Registers a new rival game company.
Registers a new rival game company.
1 table data
the rival data.
2 string baseClass
the ID of another rival config to inherit. Optional.
rivalGameCompanies.registerNew({ id = "console_domination_1", name = _T("RIVAL_COMPANY_CONSOLE_DOMINATION_1", "Acts and Vision"), preBankruptBuyoutCostMultiplier = 50, startingFunds = 100000000, startingReputation = 180000, startingEmployees = { {role = "software_engineer", repeatFor = 10, level = {4, 6}}, {role = "artist", repeatFor = 2, level = {4, 6}}, {role = "manager", level = 5}, {role = "sound_engineer", repeatFor = 2, level = 7}, {role = "designer", repeatFor = 2, level = {5, 6}}, {role = "writer", level = 6} }, -- how many employees we will generate for this studio when it first gets created maximumEmployees = 35, -- the maximum employees this studio can have ceoSkillLevels = 60, -- if a number, then will set all skills to the specified level; if a table, then each key is skill ID ceoLevel = 4, intimidationOffset = -100, -- isIntimidated = (intimidation - data.intimidationOffset) > 0, when we're intimidated, we stop doing absolutely everything we were to the player, and our anger will drop much faster while intimidated intimidationLossPerDay = 0.25, -- every day the player will lose this much intimidation factor on the company retaliationFactor = 0, -- when our anger factor exceeds this value we will be able to retaliate in some way angerLossPerDay = 0.5, -- every day we will lose this much anger angerForLegalAction = 50, -- if a player performs slander and the rival's anger level exceeds this, he will undertake legal action legalActionReconsiderReputationDifference = 5000, -- if the difference in lost reputation makes this distance, then the rival can offer to just stop messing with each other threatenDialogue = "rival_company_threaten_1", legalActionDialogue = "rival_company_legal_action_1", playerLegalActionDialogue = "player_legal_action_1", slander = { chance = 40, -- base slander chance when we're angered, rolled once every week minimumAnger = 5, -- minimum anger required to start a slander campaign cooldown = timeline.DAYS_IN_MONTH, chancePerAnger = 0.5, -- per each point in anger above minimumAnger we will change slander chance by this much chancePerIntimidation = -0.7, -- per each point in intimidation above (intimidation + intimidationOffset) we will change slander chance by this much chancePerSuspicion = -1 -- per each point in suspicion we will lower chance to start slander by this much }, maximumEmployeeSkillRange = 15, -- the farthest we will hire a new employee who's desired skill level is greater than (ourLowestSkillLevel - THIS VALUE) minimumPrice = gameProject.PRICE_POINTS[1], -- in gameproject configs it's 14.99 maximumPrice = gameProject.PRICE_POINTS[10], -- 49.99 maximumPlatformExpirationAge = timeline.DAYS_IN_MONTH * 2, -- if a platform has expired, and it's expiration date is past this many days, then the RGC will not use the platform threatToPlayerOnReputation = 100000, -- when the player's reputation levels reach this much, this company will begin messing with them; if this is not defined - then this game company won't start messing, unless the player does employeeCirculation = { leaveTime = {timeline.DAYS_IN_MONTH * 6, timeline.DAYS_IN_YEAR * 5}, -- min max values of time spent in the company }, employeeStealing = { intimidationOnPlayerStealSuccess = 10,-- change intimidation by this much when the player succeeds in stealing our employee angerOnPlayerStealSuccess = 8, -- change anger by this much when the player succeeds in stealing our employee intimidationOnPlayerStealFail = 1, -- change in intimidation by this much when the player fails in stealing our employee angerOnPlayerStealFail = 19, -- change in anger when player fails to steal our employee and it is reported failStealEmployeeRelationshipChange = -10, failStealEmployeeRelationshipChange = -5, -- when we try to steal their employee but fail, the relationship changes by this much intimidationOnStealSuccess = -2, -- change intimidation by this much when we succeed in stealing the player's employee angerOnStealSuccess = -4, -- change anger by this much when we succeed stealing the player's employee intimidationOnStealFail = 1, -- change intimidation by this much when we fail in stealing the player's employee angerOnStealFail = -5, -- change anger by this much when we fail in stealing the player's employee chance = 20, -- chance this company will attempt to steal your employee chancePerAnger = 0.8, chancePerIntimidation = -1, cooldown = timeline.DAYS_IN_MONTH * 4, minimumOfferedCash = 100, -- the difference in salary must be greater than this for there to be a stealing attempt maximumOfferedCash = 400, -- the maximum extra this company can pop on top when trying to steal the employee extraCashPerCurrentSalary = 35 / 1000, -- add X more cash per employee salary size; you're not going to lure someone away from their job by offering them $50 more, after all (unless you live in Niger) roundingSegment = 50 -- the segment to round the cash offer by, the lower this is, the more likely the company is to try and steal an employee } })