Server Configuration/Settlements.eco

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The settings in this file can be accessed in-game by using the /serverui command and navigating to Gameplay -> Settlements.

Many of the settings in this file come in arrays of three where index 0 = Town, 1 = Country, 2 = Federation.

If an array has four values, then index 0 = Homestead and the others increment accordingly.

Setting Default Description
PlayerReputationToCultureFormula
ArtworkReputationToCultureFormula
CultureValueOnResidentialPropertyToHousingValueMultiplierFormula
SettlementClaimsPerCitizen
  • 10.0
  • 20.0
  • 40.0
The number of land claims a type of settlement will be granted per member citizen.
SettlementClaimsPerAbandonedCitizen
  • 5
  • 5
  • 5
If a player enters the 'Abandoned' demographic, they will instead make this many claims available to the settlements they're a member of.
HomesteadSupportClaimsPerCitizen
  • 5
  • 5
  • 5
Support claims (usable only at homesteads with no settlement), made available on the settlement marker.
HomesteadSupportClaimsPerAbandonedCitizen
  • 3
  • 3
  • 3
If a player enters the 'Abandoned' demographic, they will instead make this many claims available to settlements they're a citizen of.
ClaimStakesPerCitizen
  • 1.5
  • 1.5
  • 1.5
Claim stakes made available at the settlement marker per member citizen.
ClaimStakesPerAbandonedCitizen
  • 0.5
  • 0.5
  • 0.5
If a player enters the "Abandoned" demographic, they will instead make this make stakes available to settlements they're a citizen of.
BasePlotsOnClaimStake
  • 5
  • 5
  • 5
The number of plots that a claim stake allows you to claim by default, specified by settlement type.
BasePlotsOnFoundation
  • 9
  • 16
  • 25
The number of plots that a settlement foundation allows you to claim by default, specified by settlement type.
BasePlotsOnHomesteadClaimStake 16 The number of plots that a homestead claim stake allows you to claim by default.
BasePlotsOnOutpostClaimStake 16 The number of plots that an outpost claim stake allows you to claim by default.
HoursToResolvePropertyCrisis
  • 24
  • 24
  • 24
If there are not enough citizens to support the claimed plots, a property crisis will happen after this amount of time.
AllowOptionToPreventSettlementsFromSeceding false Enabling this will add a new check inside immigrations policies that will give the players the option to prevent any child settlement from seceding.
CultureDeedLinkPercentRequirement 30 If the influence source position of a cultural deed is not within OtherInfluenceRadius + (this * OtherDeedInfluenceRadius) then the deed will lose its influence (you must link properties together to cast influence).
SettlementFoundationBaseInfluence
  • 45
  • 150
  • 400
A founded settlement foundation will provide this much influence, without any culture. Note: this is influenced by world size multiplier.
SettlementInfluenceMultiplier
  • 1
  • 1
  • 1
The influence gained from the different deeds that are created inside the settlement will be multiplied by this value.
ScaleInfluenceBasedOnWorldSize true If true, the values for influence will be scaled based on the size of the world. At 100x100 chunks they'll be the same, and if larger or smaller they will be scaled to keep the same percentage size.
BaseInfluenceRadiusFoundationMovementAllowedAfterFounding 50 This will determine how far that player can move the settlement foundation away from its founding position depending on the base influence of the settlement. Note that this will also be affected by the settlement influence multiplier.
SettlementMinRequiredPlotCoveragePercentage 0.2 A country/federation's influence must not overlap a child town/country by this percentage in order to be a child.
HomesteadMinRequiredPlotCoveragePercentage 0.5 Minimum required ratio of homestead plots covered by settlement's influence to be a child.
MinSubSettlementsToFoundSettlement
  • 2
  • 2
Determines how many sub-settlements can be members of a settlement before it can be founded (first entry is ignored, since homestead can't have sub-settlements).
MinSubSettlementsToMaintainSettlement
  • 2
  • 2
Determines how many sub-settlements can be members of a settlement or else it goes invalid (first entry is ignored, since homestead can't have sub-settlements).
MinCitizensToFoundSettlement
  • 3
  • 12
  • 30
Number of citizens that must be part of a roster before a settlement can be founded.
MinCitizensToMaintainSettlement
  • 2
  • 6
  • 15
Number of citizens that must be part of a roster in order for a settlement to continue.
MinCultureToFoundSettlement
  • 0
  • 60
  • 400
Sum of culture from all children settlements required to found a new one.
MinCultureToMaintainSettlement
  • 0
  • 30
  • 120
Sum of culture from all children settlements required to continue a parent settlement.
CultureToInfluenceMappingPerSettlementType Maps culture (which can climb to infinity) to influence, which can have a different max for each type of settlement. This will be scaled by world size, if InfluenceScaling is true.
MaxGivableReputationThroughLaws
  • 10
  • 20
  • 40
Max reputation a settlement can give/remove in total per day.
MaxGivableToSinglePartyPerDay
  • 5
  • 10
  • 20
Max reputation a settlement can give/remove to a single target per day.
MaxGivableToSinglePartyTotal
  • 10
  • 40
  • 100
Maximum reputation a settlement can give/remove to a single target in aggregate.
MinGivableToSinglePartyTotal
  • -10
  • -60
  • -100
Minimum reputation a settlement can give/remove to a single target in aggregate.
MinCultureOfFoundationSettlements
  • 0
  • 0
  • 0
Minimum culture values for the foundation deed.
MaxNumberOfCulturalProperties
  • 3
  • 10
  • 25
Max number of cultural properties per settlement type.
HoursBeforeInvalidatingCultureDeed 2 This will determine how long a cultural deed will take when its claim stake is far away from another valid influence before its influence gets disabled.
MayAnnexSameLevel false If true, settlements can annex settlements at the same level. Otherwise, it has to be one level higher to annex another settlement. Top level settlements can always annex other top level settlements.
MayAnnexSubSettlements true If true, sub-settlement can be annexed out from under another parent settlement.
CultureAdvantagePercentRequiredToAnnexChildSettlement
  • 0.25
  • 0.3
  • 0.35
  • 0.4
If settlement A is a parent type of Settlement B, a requirement of annexing Settlement B is that its culture power is the percent higher than it. Defined per settlement type.
CultureAdvantageAbsoluteRequiredToAnnexChildSettlement
  • 40
  • 180
  • 750
  • 1000
If settlement A is a parent type of Settlement B, a requirement of annexing Settlement B is that its culture power is this much higher than it. Defined per settlement type.
CultureAdvantagePercentRequiredToAnnexSiblingSettlement
  • 1.5
  • 2
  • 2.5
  • 3
If settlement A is the same type Settlement B, a requirement of annexing Settlement B is that its culture power is this percent higher than it. Defined per settlement type.
CultureAdvantageAbsoluteRequiredToAnnexSiblingSettlement
  • 20
  • 50
  • 100
  • 200
If settlement A is the same type Settlement B, a requirement of annexing Settlement B is that its culture power is this much higher than it. Defined per settlement type.
ReductionPercentageWhenHomesteadIsAbandoned 0.9 If true, if a homestead is abandoned then both the percentage and the absolute value needed to annex it will be reduced by this value Valid range: 0 -1
WeightCultureByPercentOfNeighboringPlotsChildSettlement
  • 0.3 - 0.7
  • 0.3 - 0.7
  • 0.3 - 0.7
  • 0.3 - 1
The min value of the range is 'at this many neighboring plots or lower, the culture is weighted to 0' and max value of the range is 'at this many neighboring plots or lower, the culture is weighted to 100'. Values between are interpolated from 0 - 100.
WeightCultureByPercentOfNeighboringPlotsSiblingSettlement
  • 0.3 - 1
  • 0.3 - 1
  • 0.3 - 1
  • 0.3 - 1
Same as above param, but for sibling type settlements (i.e., town annexing another town).
ActiveCitizensRequiredtoAnnexRelative
  • 1.2
  • 1.2
  • 1.2
  • 1.2
Defines what percent of citizens a source settlement must have more than relative to a target settlement in order to annex (1 means 'same number', 0.5 means 'half'.
PercentOfAnnexationResourcesWasted
  • 0.5
  • 0.5
  • 0.5
  • 0.5
When an annexation happens, the resources used in the annexation will have this percent destroyed, with the rest given to the non-abandoned citizens of the target of the annex. These are wasted resources due to forcing an action rather than coming to an agreement. 1 means destroy everything, 0.5 means destroy half, 0 means destroy none.
AnnexationResourceRequirementPerCitizen Homestead

Town

Country

Federation

The resources that must be collected to annex with the given source settlement.
ExtraSettlementPapersToAnnexPerCitizen
  • 4
  • 3
  • 2
  • 1
Extra settlement papers that must be given to the annex target.
PostAnnexationSecessionLockDays
  • 3
  • 5
After a settlement of the given type is annexed, it cannot secede until this many days have passed.
AnnexTargetBoostWhenHasUnfoundedSettlementParent 0.1 Boost in culture for target annexation that has an unfounded parent settlement (like a homestead trying to start a town).
AnnexTargetBoostPerAdditionalCitizenInUnfoundedSettlementParent 0.2 Boost in culture for target of annexation that has an unfounded parent settlement, per citizen past the first one.
AnnexTargetBoostPerAdditionalChildSettlementInUnfoundedSettlementParent 0.5 Boost in culture for target of annexation that has an unfounded parent settlement, per child settlement past the first one.
DinnerPartyConfig
FreshnessTimeMinutesPreparedFood 60 Determines how long prepared food is considered fresh for dinner parties, in minutes.
FreshnessTimeMinutesRawFood 720 Determines how long raw food is considered fresh for dinner parties, in minutes.
NutritionToCulturePointsMultiplier 0.1 To determine the amount of culture points a piece of food generates, the summed nutrition will be multiplied by this value.
MultiplierForTastiness
  • 0 (Most Hated)
  • 0.1(Disgusting)
  • 0.2 (Bad)
  • 0.5 (Ok)
  • 1 (Good)
  • 1.5 (Delicious)
  • 2 (Favorite)
The multiplier for tastiness at a dinner party for each tastiness preference.
SettlementCountMultiplier The multiplier number of different direct citizenships were held by attendees.
DinnerPartyMaxDays 7 The maximum number of days a dinner party will contribute to culture.
DinnerPartyMinutesDuration 30 The duration of a dinner party in minutes.
MaxCoursesPerPlayer 3 The maximum number of courses a player can eat at a dinner party.
MaxDinnerPartiesPerDayCountedForBonus 1 Maximum number of finished dinner parties per day that can contribute to a player's nutrition bonus. The highest-value parties on that day are used. Set to 0 or less to count all parties that day.
DinnerPartyCultureToFoodValue Maps the culture bonus of a citizen's dinner parties to a multiplier for their nutrition value.