offensive fails
* Lose artillery loss divider for attacker if offensive fails
* Minimum readiness needed to intercept enemy aircraft

## Fifteen

* AI Forbidden. If = 1 then AI is forbidden to play in this scenario
* / 100 = the XP/Readiness value of production points with loss.calc
* neutral hex= 0 means neutral hex join auto and 1 means they dont
* Campaign? 0=no, 1=yes
* Campaign: Fog of Exploration?
* Campaign: Block if loaded by user 1=yes, 0=no
* Experience & Rdn modifier. higher is less xp/rdn drain, lower is more