DEFAULT_EMPLOYEE_STEAL_ATTEMPT_DELAY (60)--the global cooldown for all steal attempts (ie. if one fails, then no other company will be able to try and steal your employees for this much time).; EMPLOYEE_STEAL_ATTEMPT_COOLDOWN (120)--cooldown on a per-employee basis.; MATCH_ACCEPT_CHANCE_PER_MONTH_WORKED (2)--match accept chance increases by this much per each month worked at our studio.; MATCH_ACCEPT_CHANCE_PER_DOLLAR (0.05)--per every $100 our chance will increase by 5%.; MATCH_ACCEPT_CHANCE_PER_DENIED_VACATION (-10)--per every vacation we've denied an employee of, their chance of accepting our match offer will decrease by this.; MATCH_ACCEPT_CHANCE_PER_DENIED_SALARY (-5)--per every raise we denied for an employee, their chance of accepting our match offer will decrease by this.; MAXIMUM_MATCH_ACCEPT_CHANCE (90)--the maximum chance an employee will accept the match offer.; MINIMUM_MATCH_ACCEPT_CHANCE (30)--the minimum chance of accepting a match offer.; STEAL_ACCEPT_CHANCE_BAD_FINANCES_MULTIPLIER (2)--when the employer is bankrupt, the accept chance is multiplied by this much.; MATCH_ACCEPT_CHANCE_PER_CHARISMA_POINT (2)--per every charisma point of our player character the match accept chance increases.; MATCH_ACCEPT_CHANCE_FROM_SILVER_TONGUE (10)--the match accept chance increases by this much if the player character has the Silver Tongue trait.; LEAVE_CONSIDER_CHANCE_PER_DOLLAR_OFFERED (0.125)--per every extra dollar the rival offers to the employee, the chance to consider leaving increases by this much.; LEAVE_CONSIDER_CHANCE_PER_DENIED_VACATION (5)--per every denied vacation the chance to consider leaving increases by this much.; LEAVE_CONSIDER_CHANCE_PER_YEAR_IN_STUDIO (-3)--for every year (not days!) spent in the studio, the chance to consider leaving will lower by this much; in other words - loyal employees will be less likely to leave.; LEAVE_CONSIDER_CHANCE_PER_YEAR_IN_STUDIO_MAX (-15)--the maximum affector for leaving the studio after spending time there.; LEAVE_CONSIDER_CHANCE_PER_DENIED_SALARY (10)--per every salary we denied, the chance to consider leaving increases by this much for the employee.; LEAVE_CONSIDER_CHANCE_MINIMUM_CHANCE (0)--the minimum chance that an employee will consider leaving.; LEAVE_CONSIDER_CHANCE_MAXIMUM_CHANCE (75)--the maximum chance that an employee will consider leaving. DEFAULT_SWITCH_TIME (10)--the amount of time the employee has to spend in the rival studio before switching over to your studio.; SUSPICION_MAX (150)--suspicion of a potential slander campaign is increased after a slander campaign, greater than 100 to make it so that rival discovery and public discovery chances reach their highest chance at different times, also so that suspicion sticks around for a while.; SUSPICION_TO_DISCOVERY_CHANCE (1)--convert each point in suspicion into chance that the rival will find out it's you who started the slander.; SUSPICION_DROP_PER_DAY (0.8)--how much suspicion is dropped per each passing day. PROCEDURAL_GENERATION_COOLDOWN ({12, 15})--amount of months to wait after a rival closes down before generating a new rival game company.
LOCKED
fired when the library is locked.
UNLOCKED
fired when the library is unlocked.
OPENED_MENU
fired when opening the rival menu.
COMPANY_DEFUNCT
fired when a rival game company goes defunct.