

# all numbers are integers ranging from 0 to 100

PERCENT_LAND 40 # how much of the world is land
PERCENT_CONTINENT 50 # how much of the world tends toward big continents verses small islands
PERCENT_HOMOGENOUS 55  ## how "clumpy" the land terrain is

# the meridians are normalize on the map at 0 to 100 - 0 is all the way north
# and 100 is all the way south - 50 is the middle  - this works on a map of
# any size

MERIDIANA 5  # north of this is north pole
MERIDIANB 25  # north of this is north mild
MERIDIANC 35  # north of this is north deasert
MERIDIAND 60  # north of this is the equatioral region
MERIDIANE 70  # north of this is south desert
MERIDIANF 95  # north of this is the south mild, south is the south pole

# the humidity controls the ditrabution of forest, jungle, swamp, grass, plains, desert
#	tundra and glacier
# A bump map is randomly generated.  The bumps range from 0 to 100.  High bumps are
#  wet terrain, low vallies are dry terrain. 
# What terrain is used depends on what meridian you are in

# The height value have a gausian distrabution, with middle values being the most
# common.  The HLEVEL values should be adjusted to take into acount the intergral 
# of the gaussian. 

# HLEVELA must be greater the HLEVELB, HLEVELB must be greater then HLEVELC etc

HLEVELA 85  # above this is the wet terrain
HLEVELB 60	# above this is sort of wet terrain
HLEVELC 40	# below is ??? middle terrain
HLEVELD 15  # below this is dry terrain

# The wet/dry slider on the custommap screen uses these values.
# The sum of all the wet values together w/ the swamp wet value will add to 100.
# Similarly for the dry values.  Actually, swamp = 100 - (forest + grass + plains + desert).

FORESTWET 40
GRASSWET 30
PLAINSWET 20
DESERTWET 0
# This leaves 10 for swamp.

FORESTDRY 15
GRASSDRY 30
PLAINSDRY 50
DESERTDRY 5
# This leaves 0 for swamp.

# The warm/cold slider on the custommap screen uses these values.

WHITEWARM 5
BROWNWARM 40
TEMPERATURERANGEADJUSTWARM 25

WHITECOLD 40
BROWNCOLD 5
TEMPERATURERANGEADJUSTCOLD 100

# The goodcount slider on the custommap screen uses these values.

RICHNESSFEWGOODS 25
RIVERCELLWIDTHFEWGOODS 25
RIVERCELLHEIGHTFEWGOODS 25

RICHNESSMANYGOODS 75
RIVERCELLWIDTHMANYGOODS 5
RIVERCELLHEIGHTMANYGOODS 5


PERCENT_MOUNTAIN 5  # percetage of land with mountaint on it - this is a target only
MOUNTAIN_CELL 5     # length of a side of a cell - one cell contains at most 1 mountain chain. 

PERCENT_HILLS 5     # percent of land with hills on it
MOUNTAIN_SPREAD 25   # chance that the mountain chain spreads out
MOUNTAIN_LENGTH 25   # average length of a mountain chain

GLACIER_EXTENT 3	# number of tiles the glacier extends - should be normalized
PERCENT_VOLCANO 1	# percent of deep sea floor with volcanos
PERCENT_TRENCH 4	# percent chance that a trench is seeded - then it spreads automatically

# Swamps are placed at humidity levels above what forest works out to.
PERCENT_FOREST 20   
PERCENT_GRASS  40   
PERCENT_PLAINS 25   
PERCENT_DESERT 10   
PERCENT_WHITE 20
PERCENT_BROWN 20
TEMPERATURE_RANGE_ADJUST 60 # Adjust the temperature height map by negative this amount at the
		                    # poles, positive at the equator, linear scale in between

NICE_RADIUS 10	# radius of effect when calculating niceness of player placement
				# the mininum start distance between players is 2 * NICE_RADIUS

PERCENT_RIVER 5 # percent of land with a river on it
RIVER_LENGTH 15 # average river length
RIVER_CELL_WIDTH 5   # Size of cells to be searched for river starts
RIVER_CELL_HEIGHT 5  # (highest point in each cell)

RICHNESS 50 # density of special goods in the world

CHANCE_LOST_AT_SEA 30 # chance of a unit being lost at sea
VETERAN_COEF 50  #percent improvement in attack and defense of vetern units
REVOLUTION_LEVEL 60
DISCOVERIES_POLLUTION_SIZE_MODIFIER 0.5
DISCOVERIES_POLLUTION_PRODUCTION_MODIFIER 0.01
AVERAGE_POLLUTION_TURNS	5
POPULATION_PRODUCES_POLLUTION_THRESHOLD		8
PRODUCTION_PRODUCES_POLLUTION_THRESHOLD		300

MAX_EMPIRE_DIST_COST  10.0  # max distance unhappyness
HAPPINESS_LAUNCH_COST 0.0 # cost of going into space or landing for calculation happiness

UNIT_WORKDAY 0.25 # slider to work
BASE_WORKDAY 1.0 # work per person when slider is zero
UNIT_WAGES 1.0 # what does 1 notch mean
BASE_WAGES 4.0 # gold per person when slider is zero
UNIT_RATIONS 0.25 # what does 1 notch mean
BASE_RATIONS 1.0 # food per person time POP_HUNGER when slider is zero

CHANGE_CURRENTLY_BUILDING_ITEM_PENALTY 25 # what percent of the sheild store is lost it the current item is changed

TARIFF_REDUCTION	1		# how much to reduce tariffs by as part of a diplomatic request/agreement
REVOLT_INFLUENCE_DISTANCE	6	# city's revolt influence radius
PACT_CAPTURE_CITY_EXPIRES	10	# number of rounds before this agreement expires
# REWARD_CAPTURE_CITY_EXPIRES	10	# number of rounds before this agreement expires
CEASE_FIRE_EXPIRES	10		# number of rounds before this agreement expires
SHORT_CEASE_FIRE_EXPIRES	5	# number of rounds before any other agreement expires
END_OF_GAME_YEAR_EARLY_WARNING	2900
END_OF_GAME_YEAR				3000
CAPTURE_CITY_FOR_GOLD_MULTIPLIER	100	# amount to multiply gold reward by
PACT_END_POLLUTION_EXPIRES	50	# number of rounds before this agreement expires
LEAVE_OUR_LANDS_EXPIRES		10	# number of rounds before this agreement expires
REDUCE_POLLUTION_EXPIRES	10	# number of rounds before this agreement expires
# DESTROY_ENEMY_FOR_REWARD_EXPIRES 10	# number of rounds before this agreement expires
PATIENCE_LOST_PER_REQUEST	3	#
PATIENCE_REGAINED_PER_ROUND	1
REGAIN_PATIENCE_PROBABILITY	80
PATIENCE_LOST_THRESHOLD		5



AI_GOAL_TIME_SLICE 25	# time in milliseconds for an AI frame
AI_MAX_TIME_SLICE  250  # (in milliseconds)if the ai exceeds this time its turn is ended
AI_TOTAL_TIME_SLICE 3000 # (in milliseconds) if the total time in time in the ai player  exceeds this its turn is ended

ENTRENCHMENT_BONUS 0.5  # defense bonus for being entrenched
PARADROP_DISTANCE 20 # how far away can paratroopers drop?
PARADROP_SUCCESS_PERCENT 100 # a miss results in a drop to a neighboring square

ELITE_SPY_BONUS 0.0 # how much more likely elite spies are to succeed.
CITY_SECOND_ATTEMPT_SPY_BONUS 0.5 # how much less likely a spy is to succeed on a second attempt.
ASSASINATION_HAPPINESS_EFFECT -5 # unhappiness caused when a ruler is assasinated
ASSASINATION_HAPPINESS_EFFECT_TIMER 5 # how long the above lasts
SPIED_UPON_WARINESS_TIMER 5 # How many turns a spied upon city gets increased wariness

MAX_PARTY_COST 500      # most than can be spent on a party
MAX_PARTY_CHANCE 0.5    # the chance of hearing gossip at a party where the
		                # max gold was spent.  Less gold decreases proportionally.
GOSSIP_MAP_RADIUS 10    # When a map is revealed through gossip, a circle of
		                # this radius appears
HEAR_GOSSIP_CHANCE 0.02 # How likely a diplomat next to a capitol is to hear gossip
FRANCHISE_EFFECT 0.5    # How much production a franchise steals
TURNS_TO_SUE_FRANCHISE 0 # How many turns a lawsuit takes to expel a franchise

SLAVER_ELITE_CHANCE 0.0 # Chance of a slaver becoming elite in a successful raid
ELITE_SLAVER_BONUS 0.0 # Bonus to success percentage an elite slaver receives

ABOLITIONIST_ELITE_CHANCE 0.0 # chance of an abolitionist becoming elite
ELITE_ABOLITIONIST_BONUS 0.0 # Bonus an elite abolitionist receives
WATCHFUL_CITY_SUCCESS_MODIFIER 0.5 # Multiply an abolitionist or slaver's success chance by this
WATCHFUL_CITY_DEATH_MODIFIER 1.0 # Multiply death chance by this
WATCHFUL_CITY_TURNS 5 # how long a city remains watchful

BIO_INFECTION_TURNS 5
NANO_INFECTION_TURNS 5
BIO_INFECTION_SPREAD_CHANCE 0.30
NANO_INFECTION_SPREAD_CHANCE 0.20
BIO_TERROR_KILL_PERCENTAGE 0.20

ELITE_TERRORIST_BONUS 0.0
TERRORIST_ELITE_CHANCE 0.0
NUKE_POPULATION_PERCENTAGE 0.75

SPECIAL_ACTION_MOVE_COST 100.0

CLERIC_CONVERSION_FACTOR 0.2        # cities converted by clerics send this 
									# much of their gold each turn
TELEVANGELIST_CONVERSION_FACTOR 0.4 # like the above, but for televangelists 
									# and cities with televisions (cities
									# without TV fall back to the cleric level)
REFORMATION_CHANCE 1.0
REFORMATION_DEATH_CHANCE 0.0
REFORMATION_HAPPINESS_TIME 4
REFORMATION_HAPPINESS_AMOUNT -5

UNCONVERTED_INDULGENCE_GOLD 3
UNCONVERTED_INDULGENCE_HAPPINESS 2
CONVERTED_INDULGENCE_GOLD 5
CONVERTED_INDULGENCE_HAPPINESS 4
OTHER_FAITH_INDULGENCE_GOLD 2
OTHER_FAITH_INDULGENCE_HAPPINESS 1
SOOTHSAY_HAPPY_AMOUNT -5

RUINS_BOX_WIDTH 6
RUINS_BOX_HEIGHT 6
RUINS_CHANCE_PER_BOX 1.0
MAX_RUINS_GOLD 100
MAX_RUINS_ADVANCE 30
MAX_RUINS_UNIT 20

UNIT_RUSH_MODIFIER 3
IMPROVEMENT_RUSH_MODIFIER 1
WONDER_RUSH_MODIFIER 5
BUILDING_PRODUCTION_TO_VALUE_MODIFIER 0.5

MONOPOLY_THRESHOLD	50		# amount goods a particular city has to have to corner the market
POPULATION_POLLUTION_WARNING_THRESHOLD	10	# population pollution warning message threshold
INDUSTRIAL_POLLUTION_WARNING_THRESHOLD	10	# industrial pollution warning message threshold
VERY_HAPPY_THRESHOLD	85			# threshold at which a city is considered "very happy"
CITY_GROWTH_COEFFICIENT 175          # Amount of food per citizen required to grow a city
RIOT_LEVEL              73
POWER_POINTS_TO_MATERIALS 1  # 1 power point can be converted to x materials
MAX_AIRLIFT_STACK_SIZE 2
GOLD_FROM_PIRACY 30
NO_PIRACY_EXPIRES	5
SPACE_LAUNCH_COST 1000
SPACE_LAND_COST 1000

WORMHOLE_ORBIT_HEIGHT_PERCENTAGE 10
WORMHOLE_SPEED 10
WORMHOLE_RETURN_TIME 5
WORMHOLE_VISIBLE_TO_ALL_TURNS 5
MAX_GOVERNMENT_CHANGE_TURNS 4

POLLUTION_FORCES_ANARCHY 1000
FOOD_TO_POLLUTION_COEF 1.0			# pollution to food ratio produced by food vats


EMANCIPATION_UNHAPPINESS_TURNS 5
EMANCIPATION_UNHAPPINESS_AMOUNT -3

CAPTURE_CITY_ADVANCE_CHANCE 0.5 # chance of gaining an advance when capturing a city (assuming they have advances you don't)

CITY_HEAL_RATE 1.0
NORMAL_HEAL_RATE 0.1

LOCAL_POLLUTION_LEVEL 100
LOCAL_POLLUTION_CHANCE 0.0025

ASSAULT_DESTROY_BUILDING_CHANCE 0.1  # chance of an assault on a city destroying a building
BOMBARD_DESTROY_BUILDING_CHANCE 0.1  # chance of a bombardment on a city destroying a building
ADVANCE_CHOICES_MIN 4
ADVANCE_CHOICES_MAX 6

ATTACK_CONVERTER_UNHAPPINESS_TURNS 5
ATTACK_CONVERTER_UNHAPPINESS_AMOUNT -3.0

MIN_START_DISTANCE_COEFFICIENT 0.45
MAX_START_DISTANCE_COEFFICIENT 0.6
MAX_SAME_TILES 4
COMBAT_VETERAN_CHANCE 0.1

STOP_TRADE_ROUNDS 5
LEAVE_OUR_LANDS_ROUNDS 3
REDUCE_POLLUTION_ROUNDS 10
CAPTURE_CITY_ROUNDS 5
END_POLLUTION_ROUNDS 10
ATTACK_ENEMY_ROUNDS 10

MIN_CONTINENT_START_SIZE 10

BOMBARD_KILL_POP_CHANCE 0.1
ASSAULT_KILL_POP_CHANCE 0.4
CAPTURE_KILL_POP_CHANCE 1.0

SCALED_POP_ANCIENT		10000
SCALED_POP_RENAISSANCE		10000
SCALED_POP_MODERN		100000
SCALED_POP_GENETIC		1000000
SCALED_POP_DIAMOND		5000000

PIRACY_KILLS_TRADER_CHANCE 80
UPRISING_CHANCE_PER_UNGUARDED_SLAVE 5
MAX_DISBAND_SIZE 3
MAX_REQUESTS_PER_PLAYER_PER_TURN 3
SLAVES_PER_MILITARY_UNIT 3
MIN_ABSOLUTE_START_DISTANCE 5

#
# These map size settings must all be defined,
# and in this order
#
MAP_SIZE_SMALL		24	48	2
MAP_SIZE_MEDIUM		48	96	2
MAP_SIZE_LARGE		64	128	2
MAP_SIZE_GIGANTIC	70	140	2

RAIL_LAUNCH_POLLUTION 50
SPACE_FUEL_COST 5
NON_SPACE_FUEL_COST 100


#
# At the end of each turn, the program does a rough projection
# of the users maintenance costs, food usage, and support. If
# the projected usages exceed the projected available resources by
# more than the specified percentage, the user is given a warning.
# 
STARVATION_WARNING_FUDGE_FACTOR  120
MAINTENANCE_WARNING_FUDGE_FACTOR 110
SUPPORT_WARNING_FUDGE_FACTOR     110

RELATIVE_AI_PRODUCTION_CHEAT_COEF 1.0
RELATIVE_AI_SCIENCE_CHEAT_COEF 1.0

NUKE_KILL_TILES 5

INCITE_REVOLUTION_GOLD_COEFFICIENT 100.0
INCITE_REVOLUTION_CAPITOL_PENALTY  5000.0

INCITE_UPRISING_GOLD_COEFFICIENT 25.0
INCITE_UPRISING_CAPITOL_PENALTY 50.0

BIO_INFECTION_UNHAPPINESS -5

MIN_ECO_PACT_VIOLATION_LEVEL 200
NANO_INFECTION_TERRORIST_DEATH_CHANCE 0.25
BIO_INFECTION_TERRORIST_DEATH_CHANCE 0.25
FLOOD_CHANGES_COAST_TO_WATER_CHANCE 0.5
AI_CHEAT_ECO_PACT_MIN 10
AI_CHEAT_ECO_PACT_MAX 50
