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Player Resources

Written by: Alian713 & Bradical


This page is a list of all the player resources in the scenario editor and their purposes. If you know of any resources that are not written on this page, or if the descriptions of the resources are wrong, please let the authors of this guide know!

0. !Food Storage

  • ID: 0

  • Purpose: Current food amount

1. !Wood Storage

  • ID: 1

  • Purpose: Current wood amount

2. !Stone Storage

  • ID: 2

  • Purpose: Current stone amount

3. !Gold Storage

  • ID: 3

  • Purpose: Current gold amount

4. Population Headroom

  • ID: 4

  • Purpose: Amount of free population space. Note that this is NOT the population cap

5. Conversion Range

  • ID: 5

  • Purpose: Unknown... What does this resource do?

6. Current Age

  • ID: 6

  • Purpose: Controls the age name and icon at the top of the screen

  • Default Values:

    • 0: Dark Age
    • 1: Feudal Age
    • 2: Castle Age
    • 3: Imperial Age
  • Note: Setting this to an amount higher than 3 cycles the icon but keeps the age at imperial

7. Relics Captured

  • ID: 7

  • Purpose: Number of relics held

8. Unused Resource 008

  • ID: 8

  • Purpose: Unused

9. Trade Goods

  • ID: 9

  • Purpose: Unused

10. Unused Resource 010

  • ID: 10

  • Purpose: Unused

11. Current Population

  • ID: 11

  • Purpose: The current population

12. Corpse Decay Time

  • ID: 12

  • Purpose: Unknown... What does this resource do?

13. Remarkable Discovery

  • ID: 13

  • Purpose: Unknown... What does this resource do?

14. Monuments Captured

  • ID: 14

  • Purpose: Number of monuments owned

15. Meat Storage

  • ID: 15

  • Purpose: Unknown... What does this resource do?

16. Berry Storage

  • ID: 16

  • Purpose: Unknown... What does this resource do?

17. Fish Storage

  • ID: 17

  • Purpose: Unknown... What does this resource do?

18. Unused Resource 018

  • ID: 18

  • Purpose: Unused

19. Total Units Owned

  • ID: 19

  • Purpose: Total units owned, excluding buildings

20. Units Killed

  • ID: 20

  • Purpose: Total units killed, excluding buildings

21. Technology Count

  • ID: 21

  • Purpose: Number of technologies researched till now

22. % Map Explored

  • ID: 22

  • Purpose: Percentage of the map explored

23. Castle Age Tech ID

  • ID: 23

  • Purpose: Always 102

  • Note: Nothing happens when you change this, probably for mods only

24. Imperial Age Tech ID

  • ID: 24

  • Purpose: Always 103

  • Note: Nothing happens when you change this, probably for mods only

25. Feudal Age Tech ID

  • ID: 25

  • Purpose: Always 101

  • Note: Nothing happens when you change this, probably for mods only

26. Attack Warning Sound ID

  • ID: 26

  • Purpose: Always 0

  • Note: Nothing happens when you change this, probably for mods only

27. Enable Monk Conversion

  • ID: 27

  • Purpose: Boolean: allow enemy monk conversions

  • Default Values:

    • 0: No (default)
    • \(\geq\) 1: Yes, after Atonement

28. Enable Building Conversion

  • ID: 28

  • Purpose: Boolean: allow enemy building conversions

  • Default Values:

    • 0: No (default)
    • 1: Yes, after Redemption
    • \(\geq\)2: Monks can convert buildings from range

29. Unused Resource 029

  • ID: 29

  • Purpose: Unused

30. Unused Resource 030

  • ID: 30

  • Purpose: Unused

31. Unused Resource 031

  • ID: 31

  • Purpose: Unused

32. Bonus Population Cap

  • ID: 32

  • Purpose: Additional pop space to grant on top of maximum pop cap

  • Note: 10 for goths

33. Food Maintenance

  • ID: 33

  • Purpose: Unknown... What does this resource do?

34. Faith

  • ID: 34

  • Purpose: Unknown... What does this resource do?

35. Faith Recharging Rate

  • ID: 35

  • Purpose: Monk faith recovery rate

  • Default Values:

    • 1: The unit of measurement for this rate is unknown

36. Farm Food Amount

  • ID: 36

  • Purpose: Maximum farm food amount

  • Default Values:

    • 175: Default
    • 220: Chinese
  • Note: This is what horse collar etc. technologies modify

37. Civilian Population

  • ID: 37

  • Purpose: Current civilian population

38. Unused Resource 038

  • ID: 38

  • Purpose: Unused

39. All Techs Achieved

  • ID: 39

  • Purpose: Boolean: If all available technologies have been researched

  • Default Values:

    • 0: No
    • 1: Yes

40. Military Population

  • ID: 40

  • Purpose: Current military popupation

41. Conversions

  • ID: 41

  • Purpose: Number of units converted

42. Standing Wonders

  • ID: 42

  • Purpose: Number of standing wonders

43. Razings

  • ID: 43

  • Purpose: Number of buildings razed

44. Kill Ratio

  • ID: 44

  • Purpose: This is the number of units lost subtracted from the number of units killed in total

45. Survival to Finish

  • ID: 45

  • Purpose: Boolean: This is set to 0 under the same conditions which are required to defeat a player

  • Default Values:

    • 0: No
    • 1: Yes

46. Tribute Inefficiency

  • ID: 46

  • Purpose: This is the fraction of tributes sent that are collected as tax

  • Default Values:

    • 0.3: Default
    • 0.2: After Coinage
    • 0: After Banking

47. Gold Mining Productivity

  • ID: 47

  • Purpose: Multiplier for gold mined by gold miners

  • Default Values:

    • 1: Default
    • 1.15: Mayans
  • Note: Since this works by multiplying the amount of resources gathered by a villager, it has a side effect of increasing the gather rate. In the case of Mayans, This is compensated for by reducing villager work rate by 15%

48. Town Center Unavailable

  • ID: 48

  • Purpose: Boolean: allow building extra tcs

  • Default Values:

    • 0: No (Sudden Death)
    • 1: Yes (Normal)

49. Gold Counter

  • ID: 49

  • Purpose: Total gold collected

50. Reveal Ally

  • ID: 50

  • Purpose: Boolean: show ally los for the source player

  • Default Values:

    • 0: No (default)
    • 1: Yes, after Cartography or with a Portuguese ally
  • Note: Once set to 1, setting it back to 0 won't take away the LoS of allies

51. Unused Resource 051

  • ID: 51

  • Purpose: Unused

52. Monasteries

  • ID: 52

  • Purpose: Number of monasteries

53. Tribute Sent

  • ID: 53

  • Purpose: Total of all resources tributed to others. This does not count taxes paid on tributing

54. All Monuments Captured

  • ID: 54

  • Purpose: Boolean: all monuments on the map captured

  • Default Values:

    • 0: No
    • 1: Yes

55. All Relics Captured

  • ID: 55

  • Purpose: Boolean: all relics on the map captured

  • Default Values:

    • 0: No
    • 1: Yes

56. Ore Storage

  • ID: 56

  • Purpose: Unused

57. Kidnap Storage

  • ID: 57

  • Purpose: Number of units kidnapped

  • Note: This is probably only used by mods, this usage may be incorrect

58. Dark Age Tech ID

  • ID: 58

  • Purpose: Always 104

  • Note: Nothing happens when you change this

59. Unused Resource 059

  • ID: 59

  • Purpose: Unused

60. Unused Resource 060

  • ID: 60

  • Purpose: Unused

61. Unused Resource 061

  • ID: 61

  • Purpose: Unused

62. Building Housing Rate

  • ID: 62

  • Purpose: Unknown... What does this resource do?

63. Tax Gather Rate

  • ID: 63

  • Purpose: Unknown... What does this resource do?

64. Gather Accumulator

  • ID: 64

  • Purpose: Unknown... What does this resource do?

65. Salvage Decay Rate

  • ID: 65

  • Purpose: Unknown... What does this resource do?

66. Unused Resource 066

  • ID: 66

  • Purpose: Unused

67. Can Convert

  • ID: 67

  • Purpose: Boolean: monks can convert enemy units

  • Default Values:

    • 0: No
    • 1: Yes (default)

68. Hit Points Killed

  • ID: 68

  • Purpose: Cumulative hp of all units killed

69. Killed P1

  • ID: 69

  • Purpose: Number of player 1 units killed

70. Killed P2

  • ID: 70

  • Purpose: Number of player 2 units killed

71. Killed P3

  • ID: 71

  • Purpose: Number of player 3 units killed

72. Killed P4

  • ID: 72

  • Purpose: Number of player 4 units killed

73. Killed P5

  • ID: 73

  • Purpose: Number of player 5 units killed

74. Killed P6

  • ID: 74

  • Purpose: Number of player 6 units killed

75. Killed P7

  • ID: 75

  • Purpose: Number of player 7 units killed

76. Killed P8

  • ID: 76

  • Purpose: Number of player 8 units killed

77. Conversion Resistance

  • ID: 77

  • Purpose: Coefficient of conversion resistance

  • Default Values:

    • 0: Default
  • Note: Probability of conversion every monk second is divided by this value for ALL source player units.

78. Trade Vig Rate

  • ID: 78

  • Purpose: Market exchange rate fraction for the source player

  • Default Values:

    • 0.3: Default
    • 0.15: after Guilds
    • 0.05: Saracens

79. Stone Mining Productivity

  • ID: 79

  • Purpose: Multiplier for stone mined by stone miners

  • Default Values:

    • 1: Default
    • 1.15: Mayans
  • Note: Since this works by multiplying the amount of resources gathered by a villager, it has a side effect of increasing the gather rate. In the case of Mayans, This is compensated for by reducing villager work rate by 15%

80. Queued Units

  • ID: 80

  • Purpose: Amount of units in queue

  • Note: Note that only the units waiting to be trained are considered in the queue so if an archery range has 3 archers being made, there is 1 archer that is being trained and 2 archers that are in queue

81. Training Count

  • ID: 81

  • Purpose: Amount of units being trained

  • Note: Note that only the FIRST unit in each building is considered as being trained so if a town centre has 4 villagers being made, there is 1 archer that is being trained and 3 villagers that are in queue

82. Start with Unit 444 (PTWC)

  • ID: 82

  • Purpose: Boolean: started with PTWC

  • Note: Setting this to 1 in an RMS allows for starting with PTWC. Manually changing this in the editor does nothing

83. Boarding Recharge Rate

  • ID: 83

  • Purpose: ABGAL faith recharge rate amount

  • Note: This is similar to monk's faith except for a special ship unit 536 called the ABGAL in the editor that can convert ships form 1 range away

84. Starting Villagers

  • ID: 84

  • Purpose: Number of starting villagers

  • Default Values:

    • 3: Default
    • 4: Mayans
    • 6: Chinese
  • Note: Only works for RMS, changing this manually in the editor does nothing

85. Research Cost Modifier

  • ID: 85

  • Purpose: Multiply technology costs by this value

  • Default Values:

    • 1: Default
    • 0.9: Chinese in feudal age
    • 0.85: Chinese in castle age
    • 0.80: Chinese in imperial age

86. Research Time Modifier

  • ID: 86

  • Purpose: Multiply technology research times by this value

87. Convert Boats

  • ID: 87

  • Purpose: Boolean: allow monks to convert boats

  • Default Values:

    • 0: No
    • 1: Yes (default)

88. Fish Trap Food Amount

  • ID: 88

  • Purpose: Maximum fishtrap food amount

  • Default Values:

    • 710: Default
    • 2130: Malay

89. Heal Rate Modifier

  • ID: 89

  • Purpose: Monk healing rate modifier

  • Default Values:

    • 0: The unit of measuremeant for this is unknown

90. Healing Range

  • ID: 90

  • Purpose: Monk heal range

  • Default Values:

    • 4: Tiles

91. Starting Food

  • ID: 91

  • Purpose: Starting food amount

  • Note: Only works for RMS, changing this manually in the editor does nothing but its a way to check starting food amount

92. Starting Wood

  • ID: 92

  • Purpose: Starting wood amount

  • Note: Only works for RMS, changing this manually in the editor does nothing but its a way to check starting wood amount

93. Starting Stone

  • ID: 93

  • Purpose: Starting stone amount

  • Note: Only works for RMS, changing this manually in the editor does nothing but its a way to check starting stone amount

94. Starting Gold

  • ID: 94

  • Purpose: Starting gold amount

  • Note: Only works for RMS, changing this manually in the editor does nothing but its a way to check starting gold amount

95. Enable PTWC / Kidnap / Loot

  • ID: 95

  • Purpose: Enable town centre packing for the source player

  • Default Values:

    • 0: Default
    • 1: Allows the TC to be packed and moved
    • \(\geq\)2: No noticeable effect
  • Note: Enabling kidnap/loot requires modding the units to have the kidnap/pillage action

96. No Dropsite Farmers

  • ID: 96

  • Purpose: Enable Khmer farmer bonus

  • Default Values:

    • 0: Default
    • 1: Khmer. Farmers no longer need dropoff and steadily gain resources while farming

97. Dominant Sheep Control

  • ID: 97

  • Purpose: Boolean: force sheep conversion

  • Default Values:

    • 0: Default
    • \(\geq\)1: Celts
  • Note: If this is set to a non zero value, other players' sheep convert to you even if they have a unit in their LOS, unless this is also a non zero value for them. Celt sheep bonus

98. Building Cost Sum

  • ID: 98

  • Purpose: Total cost of all units and buildings owned

99. Tech Cost Sum

  • ID: 99

  • Purpose: Total cost of all researches researched

100. Relic Income Sum

  • ID: 100

  • Purpose: Total relic gold generated

101. Trade Income Sum

  • ID: 101

  • Purpose: Total trade gold generated

102. P1 Tribute

  • ID: 102

  • Purpose: Amount of resources tributed to player 1

103. P2 Tribute

  • ID: 103

  • Purpose: Amount of resources tributed to player 2

104. P3 Tribute

  • ID: 104

  • Purpose: Amount of resources tributed to player 3

105. P4 Tribute

  • ID: 105

  • Purpose: Amount of resources tributed to player 4

106. P5 Tribute

  • ID: 106

  • Purpose: Amount of resources tributed to player 5

107. P6 Tribute

  • ID: 107

  • Purpose: Amount of resources tributed to player 6

108. P7 Tribute

  • ID: 108

  • Purpose: Amount of resources tributed to player 7

109. P8 Tribute

  • ID: 109

  • Purpose: Amount of resources tributed to player 8

110. P1 Kill Value

  • ID: 110

  • Purpose: Total cost of all units killed of player 1

111. P2 Kill Value

  • ID: 111

  • Purpose: Total cost of all units killed of player 2

112. P3 Kill Value

  • ID: 112

  • Purpose: Total cost of all units killed of player 3

113. P4 Kill Value

  • ID: 113

  • Purpose: Total cost of all units killed of player 4

114. P5 Kill Value

  • ID: 114

  • Purpose: Total cost of all units killed of player 5

115. P6 Kill Value

  • ID: 115

  • Purpose: Total cost of all units killed of player 6

116. P7 Kill Value

  • ID: 116

  • Purpose: Total cost of all units killed of player 7

117. P8 Kill Value

  • ID: 117

  • Purpose: Total cost of all units killed of player 8

118. P1 Razings

  • ID: 118

  • Purpose: Number of buildings destroyed of player 1

119. P2 Razings

  • ID: 119

  • Purpose: Number of buildings destroyed of player 2

120. P3 Razings

  • ID: 120

  • Purpose: Number of buildings destroyed of player 3

121. P4 Razings

  • ID: 121

  • Purpose: Number of buildings destroyed of player 4

122. P5 Razings

  • ID: 122

  • Purpose: Number of buildings destroyed of player 5

123. P6 Razings

  • ID: 123

  • Purpose: Number of buildings destroyed of player 6

124. P7 Razings

  • ID: 124

  • Purpose: Number of buildings destroyed of player 7

125. P8 Razings

  • ID: 125

  • Purpose: Number of buildings destroyed of player 8

126. P1 Razing Value

  • ID: 126

  • Purpose: Total cost of all buildings destroyed of player 1

127. P2 Razing Value

  • ID: 127

  • Purpose: Total cost of all buildings destroyed of player 2

128. P3 Razing Value

  • ID: 128

  • Purpose: Total cost of all buildings destroyed of player 3

129. P4 Razing Value

  • ID: 129

  • Purpose: Total cost of all buildings destroyed of player 4

130. P5 Razing Value

  • ID: 130

  • Purpose: Total cost of all buildings destroyed of player 5

131. P6 Razing Value

  • ID: 131

  • Purpose: Total cost of all buildings destroyed of player 6

132. P7 Razing Value

  • ID: 132

  • Purpose: Total cost of all buildings destroyed of player 7

133. P8 Razing Value

  • ID: 133

  • Purpose: Total cost of all buildings destroyed of player 8

134. Standing Castles

  • ID: 134

  • Purpose: Number of standing castles

135. Hit Points Razed

  • ID: 135

  • Purpose: Total HP of all buildings destroyed

136. Kills by P1

  • ID: 136

  • Purpose: Number of own units killed by player 1

137. Kills by P2

  • ID: 137

  • Purpose: Number of own units killed by player 2

138. Kills by P3

  • ID: 138

  • Purpose: Number of own units killed by player 3

139. Kills by P4

  • ID: 139

  • Purpose: Number of own units killed by player 4

140. Kills by P5

  • ID: 140

  • Purpose: Number of own units killed by player 5

141. Kills by P6

  • ID: 141

  • Purpose: Number of own units killed by player 6

142. Kills by P7

  • ID: 142

  • Purpose: Number of own units killed by player 7

143. Kills by P8

  • ID: 143

  • Purpose: Number of own units killed by player 8

144. Razings by P1

  • ID: 144

  • Purpose: Number of own buildings destroyed by player 1

145. Razings by P2

  • ID: 145

  • Purpose: Number of own buildings destroyed by player 2

146. Razings by P3

  • ID: 146

  • Purpose: Number of own buildings destroyed by player 3

147. Razings by P4

  • ID: 147

  • Purpose: Number of own buildings destroyed by player 4

148. Razings by P5

  • ID: 148

  • Purpose: Number of own buildings destroyed by player 5

149. Razings by P6

  • ID: 149

  • Purpose: Number of own buildings destroyed by player 6

150. Razings by P7

  • ID: 150

  • Purpose: Number of own buildings destroyed by player 7

151. Razings by P8

  • ID: 151

  • Purpose: Number of own buildings destroyed by player 8

152. Value Killed by Others

  • ID: 152

  • Purpose: Total cost of all own units lost

153. Value Razed by Others

  • ID: 153

  • Purpose: Total cost of all own buildings lost

154. Killed by Others

  • ID: 154

  • Purpose: Number of own units killed by other players

155. Razed by Others

  • ID: 155

  • Purpose: Number of own buildings destroyed by other players

156. Tribute from P1

  • ID: 156

  • Purpose: Tribute received from player 1

157. Tribute from P2

  • ID: 157

  • Purpose: Tribute received from player 2

158. Tribute from P3

  • ID: 158

  • Purpose: Tribute received from player 3

159. Tribute from P4

  • ID: 159

  • Purpose: Tribute received from player 4

160. Tribute from P5

  • ID: 160

  • Purpose: Tribute received from player 5

161. Tribute from P6

  • ID: 161

  • Purpose: Tribute received from player 6

162. Tribute from P7

  • ID: 162

  • Purpose: Tribute received from player 7

163. Tribute from P8

  • ID: 163

  • Purpose: Tribute received from player 8

164. Value Current Units

  • ID: 164

  • Purpose: Total cost of all own alive units

165. Value Current Buildings

  • ID: 165

  • Purpose: Total cost of all own standing buildings

166. Food Total

  • ID: 166

  • Purpose: Total food collected

167. Wood Total

  • ID: 167

  • Purpose: Total wood collected

168. Stone Total

  • ID: 168

  • Purpose: Total stone collected

169. Gold Total

  • ID: 169

  • Purpose: Total gold collected

170. Total Value of Kills

  • ID: 170

  • Purpose: Total cost of all units killed

171. Total Tribute Received

  • ID: 171

  • Purpose: Total of all resources received in tribute

172. Total Value of Razings

  • ID: 172

  • Purpose: Total cost of all buildings destroyed

173. Total Castles Built

  • ID: 173

  • Purpose: Number of total castles built

174. Total Wonders Built

  • ID: 174

  • Purpose: Number of total wonders built

175. Tribute score

  • ID: 175

  • Purpose: Total amount of resources sent in tribute including taxes. 10% of this is counted towards the economy score

176. Convert Min Adjustment

  • ID: 176

  • Purpose: Additional monk seconds needed before a conversion is even possible

  • Note: A great explanation of how this works here by T-West

177. Convert Max Adjustment

  • ID: 177

  • Purpose: Additional monk seconds needed before a conversion is forced

  • Note: A great explanation of how this works here by T-West

178. Convert Resist Min Adjustment

  • ID: 178

  • Purpose: Additional monk seconds needed before conversion by enemy monks is even possible

  • Note: A great explanation of how this works here by T-West

179. Convert Resist Max Adjustment

  • ID: 179

  • Purpose: Additional monk seconds needed before conversion by enemy monks is forced

  • Note: A great explanation of how this works here by T-West.

180. Convert Building Min

  • ID: 180

  • Purpose: Minimum time required to convert a building

  • Note: A great explanation of how this works here by T-West

181. Convert Building Max

  • ID: 181

  • Purpose: Maximum time required to convert a building

  • Note: A great explanation for how this works here by T-West

182. Convert Building Chance

  • ID: 182

  • Purpose: Percent chance for monks to convert buildings

  • Note: A great explanation for how this works here by T-West

183. Reveal Enemy

  • ID: 183

  • Purpose: Boolean: show enemy los for the source player

  • Default Values:

    • 0: No (default)
    • 1: Yes, after Spies
  • Note: Once set to 1, setting it back to 0 won't take away LoS of enemies!

184. Value Wonders Castles

  • ID: 184

  • Purpose: Total cost of all wonders and castles constructed

185. Food Score

  • ID: 185

  • Purpose: Unknown... what does this resource do?

186. Wood Score

  • ID: 186

  • Purpose: Unknown... what does this resource do?

187. Stone Score

  • ID: 187

  • Purpose: Unknown... what does this resource do?

188. Gold Score

  • ID: 188

  • Purpose: Unknown... what does this resource do?

189. Chopping Productivity

  • ID: 189

  • Purpose: Multiplier for wood chopped by lumberjacks

  • Default Values:

    • 1: Default
    • 1.15: Mayans
  • Note: Since this works by multiplying the amount of resources gathered by a villager, it has a side effect of increasing the gather rate. In the case of Mayans, This is compensated for by reducing villager work rate by 15%

190. Food Gathering Productivity

  • ID: 190

  • Purpose: Multiplier for food gathered from all sources

  • Default Values:

    • 1: Default
    • 1.15: Mayans
  • Note: Since this works by multiplying the amount of resources gathered by a villager, it has a side effect of increasing the gather rate. In the case of Mayans, This is compensated for by reducing villager work rate by 15%. The work rate for farmers is reduced by about 23.4%

191. Relic Gold Production Rate

  • ID: 191

  • Purpose: Relic gold generation rate in gold per minute

  • Default Values:

    • 30: Default. 30 gold per minute (0.5 gold per second)
    • 15: After getting hit with Atheism

192. Converted Units Die

  • ID: 192

  • Purpose: Boolean: converted units die instead of switching over to the enemy

  • Default Values:

    • 0: No (default)
    • 1: Yes, after Heresey

193. Theocracy

  • ID: 193

  • Purpose: Boolean: only one monk needs to regen faith after group conversion for the source player

  • Default Values:

    • 0: No (default)
    • 1: Yes, after researching Theocracy

194. Crenellations

  • ID: 194

  • Purpose: Boolean: Garrisoned infantry fire arrows

  • Default Values:

    • 0: No (default)
    • 1: Yes, after crenellations

195. Construction Rate Modifier

  • ID: 195

  • Purpose: Builder work rate multiplier

  • Default Values:

    • 0: Default
    • 1.3: Spanish
  • Note: The actual work rate for builders is given by construction_rate_mod * builder.default_work_rate

196. Hun Wonder Discount

  • ID: 196

  • Purpose: Additional time required for relic/wonder victories in one tenth of a year

  • Default Values:

    • 0: default
    • 1000: (100 years) for the Hun player, after researching atheism. The value of this resource of each player is added to determine the total extra time for relic/wonder victories, i.e. it adds up if multiple hun players get the tech
  • Note: Internally, relic and wonder victory countdowns are measured in one tenths of an year, the fractional part is just not shown ingame

197. Spies Discount

  • ID: 197

  • Purpose: Boolean: Halves the cost of spies per villager, and caps it at 15k gold max instead of the usual 30k

  • Default Values:

    • 0: Default

198. Unused Resource 198

  • ID: 198

  • Purpose: Unused

199. Unused Resource 199

  • ID: 199

  • Purpose: Unused

200. Unused Resource 200

  • ID: 200

  • Purpose: Unused

201. Unused Resource 201

  • ID: 201

  • Purpose: Unused

202. Unused Resource 202

  • ID: 202

  • Purpose: Unused

203. Unused Resource 203

  • ID: 203

  • Purpose: Unused

204. Unused Resource 204

  • ID: 204

  • Purpose: Unused

205. Feitoria Food Productivity

  • ID: 205

  • Purpose: Feitoria food production rate multiplier

  • Default Values:

    • 1: Default
  • Note: The amount of food obtained from owning n number of Feitorias is given by n * feitoria_food_productivity * 1.6

206. Feitoria Wood Productivity

  • ID: 206

  • Purpose: Feitoria wood production rate multiplier

  • Default Values:

    • 1: Default
  • Note: The amount of wood obtained from owning n number of Feitorias is given by n * feitoria_wood_productivity * 0.7

207. Feitoria Stone Productivity

  • ID: 207

  • Purpose: Feitoria stone production rate multiplier

  • Default Values:

    • 1: Default
  • Note: The amount of stone obtained from owning n number of Feitorias is given by n * feitoria_stone_productivity * 0.3

208. Feitoria Gold Productivity

  • ID: 208

  • Purpose: Feitoria gold production rate multiplier

  • Default Values:

    • 1: Default
  • Note: The amount of gold obtained from owning n number of Feitorias is given by n * feitoria_gold_productivity * 1

209. Reveal Enemy Town Centers

  • ID: 209

  • Purpose: Boolean: reveal enemy town centre location for the source player

  • Default Values:

    • 0: Default
    • 5: Vietnamese
  • Note: The bonus works for all values \(\geq\)1, the choice of setting it to 5 for vietnamese seems arbitrary

210. Relics Visible on Map

  • ID: 210

  • Purpose: Boolean: reveal relics on map amount

  • Default Values:

    • -1: Default
    • 42: Burmese
  • Note: Burmese reveal relics on map bonus. Only works in RMS, manually changing this in the editor does not seem to have any effects

211. Elevation Higher Bonus

  • ID: 211

  • Purpose: The fraction for additional bonus damage dealt from higher elevation

  • Default Values:

    • 0: Default
    • 0.25: Tatars
  • Note: Damage that units on higher elevation deal to units on lower elevation is multiplied by 1.25 + elevation_bonus_higher

212. Elevation Lower Bonus

  • ID: 212

  • Purpose: The fraction for additional bonus damage dealt from lower elevation

  • Default Values:

    • 0: Default
  • Note: Damage that units on lower elevation deal to units on higher elevation is multiplied by 0.75 + elevation_bonus_lower

213. Raiding Productivity

  • ID: 213

  • Purpose: Keshik gold generation rate per 100 seconds

  • Default Values:

    • 0: Default
    • 50: (0.5 g/s) Tatars
  • Note: Note that in practice, due to attack reload time and frame delay, Keshiks don't actually produce 0.5 g/s, but a slightly lower value

214. Mercenary Kipchak Count

  • ID: 214

  • Purpose: Total number of mercenary kipchak creatable

  • Default Values:

    • 0: Default
    • 10: after a Cuman ally researches Cuman Mercenaries
  • Note: Researching Cuman Mercenaries sets this to 10. Making mercenary Kipchaks costs one unit of this resource

215. Mercenary Kipchak Limit

  • ID: 215

  • Purpose: Number of mercenary kipchaks created/queued

  • Note: Making mercenary Kipchaks gives one unit of this resource

216. Shepherd Productivity

  • ID: 216

  • Purpose: Amount of food collected from sheep multiplier

  • Default Values:

    • 1: Default
    • 1.57: Tatars
  • Note: Since this works by multiplying the amount of resources gathered by a villager, it has a side effect of increasing the gather rate. In the case of Tatars, This is compensated for by reducing villager work rate by 57%

217. Shared Line of Sight

  • ID: 217

  • Purpose: Unknown... what does this resource do?

218. Early Town Center Limit

  • ID: 218

  • Purpose: This is the number of extra TCs a player is allowed to build IF TCs are enabled in feudal age

  • Default Values:

    • 1: Default
    • 2: Cumans
  • Note: Since generic civs don't get access to TCs in feudal, the 10k amount doesn't matter, but if you're trying to make a map where you want people to be able to make TCs in feudal, make sure to set this value to 10k for cumans!

219. Fishing Productivity

  • ID: 219

  • Purpose: Multiplier for food gathered by fishing ships

  • Default Values:

    • 1: Default
  • Note: Since this works by multiplying the amount of resources gathered by a fishing ship, it has a side effect of increasing the gather rate

220. Unused Resource 220

  • ID: 220

  • Purpose: Unused

221. Monument Food Productivity

  • ID: 221

  • Purpose: Monument food trickle rate multiplier

  • Default Values:

    • 1: In KoTH games
  • Note: The amount of resources obtained by owning a monument is 0.7925 * food_trickle_from_monument

222. Monument Wood Productivity

  • ID: 222

  • Purpose: Monument wood trickle rate multiplier

  • Default Values:

    • 1: In KoTH games
  • Note: The amount of resources obtained by owning a monument is 0.7925 * wood_trickle_from_monument

223. Monument Stone Productivity

  • ID: 223

  • Purpose: Monument stone trickle rate multiplier

  • Default Values:

    • 1: In KoTH games
  • Note: The amount of resources obtained by owning a monument is 0.7925 * stone_trickle_from_monument

224. Monument Gold Productivity

  • ID: 224

  • Purpose: Monument gold trickle rate multiplier

  • Default Values:

    • 1: In KoTH games
  • Note: The amount of resources obtained by owning a monument is 0.7925 * gold_trickle_from_monument

225. Relic Food Production Rate

  • ID: 225

  • Purpose: Relic food production per minute

  • Default Values:

    • 0: Default
    • 30: Burgundians
    • 15: Burgundians after getting hit with Atheism

226. Villagers Killed by Gaia

  • ID: 226

  • Purpose: Total number of villagers lost to gaia

227. Villagers Killed by Animals

  • ID: 227

  • Purpose: Total number of villagers lost to wild animals

228. Villagers Killed by AI Player

  • ID: 228

  • Purpose: Total number of villagers lost to AIs

229. Villagers Killed by Human Player

  • ID: 229

  • Purpose: Total number of villagers lost to human players

230. Food Generation Rate

  • ID: 230

  • Purpose: Free food trickle rate (per minute)

231. Wood Generation Rate

  • ID: 231

  • Purpose: Free wood trickle rate (per minute)

232. Stone Generation Rate

  • ID: 232

  • Purpose: Free stone trickle rate (per minute)

233. Gold Generation Rate

  • ID: 233

  • Purpose: Free gold trickle rate (per minute)

234. Spawn Limit

  • ID: 234

  • Purpose: The limit to the number of spawning buildings that can spawn units from spawn command in a technology

  • Note: This is usually overridden by techs

235. Flemish Militia Population

  • ID: 235

  • Purpose: Number of alive flemish militia

236. Farming Gold Productivity

  • ID: 236

  • Purpose: Farming gold generation rate per 100 seconds

  • Default Values:

    • 0: Default
    • 2: (0.02 g/s per farmer) after Burgundian Vineyards
  • Note: Only generates gold while collecting food from farms, and not when walking on them down

237. Folwark Collection Amount

  • ID: 237

  • Purpose: This is the amount of food collected from farms built around a folwark

  • Default Values:

    • 0: Default
    • 17.5: Poles
    • 19.25: Poles with Chinese Ally
    • 25: Poles with Horse Collar
    • 27.5: Poles with Horse Collar & Chinese Ally
    • 37.5: Poles with Heavy Plow
    • 41.25: Poles with Heavy Plow & Chinese Ally
    • 55: Poles with Crop Rotation
    • 60.5: Poles with Crop Rotation & Chinese Ally

238. Folwark Attribute Type

  • ID: 238

  • Purpose: This is the ID of the resource that is given when a farm is constructed around a folwark

  • Default Values:

    • 0: Poles
    • -1: Default

239. Folwark Building Type

  • ID: 239

  • Purpose: This is the ID of the building that the Folwark needs to upgrade from for the farm collection ability to work

  • Default Values:

    • 68: (Mill) Poles
    • -1: Default

240. Units Converted

  • ID: 240

  • Purpose: The amount of units lost to enemy conversions

241. Stone Mining Gold Productivity

  • ID: 241

  • Purpose: Stone mining gold generation rate per 100 seconds

  • Default Values:

    • 0: Default
    • 18: Poles
    • 20.7: Poles with Stone Mining
    • 23.805: Poles with Stone Shaft Mining

242. Trade Workshop Food Productivity

  • ID: 242

  • Purpose: Trade Workshop food production rate multiplier

  • Default Values:

    • 1: Default
  • Note: The amount of food obtained from owning n number of TWS (Unit 1647) is given by n * tws_food_productivity * 2.25

243. Trade Workshop Wood Productivity

  • ID: 243

  • Purpose: Trade Workshop wood production rate multiplier

  • Default Values:

    • 1: Default
  • Note: The amount of wood obtained from owning n number of TWS (Unit 1647) is given by n * tws_wood_productivity * 2.25

244. Trade Workshop Stone Productivity

  • ID: 244

  • Purpose: Trade Workshop stone production rate multiplier

  • Default Values:

    • 0: Default
  • Note: The amount of stone obtained from owning n number of TWS (Unit 1647) is given by n * tws_stone_productivity * 2.25

245. Trade Workshop Gold Productivity

  • ID: 245

  • Purpose: Trade Workshop gold production rate multiplier

  • Default Values:

    • 1: Default
  • Note: The amount of gold obtained from owning n number of TWS (Unit 1647) is given by n * tws_gold_productivity * 2.25

246. Units Value Total

  • ID: 246

  • Purpose: Total cost of all units created so far

  • Note: This does not decrease when the units die

247. Buildings Value Total

  • ID: 247

  • Purpose: Total cost of all buildings created so far

  • Note: Increases when foundations are placed. This does not decrease if the foundation is deleted

248. Villagers Created Total

  • ID: 248

  • Purpose: Total number of villagers created so far

249. Villagers Idle Periods Total

  • ID: 249

  • Purpose: Amount of villagers that entered an idle state since game start

  • Note:

    1. This only updates every 5 physical minutes.
    2. The number of villagers that entered an idle state since the last updated is added to this resource.
    3. Starting villager count is the initial value

250. Villagers Idle Seconds Total

  • ID: 250

  • Purpose: Amount of total seconds all villagers have been idle since game start

  • Note:

    1. This only updates every 5 physical minutes.
    2. The idle time in seconds for all villagers since the last time this resource was updated is added to this resource.
    3. A villager immediately adds its own idle time to this resource if it dies

251. Trade Food Percent

  • ID: 251

  • Purpose: Percentage of gold generated from trade that is also given as food

  • Default Values:

    • 0: Default
    • 10: Bengalis

252. Trade Wood Percent

  • ID: 252

  • Purpose: Percentage of gold generated from trade that is also given as wood

  • Default Values:

    • 0: Default

253. Trade Stone Percent

  • ID: 253

  • Purpose: Percentage of gold generated from trade that is also given as stone

  • Default Values:

    • 0: Default

254. Livestock Food Productivity

  • ID: 254

  • Purpose: Garrisoned herdable food generation rate per 60 seconds

  • Default Values:

    • 0: Default
    • 3.5: (0.0583 f/s per herdable) Gurjaras

255. Speed Up Building Type

256. Speed Up Building Range

257. Speed Up Percentage

258. Speed Up Object Type

259. Speed Up Effect Type

260. Speed Up Secondary Effect Type

261. Speed Up Secondary Percentage

262. Civilization Name Override

  • ID: 262

  • Purpose:

263. Starting Scout ID

  • ID: 263

  • Purpose: Unit ID for the starting scout. Can be set to any unit (even buildings)

  • Default Values:

    • 448: (Scout Cavalry) Default
    • 751: (Eagle Scout) Aztecs, Incas and Mayans
    • 1755: (Camel Scout) Gurjaras

264. Relic Wood Production Rate

  • ID: 264

  • Purpose: Relic wood production per minute

  • Default Values:

    • 0: Default
  • Note: This is not affected by Atheism

265. Relic Stone Production Rate

  • ID: 265

  • Purpose: Relic stone production per minute

  • Note: This is not affected by Atheism

266. Chopping Gold Productivity

  • ID: 266

  • Purpose: Lumberjack chopping gold generation rate per 100 seconds

  • Default Values:

    • 0: Default
    • 1.5: (0.015 g/s per lumberjack) Vietnamese with paper money
    • 1.8: (0.018 g/s per lumberjack) Vietnamese with paper money & Double Bit Axe
    • 2.16: (0.0216 g/s per lumberjack) Vietnamese with paper money & Double Bit Axe & Bow Saw
    • 2.376: (0.02376 g/s per lumberjack) Vietnamese with paper money & Double Bit Axe & Bow Saw & Two-Man Saw
  • Note: Only generates gold while collecting wood from trees, and not when cutting them down

267. Foraging Wood Productivity

  • ID: 267

  • Purpose: Forager foraging wood generation rate per 100 seconds

  • Default Values:

    • 0: Default
    • 10.4753: (0.104753 w/s per forager) Portuguese

268. Hunter Productivity

  • ID: 268

  • Purpose: Hunter hunting gold production rate per 100 seconds

269. Technology Reward Effect

  • ID: 269

  • Purpose: This is the ID of an additional effect which will fire when any technology is researched

270. Unit Repair Cost

  • ID: 270

  • Purpose: Percentage of cost required to repair siege units and ships

271. Building Repair Cost

  • ID: 271

  • Purpose: Percentage of cost required to repair buildings

272. Elevation Higher Damage

273. Elevation Lower Damage

274. Infantry Kill Reward

  • ID: 274

  • Purpose: This resource currently effectively enables/disables gold generation per second by infantry killing villagers, trade units and monks

  • Default Values:

    • 0: All Civs
    • 1: Vikings after Chieftains
  • Note: Technically, this resource is used as a multiplier for the resource generated by task 154 currently on infantry units. Task 154 can change which resource does this, and it is what really controls which resource is generated (Resource Out) and the rate of generation (Work Value 1) which is set to the different rates for different types of targets for infantry

275. Unused Resource 275

  • ID: 275

  • Purpose: Unused

276. Unused Resource 276

  • ID: 276

  • Purpose: Unused

277. Unused Resource 277

  • ID: 277

  • Purpose: Unused

278. Unused Resource 278

  • ID: 278

  • Purpose: Unused

279. Military Can Convert

  • ID: 279

  • Purpose: Military units with the conversion task can convert units if this is set to \(>\) 0 for a player

280. Military Convert Range

  • ID: 280

  • Purpose: Adds to the conversion range of military units

281. Military Convert Chance

  • ID: 281

  • Purpose: Determines the conversion probability per monk second

282. Military Convert Recharge

  • ID: 282

  • Purpose: Determines the faith recharge rate after successful conversions

283. Spawn Inside

  • ID: 283

  • Purpose: Unknown

284. Cavalry Kill Reward

  • ID: 284

  • Purpose: This resource effectively sets the gold generation rate per second by cavalry fighting other military units

  • Default Values:

    • 0: All Civs
  • Note: Technically, this resource is used as a multiplier for the resource generated by task 154 currently on cavalry units. Task 154 can change which resource does this, and it is also what really controls which resource is generated (Resource Out) and the rate of generation (Work Value 1) which is just set to 1 for cavalry.