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Regional Data is loaded from a .CVP file (Country Variables / Players) usually located in the \Maps directory. The file lists various information for all regions that have been defined for use on the map and all groups. Each region data begins with

&&CVP [regionnumber]

Each region data section also includes region-specific data with these keys:

  • &&GROUPING [regionnumber]
  • &&REGIONTECHS [regionnumber]
  • &&REGIONUNITDESIGNS [regionnumber]
  • &&REGIONSOCIALS [regionnumber]
  • &&REGIONRELIGIONS [regionnumber]

So the data for Israel starts after the line

&&CVP 501

Important: In most cases, after editing regional data a cache file must be created to see the data in game.

This data applies from Supreme Ruler 2020 to all modern games, however some data may not be supported in all older engines.

The regional data CVP file contains "Regions" and "Groups". A group entry will combine a number of individual region entries (such as individual states or provinces into a country), it gets limited data and creates values by totals/averages of its group members. Low trailing numbers (1402, 1403, 1404, 1501) are used for regions and high trailing numbers (1499, 1599, 1699) are used for groups.

&&CVP Data Elements:

Key Value Range Description
regionname Region Name (the \Localize\LOCALxx\Scenario\Localtext-Regions.csv may override existing names due to localization issues)
  • (currently no engine character limit)
Active (A,B,C,…Z)

(a,b,c,...z)

Marks which map this region is valid for, which scenario file calls it.
  • A = 1914
  • C = 1936
  • F = 1949
  • I = 2020
  • J = 2023
  • K = 2030
  • L = Shattered 2030
  • M = Global Crisis 2030
  • N = reserved
  • S = reserved
  • T = reserved
  • U = reserved
blocknum (0-127) Default Block Number
altblocknum (0-127) Alternate Block Number
continentnum Continent Number
masterdata FALSE If set TRUE, then merging of grouped-in region data NOT done; master values in CVP are used (mastergroupdata)

This controls whether certain data is calculated from grouped individual regions, or whether the data in the "Master" (group parent) region is used instead.  These values are affected: (percentages are averaged)

  • population
  • treasury
  • popreserve
  • poparmy
  • The following are averaged:
  • gdpc
  • loyalty
  • lifeexp
  • crimerate
  • civapproval
  • milapproval
  • literacy
  • popunemployed
  • religions

When using Master Data set on, these values are ignored for the children-regions that are grouped in, and the value from the Master record is used.  When Master Data is off, these values are added to the group totals; in most cases, population, treasury, etc should be zero, unless you intend to add it to the group total.  (If population is not zero in the parent and master data is off, then the parent-entry gdpc/literacy/etc are all applied to the population that is added to the group total).

Also note that some data should be present in the masterdata / group-into region as it is not taken from the subregions, such as: electiondate, electionterm

govtype (0-10) 0=World Market; 1=Democracy; 2=Monarchy; 3=Communism; 4=Dictatorship; 5=Theocracy; 6=Colony; 7=Exile; 8=Totalitarianism; 9=Flawed Democracy; 10=Elective Autocracy
polpartin bitmask Political Parties active in region - bitmask: (SR2030)
  • 1 : Left
  • 2 : Centre
  • 4 : Right
  • 8 : Other

ie 7 for three party system, 5 for Left/Right system, 15 for four party system (usually 4th party is just "Other". If zero, defaults to 0x7 (three party system)

polpartynames PartyNames[4] Regional Political Party Name defaults for Left/Centre/Right/Other parties (SR2030) - overridden by 'polparty' text if set
govtitle (0-15) - Male, (16-31) - Female 0:President, 1:Prime Minister, 2:King, 3:Chancellor, 4:Chairman, 5:Premier, 6:High Representative, 7: Governor, 8:Chief Minister, 9:Supreme Leader, 10:Taoiseach, 11-15:Currently Unused

+16 For female title versions (I.E. 2 is the ID for King +16 brings it to 18 making it Queen) Changes: 18:Queen, 20:Chair

govtypeapprove (0.0-1.0)[6] Values for Civilian approval of each govtype
  • resvd –Democracy-Monarchy-Communism-Dictatorship-Theocracy
  • Default values assigned from lookup based on initial govtype
loyalty (0.0-1.0) Default Loyalty for Region’s territory (Default 1.0)
prodefficiency (0.0-1.0) Baseline Production Efficiency for Region (Default 0.8)
targetmileffadj (-1.0-1.0) Adjust the "Target Military Efficiency" value for region
  • New in SRU 9.1.25
targetmilmoraleadj (-1.0-1.0) Adjust the "Target Military Morale" value for region
  • New in SRU 9.1.25
playeragenda Default 'Agenda' for initial default priorities & stance
  • Default is ‘Opportunistic’ Agenda, ie No Pre-Defined Agenda
playeraistance (0-4) AI Stance
  • 0=Normal; 1=Passive; 2=Defensive; 3=Aggressive; 4=Unpredictable
  • Modified by game setup if not 'normal/default' in setup
refpopulation (in M) Reference Population
worldavail (A,B,C,…Z)

(a,b,c,...z)

Equipment Research/Build World Region(s)
  • Default ‘@ (Worldwide)’; Fill List in Region Codes
  • Also called 'buildavail' in code references
  • worldavail and armsavail are not combined during region group; master region data is always used
  • The first character is the "primary build code", which is used for Texture Override character ('buildregion' in code references)
  • Lower case region codes supported in GR/SRNG only
armsavail (A,B,C,…Z)

(a,b,c,...z)

Arms Sales/Grants World Region Predisposition (default none)
  • Region groups that will be more AI-inclined to trade with us
worldapproval (0.0-1.0) (former wmintegrity) World/UN overall approval (default 0.6)
treatyintegrity (0.0-1.0) Rating for integrity of treaties & participation level (default 0.85)
civapproval (0.0-1.0) Approval Rating from domestic general population (default 0.4)
milapproval (0.0-1.0) Approval Rating of military leaders for gov't (default 0.5)
envrating (0.0-1.0) Environmental rating (default 0.4)
milsubsidyrating (0.0-1.0) World/UN Military Subsidy Rating
domsubsidyrating (0.0-1.0) World/UN Economic/Domestic Subsidy Rating
creditrating (0.0-1.0) Overall Credit rating, 0.5 is Normal/Default
tourismrating (0.0-1.0) Quality/approval for tourists (%age) (default 0.1)
literacy (0.0-1.0) Literacy level Percentage
lifeexp Life expectancy in years (actual value)
ageunder18 // No Longer Used
ageover65 // No Longer Used
avgchildren // No Longer Used
crimerate # of crimes per 1000 people (Default s/b world default?)
birthratebase (0.0 - ??) GR/SRNG Only - base rate multiplier for Births. SRU Equivalent value is 1.0. Value of 0 = no births.
deathratebase (0.0 - ??) GR/SRNG Only - base rate multiplier for Deaths. SRU Equivalent value is 1.0. Value of 0 = no deaths
poptotalarmy (#) Total Army Soldiers (Active & Reserve)
  • Number of Reserves reduced as Active/Placed on Map increases;
  • If more than this placed on map, then this # is increased automatically
popminreserve (#) Minimum Reserve Soldiers  (default 10,000)
  • Increase ‘poptotalarmy’ to provide at least this many Reserve Soldiers
unemployment (%) Unemployed but Looking for Work Percentage (workforce%?)
poppow LATER (forum?) // Prisoners of war (needs to be per region?)
treasury ($ M) Starting Treasury – usually Budget Revenue/12 or GDP/50
  • Default of GDP/50 (Generally capped at $10 Billion) PLUS
  • Amount in CVP DB data (-ve values are subtracted)
nationaldebtgdp (%) Base Starting National Debt – %age of total Public GDP
gdpc ($) GDP per capita
gdptourism (0.0-1.0) Percentage of Region’s GDP Based on Tourism
inflation (-0.2-0.3) Inflation rate (%age).  Default 0.0%
buyingpower (1.0) (unused as of SRNG) Set to 1 at start; current $1 value in buying power
techlevel 0-120 Regional Tech level (100 = Year 2000 approximate)
starttechlvl (-1 to 255)[3] GR/SRNG : Starting default technologies included at startup based on lobby Start Tech selection (none/normal/advanced); all techs <= selected value, -1=none
alertlevel (0.0-1.0) Alert Level of Region & Military; 0.0=Peacetime Standard
fanaticism (0.0-1.0) Level of Religious Fanaticism in Civilian Population
religionpop (0.0-1.0)[12] Population percentages adhering to each Religion
  • No Religion, Roman Catholic, Jewish, Buddhist, Protestant, Sunni Muslim, Shia Muslim, Other Christian, Sikh, Hindu, Indigenous, Other
  • Implementation Note: On Import, any percentage unaccounted for is added to “No Religion”
socialrating (0.0-1.0)[8] Starting / Baseline Social Ratings for each Social Category
  • Health Care, Education, Infrastructure, Environment, Family Support, Law Enforcement, Culture, Social Services (UI/Welfare/Pension)
  • Default is 0.35 for each category
efficiency (0.1-1.2)[12] Starting Industry Efficiencies (Default 0.8)
stockdays (Days)[12] Starting Resource stockpiles in “Days of Demand”
  • Default 4 for Finished Goods, 10 for Raw Goods
stockadd (#)[12] Starting Resource stockpile additions in Units (Default 0)
  • Agriculture, Metal, Oil, Coal, Uranium, Timber,Water/Rubber, Electric Power, Consumer Finished Goods, Industrial Goods, Military Goods, Reserved
flagnum ID # of flag (0 to ?) for player

{flag number from \Graphics\FLAGBITSn.PNG}

flagrebelnum ID # of flag for rebel/partisan break
politic (-1.0-1.0) Leader's politic, Socialist to Ultra-Conservative
  • Default is to Randomize between -0.5 and 0.5
partychoice 0-2 Party # being led, liberal/center/conservative 0-2
  • Automatically set by the politic; <-0.25 is Liberal, >0.25 is Conservativ
leadernum People # of region's leader
oppositionnum People # of opposition party leader (SR2030)
leaderpic LeaderPic ID (avatar) from pplx file, or 0 to use Custom Pic (or n/a) (not implemented)
musictrack Music Track #, 0 for none
bwmmember (Y/N) WM Member
bconscript (Y/N) Conscription on/off
bimmcontrol (Y/N) Immigration Controls (SRNG)
bemcontrol (Y/N) Emigration Controls (SRNG)
brefugeecontrol (Y/N) Refugee Controls (restrict refugees when on) (SRNG)
forcesplan {unused at this time}
milspendsalary
milspendmaint
milspendintel
milspendresearch
RacePrimary See People Data File
RaceSecondary
capitalx {Map X coordinate of hex for capital}
capitaly {Map Y coordinate of hex for capital}
nonplayable
influence  (0-53)[4] Uses the influences found here


In Galactic Ruler there are only 4 influences

influenceval  (-1.00 to 1.00)[4] as a percentage participation for each influence


In Galactic Ruler these values are -1, 0, or 1 not percentages

keepregion Keep Region Keep Region in Regions List & Loyalty even after grouping.
couppossibility Coup Possible Percentage chance of Military-style Coup
revoltpossibility Revolt Possible Percentage chance of civilian revolution
independencetarget Indep Target Date target for independence
independencedesire INdep Desire Percentage rating of desire for independence
parentloyalty Parent Loyalty Percentage loyalty to colonoizer parent (NOT USED - instead, in SRNG/GR Civilian Relations between colony or subregion and parent are used to calculate this)
parentregion Parent Region Region ID of colonizer parent
federalregion Federal 'country' of this (state/province) region. Used by AI etc
sphere Sphere -1 to 1 (Soviet to Nato) Sphere of Influence
civiliansphere Civilian Sphere Sphere Leaning of civilian pop (-1 to 1 : Soviet to Nato)
theatrehome Home Theatre Original "Home" Theatre of the Region
merchantmarine SR5ID to use as merchant marine [non-amphibous/amphibious]
urbanfacils Starting Equipment ID number for city urban facilities set; used if not defined for Theatre. (GR/SRNG)
ftlrangeadj Adjustment %age for FTL Range

&&GROUPING [regionnumber] {Region Numbers for regions in this group}

  • [a] {a= region ID number for region to be included in group}
  • There is a limit of 32 items in this list.
    • Items can be regions or groups. Pregroup IDs to put more than 32 "regions" into a group.

&&REGIONTECHS [regionnumber] {Tech ID Numbers for initially known technologies}

  • [a] {a= tech ID]
    • If a technology is added to this list, all prerequisite technologies will automatically be known as well.

&&REGIONUNITDESIGNS [regionnumber] {Unit ID Numbers for initially known designs}

  • [a] {a= Unit ID}
    • In Galactic Ruler, adding a unit design is only necessary if the unit is flagged for "no research". The tech requirements for such units need to be added as known techs in &&REGIONTECHS. Example: Pirate Scout Ship.

&&REGIONPRODUCTS RegionProducts

&&REGIONSOCIALS [regionnumber] {Initial Social Values}

  • [a,b] {a=social service from 0-7, b=value from 0.0 to 1.0}

&&REGIONRELIGIONS [regionnumber]

  • [a,b]
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