//----------------------------------------------------------------------------
//
// Project      : Call To Power 2
// File type    : Text file
// Description  : The AI startegy's data
// Id           : $Id:$
//
//----------------------------------------------------------------------------
//
// Disclaimer
//
// THIS FILE IS NOT GENERATED OR SUPPORTED BY ACTIVISION.
//
// This material has been developed at apolyton.net by the Apolyton CtP2 
// Source Code Project. Contact the authors at ctp2source@apolyton.net.
//
//----------------------------------------------------------------------------
//
// Modifications from the original Activision code:
//
// Note: Possibly incomplte
//
// - Added STRATEGY_TOO_MANY_CITIES and STRATEGY_NO_REVOLUTON to allow the AI
//   to adjust its strategy if it is too many cities and if it has too many 
//   cities and the wonder build that gives revolting cities to the wonder
//   owner.
// - Added new goals so that the AI can use the according orders.
// - Reduced garrison counts to free the according units to other tasks.
// - Reduced MinSettleDistance if it was 7 to 6 to avoid gaps in the territory
//   of the AI.
// - Doubled SeaTransportUnitsCount for the default strategies so that the AI 
//   has more transporters available. This is only good for maps with more 
//   than one continent. Some source code modifications are necessary.
// - Increased SpecialUnitsCount so that the AI builds more special units.
//   However here seems to be something broken as the AI only builds a few
//   special units.
// - Set EntertainerPercent to 0 in all PopAssignmentElement's, as it stands
//   now full happiness is not a very big advantage and partial happiness
//   doesn't add so much. And a minimum amount of entertainers is added 
//   anyway to keep the city from rioting.
// - Lowered MinimumHappiness to 72 so that the AI adjusts the sliders later.
// - Redesigned BuildListSequenceElement entries based on MedPack/ApolytonPack/GoodMod
// - Replaced build list by those from GoodMod/Mymod, this sepeartes defense 
//   and offense build lists and seperates the special untit build lists. So
//   that there are now civs building Abolitionists.
// - Increased priority for the refuel goal as it is now available for 
//   units only that needs refueling. - April 30th 2005 Martin Ghmann
// - Used the values of ApolytonPack-GoodMod for RoadUtilityBonus,
//   ImproveProductionBonus and ImproveGrowthBonus. (Aug 26th 2005 Martin Ghmann)
// - Inreased SEIGE values for militarist and barbarian
// - Diplomatic more emphasis on embassies
// - Economic moe emphasis on piracy
// - Ecotopian more defense oriented (temporary)
//
//----------------------------------------------------------------------------

# 24

STRATEGY_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

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

        Top 0.2 ProductionCities
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       1.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.1, minimum needed entertainers are set automaticly
        ScientistPercent    0.0

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.2, minimum needed entertainers are set automaticly
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // (city limit 60)
    Government  GOVERNMENT_ECOTOPIA
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // (city limit 45)
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    // (city limit 35)
    Government  GOVERNMENT_COMMUNISM
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_DEMOCRACY
    // (city limit 20)
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_THEOCRACY
    Government  GOVERNMENT_MONARCHY
    // (city limit 10)
    Government  GOVERNMENT_TYRANNY

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

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

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

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 3 Food }
    SliderElement { Delta 3 Production }
    SliderElement { Delta 3 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      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  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

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3

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

    // bonus for building road tile improvements
    RoadUtilityBonus  300

    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

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

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   725000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   725000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   355000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  25  MaxExec  12 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority     7000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   380000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority    30500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY            Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   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   2 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -600000  MaxEval   1  MaxExec   1 PerCity}
    GoalElement { Goal GOAL_RETREAT_SPECIAL     Priority  -600000  MaxEval   1  MaxExec   1 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING	        Priority   450000  MaxEval   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   990000  MaxEval  25  MaxExec  25 } //MG added Only Available if aircraft needs to be refueled
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   605000  MaxEval  25  MaxExec   5 } //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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.15

    // Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.20
    DefensiveUnitsPercent 0.40
    RangedUnitsPercent    0.40
    SeaUnitsPercent       0.0
    AirUnitsPercent       0.0

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

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

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

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

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

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

    // 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 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.4
    }

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

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

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

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.8
        RangedMatch   0.0
        BombardMatch  1.1
        ValueMatch    0.6
    }

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

STRATEGY_BARBARIAN {

    // must inherit from default
    Inherit STRATEGY_DEFAULT

    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY
    // barbs only use governments above
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_ECOTOPIA
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_COMMUNISM
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_THEOCRACY
	
	// 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   400000  MaxEval  25	MaxExec  25 } // Maybe remove and so that only the harrass goal is used
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   390000  MaxEval   5	MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   380000  MaxEval   5	MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   400000  MaxEval  25	MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   400000  MaxEval  25	MaxExec  25 }
    GoalElement { Goal GOAL_PILLAGE             Priority   400000  MaxEval  10	MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_DEFEND              Priority        0  MaxEval   0	MaxExec   0 }
    GoalElement { Goal GOAL_SEIGE               Priority   500000  MaxEval  25	MaxExec  25 } // Maybe remove and so that only the harrass goal is used
    GoalElement { Goal GOAL_SETTLE_LAND         Priority        0  MaxEval  25  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority        0  MaxEval  25  MaxExec   5 }
    GoalElement { Goal GOAL_EXPLORE             Priority        0  MaxEval   0	MaxExec   0 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority        0  MaxEval   0	MaxExec   0 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority        0  MaxEval   0	MaxExec   0 }
    GoalElement { Goal GOAL_PATROL              Priority        0  MaxEval   0	MaxExec   0 }
    GoalElement { Goal GOAL_EXPEL               Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_SOOTHSAY            Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_FRANCHISING         Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY    Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_INJOIN              Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_REFORM              Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_RETREAT             Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_RETREAT_SPECIAL     Priority        0  MaxEval   0  MaxExec   0 PerCity}
    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        0  MaxEval   0  MaxExec   0 } //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   990000  MaxEval  25  MaxExec  25 } //MG added Only Available if aircraft needs to be refueled
    GoalElement { Goal GOAL_PARADROP            Priority        0  MaxEval   0  MaxExec   0 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority        0  MaxEval   0  MaxExec   0 } //MG added

    // multiplied by #rounds to target
	DistanceModifierFactor		     -250

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

	//
	// BUILD LISTS
	//

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

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

	// Percent of civilization support dedicated to units
	UnitSupportPercent 1.0

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

	// Number of special units that should be built
	SettlerUnitsCount 0
	SeaTransportUnitsCount 1
	AirTransportUnitsCount 0
	SpecialUnitsCount 5

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

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

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

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

    BuildListSequenceElement {
        BuildListSequence BUILD_LIST_SEQUENCE_BARBARIAN
        Top 1.0
        ProductionCities
        Advice BUILD_OFFENSE_ADVICE
    }

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

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

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

STRATEGY_SEIGE {

    // percent of gold to put into science
    SciencePercent 60

    PublicWorksPercent  10 //build more units

    //
    // 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

    // Types of special units that should be built
    SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT

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

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

    // bonus for building road tile improvements
    RoadUtilityBonus  300

    GoalElement { Goal GOAL_DEFEND              Priority   607000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   705000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   600000  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_ATTACK              Priority   600000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_HARASS              Priority   595000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_BOMBARD             Priority   597000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal Goal_NUKE_CITY           Priority   650000  MaxEval  10  MaxExec   2 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -150

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

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

STRATEGY_ATTACK {

    // percent of gold to put into science
//    SciencePercent 60

    PublicWorksPercent  10 //build more units

    //
    // 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

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

    // Number of special units that should be built
    SeaTransportUnitsCount 6
    AirTransportUnitsCount 4
    SpecialUnitsCount      3

    // Types of special units that should be built
    SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList      UNIT_BUILD_LIST_SPECIAL_MILITARIST

    // bonus for building road tile improvements
    RoadUtilityBonus  300

    GoalElement { Goal GOAL_DEFEND              Priority   507000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   600000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_ATTACK              Priority   725000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   600000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_BOMBARD             Priority   607000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   595000  MaxEval  25  MaxExec  10 }
    // pillage like crazy if we do not care so much about taking cities
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -150

	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 0.25

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

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

STRATEGY_DEFEND {

    // percent of gold to put into science
//    SciencePercent 80

    PublicWorksPercent  10 //build more units

    //
    // 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 0.40 // 0.35

    SettlerUnitsCount      0
    SeaTransportUnitsCount 2
    AirTransportUnitsCount 2
    SpecialUnitsCount      0

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

    // Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.10
    DefensiveUnitsPercent 0.40
    RangedUnitsPercent    0.40
    SeaUnitsPercent       0.0
    AirUnitsPercent       0.10

    GoalElement { Goal GOAL_DEFEND              Priority   657000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   450000  MaxEval  25  MaxExec   3 }
    GoalElement { Goal GOAL_ATTACK              Priority   450000  MaxEval  25  MaxExec   3 }
    GoalElement { Goal GOAL_BOMBARD             Priority   452000  MaxEval   5  MaxExec   3 }

    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 {
        AttackMatch   0.2
        DefenseMatch  0.6
        RangedMatch   0.6
        BombardMatch  0.4
        ValueMatch    1.1
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    1.5
    }
}

STRATEGY_CAREFUL_START {

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.30

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

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

STRATEGY_AGRESSIVE_START {

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.30

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

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

////////////////////////////////////////
//
//  Island Attribute Strategies
//
////////////////////////////////////////

STRATEGY_ISLAND_NATION {
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.20
	SeaUnitsPercent       0.30
	AirUnitsPercent       0.00

	SettlerUnitsCount   2
	SeaTransportUnitsCount 3

	// decreased maximum percent of conventional units to build before
	// building special units of specified type
	BuildTransportProductionLevel 0.10 
	BuildSettlerProductionLevel	0.10

    // minimum distance between settled cities
    // (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   3 
}

STRATEGY_ISLAND_MILITARIST {
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.20
	SeaUnitsPercent       0.30
	AirUnitsPercent       0.00

	SeaTransportUnitsCount 6

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

STRATEGY_ISLAND_DIPLOMATIC {
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.20
	SeaUnitsPercent       0.30
	AirUnitsPercent       0.00

	SeaTransportUnitsCount 6

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

STRATEGY_ISLAND_ECONOMIC {
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.20
	SeaUnitsPercent       0.30
	AirUnitsPercent       0.00

	SeaTransportUnitsCount 6

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

STRATEGY_ISLAND_SCIENTIST {
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.20
	SeaUnitsPercent       0.30
	AirUnitsPercent       0.00

	SeaTransportUnitsCount 6

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

STRATEGY_ISLAND_ECOTOPIAN {
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.20
	SeaUnitsPercent       0.30
	AirUnitsPercent       0.00

	SeaTransportUnitsCount 6

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

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

STRATEGY_EXPLORE_NEAR {
    GoalElement { Goal GOAL_EXPLORE             Priority    35000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority    35000  MaxEval  25  MaxExec   3 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority    45000  MaxEval  25  MaxExec  10 }
}

STRATEGY_EXPLORE_FAR {
    GoalElement { Goal GOAL_EXPLORE             Priority    80000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority    80000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority    85000  MaxEval  25  MaxExec  15 }
}

STRATEGY_EXPLORE_WIDE {
    GoalElement { Goal GOAL_EXPLORE             Priority   120000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority   120000  MaxEval  25  MaxExec   5 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   125000  MaxEval  25  MaxExec  25 }
}

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

STRATEGY_SETTLE_COMPACT {

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

    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }

    // minimum distance between settled cities
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   3
}

STRATEGY_SETTLE_LARGE {

    // Number of special units that should be built
    SettlerUnitsCount   4
    SeaTransportUnitsCount 3

    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }

    // minimum distance between settled cities
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   6
}

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

STRATEGY_SCIENTIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

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

        Top 0.2 ProductionCities
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       1.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.1, minimum needed entertainers are set automaticly
        ScientistPercent    0.0

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.2, minimum needed entertainers are set automaticly
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // (city limit 60)
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_ECOTOPIA
    // (city limit 45)
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    // (city limit 35)
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_COMMUNISM
    Government  GOVERNMENT_FASCISM
    // (city limit 20)
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_THEOCRACY
    Government  GOVERNMENT_MONARCHY
    // (city limit 10)
    Government  GOVERNMENT_TYRANNY

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

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

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.2 //0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.30 //0.25

    // try to decrease food
    SliderElement { Delta 3 Food }
    SliderElement { Delta 3 Production }
    SliderElement { Delta 3 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 45 //40

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

    //
    // TERRAIN IMPROVEMENTS
    //

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

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3

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

    // bonus for building road tile improvements
    RoadUtilityBonus  300

    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

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

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   725000  MaxEval  25  MaxExec  12 }
    GoalElement { Goal GOAL_ATTACK              Priority   725000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority     7000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   380000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY            Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   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   5  MaxExec   3 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_RETREAT_SPECIAL     Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval  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   990000  MaxEval  25  MaxExec  25 } //MG added Only Available if aircraft needs to be refueled
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   605000  MaxEval  25  MaxExec   3 } //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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.25 //0.10

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.15
	DefensiveUnitsPercent 0.40
	RangedUnitsPercent    0.35
	SeaUnitsPercent       0.05
	AirUnitsPercent       0.05

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    BuildListSequenceElement {
        Priority 2000
        BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
        Default
        Advice BUILD_DEFAULT_ADVICE
    }


    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_SCIENTIST
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

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

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

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.8
        BombardMatch  0.0
        ValueMatch    0.4
    }

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

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

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

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

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

STRATEGY_MILITARIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

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

        Top 0.2 ProductionCities
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       1.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.1, minimum needed entertainers are set automaticly
        ScientistPercent    0.0

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.2, minimum needed entertainers are set automaticly
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // (city limit 60)
    Government  GOVERNMENT_ECOTOPIA
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // (city limit 45)
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    // (city limit 35)
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_COMMUNISM
    Government  GOVERNMENT_DEMOCRACY
    // (city limit 20)
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_THEOCRACY
    // (city limit 10)
    Government  GOVERNMENT_TYRANNY

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

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

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.2 //0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.35 //0.25

    // try to decrease food
    SliderElement { Delta 3 Food }
    SliderElement { Delta 3 Production }
    SliderElement { Delta 3 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      70 //60

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 60

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

    //
    // TERRAIN IMPROVEMENTS
    //

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

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3

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

    // bonus for building road tile improvements
    RoadUtilityBonus  350

    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

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

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   725000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   725000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority     7000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   380000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   0  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY            Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   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   5  MaxExec   3 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_RETREAT_SPECIAL     Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval   5  MaxExec   3 } //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   990000  MaxEval  25  MaxExec  25 } //MG added Only Available if aircraft needs to be refueled
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   605000  MaxEval  25  MaxExec   5 } //MG added

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    8

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

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

	//
	// BUILD LISTS
	//

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.25

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

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

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

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

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

    // Types of special units that should be built
    SettlerUnitList      UNIT_BUILD_LIST_ALL_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  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 0
        BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
        Top 0.1 
        ProductionCities
        Advice BUILD_WONDERS_ADVICE
    }

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

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

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

    BuildListSequenceElement {
        Priority 2000
        BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
        Default
        Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_MILITARIST
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

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

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

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.7
        BombardMatch  0.0
        ValueMatch    0.4
    }

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

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

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

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

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

STRATEGY_ECONOMIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

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

        Top 0.2 ProductionCities
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       1.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.1, minimum needed entertainers are set automaticly
        ScientistPercent    0.0

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.2, minimum needed entertainers are set automaticly
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // (city limit 60)
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_ECOTOPIA
    // (city limit 45)
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    // (city limit 35)
    Government  GOVERNMENT_COMMUNISM // economic can build more buildings
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_DEMOCRACY
    // (city limit 20)
    Government  GOVERNMENT_THEOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_MONARCHY
    // (city limit 10)
    Government  GOVERNMENT_TYRANNY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

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

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

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 3 Food }
    SliderElement { Delta 3 Production }
    SliderElement { Delta 3 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      70

    //
    // 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  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

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3

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

    // bonus for building road tile improvements
    RoadUtilityBonus  300

    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

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

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   725000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_ATTACK              Priority   725000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority     7000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   380000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   593000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  15  MaxExec  10 }
    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   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   5  MaxExec   3 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_RETREAT_SPECIAL     Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval  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   990000  MaxEval  25  MaxExec  25 } //MG added Only Available if aircraft needs to be refueled
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   609000  MaxEval  25  MaxExec   3 } //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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.15
	DefensiveUnitsPercent 0.40
	RangedUnitsPercent    0.35
	SeaUnitsPercent       0.05
	AirUnitsPercent       0.05

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    BuildListSequenceElement {
        Priority 2000
        BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
        Default
        Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_ECONOMIC
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

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

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

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.9
        BombardMatch  0.0
        ValueMatch    0.4
    }

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

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

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

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

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

STRATEGY_ECOTOPIAN_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

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

        Top 0.2 ProductionCities
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       1.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.1, minimum needed entertainers are set automaticly
        ScientistPercent    0.0

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.2, minimum needed entertainers are set automaticly
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // (city limit 60)
    Government  GOVERNMENT_ECOTOPIA
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // (city limit 45)
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    // (city limit 35)
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_COMMUNISM
    // (city limit 20)
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_THEOCRACY
    // (city limit 10)
    Government  GOVERNMENT_TYRANNY

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

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

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

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 3 Food }
    SliderElement { Delta 3 Production }
    SliderElement { Delta 3 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      70

    //
    // MILITARY READINESS SETTING
    //

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

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

    //
    // TERRAIN IMPROVEMENTS
    //

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

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  1

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  1

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

    // bonus for building road tile improvements
    RoadUtilityBonus  300

    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

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

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   725000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   725000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority     7000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   380000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   0  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  15  MaxExec  15 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY            Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   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   5  MaxExec   3 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_RETREAT_SPECIAL     Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval  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   990000  MaxEval  25  MaxExec  25 } //MG added Only Available if aircraft needs to be refueled
    GoalElement { Goal GOAL_PARADROP            Priority   490000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   606000  MaxEval  25  MaxExec   3 } //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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.15
	DefensiveUnitsPercent 0.40
	RangedUnitsPercent    0.35
	SeaUnitsPercent       0.05
	AirUnitsPercent       0.05

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    BuildListSequenceElement {
        Priority 2000
        BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
        Default
        Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_ECOTOPIAN
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

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

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

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.9
        BombardMatch  0.0
        ValueMatch    0.4
    }

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

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

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

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

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

STRATEGY_DIPLOMATIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

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

        Top 0.2 ProductionCities
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       1.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.1, minimum needed entertainers are set automaticly
        ScientistPercent    0.0

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.2

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.0 // From 0.2, minimum needed entertainers are set automaticly
        ScientistPercent    1.0

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // (city limit 60)
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_ECOTOPIA
    // (city limit 45)
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    // (city limit 35)
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_COMMUNISM
    Government  GOVERNMENT_FASCISM
    // (city limit 20)
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_THEOCRACY
    Government  GOVERNMENT_MONARCHY
    // (city limit 10)
    Government  GOVERNMENT_TYRANNY

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

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

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

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 3 Food }
    SliderElement { Delta 3 Production }
    SliderElement { Delta 3 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      70

    //
    // 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  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

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  3

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

    // bonus for building road tile improvements
    RoadUtilityBonus  300

    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

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

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   725000  MaxEval  25  MaxExec  12 }
    GoalElement { Goal GOAL_ATTACK              Priority   725000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_STEALTH_EXPLORE     Priority     7000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   380000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  15  MaxExec  10 }
    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   530000  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   5  MaxExec   3 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_RETREAT_SPECIAL     Priority  -600000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }
    GoalElement { Goal GOAL_ADVERTISING		Priority   450000  MaxEval  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   990000  MaxEval  25  MaxExec  25 } //MG added Only Available if aircraft needs to be refueled
    GoalElement { Goal GOAL_PARADROP            Priority   440000  MaxEval   5  MaxExec   3 } //MG added
    GoalElement { Goal GOAL_RANGED_ATTACK       Priority   605000  MaxEval  25  MaxExec   4 } //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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.15
	DefensiveUnitsPercent 0.40
	RangedUnitsPercent    0.35
	SeaUnitsPercent       0.05
	AirUnitsPercent       0.05

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    BuildListSequenceElement {
        Priority 2000
        BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
        Default
        Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_DIPLOMATIC
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

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

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

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value

    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.9
        BombardMatch  0.0
        ValueMatch    0.4
    }

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

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

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

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

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

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

STRATEGY_DEFENSE_NONE {

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

STRATEGY_DEFENSE_VERY_LOW {

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

STRATEGY_DEFENSE_LOW {

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

STRATEGY_DEFENSE_MEDIUM {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  2
    RangedGarrisonCount     3
}

STRATEGY_DEFENSE_HIGH {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  3
    RangedGarrisonCount     3
}

STRATEGY_DEFENSE_VERY_HIGH {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  4
    RangedGarrisonCount     4
}

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

STRATEGY_LAUNCH_NUKES {
	NuclearFirstStrike: Enabled
	NuclearTargeting: Enabled

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

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

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

}

STRATEGY_MINIMAL_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       10
}

STRATEGY_AVERAGE_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       25
}

STRATEGY_MAXIMUM_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       50
}

STRATEGY_TOO_MANY_CITIES {
    SettlerUnitsCount       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_SEIGE               Priority        0  MaxEval   0  MaxExec  0 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority        0  MaxEval   0  MaxExec  0 }
}

STRATEGY_NO_REVOLUTON {
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority        0  MaxEval   0  MaxExec  0 }
}
