
## there must be 6 difficulty settings

## Chieftain
{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 6    # population above this size are unhappy

SCIENCE_HANDICAP 20    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 100     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	3600	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	102
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	252
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	376
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	465
		YEARS_PER_TURN	5
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 0.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 0
AI_START_GOLD 300
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.3 0.3 0.2 0.2 0.0 
AI_PRODUCTION_COST_ADJUSTMENT 0.75 0.75 0.5 0.5 0.4 
AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.1 1.2
MAX_HUMAN_ADVANCES 6
MAX_AI_ADVANCES 2
HUMAN_SCIENCE_BONUS -0.4
HUMAN_FOOD_BONUS -0.4
EXTRA_SETTLER_CHANCE 1000000
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 5 5
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 5 5
	ADVANCE_GEOMETRY 5 50
	ADVANCE_IRON_WORKING 5 50
	ADVANCE_RELIGION 80 50
	}
}


# Warlord

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 5    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 100     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	3800	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	102
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	252
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	376
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	465
		YEARS_PER_TURN	6
	}
}

CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 200.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 200
AI_START_ADVANCES 2
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.3 0.3 0.01 0.0 -0.1 
AI_PRODUCTION_COST_ADJUSTMENT 0.65 0.65 0.6 0.5 0.3
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.1 1.2

MAX_HUMAN_ADVANCES 6
MAX_AI_ADVANCES 2
HUMAN_SCIENCE_BONUS -0.1
HUMAN_FOOD_BONUS -0.1
EXTRA_SETTLER_CHANCE 1000000
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 5 5
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 5 5
	ADVANCE_GEOMETRY 5 50
	ADVANCE_IRON_WORKING 5 50
	ADVANCE_RELIGION 80 50
	}
}

# Prince

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 5    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 100     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4000	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	102
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	252
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	376
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	465
		YEARS_PER_TURN	10
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 500
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.2 0.2 0.0 -0.1 -0.2
AI_PRODUCTION_COST_ADJUSTMENT 0.55 0.55 0.5 0.5 0.2  
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.2 1.2
MAX_HUMAN_ADVANCES 4
MAX_AI_ADVANCES 3
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 2500
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 5 5
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 5 5
	ADVANCE_GEOMETRY 5 50
	ADVANCE_IRON_WORKING 5 50
	ADVANCE_RELIGION 80 50
	}
}

# King

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 3    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 100     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4200	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	102
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	252
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	376
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	465
		YEARS_PER_TURN	10
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 600.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 1000
AI_START_ADVANCES 4
AI_START_PUBLIC_WORKS 200
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 -0.3 -0.4 -0.5 
AI_PRODUCTION_COST_ADJUSTMENT 0.45 0.45 0.4 0.3 0.2  
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.2 1.2
MAX_HUMAN_ADVANCES 3
MAX_AI_ADVANCES 4
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1800
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 5 5
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 5 5
	ADVANCE_GEOMETRY 5 50
	ADVANCE_IRON_WORKING 5 50
	ADVANCE_RELIGION 80 50
	}
}

# Emperor

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 2    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 100     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4400	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	102
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	252
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	376
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	465
		YEARS_PER_TURN	15
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 800.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 2000
AI_START_ADVANCES 6
AI_START_PUBLIC_WORKS 200
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST -0.1 -0.1 -0.3 -0.4 -0.5 
AI_PRODUCTION_COST_ADJUSTMENT 0.35 0.25 0.3 0.2 0.1  
AI_GOLD_ADJUSTMENT  1.0 1.0 1.1 1.2 1.2
MAX_HUMAN_ADVANCES 3
MAX_AI_ADVANCES 6
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1500
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 5 5
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 5 5
	ADVANCE_GEOMETRY 5 50
	ADVANCE_IRON_WORKING 5 50
	ADVANCE_RELIGION 80 50
	}
}

# God (Deity)

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 1    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 100     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4600	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	102
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	252
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	376
		YEARS_PER_TURN	6
	}
	PERIOD {
		START_TURN	465
		YEARS_PER_TURN	40
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 1000.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 2
AI_START_GOLD 8000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 500
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST -0.1 -0.2 -0.3 -0.4 -0.6
AI_PRODUCTION_COST_ADJUSTMENT -0.05 -0.15 -0.3 -0.4 -0.5
AI_GOLD_ADJUSTMENT  1.0 1.0 1.1 1.2 1.2
MAX_HUMAN_ADVANCES 3
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 5 5
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 5 5
	ADVANCE_GEOMETRY 5 50
	ADVANCE_IRON_WORKING 5 50
	ADVANCE_RELIGION 80 50
	}
}
