(* = own experiences, # = comment, ! = important)
CPEnableAllies = Yes/ No
* If alliances are allowed, often big teams are building and ship swapping is much easier. In games with a defined aim (only one player wins) it is often favorable to forbid alliances.
CPEnableRemote = NO Important for beginner games!
!!!* This option should be set on NO! or give your players the hint to set "remote forbid default" asap by an interne message.
If remote control is enabled an ally could do unfair moves. E.g. if you and somebody else have a ship alliance and you forgot to forbid your ships, your ally can remote control your ships and set them on "Colonize" mission. There is nothing, really nothing you can do to prevent it. All missions kept active although you break the alliance just in this turn. Another unfair move (I mentoned it twice in a game) is, if a +s ally drops a game, you can remote control his ships and give them to yourself by the FC "gsx" to an own ship at the same position. E.g. for races with hyperjumping ships take it only a few turns to plunder nearly the whole allied race. Thus "Enabled Remote" is a big risk for all players, especially to beginners, who don't know something about this option. Enabled Remote could be fatal.
AllowShipCloning = No
It is desirable everybody can trade ships without being afraid, that an opponents could clone it several times. Another possibility is to increase the cloning cost on 300 - 400% or exspecially for phost3 games surpress the PBx FC on planets by the addon pbp.exe.
AllowWraparoundMap = Yes
* For a good game the WarparoundMap or the add-on "sphere" is a great option. All players have more neighbors and thus have to defend a longer border. Furthermore, players have more possibilities for choosing an opponent. If you use Echoview (Links) you can fly and hyper jump exactly over the edge without any problems. # In my opinion you have to use it for a good game.
AllowBeamUpClans = Yes
AllowBeamUpMultiple = Yes
# Use it or some extended missions are worthless.
AllowNoFuelMovement = No
The entry "Yes" would mean, that e.g. the Crystal can hardly catch lite ships e.g. gravitonic accelerated ships. They can escape flying without fuel.
UseAccurateFuelModel = Yes
# It is more realistic. The mass of a ship should be considered in the calculation over the whole flight.
AllowOneEngineTowing = No
# It's more realistic, too. Or do you favor a falcon which can tow a GorbieClassCarrier?
AllowAlternativeTowing = Yes
! The equation of the alternative towing process is not very favorable. I suggested a revision of the formula and a re-definition of the DistanceFactor. Please read the discussion of an improved alternative tow formula, which was decided to be implemented in the next phost release.
AlternativeAntiCloak = Yes
! Means, your cloaking ships are immun to be decloaked by your own Loki, but they are NOT immun to be decloaked by a foreign one - or you must have an AntiCloakImmunity.
AntiCloakImmunity = Yes/No,Yes/No, No, No, No, No, No, No, No, No, No
! The AntiCloakImmunity for Birdmen/ Romulan is not neccesary in the standard list or PLIST. This race is strong enough, if somebody knows how to play it. *# In our games ANY races have this Immunity. Thus a FED and Lizard have to be careful with dealing on Lokis.
SpyDetectionChance = 10
* IMHO, it should be easier for the Birdmen to do a SuperSpy as to be detected by a well defenced planet.
CumulativePillaging = Yes
* This is one of the real advantages of the fascist. Without it the Fascist would become too weak in the standard list, NOT in the PLIST.
RobFailtureOdds = 5
* There should be a higher risk for the privateer to rob a ship. Privateer is strong enough.
AllowPrivateerTowCapture = Yes
AllowCrystalTowCapture = Yes
# I saw some games this option was set on No. This makes no sense or these races have to tow all the caught ships through their area to the next starbase. This is especially problematic for the crystals. They need a longer time and a lot of fuel to get their ships. Furthermore, it becomes nearly impossible to catch ships in a foreign area.
AllowAlliedChunneling = Yes
# Yes. It's a good option.
AllowWebMines = Yes
!!! Never set this option on NO in a standard game. I mentioned this in a game. A Crystal without webs - puh - nobody would play him successful. It's a RACE ABILITY!
DarkSenseRange = 150-200
# DarkSense should have nearly the same range as SensorSweep. DarkSense isn't as strong as many people recomment.
RGANeedsBeams = Yes
! RGA and Immunity on planet attacks is a strong ability for the rebels. To allow RGA by freigthers makes the rebel too strong.
RamScoopFuelPerLY = | 1 for standard PHost battle setting |
2 for VESAC(C) | |
1 for PLIST2 |
Being independent on Neutronium resources is the big advantage of the CoM. However, using the standard PHost battle setting the Virgos are incredible strong. Here, it is favorable to reduce the RamScoop on 1 kt N / LY.
! If you use our PLIST2 and the hullfunc.txt (Carillion have a RamScoop), the RamScoop have to set on 1 or Carillion becomes too strong.)
AllowPlanetAttacks = Yes
PlanetsAttackRebels = No
PlanetsAttackKlingons = No
! This setting is desirable, so there really no advantages for Rebel and Klingon. E.g. nobody would dare a RGA mission with a weak ship e. g. a Falcon Class Escort.
AllowEatingSupplies = No