Overview[]
The WMDATA files ("World Market Data") include variables and baselines for the economy / map / world.
They also include Resource variables for each resource type.
Up to 10 WMDATA files can be loaded, the game will progress through them in sequence. This is specified as a parameter to the &&WMDATA value, such as "&&WMDATA, 1". File numbers don't need to start at zero, but all files do need to be in sequence after that (ie, SRCW is 3, GC2020 is 4). Most values are averaged between the current and the next WMDATA number set if one exists, as the days progress.
Here are the default numbers used in SRU:
SR1914 0
SR1936 1
SR1942 2
SRCW 3 (1949)
GC2020 4
&WMDATA section values:[]
New in GR v 11.0.750
spaceproductionmult[] : Low/Medium/High multipliers for system level commodity production
ftlcharge: Base FTL Charge rate
ftlspinuprate: Base FTL Spin Up rate
constructioncrane: Picnums lookup number for construction crane [planet/system]
planetarysurveyrate: Rate of survey ship progress
spaceshieldmin: Minimum energy for sheild
spaceenerfiremin: Minimum energy for beam weapon
foodperpersonmin: Minimum amount of edible product to consome per person per day (product is chosen from RPRF edibleprod)
foodperpersonmax: Maximum amount of edible product to consome per person per day (product is chosen from RPRF edibleprod)
crewcapture: Minimum required crew to be allowed to capture other units
See also: Space Commodity Production
New in SRU v 9.1.277:
upgradenums[]: Facility ids for the AI to use when constructing new facilities
- 0 : UGNUMURBANCONTAINER // Not buildable !
- 1 : UGNUMINDCONTAINER
- 2 : UGNUMMILCONTAINER
- 3 : UGNUMWATERCONTAINER
- 4 : UGNUMURBANBUILDCONTAINER // No buildable urban...
- 5 : UGNUMOTHERSHOW // Unit pic to show for 'other' UG category (emplacement)
- 6 : UGNUMRESEARCHCTR
- 7 : UGNUMPONTOONBRIDGE
- 8 : UGNUMBRIDGE
- 9 : UGNUMROAD
- 10 : UGNUMRAIL
- 11 : UGNUMLANDFAB
- 12 : UGNUMAIRFAB
- 13 : UGNUMNAVALFAB
- 14 : UGNUMMISSILEFAB
- 15 : UGNUMSILO
- 16 : UGNUMURBANBASE // was 21701 // Should only be used as Engine default if THEATRES section is missing!
- 17 : UGNUMOFFSETCAPITAL // Offset of the capital entry from the base urban entry
- 18 : UGNUMSPACEDOCK // SR5ID of the space dock upgrade unit
heurmult[4][4]: Heuristic A* Pathing multiplier for each unit mtype (G/A/N/Sub), For each: Cautious; Normal; Direct (straight line); Quickest. Generally 2 is minimum heuristic, ie fastest
lutsupcost[256]: Look-up-table for supply extra cost factor - default is add 10 if no supply, down to 0 if supply > 127...
commandunit[2]: Command unit unitnum [Planet / Reserved for Space]
constructioncrane[2]: PICNUMS lookup for Construction Crane [Planet / System]
unitmerchantmarine[2]: unitnum for regular and amphibious auto-generated merchant marine units
unitspy: unitnum for spy units
In all SRU versions:
dayswmlevel: Number of days to move from this to the next WMDATA set.
unitgarrison / unitguerrilla / unitpartisan: Specially Generated Units unitnum - progression based on tech TECHEFFECTGARRISONTYPE (up to 8 each) (guerrilla/partisan SRNG/GR)
battstrdefault: The Battalion Strength for each Military Class
SRU Only - In SRNG/GR the Weather is moved to Planet Profile:
weatheryear: Number of days in the winter-summer-winter cycle
weatherspeed[]: Speed of the weather fronts (8) 1 to 255; lower is faster; should be prime number for best results
weatheroffy[]: Weather center y-offset (-127 for North, +127 for South)
weatherminstr[]: Weather center minimum strength (1 to 100, default 50)
weathermaxstr[]: Weather center maximum strength (0 to 250, default 50)
New in SR2030:
specnavaltransithex[16]: x/y coordinate pairs of up to 8 special naval transit hexes (x1,y1,x2,y2,x3,y3,...etc) used in &&NAVALTRANSIT for cross theatre naval pathing
specnavaltransitowner[8]: default dbnum of owning player for all 8 special naval transit hexes (if hex is still owned by this player additional path checks not needed)
Added in Build 1334: Internal Engine Variables that can be modded - changing these values may break the game! (Default values shown)
loshighrangemult - 1.5f // Range multiplier for ground units on high ground
attackrangemod - 10.0f // sqt(hexsize/this) is Modifier of actual range to determine 'gameplay' fire range
spottingrangemod - 10.0f // sqt(hexsize/this) is Modifier of actual range to determine 'gameplay' spotting range
resupfuelmult - 4.0f // Multipler of hex supply value to get barrels per battalion per day
resupsupmult - 1.0f // Multipler of hex supply value to get tonnes per battalion per day (*8 for cargo stock resup)
lossdivconstant - 10.0f // Divisor for total supressed units from calc; then sqt() to get losses
basereloadcount - 35.0f // Basic Reload # of Resupply Slices. Later: option ini file?
missionairspeeddiv - 4.0f // Divisor for 'mission air' actual speed
closeairspeeddiv - 2.0f // Divisor for 'close air' actual speed
spacespeeddiv - 5.0f // Divisor for 'space' actual speed
rotationmult - 1.0f, 1.0f, 1.0f // Multiplier default for rotation speeds of units by type (land, air, sea). 0.5 would rotate slower, so bank wider than the default. 3 would be faster, bank tighter.
maxstacksize - 7 // Maximum stack size before destack and penalties are applied
Modding Guide - The World Commodity Market .WMData file[]
- /Maps/Data/default.WMDATA
The sections in the .WMDATA file are as follows;
&&WMDATA(general world market tweaks)
- gdpcbase (World Baseline GDP/c)
- primerate
- battstrdefault (effects default battalion strengths?)
- hexresmults (Hex Resource multipliers 0-3)
This next set is the same for each of the different resource types. I'll list the resource I'Ds first then list the tags under each entry.
- &&WMPRODDATA,0 (Agriculture)
- &&WMPRODDATA,1 (Rubber; prior to SR1936 this was Water)
- &&WMPRODDATA,2 (Timber)
- &&WMPRODDATA,3 (Petrol)
- &&WMPRODDATA,4 (Coal)
- &&WMPRODDATA,5 (Ore)
- &&WMPRODDATA,6 (Uranium)
- &&WMPRODDATA,7 (Electric)
- &&WMPRODDATA,8 (Consumer Goods)
- &&WMPRODDATA,9 (Industrial Goods)
- &&WMPRODDATA,10 (Military goods)
Tags under each entry
- bmwerrain (Set True if this resource is produced by terrain with no upgrades 0-False 1-True)
- producefrom (other goods requirement)[Agri,Water,Timber,Oil,Coal,Ore,Uranium,Power,Cons,Ind,Mil]
- wmbasecost (Baseline Game Cost of Unit NOT incl raw materials in)
- wmfullcost (ESTIMATE of minimum full cost of unit with raw materials in its cheapest form)
- wmmargin (Default starting Markups)
- wmnodeproduction (HEX Multiplier of raw PRODUCTION)
- wmprodperpersonmax (Unit Consumption annually PER PERSON - MAX)
- wmprodperpersonmin ( Unit Consumption annually PER PERSON - MIN)
- wmurbanproduction ( Node equivalent (0-6.0) produced per urban 50K (max) pop (No raw requirement, but basecost still applies)