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import { IMap } from "./types" ;
export let CONSTANTS : IMap < any > = {
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Version : "0.44.1" ,
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//Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
//and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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//the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
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MaxSkillLevel : 975 ,
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//Milliseconds per game cycle
MilliPerCycle : 200 ,
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//How much reputation is needed to join a megacorporation's faction
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CorpFactionRepRequirement : 200e3 ,
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/* Base costs */
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BaseCostFor1GBOfRamHome : 32000 ,
BaseCostFor1GBOfRamServer : 55000 , //1 GB of RAM
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BaseCostFor1GBOfRamHacknetNode : 30000 ,
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TravelCost : 200e3 ,
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BaseCostForHacknetNode : 1000 ,
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BaseCostForHacknetNodeCore : 500000 ,
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/* Hacknet Node constants */
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HacknetNodeMoneyGainPerLevel : 1.6 ,
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HacknetNodePurchaseNextMult : 1.85 , //Multiplier when purchasing an additional hacknet node
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HacknetNodeUpgradeLevelMult : 1.04 , //Multiplier for cost when upgrading level
HacknetNodeUpgradeRamMult : 1.28 , //Multiplier for cost when upgrading RAM
HacknetNodeUpgradeCoreMult : 1.48 , //Multiplier for cost when buying another core
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HacknetNodeMaxLevel : 200 ,
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HacknetNodeMaxRam : 64 ,
HacknetNodeMaxCores : 16 ,
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/* Faction and Company favor */
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BaseFavorToDonate : 150 ,
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DonateMoneyToRepDivisor : 1e6 ,
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FactionReputationToFavorBase : 500 ,
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FactionReputationToFavorMult : 1.02 ,
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CompanyReputationToFavorBase : 500 ,
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CompanyReputationToFavorMult : 1.02 ,
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/* Augmentation */
//NeuroFlux Governor cost multiplier as you level up
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NeuroFluxGovernorLevelMult : 1.14 ,
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/* Netscript Constants */
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//RAM Costs for different commands
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ScriptBaseRamCost : 1.6 ,
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ScriptDomRamCost : 25 ,
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ScriptWhileRamCost : 0 ,
ScriptForRamCost : 0 ,
ScriptIfRamCost : 0 ,
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ScriptHackRamCost : 0.1 ,
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ScriptHackAnalyzeRamCost : 1 ,
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ScriptGrowRamCost : 0.15 ,
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ScriptGrowthAnalyzeRamCost : 1 ,
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ScriptWeakenRamCost : 0.15 ,
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ScriptScanRamCost : 0.2 ,
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ScriptPortProgramRamCost : 0.05 ,
ScriptRunRamCost : 1.0 ,
ScriptExecRamCost : 1.3 ,
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ScriptSpawnRamCost : 2.0 ,
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ScriptScpRamCost : 0.6 ,
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ScriptKillRamCost : 0.5 , //Kill and killall
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ScriptHasRootAccessRamCost : 0.05 ,
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ScriptGetHostnameRamCost : 0.05 , //getHostname() and getIp()
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ScriptGetHackingLevelRamCost : 0.05 , //getHackingLevel()
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ScriptGetMultipliersRamCost : 4.0 , //getHackingMultipliers() and getBitNodeMultipliers()
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ScriptGetServerRamCost : 0.1 ,
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ScriptFileExistsRamCost : 0.1 ,
ScriptIsRunningRamCost : 0.1 ,
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ScriptHacknetNodesRamCost : 4.0 , //Base cost for accessing Hacknet Node API
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ScriptHNUpgLevelRamCost : 0.4 ,
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ScriptHNUpgRamRamCost : 0.6 ,
ScriptHNUpgCoreRamCost : 0.8 ,
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ScriptGetStockRamCost : 2.0 ,
ScriptBuySellStockRamCost : 2.5 ,
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ScriptGetPurchaseServerRamCost : 0.25 ,
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ScriptPurchaseServerRamCost : 2.25 ,
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ScriptGetPurchasedServerLimit : 0.05 ,
ScriptGetPurchasedServerMaxRam : 0.05 ,
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ScriptRoundRamCost : 0.05 ,
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ScriptReadWriteRamCost : 1.0 ,
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ScriptArbScriptRamCost : 1.0 , //Functions that apply to all scripts regardless of args
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ScriptGetScriptRamCost : 0.1 ,
ScriptGetHackTimeRamCost : 0.05 ,
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ScriptGetFavorToDonate : 0.10 ,
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ScriptCodingContractBaseRamCost :10 ,
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ScriptSingularityFn1RamCost : 1 ,
ScriptSingularityFn2RamCost : 2 ,
ScriptSingularityFn3RamCost : 3 ,
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ScriptSingularityFnRamMult : 2 , // Multiplier for RAM cost outside of BN-4
ScriptGangApiBaseRamCost : 4 ,
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ScriptBladeburnerApiBaseRamCost : 4 ,
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NumNetscriptPorts : 20 ,
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//Server constants
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HomeComputerMaxRam : 1073741824 , // 2 ^ 30
ServerBaseGrowthRate : 1.03 , // Unadjusted Growth rate
ServerMaxGrowthRate : 1.0035 , // Maximum possible growth rate (max rate accounting for server security)
ServerFortifyAmount : 0.002 , // Amount by which server's security increases when its hacked/grown
ServerWeakenAmount : 0.05 , // Amount by which server's security decreases when weakened
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PurchasedServerLimit : 25 ,
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PurchasedServerMaxRam : 1048576 , //2^20
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//Augmentation Constants
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AugmentationCostMultiplier : 5 , //Used for balancing costs without having to readjust every Augmentation cost
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AugmentationRepMultiplier : 2.5 , //Used for balancing rep cost without having to readjust every value
MultipleAugMultiplier : 1.9 ,
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//How much a TOR router costs
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TorRouterCost : 200000 ,
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//Infiltration constants
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InfiltrationBribeBaseAmount : 100e3 , //Amount per clearance level
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InfiltrationMoneyValue : 5e3 , //Convert "secret" value to money
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InfiltrationRepValue : 1.4 , //Convert "secret" value to faction reputation
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//Stock market constants
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WSEAccountCost : 200e6 ,
TIXAPICost : 5e9 ,
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MarketData4SCost : 1e9 ,
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MarketDataTixApi4SCost : 25e9 ,
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StockMarketCommission : 100e3 ,
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//Hospital/Health
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HospitalCostPerHp : 100e3 ,
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//Intelligence-related constants
IntelligenceCrimeWeight : 0.05 , //Weight for how much int affects crime success rates
IntelligenceInfiltrationWeight : 0.1 , //Weight for how much int affects infiltration success rates
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IntelligenceCrimeBaseExpGain : 0.001 ,
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IntelligenceProgramBaseExpGain : 500 , //Program required hack level divided by this to determine int exp gain
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IntelligenceTerminalHackBaseExpGain : 200 , //Hacking exp divided by this to determine int exp gain
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IntelligenceSingFnBaseExpGain : 0.002 ,
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IntelligenceClassBaseExpGain : 0.000001 ,
IntelligenceHackingMissionBaseExpGain : 0.03 , //Hacking Mission difficulty multiplied by this to get exp gain
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//Hacking Missions
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HackingMissionRepToDiffConversion : 10000 , //Faction rep is divided by this to get mission difficulty
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HackingMissionRepToRewardConversion : 7 , //Faction rep divided byt his to get mission rep reward
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HackingMissionSpamTimeIncrease : 25000 , //How much time limit increase is gained when conquering a Spam Node (ms)
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HackingMissionTransferAttackIncrease : 1.05 , //Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node
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HackingMissionMiscDefenseIncrease : 1.05 , //The amount by which every misc node's defense is multiplied when one is conquered
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HackingMissionDifficultyToHacking : 135 , //Difficulty is multiplied by this to determine enemy's "hacking" level (to determine effects of scan/attack, etc)
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HackingMissionHowToPlay : "Hacking missions are a minigame that, if won, will reward you with faction reputation.<br><br>" +
"In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " +
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"are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " +
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"that initially belong to neither you nor the enemy. The goal of the game is " +
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"to capture all of the enemy's Database nodes within the time limit. " +
"If you fail to do this, you will lose.<br><br>" +
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"Each Node has three stats: Attack, Defense, and HP. There are five different actions that " +
"a Node can take:<br><br> " +
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"Attack - Targets an enemy Node and lowers its HP. The effectiveness is determined by the owner's Attack, the Player's " +
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"hacking level, and the enemy's defense.<br><br>" +
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"Scan - Targets an enemy Node and lowers its Defense. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the " +
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"enemy's defense.<br><br>" +
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"Weaken - Targets an enemy Node and lowers its Attack. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the enemy's " +
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"defense.<br><br>" +
"Fortify - Raises the Node's Defense. The effectiveness is determined by your hacking level.<br><br>" +
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"Overflow - Raises the Node's Attack but lowers its Defense. The effectiveness is determined by your hacking level.<br><br>" +
"Note that when determining the effectiveness of the above actions, the TOTAL Attack or Defense of the team is used, not just the " +
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"Attack/Defense of the individual Node that is performing the action.<br><br>" +
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"To capture a Node, you must lower its HP down to 0.<br><br>" +
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"There are six different types of Nodes:<br><br>" +
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"CPU Core - These are your main Nodes that are used to perform actions. Capable of performing every action<br><br>" +
"Firewall - Nodes with high defense. These Nodes can 'Fortify'<br><br>" +
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"Database - A special type of Node. The player's objective is to conquer all of the enemy's Database Nodes within " +
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"the time limit. These Nodes cannot perform any actions<br><br>" +
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"Spam - Conquering one of these Nodes will slow the enemy's trace, giving the player additional time to complete " +
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"the mission. These Nodes cannot perform any actions<br><br>" +
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"Transfer - Conquering one of these nodes will increase the Attack of all of your CPU Cores by a small fixed percentage. " +
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"These Nodes are capable of performing every action except the 'Attack' action<br><br>" +
"Shield - Nodes with high defense. These Nodes can 'Fortify'<br><br>" +
"To assign an action to a Node, you must first select one of your Nodes. This can be done by simply clicking on it. Double-clicking " +
"a node will select all of your Nodes of the same type (e.g. select all CPU Core Nodes or all Transfer Nodes). Note that only Nodes " +
"that can perform actions (CPU Core, Transfer, Shield, Firewall) can be selected. Selected Nodes will be denoted with a white highlight. After selecting a Node or multiple Nodes, " +
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"select its action using the Action Buttons near the top of the screen. Every action also has a corresponding keyboard " +
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"shortcut.<br><br>" +
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"For certain actions such as attacking, scanning, and weakening, the Node performing the action must have a target. To target " +
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"another node, simply click-and-drag from the 'source' Node to a target. A Node can only have one target, and you can target " +
"any Node that is adjacent to one of your Nodes (immediately above, below, or to the side. NOT diagonal). Furthermore, only CPU Cores and Transfer Nodes " +
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"can target, since they are the only ones that can perform the related actions. To remove a target, you can simply click on the line that represents " +
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"the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, " +
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"or press 'd'.<br><br>" +
"Other Notes:<br><br>" +
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"-Whenever a miscellenaous Node (not owned by the player or enemy) is conquered, the defense of all remaining miscellaneous Nodes that " +
"are not actively being targeted will increase by a fixed percentage.<br><br>" +
"-Whenever a Node is conquered, its stats are significantly reduced<br><br>" +
"-Miscellaneous Nodes slowly raise their defense over time<br><br>" +
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"-Nodes slowly regenerate health over time." ,
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/* Time Constants */
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MillisecondsPer20Hours : 72000000 ,
GameCyclesPer20Hours : 72000000 / 200 ,
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MillisecondsPer10Hours : 36000000 ,
GameCyclesPer10Hours : 36000000 / 200 ,
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MillisecondsPer8Hours : 28800000 ,
GameCyclesPer8Hours : 28800000 / 200 ,
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MillisecondsPer4Hours : 14400000 ,
GameCyclesPer4Hours : 14400000 / 200 ,
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MillisecondsPer2Hours : 7200000 ,
GameCyclesPer2Hours : 7200000 / 200 ,
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MillisecondsPerHour : 3600000 ,
GameCyclesPerHour : 3600000 / 200 ,
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MillisecondsPerHalfHour : 1800000 ,
GameCyclesPerHalfHour : 1800000 / 200 ,
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MillisecondsPerQuarterHour : 900000 ,
GameCyclesPerQuarterHour : 900000 / 200 ,
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MillisecondsPerFiveMinutes : 300000 ,
GameCyclesPerFiveMinutes : 300000 / 200 ,
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/* Player Work / Action related Constants */
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FactionWorkHacking : "Faction Hacking Work" ,
FactionWorkField : "Faction Field Work" ,
FactionWorkSecurity : "Faction Security Work" ,
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WorkTypeCompany : "Working for Company" ,
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WorkTypeCompanyPartTime : "Working for Company part-time" ,
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WorkTypeFaction : "Working for Faction" ,
WorkTypeCreateProgram : "Working on Create a Program" ,
WorkTypeStudyClass : "Studying or Taking a class at university" ,
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WorkTypeCrime : "Committing a crime" ,
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ClassStudyComputerScience : "studying Computer Science" ,
ClassDataStructures : "taking a Data Structures course" ,
ClassNetworks : "taking a Networks course" ,
ClassAlgorithms : "taking an Algorithms course" ,
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ClassManagement : "taking a Management course" ,
ClassLeadership : "taking a Leadership course" ,
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ClassGymStrength : "training your strength at a gym" ,
ClassGymDefense : "training your defense at a gym" ,
ClassGymDexterity : "training your dexterity at a gym" ,
ClassGymAgility : "training your agility at a gym" ,
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ClassDataStructuresBaseCost : 40 ,
ClassNetworksBaseCost : 80 ,
ClassAlgorithmsBaseCost : 320 ,
ClassManagementBaseCost : 160 ,
ClassLeadershipBaseCost : 320 ,
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ClassGymBaseCost : 120 ,
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CrimeShoplift : "shoplift" ,
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CrimeRobStore : "rob a store" ,
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CrimeMug : "mug someone" ,
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CrimeLarceny : "commit larceny" ,
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CrimeDrugs : "deal drugs" ,
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CrimeBondForgery : "forge corporate bonds" ,
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CrimeTraffickArms : "traffick illegal arms" ,
CrimeHomicide : "commit homicide" ,
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CrimeGrandTheftAuto : "commit grand theft auto" ,
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CrimeKidnap : "kidnap someone for ransom" ,
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CrimeAssassination : "assassinate a high-profile target" ,
CrimeHeist : "pull off the ultimate heist" ,
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/* Coding Contract Constants */
CodingContractBaseFactionRepGain : 2500 ,
CodingContractBaseCompanyRepGain : 4000 ,
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CodingContractBaseMoneyGain : 75e6 ,
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// BitNode/Source-File related stuff
TotalNumBitNodes : 24 ,
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LatestUpdate :
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`
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v0 . 45.0
* Corporation changes :
* * Decreased the time of a full market cycle from 15 seconds to 10 seconds .
* * This means that each Corporation 'state' will now only take 2 seconds , rather than 3
* * Increased initial salaries for newly - hired employees
* * Increased the cost multiplier for upgrading office size ( the cost will increase faster )
* * The stats of your employees now has a slightly larger effect on production & sales
* * Added several new Research upgrades
* * Reduced the amount of Scientific Research needed to unlock the Hi - Tech R & D Laboratory from 10 k to 5 k
* * Energy Material requirement of the Software industry reduced from 1 to 0.5
* * Industries now have a maximum number of allowed products , starting at 3 . This can be increased through research .
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`
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}