Faction handoff from Faction Builder: — select it in the Tech-Tree to refine upgrades.
STRATEGY & ECONOMY WASP BALANCE TUNER
Warfare Balance Editor · tech-tree · economy · AI commander
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— upgrades

AI Upgrade Queue

0 steps

Faction Summary

Configured upgrades
Enabled
Expression (null)
AI queue steps

Data Layout

Each upgrade has up to 24 slots (0–23).
Factions whose arrays are shorter than the full ID list lack the newest upgrades — shown as not configured.

null enabled = runtime expression; treated as "leave as-is" by the game.

Income Preview

income = round(sampleSV × INCOME_COEF)
Income =

Economy Constants

Total loaded
Scalars
Arrays
Groups

Income System Options

1 Proportional to team size
2 Equal per side
3 Town supply value
4 Hybrid (town + team)

HQ Repair Tiers

1st free repair → PRICE_1ST
2nd repair → PRICE_2ND
3rd repair → PRICE_3RD
Cash buyout → PRICE_CASH

Array Fields

Arrays hold per-level values. Each element maps to an upgrade level or tier. Edit individual cells inline.

AI Fund Seed Preview

Lives in Init_Server.sqf · seed = round(FUNDS_START × multiplier)

AI Upgrade Queue

0 steps

Cross-Panel Links

The AI queue here is the same data object as the Tech-Tree queue — edits in either panel reflect in both.

Arrays marked shared live in the Economy panel — click the badge to scroll there.

Export
Paste source → patch-in-place (no-op = byte-identical) · or get change-list