Some options will be unavailable in 'Recommended' mode. Most of them will still be available for editing, hovewer.
Category
Self explanatory
Language
Self explanatory
Operation Name
Self explanatory
Difficulty
Self explanatory
Cheats
Self explanatory
Advisors
This will allow players to choose any advisors they want. If you want to force the players to use specific advisors, you can't besides asking them to or implementing the advisors by changing the variables.
Start Year/Month
Self explanatory
Starting Event Title/Description
Self explanatory
Governor
Self explanatory, although you will also need to chose a region
Custom Governor Name/Portrait
Self explanatory
Region
Self explanatory, although you will need to choose a governor as well to get access to Initiative Editor
Custom Region Name
Self explanatory
Custom Tactics & Features
Those are purely cosmetic and are for informing the players playing your scenario of the changes that you made to the scenario. Usually very helpful to include.
Starting Reputation
Fairly obvious. Is dependent on difficulty level:
+10 rep Casual
No change on Normal
-7 rep Brutal
-10 rep MegaBrutal
Lack of Stability
Amount of turns when Lack of Stability starts reducing your reputation.
Approximately 3 years are used in game (216 turns). 6 turns = 1 month. 72 turns = 1 year.
Corruption
This changes when Real Corruption starts hurting reputation. With 1, your reputation with 50% Risk with maxed Corruption, will be treated as if you had 40% Risk. The higher the amount of corruption though, the faster the penalty stacks, so it's not a simple '-10% corruption'.
Insurgent Control
This will reduce or increase the amount of reputation lost due to insurgent control. Of course, the higher the amount insurgent controlled zones, the worse for the player a positive modifier of Insurgent Control gets. Sadly, it does not seem that making it strongly negative works as you'd expect it to.
Support Level
The amount of Global Support Level you start with. Very slowly applies to zones based on accessibility and distance to HQ, except in zones with Garrisons. Rolling out initiatives speeds it up rather substantially, but not as much as Garrisons. On Megabrutal, halve this value to get an expected amount of local support level.
Things that use this:
Dam Local Employment Program: +4
Universal Justice: +3
Democratic Transition: +1
AntiCorruption: +1
Corruption Purge: +1
Fuel Hoarding: -3
Compulsory Work: -3
Tank Justice: -3
Civilian Shakedowns: -2
Non-essential Spending Freeze: -2
Other Specials: -1
Coalition Soldier X: -0.1*X
Hostility Level
This works similarly to Support Level, albeit applies to turning Hostiles into Neutrals and vice versa. A negative value will decrease hostility (decreasing the amount of hostiles) while a positive hostility will increase the amount of hostiles.
Things that use this:
Multiply how much Corruption affects Support Level. 1.1 = 10% more reduction. 2 = 100% more reduction. 0.5 = 50% less reduction. 0 = no reduction. -1 = corruption increases support level
Disable Concerns
This will stop concerns from growing and appearing.
Additional Concerns
On MegaBrutal, the locals might demand a singular upgrade to the road network or up to two security initiatives (triple security concern is extremely rare).
This will cause them to appear on other difficulty levels (but with pacing and level requirement on the appropriate difficulty)
Local Concerns' Opinions
This changes how much Concerns can effect Local Support Level.
0 = concerns don't affect support level (equivalent to disabling them)
0.5 = concerns affect support level half as much
1 = no change
2 = support level affected twice as much (use with caution on higher difficulty levels - MegaBrutal can grow concerns by 10% a month, especially dangerous with Recruitment Drive)
Starting Funds
Self explanatory
Starting Budget
The annual budget you get at the beginning of the game.
Just tinker with it to get the value you want.
Reputation Income
This is how much Reputation affects income.
0 - Reputation doesn't reduce income
1 - High reputation gives a lot of income
5 - High reputation gives bazillions of money
Unless you're making a scenario about keeping your reputation up, I suggest not changing this at all.
The suggested range is not great though: more than 1 is very likely to give the player a bit too much money.
Stable Zones Income
How much money each Stable Zones give in taxes which go directly to your annual budget. The default value is 1,4.
Don't set this value too high unless on purpose - otherwise stabilising a couple of zones will make the game significantly easier. Making it close to zero will make keeping reputation up more important.
Inflation Growth
How much all inflation growth is multiplied by.
0.5 - half the inflation you'd expect
1 - default inflation
2 - twice the amount of inflation
To be used with caution.
Funds Excess Limit
Once Operation has money over this amount, the money above this amount will start to slowly 'disappear'. The more the money above the specified amount, the faster it disappears. Will never reduce the amount of money below this amount.
Deficit Funding
Self explanatory. The more debt is accrued, the higher the reputation loss.
Unreliable Funding
The game tends to average the amount of budget received each month but still slightly distributes it. With the 36$ default starting budget you can expect 3$ a month (but will get 2$-4$ usually instead). The higher the value, the bigger the differences between individual numbers may be eg. 25$ once and the rest of the months are 1$ each.
Budget Deadline
Self explanatory. 6 turns = 1 month. 72 turns = 1 year.
Banker Interest, Warlord Blockades and Smuggler Military Inc. unaffected.
Subprime Exposure
Self explanatory. 6 turns = 1 month. 72 turns = 1 year.
Unsure if it affects Banker Interest, Warlord Blockades and Smuggler Military Inc., but highly unlikely.
Disable Peace Negotiations
Self explanatory.
Negotiation Effectiveness
How fast the negotiations progress. If they progress fast, this may backfire if the insurgents will start reducing negotiation progress.
Stable Zone Negotiation Impact
How much stable zones affect the insurgents' willingness to talk. By default you'll need a couple of zones stable to at least start talking to them (after eliminating their presence as well if you don't have enough stable zones)
0 - no effect
0.5 - half as much effect
1 - default
2 - twice as much effect
Starting Progress
Self explanatory.
Disable Corruption
Self explanatory.
Starting Corruption Risk
Self explanatory. This uses the percentage system
0 = 0%
0.5 = 50%
1 = 100%
Growth
How fast corruption matches corruption risk.
0 - There is no corruption
0.5 - half the speed
1 - default speed
2 - twice as fast
96 - MegaBrutal speed
Initiative Corruption Risk
Self explanatory.
0 = no corruption risk
0.5 = half the corruption risk
1 = value with effective procurement
1.1 = value without effective procurement
2 = twice as much corruption risk
AntiCorruption Teams
The amount of starting AntiCorruption teams.
I personally suggest avoiding this setting, instead using a prefunded initiative in order to not confuse the player.
Anti-Corruption Team Effectiveness
How fast AntiCorruption teams deal with corruption.
I personally suggest avoiding this setting, instead using a prefunded initiative in order to not confuse the player.
Charity Corruption Risk
Self explanatory.
If you want to make Charity somewhat more useable, I suggest setting this as low as possible.
0 - no corruption risk
0.5 - half as much corruption risk
1 - default value
2 - twice as much corruption risk (will make charity very undesirable)
Security Bonus
How much Security all zones begin with, on top the starting 10%. This setting uses the percentage system.
0 = 0%
0.5 = 50%
1 = 100%
Setting this to a negative value seems to do nothing.
Stable Zone Security Modifier
How much security % zones gain upon becoming stable.This setting uses the percentage system.
0 = 0%
0.5 = 50%
1 = 100%
Experts Initiative Build Cost
Self explanatory.
Expert Travel Time Modifier
How fast soldiers become around experts.
0 - no change
0.5 - somewhat faster
1 - all zones around experts become 1 logistic (hot wheels)
Expert Additional Zones Affected
Self explanatory. The additional zones do not cost money.
Soldier Strength Multiplier
How much strong soldiers are
0 - they were just born and have 0 combat capabilities
0.3 - advisory role coalition (excluding national soldiers)
0.5 - half as strong
1 - default
1.5 - 50% stronger
Coalition Soldier Strength Multiplier
Coalition soldiers gain approx 1 point of strength per 5 accessibility points while this is set to 20.
If set to 10, they'll get 1 point of strength per 10 accessibility.
If set to 5, they'll get 1 point of strength per 20 accessibility and so on.
National Soldier Strength Multiplier
See Coalition Soldier Strength Multiplier above. Just change the word Coalition to National.
Multiple Soldier Training Penalty
This changes the penalty while you're training multiple soldiers. Setting this too low into negatives will cause soldier training to become faster if you're training many at a time. Recommend not changing it too much.
Multiplier to the amount of reputation it costs to extend Coalition Soldiers.
10 - coalition soldiers costs 10 times more rep to extend
2 - twice as much
1 - default value
0 - free extension
-1 - extension gives reputation instead
Coalition Soldier To National Soldier Support
How much better Coalition Soldiers are at supporting National Soldiers.
0 - they can't support them at all
1 - default value
4 - 4 times stronger support compared to the default value
Various tactics
Self explanatory
Slow deployment
No teleportation on Normal/Casual difficulties when deploying troops - need to travel (albeit with still lowered logistics costs due do low difficulty)
Soldier Travel Time
Multiply the amount of time it takes to walk to some zone
0 - teleportation
0.5 - twice as fast
1 - default
2 - half as fast
Soldier Speed Penalty
Add a penalty to travelling through zones, specifically this amount of logistics regardless of the distance
Maximum Health
Health of structures (embassy, garrison, HQ, expert)
0 - instant death
0.5 - 50% health
1 - default 100%
2 - twice as much health
Drone Scanning
Self explanatory
Airstrike Strength
Self explanatory.
0 - there are no airstrikes, its just one of those cool tricks shows
0.5 - half as strong
1 - default
2 - twice as strong
Airstrike Accuracy
I have no idea lmao
Tanks Strength
How much stronger tanks are compared to regular soldiers(?)
0 - toy tanks
1 - they aren't
2 - twice as strong
Self explanatory. Sadly I've no idea how it is exactly calculated so I can't really elaborate, besides that:
0 - insurgents are babies
0.5 - half as strong
1 - default
2 - twice as strong
Capability
How much Capability is changed. This will affect how common their attacks are, as well as their numbers (and strength?).
-1 - insurgents are very bad
0.8/1.5 - differences invisible on the region screen but are still there
Unsure, but I presume setting it to '2' makes them 2 times more likely to target important zones.
Long-Range Attack Distance
Self explanatory.
Combat Support
How much strength Insurgent controlled zones provide to adjacent insurgents. It exists even if set to 0, albeit it is invisible. Combat Network has a value of 0.15
-1 - insurgents zones lower strength of the insurgents
0 - no support
0.15 - 150% stronger insurgents per adjacent zone
Fleeing
Self explanatory
Fleeing Casualties
Chance of casualties in percentages.
0 - insurgents will never die randomly
0.5 - 50% chance for a kill
1 - guaranteed kill
Fleeing From Airstrikes
Self explanatory
Ambushes
Self explanatory. The description is misleading hovewer, this will keep happening, regardless of how many times it happened.
Stable Zone Ambushes
Self explanatory.
Recruitment Drive
Self explanatory.
Cave Capacity
Self explanatory.
Funds From Destruction
Self explanatory. If disabled, destroying camps can either take or give 1$.
Airstrike Damage
Self explanatory. Camps have 1 health.
0 - no damage
0.5 - need two airstrikes to destroy it
1 - one airstrike is enough
2 - overkill
Reputation Gain From Destruction
Self explanatory.
Disable Region Features
Self explanatory. Will also disable hidden properties, if any.
Government Control
This amount of randomly chosen zones will be stable at the beginning of the game.
Zones with Intel
You will have this many zones with Intel, regardless of the difficulty.
Insurgent Control
This amount of randomly chosen zones will be insurgent controlled at the beginning of the game.
Insurgent Camps
Amount of initial camps. Warning! Setting this to 0 may produce undesirable results on lower difficulties (unless you don't want any insurgents)
Caves
Those will be placed in random mountaineous zones.
Catacombs
Those will be placed in random urban zones.
Garrisons
Those will be placed in random zones.
Embassies
Those will be placed depending on the embassy priority zones.
Tank Depots
Those will be placed in random zones with flat terrain.
Specialist Depots
Those will be chosen randomly and placed in random zones with flat terrain.
Intel Rate
Speed of intel gathering.
0 - no intel gathering
0.5 - half as fast
1 - default
2 - twice as fast
Intel Decay
Change the speed of Intel decreasing in zones due to insurgent control.
0 - no decrease
0.5 - half as much decrease
1 - default
2 - twice as much decrease
Zone Name
Self explanatory
Initial Control
Self explanatory
Number of People
Self explanatory
Local Support Level
Doesn't seem to do anything.
Local Hostility Level
Doesn't seem to do anything.
Population % of Supporters
How many supporters this zone starts with. Percentage system
0 - no one is a supporter
0.5 - 50% supporters
1 - 100% supporters
Hostile Supporters Modifier
Changes how many Hostiles there are in the zone compared to the default value. Percentage system.
-1 - no hostiles
0 - no change
0.5 - 50% more hostiles
1 - 100% more hostiles
2 - 200% more hostiles
Attack Priority
How much of a priority for the insurgents is this zone in particular. The higher the amount, the higher the priority.
Insurgent Fighters
Starting amount of Insurgent Fighters. Warning! They may launch attacks without the player being able to respond.
Structures
Self explanatory.
Ambush
Clarification: It only triggers if soldiers destroy it like any other structure. It has 0.0001 HP which means it dies in 1 turn. This also means it won't be destroyed, as long as soldiers gather intel and are pulled out before they gather it fully.
Name/Description/Icon/Overlays/Colour
Self explanatory
Funds
Self explanatory. Cost without inflation, so take that into account.
Reputation
How much reputation is lost by buying this initiative. If negative, reputation equal to the amount is added instead.
Lock Initiative
Not sure what is this for without the decision editor.
Pre-funded Initiative
The game starts with this initiative funded for free. No inflation awarded.
Support Level
The amount of Global Support Level you gain for buying this initiative. Very slowly applies to zones based on accessibility and distance to HQ, except in zones with Garrisons. Rolling out initiatives speeds it up rather substantially, but not as much as Garrisons. On Megabrutal, halve this value to get an expected amount of local support level.
Things that use this:
Dam Local Employment Program: +4
Universal Justice: +3
Democratic Transition: +1
AntiCorruption: +1
Corruption Purge: +1
Fuel Hoarding: -3
Compulsory Work: -3
Tank Justice: -3
Civilian Shakedowns: -2
Non-essential Spending Freeze: -2
Other Specials: -1
Coalition Soldier X: -0.1*X
Hostility Level
This works similarly to Support Level, albeit applies to turning Hostiles into Neutrals and vice versa. A negative value will decrease hostility (decreasing the amount of hostiles) while a positive hostility will increase the amount of hostiles.
Things that use this:
Changes the amount of hammers rolling out various initiatives in this type of zones.
There is a minimum of 1 hammer per initiative.
Extra hammers cannot roll out initiatives of the same type.
Outreach initiatives use 1-4.
Local Support Modifier
How much additional Local Support you get. Dependent on difficulty.
On MegaBrutal, 0.5 is equivalent to doubling your support level.
PR1 has this value set to 0.45 and PR2 to 0.25.
Inflation Multiplier
Self explanatory.
-1 - no inflation
-0.5 - half the inflation
0 - no change
1 - twice the inflation
Inflation Change Percentage
Self explanatory. Percentage system.
-1 - -100% inflation
0 - no change
0.5 - +50% inflation
1 - +100% inflation
Warning: Inflation Penalty from buying initiatives from the same tab still persists.
Inflation Gain
How much inflation is gained.
Initiatives that use this:
Dam: +4
Dam Local Employment Drive: +2
Remote Subsidies: +2
Medical/School Supplies: +1
Infra, Jobs: +1.5
Water & Healthcare & Education: +0.8
Vaccination Drives: +0.5
Various Military items: +0.5 - +1
Most specials: +0.1
Inflation Cost Sensitivity
How sensitive a given initiative is to inflation.
Initiatives that use this:
Infra & Remote Subsidies: 1.5
Jobs: 1.2
Default governmental initiatives: 1
Education & Healthcare: 0.8
Water & National Soldiers: 0.5
Other initiatives & specials: 0.5 or 1 usually, sometimes 0.3 or 0.1
Coalition Soldiers: 0 (cost the same regardless of inflation)
Military Initiative Cost Multiplier
An added percentage to military costs (to represent the extra cost of hosting many troops in the region).
Usually soldier units cause this. Uses percentage system.
Coalition Soldiers add 0.05
National Soldiers add 0.03
-0.5 - military initiatives cost 50% less
0 - no change
0.5 - military initiatives cost 50% more
Civilian Initiative Cost Multiplier
An added percentage to civilian costs (to represent the increased difficulty of procuring materials for them or implementing them)
Only used by Effective Procurement (0.1). Uses percentage system
-0.25 - initiatives in the civilian tab cost 25% less
0 - no change
0.1 - initiatives in the civilian tab cost 10% more
Corruption Risk Gain
Flat amount of corruption risk gained from buying this initiative, multiplied by the 'initiative corruption risk' specified in the civilian editor. Uses percentage system.
Initiatives that use this:
National Soldiers: 0.08 - 0.1
Telecom: 0.07
Security: 0.06 - 0.07
Roads & Electricity: 0.05 - 0.06
Jobs: 0.04 - 0.055
Water: 0.03
Healthcare & Education: 0.01
Vaccination & Literacy Drives: 0.005
Coalition Soldiers: 0
Effective Procurement: -0.03
Other military initiatives: 0.01 - 0.05
Other Government initiatives: 0.03 - 0.06
Corruption From Initiatives
Changes the amount of corruption gained from initiatives. Uses percentage system.
Only Effective Procurement uses this (-0.1)
-0.1 - 10% less corruption risk from initiatives
0 - no change
0.25 - 25% more corruption risk from initiatives
Global Corruption Increase
How much Corruption is increased/decreased. Uses a percentage system.
-0.2 - -20% Corruption
0 - no change
0.5 - +50% corruption
Positive values to be used with caution
AntiCorruption Teams
How many AntiCorruption teams you gain. Each team has a set effectiveness which dictates how much corruption they can remove.
Usually set to 1 per initiative.
-1 - minus one AntiCorruption Team
0 - no change
1 - plus one AntiCorruption Team
If you don't have any AntiCorruption Team Effectiveness, this does effectively nothing.
AntiCorruption Team Effectiveness
How much corruption reduction each of your AntiCorruption teams gain/lose.
Usually set to 0.005
This modifies all AntiCorruption teams you have, not just one.
If you don't have any AntiCorruption teams, this does effectively nothing.
Deploy Soldier
Self explanatory
Coalition Soldier Training Time
Additional amount of turns it takes to train soldiers.
-10 - 10 less turns
0 - no change
72 - takes an additional year
6 turns = 1 month. 72 turns = 1 year.
National Soldier Training Time
See above Coalition Soldier Training Time.
National Soldier Strength Multiplier
How much stronger National Soldiers become.
For each '1' National Soldier Strength Multiplier, National Soldiers gain a 25% increase in firepower.
Initiatives that use this:
Weapon Upgrades: +4
General: +3.5
Warlord Specials: +2.5 (warlord starts with weaker soldiers)
National Truck Logistics: +1
Soldier Support Level
Changes how much each Soldier unit affects Local Support Level.
-1 - Soldiers reduce Support Level
0 - No change
1 - Soldiers increase Support Level if stationed for a small period of time
Coalition Soldiers will lower Support Level over time if stationed in the same zone for longer periods of time.
National Soldiers will lower Support level similarly to Coalition Soldiers, albeit at a significantly smaller rate. Pretty much non existent with the default upgrades purchases.
Soldier Hostility Support Level
Changes how much each Soldier unit affects Local Hostility Level.
-1 - Soldiers increase hostility
0 - No change
1 - Soldiers decrease hostility in the zone if stationed for a small period of time
Coalition Soldiers will increase hostility over time if stationed in the same zone for longer periods of time.
National Soldiers will increase hostility similarly to Coalition Soldiers, albeit at a significantly smaller rate. Pretty much non existent with the default upgrades purchases.
Airstrike Strength
Changes how much stronger airstrikes are
-1 - weaker airstrikes
0 - no change
1 - stronger airstrike
Airstrike Accuracy
lmao idk
Enable Gameplay Mechanic
Enables various mechanics:
Universal Justice: No support level/reputation, only for 'anger over justice hypocrisy'
Fuel Hoarding: Only increases speed, no support decrease
Disable Gameplay Mechanic
Self explanatory. See above 'Enable Gameplay Mechanic' for more detailed explanations.
Custom Component
Either spawns an expert or activates the positive effects of Opium Crackdown and Enhanced Surveillance. No extra cost, corruption or inflation.
Enable Ability
Unlocks Airstrikes, Drones or Garrisons.
Choose Ability for Cooldown Modifier
Changer the cooldown of any ability.
-0.3 - 30% faster
0 - no change
0.5 - 50% slower
Attachment
Gain specified attachment.
If initiative Deploys a Soldier, said Soldier will have the attachment immediately applied.
Initiative Unlock Criteria
The initiative becomes available, IF the following conditions are met:
-all AND requirement initiatives have been purchased
-any OR requirement initiatives have been purchased
Name/Completed/Success/Destroyed
Self explanatory
Rollout time
Some funny values that one cannot comprehend that easily
Here's an equation to help you out:
AMOUNT/19*44 , where AMOUNT is the number you put in.
Thats the base amount of turns that this initiative will roll out.
Sample values:
Education: 4-6
Healthcare: 7-8
Vaccination Drives: 5
Water: 9-10
Roads: 10-20
Telecoms: 19
Jobs: 26
District Representatives: 12
Militia: 6
Police 1/2: 30/17
Concern Type
Self explanatory
Local Intel Requirement
Self explanatory
Government Restricted Rollout
Not sure even how this works, but setting it too high might cause no rollout of initiatives
Local Support Level
The exact amount of Support Level applied depends on the amount of neutral people in the zone. It starts at 55% of the value on MegaBrutal.
Some samples:
Strong Job: 2.4
Mediocre Job: 2
Police: 2
Weak Job: 1.6
District Representatives & Electricity: 1
Services: 0.5-0.7
Roads: 0.15-0.4
Militia: -1
Local Hostility Level
See 'Local Support Level' above. Negative values will decrease hostility, whereas positive ones will increase it.
Additionally, there is an additional hidden variable that is not possible to test, increasing the difficulty of figuring out how it exactly works.
Some samples:
Strong Service -2.4/-2.5/-2.8
Mediocre Service: -2.1/-2.24
Weak Service: -1.5
Police: -1
District Representatives & Electricity: -1
Jobs: -0.16 - -0.24
Roads: -0.15 - -0.4
Militia: +3
Support Level
How much Global Support Level is increased when this initiative is completed. Only Telecoms use this - +0.25. For further information, refer to the Support Level part of the 'Civilian Editor'.
Hostility Level
How much Global Hostility Level is increased when this initiative is completed. Only Telecoms use this - -0.25. For further information, refer to the Hostility Level part of the 'Civilian Editor'.
Local Intel Speed
The zone where this initiative is completed, gains this much amount of point of intel gathering. This value also will leak to adjacent zones, increasing intel gathering there as well. District Representatives use this with a value of 0.08.
The difficulty of intel gathering depends on the hostility in the zone and difficulty level. Decay from insurgent control will slow this significantly, if not completely cancel.
Regional Intel Speed
How many points of intel gathering every zone gains when this initiative is completed - it is spread across all zones, therefore it is quite slow. Refer to 'Local Intel Speed' for extra information.
Rollout Time Bonus
How much faster initiatives are rolled out in zones where this initiative is completed. Uses a percentage system.
-0.25 - 25% slower rollout
0 - no change
0.5 - 50% faster rollout
Upgrade Roads
How much the road network is upgraded when the initiative is completed. Warning: Dirt Roads of level 3 are broken (OP) and roads of level -1 are a pain.
To be used with caution.
Security Level
How much Security % is added to the zone.
-0.2 - -20%, to a minimum of 1%, when completed
0 - no change
0.4 - +40% security when completed
Militia is 0.4
Police 1 is 0.9
Police 2 is 2
Kill Insurgents
Self explanatory. Default security initiatives have this set to 1.
Destruction Chance
Kind of misleading. When insurgents decide what to destroy, they put together the weight of all initiatives and randomly choose one. The ones weighting more, are more likely to be destroyed. IF redoing all initiatives, feel free to set this to any amount.
Default values are:
Militia: 0.2
Police: 0.15
District Representatives: 0.1
Jobs: 0.05
Infra: 0.025
Services/Road 1: 0.005
School Expansion/Vaccination Drives: 0
Rollout Focus
Lie. This is the maximum distance an initiative can be rolled out from the government. There is no 'chance'. Setting this to insanely high amounts will not stop initiatives from rolling out in HQ.
Rollout Amount
Self explanatory. If this runs out, initiative will stop rolling out.