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Available out of the box. Usable from Lua in the unmodified game.

GameConfiguration

9 methods. Symbol/current columns are function addresses (RVA) of the native wrapper.

Community reference for this object: GameConfiguration (Sukrit Tan, external).

Signatures are recovered from the game code. ⚠ = partly understood (arguments may be missing or approximate). ? after a name = optional argument. Types: integer/number are Lua numbers, enum-typed arguments show the C++ type in brackets. Two signatures mean the method is registered separately for the UI and the gameplay state and each wrapper was decoded on its own. "same code as" in the Symbol column means the compiler merged identical functions: those methods share one wrapper and cannot be told apart by address.

Method Signature Where Reference Symbol Current
GetGameSpeedType GameConfiguration.GetGameSpeedType() → number
returns: Key of a row of the GameSpeeds table: the scripts look it up with GameInfo.GameSpeeds[result]. (inferred)
gameplay yes ↗ 0x6d7cd0 0x6d8370
GetMaxTurns GameConfiguration.GetMaxTurns() → number gameplay yes ↗ 0x6d7d20 0x6d83c0
GetStartEra GameConfiguration.GetStartEra() → number gameplay yes ↗ 0x6d7d70 0x6d8410
GetStartTurn GameConfiguration.GetStartTurn() → number
returns: A turn number (the scripts name the result turn). (inferred)
gameplay yes ↗ 0x6d7dc0 0x6d8460
GetStartYear GameConfiguration.GetStartYear() → number gameplay yes ↗ 0x6d7e10 0x6d84b0
GetTurnTimerType GameConfiguration.GetTurnTimerType() → number gameplay yes ↗ 0x6d7e60 0x6d8500
GetValue ★ GameConfiguration.GetValue(arg1?: number) → 1 values (or nothing) ⚠
args: arg1 — A string.
gameplay yes ↗ 0x6d7eb0 0x6d8550
IsAnyMultiplayer GameConfiguration.IsAnyMultiplayer() → boolean gameplay yes ↗ 0x6d7fa0 0x6d8640
IsNetworkMultiplayer GameConfiguration.IsNetworkMultiplayer() → boolean gameplay yes ↗ 0x6d7ff0 0x6d8690

Notes (★)

GetValue

Reads a stored game-configuration value. Only getters are registered on the gameplay state: GetValue and eight read-only queries.