## Modified by PN to suit Keygen's PBEM Mod Lite
## there must be 6 difficulty settings

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

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

SCIENCE_HANDICAP 20    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 20000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	3600	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	9
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	61
		YEARS_PER_TURN	40
	}
	PERIOD {
		START_TURN	101
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	121
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	171
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	221
		YEARS_PER_TURN	3
	}
	PERIOD {
		START_TURN	281
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	361
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	426
		YEARS_PER_TURN	5
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 0.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 0
AI_START_GOLD 20000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 3000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.3 0.3 0.2 0.2 0.0 
AI_PRODUCTION_COST_ADJUSTMENT 0.75 0.75 0.5 0.5 0.4 
AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.1 1.2
MAX_HUMAN_ADVANCES 8
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS -0.4
HUMAN_FOOD_BONUS -0.4
EXTRA_SETTLER_CHANCE 0
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 100 100
	ADVANCE_DOMESTICATION 100 100
	ADVANCE_BRONZE_WORKING 100 100
	ADVANCE_STONE_WORKING 100 100
	ADVANCE_RELIGION 100 100
	ADVANCE_SHIP_BUILDING 100 100
	}
}


# Warlord

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

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

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 18000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	3800	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	9
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	61
		YEARS_PER_TURN	40
	}
	PERIOD {
		START_TURN	101
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	121
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	171
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	221
		YEARS_PER_TURN	3
	}
	PERIOD {
		START_TURN	281
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	361
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	426
		YEARS_PER_TURN	5
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 200.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 18000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 3000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.3 0.3 0.01 0.0 -0.1 
AI_PRODUCTION_COST_ADJUSTMENT 0.65 0.65 0.6 0.5 0.3
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.1 1.2

MAX_HUMAN_ADVANCES 8
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS -0.1
HUMAN_FOOD_BONUS -0.1
EXTRA_SETTLER_CHANCE 0
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 100 100
	ADVANCE_DOMESTICATION 100 100
	ADVANCE_BRONZE_WORKING 100 100
	ADVANCE_STONE_WORKING 100 100
	ADVANCE_RELIGION 100 100
	ADVANCE_SHIP_BUILDING 100 100
	}
}

# Prince

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

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

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 16000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4000	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	9
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	61
		YEARS_PER_TURN	40
	}
	PERIOD {
		START_TURN	101
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	121
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	171
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	221
		YEARS_PER_TURN	3
	}
	PERIOD {
		START_TURN	281
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	361
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	426
		YEARS_PER_TURN	5
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 16000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 3000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.2 0.2 0.0 -0.1 -0.2
AI_PRODUCTION_COST_ADJUSTMENT 0.55 0.55 0.5 0.5 0.2  
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.2 1.2
MAX_HUMAN_ADVANCES 8
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 0
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 100 100
	ADVANCE_DOMESTICATION 100 100
	ADVANCE_BRONZE_WORKING 100 100
	ADVANCE_STONE_WORKING 100 100
	ADVANCE_RELIGION 100 100
	ADVANCE_SHIP_BUILDING 100 100
	}
}

# King

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

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

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 14000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4200	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	9
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	61
		YEARS_PER_TURN	40
	}
	PERIOD {
		START_TURN	101
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	121
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	171
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	221
		YEARS_PER_TURN	3
	}
	PERIOD {
		START_TURN	281
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	361
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	426
		YEARS_PER_TURN	5
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 600.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 14000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 3000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 -0.3 -0.4 -0.5 
AI_PRODUCTION_COST_ADJUSTMENT 0.45 0.45 0.4 0.3 0.2  
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.2 1.2
MAX_HUMAN_ADVANCES 8
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 0
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 100 100
	ADVANCE_DOMESTICATION 100 100
	ADVANCE_BRONZE_WORKING 100 100
	ADVANCE_STONE_WORKING 100 100
	ADVANCE_RELIGION 100 100
	ADVANCE_SHIP_BUILDING 100 100
	}
}

# Emperor

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

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

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 12000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4400	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	9
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	61
		YEARS_PER_TURN	40
	}
	PERIOD {
		START_TURN	101
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	121
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	171
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	221
		YEARS_PER_TURN	3
	}
	PERIOD {
		START_TURN	281
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	361
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	426
		YEARS_PER_TURN	5
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 800.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 12000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 3000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST -0.1 -0.1 -0.3 -0.4 -0.5 
AI_PRODUCTION_COST_ADJUSTMENT 0.35 0.25 0.3 0.2 0.1  
AI_GOLD_ADJUSTMENT  1.0 1.0 1.1 1.2 1.2
MAX_HUMAN_ADVANCES 8
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 0
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 100 100
	ADVANCE_DOMESTICATION 100 100
	ADVANCE_BRONZE_WORKING 100 100
	ADVANCE_STONE_WORKING 100 100
	ADVANCE_RELIGION 100 100
	ADVANCE_SHIP_BUILDING 100 100
	}
}

# God (Deity)

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

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

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 10000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4600	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	9
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	61
		YEARS_PER_TURN	40
	}
	PERIOD {
		START_TURN	101
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	121
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	171
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	221
		YEARS_PER_TURN	3
	}
	PERIOD {
		START_TURN	281
		YEARS_PER_TURN	2
	}
	PERIOD {
		START_TURN	361
		YEARS_PER_TURN	4
	}
	PERIOD {
		START_TURN	426
		YEARS_PER_TURN	5
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 1000.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 10000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 3000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST -0.2 -0.3 -0.4 -0.5 -0.6
AI_PRODUCTION_COST_ADJUSTMENT -0.1 -0.2 -0.3 -0.4 -0.5
AI_GOLD_ADJUSTMENT  1.1 1.2 1.3 1.4 1.5
MAX_HUMAN_ADVANCES 8
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 0
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 100 100
	ADVANCE_DOMESTICATION 100 100
	ADVANCE_BRONZE_WORKING 100 100
	ADVANCE_STONE_WORKING 100 100
	ADVANCE_RELIGION 100 100
	ADVANCE_SHIP_BUILDING 100 100
	}
}
