﻿	NCamera = {
		FOV							= 35 # Field-of-View

		# Used for all ships
		ENTITY_SPRITE_DESIGN_ENTRY_CAM_DIR = 	{ -1.0 -0.6 0.3 }
		ENTITY_SPRITE_DESIGN_ENTRY_CAM_LOOK_AT = { -2 -1.5 -1.0 }	# x=closer   -y = up   +z = left -z = right
		ENTITY_SPRITE_DESIGN_ENTRY_ZOOM_SCALE = 1.7

		# Used for ship sections in the ship designer
		ENTITY_SPRITE_SHIP_SECTION_CAM_DIR = 	{ -1.0 -0.9 0.7 }
		ENTITY_SPRITE_SHIP_SECTION_CAM_LOOK_AT = { 0 0 0 }
		ENTITY_SPRITE_SHIP_SECTION_ZOOM_SCALE = 2.3

		# Used for planets
		ENTITY_SPRITE_SYSTEM_VIEW_CAM_DIR = 	{ -1.0 -0.5 0.3 }
		ENTITY_SPRITE_SYSTEM_VIEW_CAM_LOOK_AT = { 0 0 0 }
		ENTITY_SPRITE_SYSTEM_VIEW_ZOOM_SCALE = 1.6

		# Used for planets in the species customization menus
		ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_CAM_DIR = 	{ -1.0 -0.5 0.3 }
		ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_CAM_LOOK_AT = { 0 0 0 }
		ENTITY_SPRITE_CUSTOMIZE_SPECIES_VIEW_ZOOM_SCALE = 1.7
		
		# Used for the animated front end background
		ENTITY_SPRITE_FRONTEND_BG_CAM_DIR = 	{ 0.0 0.0 1.0 }
		ENTITY_SPRITE_FRONTEND_BG_CAM_LOOK_AT = { 0.0 0 0 }
		ENTITY_SPRITE_FRONTEND_BG_ZOOM_SCALE = 10.0

		GALAXY_SHOW_FLEETS_ZOOM 		= 2300 # Camera zoom interval to show fleet icons
		GALAXY_SHOW_STARNAME_ZOOM 		= 800 # Camera zoom interval to show star name
		GALAXY_SHOW_FILTERICONS_ZOOM 	= 300 # Camera zoom interval to show filter icons

		SHOW_FLEETS_ZOOM 			= 300 # Show fleet icons instead of ship icons above this height
		HIDE_ORBITS_ZOOM 			= 0

		ZOOM_STEPS_GALAXY 			  = { 100 200 400 600 900 1500 3000 } 	# Galaxy zoom steps
		# ZOOM_STEPS_SYSTEM_PERCENTAGES = { 0.01 0.05 0.25 0.5 1.0 1.5 3.0 } # System zoom steps in percent relative to the system size
		ZOOM_STEPS_SYSTEM_PERCENTAGES = { 0.025 0.1 0.25 0.5 1.0 1.5 3.0 } # System zoom steps in percent relative to the system size
		ZOOM_STEPS_SHOW_FLEET_HEALTH_BARS 		= { 3 4 5 6 } # on which zoom steps per-fleet health bars should be shown
		LEAVE_SYSTEM_BIAS			= 15000.0 # Leave system if we are 10 distance from step
		LEAVE_GALAXY_BIAS			= 55.0 # Leave galaxy if we are 10 distance from step

		LEAVE_SYSTEM_ZOOM_STEP 			= 1 # Controls which zoom step is used after leaving system
		ENTER_SYSTEM_ZOOM_STEP 			= 6 # Controls which zoom step is used after entering system
		SYSTEM_FOCUS_PLANET_STEP 		= 2 # Controls which zoom step to planet zoom to in a system
		FOCUS_PLANET_DBLCLICK_X_OFFSET 	= 10.0

		SYSTEM_SPACE_SCALE_MULT 	= 10.0
		GALAXY_SPACE_SCALE_MULT 	= 2.0

		SYSTEM_HOVER_RANGE 			= 0.005

		DEFAULT_ACCELERATION 		= 0.8
		FOCUS_ACCELERATION 			= 1.6

		VELOCITY_FACTOR				= 0.13
		VELOCITY_FACTOR_TRANSITION	= 0.06

		BORDER_NAMES_FADEOUT_ZOOM	= 600
		BORDER_NAMES_FADEOUT_SPEED	= 4.0
		BORDER_FLAG_FADEOUT_ZOOM	= 600
		BORDER_FLAG_FADEOUT_SPEED	= 4.0
		NEBULA_NAMES_FADEOUT_ZOOM	= 250
		NEBULA_NAMES_FADEOUT_SPEED	= 1.5

		PARTICLE_GALAXY_TRANSITION_OFFSET	= 30.0
		PARTICLE_SYSTEM_TRANSITION_OFFSET	= 20.0

		EDGE_SCROLLING_PIXELS					= 3	# how many pixels from window edge that will trigger edge scrolling
		SCROLL_SPEED							= 0.035 	# higher values = faster camera. NOTE that this is tweakables from settings as well!
		SYSTEM_CAMERA_RESTRICT_EXTRA_SPACE 		= 100.0# how far the camera can go outside a systems outer radius

		SYSTEM_MIN_PITCH						= 20.0	# in degrees
		SYSTEM_MAX_PITCH						= 80.0	# in degrees
		GALAXY_MIN_PITCH						= 30.0	# in degrees
		GALAXY_MAX_PITCH						= 85.0	# in degrees
		FOCUSED_MIN_PITCH						= -80.0 # in degrees used when focused on planet/ship
		FOCUSED_MAX_PITCH						= 80.0 # in degrees used when focused on planet/ship
		FOCUSED_MIN_ZOOM_BASE					= 20.0 # base min zoom
		FOCUSED_MIN_ZOOM_MULT					= 0.5 # min zoom is base + entity radius * FOCUSED_MIN_ZOOM_MULT
		FOCUSED_PLANET_MIN_ZOOM_MULT			= 1.6
		FOCUSED_ZOOM_RATE						= 0.2 # higher values means faster zoom in/out
		FOCUS_START_ZOOM_STEP					= 4 	# which zoom step will be used when focusing on a new object

		ROTATION_RADIANS_PER_MOUSE_UNIT			= 0.004 # moving the mouse 1 pixel results in rotation of X radians * sensitivity from settings
		MOUSE_MOVEMENT_TO_START_ROTATION_SQ		= 16	 # how far (squared) you need to move the mouse before the game recognizes this as a camera rotation action

		OFFSET_ANOMALY_VIEW					= 50	# how far from the right the anomaly view will pop up when toggling in galaxy view

		SYSTEM_SLIDE_RADIUS_FACTOR = 4.0
		SYSTEM_SLIDE_SPEED = 100.0
	}

	NGraphics = {
		CAMERA_DISTANCE_TO_ZOOM				= 10.0
		
		DEAD_SHIP_DRAG						= 15.0	# When ships die reduce their speed with x / second
	
		ORBIT_HSV							= { 0.44 0.8 0.6 }
		SYSTEM_INNER_BORDER_HSV				= { 0.0 0.0 1.0 }
		SYSTEM_OUTER_BORDER_HSV				= { 0.1 0.8 0.9 }


		SYSTEM_LINE_ALPHA_FADE_STEP			= { 1 6 }			# Fade alpha betweeen zoom step X and Y
		SYSTEM_LINE_ALPHA_FADE_VALUE		= { 0.1 0.05 }		# Fade alpha value between X and Y

		DEFAULT_PLANET_PLANE				= -150.0
		MOON_SCALE 							= 0.7
		PLANET_SCALE_SYSTEM 				= { 0.425 0.325 0.35 0.5 0.5 0.5 0.75 } # Scale for each System zoom steps
		#										0  1  2  3    4   5   6		7
		RELATION_COLOR_PLAYER_HSV			= { 0.67 0.8 0.35 }
		RELATION_COLOR_ALLIED_HSV			= { 0.8 0.35 0.4 }
		RELATION_COLOR_NEUTRAL_HSV			= { 0.0 0.0 0.22 }
		RELATION_COLOR_HOSTILE_HSV			= { 0.0 0.3  0.3 }
		RELATION_COLOR_SELECTED_RGB			= { 1.5 1.1 0.0}

		ASTEROID_PLANE						= -100.0
		ASTEROID_POSITION_OFFSET 			= 8.0
		ASTEROID_HEIGHT_OFFSET 				= 4.0
		ASTEROID_DIST_POW					= 3
		ASTEROID_AMOUNT_RADIUS_SCALER 		= 0.1
		ASTEROID_MAX_SCALE 					= 4.0
		ASTEROID_ROTATION_SPEED				= 0.3035

		GALAXY_STAR_ICON_SCALE				= 1.5
		GALAXY_STAR_ICON_MAX_SCALE 			= 1.25
		GALAXY_DUST_SIZE 					= 25.0
		GALAXY_DUST_SIZE_EXTRA 				= 35.0
		GALAXY_DUST_ROTATION_SPEED			= 0.005
		GALAXY_NEBULA_DUST_SIZE 			= 10.0
		GALAXY_NEBULA_DUST_SIZE_EXTRA 		= 25.0
		GALAXY_NEBULA_DUST_ROTATION_SPEED	= 0.002

		SHIP_ZOOM_SCALE_MULT				= 200.0

		PLANET_TILT_FROM_SUN				= 0.52 # Tilt away from sun
		PLANET_RING_TILT_FROM_SUN			= -0.16
		PLANET_MAP_ICON_OFFSET				= 0.6	# based on planet size

		MEGASTRUCTURE_MAP_ICON_OFFSET		= 0.06	# based on mega structure size

		TRAILS_ALPHA_FADE					= 0.5 # Controls of quick we alpha fade-out
		TRAILS_MISSILE_ALPHA_FADE			= 6 # Controls of quick we alpha fade-out missile trails
		TRAILS_BASE_WIDTH					= 1.0 # Trails width
		TRAILS_MISSILE_BASE_WIDTH			= 3.0 # Missile trails width
		TRAILS_LOCATOR_NAME					= "exhaust"
		STRIKE_CRAFT_TRAIL_FADE_RATE		= 1.0
		STRIKE_CRAFT_HEIGHT_OFFSET			= 30.0
		STRIKE_CRAFT_HEIGHT_RANDOM			= 5.0

		BORDER_TEXTURE_SIZE					= 512 # size of borders data texture. larger = slower with more sample points. Too small and it will be inaccurate too big and the super sampling won't have much effect
		BORDER_MIN_SIZE_FOR_SYMBOL			= 2 # To show a symbol the border blob must be able to fit a square of x pixels

		BORDER_COUNTRY_FILL_TEXTURE			= "gfx/map/hexgrid.dds"	# texture to use on the inside
		BORDER_COUNTRY_EDGE_TEXTURE			= "gfx/map/edge.dds" 		# texture to use for the edge triangle strip
		BORDER_FALLEN_EMPIRE_FILL_TEXTURE	= "gfx/map/fallen_empire_border_fill.dds"	# texture to use on the inside
		BORDER_FALLEN_EMPIRE_EDGE_TEXTURE	= "gfx/map/fallen_empire_border_edge.dds" 	# texture to use for the edge triangle strip
		BORDER_CONFLICTED_FILL_TEXTURE		= "gfx/map/conflicted_border_fill.dds"	# texture to use for the inside of conflicted systems.
		BORDER_CONFLICTED_EDGE_TEXTURE		= "gfx/map/conflicted_border_edge.dds"	# texture to use for the edge of conflicted systems.

		STAR_PIN_CIRCLE_RADIUS				= 2.0	# The lines that go from solar systems down to the 0-plane. This is the radius of that circle
		STAR_PIN_CIRCLE_NUM_POINTS			= 6	# how many points in the circle on the 0-plane
		STAR_PIN_ENABLE_NEUTRAL				= yes # Should the game draw pins for stars that are not within any borders?
		STAR_PIN_NEUTRAL_COLOR				= { 0.5 0.5 0.5 0.5 }	# The color for pins that are not inside any borders

		BORDER_FLAG_SCALE					= 0.6
		MAPNAME_BORDER_SCALE				= 1.0
		MAPNAME_BORDER_MIN_SIZE				= 100
		MAPNAME_BORDER_OFFSET_MUL			= 0.75
		MAPNAME_BORDER_OFFSET_ADD			= 4.0
		MAPNAME_NEBULA_SCALE				= 0.8
		MAPNAME_SECTOR_SCALE				= 3

		NULL_ENTITY	= "test_object_entity"
		NULL_INSTANT_PROJECTILE = "default_instant_projectile"
		NULL_MISSILE_PROJECTILE = "default_missile_projectile"

		SCIENCE_SHIP_SURVEY_ENTITY = "survey_base_effect_entity"
		SCIENCE_SHIP_SURVEY_ENTITY_LOCATOR = ""
		SCIENCE_SHIP_SURVEY_ENTITY_MAX_SCALE_FACTOR = 1.0 # Scale in xy can max be scale z * SCIENCE_SHIP_SURVEY_ENTITY_MAX_SCALE_FACTOR. Scale z will be equal to the distance between surveyed object and ship
		
		CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY = "terraforming_effect_entity"
		CONSTRUCTION_SHIP_TERRAFORMING_PLANET_ENTITY = "terraforming_planet_effect_entity"
		CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY_SCALE_XY = 1.0 # Scale xy in local coords between ship and planet.
		CONSTRUCTION_SHIP_TERRAFORMING_BEAM_ENTITY_SCALE_Z = 0.62 # Scale beam tip z in local coords so beam hits planet surface.
		CONSTRUCTION_SHIP_TERRAFORMING_PLANET_ENTITY_SCALE_R = 3.0 # Scale radius r of the cloud surrounding the planet.

		# NAVIGATION_ARROW_X values might require a game restart to push changes
		NAVIGATION_ARROW_ENTITY	= "navigation_arrow_entity"
		NAVIGATION_ARROW_OFFSET = 150.0	# offsets the arrow towards the edge
		NAVIGATION_ARROW_FONT = "Orbitron"
		NAVIGATION_ARROW_FONT_SPECIAL = "arial" 				# russian and polish
		NAVIGATION_ARROW_FONT_SIMP_CHINESE = "Chinese_normal"	# Chinese
		NAVIGATION_ARROW_TEXT_OFFSET = -50.0
		NAVIGATION_ARROW_TEXT_SCALE = 1.6
		NAVIGATION_ARROW_FONT_SIZE = 32
		NAVIGATION_ARROW_TEXT_KERNING = 8

		SHIP_HEALTH_BAR_COLOR 		= { 0.0 1.0 0.0 1.0 }
		SHIP_HEALTH_BAR_BG_COLOR 	= { 0.5 0.0 0.0 1.0 }
		SHIP_SHIELD_BAR_COLOR 		= { 0.0 0.4 1.0 1.0 }
		SHIP_SHIELD_BAR_BG_COLOR 	= { 0.0 0.0 0.5 1.0 }

		SHIP_TURRET_PROJECTILE_SPAWN_LOCATOR = "turret_muzzle_01"
		STRIKE_CRAFT_PROJECTILE_SPAWN_LOCATOR = "projectile_spawn"
		SHIP_TARGET_LOCATOR = "target_locator_"

		MISSILE_HEIGHT_OFFSET		= 10.0	# how high up missiles will fly
		MISSILE_ROTATION_RATE		= 17.0 # how fast missiles will adjust their rotation. High values can cause visible snaps each micro update

		MISSILE_RANDOM_OFFSET_MIN_RADIUS = 5.0		# random spread of missiles
		MISSILE_RANDOM_OFFSET_MAX_RADIUS = 10.0

		BALLISTIC_PROJECTILE_MISSED_LIFETIME = 2.0 # missed ballistic projectiles will live for (at least) this long before being removed
		PROJECTILE_ENTITY_STOP_STATE = "stop" # state that gets played on missile- projectile- and on_hit entities when its time to stop

		SHIELD_EFFECT_TIME_SCALE = 1.5 # how fast the shield effects are animated
		SHIELD_EFFECT_LOOP_INTERVAL = 0.5 # when to loop animation. value is in percent
		SHIELD_DISTANCE_FROM_SHIP = { 2.0 0.0 5.0 } # how far "out" from the ships shields will extend. left-right upd-down front-back
		SHIELD_DISTANCE_FROM_SHIP_MULT = { 1.15 1.15 1.15 } # how far "out" from the ships shields will extend. based on ship's size. left-right upd-down front-back

		SHIELD_EFFECT_ENTITIES = {
			"small_shield_impact_entity"
			"medium_shield_impact_entity"
			"large_shield_impact_entity"
		}
		SHIELD_EFFECT_LOOPING_ENTITIES = {
			"small_shield_impact_looping_entity"
			"medium_shield_impact_looping_entity"
			"large_shield_impact_looping_entity"
		}

		MISSED_BEAM_LENGTH = 1500.0 # how long missed beams will be

		SHIP_DAMAGE_TEXTURE = "gfx/models/ships/other/damaged_noise.dds"
		SHIP_DISSOLVE_NOISE_TEXTURE = "gfx/models/ships/other/dissolve_noise.dds"
		SHIP_RANDOM_HEIGHT_OFFSET = 15.0

		RANDOM_HEIGHT_MIN = -20.0
		RANDOM_HEIGHT_MAX = 20.0

		MOVE_ARROW_SYSTEM_CONTROL_POINT_SPACING = 100.0 # When plotting the movement arrows how far apart should the control points be?
		MOVE_ARROW_GALAXY_CONTROL_POINT_SPACING = 5.0 # When plotting the movement arrows how far apart should the control points be?
		MOVE_ARROW_SYSTEM_TARGET_ENTITY = "move_indicator_entity" # Entity that is used at the end of the arrow
		MOVE_ARROW_GALAXY_TARGET_ENTITY = "galaxy_move_indicator_entity" # Entity that is used at the end of the arrow
		ATTACK_ARROW_SYSTEM_TARGET_ENTITY = "attack_indicator_entity" # Entity that is used at the end of the arrow
		ATTACK_ARROW_GALAXY_TARGET_ENTITY = "galaxy_attack_indicator_entity" # Entity that is used at the end of the arrow
		TASK_ARROW_SYSTEM_TARGET_ENTITY = "task_indicator_entity" # Entity that is used at the end of the arrow
		TASK_ARROW_GALAXY_TARGET_ENTITY = "galaxy_task_indicator_entity" # Entity that is used at the end of the arrow

		GUI_PLANET_RING_DIR = { 1.5 -0.25 1.5 }	# direction of the ring for planets in gui icons
		TI_TEXTURE_GROW_AMOUNT = 1	# amount to grow TI for graphics

		#REPAIR_FLEET_EFFECT_ENTITY = "ship_repair_entity"
		#UPGRADE_FLEET_EFFECT_ENTITY = "ship_upgrade_entity"
		#ORBIT_FLEET_EFFECT_ENTITY = "ship_orbit_entity"
		#IDLE_FLEET_EFFECT_ENTITY = ""

		FLEET_EFFECT_ENTITIES = {
			"ship_repair_entity"		# when repairing
			"ship_upgrade_entity"		# when upgrading
			"ship_orbit_entity"		# when orbiting
			""							# when idling
		}
		FLEET_EFFECT_ENTITIES_BILLBOARD = {
			1	# when repairing
			1	# when upgrading
			0	# when orbiting
			1	# when idling
		}
		FLEET_EFFECT_ENTITIES_SCALE = {
			0	# when repairing
			0	# when upgrading
			1	# when orbiting
			0	# when idling
		}

		FTL_WINDUP_ENTITY_WARP = "warp_ftl_ship_effect_entity"
		FTL_WINDUP_ENTITY_HYPERLANE = "hyperlane_ftl_ship_effect_entity"
		FTL_WINDUP_ENTITY_JUMPDRIVE = "hyperlane_ftl_ship_effect_entity"

		ALIENFX_DEFAULT_COLOR = { 0.43 0.8 0.61 }
		
		RUINED_BUILDING = "gfx/interface/icons/buildings/building_destroyed.dds"
		
		AURA_EFFECT_COLOR_ALLIED_FRIENDLY 	= { 0.35 1 1 0.05 }
		AURA_EFFECT_COLOR_ALLIED_HOSTILE 	= { 0.58 1 1 0.05 } 
		AURA_EFFECT_COLOR_ENEMY_FRIENDLY 	= { 0.1 1 1.0 0.05  }
		AURA_EFFECT_COLOR_ENEMY_HOSTILE 	= { 0.00 1 0.3 0.1 }
		
		MAX_GFX_PROJECTILES = 100
		MAX_GFX_PRIO_PROJECTILES = 100
		MAX_GFX_MISSILES = 50
		MUZZLE_FLASH_LIMIT = 50
		MUZZLE_FLASH_DURATION = 2.0
		
		MAP_MODE_NEUTRAL_COLOR = { 0.5 0.5 0.5 0.75 }
		COUNTRY_BORDER_COLOR_RANDOM_SATURATION_OFFSETS = { 0.0 -0.1 0.1 -0.2 0.2 -0.3 0.3 }
		COUNTRY_BORDER_COLOR_RANDOM_VALUE_OFFSETS = { 0.0 -0.1 0.1 -0.2 0.2 -0.25 0.3 }
		
		CONSTRUCTION_COLOR_VALID = { 0.38 1.0 0.6 0.5 }
		CONSTRUCTION_COLOR_INVALID = { 0.0 0.95 0.3 0.5 }
		CONSTRUCTION_COLOR_IN_PROGRESS = { 0.41 1.0 0.6 0.10 }
		
		CONSTRUCTION_PROGRESS_BLEND_SPEED = 0.025
		CONSTRUCTION_MEGASTRUCTURE_PROGRESS_BLEND_SPEED = 0.001
	}

	NInterface = {
		TOOLTIP_TIME 					= 0.05
		TOOLTIP_DELAYED_TIME 			= 0.8
		TOOLTIP_POSITION_OFFSET 		= { 21 24 }
		TOOLTIP_POSITION_OFFSET_STAR 	= { 6.4 0 }
		COUNTRY_ICONS = 23

		FLEET_VIEW_RESERVE_ABOVE = 230
		FLEET_VIEW_RESERVE_INSIDE = 134

		NOTIFICATION_MESSAGE_XPOS 				= 130	# X-position where notification message starts
		NOTIFICATION_MESSAGE_YPOS 				= 44	# Y-position where notification message stops
		NOTIFICATION_MESSAGE_CLOSE_WARNING_PERC = 0.30	# Percentage of time left before auto close
		NOTIFICATION_MESSAGE_SPACING			= -10
		NOTIFICATION_MESSAGE_MARGIN_RIGHT		= 80
		NOTIFICATION_MESSAGE_SPEED				= 120.0

		TECH_VIEW_ZOOM_STEPS					= { 1.0 0.75 0.5 0.3 }
		TECH_VIEW_CAMERA_SPEED					= 6.0
		TECH_VIEW_CAMERA_EDGE_SPEED				= 3000.0

		PLANETVIEW_ORBITAL_RED_HEALTH 			= 50 # How high percentage health before orbital health bar turns red in planet view.
		PLANETVIEW_ORBITAL_YELLOW_HEALTH 		= 75 # How high percentage health before orbital health bar turns yellow in planet view.
		PLANETVIEW_DETACH_POP_DISTANCE			= 20 # How far the pop has to be dragged before actually detaching from a tile

		GROWING_POP_ALPHA						= 0.60 # Used in planet view surface tab
		QUEUED_BUILDING_ALPHA					= 0.60 # Used in planet view surface tab
		POTENTIAL_ARMY_ALPHA					= 0.45 # Used in planet view army tab

		ANOMALY_VIEW_RISK_LOW					= 0.1	# Color green if < 11%
		ANOMALY_VIEW_RISK_MEDIUM				= 0.49	# Color yellow if < 50% else red

		BUILDINGS_TO_SHOW_CITY_LEVEL 			= { 1 3 5 8 11 } # Decides how many buildings are required to show the next level of city-infrastructure in city_frame

		TRADE_VIEW_SMALL_CREDIT_CHANGE			= 10	# Decides how much value is changed while holding control when increasing/decreasing credit in trade
		TRADE_VIEW_LARGE_CREDIT_CHANGE			= 100	# Decides how much value is changed while holding shift when increasing/decreasing credit in trade
		TRADE_VIEW_MASSIVE_CREDIT_CHANGE		= 1000	# Decides how much value is changed while holding shift AND control when increasing/decreasing credit in trade
		TRADE_VIEW_WIDE_MODE_THRESHHOLD			= 1470 # Shows Trade View in wide mode if game resolution is above this
		SHIP_NAME_CAP_LENGTH					= 175	# Fleet name max width to limit Henrik Eklund's imagination
		SHIP_NAME_SIZE_MAX						= 26	# Max number of letters in ship names
		SPECIES_NAME_SIZE_MAX					= 20   # Max number of letters in army names
		SPECIES_NAME_CAP_LENGTH					= 175   # Max name width for army names
		EMPIRE_NAME_CAP_LENGTH					= 280 	# Width based on galaxy view entry name for empires

		ADVISOR_DEFAULT_SHOW_SOUND				= "advisor_generic_phrase"
		ADVISOR_DEFAULT_CLICK_SOUND				= "advisor_clicking_respons_01"
		ADVISOR_ANNOYED_COUNT					= 5
		ADVISOR_ANNOYED_SOUNDS					= { "advisor_clicking_respons_05" "advisor_clicking_respons_06" "advisor_clicking_respons_07" "advisor_clicking_respons_08" "advisor_clicking_respons_09" "advisor_clicking_respons_10" "advisor_clicking_respons_11" "advisor_clicking_respons_12" "advisor_clicking_respons_13" "advisor_clicking_respons_14" "advisor_clicking_respons_15" "advisor_clicking_respons_16" }
		ADVISOR_SOUND_MIN_WAIT					= 2.0 	# After playing a VO line, don't play any other VO line for X seconds
		ADVISOR_SOUND_BLOCKED_DEFAULT			= 0.0 	# Default time VO line blocked from playing for X seconds
		ADVISOR_SOUND_BLOCKED_SHIP_LOST			= 10.0 	# This VO line will be blocked from playing for X seconds
		ADVISOR_SOUND_BLOCKED_FLEET_ENGAGED		= 10.0 	# This VO line will be blocked from playing for X seconds

		POP_FACTION_HEADER_SPRITE_TYPE_DEFAULT	= "GFX_faction_header_blue"

		OUTLINER_PING_TIME 						= 2.40	# Amount of seconds to show the ping when having selected an object from the outliner
		
		FRONTEND_ANIMATED_BG_ENTITY				= "frontend_background_entity"
		FRONTEND_ANIMATED_BG_ASPECT_RATIO		= 1.777

		MAX_NUM_SAVE_GAMES						= 100
		
		DANGEROUS_FACTIONS_WHITE 				= 0.3 # How much support a faction must have to be listed as a white dangerous faction.
		DANGEROUS_FACTIONS_YELLOW				= 0.5 # How much support a faction must have to be listed as a yellow dangerous faction.
		DANGEROUS_FACTIONS_RED					= 0.8 # How much support a faction must have to be listed as a red dangerous faction.
		
		SITUATION_LOG_DEBRIS_PICTURE_SPRITE		= "GFX_situation_log_debris_picture"
		SITUATION_LOG_DEBRIS_ICON_FILENAME		= "gfx/interface/icons/situation_log/situation_log_debris.dds"
		SITUATION_LOG_MODIFICATION_PICTURE_SPRITE 	= "GFX_situation_log_modification_picture"
		SITUATION_LOG_MODIFICATION_ICON_FILENAME 	= "gfx/interface/icons/situation_log/situation_log_modification.dds" 

		MIN_GUI_SCALE							= 0.5 # Minimum UI scale factor
		BROWSER_BASE_URL						= "http://www.stellariswiki.com/"

		INGAME_HELP_URL							= "http://www.stellariswiki.com/"
		INGAME_HELP_URL_TGP						= "http://plat.tgp.qq.com/forum/index.html#!/2000011"		
		
		TOPBAR_BUTTONS_SHORTCUTS				= { "contacts" "F2" "situation" "F3" "technology" "F4" "empire" "F5" "policies" "F6" "factions" "F7" "traditions" "F8" "expansion_planner" "F9" "ship_designer" "F10"}	# Shortcuts for topbar buttons
		TOPBAR_BUTTONS_PRIORITY					= { "contacts" "situation" "technology" "empire" "policies" "factions" "strategic_resource" "species" "leaders" "traditions" "expansion_planner" "ship_designer" }	# The order of topbar buttons
		TOPBAR_BUTTONS							= 4	# Amount of topbar buttons shown
		
		NUM_INDENTATION_SPACES = 4

		OUTLINER_PLANET_CONSTRUCTION_MAX_ENTRIES	= 3	# not enough space in vanilla stellaris for more. priority: spaceport, tile, army, pop
	}

	NGameplay = {
		RANDOM_START_DISTANCE = 100		# The minimum distance at which empires will spawn from each other in random start
	
		SHROUD_FLAG = "breached_shroud"
		GUARDIANS_OF_THE_GALAXY_FLAG = "guardians_of_the_galaxy"
		
		DECADENCE_START = 20	# After this many years of being awakened, an awakened empire will experience decadence
		DECADENCE_CHANCE = 0.5	# Chance of decadence increasing each month (multiplied by total size of empire & subjects)
		DECADENCE_INCREASE = 2	# How much does decadence increase per time?
		DECADENCE_MAX = 100		# Max decadence
	
		ALLOW_MANAGE_SECTOR_PLANETS = 1	# Can empire manually manage sector tiles?
	
		FTL_MAGNET_DISTANCE = 50	# The distance at which ships will warp in when caught by an FTL snare
	
		ALLOW_EMPIRE_DESIGN_CHEATS = no
		VICTORY_CONDITION_DOMINATION = 0.4
		VICTORY_CONDITION_FEDERATION = 0.6
		
		MIN_RESOURCE_STORAGE = 0		# Minimum amount that can always be stored of accumulative resources # changed to 0 for machine food stockpiling
		
		# Not used for crisis faction, mainly for FEs/AEs
		SCALED_DIFFICULTY_MAX_GALAXY_SIZE = 1000	# At this galaxy size, the full scaled difficulty modifier is applied
		SCALED_DIFFICULTY_GALAXY_SIZE_MULT = 0.75	# How much does galaxy size impact difficulty scaling
		SCALED_DIFFICULTY_HABITABLE_PLANETS_MULT = 0.5	# How much does amount of habitable planets impact difficulty scaling
		
		FALLEN_EMPIRE_RESOURCE_STORAGE_MULT = 10
		FALLEN_EMPIRE_REPEATABLE_TECHS = 5
		FALLEN_EMPIRE_FLEET_POWER = 0.85
		CRISIS_FLEET_POWER = 0.75
		
		MIN_UNBLOCKED_TILES = 5		# Always try to have this many unblocked tiles on planets when generating the galaxy
		MIN_HABITABILITY = 0.2		# Planet habitability must be at least this value to be able to colonize
		MIN_HABITABILITY_FOR_MIGRATE = 0.50		# Planet habitability must be at least this for Pops to want to move there
		
		ABANDONED_EMPIRE_FLAG = "special/abandoned.dds"
		PRE_COMMUNICATIONS_EMPIRE_FLAG = "special/unknown.dds"
		FLEET_MIN_TI_CLEAR_RADIUS = 10			# min radius for clearing terra incognita will use the highest of this and sensor range
		TI_TEXTURE_SIZE = 256					# size of the internal terra incognita texture high resolutions can cause stuttering and will increase memory demand and save file size.
		START_YEAR = 2200
		MIN_ANOMALIES = -1
		MAX_ANOMALIES = 1
		SYSTEM_INNER_RADIUS_OFFSET = 30
		SYSTEM_MIN_INNER_RADIUS = 150
		SYSTEM_OUTER_RADIUS_OFFSET = 100
		SHIP_SUBLIGHT_SPEED_MULT = 5 				# General speed multiplier for ship movement within solar systems
		MISSILE_SUBLIGHT_SPEED_MULT = 5 			# General speed multiplier for ship movement within solar systems

		FTL_MIN_DIST = 1 							# Min distance to FTL point to start the FTL
		
		BORDERING_DISTANCE = 75				# Within this distance we're considered to be neighbours	
		RELEVANT_DISTANCE = 150				# Within this distance we're considered to be diplomatically relevant

		CONSTRUCTION_SHIP_WORK_SPEED_MULT = 1	# Construction ship construction speed multiplier
		OUTPOST_STATION_BUILD_SPEED_MULT = 0.3	# Applied when building outpost stations
		CONSTRUCTION_SHIP_STATION_OFFSET = 5		# distance to the station that the ship is building
		SCIENCE_SHIP_SPECIAL_PROJECT_OFFSET = 20	# distance to the special project when collecting data
		SCIENCE_SHIP_WORK_SPEED_MULT = 1.75		# Science ship survey speed multiplier

		SENSOR_KNOWLEDGE_HIGH_DIST_PERC = 0.30		# See planet classes if distance is 30% of total sensor range sq distance
		NEBULA_TRAVEL_SPEED_PENALTY = 0.30 		# 30% travel speed penalty

		HYPERLANE_GEN_REMOVE_PERC = 0.20			# Try to remove 20% of the longest edges
		HYPERLANE_GEN_REMOVED_MAX_DIST = 30 		# Don't remove an edge if you have to travel more than 30 stars to reach the same position
		HYPERLANE_GEN_REMOVE_TOO_MANY_EDGES = 4	# Remove edges if having 4 or more edges
		WORMHOLE_OPEN_SPEED = 1.3					# Wormhole opening speed. Wormhole capacity is incremented with this every micro update
		WORMHOLES_PER_STATION = 1					# How many wormholes a station can open at a time
		WORMHOLE_BASE_CAPACITY_REQUIREMENT = 200		# Required wormhole capacity for a jump is base(this one!) + fleet size
		WORMHOLE_CAPREQ_OUTSIDE_BORDERS = 0.3		# Percentage malus when opening wormholes to systems outside owner borders 
		FTL_TRAIL_DAYS = 360						# FLT Trail lifetime in days
 
		NORMAL_TAX_LEVEL 		= 0.25				# Tax level without happiness penalty
		PLANET_ORBIT_DISTANCE 	= 10.0				# how far from the planet ships will orbit
		PLANET_STATION_ORBIT_DISTANCE = 6.0		# how far from the planet orbital stations will be

		BASE_SURVEY_TIME 		= 20.0				# Base Time In Days for surveying a planet

		PIRATE_TARGET_DIST 		= 80.0				# Target system can't be further away from home system

		FTL_RANGE_WARP 			= 50				# Base warp range
		FTL_RANGE_WORMHOLE 		= 65				# Wormhole range
		FTL_RANGE_JUMPDRIVE		= 100				# Jumpdrive range

		LEADER_POOL_SIZE		= 3				# Each leader pool will consist of this many leaders
		LEADER_POOL_LEAD_TIME	= 10				# Years leaders will remain in the leader pool until replaced
		LEADER_HIRING_COST 		= 50
		LEADER_BASE_CAP			= 10
		LEADER_EXPERIENCE_INIT_RAND_MOD 	= 0.35
		LEADER_EXPERIENCE_INIT_ADD 			= 0.25
		LEADER_BASE_SKILL_CAP	= 5
		LEADER_MAX_SKILL_CAP	= 10
		LEADER_SKILL_MIN		= 1
		LEADER_EXP_MIN			= 200
		LEADER_EXP_MAX			= 400
		LEADER_AGE_HEIR_MIN		= 18				# Min age of generated heirs in dynastic governments
		LEADER_AGE_HEIR_MAX		= 26				# Max age of generated heirs in dynastic governments
		LEADER_AGE_MIN			= 28				# Min age of generated leaders
		LEADER_AGE_MAX			= 50				# Max age of generated leaders
		LEADER_SKILL_LEVEL_START	= 1			# Skill Level Leaders start with. XP needed { 200 475 825 1250 }
		LEADER_EXPERIENCE_REQUIREMENT_BASE_VALUE					= 125 # Base value when calculating required experience for next skill level
		LEADER_EXPERIENCE_REQUIREMENT_SCALE_VALUE					= 75 # Scale factor when calculating required experience for next skill level
		
		LEADER_RULER_MONARCH_EXPERIENCE								= 2.5
		LEADER_RULER_HEIR_EXPERIENCE								= 0.5

		LEADER_ADMIRAL_FLEET_COMBAT_BASE_EXPERIENCE					= 10 # Leader Admiral base experience from fleet combat
		LEADER_ADMIRAL_FLEET_COMBAT_EXPERIENCE_SCALE				= 0.4 # Scale factor used when calculating experience gain for Admiral
		LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_KILLED_CONVERSION			= 0.25 # Scale factor for total number of ships killed after combat when calculating experience gain for Admiral
		LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_LOST_CONVERSION			= 0.1 # Scale factor for total number of ships lost after combat when calculating experience gain for Admiral

		LEADER_GENERAL_GROUND_COMBAT_BASE_EXPERIENCE				= 10 # Leader General base experience from ground combat
		LEADER_GENERAL_GROUND_COMBAT_EXPERIENCE_SCALE				= 0.4 # Scale factor used when calculating experience gain for General
		LEADER_GENERAL_GROUND_COMBAT_ARMIES_KILLED_CONVERSION		= 0.25 # Scale factor for total number of armies killed after combat when calculating experience gain for General
		LEADER_GENERAL_GROUND_COMBAT_ARMIES_LOST_CONVERSION			= 0.1 # Scale factor for total number of armies lost after combat when calculating experience gain for General

		LEADER_SCIENTIST_LEADING_RESEARCH_FIELD_EXPERIENCE			= 3.5
		LEADER_SCIENTIST_SURVEY_EXPERIENCE							= 10 	# Experience gained from surveyed planet
		LEADER_SCIENTIST_SUCCESSFUL_ANOMALY_RESEARCH_EXPERIENCE		= 100 	# Experience gained from a successful discovery research
		LEADER_SCIENTIST_COMPLETED_SPECIAL_PROJECT_EXPERIENCE		= 100	# Experience gained from completing a special project
		LEADER_SCIENTIST_DEEP_SCAN_EXPERIENCE						= 200	# Experience gained from a deep scan
		LEADER_SCIENTIST_ASSIST_RESEARCH							= 0.35 	# Experience gained from assisting research per day
		LEADER_SCIENTIST_ASSIST_RESEARCH_MULT						= 0.125	# Assist Research modifier-mult per skill level (this value times skill level equals modifier)

		LEADER_GOVERNOR_BUILDING_OR_TILE_CLEAR_EXPERIENCE			= 0.5 # Scale-value for each completed building-construction or tile-clear multiplied with the resources spent
		LEADER_GOVERNOR_EDICT_GAIN_EXPERIENCE						= 0.05 # Scale-value for the exp-gain given each month an Edict is active on the planet multiplied with the resources spent
		LEADER_GOVERNOR_POP_IS_BORN_EXPERIENCE						= 8 # Exp-gain for each Pop born
		LEADER_GOVERNOR_SECTOR_MONTHLY_EXPERIENCE					= 3.5	# Monthy exp from governing sector.

		LEADER_AGE_DEATH_CHANCE_AGE	= 72			# Before this age the chance wont increase
		LEADER_AGE_DEATH_CHANCE_INC = 0.01			# Increase with these % for each year above CHANCE_AGE

		GENERAL_DAMAGE_EXP_MULT		= 1.0				# Multiplier of how much damage translates into experience.
		GENERAL_DEFENSE_EXP_MULT	= 1.0				# Multiplier of how much defense translates into experience.

		HABITABILITY_IDEAL_PLANET		= 1.00			# Habitability of Gaia worlds
		HABITABILITY_WRONG_PLANET		= 0.70			# Below which point we color habitability icons and text yellow
		HABITABILITY_OPPOSITE_PLANET	= 0.40			# Below which point we color habitability icons and text red

		BORDER_BASE_RADIUS				= 20		# The base radius of the border
		BORDER_NEW_COLONY_START			= 0.25		# Newly started colony's borders is modified by this goes up to 1x with progress
		BORDER_POPULATION_MODIFIER		= 0.20		# The border population modifier
		BORDER_HABITAT_MODIFIER 		= 0.33
		
		PLANETARY_BUILDING_ADD_FACTOR 	= 20		# Used in the calculation of the planetary building progress
		ORBITAL_BUILDING_DIV_FACTOR		= 6		# Used in the calculation of the orbital building progress

		# War-score from fleet-battles = WAR_SCORE_SHIP_KILL_MUL * (WAR_SCORE_FLEET_COMBAT_WIN_BASE + ((loser_fleet_value_lost / loser_fleet_value_total) * (1 - ((winner_fleet_value_lost * WAR_SCORE_SHIP_KILL_WINNER_MUL) / winner_fleet_value_total))))
		WAR_SCORE_SHIP_KILL_MUL 			= 0.25		# Multiplier of warscore gained
		WAR_SCORE_SHIP_KILL_WINNER_MUL		= 0.75		# Multiplier of warscore loss for the sinking of ships for the winner
		WAR_SCORE_FLEET_COMBAT_WIN_BASE		= 0.0		# Base score for winning a fleet combat
		WAR_SCORE_PLANET_BASE				= 10.0		# Relative warscore value of a planet
		WAR_SCORE_PLANET_POP				= 0.5		# Relative warscore value of a planet for every Pop
		WAR_SCORE_OCCUPATION_MUL			= 1.5		# 150% warscore gained from completely occupying the opponents
		WAR_SCORE_PLANET_MIN 				= 5.0		# Warscore from 1 planet will never be less than this
		WAR_SCORE_WARGOAL_MULT				= 2.0		# Wargoal planets are worth this much more
		WAR_SCORE_MAJOR_WAR_MULT			= 0.33		# All warscore gains are multiplied by this in a major war
		WAR_SCORE_SUBJECT_MULT				= 0.5		# Planets of subjects have this multiplier attached to their warscore value
		WAR_SCORE_SUBJECT_FE_MULT			= 0.1		# Planets of Fallen/Awakened Empire subjects have this multiplier attached to their warscore value
		
		REBELS_JOIN_DISTANCE_SQRT			= 100.0		# Distance threshold if rebels are to join an already existing rebel.
		REBELS_POWER_THRESHOLD 				= 0.5 		# A Threshold that controls when rebels think they have a chance Higher = more unwilling
		
		GARRISON_SIZE_BASE					= 2			# Planet always spawns this number of garrisons
		GARRISON_SIZE_MULT					= 0.4		# Per pop over 1
		PLANET_FORTIFICATION_BASE			= 1000		# Planet always has this much fortification health
		PLANET_FORTIFICATION_MULT			= 100		# Per pop over 1
		PLANET_FORTIFICATION_DEFENSE_BONUS	= 50		# At 100% fortification divide damage to defending armies by this
		PLANET_FORTIFICATION_DEFENSE_MIN	= 0.5		# At 0% fortification divide damage to defending armies by this
		PLANET_FORTIFICATION_REPAIR 		= 0.01		# Each day
		PLANET_FORTIFICATION_REPAIR_BOMBARDMENT 		= 0.25		# Repair is this much less during bombardment (mult)
		PLANET_FORTIFICATION_REPAIR_DELAY 	= 60	# Days since being bombarded before repairs can be done at full speed
		PLANET_FORTIFICATION_MAX_COMBAT_REPAIR 	= 20	# Max repair while being bombarded
		MAX_BOMBARD_FLEET_SIZE				= 200	# Fleet size over this won't be counted for how fast planetary defenses are bombed down

		ELECTION_COST						= 200 	# Base cost of electing a candidate
		DEMOCRATIC_ELECTION_COST			= 50	# Base cost of supporting a candidate democratic election.
		NEXT_ELECTION_MESSAGE_DAYS		    = 90 	# Days player can choose a new ruler from new election date
		NEW_RULER_MESSAGE_DAYS				= 45 	# Days player can see message of new ruler

		ETHOS_MAX_POINTS					= 3	# Number of points which you can spend on ethos.
		ETHOS_DISTRIBUTION_FACTOR 			= 0.5	# The higher this is the more evenly ethics will be distributed among playable empires

		GOVERNMENT_CIVIC_POINTS_BASE		= 2		# Base amount of civic points (to "pay" for government civic costs)
	
		POP_ETHOS_LOWER_ETHIC_THRESHOLD				= 0.5	# If the % of pops following an ethic is <= this relative to its attraction do not diverge away from it
		POP_ETHOS_UPPER_ETHIC_THRESHOLD				= 2.0	# If the % of pops following an ethic is >= this relative to its attraction do not diverge to it
		POP_MIN_ETHIC_RELATIVE_ATTRACTION			= 0.1	# If relative attraction is less than this, do not diverge to this ethic
		POP_ETHOS_DIVERGENCE_INTERVAL				= 360	# Number of days until a Pop has a change to diverge from empire ethos
		POP_ETHOS_DIVERGENCE_RATE_MULT				= 0.02	# Chance of a pop evaluating its ethics every year
		POP_DISENFRANCHISE_EFFECT 					= 0.25 	# How much does a disenfrachised Pop contribute to faction support (where Pop with the vote = 1)
		POP_CHANGE_FACTION_CHANCE					= 0.02	# Once every month a pop has X chance to change faction but only if the pop wants to
		POP_CURRENT_FACTION_WEIGHT					= 1.25	# Weight for current faction is multiplied by this much for pops
		POP_CURRENT_FACTION_LAST_MEMBER_WEIGHT		= 100.0	# Weight for current faction is multiplied by this much for pops when they are the last faction member
		POP_FACTION_HAPPINESS_FOR_CONTENT			= 0.4	# Below this level of happines a faction will start causing trouble
		POP_FACTION_MIN_HAPPINESS_FOR_INFLUENCE		= 0.6	# Above this level of happiness a faction provides +influence
		POP_FACTION_INFLUENCE_SCALING				= 2	# Base influence gained from a faction being at 100% happiness and 100% support
		POP_FACTION_SIZE_ATTRACTION					= 1	# How much does the current size of membership affect attraction (higher number = lower attraction when large)
		POP_FACTION_MIN_POTENTIAL_MEMBERS			= 5 # If a faction has less potential members than this, do not form
		POP_FACTION_CREATION_COOLDOWN				= 180 # Wait this many days after creating a faction to create another one (not applied to hidden factions)

		POLICY_YEARS						= 10 	# Years a set policy can not be changed for
		SPECIES_POLICY_YEARS				= 10

		FEDERATION_FIRST_LEADER_YEARS		= 10	# Number of years the first leader gets to rule.
		FEDERATION_LEADER_ROTATION_YEARS	= 10	# Leader Rotation Years
		FEDERATION_USES_LEADER_ROTATION		= 1	# Toggle whether rotation should be used
		FEDERATION_MIN_MEMBERS_TO_KICK		= 3	# Can't kick alliance members unless you have at least this many members

		DEBRIS_BASE_COST					= 0	# Base cost of special project for analyzing debris
		DEBRIS_ANALYZED_AREA_POINTS			= 5	# Points * Level given for each component analyzed
		DEBRIS_ANALYZED_TECH_PROGRESS		= 0.10	# Tech progress added when analyzing component that require tech you don't have
		DEBRIS_DAYS							= 1800	# How many days the debris is visible for
		DEBRIS_RESEARCH_TIME				= 90	# How many days it takes to analyze 1 debris.

		BASE_FLEET_SIZE						= 10	# Number of ships allowed in a fleet at game start

		SPECIAL_PROJECT_BASE_PROGRESS		= 1	# i in the equation for special project time: x = (k * i) / (i + (y1 - z1) + (y2 - z2)... + (yn - zn))
		MONUMENTAL_UNDERTAKING_DAYS			= 730	# project time to consider it a monumental undertaking.
		MODERATE_UNDERTAKING_DAYS			= 180	# project time to consider it a moderate undertaking.

		SCIENCE_SHIP_SPECIAL_PROJECT_DIST	= 25.0	# Distance to be able to progress a special project

		COLONY_SENSOR_RANGE					= 10.0 # Base Sensor range from system from having colony in it (does not stack)
		EVENT_AUTOSELECT_MONTHS				= 9 	# After these months an event option will be autoselected
		REVOLT_RISK_ALERT					= 0.5	# This is the threshold for the revolt risk alert

		SURRENDER_MONTHS					= 6 	# For how many months should a war be active after a surrender
		TRUCE_YEARS							= 10 	# Truce last for X years
		WARNING_INACTIVE_IN_WAR				= 20	# Warscore when warning is sent out for being inactive in war
		ACTION_INACTIVE_IN_WAR				= 50	# Warscore when action is sent out for being inactive in war (opinion change etc)

		INSULT_COOLDOWN_DAYS				= 30 	# How often can you send insults?
		AUTO_DECLINE_DIPLOMACY_DAYS			= 180	# Number of days after which diplomatic action will automatically be declined
		
		FEDERATION_FLEET_SIZE				= 0.2	# Federation fleet capacity is this % of all members' fleets
		
		MIN_RIVAL_YEARS						= 10	# Years before you can remove an empire as a rival
		DEFENSIVE_PACT_INFLUENCE_COST  		= 1	# Per defensive pact
		GUARANTEE_INFLUENCE_COST  			= 0.5	# Per guarantee
		FEDERATION_INFLUENCE_COST  			= 2	# For being in a federation
		RIVALRY_INFLUENCE_GAIN				= 1	# Per rival (scales to relative power value here is at 2x power) 	
		
		MAX_FRICTION 						= 100	# Max friction (total)
		FRICTION_FROM_BORDERING_SYSTEM 		= 3	# Friction for each bordering system
		
		CUSTOM_EMPIRE_SPAWN_CHANCE 			= 50	# Chance that an empire will be created from an existing template instead of randomly generated (10 = 1% chance)
		FALLEN_CUSTOM_EMPIRE_SPAWN_CHANCE 	= 50	# Chance that a fallen empire will be created from an existing template instead of randomly generated (10 = 1% chance)
		
		PRESCRIPTED_PLANETS_NUM				= 2	# The number of prescripted ideal colonies in empire_initializers.txt (don't change one without changing the other)
		PRESCRIPTED_PLANETS_MAX_DISTANCE 	= 50	# Max distance of prescripted ideal colonies in empire_initializers.txt (don't change one without changing the other)
		
		START_ARMIES = 5					# This amount of defense armies will be generated on home planet
		
		ADVANCED_EMPIRE_EXTRA_MINERALS_MIN = 500 # How much extra minerals does advanced empires start with?
		ADVANCED_EMPIRE_EXTRA_MINERALS_MAX = 8000	
		ADVANCED_EMPIRE_EXTRA_ENERGY_MIN = 300   # How much extra energy does advanced empires start with?
		ADVANCED_EMPIRE_EXTRA_ENERGY_MAX = 6000	
		ADVANCED_EMPIRE_EXTRA_INFLUENCE_MIN = 50   # How much extra influence does advanced empires start with?
		ADVANCED_EMPIRE_EXTRA_INFLUENCE_MAX = 350	
		ADVANCED_EMPIRE_EXTRA_WARSHIPS_MIN = 3	# How many extra war ships do advanced empires start with?
		ADVANCED_EMPIRE_EXTRA_WARSHIPS_MAX = 10
		ADVANCED_EMPIRE_MAX_EXTRA_COLONIES = 6	# Max extra colonies an advanced empire can start with
		ADVANCED_EMPIRE_COLONY_DISTANCE = 50	# Max distance at which an advanced empire can get extra colonies
		ADVANCED_EMPIRE_COLONY_CHANCE = 50		# Per colonizeable planet within colony distance (after the 1st)

		MATURE_GALAXY_YEARS = 100
		MATURE_GALAXY_COLONY_DISTANCE_FIXED = 50	# max dist at which planets can be taken (fixed)
		MATURE_GALAXY_COLONY_DISTANCE_RANDOM = 100	# max dist at which planets can be taken (random)
		MATURE_GALAXY_COLONY_DISTANCE_SURVEYED = 100	# additional dist outside borders that has been surveyed
		MATURE_GALAXY_TECH_TIER = 2
		MATURE_GALAXY_NAVY_SIZE = 0.5 # of naval capacity
		MATURE_GALAXY_EXTRA_MINERALS = 10000
		MATURE_GALAXY_EXTRA_ENERGY = 5000
		MATURE_GALAXY_EXTRA_INFLUENCE = 500
		MATURE_GALAXY_EXTRA_UNITY = 2500 # per planet
		MATURE_GALAXY_SPACEPORT_LEVEL = 5
		MATURE_GALAXY_NUM_ARMIES = 10
		MATURE_GALAXY_CAPITAL	= "building_capital_2"
		MATURE_GALAXY_COLONY_CAPITAL	= "building_capital_2"
		MATURE_GALAXY_COLONY_POWER_PLANT	= "building_power_plant_3"
		MATURE_GALAXY_COLONY_FARM	= "building_hydroponics_farm_3"
		MATURE_GALAXY_COLONY_MINE	= "building_mining_network_3"
		MATURE_GALAXY_COLONY_LAB	= "building_basic_science_lab_1"
		MATURE_GALAXY_ARMY = "assault_army"
		
		ADVANCED_GALAXY_YEARS = 150
		ADVANCED_GALAXY_COLONY_DISTANCE_FIXED = 100	# max dist at which planets can be taken (fixed)
		ADVANCED_GALAXY_COLONY_DISTANCE_RANDOM = 100	# max dist at which planets can be taken (random)
		ADVANCED_GALAXY_COLONY_DISTANCE_SURVEYED = 500	# additional dist outside borders that has been surveyed
		ADVANCED_GALAXY_TECH_TIER = 3
		ADVANCED_GALAXY_NAVY_SIZE = 0.5 # of naval capacity
		ADVANCED_GALAXY_EXTRA_MINERALS = 20000
		ADVANCED_GALAXY_EXTRA_ENERGY = 10000
		ADVANCED_GALAXY_EXTRA_INFLUENCE = 1000
		ADVANCED_GALAXY_EXTRA_UNITY = 5000 # per planet
		ADVANCED_GALAXY_SPACEPORT_LEVEL = 6
		ADVANCED_GALAXY_NUM_ARMIES = 20
		ADVANCED_GALAXY_CAPITAL	= "building_capital_3"
		ADVANCED_GALAXY_COLONY_CAPITAL	= "building_capital_2"
		ADVANCED_GALAXY_COLONY_POWER_PLANT	= "building_power_plant_4"
		ADVANCED_GALAXY_COLONY_FARM	= "building_hydroponics_farm_4"
		ADVANCED_GALAXY_COLONY_MINE	= "building_mining_network_4"
		ADVANCED_GALAXY_COLONY_LAB	= "building_basic_science_lab_1"
		ADVANCED_GALAXY_ARMY = "assault_army"
	
		GROUND_SUPPORT_SOFT_DMG					= 0.30 # Multiplier to fortification damage
		GROUND_SUPPORT_LIMITED_DMG				= 0.40 # Multiplier to fortification damage
		GROUND_SUPPORT_FULL_DMG					= 0.50 # Multiplier to fortification damage
		GROUND_SUPPORT_ARMAGEDDON_DMG			= 0.60 # Multiplier to fortification damage

		START_REPARATION_TIMER_DAYS				= 30	# Number of days after taking damage before a ship can repair in orbit
		STATION_SELF_REPAIR_TIMER_DAYS			= 10	# Number of days after taking damage before a station will start self-repairing
		STATION_SELF_REPAIR_RATE				= 0.01 # How fast stations self-repair (% of max health each day)

		INFLUENCE_ADD_UPLIFTED_SPECIES			= 500	# Influence gain when uplifting species

		PLANET_ARMIES_LIMIT_BASE				= 0	# Maximum number of troops per planet (base)
		PLANET_ARMIES_LIMIT_FROM_SIZE 			= 1 # Extra max number of armies per tile

		MAX_OBSERVATION_STATIONS 				= 8 	#Maximum observation stations per planet

		SPACEPORT_CONSTRUCTION_TIME				= 360	# Amount of days it takes to construct a spaceport.
		SPACEPORT_CONSTRUCTION_HEALTH			= 0.1	# How much HP in % that the spaceport starts with.
		SPACEPORT_LEVELS 						= 6	# Number of spaceport levels
		SPACEPORT_UPGRADE_TIME					= 180	#	Time to upgrade a spaceport to the next level

		#SHIP_COST_RESOURCE = "minerals" # resource to pay ships with

		ANOMALY_RISK_DEFAULT					= 20	# Base failure chance for anomalies
		ANOMALY_RISK_MOD_POSITIVE				= -10	# Positive risk modifier for researching discovery
		ANOMALY_RISK_MOD_NEGATIVE				= 20	# Negative risk modifier for researching discovery
		ANOMALY_RISK_MIN						= 5		# Risk is never less than this
		ANOMALY_CRITICAL_FAIL_CHANCE			= 0.20 # 20% chance of critical fail on fail
		ANOMALY_SPAWN_CHANCE					= 0.025# Percent chance that a planet gets a discovery when surveyed
		ANOMALY_SPAWN_CHANCE_INCREMENT			= 0.005# Percentage increase towards next chance when failing
		GOVERNMENT_COOLDOWN_YEARS				= 20	# Cooldown years after changing government before you can change it again
		GOVERNMENT_CHANGE_INFLUENCE_COST		= 250	# The Influence it costs to change government type
		
		DRAIN_SECTOR_RESOURCES_INFLUENCE_COST	= 100 # The influence cost to drain a sector's stockpile of resources
		DRAIN_SECTOR_DEFENSIVE_WAR_MULT			= 0.25 # Multiplied to above cost while in a defensive war
		DRAIN_SECTOR_FRACTION					= 0.75 # How much of sector's stockpile is taken
		DRAIN_SECTOR_MIN_RESOURCES				= 10

		NUM_TECH_ALTERNATIVES					= 3
		TECH_WEIGHT_BASE						= 10
		TECH_WEIGHT_POTENTIAL_ADD				= 0
		TECH_RESEARCH_NO_LEADER_PENALTY			= -0.25
		TECH_COST_MULT_NUM_COLONIES				= 0.1 # Each Planet adds +X% tech cost
		TECH_COST_FREE_POPS						= 10 # First X pops do not add any tech cost
		TECH_COST_MULT_NUM_POPS					= 0.01 # Each non-free Pop adds +X% tech cost
		TECH_WEIGHT_PREVIOUS_OPTION				= 0.5	# If a tech was one of the alternatives last time its weight will be multiplied with TECH_WEIGHT_PREVIOUS_OPTION

		## tradition cost = ( base_cost + ( ( cost_tradition * num_traditions )^traditions_exponential ) + cost_pop*num_pops ) * ( 1 + cost_planet*num_planets )
		TRADITION_COST_TRADITION				= 6
		TRADITION_COST_TRADITION_EXP			= 1.639 # numbers like 1.656 or 1.639
		
		TRADITION_COST_MULT_TRADITION_GROUP		= 0.05		# each adopted group adds +X% to total cost
		
		TRADITION_COST_MULT_NUM_COLONIES		= 0.25		# Each Planet adds +X% Tradition cost
		TRADITION_COST_MULT_NUM_POPS			= 2			# Each Pop adds +X Tradition cost
		TRADITION_COST_MULT_NUM_SLAVES			= 0.50		# Each Slave adds +X% to num pops mult
		TRADITION_COST_MULT_NUM_SAPIENT_ROBOTS	= 1.00		# Each Sapient Robot adds +X% to num pops mult
		TRADITION_COST_MULT_NUM_XENOS			= 1.00		# Each Xeno Pop adds +X% to num pops mult
		TRADITION_COST_MULT_NUM_XENO_SLAVES		= 0.50		# Each Xeno Slave adds +X% to num pops mult

		KEYBOARD_DOUBLE_CLICK_TIME				= 0.5	# Seconds listening to control group double clicks.
		DOCKED_FLEET_MAINTENANCE_REDUCTION		= 0.25	# Docked fleets will have a lowered maintenance reduction of this amount

		MIN_TRADE_DEAL_LENGTH_YEARS				= 10	# Minimum length of a trade deal in years.
		MAX_TRADE_DEAL_LENGTH_YEARS				= 30	# Maximum length of a trade deal in years.

		ORBITAL_BOMBARDMENT_COLONIZE_PROGRESS_DAMAGE_PER_DAY = 4 / 30 # Damage dealt to a colony's progress each day of orbital bombardment. Only applies during the initial colonization process established colonies are unaffected.

		MISSION_PROGRESS_MAX					= 1	# When is a mission finished?

		CORE_SECTOR_SYSTEM_CAP					= 3	# Too many systems with owned planets in core sector will apply modifier inefficient_planet_management.
		SECTOR_CAP								= 2	# Too many sectors will apply modifier inefficient_sector_management.
		SECTOR_CAP_INCR							= 0.25	# 0.25 means that for every four planets an extra sector can be created.
		SECTOR_SUPPORT_RESOURCE_AMOUNT_LARGE	= 1000 	# How much resources each click will give the sector if CTRL is held down
		SECTOR_SUPPORT_RESOURCE_AMOUNT			= 100 	# How much resources each click will give the sector.

		NEW_HEIR_CHANCE							= 0.05	# Chance to get a new heir each day. Range is 0 to 1
		MIN_ELECTION_CANDIDATES					= 4		# If we have fewer factions than this, add additional independent candidates
		ELECTION_BASE_SUPPORT					= 0.05	# Election candidates always have at least this much support
		ELECTION_INDEPENDENT_SUPPORT			= 0.20	# Independent candidates get this much extra support
		ELECTION_SKILL_EFFECT					= 0.05  # Candidates get this much extra support per skill level (multiplicative)
		
		AI_BANNED_POLICY_FLAG = "ai_outlawed"
		AI_SERVITUDE_POLICY_FLAG = "ai_servitude"
		AI_FULL_RIGHTS_POLICY_FLAG = "ai_full_rights"
		PRE_SAPIENTS_PURGE_POLICY_FLAG = "pre_sapients_purge"
		PRE_SAPIENTS_LIVESTOCK_POLICY_FLAG = "pre_sapients_eat"
		PRE_SAPIENTS_PURGE_POLICY_FLAG = "pre_sapients_purge"
		REFUGEES_ALLOWED_POLICY_FLAG = "refugees_allowed"
		REFUGEES_ONLY_CITIZENS_POLICY_FLAG = "refugees_only_citizens"
		BORDERS_OPEN_POLICY_FLAG = "border_policy_open"

		GROUNDSUPPORT_STANCE_SOFT_REQUIRED_POLICY_FLAG	= "allow_orbital_bombardment_light"	# Each ground support stance can require that a certain policy flag is set
		GROUNDSUPPORT_STANCE_LIMITED_REQUIRED_POLICY_FLAG	= "allow_orbital_bombardment_limited"
		GROUNDSUPPORT_STANCE_FULL_REQUIRED_POLICY_FLAG	= "allow_orbital_bombardment_full"
		GROUNDSUPPORT_STANCE_ARMAGEDDON_REQUIRED_POLICY_FLAG	= "allow_orbital_bombardment_armageddon"

		BORDER_INFLUENCE_THRESHOLD 				= 0.15	# Min threshhold for countries to be considered intersecting

		SET_DEFENDER_WAR_DEMANDS_TIME_LIMIT		= 360	# Days defender have to set war demands after war started.
		PEACE_OFFER_DECLINE_THRESHOLD			= 30.0	# War score diff threshold for when declining a peace offer has a cost applied.
		PEACE_OFFER_DECLINE_COST				= 100.0 # Cost for declining an offer the AI would accept.
	
		RESOURCE_CLUSTER_COUNT					= 6 	# Number of resource clusters containing special resources
		
		POP_SLAVERY_NOT_ALLOWED_POLICY_FLAG	= "slavery_not_allowed" # Policy flag for pop slavery not allowed 
		POP_PURGE_NOT_ALLOWED_POLICY_FLAG	= "purge_not_allowed" # Policy flag for pop purge not allowed 
	
		RESEARCH_AGREEMENT_SPEED_MULT			= 0.25	# Research speed increased by this for trade research agreement deal

		MOVE_CAPITAL_INFLUENCE_COST				= 250	# Influence cost to move the empire capital to another planet.
		MOVE_CAPITAL_COOLDOWN_YEARS 			= 10  	# Cooldown in years for moving capital.
		
		INTEGRATE_SUBJECT_MIN_DAYS 				= 3600 # Amount of days the subject has been a subject before we can integrate it
		SUBJECTS_INTEGRATION_CAP				= 1 # Amount of integrations you're allowed to have at the same time
		SUBJECT_INTEGRATION_BASE_PROGRESS 		= 5 # Cost per month for subject integration
		SUBJECT_INTEGRATION_COST_BASE			= 20 # Base cost for integration
		SUBJECT_INTEGRATION_COST_PER_POP 		= 5 # Integration cost per pop 
		SUBJECT_INTEGRATION_COST_PER_PLANET		= 50 # Integration cost per planet
		
		FLEET_MAX_SHIPS										= 500
		NAVY_SIZE_MAX										= 9999	# Max value of Naval Capacity
		NAVY_SIZE_BASE 										= 10	# Base value of Naval Capacity
		NAVY_SIZE_POP_MULT									= 0.20	# Mult value of Naval Capacity for each Pop
		NAVY_SIZE_SPACEPORT_LEVEL							= { 5 6 7 8 9 10 } # Naval Capacity per spaceport level
		NAVY_SIZE_HABITAT_ADD								= 8	# Per habitat
		
		STARTING_WEAPON_TECHS = {
			"tech_mass_drivers_1"
			"tech_lasers_1"
			"tech_missiles_1"
		}
		STARTING_WEAPON_TECHS_ICONS = {
			"GFX_weapon_type_01"
			"GFX_weapon_type_02"
			"GFX_weapon_type_03"
		}
		STARTING_FTL_TYPES = {
			"warp"
			"hyperdrive"
			"wormhole"
		}
		# TECH_TO_SURVEY_OWNED = "tech_galactic_ambitions"
		ASCENSION_PERKS_SLOTS				= 8 # Number of ascension perk slots

		PLANET_UNREST_MAX					= 100	# Planetary unrest is capped at this value
		PLANET_UNREST_BAD_MIN				= 50	# Threshold for when the alert is shown
		PLANET_UNREST_HAPPY_POP				= -5	# Max. effect of happy not enslaved pops on planetary unrest
		PLANET_UNREST_UNHAPPY_POP			= 20		# Max. effect of unhappy not enslaved pops on planetary unrest
		PLANET_UNREST_HAPPY_SLAVE			= 0		# Max. effect of happy enslaved pops on planetary unrest
		PLANET_UNREST_UNHAPPY_SLAVE			= 15		# Max. effect of unhappy enslaved pops on planetary unrest
		PLANET_UNREST_ARMY					= -10		# Effect per army on planetary unrest
		
		EVADE_HOSTILE_CANCEL_ORDERS_THRESHOLD_DAYS = 180 # When evading hostiles ships will cancel orders that would take more than X days to reach.
	}

	NSpecies = {
		MIN_ETHIC_POINTS 					= 3
		MAX_ETHIC_POINTS 					= 3

		MAX_TRAIT_POINTS_LEADER				= 1		# How many trait points a leader can have
		MAX_TRAIT_POINTS_RULER				= 2

		TRAIT_MODIFICATION_BASE_COST 		= 5000		# This cost is always added to a species modification project so modifying single pops isn't efficient
		TRAIT_CLIMATE_MODIFICATION_COST		= 3
		TRAIT_MODIFICATION_COST_MULT 		= 30 		# species modification cost to be multiplied with the absolute trait cost of all changes applied, per pop
		MODIFICATION_COST_MULT				= 10		# adds to the above species modification cost, per pop
		ROBO_TRAIT_MODIFICATION_BASE_COST 	= 500		# This cost is always added to a species modification project so modifying single pops isn't efficient
		ROBO_TRAIT_MODIFICATION_COST_MULT 	= 50 		# species modification cost to be multiplied with the absolute trait cost of all changes applied, per pop
		ROBO_MODIFICATION_COST_MULT			= 20		# adds to the above species modification cost, per pop
		UPLIFT_COST_BASE					= 5000.0
		TRAIT_MODIFICATION_TIME_LIMIT		= 30		# Timeout for species modification special projects
		HOMEWORLD_HABITABILITY				= 0.3		# Habitability on homeworld is increased by this value

		MUTATION_REMOVE_CHANCE				= 50
		MUTATION_ADD_CHANCE					= 50
		MUTATION_MIN_TRAITS 				= 2
		MUTATION_MAX_TRAITS					= 5
	}

	NShip = {	
		AGGRESSIVE_STANCE_MIN_POWER_MULT	= 0.2			# Fleets that are less than our military power x this will be ignored by aggressive fleets that are bombarding
	
		DESIGNER_WEAPON_PREF_MUL			= 1.33			# How much does weapon preference tags in the ship designer affect the weight it assigns a weapon?
		DESIGNER_WEAPON_STACKING_DIV		= 0.25			# The higher this is the more the ship designer will try to vary which weapon types are used on its sections
		
		ENERGY_MAINTENANCE_MUL				= 0.004		# Ship Maintenance Multiplier Percentage of the cost of the ship
		MINERAL_MAINTENANCE_MUL				= 0.004		# Ship Maintenance Multiplier Percentage of the cost of the ship
		REPAIR_RATE							= 0.01		# Repair rate per day
		ABANDONED_STATION_DECAY_RATE		= 0.003		# Abandoned stations lose this amount of health per day
		REPAIR_SHIELD_MUL					= 1.0		# Shields regen faster when ship is being repaired.
		POOR_MAINTENANCE_PENALTY			= 0.01		# 1% percent max hit points penalty each day for poor maintenance (energy < 0)
		
		FALLEN_EMPIRE_MAINTENANCE_MULT		= 0.25
		AWAKENED_FALLEN_EMPIRE_MAINTENANCE_MULT		= 0.5
		AWAKENED_FALLEN_EMPIRE_NAVAL_CAPACITY 	= 600
		AWAKENED_FALLEN_EMPIRE_NAVAL_PLANET_MIN 	= 10
		AWAKENED_FALLEN_EMPIRE_NAVAL_CAPACITY_PER_PLANET 	= 10
		FALLEN_EMPIRE_NAVAL_CAPACITY 	= 600
		
		STRIKE_CRAFT_COMBAT_REGEN 			= 0.2

		MOVE_SHIP_TO_FLEET_MAX_DIST			= 50.0

		COST_SECTION_MUL					= 0.25
	    COST_SECTION_BASE					= 50.0
	    COST_SECTION_ADD_SMALL_WEAPON_SLOT	= 10.0
		COST_SECTION_ADD_MEDIUM_WEAPON_SLOT	= 20.0
		COST_SECTION_ADD_LARGE_WEAPON_SLOT	= 30.0
		COST_SECTION_ADD_TORPEDO_WEAPON_SLOT = 20.0
		COST_SECTION_ADD_EXTRA_LARGE_WEAPON_SLOT	= 30.0
		COST_SECTION_ADD_AUX_WEAPON_SLOT	= 10.0
		COST_SECTION_ADD_SMALL_UTIL_SLOT	= 10.0
		COST_SECTION_ADD_MEDIUM_UTIL_SLOT	= 30.0
		COST_SECTION_ADD_LARGE_UTIL_SLOT	= 60.0
		COST_SECTION_ADD_AUX_UTIL_SLOT		= 10.0

		FLEET_MOVE_MAX_DIST_SHIPS			= 10.0		# Max distance that ships are allowed to travel before last ship

		FLEET_BASE_FORMATION_SCALE			= 5
		FLEET_BASE_FORMATION_DIV			= 10
		FLEET_FORMATION_WARP_MULT 			= 6.0
		FLEET_SIZE_FORMATION_WARP_DIV		= 3

		LANDING_TIME_DAYS					= 10	# Amount of days it takes to land an army

		MOVE_TO_ACTION_THRESHOLD			= 5.0	# distance threshold used by move_to fleet action to determine when the fleet arrived

		WARP_WINDUP 						= 1.0 	# Distance multiplier to warp windup in microupdates
		WARP_WINDDOWN 						= 8.0 	# Distance multiplier to warp winddown in microupdates
		WARP_WINDDOWN_OUTSIDE_BORDER		= 2.0	# How much more winddown time is there for systems which are 100% away from friendly territory
		WARP_INTERSTELLAR_TRAVEL_SPEED 		= 0.35 # In micro updates ( 10/day )

		HYPERLANE_WINDUP 					= 150	# In micro updates ( 10/day )
		HYPERLANE_WINDDOWN					= 0	# In micro updates
		HYPERLANE_WINDUP_OUTSIDE_BORDER		= 5.0	# How much more windup time is there for systems which are 100% away from friendly territory
		JUMPDRIVE_WINDUP					= 150	# In micro updates ( 10/day )
		JUMPDRIVE_WINDDOWN					= 50	# In micro updates ( 10/day )
		HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED = 1.0 # In micro updates ( 10/day )
		RULER_SHIP_SCALE_MULT				= 0.5	# Scale up of unique ruler ship.
		
		MILITARY_POWER_HEALTH_WEIGHT		= 0.5
		MILITARY_POWER_SHIELD_WEIGHT		= 0.66	# compared to health
		MILITARY_POWER_DAMAGE_WEIGHT		= 0.5
		MILITARY_POWER_SCALE				= 0.12
		MILITARY_POWER_EXPONENT				= 0.75	# math: power = ( ( effective_health * damage_per_day ) ^ exponent ) * scale
		
		MILITARY_POWER_HIGH					= 10000
		MILITARY_POWER_REDUCE				= 0.05
		MILITARY_POWER_MAX_REDUCE			= 0.85
		
		# below values determine how large an effect special values such as shield penetration have on the military power of a weapon
		MILITARY_POWER_ARMOR_PENETRATION_WEIGHT = 1.0	# larger value = adds more military power
		MILITARY_POWER_SHIELD_PENETRATION_WEIGHT = 0.5
		MILITARY_POWER_SHIELD_DAMAGE_WEIGHT = 0.33		
		MILITARY_POWER_TRACKING_WEIGHT = -0.33	# at 0% tracking
		MILITARY_POWER_RANGE_DIV = 100	# smaller value = adds more military power
		MILITARY_POWER_MISSILE_MULT = 0.85		# overall military power of missiles is lowered due to being vulnerable to PD
		MILITARY_POWER_PD_MULT = 0.5		# overall military power of PD is lowered because they can only hit missiles
		
		DEFAULT_ARMOR_RATIO = 0.4
		DEFAULT_SHIELD_RATIO = 0.5
		MIN_COMBAT_SPEED_FOR_AFTERBURNERS = 1.25
		
		MILITARY_POWER_SPACEPORT_BASE_MULT		= 0.7
		MILITARY_POWER_SPACEPORT_LEVEL_MULT		= -0.05
		
		EXCESS_POWER_BONUS_THRESHOLD_MAX	= 1.0 	# 0.5 means 0-50% excess power linearly scales ship_excess_power modifier between 0-1.
		EXCESS_POWER_BONUS_THRESHOLD_MIN	= 0.05 # min value for excess power to be used.
	}

	NCombat = {
		# When ships are attacking they will try to stay at max range and orbit their target.
		# If the ship is closer than max range this value determines how fast it will "back off" in order to get to max range.
		# 0.0 means that the ship will not back off and orbit with whatever radius it already has
		# 1.0 means that the ship will prioritize orbit velocity the same as "back-off"-velocity. i.e a 45º angle
		COMBAT_BACK_OFF_RATE					= 0.04
		
		FORMATION_POS_AHEAD_OF_PARENT			= 0.5

		SHIP_SMOOTH_ROTATION_THRESHOLD			= 3.141 # Used to smooth rotation rate of ships. equation is "y = x * ( min ( 1.0 x / SHIP_SMOOTH_ROTATION_THRESHOLD ) )" where x is the wanted delta rotation this tick and y the resulting delta rotation
		
		COMBAT_TARGET_STICKYNESS				= 1.5	# The higher this is, the less likely ships are to switch targets
		RANDOM_TARGETING_WEIGHT					= 0.5

		COMBAT_DETECT_RANGE_MULT				= 1.05	# Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT
		COMBAT_DETECT_RANGE_MIN					= 10
		COMBAT_AREA_MIN_ATTACK_RADIUS			= 0.2
		COMBAT_EMERGENCY_FTL_PENALTY_HITPOINTS 	= 0.20 # x% of max hitpoints in penalty for doing ftl jump
		COMBAT_EMERGENCY_FTL_LOST_RISK 			= 0.01 # x% risk of ship becoming forever lost when jumping.
		COMBAT_EMERGENCY_FTL_SURVIVE_CHANCE 	= 0.50 # x% chance to survive with 1 health even if ship should have died
		COMBAT_EMERGENCY_FTL_WINDUP				= 2.0 	# how many days it takes from the button press to the actual jump. same timer for all FTL types
		COMBAT_BASE_DAYS_UNTIL_EMERGENCY_FTL 	= 30.0	# how many days a fleet should be in combat until they can emergency ftl
		CIVILIAN_EMERGENCY_FTL_MULT				= 0.25

		MISSILE_HIGH_CONTROL_DISTANCE				= 5.0 # if the missile is closer to the target than MISSILE_HIGH_CONTROL_DISTANCE it will turn sharply
		MISSILE_HIGH_CONTROL_INTERPOLATION_RANGE	= 5.0 # how long the missile will interpolate between "smooth controls" and "full control"
		MISSILE_BASE_ROTATION_SPEED					= 0.001 # base rotation rate of missiles in radians per tick
		MISSILE_RETARGET_CHANCE_START				= 100 # How likely a missile is to find a new target in range the first time its target is lost
		MISSILE_RETARGET_CHANCE_REDUCTION			= 35 # How much the chance for a missile to find a new target is reduced each retargeting after the first

		SHIP_TARGETING_NUM_SHOTS_FOR_LOW_HEALTH_BONUS = 5
		DAMAGE_REDUCTION = 70								# armor / DAMAGE_REDUCTION
		SIZE_MULTIPLIER_DAMAGE_REDUCTION_EFFECT = 0.15		# how much does ship size reduce damage reduction from armor (higher number = more armor required for same DR on a larger ship)
		DAMAGE_REDUCTION_MAX_SHIP_SIZE = 10		# ship sizes over this don't affect how much armor is needed
		DAMAGE_REDUCTION_HIGH = 0.75							# above this level of damage reduction require even more armor
		DAMAGE_REDUCTION_HIGH_SCALING = 0.5							
		DAMAGE_REDUCTION_MAX = 0.9							# can't have more damage reduction than this
	}

	NPop = {
		MAX_POPS_BASE 						= 10		# Max pops is base multiplied by planet size
		MIN_CROWDING_TO_MIGRATE				= 1		# Unless planet is this % full, pops won't migrate
		FORCE_MIGRATION_SPEED_MULT 			= 2
		MIGRATION_CROWDING_EFFECT			= 0.25		# How much does crowding affect where pops want to migrate
		MIGRATE_CROWDING_FORCE_MOVE_EFFECT 	= 0.5	# How large is the crowding effect for pops that being force-moved (multiplier on above value)
		MIGRATION_SAME_SPECIES_EFFECT		= 1.25		# How much does the species being present on a planet affect chance of migrating there
		MIGRATION_SAME_SPECIES_FORCE_MOVE_EFFECT = 2.0	# How much does the species being present on a planet affect chance of migrating there (if being force-moved)
		MIGRATION_DISTANCE_EFFECT			= 0.01		# Higher = pops less inclined to migrate far away
		MIGRATION_LOSE_CITIZENSHIP_MULT		= 0.1		# Effect on migration attraction if we'd end up losing our citizenship (multiplier)
		MIGRATION_GAIN_CITIZENSHIP_MULT		= 1.5		# Effect on migration attraction if we'd end up gaining citizenship (multiplier)
		MIGRATION_CASTE_SYSTEM_MULT			= 0.2		# Effect on migration attraction if we'd end up in a caste system (multiplier)
		MIN_HAPPINESS_DIFF_FOR_MIGRATION 	= 0.1		# Only if the difference in happiness is greater than this will a pop migrate
		MIGRATION_SPEED						= 0.1		# Monthly migration speed of pops: when the pop has reached a migration progress of 1 it will be moved
		WAS_ENSLAVED_LENGTH_DAYS			= 1825		# Number of days after emancipation a pop is angry for being enslaved
		WAS_ENSLAVED_MIN_DAYS				= 30		# Number of days a pop has to be enslaved to be angry about it when emancipated
		LOST_OWNED_POP_LENGTH_DAYS			= 1825		# Number of days that pops will be angry about having their owned pops freed
		
		CONSUMER_GOODS_COST					= 0.5		# mineral cost per unit of consumer goods
		CONSUMER_GOODS_COST_PER_PLANET		= 0.01		# extra cost per planet over 1
		
		GROWTH_BASE							= 25	# Required growth for a pop to become fully grown.
		GROWTH_INCREASE_PER_POP 			= 1.65	# Increased growth cost per pop planet [+ POP_INCREASE_PER_POP*(num_pop - 1)]
		GROWTH_INCREASE_FACTOR 				= 1.12	# Increased growth factor [+ (num_pop - 1)^POP_INCREASE_FACTOR]
		
		FOOD_SUSTAINED						= 1	# Amount of food each pop require	
		FOOD_SURPLUS_BASE_GROWTH			= 1	# Amount to grow (base)
		FOOD_SURPLUS_EXTRA_GROWTH 			= 0.05	# Extra growth from food surplus (scales to Pops)
		FOOD_SURPLUS_EXTRA_GROWTH_MAX 		= 2	# Max extra growth from food surplus
		FOOD_SURPLUS_MIN_PLANETS			= 1 # Always count as having at least this number of growing planets when calculating growth relative to pops
		ENERGY_CONSUMPTION_FOOD_SCALE		= 1.0 # The energy consumption for pops which eat energy is food consumption * this
		STARVATION_YEARS_ESCALATION			= 3 # Every this amount of years, starvation grows worse
		STARVATION_ESCALATION_MAX			= 9 # Starvation effects can't multiply anymore than this

		LOW_HAPPINESS 					= 0.40		# Below this happiness, show bar as red
		HIGH_HAPPINESS 					= 0.60		# Above this happiness, show bar as green

		MIN_REVOLT_SLAVE_HAPPINESS 			= 0.0	# Minimum happiness for revolt risk
		MIN_REVOLT_SLAVE_HAPPINESS_LEVEL 	= 0.5	# Minimum revolt risk at the minimum revolt risk happiness
		MAX_REVOLT_SLAVE_HAPPINESS 			= 0.60	# Maximum happiness for revolt risk
		MAX_REVOLT_SLAVE_HAPPINESS_LEVEL 	= 0.0	# Maximum revolt risk at the maximum revolt risk happiness
	
		FORCED_PURGE_MONTHS						= 20	# Number of months it takes to exterminate a population via force-purge (scripted effect)
		PURGE_EXTERMINATION_MONTHS				= 20	# Number of months it takes to exterminate a population when using extermination purging
		PURGE_MATRIX_MONTHS						= 200	# Number of months it takes to exterminate a population when purging with "Matrix" setting
		PURGE_PROCESSING_MONTHS					= 120	# Number of months it takes to exterminate a population when purging with "Processing" setting
		PURGE_LABOR_CAMPS_MONTHS				= 300	# Number of months it takes to exterminate a population when purging with "Labor Camps" setting
		PURGE_NEUTERING_LENGTH_FACTOR			= 0.75	# Factor of leader death age
		
		HAPPINESS_PROGRESS_BAR_GREEN 		= 60 	# Happiness percentage min where bar is showed as green
		HAPPINESS_PROGRESS_BAR_YELLOW 		= 40	# Happiness percentage min where bar is showed as yellow; below this value bar will be shown in red

		BASE_RESEARCH					= 1.0	# Base value of pop research
		BASE_PRODUCTION					= 1.0  # Base value of pop production
		BASE_HAPPINESS					= 0.50  # Base value of pop happiness
		
		EMPIRE_SLAVERY_HAPPINESS_MULT	= 0.5 # How much local Pops care about slavery in the empire as a whole. The higher will be used: the local slavery proportion or empire-wide proportion times this multiplier.

		RECENTLY_CONQUERED_DAYS			= 3650 # How long the recently conquered modifier stays on pops.

		FACTION_SUPPORT_LEVELS 			= { 1.0 5.0 0.75 30.0 0.50 65.0 0.25 100.0 }	# In pairs first is happiness second is amount of support.
	}

	NArmy = {
		BASE_MAINTENANCE_FACTOR 		= 1				# global base maintenance cost
		REINFORCE_MAINTENANCE_FACTOR 	= 1.50				# 50% increase of maintenance cost
		MONTHLY_REINFORCE 				= 0.2				# Monthly health percentage reinforcement of armies

		BASE_HEALTH						= 200.0			# Base health
		BASE_DAMAGE_MIN					= 1.5				# Base min damage
		BASE_DAMAGE_MAX					= 3.0				# Base max damage

		BASE_MORALE						= 200.0			# Base morale
		MORALE_DAMAGE_MULT				= 1.0				# Morale Damage Multiplier how much of damage is also dealt to morale.
		MONTHLY_MORALE_REGENERATION		= 0.4				# How much morale this unit regenerates each month percentage of max value.

		EXP_EXPERIENCED					= 100				# Amount of exp to reach experienced rank
		EXP_VETERAN						= 1000				# Amount of exp to reach veteran rank
		EXP_ELITE						= 10000			# Amount of exp to reach elite rank

		NUM_DAYS_BEFORE_RETREAT			= 14				# How many days that need to pass before we can retreat.

		ATTACHMENT_SLOTS				= 1
	}

	NEconomy = {
		MILITARY_STATION_MAINTENANCE_MUL	= -0.25		# Monthly military station maintenance reduction

		COLONY_MONTHLY_GROWTH				= 0.5	# How much the colonization pop grows every month.
		COLONY_MAINTENANCE_COST 			= 8		# Base cost per month for a new colony.
		START_ENERGY 						= 100.0	# The amount of money each country starts with
		START_INFLUENCE 					= 100.0	# The amount of influence each country starts with
		START_UNITY							= 0.0		# The amount of unity each country starts with
		START_MINERALS						= 200.0	# The amount of minerals each country starts with
		MINING_STATION_MAINTENANCE 			= 1.0		# Monthly mining station maintenance
		RESEARCH_STATION_MAINTENANCE 		= 1.0		# Monthly research station maintenance
		ORBITAL_STATION_MAINTENANCE			= 3.0 		# Monthly orbital station maintenance cost
		TERRAFORM_STATION_MAINENANCE		= 0.0		# Monthly terraform station maintenance
		WORMHOLE_STATION_MAINTENANCE 		= 0.25		# Monthly wormhole station maintenance
		CONSTRUCTION_SHIP_MAINTENANCE 		= 1.0 	# Monthly construction ship maintenance
		SCIENCE_SHIP_MAINTENANCE			= 1.0 	# Monthly science ship maintenance
		COLONY_SHIP_MAINTENANCE 			= 8.0 		# Monthly colony ship maintenance
		CONSTRUCTION_SHIP_PRODUCTION		= 100.0 	# Construction ship production cost
		SCIENCE_SHIP_PRODUCTION				= 100.0 	# Science ship production cost
		SPONSORED_COLONY_SHIP_COST_MULT		= 0.0	# Sponsored colony ship energy cost = colony ship mineral cost * (1 + MULT)
		FLEET_UPGRADE_TIME_COST_MULT		= 0.75		# Upgrade fleet cost
		FLEET_UPGRADE_MINERAL_COST_BASE		= 5.0		# mineral cost to upgrade a ship is always at least this regardless of relative design cost
		FLEET_UPGRADE_MINERAL_COST_MULT		= 1.0		# mineral cost of ship upgrade is abs( price difference between old and new designs * FLEET_UPGRADE_MINERAL_COST_MULT )
		OBSERVATION_STATION_MAINTENANCE		= 1.0		# Monthly observation station maintenance
		SPACEPORT_UPGRADE_COSTS				= { 200.0 250.0 300.0 350.0 400.0 } # Mineral costs for upgrading the spaceport
		SEVERE_DEFICIT_VALUE				= 0.8		# Balance/Income smaller than this value counts as severe
		OUTPOST_STATION_MINERAL_COST		= 200		# Mineral cost to build outpost
		OUTPOST_STATION_INFLUENCE_COST		= 0.0		# Influence cost to build outpost
		OUTPOST_STATION_MAINTENANCE			= 3		# Monthly outpost station EC maintenance
		OUTPOST_STATION_INFLUENCE_MAINTENANCE = 1.0	# Monthly outpost station Influence maintenance

		BUILDING_REPARATION_TIME_RATE		= 0.25		# Amount of time required to repair ruined buildings
		BUILDING_REPARATION_COST_RATE		= 0.25		# Amount of resources required to repair ruined buildings
		
		RESETTLEMENT_COST_RESOURCES			= { "influence" } # Resources for manual resettlement
		RESETTLEMENT_COST_AMOUNTS			= { 50 } # Resource costs for manual resettlement
		 
		EXPANSION_COST_BASE 				= 100.0		# the influence base cost of colonzation and frontier outposts by this value.
		EXPANSION_COST_DISTANCE_FREE 		= 30.0		# a certain amount of distance that is reduced from actual distance in effect making a "free" distance
		EXPANSION_COST_DISTANCE_FAR 		= 100.0	# special modifiers will be applied from this range
		EXPANSION_COST_DISTANCE_COST		= 2.0		# each 1 range equals X of this define as an influence cost to colonize or build a frontier outpost
		EXPANSION_COST_DISTANCE_SCALE 		= 1.10		# scaled cost for exponentially increased costs depending on range
	}

	NEngine = {
		EVENT_PROCESS_OFFSET = 20 			# OBSOLETE: MTTH events are now checked monthly. [Events are checked every X day per country or planet (1 is ideal but CPU heavy)]
	}

	NAI = {
		TERRAFORM_SAVE_CREDITS = 2000				# AI wants to have at least this much energy over after starting a terraforming
	
		EXPANSION_MIN_PLANETS = 3					# AI will normally not place frontier outposts until it has this many planets
		EXTRADIMENSIONAL_MIN_FLEETS = 3				# At less fleets than this, extradimensionals pull back to the portal
		
		AI_NO_RETREAT_LIMIT = 3						# At fewer owner/controlled planets than this, the AI will fight to the death in their home systems
	
		CRISIS_THREAT_THRESHOLD_UPPER = 100			# At this crisis threat, AI drops other priorities and focuses on fighting the crisis
		CRISIS_THREAT_THRESHOLD_LOWER = 10			# Below this threshold, AI stops focusing on crisis fighting
	
		CRISIS_MILITARY_POWER_MULT_DEFAULT = 1.5		# AI willing to engage crisis factions at these odds normally
		CRISIS_MILITARY_POWER_MULT_CRISIS_FIGHTER = 0.6		# AI willing to engage crisis factions at these odds if they prioritize crisis fighting
		CRISIS_MILITARY_POWER_MULT_INHABITED_SYSTEM = 0.4		# AI willing to engage crisis factions at these odds in systems of others under attack by crisis
		CRISIS_MILITARY_POWER_MULT_OWN_SYSTEM = 0.33		# AI willing to engage crisis factions at these odds in their own systems
		CRISIS_MILITARY_POWER_MULT_DESPERATION = 0.10		# AI willing to engage crisis factions at these odds when down to their last few worlds
		
		BOSS_MILITARY_POWER = 40000			# The military power at which AI feels safe to engage a 'boss' creature
		FALLEN_EMPIRE_AVOID_DISTANCE = 100
	
		WAS_HUMAN_MONTHS = 60							# Amount of months that the AI will refrain from making large changes to the empire if it's taking over from a player
		
		MAX_SHIPS_BUILD_PER_WEEK = 10					
		MAX_SHIPS_DISBAND_PER_WEEK = 5
		
		MIN_FLEET_FOR_OFFENSIVE = 2000
		
		MIN_GIFT_SIZE = 25								# in opinion impact
		MAX_GIFT_SIZE = 50	
		AI_TRADE_INTERVAL = 5000						# the higher this is the less often the AI will offer trades
		
		MAX_TRUST = 100								# trust can never be more than this
		MAX_TRUST_DEFENSIVE_PACT = 100					# trust can tick up to this if defensive pact
		MAX_TRUST_ASSOCIATE = 100						# trust can tick up to this if federation associate
		MAX_TRUST_NAP = 75								# trust can tick up to this if non-aggression pact
		MAX_TRUST_MIN = 50						# trust can always tick up to at least this
		BASE_TRUST_CHANGE = -0.25						# only applied if no other factor is changing trust
		MONTHLY_TRUST_GUARANTEE = 0.25
		MONTHLY_TRUST_RESEARCH_TREATY = 0.10
		MONTHLY_TRUST_MIGRATION_TREATY = 0.25
		MONTHLY_TRUST_NON_AGGRESSION_PACT = 0.50		
		MONTHLY_TRUST_ASSOCIATION_STATUS = 0.50		
		MONTHLY_TRUST_DEFENSIVE_PACT = 0.75				
		MONTHLY_TRUST_SUBJECT = 0.25				
		MONTHLY_TRUST_FEDERATION = 1.00				
		MONTHLY_TRUST_AT_WAR = -2.00
		MONTHLY_TRUST_RIVAL = -2.00
		
		WARLEADER_WARGOAL_FACTOR = 1.5					# AI is this much more likely to pick wargoals against the enemy war leader instead of their allies
	
		DEFICIT_SPENDING_START_WAR = 0.25				# If at war and energy is at this fraction of max storage deficit spend energy
		DEFICIT_SPENDING_START_PEACE = 0.75			# If at peace and energy is at this fraction of max storage deficit spend energy
		DEFICIT_SPENDING_STOP_WAR = 0.1				# If at war and energy is at this fraction of max storage stop deficit spending
		DEFICIT_SPENDING_STOP_PEACE = 0.5				# If at peace and energy is at this fraction of max storage stop deficit spending
		DEFICIT_SPENDING_MONTHLY_PEACE = 0.003				# This percentage of max storage should be deficit spent each month when at peace
		DEFICIT_SPENDING_MONTHLY_WAR = 0.005				# This percentage of max storage should be deficit spent each month when at war
	
		BROKEN_TRADE_DEAL_FACTOR = 0.5				# How much does broken trade deal affect opinion (based on value of deal)
	
		THREAT_PLANET_MULT = 7.5					# Base threat multiplier for planet
		THREAT_POP_MULT = 0.15						# Base threat multiplier for pop
		
		HIGH_THREAT_THRESHOLD = 50					# Must have at least this much threat to become fearful		
		SHARED_THREAT_MULT = 0.5					# How much does having a shared threat boost opinion?
		THREAT_SHARED_THREAT_REDUCTION = 4			# Each point of threat will also eliminate this much shared threat
		SHARED_THREAT_MAX = 200	 				
		THREAT_DECAY = -0.25							# Each month
		THREAT_DISTANCE_FACTOR = 0.01				# The higher this is the larger the threat reduction from being far away
		THREAT_SIZE_FACTOR = 1.0					# How much does the relative power of the aggressive empire affect threat?
		THREAT_SIZE_FACTOR_MAX = 2.0
		THREAT_SIZE_FACTOR_MIN = 0.1
		THREAT_NAP_FACTOR = 0.5					# How much is threat lowered if we have a NAP or defensive pact?
		THREAT_POSITIVE_OPINION_FACTOR = 0.002		# How much does opinion of the victim affect threat?
		THREAT_NEGATIVE_OPINION_FACTOR = 0.002
		THREAT_OPINION_MAX = 1.25
		THREAT_OPINION_MIN = 0.75
		
		COLONIZE_NON_ADJACENT_DIV = 3			# If colony is far away divide priority to colonize it by this
	
		AI_AGGRESSIVENESS_LOW_MULT = 0.5		
		AI_AGGRESSIVENESS_HIGH_MULT = 2.0			
		AI_AGGRESSIVENESS_BASE = 25			# Base chance AI will declare a war (multiplied by personality aggressiveness score)
		AI_AGGRESSIVENESS_PROPAGATOR_BOXED_IN_MULT = 10	# When a warlike 'propagator' personality is boxed in aggression is multiplied by this value
		AI_AGGRESSIVENESS_BOXED_IN_MULT = 4	# When an AI can no longer peacefully expand aggression is multiplied by this value
		AI_AGGRESSIVENESS_NO_COLONY_TARGET_MULT = 2 # When an AI has no immediate colony targets and at least MAX_PLANETS_FOR_BUDGET_FACTOR planets (but is not boxed in) aggression is multiplied by this value
	
		MAX_RESOURCE_SCORE = 1000				# Maximum amount AI will value a resource at
		MAX_RESOURCE_SCORE_DIV = 100			# Resources that aren't critical prio are divided by this amount
	
		ACTION_MIN_DAYS_REJECTED = 10000		# AI will remember a rejection at least this time
		ACTION_DAYS_REJECTED_RANDOM = 5000		# Max random extra days AI will reject offer
		ACTION_MIN_DAYS_REJECTED_PEACE = 360	# AI will remember a peace deal rejection at least this time
		ACTION_DAYS_REJECTED_RANDOM_PEACE = 360 # Max random extra days AI will reject peace offer
		INSTANT_AI_DIPLOMACY = 0				# AI answers diplomacy immediately. No proposals are sent off to AIs.
		DIPLO_BREAK_THRESHOLD = -30		# If AI values an existing deal at less than this break it
		
		ACCEPTANCE_DEAL_BREAKER = -1000	# This is used when something is a deal breaker in diplomacy
		ACCEPTANCE_DEAL_ALWAYS = 1000			# This is used when the AI should always accept a deal
		
		MAX_GUARANTEES = 3

		# Below are various acceptance factors for specific actions
		FEDERATION_ACCEPTANCE_CRISIS_FACTOR = 30		
		FEDERATION_ACCEPTANCE_OPINION_FACTOR = 0.1
		FEDERATION_ACCEPTANCE_VOTED_DOWN_PROPOSAL = -50
		FEDERATION_ACCEPTANCE_ATTITUDE_ALLIANCE = 30
		FEDERATION_ACCEPTANCE_ATTITUDE_COEXIST = 0 
		FEDERATION_ACCEPTANCE_OTHER_ATTITUDE = -50
		FEDERATION_ACCEPTANCE_SHARED_RIVAL = 10 # per rival
		FEDERATION_ACCEPTANCE_SHARED_RIVAL_IN_FEDERATION = 5 # extra per rival in alliance
		FEDERATION_ACCEPTANCE_SHARED_THREAT = 0.25	# scales with actual threat
		FEDERATION_CONQUEROR_DIFFERENCE = -50	# penalty if one side wants to wage wars of conquest and the other doesn't
		FEDERATION_CONQUEROR_POLICY_FLAG = "unrestricted_wars"
		FEDERATION_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR = 5 # For each 1x we are stronger than them
		FEDERATION_ACCEPTANCE_RELATIVE_STRENGTH_MAX = 20
		FEDERATION_ACCEPTANCE_MEMBER_VOTE = 50	# added to acceptance when a member is voting whether to approve an alliance invite
		FEDERATION_ACCEPTANCE_MEMBER_VOTE_SIZE_FACTOR = 0	# for each member above two 
		FEDERATION_ACCEPTANCE_MEMBER_VOTE_MIN = 50
		FEDERATION_ACCEPTANCE_ASSOCIATION_VOTE = 100
		FEDERATION_ACCEPTANCE_DISTANCE_MULT = -0.1 # per 1 border distance
		
		DEFENSIVE_PACT_ACCEPTANCE_OPINION_FACTOR = 0.2
		DEFENSIVE_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE = 50
		DEFENSIVE_PACT_ACCEPTANCE_ATTITUDE_COEXIST = 20 
		DEFENSIVE_PACT_ACCEPTANCE_OTHER_ATTITUDE = -50
		DEFENSIVE_PACT_ACCEPTANCE_NUM_PACTS = -50	# per existing defensive pact
		DEFENSIVE_PACT_ACCEPTANCE_SHARED_RIVAL = 30 # per rival
		DEFENSIVE_PACT_ACCEPTANCE_SHARED_ALLY = 30 # per shared ally
		DEFENSIVE_PACT_ACCEPTANCE_SHARED_THREAT = 0.25	# scales with actual threat
		DEFENSIVE_PACT_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR = 5 # For each 1x we are stronger than them
		DEFENSIVE_PACT_ACCEPTANCE_RELATIVE_STRENGTH_MAX = 20
		DEFENSIVE_PACT_ACCEPTANCE_DISTANCE_MULT = -0.1 # per 1 border distance
		
		NON_AGGRESSION_PACT_ACCEPTANCE_OPINION_FACTOR = 0.2
		NON_AGGRESSION_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE = 100
		NON_AGGRESSION_PACT_ACCEPTANCE_ATTITUDE_COEXIST = 100 
		NON_AGGRESSION_PACT_ACCEPTANCE_OTHER_ATTITUDE = 0
		NON_AGGRESSION_PACT_ACCEPTANCE_SHARED_RIVAL = 50 # per rival
		NON_AGGRESSION_PACT_ACCEPTANCE_SHARED_THREAT = 0.25	# scales with actual threat
		NON_AGGRESSION_PACT_ACCEPTANCE_RELATIVE_STRENGTH_FACTOR = 20 # For each 1x we are stronger than them
		NON_AGGRESSION_PACT_ACCEPTANCE_RELATIVE_STRENGTH_MAX = 100	
		NON_AGGRESSION_PACT_ACCEPTANCE_DISTANCE_MULT = -0.1 # per 1 border distance
		
		MIGRATION_PACT_ACCEPTANCE_OPINION_FACTOR = 0.5
		MIGRATION_PACT_ACCEPTANCE_ATTITUDE_ALLIANCE = 10
		MIGRATION_PACT_ACCEPTANCE_ATTITUDE_COEXIST = 0 
		MIGRATION_PACT_ACCEPTANCE_THREAT_MULT = -0.5	# scales with actual threat
		MIGRATION_PACT_ACCEPTANCE_OTHER_ATTITUDE = 0
		MIGRATION_PACT_ACCEPTANCE_DISTANCE_MULT = -0.05 # per 1 border distance
		
		VASSALIZATION_ACCEPTANCE_PROTECTORATE_MULT = 0.1		# multiplied by number of techs potential overlord is ahead in
		VASSALIZATION_ACCEPTANCE_PROTECTORATE_MAX = 20		
		VASSALIZATION_ACCEPTANCE_NUM_POPS = -0.5			# per pop
		VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MIN = 1.5
		VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MULT = 5  # for each 1x over min
		VASSALIZATION_ACCEPTANCE_POWER_DIFFERENCE_MAX = 100
		VASSALIZATION_ACCEPTANCE_ATTITUDE_ALLIANCE = 10
		VASSALIZATION_ACCEPTANCE_ATTITUDE_COEXIST = 5 
		VASSALIZATION_ACCEPTANCE_ATTITUDE_ATTACK = -1000 
		VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE = -100
		VASSALIZATION_ACCEPTANCE_OTHER_THREAT_MULT = 0.2
		VASSALIZATION_ACCEPTANCE_OTHER_THREAT_MAX = 20
		VASSALIZATION_ACCEPTANCE_DISTANCE_MULT = -0.5 # per 1 border distance
		
		OFFER_VASSALIZATION_ACCEPTANCE_ATTITUDE_VASSALIZE = 100
		OFFER_VASSALIZATION_ACCEPTANCE_OTHER_ATTITUDE = -1000	
		
		OFFER_TRADE_ACCEPTANCE_ATTITUDE_FACTOR = -0.3 # trade willingness reduced by this much if don't have an attitude amenable to trade
		OFFER_TRADE_ACCEPTANCE_ATTITUDE = -1000	# if attitude is trade = no
		OFFER_TRADE_MIN_RESOURCE_THRESHOLD = 0.8 # if ai want for an accumulative resource is at least max * this it won't trade away that resource
		OFFER_TRADE_MIN_UNKNOWN_SYSTEMS_FOR_CHARTS = 10 # if either side would get knowledge of less systems than this don't propose trading charts
		
		TRADE_MAX_RESOURCE_PERCENT = 0.3
		TRADE_MIN_RESOURCE_DELTA = 10
		TRADE_MIN_RESOURCE_STOCKPILE = 500
		
		TRADE_RESOURCE_STOCKPILE_UNDER = 0.33	# AI will want to trade one resource for another if stockpile is this low (fraction of max storage)
		TRADE_RESOURCE_STOCKPILE_OVER = 0.75	# AI will want to trade one resource for another if stockpile is over this (fraction of max storage)
		TRADE_RESOURCE_FRACTION_MIN = 0.1			# How much of stockpile AI should offer to trade (min)
		TRADE_RESOURCE_FRACTION_MAX = 0.2			# How much of stockpile AI should offer to trade (max)
		
		MIN_WILLINGNESS_TO_OFFER_TRADE = 0.75 # AIs with a personality whose trade willingness is below this will not offer trades
		
		CAPITAL_RESOURCE_IMPORTANCE = 4 	# How important is it for the AI to place its colonial capital on suitable resources?
		CAPITAL_WRONG_RESOURCE_IMPORTANCE = 2 	# How important is it for the AI to avoid placing its colonial capital on non-suitable resources?
		CAPITAL_STRATEGIC_RESOURCE_IMPORTANCE = 20 # How important is it for the AI to not put its capital on strategic resources?
		CAPITAL_ADJACENCY_IMPORTANCE = 5 # How important is it for the AI to place the capital so that it has numerous adjacent tiles
		CAPITAL_ADJACENCY_BLOCKER_IMPORTANCE = 1 # How important is it for the AI to place the capital so that it isn't surrounded by tile blockers
	
		TRADE_VALUE_RESOURCE_INCOME_BASE = 50	# used for calculating resource income effect (lower = more value reduction from higher income)
		TRADE_VALUE_RESOURCE = 2	# for minerals and energy (scaled by income & need)
		TRADE_VALUE_RESOURCE_MONTHLY_MULT = 0.5 # value of monthly resources is multiplied by this compared to lump-sum
		TRADE_VALUE_STRATEGIC_RESOURCE = 1 # for 1 strategic resource (per year)
		TRADE_VALUE_SYSTEM = 5
		TRADE_VALUE_COLONY = 0.2 # Per pop
		TRADE_VALUE_SENSOR_CHARTS = 0.02 # Per unsurveyed planet
		TRADE_VALUE_SENSOR_CHARTS_MAX = 4
		TRADE_VALUE_SENSOR_LINK = 0.05 # Per system within their borders
		TRADE_VALUE_SENSOR_LINK_MAX = 1.0 # Multiplied by treaty years
		TRADE_VALUE_NON_AGGRESSION_PACT = 1 # Multiplied by relative power
		TRADE_VALUE_NON_AGGRESSION_PACT_MAX = 5 # Multiplied by treaty years
		TRADE_VALUE_GUARANTEE = 1 # Multiplied by relative power
		TRADE_VALUE_GUARANTEE_MAX = 5 # Multiplied by treaty years
		TRADE_VALUE_SUPPORT_INDEPENDENCE = 1 # Multiplied by relative power
		TRADE_VALUE_SUPPORT_INDEPENDENCE_MAX = 5 # Multiplied by treaty years
		TRADE_VALUE_WORMHOLE_ACCESS = 0.1 # Per system within their borders
		TRADE_VALUE_WORMHOLE_ACCESS_MAX = 1 # Multiplied by treaty years
		TRADE_VALUE_MIGRATION_ACCESS = 0.1 # Per planet they own
		TRADE_VALUE_MIGRATION_ACCESS_MAX = 1 # Multiplied by treaty years
		TRADE_VALUE_RESEARCH_AGREEMENT = 0.1 # Per tech they have that we don't
		TRADE_VALUE_RESEARCH_AGREEMENT_MAX = 5 # Multiplied by treaty years			
		# Above are various acceptance factors for specific actions
		
		NON_MINED_RESOURCES_ENERGY_WANT_FACTOR = 1	# If 100% of AI's resources in space are unmined increase desire for energy by this
	
		AI_BUDGETING_START_YEARS = 15					# These variables are used for some of the AI's budgeting to ensure it prioritizes the right things early on
		AI_BUDGETING_MID_YEARS = 30
		AI_BUDGETING_LATE_YEARS = 50
	
		BASE_BUILDING_BUDGET = 5			# Always reserve this much energy budget for buildings before giving budget anywhere else
		BASE_STATION_BUDGET = 5				# Always reserve this much energy budget for stations before giving budget anywhere else
		BASE_ROBOT_BUDGET = 5				# In a robot/machine country always reserve this much energy budget for robots/machines before giving budget anywhere else
		BASE_ARMY_BUDGET = 1				# Per planet over 1
		MILITARY_STATION_BUDGET_FRACTION = 0.05	# AI will spend this fraction of their income on military stations
		SAVINGS_BUDGET_FRACTION = 0.00 		# AI will spend this fraction of their income on savings (normally not needed as fleets in dock will result in energy surplus)
		ARMY_BUDGET_FRACTION = 0.05   			# AI will spend this fraction of their income on armies
		NAVY_BUDGET_FRACTION = 0.15 			# AI will spend this fraction of their income on ships
		STATION_BUDGET_FRACTION = 0.25 		# AI will spend this fraction of their income on stations
		BUILDING_BUDGET_FRACTION = 0.40 		# AI will spend this fraction of their income on buildings
		ROBOT_BUDGET_FRACTION = 0.10			# AI will spend this fraction of their income on robots (transfered to stations & buildings if they don't use robots)
		
		DANGER_BUDGET_FACTOR = 0.1				# When there are potential dangers increase navy budget by this amount
		SHIPSIZE_BUDGET_FACTOR = 0.025			# For each ship size unlocked increase navy budget by this amount
		NAVAL_CAPACITY_BUDGET_MAX = 100		# At this naval capacity AI puts max budget into ships
		PLANET_BUDGET_FACTOR = 0.20			# When AI has few planets it will decrease building/mil station budget by this and put it into colonies/stations instead
		MAX_PLANETS_FOR_BUDGET_FACTOR = 5		# At this amount of planets budget is normalized

		MINERAL_MILITARY_STATION_BUDGET_FRACTION = 0.04	# AI will spend this fraction of their stored minerals on military stations
		MINERAL_NAVY_BUDGET_FRACTION = 0.14 			# AI will spend this fraction of their stored minerals on ships
		MINERAL_STATION_BUDGET_FRACTION = 0.19			# AI will spend this fraction of their stored minerals on stations (used for spaceport instead when it needs a new spaceport)
		MINERAL_BUILDING_BUDGET_FRACTION = 0.24			# AI will spend this fraction of their stored minerals on buildings (used for spaceport instead when it needs a new spaceport)
		MINERAL_SPACEPORT_BUDGET_FRACTION = 0.04		# AI will spend this fraction of their stored minerals on spaceport modules
		MINERAL_COLONY_BUDGET_FRACTION = 0.14
		MINERAL_ARMY_BUDGET_FRACTION = 0.04				# AI will spend this fraction on armies
		MINERAL_TILE_BLOCKER_BUDGET_FRACTION = 0.04		# AI will spend this fraction on tile blockers
		MINERAL_ROBOT_BUDGET_FRACTION = 0.09			# AI will spend this fraction of their stored minerals on robots (transfered to buildings if they don't use robots)
		MINERAL_MEGASTRUCTURE_BUDGET_FRACTION = 0.09	# AI will spend this fraction of their stored minerals on megastructures (taken from stations & buildings)
		
		ROBOT_EMPIRE_EXTRA_ROBOT_BUDGET = 0.33			# If the empire is a machine/synthetic empire, this amount of all other budget is transfered into constructing robot pops
		
		DISBAND_THRESHOLD = 0.8			# If budget does not cover at least this fraction of the navy maintenance disband ships & stations
		MIN_NAVY_BUDGET = 4			# Always add this amount to the navy budget so we can have at least a few ships
		MIN_ARMY_BUDGET = 2			# Always add this amount to the army budget so we can have at least a few armies
		
		# Below values are increased when mineral storage capacity goes up
		ABS_MAX_MINERALS_STORED_MILITARY_STATIONS = 2000	# Max regardless of cap multiplier
		MAX_MINERALS_STORED_MILITARY_STATIONS = 1000	# Minerals AI will store for mil stations when it needs more
		MIN_MINERALS_STORED_MILITARY_STATIONS = 100	# Minerals AI will store for mil stations when it does not need more
		ABS_MAX_MINERALS_STORED_NAVY = 5000				# Max regardless of cap multiplier
		MAX_MINERALS_STORED_NAVY = 1000				# Minerals AI will store for navy when it needs more
		MIN_MINERALS_STORED_NAVY = 0				# Minerals AI will store for navy when it does not need more 
		ABS_MAX_MINERALS_STORED_BUILDINGS = 2000	# Max regardless of cap multiplier
		MAX_MINERALS_STORED_BUILDINGS = 1000		# Minerals AI will store for buildings when it needs more
		MIN_MINERALS_STORED_BUILDINGS = 250		# Minerals AI will store for buildings when it does not need more
		ABS_MAX_MINERALS_STORED_STATIONS = 1000	# Max regardless of cap multiplier
		MAX_MINERALS_STORED_STATIONS = 200			# Minerals AI will store for stations when it needs more
		MIN_MINERALS_STORED_STATIONS = 100			# Minerals AI will store for stations when it does not need more
		ABS_MAX_MINERALS_STORED_SPACEPORT = 1000		# Max regardless of cap multiplier
		MAX_MINERALS_STORED_SPACEPORT = 500		# Minerals AI will store for spaceport when it needs more
		MIN_MINERALS_STORED_SPACEPORT = 250		# Minerals AI will store for spaceport when it does not need more
		ABS_MAX_MINERALS_STORED_COLONIES = 600	# Max regardless of cap multiplier
		MAX_MINERALS_STORED_COLONIES = 400		# Minerals AI will store for colonies when it needs more
		MIN_MINERALS_STORED_COLONIES = 200			# Minerals AI will store for colonies when it does not need more		
		ABS_MAX_MINERALS_STORED_ARMIES = 250		# Max regardless of cap multiplier
		MAX_MINERALS_STORED_ARMIES = 200			# Minerals AI will store for armies when it needs more
		MIN_MINERALS_STORED_ARMIES = 100			# Minerals AI will store for armies when it does not need more		
		ABS_MAX_MINERALS_STORED_TILE_BLOCKERS = 200				# Max regardless of cap multiplier
		MAX_MINERALS_STORED_TILE_BLOCKERS = 100	# Minerals AI will store for tile blockers when it needs more
		MIN_MINERALS_STORED_TILE_BLOCKERS = 0		# Minerals AI will store for tile blockers when it does not need more			
		ABS_MAX_MINERALS_STORED_ROBOTS = 200				# Max regardless of cap multiplier
		MAX_MINERALS_STORED_ROBOTS = 200			# Minerals AI will store for robots when it needs more
		MIN_MINERALS_STORED_ROBOTS = 0				# Minerals AI will store for robots when it does not need more
		MINERALS_STORED_MEGASTRUCTURES = 50000			# Max minerals AI will store for megastructures if it can build them
		AI_DESIRED_NAVY_MINERALS_AT_WAR = 500		# AI wants at least this many minerals for ships while at war
		AI_DESIRED_ARMY_MINERALS_AT_WAR = 100		# AI wants at least this many minerals for armies while at war
		MAX_STORED_ENERGY_POST = 500				# AI will store maximum this amount for each energy budget post
		# Above values are increased when mineral storage capacity goes up
		
		MAX_MINERALS_STORED_SECTOR_POST = 1300		# Minerals AI will store for each budget post in sectors	
		MAX_MINERALS_STORED_SECTOR_POST_BUILDINGS = 1000		# Minerals AI will store for buildings
		MAX_MINERALS_SPENT_ON_NAVY = 0.50			# Spend no more than this fraction of mineral income on navy maintenance

		EXPECTED_UNITY_BASE = 10				# AI expects to make this base amount in unity
		EXPECTED_UNITY_PER_POP = 0.25			# AI expects to make about their num pops x this in unity
		EXPECTED_FOOD_BASE = 8					# AI expects to produce this much food surplus
		EXPECTED_FOOD_PER_GROWING_PLANET = 10	# AI expects to make about their num planets needing food x this in food surplus
		EXPECTED_MINERALS_BASE = 50				# AI expects to make this base amount in minerals
		EXPECTED_MINERALS_PER_POP = 1.25		# AI expects to make about their num pops x this in minerals
		EXPECTED_TECH_BASE = 10					# AI expects to make this base amount in tech
		EXPECTED_TECH_PER_POP = 0.5				# AI expects to make about their num pops x this in tech
		EXPECTED_ENERGY_BASE = 40				# AI expects to make this base amount in energy
		EXPECTED_ENERGY_PER_POP = 1				# AI expects to make about their num pops x this in energy
		EXPECTED_ENERGY_SURPLUS = 3				# AI wants a surplus of least this amount in monthly energy production (temporary spending such as colonies does not count)
		
		EXPECTED_SECTOR_ENERGY_SURPLUS = 3			# As above but for sectors
		EXPECTED_SECTOR_MINERAL_SURPLUS = 20			# As above but for sectors
		AI_SECTOR_ENERGY_BOOST_THRESHOLD = 100			
		AI_SECTOR_MINERAL_BOOST_THRESHOLD = 500

		RESOURCES_FOR_HIGH_SECTOR_SHARE = 2000			# At this number of stockpiled resources raise sector tax to 75% (0 = never use)
		
		MIN_RESOURCES_TO_BUILD_ORBITAL_STATION = 2	# If a planet has less than this amount of minerals/research don't bother with a mining/research station here
		
		ENERGY_COLONY_BUDGET_FRACTION = 0.40		# AI will spend this fraction of their energy on new colonies
		ENERGY_TILE_BLOCKER_BUDGET_FRACTION = 0.30	# AI will spend this fraction of their energy on tile blockers
		ENERGY_ROBOT_BUDGET_FRACTION = 0.0			# AI will spend this fraction of their energy on robots (transfered to colonies if no robots)
		ENERGY_SAVINGS_BUDGET_FRACTION = 0.30		# AI will spend this fraction of their energy on savings
		
		MAX_ARMY_MAINTENANCE = 20				# AI will not spend more than this amount on assault armies
		
		EXPAND_NAVY_LIMIT_FACTOR = 4			# If the AI Navy maintenance is this much bigger than the opponents navy will not be expanded

		CONSTRUCTOR_SHIPS_MUL = 0.04			# Number of constructor ships of AI is the number of planets times this value
		THRESHOLD_DISBAND_SHIPS = 3			# AI will disband ships if wanted + this value < owned

		COLONIZER_SHIPS_MAX = 1				# Maximum number of colonizer ships of AI
		RESEARCH_SHIPS_MAX = 2					# Maximum number of research ships of AI
		CONSTRUCTOR_SHIPS_MAX = 4				# Maximum number of constructor ships of AI
		
		MIN_NAVY_SIZE_FOR_ADMIRAL = 10		# AI wants a navy of at least this fleetsize before buying an admiral

		LEADER_FRACTION_SCIENTIST = 0.6		# Fraction of AI Leaders that should be scientists
		LEADER_FRACTION_ADMIRAL = 0.1			# Fraction of admirals
		LEADER_FRACTION_GENERAL = 0.1			# Fraction of generals
		LEADER_FRACTION_GOVERNOR = 0.2			# Fraction of governor
		LEADER_FRACTION_CHANGE_CAP = 11		# Leader cap > this will decrease scientist fraction and increase other

		ABORT_MISSION_LIMIT = 0.50				# MilitaryPower fraction below this level will result in AI escaping battle

		PEACE_MIN_WARSCORE_TO_DEMAND = 20
		PEACE_LENGTH_OF_WAR_MONTHS = 120			
		PEACE_LENGTH_OF_WAR_UNDER_FACTOR = -0.4
		PEACE_LENGTH_OF_WAR_OVER_FACTOR = 0.2
		PEACE_RELATIVE_NAVY_STRENGTH_FACTOR = 20	
		PEACE_OTHER_WARS_FACTOR = 10
		PEACE_ANNEXATION_FACTOR = -30
		PEACE_MAJOR_WAR_FACTOR = -30
		PEACE_PURIFIER_FACTOR = -30			# AI will be less willing to surrender to fanatical purifiers

		MILITARY_STATION_DISTANCE = 40.0		# Distance from planet to where military station should be built
		MILITARY_STATION_ANGLE_MAX = 3			# A random value between 0 and the angle max is added to the angle of where the military station is built
		MILITARY_STATION_DISTANCE_RANDOM = 4	# Random distance from the military station distance where it can be built

		TECH_NEED_MULT_VALUE = 10				# Tech need value will multiplied by this value e.g. when certain diplomacy techs are needed
		MIN_WANTED_SCIENTISTS = 4						# Below this AI prioritizes influence spending to get more scientists
				
		INFLUENCE_FRACTION_LEADERS = 0.35		# Fraction of AI Influence that goes to recruiting leaders
		INFLUENCE_FRACTION_EDICTS = 0.20		# Fraction of AI Influence that goes to edicts
		INFLUENCE_FRACTION_SAVINGS = 0.25		# Fraction of AI influence that is saved
		INFLUENCE_FRACTION_RESETTLEMENT = 0.10	# Fraction of AI influence that is used for resettlement
		
		INFLUENCE_MAX_STORED_PER_POST = 200	# Max stored in any single influence budget post
		
		INFLUENCE_BUDGET_STATIONS = 0.40		# Fraction of monthly influence that is used on stations (frontier outposts)
		INFLUENCE_BUDGET_EDICTS = 0.25			# Fraction of monthly influence that is used on edicts
		INFLUENCE_BUDGET_SAVINGS = 0.35		# Fraction of monthly influence that is saved

		THREAT_TRUCE_MONTHS = 12				# AI will not consider the opponent a threat if this many months are left on a truce
		FLEET_BALANCE_THREAT = 0.5				# If FleetPower of AI / FleetPower of Enemy is lower than this AI will consider the country a threat
		ENERGY_MONTHS_FACTOR_WAR = 12			# Energy are supposed to last this many months when used to buy new ships in war
		ENEMY_FLEET_POWER_MULT = 1.2			# AI will need the the fleet power of the enemy multiplied by this value to become offensive in an offensive war
		ENEMY_ARMY_POWER_MULT = 1.0				# AI will need the the military power of the enemy multiplied by this value to land armies on planet
		ENEMY_NEUTRALS_FLEET_POWER_MULT = 2	# AI will need the the fleet power of the enemy multiplied by this value to attack neutrals and space hostiles
		ENEMY_FLEET_POWER_HOME_SYSTEM_MULT = 1.0 # AI will need the fleet power of the enemy multiplied by this value to attack hostiles in own systems
		PRIO_BASE_FRACTION = 0.80				# Prio base fraction for example if prio is assault arsenal fraction will be set to this value

		START_WEAPON_TECH_AREA_MULT = 2		# Weapons within the same tech area as the start weapon will be weighted (multiplied) by this value when deciding tech strategies
		FRACTION_PERSONALITY_MULT = 2			# Techs that apply to a certain personality will be multiplied by this value + tolerance/hierarchical value (interval: -2 +2) divided by this value
		MINERALS_MULT = 8						# Mult used to promote building manufactories
		BUILDING_ENERGY_MAX = 100				# Used to calc AI want for buildings with energy
		INFLUENCE_MULT = 1						# Used to calc AI want for buildings with influence
		BUILDING_PRODUCTION_MAX = 1000			# Used to calc AI want for buildings with production points
		POP_FOOD_MIN = 5						# AI should always prioritize to get more food when food growth is below this value

		WORMHOLE_STATION_OFFSET = 150.0		# Used to place wormhole stations in system

		CRISIS_FLEET_SIZE_LIMIT_LOWER = 130	# Swarm fleet will aim for this size before attacking targets
		CRISIS_NAVY_SIZE_LIMIT = 130			# Swarm fleet will aim for this size before attacking targets
		CRISIS_ARMY_LIMIT = 100				# Swarms will not build more armies if it has this many armies already

		SECTOR_SYSTEM_CAP_MIN = 2				# AI sectors will have minimum these many colonized systems in each sector before creating new sectors

		SECTOR_FOCUS_EFFECT = 10				# Resources designated as the focus of a sector are valued this much more
		SECTOR_IGNORE_TILE_RESOURCE = 0		# Should sectors ignore which resources are on the tile when building?
		
		SECTOR_TILE_BLOCKER_ENERGY_BUDGET_FRACTION = 0.60	# Fraction of sector energy budget going to tile blockers
		SECTOR_ROBOT_ENERGY_BUDGET_FRACTION = 0.40 			# Fraction of sector energy budget going to robots

		SECTOR_COLONY_MINERALS_BUDGET_FRACTION = 0.10		# Fraction of sector minerals budget going to colonies
		SECTOR_STATION_MINERALS_BUDGET_FRACTION = 0.19		# Fraction of sector minerals budget going to stations
		SECTOR_BUILDING_MINERALS_BUDGET_FRACTION = 0.34		# Fraction of sector minerals budget going to buildings
		SECTOR_TILE_BLOCKER_MINERALS_BUDGET_FRACTION = 0.04	# Fraction of sector minerals budget going to tile blockers
		SECTOR_SPACEPORT_MINERALS_BUDGET_FRACTION = 0.09	# Fraction of sector minerals budget going to spaceports
		SECTOR_ARMY_MINERALS_BUDGET_FRACTION = 0.04			# Fraction of sector minerals budget going to armies
		SECTOR_ROBOT_MINERALS_BUDGET_FRACTION = 0.20		# Fraction of sector minerals budget going to robots

		SECTOR_MINERALS_NEED_THRESHOLD = 5		# Minerals needed per month before starting to build other buildings

		SECTOR_BUILDING_MAINT_BUDGET_FRACTION = 0.40 # Fraction of maintenance budget going to buildings
		SECTOR_STATION_MAINT_BUDGET_FRACTION = 0.30# Fraction of maintenance budget going to spaceports and stations
		SECTOR_ARMY_MAINT_BUDGET_FRACTION = 0.10	# Fraction of maintenance budget going to spaceports and stations
		SECTOR_ROBOT_MAINT_BUDGET_FRACTION = 0.20	# AI will spend this fraction of their budget on robots (transfered to buildings if they don't use robots)

		SECTOR_ROBOT_MAINT_MAX = 2					# Maximum energy maintenance reserved for new robots

		ATTITUDE_CHANGE_BUFFER = 0					# Don't change attitude if weight diff is less than this

		AI_COMMUNICATIONS_RANDOM_VALUE = 60		# AI communications days will vary with +- these many days
		
		OUTPOST_STATION_RESOURCES_BUILD = 9			# AI should build outpost station if system has more than this many resources
		OUTPOST_STATION_RESOURCES_NEIGHBORS_BUILD = 20 # AI should build oupost station if neighboring systems have these many resources
		OUTPOST_STATION_DISTANCE_MAX = 2500		# AI consideres station in neighboring system if square distance is higher than this value from a colony
		OUTPOST_STATION_RANGE = 400				# AI consider outpost station to be able to extrude border about this far
		
		MAX_CAPITAL_UPGRADE_BEFORE_PLANET_FULL = 1	# AI will not upgrade capital above this level before the planet is full (in pops)
		
		TRANSPORT_FLEET_SIZE = 19					# AI will have transport fleets of this size + 1
		ARSENAL_FLEET_SIZE = 200					# AI will have arsenal fleets of this size
		
		POP_RESETTLEMENT_PRIO = 5.0				# AI Will prio resettling to achieve these many pops in each colony before anything else
		
		DISTANCE_STARS_RESEARCH = 10				# AI will assume this is the average dist between stars
		AUTO_EXPLORE_ATTRACTION_SCORE = 200		# Attraction score to auto explore a system will descrease by this much if system is owned by you or has a planet owned by you
		
		MAX_COLONIZATION_COST = 300				# Range from borders AI will colonize planet (influence cost)
		MAX_COLONIZATION_COST_SUBJECT = 200				# Range from borders AI will colonize planet when it is a subject (influence cost)
		OPTIMAL_OUTPOST_DISTANCE = 3000			# Range from borders ED will build outpost (square distance)
		ED_MIL_STATIONS_IN_SYSTEMS = 4				# Fraction of systems within borders that will have military stations in it for ED
		
		NO_WARS_FLAG = "ai_no_wars"
		NO_LEAVE_FED_FLAG = "ai_no_leave_fed"
	}
