

# all numbers are integers ranging from 0 to 100

PERCENT_LAND 45 # how much of the world is land (WW from 40)
PERCENT_CONTINENT 70 # how much of the world tends toward big continents verses small islands (WW from 50)
PERCENT_HOMOGENOUS 5  ## how "clumpy" the land terrain is (WW from 55)

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

MERIDIANA 1   # north of this is north pole (WW from 5)
MERIDIANB 25  # north of this is north mild
MERIDIANC 35  # north of this is north desert
MERIDIAND 60  # north of this is the equatioral region
MERIDIANE 75  # north of this is south desert (WW from 70)
MERIDIANF 99  # north of this is the south mild, south is the south pole (WW from 95)

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

# The height values have a gausian distribution, with middle values being the most
# common. The HLEVEL values should be adjusted to take into account the integral 
# of the gaussian. 

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

HLEVELA 80  # above this is the wet terrain (WW from 85)
HLEVELB 60	# above this is sort of wet terrain
HLEVELC 40	# below is ??? middle terrain
HLEVELD 20  # below this is dry terrain (WW from 15)

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

FORESTWET 19	#WW from 40
GRASSWET  50	#WW from 30
PLAINSWET 30	#WW from 20
DESERTWET  0
# This leaves 10 for swamp.

FORESTDRY 19	#WW from 15
GRASSDRY  50	#WW from 30
PLAINSDRY 30	#WW from 50
DESERTDRY  1	#WW from  5
# This leaves 0 for swamp.

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

WHITEWARM 5
BROWNWARM 30
TEMPERATURERANGEADJUSTWARM 75

WHITECOLD 30
BROWNCOLD 5
TEMPERATURERANGEADJUSTCOLD 120

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

RICHNESSFEWGOODS 25
RIVERCELLWIDTHFEWGOODS 25
RIVERCELLHEIGHTFEWGOODS 25

RICHNESSMANYGOODS 75
RIVERCELLWIDTHMANYGOODS 5
RIVERCELLHEIGHTMANYGOODS 5


PERCENT_MOUNTAIN 7  # percetage of land with mountain on it - this is a target only (WW from 5)
MOUNTAIN_CELL 4     # length of a side of a cell - one cell contains at most 1 mountain chain. (WW from 5) 

PERCENT_HILLS 13     # percent of land with hills on it (WW from 5)
MOUNTAIN_SPREAD 60   # chance that the mountain chain spreads out (WW from 25)
MOUNTAIN_LENGTH 8   # average length of a mountain chain (WW from 25)

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

# Swamps are placed at humidity levels above what grass? works out to.
PERCENT_FOREST 20   
PERCENT_GRASS  90   #WW from 40
PERCENT_PLAINS 35  	#WW from 25 
PERCENT_DESERT 1   
PERCENT_WHITE 10	#WW from 20
PERCENT_BROWN 10	#WW from 20
TEMPERATURE_RANGE_ADJUST 60 # Adjust the temperature height map by negative this amount at the
		                    # poles, positive at the equator, linear scale in between

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

PERCENT_RIVER 25 # percent of land with a river on it (WW from 5)
RIVER_LENGTH 15 # average river length (WW from 15) 
RIVER_CELL_WIDTH 3   # Size of cells to be searched for river starts (WW from 5)
RIVER_CELL_HEIGHT 4  # (highest point in each cell) (WW from 5)

RICHNESS 65 # density of special goods in the world (WW from 50)

CHANCE_LOST_AT_SEA 30 	# chance of a unit being lost at sea  (unused)
VETERAN_COEF 50  		#percent improvement in attack and defense of vetern units
REVOLUTION_LEVEL 65		# WW from 60
DISCOVERIES_POLLUTION_SIZE_MODIFIER 0.5
DISCOVERIES_POLLUTION_PRODUCTION_MODIFIER 0.01
AVERAGE_POLLUTION_TURNS	5
POPULATION_PRODUCES_POLLUTION_THRESHOLD		6	# WW from 16 unused unless missing from diffdb text?
PRODUCTION_PRODUCES_POLLUTION_THRESHOLD		300	# WW from 200 unused unless missing from diffdb text?

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

UNIT_WORKDAY  0.25 # slider to work
BASE_WORKDAY  1.0 # work per person when slider is zero
UNIT_WAGES    1.0 # what does 1 notch mean
BASE_WAGES    4.0 # gold per person when slider is zero
UNIT_RATIONS  3.0 # what does 1 notch mean
BASE_RATIONS  12.0 # food per person time POP_HUNGER when slider is zero

CHANGE_CURRENTLY_BUILDING_ITEM_PENALTY 25 # what percent of the shields stored is lost if the current item is changed

TARIFF_REDUCTION			1 # how much to reduce tariffs by as part of a diplomatic request/agreement
REVOLT_INFLUENCE_DISTANCE		6	# city's revolt influence radius
PACT_CAPTURE_CITY_EXPIRES		10	# number of rounds before this agreement expires
# REWARD_CAPTURE_CITY_EXPIRES	10	# number of rounds before this agreement expires
CEASE_FIRE_EXPIRES			10	# number of rounds before this agreement expires
SHORT_CEASE_FIRE_EXPIRES		5	# number of rounds before any other agreement expires
END_OF_GAME_YEAR_EARLY_WARNING	2100	# WW from 2200
END_OF_GAME_YEAR			2200	# WW from 2300
CAPTURE_CITY_FOR_GOLD_MULTIPLIER	100	# amount to multiply gold reward by
PACT_END_POLLUTION_EXPIRES		50	# number of rounds before this agreement expires
LEAVE_OUR_LANDS_EXPIRES		10	# number of rounds before this agreement expires
REDUCE_POLLUTION_EXPIRES		10	# number of rounds before this agreement expires
# DESTROY_ENEMY_FOR_REWARD_EXPIRES 10	# number of rounds before this agreement expires
PATIENCE_LOST_PER_REQUEST		3	#
PATIENCE_REGAINED_PER_ROUND	1
REGAIN_PATIENCE_PROBABILITY	80
PATIENCE_LOST_THRESHOLD		5



AI_GOAL_TIME_SLICE 175	# time in milliseconds for an AI frame (WW from 25)
AI_MAX_TIME_SLICE  1750  # (in milliseconds)if the ai exceeds this time its turn is ended (WW from 250)
AI_TOTAL_TIME_SLICE 22000 # (in milliseconds) if the total time in time in the ai player  exceeds this its turn is ended (WW from 3000)

ENTRENCHMENT_BONUS 		0.5	# defense bonus for being entrenched
PARADROP_DISTANCE 		10	# how far away can paratroopers drop? (WW from 20)
PARADROP_SUCCESS_PERCENT 	75	# a miss results in a drop to a neighboring square (WW from 100)

ELITE_SPY_BONUS 			0.25 # how much more likely elite spies are to succeed. (WW from 0)(unused?)
CITY_SECOND_ATTEMPT_SPY_BONUS 	0.5 # how much less likely a spy is to succeed on a second attempt.
ASSASINATION_HAPPINESS_EFFECT 	-5  # unhappiness caused when a ruler is assasinated
ASSASINATION_HAPPINESS_EFFECT_TIMER 5 # how long the above lasts
SPIED_UPON_WARINESS_TIMER 		5   # How many turns a spied upon city gets increased wariness

MAX_PARTY_COST 		500    # most than can be spent on a party
MAX_PARTY_CHANCE 		0.5    # the chance of hearing gossip at a party where the (unused?)
		                	# max gold was spent.  Less gold decreases proportionally.
GOSSIP_MAP_RADIUS 		10    	# When a map is revealed through gossip, a circle of (unused?)
		                	# this radius appears
HEAR_GOSSIP_CHANCE 		0.02 	# How likely a diplomat next to a capitol is to hear gossip
FRANCHISE_EFFECT 		0.1    # How much production a franchise steals
TURNS_TO_SUE_FRANCHISE 	0 	# How many turns a lawsuit takes to expel a franchise

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

ABOLITIONIST_ELITE_CHANCE 		0.25 # chance of an abolitionist becoming elite (WW from 0) (unused?)
ELITE_ABOLITIONIST_BONUS 		0.15 # Bonus an elite abolitionist receives (WW from 0) (unused?)
WATCHFUL_CITY_SUCCESS_MODIFIER 	0.5  # Multiply an abolitionist or slaver's success chance by this
WATCHFUL_CITY_DEATH_MODIFIER 	1.0  # Multiply death chance by this
WATCHFUL_CITY_TURNS 		5    # how long a city remains watchful

BIO_INFECTION_TURNS 5
NANO_INFECTION_TURNS 5
BIO_INFECTION_SPREAD_CHANCE 0.30
NANO_INFECTION_SPREAD_CHANCE 0.20
PLAGUE_KILL_PERCENTAGE 0.20

ELITE_TERRORIST_BONUS 0.0		# (unused?)
TERRORIST_ELITE_CHANCE 0.0		# (unused?)
NUKE_POPULATION_PERCENTAGE 0.75

SPECIAL_ACTION_MOVE_COST 100.0

#CHANGED FOR RELIGION CODE
CLERIC_CONVERSION_FACTOR 0        	 # cities converted by clerics send this 
					 	# much of their gold each turn
#CHANGED FOR RELIGION CODE
TELEVANGELIST_CONVERSION_FACTOR 0 	# like the above, but for televangelists 
						# and cities with televisions (cities
						# without TV fall back to the cleric level)
REFORMATION_CHANCE 1.0
REFORMATION_DEATH_CHANCE 0.0

#CHANGED FOR RELIGION CODE
REFORMATION_HAPPINESS_TIME 0
REFORMATION_HAPPINESS_AMOUNT 0

#CHANGED FOR RELIGION CODE
UNCONVERTED_INDULGENCE_GOLD 0
UNCONVERTED_INDULGENCE_HAPPINESS 0
CONVERTED_INDULGENCE_GOLD 0
CONVERTED_INDULGENCE_HAPPINESS 0
OTHER_FAITH_INDULGENCE_GOLD 0
OTHER_FAITH_INDULGENCE_HAPPINESS 0

SOOTHSAY_HAPPY_AMOUNT -5

RUINS_BOX_WIDTH 8
RUINS_BOX_HEIGHT 7
RUINS_CHANCE_PER_BOX 1.0
MAX_RUINS_GOLD 100		# unused unless missing from risks text?
MAX_RUINS_ADVANCE 10	# unused unless missing from risks text?
MAX_RUINS_UNIT 30		# unused unless missing from risks text?

UNIT_RUSH_MODIFIER 3	 # unused unless missing from govern text?
IMPROVEMENT_RUSH_MODIFIER 1	 # unused unless missing from govern text?
WONDER_RUSH_MODIFIER 5		 # unused unless missing from govern text?
BUILDING_PRODUCTION_TO_VALUE_MODIFIER 0.5 # unused unless missing from govern text?

MONOPOLY_THRESHOLD	50		# amount goods a particular city has to have to corner the market (unused)
POPULATION_POLLUTION_WARNING_THRESHOLD	10	# population pollution warning message threshold
INDUSTRIAL_POLLUTION_WARNING_THRESHOLD	10	# industrial pollution warning message threshold
VERY_HAPPY_THRESHOLD	90			# threshold at which a city is considered "very happy"
CITY_GROWTH_COEFFICIENT 175          # Amount of food per citizen required to grow a city # (unused)
RIOT_LEVEL              75
POWER_POINTS_TO_MATERIALS 1  # 1 power point can be converted to x materials  (unused)
MAX_AIRLIFT_STACK_SIZE 2
GOLD_FROM_PIRACY 30
NO_PIRACY_EXPIRES	5
SPACE_LAUNCH_COST 1000 # (unused)
SPACE_LAND_COST 1000 # (unused)

WORMHOLE_ORBIT_HEIGHT_PERCENTAGE 10 # (unused)
WORMHOLE_SPEED 10 			# (unused)
WORMHOLE_RETURN_TIME 5 		# (unused)
WORMHOLE_VISIBLE_TO_ALL_TURNS 5 	# (unused)
MAX_GOVERNMENT_CHANGE_TURNS 4

POLLUTION_FORCES_ANARCHY 3500	# WW from 1500
FOOD_TO_POLLUTION_COEF 1.0		# pollution to food ratio produced by food vats


EMANCIPATION_UNHAPPINESS_TURNS 5
EMANCIPATION_UNHAPPINESS_AMOUNT -3

CAPTURE_CITY_ADVANCE_CHANCE 25 	# chance of gaining an advance when capturing a city (assuming they have
					# advances you don't) (unused?)

CITY_HEAL_RATE 1.0			# WW from 1.0
NORMAL_HEAL_RATE 0.1		# WW from 0.1

LOCAL_POLLUTION_LEVEL 600		# WW from 400 used for calculating dead tiles?
LOCAL_POLLUTION_CHANCE 0.00001	# WW from .0005 used for calculating dead tiles?

ASSAULT_DESTROY_BUILDING_CHANCE 1.0  # chance of an assault on a city destroying a building (WW from .1)
BOMBARD_DESTROY_BUILDING_CHANCE 0.4  # chance of a bombardment on a city destroying a building (WW from .1)
ADVANCE_CHOICES_MIN 4
ADVANCE_CHOICES_MAX 6

ATTACK_CONVERTER_UNHAPPINESS_TURNS 5
ATTACK_CONVERTER_UNHAPPINESS_AMOUNT -3.0

MIN_START_DISTANCE_COEFFICIENT 0.45
MAX_START_DISTANCE_COEFFICIENT 0.6
MAX_SAME_TILES 4
COMBAT_VETERAN_CHANCE 0.25  	# WW from .1

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

MIN_CONTINENT_START_SIZE 15  	# WW from 10

BOMBARD_KILL_POP_CHANCE 0.1
ASSAULT_KILL_POP_CHANCE 0.4
CAPTURE_KILL_POP_CHANCE 1.0

SCALED_POP_ANCIENT		10000 # (unused)
SCALED_POP_RENAISSANCE	10000 # (unused)
SCALED_POP_MODERN		100000 # (unused)
SCALED_POP_GENETIC		1000000 # (unused)
SCALED_POP_DIAMOND		5000000 # (unused)

PIRACY_KILLS_TRADER_CHANCE 80 # (unused)
UPRISING_CHANCE_PER_UNGUARDED_SLAVE 5
MAX_DISBAND_SIZE 			3
MAX_REQUESTS_PER_PLAYER_PER_TURN 4 # WW from 3
SLAVES_PER_MILITARY_UNIT 		2 # WW from 3
MIN_ABSOLUTE_START_DISTANCE 	5

#
# These map size settings must all be defined,
# and in this order
#
MAP_SIZE_SMALL		26	52	2
MAP_SIZE_MEDIUM		48	96	2
MAP_SIZE_LARGE		64	128	2
MAP_SIZE_GIGANTIC		70	140	2

RAIL_LAUNCH_POLLUTION 50 	# (unused)
SPACE_FUEL_COST 5 		# (unused)
NON_SPACE_FUEL_COST 100 	# (unused)


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

RELATIVE_AI_PRODUCTION_CHEAT_COEF 1.0
RELATIVE_AI_SCIENCE_CHEAT_COEF 1.0

NUKE_KILL_TILES 5

INCITE_REVOLUTION_GOLD_COEFFICIENT 100
INCITE_REVOLUTION_CAPITOL_PENALTY  5000

INCITE_UPRISING_GOLD_COEFFICIENT 25.0
INCITE_UPRISING_CAPITOL_PENALTY 50.0

BIO_INFECTION_UNHAPPINESS -5

MIN_ECO_PACT_VIOLATION_LEVEL 300
NANO_INFECTION_TERRORIST_DEATH_CHANCE 0.25
BIO_INFECTION_TERRORIST_DEATH_CHANCE 0.25
FLOOD_CHANGES_COAST_TO_WATER_CHANCE 0.1
AI_CHEAT_ECO_PACT_MIN 10
AI_CHEAT_ECO_PACT_MAX 50

MAX_ABSOLUTE_GROWTH_RATE 2500 # unused unless missing from citysize texts?
TRADE_DISTANCE_COEFFICIENT 1.0
MIN_LIKE_TILES_FOR_GOOD 1
MIN_GOOD_VALUE 0.02		# WW from .01
MAX_GOOD_VALUE 0.05

PIRACY_WASTE_COEFFICIENT 0.8

BORDER_INT_RADIUS 4
BORDER_SQUARED_RADIUS 20

BIO_INFECTION_PRODUCTION_COEF 0.2
NANO_BUILDING_KILL_PERCENTAGE 0.3
BASE_STARVATION_PROTECTION 3

CARAVAN_COEF 0.03	# WW from .04

POLLUTION_CAUSED_BY_NUKE 1000000