# 37

STRATEGY_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.0

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.2
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.2

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // Government  GOVERNMENT_DEMOCRACY
    // Government  GOVERNMENT_COMMUNISM 
    // Government  GOVERNMENT_REPUBLIC
    // Government  GOVERNMENT_THEOCRACY 
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    72

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.3

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.75

    // try to decrease food
    SliderElement { Delta 1 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  30

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  10

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   357000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   405000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_ATTACK              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   400000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   400000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   1  MaxExec   1 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    2

    // minimum distance between settled cities 
    // (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.10

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.15

    // Number of special units that should be built
    SettlerUnitsCount       1
    SeaTransportUnitsCount  2
    AirTransportUnitsCount  3
    SpecialUnitsCount       3

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 20
	MaxWonderBuildTurns 35

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_NAVAL_SPECIAL
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_MILITARIST
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	Bottom 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.4
        CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	Top 0.2 
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	Top 0.4
        CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	Top 0.2
        ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	Bottom 0.1
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_DEFAULT
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     800
    FearTradeRank        800
    FearPollution        900

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 10

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.8
        RangedMatch   0.2
        BombardMatch  0.6
        ValueMatch    0.7
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.8
        RangedMatch   0.0
        BombardMatch  1.1
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

STRATEGY_BARBARIAN {

    // must inherit from default
    Inherit STRATEGY_DEFAULT

	Government GOVERNMENT_ANARCHY
	
	// percent of gold to put into science
	SciencePercent 0

	// maximum percent of production used for military readiness
	MaxSupportCostPercent 100

	// Peace = 0, Alert = 1, War = 2
	ReadinessLevel 2

	// percent of production to put into public works/materials
	PublicWorksPercent 0

	//
	// GOALS
	//

	GoalElement { Goal GOAL_ATTACK				Priority        0  MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_ENSLAVE_SETTLER		Priority   390000  MaxEval   5	MaxExec   3 }
	GoalElement { Goal GOAL_SLAVE_RAID			Priority   390000  MaxEval   5	MaxExec   3 }
	GoalElement { Goal GOAL_HARASS_CITY			Priority   400000  MaxEval  25	MaxExec  25 }
	GoalElement { Goal GOAL_HARASS    			Priority   400000  MaxEval  25	MaxExec  25 }
	GoalElement { Goal GOAL_PILLAGE				Priority   400000  MaxEval  10	MaxExec   5 }
	GoalElement { Goal GOAL_PIRATE				Priority   393000  MaxEval  10  MaxExec   5 }
	GoalElement { Goal GOAL_WANDER				Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_DEFEND				Priority        0  MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_SEIGE				Priority		0  MaxEval   0	MaxExec   0 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority		0  MaxEval  25  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority		0  MaxEval  25  MaxExec   5 }
	GoalElement { Goal GOAL_EXPLORE				Priority        0  MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_CHOKEPOINT			Priority		0  MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_PATROL				Priority        0  MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_EXPEL				Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_COUNTER_STEALTH		Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_GOODY_HUT			Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_PLANT_NUKE			Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_CREATE_PARK			Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_SOOTHSAY			Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_ESTABLISH_EMBASSY	Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_FRANCHISING			Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_STEAL_TECHNOLOGY	Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_INCITE_REVOLUTION	Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_INJOIN				Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_ASSASSINATE			Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_NUKE_CITY			Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_SALLY				Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_REFORM				Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_SUE_FRANCHISE		Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_RETREAT		        Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority		0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_ADVERTISING		Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_POISON_CITY         Priority        0  MaxEval   0  MaxExec   0 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -250

	// number of armies to try and disband units from per round
	DisbandArmyCount				   0	

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 0.0

	// Percent of civilization support dedicated to units
	UnitSupportPercent 1.0

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.60
	DefensiveUnitsPercent 0.00
	RangedUnitsPercent    0.40
	SeaUnitsPercent       0.00
	AirUnitsPercent       0.00

	// Number of special units that should be built
	SettlerUnitsCount 0
	SeaTransportUnitsCount 0
	AirTransportUnitsCount 0
	SpecialUnitsCount 0

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 0
	MaxUnitBuildTurns 100
	MaxWonderBuildTurns 0

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.0
	BuildSettlerProductionLevel 0.0

	// minimum number of units to keep in cities as a garrison
	OffensiveGarrisonCount 0
	DefensiveGarrisonCount 1
	RangedGarrisonCount 1

	// For each city with an empty build queue, build from first sequence that applies

	BuildListSequenceElement {
	  Priority 12000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 1.0 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	//
	// FORCE MATCHING
	//
	
	Offensive {
  	    // ratio of army's attack strength to target's defense strength
	    AttackMatch  0.0
	    // ratio of army's defense strength to target's attack strength
	    DefenseMatch 0.0
	    // ratio of army's ranged strength to target's ranged strength
	    RangedMatch  0.0
	    // ratio of army's bombard strength to target's bombard strength
	    BombardMatch 0.0
	    // ratio of army's value to target's value
	    ValueMatch   0.0
	}

    Defensive {
        AttackMatch   0.0
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    0.0
    }
}

STRATEGY_SEIGE {

    // percent of gold to put into science
    SciencePercent 70

    // percent of production to put into public works/materials
    PublicWorksPercent  20

    //
    // BUILD LISTS
    //

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.25

    // Number of special units that should be built
    SeaTransportUnitsCount 4
    AirTransportUnitsCount 5

    GoalElement { Goal GOAL_DEFEND              Priority   407000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   605000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   600000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   600000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_HARASS              Priority   595000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_BOMBARD             Priority   607000  MaxEval  25  MaxExec   4 }
    // pillage like crazy if we do not care so much about taking cities
    GoalElement { Goal GOAL_PILLAGE             Priority   400000  MaxEval  10  MaxExec   5 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -150

	NuclearFirstStrike: Disabled
	NuclearTargeting: Enabled

	// do not perform first strike if our regard is above some limit
	PreemptiveStrikeRegard 100

	// how many foreign boom booms are enough to wipe us off the map?
	// (eg. if more than 1 foreign nuke to every 4 of our cities would be
	//  enough to prevent us from launching, specify 0.25)
	PreemptiveStrikeRiskRatio 0.25

	// when do we have enough nukes to wipe them off the map?
	// (eg. if having less than 3 nukes to every 4 enemy cities prevents 
	//  us from launching, specify 0.75)
	PreemptiveStrikeSuperiorityRatio 0.75

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.5
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.2
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING
    //

    Offensive {
        AttackMatch   0.7
        DefenseMatch  0.3
        RangedMatch   0.9
        BombardMatch  0.0
        ValueMatch    0.5
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.3
    }
}

STRATEGY_ATTACK {

    // percent of gold to put into science
    SciencePercent 70

    // percent of production to put into public works/materials
    PublicWorksPercent  20

    //
    // BUILD LISTS
    //

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.25

    // Number of special units that should be built
    SeaTransportUnitsCount 4
    AirTransportUnitsCount 5

    GoalElement { Goal GOAL_DEFEND              Priority   407000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   600000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   605000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_HARASS              Priority   600000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_BOMBARD             Priority   607000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   595000  MaxEval   5  MaxExec   2 }
    // pillage like crazy if we do not care so much about taking cities
    GoalElement { Goal GOAL_PILLAGE             Priority   400000  MaxEval  10  MaxExec   5 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -150

	NuclearFirstStrike: Disabled
	NuclearTargeting: Enabled

	// do not perform first strike if our regard is above some limit
	PreemptiveStrikeRegard 100

	// how many foreign boom booms are enough to wipe us off the map?
	// (eg. if more than 1 foreign nuke to every 4 of our cities would be
	//  enough to prevent us from launching, specify 0.25)
	PreemptiveStrikeRiskRatio 0.25

	// when do we have enough nukes to wipe them off the map?
	// (eg. if having less than 3 nukes to every 4 enemy cities prevents 
	//  us from launching, specify 0.75)
	PreemptiveStrikeSuperiorityRatio 0.75

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.5
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.2
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING
    //

    Offensive {
        AttackMatch   0.7
        DefenseMatch  0.3
        RangedMatch   0.9
        BombardMatch  0.0
        ValueMatch    0.4
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }
}

STRATEGY_DEFEND {

    // percent of gold to put into science
    SciencePercent 70

    // percent of production to put into public works/materials
    PublicWorksPercent  20

    //
    // BUILD LISTS
    //

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.25

    GoalElement { Goal GOAL_DEFEND              Priority   457000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   450000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   450000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   452000  MaxEval   5  MaxExec   2 }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.5
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.35
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING
    //

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.6
        RangedMatch   0.6
        BombardMatch  0.4
        ValueMatch    0.6
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }
}

STRATEGY_CAREFUL_START {

    // percent of production to put into public works/materials
    PublicWorksPercent  0

	// Percent of civilization support dedicated to units
    UnitSupportPercent 0.20

    // Number of special units that should be built
    SeaTransportUnitsCount 1
    AirTransportUnitsCount 2
    SpecialUnitsCount 1

    // Types of special units that should be built
    AirTransportUnitList UNIT_BUILD_LIST_SCOUT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

	// Set so early cities will build offensive units to explore with after a granary
	BuildListSequenceElement {
	  Priority 9100
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.6
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8100
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	Bottom 0.1
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }
}

STRATEGY_AGRESSIVE_START {

    // percent of production to put into public works/materials
    PublicWorksPercent  0

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.20

    // Number of special units that should be built
    SeaTransportUnitsCount 1
    AirTransportUnitsCount 3
    SpecialUnitsCount 1

    // Types of special units that should be built
    AirTransportUnitList UNIT_BUILD_LIST_SCOUT

    // same as careful start, but with no garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     0

	// Set so early cities will build offensive units to explore before a granary
	BuildListSequenceElement {
	  Priority 10100
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.6
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8100
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	Bottom 0.1
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }
}

STRATEGY_ISLAND_NATION {

    // minimum distance between settled cities
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.15
	DefensiveUnitsPercent 0.15
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.30
	AirUnitsPercent       0.15

	SeaTransportUnitsCount 4
	AirTransportUnitsCount 5

	// decreased maximum percent of conventional units to build before
	// building special units of specified type
	BuildTransportProductionLevel 0.20 
	BuildSettlerProductionLevel	0.20 
}


////////////////////////////////////////
//
//  Exploration Attribute Strategies
//
////////////////////////////////////////

STRATEGY_EXPLORE_NEAR {
    GoalElement { Goal GOAL_EXPLORE				Priority    35000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    45000  MaxEval  15  MaxExec   3 }
}

STRATEGY_EXPLORE_FAR {

    GoalElement { Goal GOAL_EXPLORE				Priority    80000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    85000  MaxEval  15  MaxExec   3 }
}

STRATEGY_EXPLORE_WIDE {
    GoalElement { Goal GOAL_EXPLORE				Priority    35000  MaxEval  15  MaxExec   5 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    45000  MaxEval  15  MaxExec   3 }
}

////////////////////////////////////////
//
// Expansion Attribute Strategies
//
////////////////////////////////////////

STRATEGY_SETTLE_COMPACT {

    // Number of special units that should be built
    SettlerUnitsCount   4

    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 }

    // minimum distance between settled cities
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4
}

STRATEGY_SETTLE_LARGE {

    // Number of special units that should be built
    SettlerUnitsCount   4
//    SeaTransportUnitsCount 1

    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 }

    // minimum distance between settled cities
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   5
}

////////////////////////////////////////
//
// Discovery Attribute Strategies
//
////////////////////////////////////////

STRATEGY_SCIENTIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.0

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.2
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.2

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC 
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_ECOTOPIA
    // Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // Government  GOVERNMENT_COMMUNISM
    // Government  GOVERNMENT_FASCISM
    // Government  GOVERNMENT_THEOCRACY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    72

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.3

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.75

    // try to decrease food
    SliderElement { Delta 1 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  30

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  10

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   357000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   405000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_ATTACK              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   400000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   400000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    4

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.10

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.15

    // Number of special units that should be built
    SettlerUnitsCount       1
    SeaTransportUnitsCount  2
    AirTransportUnitsCount  3
    SpecialUnitsCount       3

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 20
	MaxWonderBuildTurns 35

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_NAVAL_SPECIAL
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_SCIENTIST
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	Bottom 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.4
        CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	Top 0.2 
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	Top 0.4
        CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 0
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS_SCIENTIST
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	Top 0.2
        ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	Bottom 0.1
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_SCIENTIST
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank     1000
    FearMilitaryRank     800
    FearTradeRank        800
    FearPollution        900

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 10

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.8
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.8
        RangedMatch   0.5
        BombardMatch  0.6
        ValueMatch    0.7
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.8
        RangedMatch   0.0
        BombardMatch  1.1
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

STRATEGY_MILITARIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.0

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.2
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.2

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // good for war
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_ECOTOPIA
    // Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // Government  GOVERNMENT_DEMOCRACY
    // Government  GOVERNMENT_COMMUNISM 
    // Government  GOVERNMENT_THEOCRACY
    // Government  GOVERNMENT_REPUBLIC
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    72

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.3

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.75

    // try to decrease food
    SliderElement { Delta 1 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 40

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  20

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  5

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  10

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200

    // bonus for building road tile improvements
    RoadUtilityBonus  250
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   357000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   405000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_ATTACK              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   400000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   400000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   0  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    10

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.15

    // Number of special units that should be built
    SettlerUnitsCount       1
    SeaTransportUnitsCount  2
    AirTransportUnitsCount  3
    SpecialUnitsCount       4

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 35
	MaxUnitBuildTurns 25
	MaxWonderBuildTurns 35

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_NAVAL_SPECIAL
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_MILITARIST
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  2
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	Bottom 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.4
        CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	Top 0.2 
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	Top 0.4
        CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 0
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS_MILITARIST
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	Top 0.2
        ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	Bottom 0.1
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_MILITARIST
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank    1000
    FearTradeRank        800
    FearPollution        900

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 10

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.7
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.7
        RangedMatch   0.5
        BombardMatch  0.6
        ValueMatch    0.7
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.8
        RangedMatch   0.0
        BombardMatch  1.1
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

STRATEGY_ECONOMIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.0

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.2
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.2

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // good for war
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY 
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_THEOCRACY 
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_TECHNOCRACY
    // Government  GOVERNMENT_COMMUNISM 
    // Government  GOVERNMENT_FASCISM
    // Government  GOVERNMENT_REPUBLIC
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    72

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.3

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.75

    // try to decrease food
    SliderElement { Delta 1 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  30

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  10

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   357000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   405000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_ATTACK              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   400000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   400000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    3

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.10

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.15

    // Number of special units that should be built
    SettlerUnitsCount       1
    SeaTransportUnitsCount  2
    AirTransportUnitsCount  3
    SpecialUnitsCount       3

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 35
	MaxUnitBuildTurns 30
	MaxWonderBuildTurns 40

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_NAVAL_SPECIAL
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_ECONOMIC
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	Bottom 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.4
        CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	Top 0.2 
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	Top 0.4
        CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 0
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS_ECONOMIC
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	Top 0.2
        ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	Bottom 0.1
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_ECONOMIC
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     800
    FearTradeRank       1000
    FearPollution        800

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 10

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.9
        BombardMatch  0.0
        ValueMatch    0.5
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.8
        RangedMatch   0.4
        BombardMatch  0.6
        ValueMatch    0.7
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.8
        RangedMatch   0.0
        BombardMatch  1.1
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

STRATEGY_ECOTOPIAN_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.0

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.2
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.2

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government GOVERNMENT_ECOTOPIA
    Government GOVERNMENT_CORPORATE_REPUBLIC
    Government GOVERNMENT_COMMUNISM 
    Government GOVERNMENT_THEOCRACY
    Government GOVERNMENT_MONARCHY
    Government GOVERNMENT_TYRANNY

    // other governments
    // Government GOVERNMENT_VIRTUAL_DEMOCRACY
    // Government GOVERNMENT_TECHNOCRACY
    // Government GOVERNMENT_DEMOCRACY
    // Government GOVERNMENT_FASCISM
    // Government GOVERNMENT_REPUBLIC
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    72

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.3

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.75

    // try to decrease food
    SliderElement { Delta 1 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  20

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   357000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   405000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_ATTACK              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   400000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   400000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   0  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    4

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.15

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.15

    // Number of special units that should be built
    SettlerUnitsCount       1
    SeaTransportUnitsCount  2
    AirTransportUnitsCount  3
    SpecialUnitsCount       3

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 40
	MaxUnitBuildTurns 35
	MaxWonderBuildTurns 45

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_NAVAL_SPECIAL
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_ECOTOPIAN
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	Bottom 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.4
        CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	Top 0.2 
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	Top 0.4
        CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 0
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS_ECOTOPIAN
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	Top 0.2
        ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	Bottom 0.1
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_ECOTOPIAN
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     800
    FearTradeRank        800
    FearPollution       1200

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 10

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.9
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.8
        RangedMatch   0.2
        BombardMatch  0.6
        ValueMatch    0.7
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.8
        RangedMatch   0.0
        BombardMatch  1.1
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

STRATEGY_DIPLOMATIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.0

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.2
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.2

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_TECHNOCRACY
    // Government  GOVERNMENT_FASCISM
    // Government  GOVERNMENT_THEOCRACY 
    // Government  GOVERNMENT_COMMUNISM 
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    72

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.3

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.75

    // try to decrease food
    SliderElement { Delta 1 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  30

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  10

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   357000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   405000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_ATTACK              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   400000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   400000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 }
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    2

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.10

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.15

    // Number of special units that should be built
    SettlerUnitsCount       1
    SeaTransportUnitsCount  2
    AirTransportUnitsCount  3
    SpecialUnitsCount       3

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 25
	MaxWonderBuildTurns 35

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_NAVAL_SPECIAL
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_DIPLOMATIC
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	Bottom 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.4
        CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	Top 0.2 
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	Top 0.4
        CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 0
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS_DIPLOMATIC
	Top 0.1 
        ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	Top 0.2
        ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	Bottom 0.1
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_DIPLOMATIC
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     800
    FearTradeRank        800
    FearPollution        900

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 6

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 10

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.9
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.8
        RangedMatch   0.2
        BombardMatch  0.6
        ValueMatch    0.7
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.8
        RangedMatch   0.0
        BombardMatch  1.1
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

////////////////////////////////////////
//
// Defense Strategies
//
////////////////////////////////////////

STRATEGY_DEFENSE_NONE {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1
}

STRATEGY_DEFENSE_VERY_LOW {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1
}

STRATEGY_DEFENSE_LOW {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  2
    RangedGarrisonCount     1
}

STRATEGY_DEFENSE_MEDIUM {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  1
    DefensiveGarrisonCount  2
    RangedGarrisonCount     2
}

STRATEGY_DEFENSE_HIGH {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  1
    DefensiveGarrisonCount  2
    RangedGarrisonCount     2
}

STRATEGY_DEFENSE_VERY_HIGH {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  2
    DefensiveGarrisonCount  2
    RangedGarrisonCount     3
}

////////////////////////////////////////
//
// Nuclear Strategies
//
////////////////////////////////////////

STRATEGY_LAUNCH_NUKES {
	NuclearFirstStrike: Enabled
	NuclearTargeting: Enabled

	// do not perform first strike if our regard is above some limit
	PreemptiveStrikeRegard 100

	// how many foreign boom booms are enough to wipe us off the map?
	// (eg. if more than 1 foreign nuke to every 4 of our cities would be
	//  enough to prevent us from launching, specify 0.25)
	PreemptiveStrikeRiskRatio 0.35

	// when do we have enough nukes to wipe them off the map?
	// (eg. if having less than 3 nukes to every 4 enemy cities prevents 
	//  us from launching, specify 0.75)
	PreemptiveStrikeSuperiorityRatio 0.65

}

STRATEGY_MINIMAL_NUKES {
}

STRATEGY_AVERAGE_NUKES {
}

STRATEGY_MAXIMUM_NUKES {
}

STRATEGY_AIR_SPECIAL {
    AirTransportUnitList UNIT_BUILD_LIST_AIR_SPECIAL
    AirTransportUnitsCount  5
}

STRATEGY_MISSILE_SPECIAL {
    AirTransportUnitList UNIT_BUILD_LIST_MISSILE_SPECIAL
    AirTransportUnitsCount  6
}

STRATEGY_A_PAIR_OF_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       5
}

STRATEGY_THE_MINIMAL_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       10
}

STRATEGY_THE_AVERAGE_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       25
}

STRATEGY_THE_MAXIMUM_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       50
}

STRATEGY_SPECIAL_SPY {
    SpecialUnitList UNIT_BUILD_LIST_SPECIAL_SPY
    SpecialUnitsCount       4
}

STRATEGY_SMALL_EMPIRE {
    SettlerUnitsCount       1
    SeaTransportUnitsCount  1
    AirTransportUnitsCount  1
    SpecialUnitsCount       1
}

//
////////NEW MG STRATEGIES (65+X)
//

//
//////  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF) NEW  STRATEGIES (57)
//

//
////MINIMUM HAPPINESS STRATEGY
//

STRATEGY_MINIMUM_HAPPINESS_72 {
    // set how unhappy our most unhappy city be
    MinimumHappiness    72
}

//
////DEFICIT SPENDING STRATEGIES (5)
//

STRATEGY_NO_DEFICIT_SPENDING {
   DeficitSpending     0.0
}

STRATEGY_LOW_DEFICIT_SPENDING {
   DeficitSpending     0.1
}

STRATEGY_MIDDLE_DEFICIT_SPENDING {
   DeficitSpending     0.2
}

STRATEGY_HIGH_DEFICIT_SPENDING {
   DeficitSpending     0.3
}

STRATEGY_VERY_HIGH_DEFICIT_SPENDING {
   DeficitSpending     0.4
}

//
//// MAXIMUM WAGE PERCENT STRATEGIES (7)
//

STRATEGY_50WAGE {
    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.50
}

STRATEGY_60WAGE {
    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.60
}

STRATEGY_70WAGE {
    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.70
}

STRATEGY_75WAGE {
    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.75
}

STRATEGY_80WAGE {
    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.80
}

STRATEGY_90WAGE {
    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.90
}

STRATEGY_100WAGE {
    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  1.00
}

//
////FOOD SLIDER STRATEGIES (15)
//

STRATEGY_SLIDER_FOOD_MINUS_SEVEN {
    SliderElement { Delta -7 Food }
}

STRATEGY_SLIDER_FOOD_MINUS_SIX {
    SliderElement { Delta -6 Food }
}

STRATEGY_SLIDER_FOOD_MINUS_FIVE {
    SliderElement { Delta -5 Food }
}

STRATEGY_SLIDER_FOOD_MINUS_FOUR {
    SliderElement { Delta -4 Food }
}

STRATEGY_SLIDER_FOOD_MINUS_THREE {
    SliderElement { Delta -3 Food }
}

STRATEGY_SLIDER_FOOD_MINUS_TWO{
    SliderElement { Delta -2 Food }
}

STRATEGY_SLIDER_FOOD_MINUS_ONE {
    SliderElement { Delta -1 Food }
}

STRATEGY_SLIDER_FOOD {
    SliderElement { Delta 0 Food }
}

STRATEGY_SLIDER_FOOD_PLUS_ONE {
    SliderElement { Delta 1 Food }
}

STRATEGY_SLIDER_FOOD_PLUS_TWO {
    SliderElement { Delta 2 Food }
}

STRATEGY_SLIDER_FOOD_PLUS_THREE {
    SliderElement { Delta 3 Food }
}

STRATEGY_SLIDER_FOOD_PLUS_FOUR {
    SliderElement { Delta 4 Food }
}

STRATEGY_SLIDER_FOOD_PLUS_FIVE {
    SliderElement { Delta 5 Food }
}

STRATEGY_SLIDER_FOOD_PLUS_SIX {
    SliderElement { Delta 6 Food }
}

STRATEGY_SLIDER_FOOD_PLUS_SEVEN {
    SliderElement { Delta 7 Food }
}

//
////PRODUCTION SLIDER STRATEGIES (15)
//

STRATEGY_SLIDER_PRODUCTION_MINUS_SEVEN {
    SliderElement { Delta -7 Food }
}

STRATEGY_SLIDER_PRODUCTION_MINUS_SIX {
    SliderElement { Delta -6 Food }
}

STRATEGY_SLIDER_PRODUCTION_MINUS_FIVE {
    SliderElement { Delta -5 Food }
}

STRATEGY_SLIDER_PRODUCTION_MINUS_FOUR {
    SliderElement { Delta -4 Food }
}

STRATEGY_SLIDER_PRODUCTION_MINUS_THREE {
    SliderElement { Delta -3 Food }
}

STRATEGY_SLIDER_PRODUCTION_MINUS_TWO{
    SliderElement { Delta -2 Food }
}

STRATEGY_SLIDER_PRODUCTION_MINUS_ONE {
    SliderElement { Delta -1 Food }
}

STRATEGY_SLIDER_PRODUCTION {
    SliderElement { Delta 0 Food }
}

STRATEGY_SLIDER_PRODUCTION_PLUS_ONE {
    SliderElement { Delta 1 Food }
}

STRATEGY_SLIDER_PRODUCTION_PLUS_TWO {
    SliderElement { Delta 2 Food }
}

STRATEGY_SLIDER_PRODUCTION_PLUS_THREE {
    SliderElement { Delta 3 Food }
}

STRATEGY_SLIDER_PRODUCTION_PLUS_FOUR {
    SliderElement { Delta 4 Food }
}

STRATEGY_SLIDER_PRODUCTION_PLUS_FIVE {
    SliderElement { Delta 5 Food }
}

STRATEGY_SLIDER_PRODUCTION_PLUS_SIX {
    SliderElement { Delta 6 Food }
}

STRATEGY_SLIDER_PRODUCTION_PLUS_SEVEN {
    SliderElement { Delta 7 Food }
}

//
////GOLD SLIDER STRATEGIES (15)
//

STRATEGY_SLIDER_GOLD_MINUS_SEVEN {
    SliderElement { Delta -7 Food }
}

STRATEGY_SLIDER_GOLD_MINUS_SIX {
    SliderElement { Delta -6 Food }
}

STRATEGY_SLIDER_GOLD_MINUS_FIVE {
    SliderElement { Delta -5 Food }
}

STRATEGY_SLIDER_GOLD_MINUS_FOUR {
    SliderElement { Delta -4 Food }
}

STRATEGY_SLIDER_GOLD_MINUS_THREE {
    SliderElement { Delta -3 Food }
}

STRATEGY_SLIDER_GOLD_MINUS_TWO{
    SliderElement { Delta -2 Food }
}

STRATEGY_SLIDER_GOLD_MINUS_ONE {
    SliderElement { Delta -1 Food }
}

STRATEGY_SLIDER_GOLD {
    SliderElement { Delta 0 Food }
}

STRATEGY_SLIDER_GOLD_PLUS_ONE {
    SliderElement { Delta 1 Food }
}

STRATEGY_SLIDER_GOLD_PLUS_TWO {
    SliderElement { Delta 2 Food }
}

STRATEGY_SLIDER_GOLD_PLUS_THREE {
    SliderElement { Delta 3 Food }
}

STRATEGY_SLIDER_GOLD_PLUS_FOUR {
    SliderElement { Delta 4 Food }
}

STRATEGY_SLIDER_GOLD_PLUS_FIVE {
    SliderElement { Delta 5 Food }
}

STRATEGY_SLIDER_GOLD_PLUS_SIX {
    SliderElement { Delta 6 Food }
}

STRATEGY_SLIDER_GOLD_PLUS_SEVEN {
    SliderElement { Delta 7 Food }
}

//
////// SCIENCE SETTING STRATEGIES (5)
//

STRATEGY_SCIENCE_PERCENT60 {
    // percent of gold to put into science
    SciencePercent      60
}

STRATEGY_SCIENCE_PERCENT70 {
    // percent of gold to put into science
    SciencePercent      70
}

STRATEGY_SCIENCE_PERCENT80 {
    // percent of gold to put into science
    SciencePercent      80
}

STRATEGY_SCIENCE_PERCENT90 {
    // percent of gold to put into science
    SciencePercent      90
}

STRATEGY_SCIENCE_PERCENT100 {
    // percent of gold to put into science
    SciencePercent      100
}

//
////// MILITARY READINESS SETTING STRATEGIES (7)
//

//
////MAX SUPPORT COST STRATEGIES (4)
//

STRATEGY_MAX_SUPPORT_COST_30 {
    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30
}

STRATEGY_MAX_SUPPORT_COST_40 {
    // maximum percent of production used for military readiness
    MaxSupportCostPercent 40
}
STRATEGY_MAX_SUPPORT_COST_50 {
    // maximum percent of production used for military readiness
    MaxSupportCostPercent 50
}

STRATEGY_MAX_SUPPORT_COST_60 {
    // maximum percent of production used for military readiness
    MaxSupportCostPercent 60
}

//
////READINESS LEVEL STRATEGIES (3)
//

STRATEGY_READINESS_LEVEL_PEACE {
    // Peace = 0, Alert = 1, War = 0
    ReadinessLevel  2
}

STRATEGY_READINESS_LEVEL_ALERT {
    // Peace = 0, Alert = 1, War = 1
    ReadinessLevel  2
}

STRATEGY_READINESS_LEVEL_WAR {
    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2
}

//
////// TERRAIN IMPROVEMENTS STRATEGIES (5)
//

STRATEGY_PW_10_PERCENT {
    // percent of production to put into public works/materials
    PublicWorksPercent  10
}

STRATEGY_PW_20_PERCENT {
    // percent of production to put into public works/materials
    PublicWorksPercent  20
}

STRATEGY_PW_30_PERCENT {
    // percent of production to put into public works/materials
    PublicWorksPercent  30
}

STRATEGY_PW_40_PERCENT {
    // percent of production to put into public works/materials
    PublicWorksPercent  40
}

STRATEGY_PW_50_PERCENT {
    // percent of production to put into public works/materials
    PublicWorksPercent  50
}

//
////PW RESERVE STRATEGIES (3)
//

STRATEGY_NO_PW_RESERVE {
    //considered for AIs, so far AIs don't need any PW reserve
    PublicWorksReserve 0
}

STRATEGY_LARGE_PW_RESERVE {
    PublicWorksReserve 3000
}

STRATEGY_VERY_LARGE_PW_RESERVE {
    PublicWorksReserve 5000
}

//
////MAX EVAL TILE IMPROVEMENTS STRATEGIES (4)
//

STRATEGY_BEST_40_TI {
    // only consider building best n tile improvements
    MaxEvalTileImprovements  40
}

STRATEGY_BEST_50_TI {
    // only consider building best n tile improvements
    MaxEvalTileImprovements  50
}

STRATEGY_BEST_55_TI {
    // only consider building best n tile improvements
    MaxEvalTileImprovements  55
}

STRATEGY_BEST_60_TI {
    // only consider building best n tile improvements
    MaxEvalTileImprovements  60
}

//
////TIME TO FIX ROADS STRTEGIES (7)
//

STRATEGY_TIME_TO_FIX_ROADS_0 {
    // rounds to wait before fixing roads
    TimeToFixRoads  0
}

STRATEGY_TIME_TO_FIX_ROADS_1 {
    // rounds to wait before fixing roads
    TimeToFixRoads  1
}

STRATEGY_TIME_TO_FIX_ROADS_2 {
    // rounds to wait before fixing roads
    TimeToFixRoads  2
}

STRATEGY_TIME_TO_FIX_ROADS_3 {
    // rounds to wait before fixing roads
    TimeToFixRoads  3
}

STRATEGY_TIME_TO_FIX_ROADS_5 {
    // rounds to wait before fixing roads
    TimeToFixRoads  5
}

STRATEGY_TIME_TO_FIX_ROADS_7 {
    // rounds to wait before fixing roads
    TimeToFixRoads  7
}

STRATEGY_TIME_TO_FIX_ROADS_10 {
    // rounds to wait before fixing roads
    TimeToFixRoads  10
}

//
////TIME TO FIX  POLLLUTION STRATEGIES (9)
//

STRATEGY_TIME_TO_FIX_POLLUTION_0 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  0
}

STRATEGY_TIME_TO_FIX_POLLUTION_1 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  1
}

STRATEGY_TIME_TO_FIX_POLLUTION_2 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  2
}

STRATEGY_TIME_TO_FIX_POLLUTION_3 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3
}

STRATEGY_TIME_TO_FIX_POLLUTION_5 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5
}

STRATEGY_TIME_TO_FIX_POLLUTION_7 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  7
}

STRATEGY_TIME_TO_FIX_POLLUTION_10 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  10
}

STRATEGY_TIME_TO_FIX_POLLUTION_12 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  12
}

STRATEGY_TIME_TO_FIX_POLLUTION_16 {
    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  16
}

//
////FIX  POLLLUTION THRESHOLD STRATEGIES (6)
//

STRATEGY_FIX_POLLUTION_THRESHOLD_0 {
    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  0
}

STRATEGY_FIX_POLLUTION_THRESHOLD_200 {
    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200
}

STRATEGY_FIX_POLLUTION_THRESHOLD_600 {
    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  600
}

STRATEGY_FIX_POLLUTION_THRESHOLD_800 {
    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  800
}

STRATEGY_FIX_POLLUTION_THRESHOLD_1200 {
    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  1200
}

STRATEGY_FIX_POLLUTION_THRESHOLD_2000 {
    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  2000
}

//
////ROAD UTILITY BONUS STRATEGIES
//

STRATEGY_ROAD_UTILITY_BONUS_300 {
    // bonus for building road tile improvements
    RoadUtilityBonus  300
}

//
////IMPROVE PRODUCTION BONUS STRATEGIES
//

STRATEGY_IMPROVE_PRODUCTION_BONUS_120 {
    // bonus for building production tile improvements
    ImproveProductionBonus  120
}

//
////IMPROVE GROWTH BONUS STRATEGIES
//

STRATEGY_IMPROVE_GROWTH_BONUS_130 {
    // bonus for building growth tile improvements
    ImproveGrowthBonus  130
}

//
////GOOD BONUS STRATEGIES
//

STRATEGY_IMPROVE_GOOD_BONUS_75 {
    // bonus to apply to cells with goods
    ImproveGoodBonus  75
}

//
////IMPROVE SMALL CITY GROWTH BONUS STRATEGIES
//

STRATEGY_IMPROVE_SMALL_CITY_GROWTH_BONUS_100 {
    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100
}

STRATEGY_IMPROVE_SMALL_CITY_GROWTH_BONUS_150 {
    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  150
}

//
////IMPROVE LARGE CITY PRODUCTION BONUS STRATEGIES
//

STRATEGY_IMPROVE_LARGE_CITY_PRODUCTION_BONUS_100 {
    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100
}

STRATEGY_IMPROVE_LARGE_CITY_PRODUCTION_BONUS_150 {
    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150
}

//
////IMPROVE GROWTH LIST STRATEGIES
//

STRATEGY_IMPROVE_GROWTH_LIST {
    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH
}

//
////IMPROVE PRODUCTION LIST STRATEGIES
//

STRATEGY_IMPROVE_PRODUCTION_LIST {
    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION
}

//
////IMPROVE RANDOM LIST STRATEGIES
//

STRATEGY_IMPROVE_RANDOM_LIST {
    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC
}

