[quote"config"]
// All sched_* vars are in minutes.
// These are true minutes, no matter to what interval you're running the scheduler script!
// The scheduler will auto-adjust, possibly running many of the same events in a single call.
$sched_ticks = 5; // Set this to how often (in minutes) you are running the scheduler script.
$turns_per_tick = 50; // Update how many turns per tick
$sched_turns = 2; // New turns rate (also includes towing, xenobe)
$sched_ports = 1; // How often port production occurs
$sched_planets = 2; // How often planet production occurs
$sched_igb = 2; // How often IGB interests are added
$sched_ranking = 30; // How often rankings will be generated
$sched_news = 15; // How often news are generated
$sched_degrade = 6; // How often sector fighters degrade when unsupported by a planet
$sched_apocalypse = 15; // How often apocalypse events will occur
$sched_thegovernor = 1; // How often the governor will run, cleaning up out-of-bound values
$doomsday_value = 90000000; // Number of colonists a planet needs before being affected by the apocalypse
$color_header = '#500050'; // GUI colors - soon to be moved into templates
$color_line1 = '#300030'; // GUI colors - soon to be moved into templates
$color_line2 = '#400040'; // GUI colors - soon to be moved into templates
$mine_hullsize = 8; // Minimum size hull has to be to hit mines
$ewd_maxhullsize = 15; // Max hull size before EWD degrades
$sector_max = 1000; // Number of sectors you'd like your universe to have
$link_max = 10; // Maximum number of links in a sector
$universe_size = 200; // This increases the distance between sectors, which increases the cost of realspace movement
$game_name = 'HalSpace Traders'; // Please set this to a unique name for your game
$release_version = '0.663'; // Please do not change this. Doing so will cause problems for the server lists, and setupinfo, and more.
$fed_max_hull = 8; // The maximum hull size you can have before being towed out of fed space
$max_ranks = 100; // The maximum number of ranks displayed on ranking.php
$rating_combat_factor = 0.8; // Amount of rating gained from combat
$server_closed = false; // True = block logins but not new account creation
$account_creation_closed = false; // True = block new account creation
$newbie_nice = 'YES'; // If a ship is destroyed without a EWD, *and* is below a certain level for all items, then regen their ship
$newbie_hull = '8'; // If a destroyed player has a hull less than newbie hull, he will be regen'd to play more
$newbie_engines = '8'; // If a destroyed player has a engines less than newbie engines, he will be regen'd to play more
$newbie_power = '8'; // If a destroyed player has a power less than newbie power, he will be regen'd to play more
$newbie_computer = '8'; // If a destroyed player has a computer less than newbie computer, he will be regen'd to play more
$newbie_sensors = '8'; // If a destroyed player has a sensors less than newbie sensors, he will be regen'd to play more
$newbie_armor = '8'; // If a destroyed player has a armor less than newbie armor, he will be regen'd to play more
$newbie_shields = '8'; // If a destroyed player has a shields less than newbie shield, he will be regen'd to play more
$newbie_beams = '8'; // If a destroyed player has a beams less than newbie beams, he will be regen'd to play more
$newbie_torp_launchers = '8'; // If a destroyed player has a torp_launcher less than newbie torp_launcher, he will be regen'd to play more.
$newbie_cloak = '8'; // If a destroyed player has a cloak less than newbie cloak, he will be regen'd to play more.
$allow_fullscan = true; // Allow players to use full long range scan during this game?
$allow_navcomp = true; // Allow players to use the Navigation computer during this game?
$allow_ibank = true; // Allow players to use the Intergalactic Bank (IGB) during this game?
$allow_genesis_destroy = false; // Allow players to use genesis torps to destroy planets?
$ibank_interest = 0.0003; // Interest rate for account funds - Note that this is calculated every system update!
$ibank_paymentfee = 0.05; // Paymentfee
$ibank_loaninterest = 0.0010; // Loan interest (good idea to put double what you get on a planet)
$ibank_loanfactor = 0.10; // One-time loan fee
$ibank_loanlimit = 0.25; // Maximum loan allowed, percent of net worth
$default_prod_ore = 20.0; // Default planet ore production percentage
$default_prod_organics = 20.0; // Default planet organics production percentage
$default_prod_goods = 20.0; // Default planet goods production percentage
$default_prod_energy = 20.0; // Default planet energy production percentage
$default_prod_fighters = 10.0; // Default planet fighters production percentage
$default_prod_torp = 10.0; // Default planet torpedo production percentage
$ore_price = 11; // Default price for ore
$ore_delta = 5; // The delta, or difference for ore to range + or - from the default to allow trading profitably
$ore_rate = 75000; // The amount of ore that is regenerated by a port every tick (times the port_regenrate)
$ore_prate = 0.25; // The rate of production for ore on a planet (times production, times player/planet setting for ore_prate)
$ore_limit = 100000000; // The maximum amount of ore a port will accept or produce up to
$organics_price = 5; // Default price of organics
$organics_delta = 2; // The delta, or difference for organics to range + or - from the default to allow trading profitably
$organics_rate = 5000; // The amount of organics that is regenerated by a port every tick (times the port_regenrate)
$organics_prate = 0.5; // The rate of production for organics on a planet (times production, times player/planet setting for org_prate)
$organics_limit = 100000000; // The maximum amount of organics a port will accept or produce up to
$goods_price = 15; // Default price of goods
$goods_delta = 7; // The delta, or difference for goods to range + or - from the default to allow trading profitably
$goods_rate = 75000; // The amount of goods that is regenerated by a port every tick (times the port_regenrate)
$goods_prate = 0.25; // The rate of production for goods on a planet (times production, times player/planet setting for goods_prate)
$goods_limit = 100000000; // The maximum amount of goods a port will accept or produce up to
$energy_price = 3; // Default price of energy
$energy_delta = 1; // The delta, or difference for energy to range + or - from the default to allow trading profitably
$energy_rate = 75000; // The amount of energy that is regenerated by a port every tick (times the port_regenrate)
$energy_prate = 0.5; // The rate of production for energy on a planet (times production, times player/planet setting for energy_prate)
$energy_limit = 1000000000; // The maximum amount of energy a port will accept or produce up to
$inventory_factor = 1; // The number of units that a single hull can hold
$upgrade_cost = 1000; // Upgrade price is (upgrade factor OR 2)^(level difference) times the upgrade cost
$upgrade_factor = 2; // Upgrade factor is the numeric base (usually 2) that is raised to the power of level difference for determining cost
$level_factor = 1.5; // How effective a level is. amount = level_factor ^ item_level (possibly times another value, depending on the item)
$dev_genesis_price = 1000000; // The price for a genesis device purchased at a special port
$dev_beacon_price = 100; // The price for a beacon purchased at a special port
$dev_emerwarp_price = 1000000; // The price for an emergency warp device purchased at a special port
$dev_warpedit_price = 100000; // The price for a warp editor purchased at a special port
$dev_minedeflector_price = 10; // The price for a mine deflector purchased at a special port
$dev_escapepod_price = 100000; // The price for an escape pod purchased at a special port
$dev_fuelscoop_price = 100000; // The price for a fuel scoop (gives energy while real spacing) purchased at a special port
$dev_lssd_price = 10000000; // The price for a last seen ship device purchased at a special port
$fighter_price = 50; // The price for a fighter purchased at a special port
$fighter_prate = 0.01; // The rate of production for fighters on a planet (times production, times player/planet setting for fit_prate)
$torpedo_price = 25; // The price for a torpedo purchased at a special port
$torpedo_prate = 0.025; // The rate of production for torpedoes on a planet (times production, times player/planet setting for torp_prate)
$torp_dmg_rate = 10; // The amount of damage a single torpedo will cause
$credits_prate = 3.0; // The rate of production for credits on a planet (times production, times player/planet setting for 100% minus all prates)
$armor_price = 5; // The price for units of armor purchased at a special port
$basedefense = 1; // Additional factor added to tech levels by having a base on your planet. All your base are belong to us.
$colonist_price = 5; // The standard price for a colonist at a special port
$colonist_production_rate = 0.005; // The rate of production for colonists on a planet (prior to consideration of organics)
$colonist_reproduction_rate = 0.0005; // The rate of reproduction for colonists on a planet after consideration of starvation due to organics
$colonist_limit = 100000000; // The maximum number of colonists on a planet
$organics_consumption = 0.05; // How many units of organics does a single colonist eat (require to avoid starvation)
$starvation_death_rate = 0.01; // If there is insufficient organics, colonists die of starvation at this rate/percentage
$interest_rate = 1.0005; // The interest rate offered by the IGB
$base_ore = 10000; // The amount of ore required to be placed on a planet to create a base.
$base_goods = 10000; // The amount of goods required to be placed on a planet to create a base.
$base_organics = 10000; // The amount of organics required to be placed on a planet to create a base.
$base_credits = 10000000; // The amount of credits required to be placed on a planet to create a base.
$start_fighters = 10; // The amount of fighters on the ship the player starts with
$start_armor = 10; // The armor a player starts with
$start_credits = 1000; // The credits a player starts the game with
$start_energy = 100; // The amount of energy on the ship the player starts with
$start_turns = 1200; // The number of turns all players are given at the start of the game
$start_lssd = 'N'; // Do ships start with an lssd ?
$start_editors = 0; // Starting warp editors
$start_minedeflectors = 0; // Start mine deflectors
$start_emerwarp = 0; // Start emergency warp units
$start_beacon = 0; // Start space_beacons
$start_genesis = 0; // Starting genesis torps
$escape = 'N'; // Start game equipped with escape pod?
$scoop = 'N'; // Start game equipped with fuel scoop?
$max_turns = 2500; // The maximum number of turns a player can receive
$max_emerwarp = 10; // The maximum number of emergency warp devices a player can have
$fullscan_cost = 1; // The cost in turns for doing a full scan
$scan_error_factor = 20; // The percentage added to the comparison of cloak to sensors to determne the possibility of error
$max_planets_sector = 5; // The maximum number of planets allowed in a sector
$max_traderoutes_player = 40; // The maximum number of saved traderoutes a player can have
$min_bases_to_own = 3; // The minimum number of planets with bases in a sector that a player needs to have to take ownership of the zone
$default_lang = 'english'; // The default language the game displays in until a player chooses a language
$IGB_min_turns = 1200; // Turns a player has to play before ship transfers are allowed 0=disable
$IGB_svalue = 0.15; // Max amount of sender's value allowed for ship transfers 0=disable
$IGB_trate = 1440; // Time (in minutes) before two similar transfers are allowed for ship transfers.0=disable
$IGB_lrate = 1440; // Time (in minutes) players have to repay a loan
$IGB_tconsolidate = 10; // Cost in turns for consolidate : 1/$IGB_consolidate
$corp_planet_transfers = 0; // If transferring credits to/from corp planets is allowed. 1=enable
$min_value_capture = 0; // Percantage of planet's value a ship must be worth to be able to capture it. 0=disable
$defence_degrade_rate = 0.05; // The percentage rate at which defenses (fits, mines) degrade during scheduler runs
$energy_per_fighter = 0.10; // The amount of energy needed (from planets in sector) to maintain a fighter during scheduler runs
$bounty_maxvalue = 0.15; // Max amount a player can place as bounty - good idea to make it the same as $IGB_svalue. 0=disable
$bounty_ratio = 0.75; // Ratio of players networth before attacking results in a bounty. 0=disable
$bounty_minturns = 500; // Minimum number of turns a target must have had before attacking them may not get you a bounty. 0=disable
$display_password = false; // If true, will display password on signup screen.
$space_plague_kills = 0.20; // Percentage of colonists killed by space plague
$max_credits_without_base = 10000000; // Max amount of credits allowed on a planet without a base
$sofa_on = false; // Is the sub-orbital fighter (sofa) attack allowed in this game?
$ksm_allowed = true; // Is the known space map allowed in this game?
$xenobe_max = 10; // Sets the number of xenobe in the universe
$xen_start_credits = 1000000; // What Xenobe start with
$xen_unemployment = 100000; // Amount of credits each xenobe receive on each xenobe tick
$xen_aggression = 100; // Percent of xenobe that are aggressive or hostile
$xen_planets = 5; // Percent of created xenobe that will own planets. Recommended to keep at small percentage
$xenstartsize = 15; // Max starting size of Xenobes at universe creation
$port_regenrate = 10; // The amount of units regenerated by ports during a scheduler tick
$footer_style = 'old'; // Switch between old style footer and new style. Old is text, and only the time until next update. New is a table including server time.
$footer_show_debug = true; // Should the footer show the memory and time to generate page?
$sched_planet_valid_credits = true; // Limit captured planets Max Credits to max_credits_without_base
$max_upgrades_devices = 55; // Must stay at 55 due to PHP/MySQL cap limit.
$max_emerwarp = 10; // The maximum number of emergency warp devices a player can have at one time
$max_genesis = 10; // The maximum number of genesis devices a player can have at one time
$max_beacons = 10; // The maximum number of beacons a player can have at one time
$max_warpedit = 10; // The maximum number of warpeditors a player can have at one time
$bounty_all_special = true; // Stop access on all Special Ports when you have a federation bounty on you.
[/quote]