# 39

//GM1_strategies.txt version 2.6

//1

STRATEGY_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.3
        LaborerPercent      0.0
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.5

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0 //MG from .2
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.4 //MG from .2

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //MG from .2
        LaborerPercent      0.0 //MG from .2
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.6 //MG from .2

        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    70 //MG from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.35 //WW from .25

    // try to decrease food
    SliderElement { Delta 10 Food }	 //WW from 2//MG from 0
    SliderElement { Delta 10 Production }	 //WW from 1//MG from 0
    SliderElement { Delta 10 Gold }	 //WW from 1//MG from 0

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      90 //WW from 60

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 50

    // 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  3

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution 3

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200 //WW from 2000

    // bonus for building road tile improvements
    RoadUtilityBonus  300 //MG from 200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120 //WW from 150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130 //WW from 100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  150 //WW from 100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 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   457000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   720000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   620000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_BOMBARD             Priority   507000  MaxEval  25  MaxExec   7 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   507000  MaxEval  25  MaxExec   7 } //WW added
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_HARASS              Priority   490000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority    11000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     9000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   470000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_HARASS_CITY         Priority    30500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_EXPEL               Priority   300000  MaxEval  10  MaxExec   3 EvalPerCity } //MG from P  9000  MEv 5  MEx 3
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority    78000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval  10  MaxExec   5 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval  15  MaxExec   5 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   7  MaxExec   5 } //MG from MEv 5 MEx 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_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   0  MaxExec   0 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   7  MaxExec   5 } //P1 added
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   7  MaxExec   5 } //P1 added
    GoalElement { Goal GOAL_THROW_PARTY         Priority   440000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SUE                 Priority   470000  MaxEval  15  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_INDULGENCE          Priority   440000  MaxEval  15  MaxExec   7 } //MG added
    GoalElement { Goal GOAL_FAITH_HEALING       Priority   435000  MaxEval  15  MaxExec   7 } //MG added
    GoalElement { Goal GOAL_REFUEL              Priority   470000  MaxEval   5  MaxExec   4 } //MG added
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_CLEAR_ORDERS        Priority   460000  MaxEval   2  MaxExec   1 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   405000  MaxEval  25  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_BUILD_FORT          Priority   100000  MaxEval   3  MaxExec   2 } //MG added
    GoalElement { Goal GOAL_BUILD_DETECTOR      Priority   120000  MaxEval   4  MaxExec   2 } //MG added
    GoalElement { Goal GOAL_BUILD_AIR_BASES     Priority   122000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SALLY               Priority   405000  MaxEval  25  MaxExec   7 } //MG added
    GoalElement { Goal GOAL_FRONT               Priority   405000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   415000  MaxEval  25  MaxExec  15 } //MG added

    // 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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 50
	MaxUnitBuildTurns 20
	MaxWonderBuildTurns 35

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.15

    // Number of special units that should be built
    SettlerUnitsCount       4 //MG from 1
    SeaTransportUnitsCount  10 //MG from 3
    AirTransportUnitsCount  2
    SpecialUnitsCount       6 //MG from 4
    
    // 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
      
	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25
	
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.25
	DefensiveUnitsPercent 0.15
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.18
	AirUnitsPercent       0.12

    // 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

	// 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

//Cradle force matches	

    Offensive {		// This block is used when attacking units in the field
	AttackMatch   0.9 //was 0.9 and again MG
	DefenseMatch  0.0 //was 0.5
	RangedMatch   0.3 //was 0.8
	BombardMatch  0.0 //was 0.5
	ValueMatch    1.4 //was 1.0
    }

    Defensive {
	AttackMatch   0.0 //was 0.2
	DefenseMatch  0.6 //was 0.8
	RangedMatch   0.0 //was 0.2
	BombardMatch  0.3 //was 0.3
	ValueMatch    0.5 //was 0.7
    }

    Harass {			// This matching block is now used when attacking cities
	AttackMatch   0.3 //was 0.9
	DefenseMatch  0.0 //was 0.6
	RangedMatch   0.3 //was 0.3
	BombardMatch  0.0
	ValueMatch    0.1 //was 0.8
    }

    StealthAttack {
	AttackMatch   1.0 //was 1.2
	DefenseMatch  0.0
	RangedMatch   0.0
	BombardMatch  0.0
	ValueMatch    0.9 //was 1.1
    }

    Bombard {
	AttackMatch   0.0
	DefenseMatch  0.7 //was 0.8
	RangedMatch   0.0
	BombardMatch  0.9 //was 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
    }
//}

// GoodMod 0.98 and Apolyton Pack force matches

//    Offensive {		// This block is used when attacking units in the field
//	AttackMatch  1.1	 
//	DefenseMatch 0.6	
//	RangedMatch  0.9	
//	BombardMatch 0.0	
//	ValueMatch   1.0	
//    }

//    Defensive {
//	AttackMatch   0.2
//	DefenseMatch  0.9
//	RangedMatch   0.2
//	BombardMatch  0.6
//	ValueMatch    0.7
//    }

//    Harass {			// This matching block is now used when attacking cities
//	AttackMatch   0.9
//	DefenseMatch  0.5
//	RangedMatch   0.9
//	BombardMatch  0.0
//	ValueMatch    1.0
//    }

//    StealthAttack {
//	AttackMatch   0.9
//	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
//    }
}

//2

STRATEGY_BARBARIAN {

    // must inherit from default
    Inherit STRATEGY_DEFAULT

	// good for war
	Government  GOVERNMENT_TECHNOCRACY
	Government  GOVERNMENT_CORPORATE_REPUBLIC
	Government  GOVERNMENT_FASCISM
	Government  GOVERNMENT_COMMUNISM
	Government  GOVERNMENT_MONARCHY
    	Government  GOVERNMENT_TYRANNY
	
	// other governments
	// Government  GOVERNMENT_ECOTOPIA
	// Government  GOVERNMENT_VIRTUAL_DEMOCRACY
	// Government  GOVERNMENT_DEMOCRACY
	// Government  GOVERNMENT_THEOCRACY
	// Government  GOVERNMENT_REPUBLIC

	// percent of gold to put into science
	SciencePercent 20

	// 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   700000	MaxEval  50	MaxExec  30 }
	GoalElement { Goal GOAL_SEIGE			Priority   350000  	MaxEval  25	MaxExec   8 }
	GoalElement { Goal GOAL_BOMBARD			Priority   590000  	MaxEval  25	MaxExec   7 }
	GoalElement { Goal GOAL_BOMBARD_UNIT		Priority   590000  	MaxEval  25	MaxExec   7 } //WW added
	GoalElement { Goal GOAL_HARASS_CITY		Priority   500000	MaxEval  25	MaxExec  25 }
	GoalElement { Goal GOAL_HARASS    		Priority   560000	MaxEval  25	MaxExec  25 }
	GoalElement { Goal GOAL_PILLAGE			Priority   410000	MaxEval  10	MaxExec   5 }
	GoalElement { Goal GOAL_PIRATE			Priority   405000	MaxEval  10	MaxExec   5 }
	GoalElement { Goal GOAL_ENSLAVE_SETTLER		Priority   395000	MaxEval   5	MaxExec   3 }
	GoalElement { Goal GOAL_SLAVE_RAID		Priority   395000	MaxEval   5	MaxExec   3 }
	GoalElement { Goal GOAL_WANDER			Priority   	0	MaxEval   0 	MaxExec   0 }
	GoalElement { Goal GOAL_DEFEND			Priority	0	MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_SETTLE_LAND         	Priority	0	MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_SETTLE_SEA          	Priority	0	MaxEval   0	MaxExec   0 }
	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_CONVERT_CITY		Priority	0	MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_BIOTERROR_CITY		Priority   400000	MaxEval  15	MaxExec   7 }
	GoalElement { Goal GOAL_NANOATTACK_CITY		Priority   400000	MaxEval  15	MaxExec   7 }
	GoalElement { Goal GOAL_EXPEL			Priority	0	MaxEval   0	MaxExec   0 EvalPerCity }
	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    40000	MaxEval  15	MaxExec   7 }
	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   400000	MaxEval  10	MaxExec   5 }
	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_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 } //P1 added
	GoalElement { Goal GOAL_INCITE_UPRISING		Priority	0	MaxEval   0	MaxExec   0 } //P1 added
	GoalElement { Goal GOAL_POISON_CITY		Priority   400000	MaxEval  15	MaxExec   7 } //P1 added
	GoalElement { Goal GOAL_THROW_PARTY		Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_SUE			Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_INDULGENCE		Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_FAITH_HEALING		Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_REFUEL			Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_PARADROP		Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_CLEAR_ORDERS		Priority   460000	MaxEval   2	MaxExec   1 } //MG added
	GoalElement { Goal GOAL_RANGED_ATTACK		Priority   405000	MaxEval  25	MaxExec  10 } //MG added
	GoalElement { Goal GOAL_BUILD_FORT		Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_BUILD_DETECTOR		Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_BUILD_AIR_BASES		Priority	0	MaxEval   0	MaxExec   0 } //MG added
	GoalElement { Goal GOAL_SALLY			Priority   405000	MaxEval  25	MaxExec  10 } //MG added
	GoalElement { Goal GOAL_FRONT			Priority   455000	MaxEval  25	MaxExec  15 } //MG added
	GoalElement { Goal GOAL_GO_TO_CITY		Priority   465000	MaxEval  25	MaxExec  15 } //MG added


    // multiplied by #rounds to target
	DistanceModifierFactor		     -50 //WW from -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 0.45
	DefensiveUnitsPercent 0.10
	RangedUnitsPercent    0.35
	SeaUnitsPercent       0.1
	AirUnitsPercent       0.0

	// Number of special units that should be built
	SettlerUnitsCount 0
	SeaTransportUnitsCount 1 //MG from 0
	AirTransportUnitsCount 0
	SpecialUnitsCount 5 //MG from 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 0.2 //MG from .0
	BuildSettlerProductionLevel 0.0

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

	// 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
	//
	
// Cradle force matches

    Offensive {
	AttackMatch   0.6 //from 0.9
	DefenseMatch  0.0 //from 0.5
	RangedMatch   0.5 //from 0.8
	BombardMatch  0.0 //from 0.0
	ValueMatch    0.3 //from 1.0
    }

    Defensive {
	AttackMatch   0.0 //from 0.2
	DefenseMatch  0.5 //from 0.8
	RangedMatch   0.3 //from 0.5
	BombardMatch  0.4 //from 0.6
	ValueMatch    0.5 //from 0.7
    }

    Harass {
	AttackMatch   0.3 //from 0.9
	DefenseMatch  0.0 //from 0.6
	RangedMatch   0.3 //from 0.8
	BombardMatch  0.0 //from 0.4
	ValueMatch    0.1 //from 0.8
    }

    StealthAttack {
	AttackMatch   1.0 //from 1.2
	DefenseMatch  0.0
	RangedMatch   0.0
	BombardMatch  0.0
	ValueMatch    0.9 //from 1.1
    }

    Bombard {
	AttackMatch   0.0
	DefenseMatch  0.6 //from 0.8
	RangedMatch   0.0
	BombardMatch  0.9 //from 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
  }

// ApolytonPack/GoodMod0.98 force matches

//    Offensive {
//	AttackMatch  0.8	// ratio of army's attack strength to target's defense strength
//	DefenseMatch 0.0	// ratio of army's defense strength to target's attack strength
//	RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	ValueMatch   0.5	// ratio of army's value to target's value
//    }

//    Defensive {
//	AttackMatch   0.2
//	DefenseMatch  0.9
//	RangedMatch   0.5
//	BombardMatch  0.6
//	ValueMatch    0.7
//    }

//    Harass {
//	AttackMatch   1.1
//	DefenseMatch  0.2
//	RangedMatch   0.0
//	BombardMatch  0.0
//	ValueMatch    1.0
//    }
}

//3

STRATEGY_SEIGE {

    //
    // 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 0.35

    // percent of production to put into public works/materials
    PublicWorksPercent  26

    // Number of special units that should be built
    SettlerUnitsCount       2 //MG from 3
    SeaTransportUnitsCount  6 //MG from 4
    AirTransportUnitsCount  4 //MG from 3
    SpecialUnitsCount       6 //MG from 3
    
    // Types of special units that should be built (infantry and siege engines)
    SettlerUnitList      UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList      UNIT_BUILD_LIST_SPECIAL_MILITARIST
      
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.10
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.20

    // 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

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

    GoalElement { Goal GOAL_DEFEND              Priority   507000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   805000  MaxEval  25  MaxExec  25 }//MG from P  605000  MEv 25  MEx 2
    GoalElement { Goal GOAL_HARASS_CITY         Priority   500000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_ATTACK              Priority   700000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_BOMBARD             Priority   690000  MaxEval  25  MaxExec  14 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   695000  MaxEval  25  MaxExec  14 } //WW added
    GoalElement { Goal GOAL_HARASS              Priority   755000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   650000  MaxEval  10  MaxExec   2 }
    GoalElement { Goal GOAL_FRONT               Priority   505000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   515000  MaxEval  25  MaxExec  15 } //MG added
   
    // multiplied by #rounds to target
	DistanceModifierFactor		     -50 //WW from -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 11000 //WW from 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.5 	//WW from .35
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500 //WW from 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.2 	//WW from .35
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING Cradle version
    //

    Offensive {
	AttackMatch   0.9 //from 0.9
	DefenseMatch  0.1 //from 0.5
	RangedMatch   0.7 //from 0.9
	BombardMatch  0.0 //from 0.5
	ValueMatch    0.3 //from 1.0
    }

    Harass {
	AttackMatch   0.3 //from 0.9
	DefenseMatch  0.0 //from 0.5
	RangedMatch   0.3 //from 0.8
	BombardMatch  0.0
	ValueMatch    0.0 //from 1.0
    }

//    Offensive {//GoodMod 0.98 and ApolytonPack force matches
//  	  AttackMatch  1.1	// ratio of army's attack strength to target's defense strength
//	  DefenseMatch 0.3	// ratio of army's defense strength to target's attack strength
//	  RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	  BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	  ValueMatch   1.0	// ratio of army's value to target's value
//    }

//    Harass {
//	AttackMatch   0.9
//	DefenseMatch  0.3
//	RangedMatch   0.5
//	BombardMatch  0.0
//	alueMatch    1.1
//    }
}

//4

STRATEGY_ATTACK {

    //
    // 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 0.35

    // percent of production to put into public works/materials
    PublicWorksPercent  23

    // Number of special units that should be built
    SettlerUnitsCount       2  //MG from 1
    SeaTransportUnitsCount  6 //MG from 4
    AirTransportUnitsCount  4 //MG from 3
    SpecialUnitsCount       6 //MG from 3
    
    // Types of special units that should be built
    SettlerUnitList      UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList      UNIT_BUILD_LIST_SPECIAL_MILITARIST
      
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.35
	DefensiveUnitsPercent 0.15
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.10

    // 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

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

    GoalElement { Goal GOAL_ATTACK              Priority   857000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SEIGE               Priority   685000  MaxEval  25  MaxExec  10 }//MG from P  610000  MEv 25  MEx 2
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   655000  MaxEval  25  MaxExec   7 } //WW added
    GoalElement { Goal GOAL_BOMBARD             Priority   605000  MaxEval  25  MaxExec   7 }
    GoalElement { Goal GOAL_DEFEND              Priority   607000  MaxEval   1  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   604000  MaxEval  25  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_SALLY               Priority   603000  MaxEval  25  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_HARASS_CITY         Priority   595000  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_HARASS              Priority   600000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_FRONT               Priority   555000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   565000  MaxEval  25  MaxExec  15 } //MG added

    // pillage like crazy if we do not care so much about taking cities
    GoalElement { Goal GOAL_PILLAGE             Priority   595000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   1 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -50 //WW from -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 11000	//WW from 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.5 	//WW from .35
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500	//WW from 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.2  	//WW from .35
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING
    //

    Offensive {//Cradle force matches
	AttackMatch   0.9 //from 0.8
	DefenseMatch  0.1 //from 0.5
	RangedMatch   0.7 //from 0.9
	BombardMatch  0.0 //from 0.5
	ValueMatch    0.2 //from 0.9
    }

    Harass {
	AttackMatch   0.3 //from 0.9
	DefenseMatch  0.0 //from 0.6
	RangedMatch   0.5 //from 0.9
	BombardMatch  0.0
	ValueMatch    0.1 //from 1.0
    }

//    Offensive {//GoodMod 0.98 force matches
//	AttackMatch  1.1	// ratio of army's attack strength to target's defense strength
//	DefenseMatch 0.3	// ratio of army's defense strength to target's attack strength
//	RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	ValueMatch   1.0	// ratio of army's value to target's value
//    }

//    Harass {
//	AttackMatch   0.9
//	DefenseMatch  0.3
//	RangedMatch   0.5
//	BombardMatch  0.0
//	ValueMatch    1.1
//    }
}

//5

STRATEGY_DEFEND {

    //
    // 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 0.35

    // percent of production to put into public works/materials
    PublicWorksPercent  24
 
    // Number of special units that should be built
    AirTransportUnitsCount  3
    
    // Types of special units that should be built
    AirTransportUnitList UNIT_BUILD_LIST_AIR
     
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.15
	DefensiveUnitsPercent 0.25
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.15

    // 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

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

    GoalElement { Goal GOAL_DEFEND              Priority   850000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   550000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   505000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   580000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   621000  MaxEval  25  MaxExec   4 } //WW added
    GoalElement { Goal GOAL_PILLAGE             Priority   490000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   503000  MaxEval  25  MaxExec   2 } //MG added
    GoalElement { Goal GOAL_SALLY               Priority   504000  MaxEval  25  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_FRONT               Priority   125000  MaxEval  15  MaxExec  10 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   145000  MaxEval  15  MaxExec  12 } //MG added


	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.5	//WW from .35
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.5	//WW from .7 
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING
    //

    Defensive {//Cradle force matches
	AttackMatch   0.0 //from 0.2
	DefenseMatch  0.4 //from 0.9
	RangedMatch   0.4
	BombardMatch  0.2 //from 0.6
	ValueMatch    0.4 //from 0.6
    }

    Harass {
	AttackMatch   0.3 //from 0.9
	DefenseMatch  0.0 //from 0.7
	RangedMatch   0.3 //from 0.8
	BombardMatch  0.0 //from 0.2
	ValueMatch    0.1 //from 1.0
    }

//    Defensive {//ApolytonPack and GoodMod 0.98 force matches
//	AttackMatch   0.3
//	DefenseMatch  0.9
//	RangedMatch   0.6
//	BombardMatch  0.6
//	ValueMatch    0.7
//    }

//    Offensive {
//	AttackMatch  1.1	// ratio of army's attack strength to target's defense strength
//	DefenseMatch 0.3	// ratio of army's defense strength to target's attack strength
//	RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	ValueMatch   1.0	// ratio of army's value to target's value
//    }

//    Harass {
//	AttackMatch   0.9
//	DefenseMatch  0.3
//	RangedMatch   0.5
//	BombardMatch  0.0
//	ValueMatch    1.1
//    }
}

// 6

STRATEGY_CAREFUL_START {

	// Percent of civilization support dedicated to units
    UnitSupportPercent 0.30

    // Number of special units that should be built
    AirTransportUnitsCount	 2
    SpecialUnitsCount       1
    
    // Types of special units that should be built
    AirTransportUnitList UNIT_BUILD_LIST_SCOUT
    SpecialUnitList      UNIT_BUILD_LIST_SPECIAL_SPY

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

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

	// 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
    }

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

//7

STRATEGY_AGRESSIVE_START {

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.30

    // Number of special units that should be built
    AirTransportUnitsCount  2
    SpecialUnitsCount       1
    
    // Types of special units that should be built
    AirTransportUnitList UNIT_BUILD_LIST_SCOUT
    SpecialUnitList      UNIT_BUILD_LIST_SPECIAL_SPY

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

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

	// 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
    }

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

//8

STRATEGY_ISLAND_NATION {

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

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.25
	AirUnitsPercent       0.10

	SeaTransportUnitsCount 10 //MG from 3
	AirTransportUnitsCount 5 //added by MG


	// Types of special units that should be built
	SettlerUnitList      UNIT_BUILD_LIST_SEA_SETTLER
    
	// decreased maximum percent of conventional units to build before
	// building special units of specified type
	BuildTransportProductionLevel 0.20 
	BuildSettlerProductionLevel	0.20 

}

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



//9

STRATEGY_EXPLORE_NEAR {
    GoalElement { Goal GOAL_EXPLORE			Priority   550000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority   600000  MaxEval  15  MaxExec   3 }
}

//10

STRATEGY_EXPLORE_FAR {

    GoalElement { Goal GOAL_EXPLORE			Priority   600000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority   700000  MaxEval  15  MaxExec   3 }
}

//11

STRATEGY_EXPLORE_WIDE {
    GoalElement { Goal GOAL_EXPLORE			Priority   650000  MaxEval  15  MaxExec   5 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority   750000  MaxEval  15  MaxExec   3 }
}

//12

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

STRATEGY_SETTLE_COMPACT {

    // Number of special units that should be built
    SettlerUnitsCount   6 //MG from 2

    GoalElement { Goal GOAL_SETTLE_LAND         Priority   1200000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   1200000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5

    // minimum distance between settled cities
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4 //WW from 5
}

//13

STRATEGY_SETTLE_LARGE {

    // Number of special units that should be built
    SettlerUnitsCount   6 //MG from 2
    SeaTransportUnitsCount 6 //WW from 1//MG from 2

    GoalElement { Goal GOAL_SETTLE_LAND         Priority   1200000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   1200000  MaxEval  25  MaxExec   15 }//MG from P  900000  MEv 25  MEx 5

    // minimum distance between settled cities
	// (eg. new cities must be founded at least 2 cells from nearest cities collection border)
    MinSettleDistance   6 //WW from 7 //MG from 4
}

//14

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

STRATEGY_SCIENTIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0//MG from .4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0//MG from .1
        ScientistPercent    1.0//MG from .1

        Top 0.25 ProductionCities //WW from .2
    }

    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       0.8
        LaborerPercent      0.0 //MG from .1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.2 //MG from .1

        Bottom 0.35 GrowthCities //WW from .2
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //MG from .2
        LaborerPercent      0.0 //MG from .2
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0 //MG from .6

        Default
    }

    //
    // GOVERNMENT SETTING
    //

	Government  GOVERNMENT_VIRTUAL_DEMOCRACY 
	Government  GOVERNMENT_TECHNOCRACY
	Government  GOVERNMENT_DEMOCRACY
	Government  GOVERNMENT_REPUBLIC
	Government  GOVERNMENT_MONARCHY
	Government  GOVERNMENT_TYRANNY
    
	// other governments
	//Government  GOVERNMENT_CORPORATE_REPUBLIC
	// Government  GOVERNMENT_ECOTOPIA
	// Government  GOVERNMENT_COMMUNISM
	// Government  GOVERNMENT_FASCISM
	// Government  GOVERNMENT_THEOCRACY
    
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city is
    MinimumHappiness    70 //MG from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.35 //WW from .25

    // try to decrease food
    SliderElement { Delta 10 Food }	 //WW from 2//MG from 0
    SliderElement { Delta 10 Production }	 //WW from 1//MG from 0
    SliderElement { Delta 10 Gold }	 //WW from 1//MG from 0

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      90 //WW from 70

    //
    // 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  25 //WW from 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  3 // WW from 20

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3 // WW from 20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200 //WW from 2000

    // bonus for building road tile improvements
    RoadUtilityBonus  300 //WW from 200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120 //WW from 150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130 //WW from 100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  150 //WW from 100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 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   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   605000  MaxEval  25  MaxExec  12 }//Scientist
    GoalElement { Goal GOAL_ATTACK              Priority   705000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_BOMBARD             Priority   500000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   4 } //WW added
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority    70000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   520000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   500000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   460000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_HARASS_CITY         Priority   270500  MaxEval  25  MaxExec  25 } //MG from MEv 0 MEx 0
    GoalElement { Goal GOAL_EXPEL               Priority   600000  MaxEval   5  MaxExec   3 EvalPerCity } //MG from P  9000  MEv 5  MEx 3
    GoalElement { Goal GOAL_PILLAGE             Priority   493000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 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   550000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   8  MaxExec   5 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   7  MaxExec   5 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval  10  MaxExec   5 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval  10  MaxExec   5 } //MG from MEv 5 MEx 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_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   0  MaxExec   0 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  15  MaxExec   7 } //P1 added
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   7  MaxExec   4 } //P1 added
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   7  MaxExec   4 } //P1 added
    GoalElement { Goal GOAL_THROW_PARTY         Priority   540000  MaxEval  10  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_SUE                 Priority   480000  MaxEval  15  MaxExec   7 } //MG added
    GoalElement { Goal GOAL_INDULGENCE          Priority   420000  MaxEval  15  MaxExec   7 } //MG added
    GoalElement { Goal GOAL_FAITH_HEALING       Priority   435000  MaxEval  15  MaxExec   7 } //MG added
    GoalElement { Goal GOAL_REFUEL              Priority   470000  MaxEval   5  MaxExec   4 } //MG added
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_CLEAR_ORDERS        Priority   460000  MaxEval   2  MaxExec   1 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   505000  MaxEval  25  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_BUILD_FORT          Priority   100000  MaxEval   4  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_BUILD_DETECTOR      Priority   120000  MaxEval   4  MaxExec   2 } //MG added
    GoalElement { Goal GOAL_BUILD_AIR_BASES     Priority   122000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SALLY               Priority   505000  MaxEval  25  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_FRONT               Priority   455000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   465000  MaxEval  25  MaxExec  15 } //MG added

    // 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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 50
	MaxUnitBuildTurns 20
	MaxWonderBuildTurns 35

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20 //WW from .1

    // Number of special units that should be built
    SettlerUnitsCount       4 //WW from 1 //MG from 2
    SeaTransportUnitsCount  8 //MG from 3
    AirTransportUnitsCount  2 //WW from 2 //MG from 1
    SpecialUnitsCount       6 //MG from 4
     

    // 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
      

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel   0.05 //WW from .25

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.18
	AirUnitsPercent       0.12

    // 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

	// 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

    // 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 {// Cradle force matches
	AttackMatch   0.9 //from 1.0
	DefenseMatch  0.1 //from 0.5
	RangedMatch   0.6 //from 0.8
	BombardMatch  0.0 //from 0.5
	ValueMatch    0.4 //from 1.0
    }

    Defensive {
	AttackMatch   0.0 //from 0.2
	DefenseMatch  0.6 //from 0.8
	RangedMatch   0.3 //from 0.5
	BombardMatch  0.4 //from 0.6
	ValueMatch    0.5 //from 0.7
    }

    Harass {
	AttackMatch   0.5 //from 0.9
	DefenseMatch  0.0 //from 0.5
	RangedMatch   0.3 //from 0.8
	BombardMatch  0.0 //from 0.0
	ValueMatch    0.1 //from 1.0
    }

    StealthAttack {
	AttackMatch   1.0 //from 1.2
	DefenseMatch  0.0 //from 0.0
	RangedMatch   0.0 //from 0.0
	BombardMatch  0.0 //from 0.0
	ValueMatch    0.9 //from 1.1
    }

    Bombard {
	AttackMatch   0.0
	DefenseMatch  0.8
	RangedMatch   0.0
	BombardMatch  0.9 //from 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
    }

//    Offensive {//ApolytonPack and GoodMod force matches
//	AttackMatch  1.1	// ratio of army's attack strength to target's defense strength
//	DefenseMatch 0.2	// ratio of army's defense strength to target's attack strength
//	RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	ValueMatch   1.0	// ratio of army's value to target's value
//    }

//    Defensive {
//	AttackMatch   0.2
//	DefenseMatch  0.9
//	RangedMatch   0.6
//	BombardMatch  0.6
//	ValueMatch    0.7
//    }

//    Harass {
//	AttackMatch   0.9
//	DefenseMatch  0.2
//	RangedMatch   0.9
//	BombardMatch  0.0
//	ValueMatch    1.1
//    }

//    StealthAttack {
//	AttackMatch   0.9
//	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
//    }
}

//15

STRATEGY_MILITARIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.6

        Top 0.25 ProductionCities //WW from .2
    }

    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       0.8
        LaborerPercent      0.0 //MG from .1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.2 //MG from .1

        Bottom 0.35 GrowthCities //WW from .2
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //MG from .2
        LaborerPercent      0.0 //MG from .2
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0 //MG from .6

        Default
    }

    //
    // GOVERNMENT SETTING
    //

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

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

    // set how unhappy our most unhappy city be
    MinimumHappiness    70 //MG from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.35 //WW from .25

    // try to decrease food
    SliderElement { Delta 10 Food }	 //WW from 2//MG from 0
    SliderElement { Delta 10 Production }	 //WW from 1//MG from 0
    SliderElement { Delta 10 Gold }	 //WW from 1//MG from 0

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      90 //WW from 60

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30 //WW from 60

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

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  25 //WW from 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  3 //WW from 10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3 //WW from 20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200 //WW from 2000

    // bonus for building road tile improvements
    RoadUtilityBonus  300 //WW from 200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120 //WW from 150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130 //WW from 100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  150 //WW from 100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 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   557000  MaxEval   2  MaxExec   1 PerCity }//Militarist
    GoalElement { Goal GOAL_SEIGE               Priority   905000  MaxEval  25  MaxExec  15 }//MG from P  510000  MEv 25  MEx 2
    GoalElement { Goal GOAL_ATTACK              Priority   850000  MaxEval  25  MaxExec  25 }//MG from P  511000  MEv 25  MEx 2
    GoalElement { Goal GOAL_BOMBARD             Priority   700000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   708000  MaxEval  25  MaxExec   5 } //WW added
    GoalElement { Goal GOAL_HARASS              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority   460000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   650000  MaxEval   5  MaxExec   3 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   620000  MaxEval   5  MaxExec   3 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   480000  MaxEval  25  MaxExec  15 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval  25  MaxExec  15 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_EXPEL               Priority   550000  MaxEval   5  MaxExec   3 EvalPerCity } //MG from P  9000  MEv 5  MEx 3
    GoalElement { Goal GOAL_PILLAGE             Priority   693000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   650000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   550000  MaxEval  25  MaxExec  15 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval  25  MaxExec  15 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   550000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval  25  MaxExec  15 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   470000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_INVESTIGATE_CITY    Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_NUKE_CITY           Priority   550000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  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   0  MaxExec   0 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 } //P1 added
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_THROW_PARTY         Priority   540000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SUE                 Priority   570000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_INDULGENCE          Priority   470000  MaxEval  15  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_FAITH_HEALING       Priority   465000  MaxEval  15  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_REFUEL              Priority   470000  MaxEval   5  MaxExec   4 } //MG added
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_CLEAR_ORDERS        Priority   460000  MaxEval   2  MaxExec   1 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   505000  MaxEval  25  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_BUILD_FORT          Priority   110000  MaxEval   4  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_BUILD_DETECTOR      Priority   120000  MaxEval   4  MaxExec   2 } //MG added
    GoalElement { Goal GOAL_BUILD_AIR_BASES     Priority   122000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SALLY               Priority   505000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_FRONT               Priority   505000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   515000  MaxEval  25  MaxExec  15 } //MG added

    // 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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 50
	MaxUnitBuildTurns 25
	MaxWonderBuildTurns 35

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.25

    // Number of special units that should be built
    SettlerUnitsCount       4 //WW from 0 //MG from 2
    SeaTransportUnitsCount  7 //MG from 3
    AirTransportUnitsCount  2
    SpecialUnitsCount       6 //WW from 6 //MG from 4
     

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

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel   0.05 //WW from .25
  

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

    // 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

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1 //WW from 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        1100
    DesireGold           900
    DesireScience       1500
    DesireMakeFriend     800
    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 {//Cradle force matches
	AttackMatch   0.9 //from 0.9
	DefenseMatch  0.0 //from 0.5
	RangedMatch   0.5 //from 0.8
	BombardMatch  0.0 //from 0.0
	ValueMatch    0.3 //from 1.0
    }

    Defensive {
	AttackMatch   0.0 //from 0.2
	DefenseMatch  0.5 //from 0.8
	RangedMatch   0.3 //from 0.5
	BombardMatch  0.4 //from 0.6
	ValueMatch    0.5 //from 0.7
    }

    Harass {
	AttackMatch   0.3 //from 0.9
	DefenseMatch  0.0 //from 0.6
	RangedMatch   0.3 //from 0.8
	BombardMatch  0.0 //from 0.4
	ValueMatch    0.1 //from 0.8
    }

    StealthAttack {
	AttackMatch   1.0 //from 1.2
	DefenseMatch  0.0
	RangedMatch   0.0
	BombardMatch  0.0
	ValueMatch    0.9 //from 1.1
    }

    Bombard {
	AttackMatch   0.0
	DefenseMatch  0.6 //from 0.8
	RangedMatch   0.0
	BombardMatch  0.9 //from 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
    }

//    Offensive {
//	AttackMatch  1.1	// ratio of army's attack strength to target's defense strength
//	DefenseMatch 0.2	// ratio of army's defense strength to target's attack strength
//	RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	ValueMatch   1.0	// ratio of army's value to target's value
//    }

//    Defensive {
//	AttackMatch   0.2
//	DefenseMatch  0.9
//	RangedMatch   0.6
//	BombardMatch  0.6
//	ValueMatch    0.7
//    }

//    Harass {
//	AttackMatch   0.9
//	DefenseMatch  0.2
//	RangedMatch   0.9
//	BombardMatch  0.0
//	ValueMatch    1.1
//    }

//    StealthAttack {
//	AttackMatch   0.9
//	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
//    }
}

//16

STRATEGY_ECONOMIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 //MG from .1
        ScientistPercent    0.6 //MG from .5

        Top 0.25 ProductionCities //WW from .2
    }

    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       0.8
        LaborerPercent      0.0 //MG from .1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.2 //MG from .1

        Bottom 0.35 GrowthCities //WW from .2
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //MG from .2
        LaborerPercent      0.0 //MG from .2
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0 //MG from .6

        Default
    }

    //
    // GOVERNMENT SETTING
    //

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

    // other governments
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_TECHNOCRACY
    // Government  GOVERNMENT_COMMUNISM 
    // Government  GOVERNMENT_FASCISM
    // Government  GOVERNMENT_REPUBLIC
    // Government  GOVERNMENT_MONARCHY

    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    70 //MG from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.35 //WW from .25

    // try to decrease food
    SliderElement { Delta 10 Food }	 //WW from 2//MG from 0
    SliderElement { Delta 10 Production }	 //WW from 1//MG from 0
    SliderElement { Delta 10 Gold }	 //WW from 1//MG from 0

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      90 //WW from 70

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30 //WW from 50

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

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  25 //WW from 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  3 //WW from 10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3 //from 20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200 //WW from 2000

    // bonus for building road tile improvements
    RoadUtilityBonus  300 //WW from 200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120 //WW from 150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130 //WW from 100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  150 //WW from 100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 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   457000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   709000  MaxEval  25  MaxExec  10 }//Economic
    GoalElement { Goal GOAL_ATTACK              Priority   650000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_BOMBARD             Priority   508000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   4 } //WW added
    GoalElement { Goal GOAL_HARASS              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority  1200000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority  1200000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority   460000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   720000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   700000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   480000  MaxEval  25  MaxExec  15 } //MG from MEv 5 MEx 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   3  MaxExec   1 }
    GoalElement { Goal GOAL_EXPEL               Priority   700000  MaxEval   5  MaxExec   3 EvalPerCity } //MG from P  9000  MEv 5  MEx 3
    GoalElement { Goal GOAL_PILLAGE             Priority   593000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   653000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  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   550000  MaxEval  25  MaxExec  15 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   540000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  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_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   0  MaxExec   0 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  25  MaxExec  15 } //P1 added
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_THROW_PARTY         Priority   440000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SUE                 Priority   455000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_INDULGENCE          Priority   454000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_FAITH_HEALING       Priority   575000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_REFUEL              Priority   470000  MaxEval   5  MaxExec   4 } //MG added
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_CLEAR_ORDERS        Priority   460000  MaxEval   2  MaxExec   1 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   509000  MaxEval  25  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_BUILD_FORT          Priority   140000  MaxEval   6  MaxExec   4 } //MG added
    GoalElement { Goal GOAL_BUILD_DETECTOR      Priority   141000  MaxEval   4  MaxExec   2 } //MG added
    GoalElement { Goal GOAL_BUILD_AIR_BASES     Priority   142000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SALLY               Priority   506000  MaxEval  25  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_FRONT               Priority   405000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   415000  MaxEval  25  MaxExec  15 } //MG added

    // 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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 50
	MaxUnitBuildTurns 30
	MaxWonderBuildTurns 40

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

    // Number of special units that should be built
    SettlerUnitsCount       4 //WW from 1 //MG from 2
    SeaTransportUnitsCount  6 //MG from 3
    AirTransportUnitsCount  2
    SpecialUnitsCount       8 //MG from 6
     

    // 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
      

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel   0.05 //WW from .25
  

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.25
	DefensiveUnitsPercent 0.15
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.20
	AirUnitsPercent       0.10

    // 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

	// 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         900
    DesireGold          1100
    DesireScience       1500
    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 {//Cradle force matches
	AttackMatch   0.9 //from 0.9
	DefenseMatch  0.2 //from 0.5
	RangedMatch   0.8 //from 0.9
	BombardMatch  0.0 //from 0.5
	ValueMatch    0.4 //from 1.0
    }

    Defensive {
	AttackMatch   0.1 //from 0.2
	DefenseMatch  0.7 //from 0.8
	RangedMatch   0.3 //from 0.4
	BombardMatch  0.5 //from 0.6
	ValueMatch    0.6 //from 0.7
    }

    Harass {
	AttackMatch   0.4 //from 0.9
	DefenseMatch  0.1 //from 0.5
	RangedMatch   0.4 //from 0.7
	BombardMatch  0.0 //from 0.3
	ValueMatch    0.2 //from 1.0
    }

    StealthAttack {
	AttackMatch   1.1 //from 1.2
	DefenseMatch  0.0
	RangedMatch   0.0
	BombardMatch  0.0
	ValueMatch    1.0 //from 1.1
    }

    Bombard {
	AttackMatch   0.0
	DefenseMatch  0.7 //from 0.8
	RangedMatch   0.0
	BombardMatch  1.0 //from 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
    }

//    Offensive {//GoddMod 0.98 and ApolytonPack force matches
//	AttackMatch  1.1	// ratio of army's attack strength to target's defense strength
//	DefenseMatch 0.2	// ratio of army's defense strength to target's attack strength
//	RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	ValueMatch   1.0	// ratio of army's value to target's value
//    }

//    Defensive {
//	AttackMatch   0.2
//	DefenseMatch  0.9
//	RangedMatch   0.6
//	BombardMatch  0.6
//	ValueMatch    0.7
//    }

//    Harass {
//	AttackMatch   0.9
//	DefenseMatch  0.2
//	RangedMatch   0.9
//	BombardMatch  0.0
//	ValueMatch    1.1
//    }

//    StealthAttack {
//	AttackMatch   0.9
//	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
//    }
}

//17

STRATEGY_ECOTOPIAN_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 //MG from .1
        ScientistPercent    0.6 //MG from .5

        Top 0.25 ProductionCities //WW from .2
    }

    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       0.8
        LaborerPercent      0.0 //MG from .1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.2 //MG from .1

        Bottom 0.35 GrowthCities //WW from .2
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //MG from .2
        LaborerPercent      0.0 //MG from .2
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0 //MG from .6
    }

    //
    // GOVERNMENT SETTING
    //

    Government GOVERNMENT_ECOTOPIA
    Government GOVERNMENT_VIRTUAL_DEMOCRACY
    Government GOVERNMENT_CORPORATE_REPUBLIC
    Government GOVERNMENT_DEMOCRACY
    Government GOVERNMENT_THEOCRACY
    Government GOVERNMENT_TYRANNY

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

    // set how unhappy our most unhappy city be
    MinimumHappiness    70 //MG from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.35 //WW from .25

    // try to decrease food
    SliderElement { Delta 10 Food }	 //WW from 2//MG from 0
    SliderElement { Delta 10 Production }	 //WW from 1//MG from 0
    SliderElement { Delta 10 Gold }	 //WW from 1//MG from 0

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      90 //WW from 70

    //
    // 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  25 //WW from 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  1 //WW from 10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  1  //WW from 20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200 //WW from 2000

    // bonus for building road tile improvements
    RoadUtilityBonus  300 //WW from 200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120 //WW from 150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130 //WW from 100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  150 //WW from 100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 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   457000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   805000  MaxEval  25  MaxExec  15 }//Ecotopian
    GoalElement { Goal GOAL_ATTACK              Priority   755000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_BOMBARD             Priority   501000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   511000  MaxEval  25  MaxExec   5 } //WW added
    GoalElement { Goal GOAL_HARASS              Priority   445000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority   440000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   650000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   550000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   480000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval  10  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_HARASS_CITY         Priority   405000  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_EXPEL               Priority   550000  MaxEval   5  MaxExec   3 EvalPerCity } //MG from P  9000  MEv 5  MEx 3
    GoalElement { Goal GOAL_PILLAGE             Priority   493000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   463000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   550000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   550000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval  15  MaxExec   7 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   480000  MaxEval  10  MaxExec   5 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   510000  MaxEval   5  MaxExec   3 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval  10  MaxExec   5 } //MG from MEv 5 MEx 3
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  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_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   0  MaxExec   0 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  10  MaxExec   5 } //P1 added
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_THROW_PARTY         Priority   540000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SUE                 Priority   470000  MaxEval  10  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_INDULGENCE          Priority   440000  MaxEval  10  MaxExec   7 } //MG added
    GoalElement { Goal GOAL_FAITH_HEALING       Priority   445000  MaxEval  15  MaxExec   7 } //MG added
    GoalElement { Goal GOAL_REFUEL              Priority   470000  MaxEval   5  MaxExec   4 } //MG added
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_CLEAR_ORDERS        Priority   460000  MaxEval   2  MaxExec   1 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   506000  MaxEval  25  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_BUILD_FORT          Priority   150000  MaxEval   6  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_BUILD_DETECTOR      Priority   160000  MaxEval   4  MaxExec   2 } //MG added
    GoalElement { Goal GOAL_BUILD_AIR_BASES     Priority   162000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SALLY               Priority   505000  MaxEval  25  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_FRONT               Priority   475000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   485000  MaxEval  25  MaxExec  15 } //MG added

    // 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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 50 	//WW from 40
	MaxUnitBuildTurns 25		//WW from 35
	MaxWonderBuildTurns 35	//WW from 25

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

    // Number of special units that should be built
    SettlerUnitsCount       4 //WW from 1 //MG from 2
    SeaTransportUnitsCount  6
    AirTransportUnitsCount  2
    SpecialUnitsCount       6 //MG from 4
     

    // 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
      

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel   0.05 //WW from .25
  

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.25
	DefensiveUnitsPercent 0.10
	RangedUnitsPercent    0.35
	SeaUnitsPercent       0.18
	AirUnitsPercent       0.12

    // 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

    // 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        1000
    DesireGold           900
    DesireScience       1500
    DesireMakeFriend     800
    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 {//Cradle force matches
	AttackMatch   0.9 //from 0.9
	DefenseMatch  0.1 //from 0.5
	RangedMatch   0.8 //from 0.9
	BombardMatch  0.0 //from 0.5
	ValueMatch    0.5 //from 1.0
    }

    Defensive {
	AttackMatch   0.1 //from 0.2
	DefenseMatch  0.7 //from 0.8
	RangedMatch   0.1 //from 0.2
	BombardMatch  0.5 //from 0.6
	ValueMatch    0.6 //from 0.7
    }

    Harass {
	AttackMatch   0.4 //from 1.0
	DefenseMatch  0.1 //from 0.6
	RangedMatch   0.4 //from 0.8
	BombardMatch  0.0 //from 0.5
	ValueMatch    0.2 //from 1.0
    }

    StealthAttack {
	AttackMatch   1.1 //from 1.2
	DefenseMatch  0.0
	RangedMatch   0.0
	BombardMatch  0.0
	ValueMatch    1.0 //from 1.1
    }

    Bombard {
	AttackMatch   0.0
	DefenseMatch  0.7 //from 0.8
	RangedMatch   0.0
	BombardMatch  1.0 //from 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
    }

//    Offensive {//ApolytonPack and GoodMod 0.98 force matches
//	AttackMatch  1.1	// ratio of army's attack strength to target's defense strength
//	DefenseMatch 0.2	// ratio of army's defense strength to target's attack strength
//	RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	ValueMatch   1.0	// ratio of army's value to target's value
//    }

//    Defensive {
//	AttackMatch   0.2
//	DefenseMatch  0.9
//	RangedMatch   0.6
//	BombardMatch  0.6
//	ValueMatch    0.7
//    }

//    Harass {
//	AttackMatch   0.9
//	DefenseMatch  0.2
//	RangedMatch   0.9
//	BombardMatch  0.0
//	ValueMatch    1.1
//    }

//    StealthAttack {
//	AttackMatch   0.9
//	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
//    }
}

//18

STRATEGY_DIPLOMATIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 //from .1
        ScientistPercent    0.6 //from .5

        Top 0.25 ProductionCities //WW from .2
    }

    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       0.8
        LaborerPercent      0.0 //from .1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.0 //from .1

        Bottom 0.35 GrowthCities //WW from .2
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1 //WW from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //from .2
        LaborerPercent      0.0 //from .2
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    1.0 //from .1

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_TYRANNY

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

    // set how unhappy our most unhappy city be
    MinimumHappiness    70 //MG from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.35 //WW from .25

    // try to decrease food
    SliderElement { Delta 10 Food }	 //WW from 2//MG from 0
    SliderElement { Delta 10 Production }	 //WW from 1//MG from 0
    SliderElement { Delta 10 Gold }	 //WW from 1//MG from 0

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      90 //WW from 60

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 30 //WW from 50

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

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  25 //WW from 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  3 //WW from 10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution 3

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200 //WW from 2000

    // bonus for building road tile improvements
    RoadUtilityBonus  300 //WW from 200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120 //WW from 150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130 //WW from 100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  150 //WW from 100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 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   657000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   805000  MaxEval  25  MaxExec  12 }//Diplomatic
    GoalElement { Goal GOAL_ATTACK              Priority   505000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_BOMBARD             Priority   500000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   5 } //WW added
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 } //MG from P 305000 MEv 0 MEx 0
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority   400000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   720000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   480000  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   270000  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_EXPEL               Priority   250000  MaxEval   5  MaxExec   3 EvalPerCity } //MG from P  9000  MEv 5  MEx 3
    GoalElement { Goal GOAL_PILLAGE             Priority   493000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  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   750000  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   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  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_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   0  MaxExec   0 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  15  MaxExec   7 } //P1 added
    GoalElement { Goal GOAL_INCITE_UPRISING     Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_POISON_CITY         Priority   460000  MaxEval   2  MaxExec   1 } //P1 added
    GoalElement { Goal GOAL_THROW_PARTY         Priority   740000  MaxEval  10  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_SUE                 Priority   430000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_INDULGENCE          Priority   440000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_FAITH_HEALING       Priority   435000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_REFUEL              Priority   470000  MaxEval   5  MaxExec   4 } //MG added
    GoalElement { Goal GOAL_PARADROP            Priority   440000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_CLEAR_ORDERS        Priority   460000  MaxEval   2  MaxExec   1 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   505000  MaxEval  25  MaxExec   4 } //MG added
    GoalElement { Goal GOAL_BUILD_FORT          Priority   160000  MaxEval   4  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_BUILD_DETECTOR      Priority   150000  MaxEval   4  MaxExec   2 } //MG added
    GoalElement { Goal GOAL_BUILD_AIR_BASES     Priority   152000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_SALLY               Priority   505000  MaxEval  25  MaxExec   5 } //MG added
    GoalElement { Goal GOAL_FRONT               Priority   405000  MaxEval  25  MaxExec  15 } //MG added
    GoalElement { Goal GOAL_GO_TO_CITY          Priority   415000  MaxEval  25  MaxExec  15 } //MG added

    // 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

	// Do not build certain items in cities if it takes too many turns
	MaxSettlerBuildTurns 50
	MaxUnitBuildTurns 25
	MaxWonderBuildTurns 35

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

    // Number of special units that should be built
    SettlerUnitsCount       4 //WW from 1 //MG from 2
    SeaTransportUnitsCount  7 //MG from 7
    AirTransportUnitsCount  2
    SpecialUnitsCount       5 //MG from 4
     

    // 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
    
	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel   0.05 //WW from .25
  

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.20
	AirUnitsPercent       0.10

    // 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

	// 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           800
    DesireScience       1500
    DesireMakeFriend    1100
    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 12

    //
    // 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 {//Cradle force matches
	AttackMatch   0.9 // from 0.9
	DefenseMatch  0.1 //from 0.7
	RangedMatch   0.8 //from 0.8
	BombardMatch  0.0 //from 0.5
	ValueMatch    0.5 //from 1.0
    }

    Defensive {
	AttackMatch   0.1 //from 0.2
	DefenseMatch  0.7 //from 0.8
	RangedMatch   0.1 //from 0.2
	BombardMatch  0.5 //from 0.6
	ValueMatch    0.6 //from 0.7
    }

    Harass {
	AttackMatch   0.4 //from 0.9
	DefenseMatch  0.1 //from 0.6
	RangedMatch   0.4 //from 0.8
	BombardMatch  0.0 //from 0.3
	ValueMatch    0.2 //from 1.0
    }

    StealthAttack {
	AttackMatch   1.1 //from 1.2
	DefenseMatch  0.0
	RangedMatch   0.0
	BombardMatch  0.0
	ValueMatch    1.0 //from 1.1
    }

    Bombard {
	AttackMatch   0.0
	DefenseMatch  0.7 //from 0.8
	RangedMatch   0.0
	BombardMatch  1.0 //from 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
    }

//    Offensive {//GoodMod 0.98 and Apolyton Pack force matches
//	AttackMatch  1.1	// ratio of army's attack strength to target's defense strength
//	DefenseMatch 0.2	// ratio of army's defense strength to target's attack strength
//	RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
//	BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
//	ValueMatch   1.0	// ratio of army's value to target's value
//    }

//    Defensive {
//	AttackMatch   0.2
//	DefenseMatch  0.9
//	RangedMatch   0.6
//	BombardMatch  0.6
//	ValueMatch    0.7
//    }

//    Harass {
//	AttackMatch   0.9
//	DefenseMatch  0.2
//	RangedMatch   0.9
//	BombardMatch  0.0
//	ValueMatch    1.1
//    }

//    StealthAttack {
//	AttackMatch   0.9
//	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
//    }
}

//19

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

STRATEGY_DEFENSE_NONE {

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

//20

STRATEGY_DEFENSE_VERY_LOW {

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

//21

STRATEGY_DEFENSE_LOW {

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

//22

STRATEGY_DEFENSE_MEDIUM {

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

//23

STRATEGY_DEFENSE_HIGH {

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

//24

STRATEGY_DEFENSE_VERY_HIGH {

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

//25

////////////////////////////////////////
//
// 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

}

//26

STRATEGY_MINIMAL_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       10
}

//27

STRATEGY_AVERAGE_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       25
}

//28

STRATEGY_MAXIMUM_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       50
}

////////////////////////
//player1 strategies  //
////////////////////////

//29

STRATEGY_AIR_SPECIAL {
    AirTransportUnitList UNIT_BUILD_LIST_AIR_SPECIAL
    AirTransportUnitsCount  5
}

//30

STRATEGY_MISSILE_SPECIAL {
    AirTransportUnitList UNIT_BUILD_LIST_MISSILE_SPECIAL
    AirTransportUnitsCount  6
}

//31

STRATEGY_A_PAIR_OF_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       5
}

//32

STRATEGY_THE_MINIMAL_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       10
}

//33

STRATEGY_THE_AVERAGE_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       25
}

//34

STRATEGY_THE_MAXIMUM_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       50
}

//35

STRATEGY_SPECIAL_SPY {
    SpecialUnitList UNIT_BUILD_LIST_SPECIAL_SPY
    SpecialUnitsCount       4
}

//36

STRATEGY_SMALL_EMPIRE {
    SettlerUnitsCount       3
    SeaTransportUnitsCount  1
    AirTransportUnitsCount  1
    SpecialUnitsCount       1
}

//////////////////////////
//PW RESERVE STRATEGIES //
//////////////////////////

//37

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

//38

STRATEGY_LARGE_PW_RESERVE {
    PublicWorksReserve 3000
}

//39

STRATEGY_VERY_LARGE_PW_RESERVE {
    PublicWorksReserve 5000
}

//40
STRATEGY_LESS_SETTLERS{
    SettlerUnitsCount   2
}

//41
STRATEGY_MORE_SETTLERS{
    SettlerUnitsCount   6
}

//WAW Strategy

//42
STRATEGY_BUILD_OFFENSE {
    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.50

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

    // Number of special units that should be built
    SettlerUnitsCount       3
    SeaTransportUnitsCount  9
    AirTransportUnitsCount  6
    SpecialUnitsCount       8

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 35
	MaxWonderBuildTurns 50

	// 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_AIR_TRANSPORT
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_MILITARIST
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

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

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

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.3 
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 12000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.4 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.4
      PowerCities	  
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

}


