The contractor that the player makes contracts with.
INSTANT_CASH_ROUNDING_SEGMENT (10000)
will round the amount of instant cash by this. (4000 rounded to 10000, 21000 rounded to 30000, 40000 rounded to 40000, etc.).
FUNDING_ROUNDING_SEGMENT
will round the monthly funding by this. Same rounding logic as with the other rounding segment.
TIME_TO_EVALUATE_PROJECT_SUCCESS (20)
evaluation of a project's success requires this much time in days.
BASE_PROJECT_DEADLINE_TIME_AMOUNT (4)
the base deadline time amount in months.
SCALE_TO_DEADLINE_TIME (3)
add this much time to the deadline per each point in scale.
PASSED_YEARS_TO_DEADLINE_TIME (2)
decrease the deadline by this many months per each passed year..
EMPLOYEE_COUNT_TO_DEADLINE_TIME_REDUCTION (3 / 20)
20 employees in office will reduce deadline time by 3 months.
DEFAULT_SHARE_LOSS_PER_DAY_OVER_DEADLINE (0.02)
how much of max share we lose in case we're over the deadline per each day.
DEFAULT_MAX_EXTRA_TIME_AFTER_DEADLINE (80)
how much extra time the contractor will wait, if the player has gone over the deadline and has reached the minimum share amount due to that, before cancelling the project.
FAILED_PROJECT_REPUTATION_LOSS_PER_MONEY_SPENT (70)
lose 1 reputation per this much money spent on the project by the contractor.
FAILED_PROJECT_REPUTATION_LOSS_PER_MONEY_SPENT_PUBLISHED (50)
same as the one above, but when the project is being published.
MILESTONE_EARLY_COMPLETION_TIME (10)
if the milestone has been reached this much time before the set date, we get a bonus.
MILESTONE_EARLY_COMPLETION_BONUS_BASE_AMOUNT (1000)
the base cash bonus for completing a milestone early.
MILESTONE_EARLY_COMPLETION_BONUS_PER_SCALE (10000)
the extra cash bonus for completing a milestone early per each scale point of the project.
MILESTONE_DEADLINE_REDUCE_AMOUNT (0.9)
when completing a milestone ahead of schedule decrease the development time by the distance between us and the milestone and multiply the distance by this value. (lower value = less decrease in the deadline)
REPUTATION_LOSS_FROM_MISSED_MILESTONE (2)
lose this much reputation each day when you miss a milestone.
REPUTATION_GAIN_FROM_AHEAD_OF_TIME_MILESTONE (10)
gain this much reputation when completing a milestone ahead of time.
REPUTATION_GAIN_FROM_AHEAD_OF_TIME_MILESTONE_SCALE_MULTIPLIER (5)
multiply the game scale by this much and add the sum to reputation when completing a milestone ahead of time.
SCRAP_PUBLISHED_GAME_PENALTY_MULTIPLIER (2)
after scrapping a game project, the funding costs are multiplied by this when calculating the penalty.
GAME_PUBLISHING_EVALUATION_TIME ({3, 5})
min max, how much time in days it takes for the contractor to finish evaluating the project publishing risk.
CONTRACT_TYPES
table containing 2 keys: REGULAR and PUBLISHED.
EVALUATION_STATES
table containing 3 keys: NONE, EVALUATING and EVALUATED.
PUBLISHING_EVALUATION_STATES
table containing 4 keys: DECLINED, PLAYER_DECLINED, ACCEPTED, EVALUATING.
NEW_MILESTONE
fired when a new milestone is started.
MILESTONE_REACHED
fired when the player has reached a milestone.
LOADED
fired after loading a contractor from a savefile.
BEGUN_PROJECT_SETUP
fired when the player has to setup a contract game project. (time has come)