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dynamic_config.txt
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## Dynamic storytellers weights: how likely each storyteller is to show up. This is adjusted by voting and recency.
STORYTELLER_WEIGHT CHAOTIC 2
STORYTELLER_WEIGHT TEAMWORK 4
STORYTELLER_WEIGHT CONVERSION 0
STORYTELLER_WEIGHT RANDOM 2
STORYTELLER_WEIGHT CLASSIC 6
STORYTELLER_WEIGHT INTRIGUE 6
STORYTELLER_WEIGHT STORY 6
STORYTELLER_WEIGHT CALM 6
STORYTELLER_WEIGHT EXTENDED 0
## Dynamic storyteller minimum player coutns: how many players before this storyteller can be rolled.
STORYTELLER_MIN_PLAYERS CHAOTIC 30
STORYTELLER_MIN_PLAYERS TEAMWORK 30
## Injection delays: how long (in minutes) will pass before a midround or latejoin antag is injected.
DYNAMIC_MIDROUND_DELAY_MIN 5
DYNAMIC_MIDROUND_DELAY_MAX 15
DYNAMIC_LATEJOIN_DELAY_MIN 10
DYNAMIC_LATEJOIN_DELAY_MAX 30
DYNAMIC_FIRST_MIDROUND_DELAY_MIN 20
DYNAMIC_FIRST_MIDROUND_DELAY_MAX 30
DYNAMIC_FIRST_LATEJOIN_DELAY_MIN 2
DYNAMIC_FIRST_LATEJOIN_DELAY_MAX 30
## How many roundstart players required for high population override to take effect.
DYNAMIC_HIGH_POP_LIMIT 80 #80 instead of 55 because fewer robust players
## Threat requirements for a second roundstart ruleset being drafted
DYNAMIC_SECOND_RULE_REQUIREMENTS 101 101 101 101 100 90 80 70 60 50
## Threat requirements for a *third* roundstart ruleset being drafted
DYNAMIC_THIRD_RULE_REQUIREMENTS 101 101 101 101 101 100 90 80 70 60
## As above, but if there's 79+ players
DYNAMIC_SECOND_RULE_HIGH_POP_REQUIREMENT 50
DYNAMIC_THIRD_RULE_HIGH_POP_REQUIREMENT 60
## Pop range per requirement.
## If the value is five the range is:
## 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
## If it is six the range is:
## 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+
## If it is seven the range is:
## 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
## Options outside this range can be used, of course.
DYNAMIC_POP_PER_REQUIREMENT 9 # 9 instead of 6 because 1/3 of players are probably not doing much?
## 1 -> 9, probability for this rule to be picked against other rules.
## Note that requirements must also be met, and some requirements are impossible to meet.
DYNAMIC_WEIGHT TRAITOR 5
DYNAMIC_WEIGHT MALF_AI 1
DYNAMIC_WEIGHT TRAITORBRO 4
DYNAMIC_WEIGHT CHANGELING 1
DYNAMIC_WEIGHT WIZARD 1
DYNAMIC_WEIGHT CULT 3
DYNAMIC_WEIGHT NUCLEAR 3
DYNAMIC_WEIGHT REVOLUTION 2
DYNAMIC_WEIGHT BLOODSUCKER 4
# All below are impossible-by-default
DYNAMIC_WEIGHT EXTENDED 3
DYNAMIC_WEIGHT CLOCKWORK_CULT 3
DYNAMIC_WEIGHT CLOWNOPS 3
DYNAMIC_WEIGHT DEVIL 3
DYNAMIC_WEIGHT MONKEY 3
DYNAMIC_WEIGHT METEOR 3
## Midround antags
DYNAMIC_WEIGHT MIDROUND_TRAITOR 9
DYNAMIC_WEIGHT MIDROUND_MALF_AI 5
DYNAMIC_WEIGHT MIDROUND_WIZARD 4
DYNAMIC_WEIGHT MIDROUND_NUCLEAR 2
DYNAMIC_WEIGHT BLOB 2
DYNAMIC_WEIGHT XENOS 2
DYNAMIC_WEIGHT NIGHTMARE 3
DYNAMIC_WEIGHT SENTIENT_DISEASE 4
DYNAMIC_WEIGHT REVENANT 2
DYNAMIC_WEIGHT SLAUGHTER_DEMON 1
DYNAMIC_WEIGHT ABDUCTORS 3
DYNAMIC_WEIGHT SPACE_NINJA 3
## Events
DYNAMIC_WEIGHT SPIDERS 5
DYNAMIC_WEIGHT VENTCLOG_NORMAL 3
DYNAMIC_WEIGHT VENTCLOG_THREATENING 3
DYNAMIC_WEIGHT VENTCLOG_CATASTROPHIC 3
DYNAMIC_WEIGHT ION_STORM 7
DYNAMIC_WEIGHT METEOR_WAVE_NORMAL 3
DYNAMIC_WEIGHT METEOR_WAVE_THREATENING 2
DYNAMIC_WEIGHT METEOR_WAVE_CATASTROPHIC 1
DYNAMIC_WEIGHT PIRATES 8
DYNAMIC_WEIGHT ANOMALY_BLUESPACE 2
DYNAMIC_WEIGHT ANOMALY_FLUX 2
DYNAMIC_WEIGHT ANOMALY_GRAVITATIONAL 2
DYNAMIC_WEIGHT ANOMALY_PYROCLASTIC 2
DYNAMIC_WEIGHT ANOMALY_VORTEX 2
DYNAMIC_WEIGHT BRAND_INTELLIGENCE 1
DYNAMIC_WEIGHT CARP_MIGRATION 7
DYNAMIC_WEIGHT COMMUNICATIONS_BLACKOUT 2
DYNAMIC_WEIGHT PROCESSOR_OVERLOAD 2
DYNAMIC_WEIGHT SPACE_DUST 2
DYNAMIC_WEIGHT MAJOR_DUST 1
DYNAMIC_WEIGHT ELECTRICAL_STORM 2
DYNAMIC_WEIGHT HEART_ATTACK 2
DYNAMIC_WEIGHT RADIATION_STORM 1
## Latejoin antags
DYNAMIC_WEIGHT LATEJOIN_TRAITOR 7
DYNAMIC_WEIGHT LATEJOIN_REVOLUTION 2
DYNAMIC_WEIGHT LATEJOIN_BLOODSUCKER 4
DYNAMIC_WEIGHT LATEJOIN_COLLECTOR 5
## Threat cost. This is decreased from the mode's threat when the rule is executed.
DYNAMIC_COST TRAITOR 10
DYNAMIC_COST MALF_AI 35
DYNAMIC_COST TRAITORBRO 10
DYNAMIC_COST CHANGELING 30
DYNAMIC_COST WIZARD 30
DYNAMIC_COST CULT 35
DYNAMIC_COST NUCLEAR 45
DYNAMIC_COST REVOLUTION 40
DYNAMIC_cOST BLOODSUCKER 15
DYNAMIC_COST EXTENDED 0
DYNAMIC_COST CLOCKWORK_CULT 35
DYNAMIC_COST CLOWNOPS 40
DYNAMIC_COST DEVIL 0
DYNAMIC_COST MONKEY 0
DYNAMIC_COST METEOR 0
## Midround antags
DYNAMIC_COST MIDROUND_TRAITOR 10
DYNAMIC_COST MIDROUND_MALF_AI 35
DYNAMIC_COST MIDROUND_WIZARD 20
DYNAMIC_COST MIDROUND_NUCLEAR 35
DYNAMIC_COST BLOB 10
DYNAMIC_COST XENOS 20
DYNAMIC_COST NIGHTMARE 10
DYNAMIC_COST SENTIENT_DISEASE 5
DYNAMIC_COST REVENANT 5
DYNAMIC_COST SLAUGHTER_DEMON 15
DYNAMIC_COST ABDUCTORS 10
DYNAMIC_COST SPACE_NINJA 15
## Events
DYNAMIC_COST SPIDERS 10
DYNAMIC_COST VENTCLOG_NORMAL 2
DYNAMIC_COST VENTCLOG_THREATENING 5
DYNAMIC_COST VENTCLOG_CATASTROPHIC 15
DYNAMIC_COST ION_STORM 3
DYNAMIC_COST METEOR_WAVE_NORMAL 15
DYNAMIC_COST METEOR_WAVE_THREATENING 25
DYNAMIC_COST METEOR_WAVE_CATASTROPHIC 40
DYNAMIC_COST PIRATES 10
DYNAMIC_COST ANOMALY_BLUESPACE 3
DYNAMIC_COST ANOMALY_FLUX 2
DYNAMIC_COST ANOMALY_GRAVITATIONAL 3
DYNAMIC_COST ANOMALY_PYROCLASTIC 5
DYNAMIC_COST ANOMALY_VORTEX 5
DYNAMIC_COST BRAND_INTELLIGENCE 5
DYNAMIC_COST CARP_MIGRATION 3
DYNAMIC_COST COMMUNICATIONS_BLACKOUT 5
DYNAMIC_COST PROCESSOR_OVERLOAD 5
DYNAMIC_COST SPACE_DUST 2
DYNAMIC_COST MAJOR_DUST 4
DYNAMIC_COST ELECTRICAL_STORM 1
DYNAMIC_COST HEART_ATTACK 1
DYNAMIC_COST RADIATION_STORM 3
## Latejoin antags
DYNAMIC_COST LATEJOIN_TRAITOR 5
DYNAMIC_COST LATEJOIN_REVOLUTION 20
DYNAMIC_COST LATEJOIN_BLOODSUCKER 10
DYNAMIC_COST LATEJOIN_COLLECTOR 1
## Rule will not be generated with threat levels below requirement at a pop value. Pop values are determined by dynamic's pop-per-requirement.
## By default it's 0-8, 9-17, 18-26, 27-35, 36-44, 45-53, 54-60, 61-69, 70-78, 79+.
## This means that 40 30 30 20 20 20 15 15 15 10 will not generate below 40 at 0-8, 30 at 9-17 etc.
DYNAMIC_REQUIREMENTS TRAITOR 50 50 50 50 50 50 50 50 50 50
DYNAMIC_REQUIREMENTS TRAITORBRO 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS CHANGELING 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS WIZARD 101 101 60 60 50 50 50 50 50 50
DYNAMIC_REQUIREMENTS CULT 101 101 101 60 50 50 50 50 50 50
DYNAMIC_REQUIREMENTS NUCLEAR 101 101 101 60 50 50 50 50 50 50
DYNAMIC_REQUIREMENTS REVOLUTION 101 101 101 60 50 50 50 50 50 50
DYNAMIC_REQUIREMENTS EXTENDED 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS CLOCKWORK_CULT 101 101 101 70 60 60 50 50 50 50
DYNAMIC_REQUIREMENTS CLOWNOPS 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS DEVIL 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS MONKEY 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS METEOR 101 101 101 101 101 101 101 101 101 101
## Midround antags
DYNAMIC_REQUIREMENTS MIDROUND_TRAITOR 30 25 20 15 15 15 15 15 15 15
DYNAMIC_REQUIREMENTS MIDROUND_MALF_AI 101 101 70 50 50 50 40 30 30 30
DYNAMIC_REQUIREMENTS MIDROUND_WIZARD 90 90 60 40 30 30 30 30 30 30
DYNAMIC_REQUIREMENTS MIDROUND_NUCLEAR 90 90 90 80 70 60 50 40 40 40
DYNAMIC_REQUIREMENTS BLOB 101 101 101 80 60 50 50 50 50 50
DYNAMIC_REQUIREMENTS XENOS 101 101 101 70 50 50 50 50 50 50
DYNAMIC_REQUIREMENTS NIGHTMARE 101 101 101 70 50 40 20 15 15 15
DYNAMIC_REQUIREMENTS SENTIENT_DISEASE 30 30 20 20 15 10 10 10 10 5
DYNAMIC_REQUIREMENTS REVENANT 30 30 30 30 20 15 15 15 15 15
DYNAMIC_REQUIREMENTS SLAUGHTER_DEMON 101 101 101 90 80 70 60 50 50 50
DYNAMIC_REQUIREMENTS ABDUCTORS 80 80 70 50 40 30 30 20 15 15
DYNAMIC_REQUIREMENTS SPACE_NINJA 101 101 101 90 80 70 60 50 40 30
## Events
DYNAMIC_REQUIREMENTS SPIDERS 70 60 50 50 40 40 40 30 20 15
DYNAMIC_REQUIREMENTS VENTCLOG 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS ION_STORM 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS METEOR_WAVE 60 50 40 30 30 30 30 30 30 30
DYNAMIC_REQUIREMENTS PIRATES 70 60 50 50 40 40 40 30 20 15
DYNAMIC_REQUIREMENTS ANOMALY_BLUESPACE 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS ANOMALY_FLUX 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS ANOMALY_GRAVITATIONAL 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS ANOMALY_PYROCLASTIC 10 10 10 10 10 10 10 10 10 10
DYNAMIC_REQUIREMENTS ANOMALY_VORTEX 10 10 10 10 10 10 10 10 10 10
DYNAMIC_REQUIREMENTS BRAND_INTELLIGENCE 10 10 10 10 10 10 10 10 10 10
DYNAMIC_REQUIREMENTS CARP_MIGRATION 10 10 10 10 10 10 10 10 10 10
DYNAMIC_REQUIREMENTS COMMUNICATIONS_BLACKOUT 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS PROCESSOR_OVERLOAD 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS SPACE_DUST 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS MAJOR_DUST 10 10 10 10 10 10 10 10 10 10
DYNAMIC_REQUIREMENTS ELECTRICAL_STORM 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS HEART_ATTACK 5 5 5 5 5 5 5 5 5 5
DYNAMIC_REQUIREMENTS RADIATION_STORM 5 5 5 5 5 5 5 5 5 5
## Latejoin antags
DYNAMIC_REQUIREMENTS LATEJOIN_TRAITOR 40 30 20 15 15 15 15 15 15 15
DYNAMIC_REQUIREMENTS LATEJOIN_REVOLUTION 101 101 70 40 40 40 40 40 40 40
DYNAMIC_REQUIREMENTS LATEJOIN_BLOODSUCKER 40 30 20 15 15 15 15 15 15 15
DYNAMIC_REQUIREMENTS LATEJOIN_COLLECTOR 10 10 10 10 10 10 10 10 10 10
## An alternative, static requirement used instead when pop is over mode's high_pop_limit.
DYNAMIC_HIGH_POPULATION_REQUIREMENT TRAITOR 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT MALF_AI 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT TRAITORBRO 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT CHANGELING 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT WIZARD 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT CULT 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT NUCLEAR 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT REVOLUTION 50
# All below are impossible-by-default
DYNAMIC_HIGH_POPULATION_REQUIREMENT EXTENDED 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT CLOCKWORK_CULT 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT CLOWNOPS 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT DEVIL 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT MONKEY 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT METEOR 101
## Midround antags
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_TRAITOR 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_MALF_AI 35
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_WIZARD 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_NUCLEAR 35
DYNAMIC_HIGH_POPULATION_REQUIREMENT BLOB 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT XENOS 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT NIGHTMARE 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT SENTIENT_DISEASE 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT REVENANT 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT SLAUGHTER_DEMON 30
DYNAMIC_HIGH_POPULATION_REQUIREMENT ABDUCTORS 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT SPACE_NINJA 30
## Events
DYNAMIC_HIGH_POPULATION_REQUIREMENT SPIDERS 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT VENTCLOG 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT ION_STORM 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT METEOR_WAVE 30
DYNAMIC_HIGH_POPULATION_REQUIREMENT PIRATES 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_BLUESPACE 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_FLUX 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_GRAVITATIONAL 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_PYROCLASTIC 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_VORTEX 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT BRAND_INTELLIGENCE 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT CARP_MIGRATION 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT COMMUNICATIONS_BLACKOUT 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT PROCESSOR_OVERLOAD 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT SPACE_DUST 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT MAJOR_DUST 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT ELECTRICAL_STORM 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT HEART_ATTACK 5
DYNAMIC_HIGH_POPULATION_REQUIREMENT RADIATION_STORM 5
## Latejoin antags
DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_TRAITOR 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_REVOLUTION 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_BLOODSUCKER 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_COLLECTOR 10
## Dynamic traitor stuff
## Requirements for "hijack the shuttle" goals.
DYNAMIC_HIJACK_REQUIREMENTS 101 101 101 95 80 70 60 50 40 30
DYNAMIC_HIJACK_HIGH_POPULATION_REQUIREMENT 25
DYNAMIC_HIJACK_COST 10
DYNAMIC_GLORIOUS_DEATH_COST 5
DYNAMIC_ASSASSINATE_COST 2
## This requirement uses threat level, rather than current threat, which is why it's higher.
DYNAMIC_WAROPS_REQUIREMENT 60
DYNAMIC_WAROPS_COST 10