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Perks

Game version: 1.32a

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Library table: Perks (ID 380)  ·  S&S Editor slot: 11  ·  Template: 11 perks.csv

Defines Hex Perks: per-hex bonuses rendered with a small icon. A perk is either placed by SET logic during play (exe(346,24,ZONEID,perkId) = AddHexPerk, from a zone-scoped story) or seeded on the map at game start (columns 8-13). Effect Type (col 2) selects what the perk does and how columns 3/5 are read. Per-turn item perks (type 3) are how "produces N metal/turn" perks work.

Scope & logic

perk_zone scope (see Logic Scopes — what's available where).

Logic-bearing columns (build-time scope-checked): if, zone_center_if

Columns

Column names + count are read from the live template (the game's own headers); descriptions are curated.

Col Name Description
0 ID Perk ID (S&S id). Auto-assigned per row; reference it with $signs$ in logic so it imports correctly.
1 Name Perk name.
2 Type Effect Type — selects what the perk does and how col 3 / col 5 are interpreted. Values: 1 = Zone Key — col 3 is a Zone Key name; col 5 adds to it (capped at col 4); 2 = Regime Key — col 3 is a Regime Key name; 3 = Zone Items — col 3 is an Item Type ID, col 5 the qty added per turn (metal=2, IP=8, machines=13, hi-tech=14); 4 = Units — col 3 is 1=morale, 2=readiness, 3=experience; 5 = Governor (col 3 blank)
3 Data Effect target — meaning depends on Effect Type (col 2): a key name, an Item Type ID, or a unit-stat selector.
4 Maximum Value Maximum value the col-3 variable can reach via this perk.
5 Increase (CHECK) Increase / CHECK logic — the value added to col 3 each turn. For per-turn item perks keep this a BARE INTEGER so the hex card shows the number (a formula renders as 0 on the card even though it still applies).
6 Small Gfx Small Gfx id — the hex-map icon. Ship base + BIG + SMALL variants and register so SmallLibId.libSlot==0, or AddHexPerk crashes on placement.
7 Description Description shown to the player.
8 Category INIT Category — set 1 to consider this perk for placement at game start (columns 8-13 are start-of-game seeding only).
9 IF INIT Check Logic — IF gate for start-of-game placement (blank = no condition).
10 SET 1 per X hex INIT '1 per X hexes' — density for start-of-game placement (100 = one per 100 hexes).
11 Zone Center IF Zone Center IF — extra IF gate (current template; the S&S doc shows this column as unused).
12 Weight INIT Weight — relative chance when several perks could be seeded on the same hex (100 if unsure).
13 Event Pic Slot INIT Event Picture id — asset-tab illustration for a start-seeded perk.
14 New Col

Notes

  • Columns 8-13 only matter for start-of-game seeding; a perk placed only by SET logic ignores them.

  • Place a perk from a zone-scoped (instance_type 3) Delta/Basic story — a Gustav/Linked decision has ZONEID=0 and AddHexPerk crashes.


This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.