EPShipAging   = 15
EPPlanetAging = 25

Every ship or planet receives this amount of experience points each turn, for just being there and doing nothing. With these settings, a ship will reach level 1 after 50 turns for just sitting there - not necessarily an effective tactic.

EPShipMovement100LY = 40
EPShipHyperjump     = 30
EPShipChunnel       = 30

Ships get EPShipMovement100LY experience for moving 100 ly. Here, a ship moving 81 ly will receive 32 points. Gravitonic ships get half the rate, a Buccaneer moving 162 ly will also get only 32 points. Ships only gain experience for moving themselves, ships being towed don't get points.

Ships who initiate a chunnel or hyperjump get points, too.

EPCombatKillScaling   = 800
EPCombatDamageScaling = 200

Combat gets you most experience. When you destroy a ship or planet, you'll be awarded

Rate * (Mass_of_Loser * EPCombatKillScaling) / (Mass_of_Winner * 100)

EPs. When you damage a ship, you get

Rate * (Their_Mass * EPCombatDamageScaling * Damage) / (Your_Mass * 10000)

points. Destroying a unit includes damaging it, hence you get about 1000 EPs for destroying an equally heavy ship with these settings. The mass used here is the same which is also used for PAL computations (see PALIncludesESB).

No points are awarded when you fight an ally.

The Rate is defined with the next two options.

EPCombatBoostLevel = 0
EPCombatBoostRate  = 100

(4.0f) With these optional settings, you can scale up (or down) combat experience again.

If a ship takes much damage in a fight, it was probably a very risky fight which should be worth more than average. Conversely, if the ship didn't even get a scratch, it was an easy fight, so it probably should not get any experience.

EPCombatBoostLevel defines a damage level. EPCombatBoostRate defines the corresponding scale level in percent. For example, with EPCombatBoostLevel = 50 and EPCombatBoostRate = 200, ships which got 50% damage or more in one fight get twice the normal experience. You can specify up to 10 levels; with EPCombatBoostLevel = 50,90 and EPCombatBoostRate = 200,400, ships which got 90% damage get a further bonus.

You can also specify negative values for the levels to scale shields. "-100" means no shield loss, "-30" means 70% shield loss in one fight. For a final example, EPCombatBoostLevel = -100,-80,50,90 and EPCombatBoostRate = 0,100,200,400 gives no experience at all to ships which lost less than 20% shields, normal experience for everyone who lost more and got up to 49% damage, twice normal experience for ships with 50% or more damage, and 4x normal experience for ships who got 90% damage or more.

EPShipAlchemy100KT = 5

Alchemy ships get this amount of experience for producing 100 kt output.

EPShipBuild10Fighters = 0
EPShipBuild1000TorpUnits = 0

Ships can receive experience for building ammunition. The first option defines experience received for building 10 fighters, whereas the second one defines experience received for building 1000 torpedo units. Similar to mine units, each torpedo is worth its type-squared in torpedo units.

Experience = Trunc(Fighters_built * EPShipBuild10Fighters / 10)
Experience = Trunc(Torps_built * Torp_type^2 * EPShipBuild1000TorpUnits / 1000)

That is, making a Mark 6 Photon torpedo (type 8) will give 64x as many experience as making a Mark 1 Photon (type 1), and building a Mark 8 Photon (type 10) will give 100x as many experience as a Mark 1. Ten Mark 8's will give the full value configured in EPShipBuild1000TorpUnits, likewise ten fighters will give the full value EPShipBuild10Fighters.

This experience is given for torpedoes built on a starship using the Gather-build Torpedoes or Build Torpedoes mission or the mkt friendly code, and for fighters built using Gather-build Fighters or Build Fighters mission, the Rebel racial ability, or the lfm friendly code.

EPShipIonStorm100MEV = 80

Ships get this experience for surviving a dangerous ion storm. Experience is proportional to the ion storm's voltage.

Experience = EPShipIonStorm100MEV * (Storm_Voltage - 100) / 100

Points are given for storms of 150 MeV and more only (i.e. dangerous storms).

EPPlanetGovernment = 0

(4.0k) This is a "dynamic" version of EPPlanetAging. Planets get this experience each turn they have an effective happiness at 100%. If happiness is lower, the amount is reduced accordingly, e.g. with EPPlanetGovernment = 10, a planet with happiness at 70% would receive 7 points.

The effective happiness used in this computation is the minimum of colonist experience and native experience. That is, even if the planet colonists are healthy, you'll not get points if your natives are not. Planets with negative effective happiness do not receive points, but they do not get penalty either.

► Note: Note that all values are truncated (fractional digits removed) after computation. Alchemizing 115 kt gets you the same amount as making 100 kt due to this rounding. The same goes for experience through movement and combat.