# 24

STRATEGY_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

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

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

        Top 0.2 ProductionCities
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.2
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.2

        Bottom 0.2 GrowthCities
    }

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

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // Government  GOVERNMENT_DEMOCRACY
    // Government  GOVERNMENT_COMMUNISM 
    // Government  GOVERNMENT_REPUBLIC
    // Government  GOVERNMENT_THEOCRACY 

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

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

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

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

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

    //
    // SCIENCE SETTINGS
    //

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

    //
    // MILITARY READINESS SETTING
    //

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

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

    //
    // TERRAIN IMPROVEMENTS
    //

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

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  20

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

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

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

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 150

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   357000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   405000  MaxEval  20  MaxExec   4 }
    GoalElement { Goal GOAL_ATTACK              Priority   405000  MaxEval  25  MaxExec   5 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_HARASS              Priority    55000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   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_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority    78000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   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  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   0  MaxExec   0 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

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

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

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

	//
	// BUILD LISTS
	//

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

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.15

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

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

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

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

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

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Bottom 0.2
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Bottom 0.2
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      ThreatenedCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	  Top 0.1 
      ProductionCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.5
      PowerCities	  
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.5
	  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 {		// This block is used when attacking units in the field
  	  AttackMatch  1.1	 
	  DefenseMatch 0.6	
	  RangedMatch  0.9	
	  BombardMatch 0.0	
	  ValueMatch   1.0	
    }

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

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

    StealthAttack {
        AttackMatch   0.9
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

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

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

STRATEGY_BARBARIAN {

    // must inherit from default
    Inherit STRATEGY_DEFAULT

	Government  GOVERNMENT_MONARCHY
    	Government  GOVERNMENT_TYRANNY
	
	// 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   430000	MaxEval  25	MaxExec  10 }
	GoalElement { Goal GOAL_SEIGE			Priority   420000  	MaxEval  25	MaxExec   5 }
      GoalElement { Goal GOAL_BOMBARD			Priority   390000  	MaxEval  25	MaxExec   4 }
      GoalElement { Goal GOAL_BOMBARD_UNIT		Priority   390000  	MaxEval  25	MaxExec   4 }
	GoalElement { Goal GOAL_HARASS_CITY		Priority    40000	MaxEval  25	MaxExec  25 }
	GoalElement { Goal GOAL_HARASS    			Priority    40000	MaxEval  25	MaxExec  25 }
	GoalElement { Goal GOAL_PILLAGE			Priority   410000	MaxEval  10	MaxExec   5 }
	GoalElement { Goal GOAL_PIRATE			Priority   405000	MaxEval  10	MaxExec   5 }
	GoalElement { Goal GOAL_ENSLAVE_SETTLER		Priority   395000	MaxEval   5	MaxExec   3 }
	GoalElement { Goal GOAL_SLAVE_RAID			Priority   395000	MaxEval   5	MaxExec   3 }
	GoalElement { Goal GOAL_WANDER			Priority   0  	MaxEval   0 	MaxExec   0 }
	GoalElement { Goal GOAL_DEFEND			Priority   0  	MaxEval   0	MaxExec   0 }
      GoalElement { Goal GOAL_SETTLE_LAND         	Priority   0  	MaxEval   0	MaxExec   0 }
      GoalElement { Goal GOAL_SETTLE_SEA          	Priority   0  	MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_EXPLORE			Priority   0		MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_CHOKEPOINT			Priority   0  	MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_PATROL			Priority   0  	MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_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_REFORM			Priority   0  	MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_SUE_FRANCHISE		Priority   0  	MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_RETREAT			Priority   0  	MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_DESTROY_ENDGAME     	Priority   0  	MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME    	 	Priority   0  	MaxEval   0  MaxExec   0 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -50 //WW from -250

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

	//
	// BUILD LISTS
	//

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

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

	// Percent of civilization support dedicated to units
	UnitSupportPercent 1.0

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.45
	DefensiveUnitsPercent 0.10
	RangedUnitsPercent    0.35
	SeaUnitsPercent       0.1
	AirUnitsPercent       0.0

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

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

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

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

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

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

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

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

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

STRATEGY_SEIGE {

    //
    // BUILD LISTS
    //

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.35

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

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

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

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

    GoalElement { Goal GOAL_SEIGE               Priority   605000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   600000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_BOMBARD             Priority   595000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   595000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_DEFEND              Priority   400000  MaxEval   1  MaxExec   1 PerCity }
    
    // multiplied by #rounds to target
	DistanceModifierFactor		     -50 //WW from -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  1.1	// ratio of army's attack strength to target's defense strength
	  DefenseMatch 0.3	// ratio of army's defense strength to target's attack strength
	  RangedMatch  0.0	// ratio of army's ranged strength to target's ranged strength
	  BombardMatch 0.0	// ratio of army's bombard strength to target's bombard strength
	  ValueMatch   1.0	// ratio of army's value to target's value
    }

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

STRATEGY_ATTACK {

    //
    // BUILD LISTS
    //

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.35

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

    // Number of special units that should be built
    SettlerUnitsCount       2  //MG from 1
    SeaTransportUnitsCount  10 //MG from 4
    AirTransportUnitsCount  4 //MG from 3
    SpecialUnitsCount       3
    
    // Types of special units that should be built
    SettlerUnitList      UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList      UNIT_BUILD_LIST_SPECIAL_MILITARIST
      
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.35
	DefensiveUnitsPercent 0.15
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.15
	AirUnitsPercent       0.10

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

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

    GoalElement { Goal GOAL_ATTACK              Priority   615000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_SEIGE               Priority   610000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   605000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD             Priority   605000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_DEFEND              Priority   390000  MaxEval   1  MaxExec   1 PerCity }

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

    // multiplied by #rounds to target
	DistanceModifierFactor		     -50 //WW from -150

	NuclearFirstStrike: Disabled
	NuclearTargeting: Enabled

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

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

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

	BuildListSequenceElement {
	  Priority 11000	//WW from 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.5 	//WW from .35
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

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

    //
    // FORCE MATCHING
    //

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

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

STRATEGY_DEFEND {

    //
    // BUILD LISTS
    //

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.35

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

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

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

    GoalElement { Goal GOAL_DEFEND              Priority   506000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   505000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   505000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   500000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_PILLAGE             Priority   490000  MaxEval  10  MaxExec   5 }

	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   0.3
        DefenseMatch  0.9
        RangedMatch   0.6
        BombardMatch  0.6
        ValueMatch    0.7
    }

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

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

STRATEGY_CAREFUL_START {

	// Percent of civilization support dedicated to units
    UnitSupportPercent 0.30

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

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

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

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

	// 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

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

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

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

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

	// 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
    //}
}

STRATEGY_ISLAND_NATION {

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

	SeaTransportUnitsCount 16 //MG from 3

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

}


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

STRATEGY_EXPLORE_NEAR {
    GoalElement { Goal GOAL_EXPLORE			Priority   575000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority   700000  MaxEval  15  MaxExec   3 }
}

STRATEGY_EXPLORE_FAR {

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

STRATEGY_EXPLORE_WIDE {
    GoalElement { Goal GOAL_EXPLORE			Priority   600000  MaxEval  15  MaxExec   5 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority   700000  MaxEval  15  MaxExec   3 }
}

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

STRATEGY_SETTLE_COMPACT {

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

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

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

STRATEGY_SETTLE_LARGE {

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

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

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

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

STRATEGY_SCIENTIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.1
        ScientistPercent    0.5

        Top 0.25 ProductionCities //WW from .2
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.8
        LaborerPercent      0.1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.1

        Bottom 0.35 GrowthCities //WW from .2
    }

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

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

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

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

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

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

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

    //
    // SCIENCE SETTINGS
    //

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

    //
    // MILITARY READINESS SETTING
    //

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

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

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  25 //WW from 30

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3 // WW from 20

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5 // WW from 20

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

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

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

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 150

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   506000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   505000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   505000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   500000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_HARASS              Priority    30000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec   15 }//MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec   15 }//MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority    70000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   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   0  MaxExec   0 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   493000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		 Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   550000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	 Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   0  MaxExec   0 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

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

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

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

	//
	// BUILD LISTS
	//

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

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

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

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

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

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

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

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

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

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

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

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3		//WW from .2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

    BuildListSequenceElement {
      Priority 9000		//WW from 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.25		//WW from Bottom .2
        ThreatenedCities	//WW from PowerCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 8000
    BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
      Top 0.8		//WW from Top .3
	CommerceCities	//WW from ProductionCities
	Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7500	//WW from 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.5		//WW from .2
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000	//WW from 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
        Top 0.5		//WW from Bottom .2
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

    BuildListSequenceElement {
        Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
	  Top 0.5		//WW from Bottom .2
	  CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
      Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

    BuildListSequenceElement {
      Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.35 
        ProductionCities  	//WW from ThreatenedCities
	  Advice BUILD_OFFENSE_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      900
    FearPiracy           800
    FearScienceRank      800
    FearMilitaryRank     900
    FearTradeRank        700
    FearPollution        800

    // priority for desire motivations
    DesireAttack         900
    DesireGold           800
    DesireScience       1500
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 6

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

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

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

    StealthAttack {
        AttackMatch   0.9
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

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

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

STRATEGY_MILITARIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.1
        ScientistPercent    0.5

        Top 0.25 ProductionCities //WW from .2
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.8
        LaborerPercent      0.1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.1

        Bottom 0.35 GrowthCities //WW from .2
    }

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

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

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

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

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

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

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

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

    //
    // SCIENCE SETTINGS
    //

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

    //
    // MILITARY READINESS SETTING
    //

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

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

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  25 //WW from 20

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3 //WW from 10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5 //WW from 20

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

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

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

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 150

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   506000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   510000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   511000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   509000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_HARASS              Priority    30000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority   460000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   450000  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   0  MaxExec   0 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   493000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   463000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		 Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   550000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   470000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY    Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   0  MaxExec   0 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

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

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

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

	//
	// BUILD LISTS
	//

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

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.25

    // Number of special units that should be built
    SettlerUnitsCount       4 //WW from 0 //MG from 2
    SeaTransportUnitsCount  10 //MG from 3
    AirTransportUnitsCount  2
    SpecialUnitsCount       6 //WW from 6 //MG from 4
     

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

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

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

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

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

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

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3		//WW from .2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

    BuildListSequenceElement {
      Priority 9000		//WW from 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.25		//WW from Bottom .2
        ThreatenedCities	//WW from PowerCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 8000
    BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
      Top 0.8		//WW from Top .3
	CommerceCities	//WW from ProductionCities
	Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7500	//WW from 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.5		//WW from .2
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000	//WW from 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
        Top 0.5		//WW from Bottom .2
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

      BuildListSequenceElement {
        Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
	  Top 0.5		//WW from Bottom .2
	  CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
      Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

    BuildListSequenceElement {
      Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.35 
        ProductionCities  	//WW from ThreatenedCities
	  Advice BUILD_OFFENSE_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      900
    FearPiracy           800
    FearScienceRank      800
    FearMilitaryRank     900
    FearTradeRank        700
    FearPollution        800

    // priority for desire motivations
    DesireAttack        1100
    DesireGold           900
    DesireScience       1500
    DesireMakeFriend     800
    DesireEnlistFriend  1100

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 6

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

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

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

    StealthAttack {
        AttackMatch   0.9
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

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

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

STRATEGY_ECONOMIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.1
        ScientistPercent    0.5

        Top 0.25 ProductionCities //WW from .2
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.8
        LaborerPercent      0.1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.1

        Bottom 0.35 GrowthCities //WW from .2
    }

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

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

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

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

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

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

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

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

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

    //
    // SCIENCE SETTINGS
    //

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

    //
    // MILITARY READINESS SETTING
    //

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

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

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  25 //WW from 30

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3 //WW from 10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5 //from 20

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

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

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

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 150

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   511000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   509000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   510000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   508000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority   460000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   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   0  MaxExec   0 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   493000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   453000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		 Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   550000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   540000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	 Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   0  MaxExec   0 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

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

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

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

	//
	// BUILD LISTS
	//

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

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

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

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

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

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

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

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

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

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3		//WW from .2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

    BuildListSequenceElement {
      Priority 9000		//WW from 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.25		//WW from Bottom .2
        ThreatenedCities	//WW from PowerCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 8000
    BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
      Top 0.8		//WW from Top .3
	CommerceCities	//WW from ProductionCities
	Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7500	//WW from 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.5		//WW from .2
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000	//WW from 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
        Top 0.5		//WW from Bottom .2
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

    BuildListSequenceElement {
        Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
	  Top 0.5		//WW from Bottom .2
	  CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
      Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

    BuildListSequenceElement {
      Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.35 
        ProductionCities  	//WW from ThreatenedCities
	  Advice BUILD_OFFENSE_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      900
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     900
    FearTradeRank        700
    FearPollution        800

    // priority for desire motivations
    DesireAttack         900
    DesireGold          1100
    DesireScience       1500
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 6

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

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

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

    StealthAttack {
        AttackMatch   0.9
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

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

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

STRATEGY_ECOTOPIAN_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.1
        ScientistPercent    0.5

        Top 0.25 ProductionCities //WW from .2
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.8
        LaborerPercent      0.1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.1

        Bottom 0.35 GrowthCities //WW from .2
    }

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

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

    //
    // GOVERNMENT SETTING
    //

    Government GOVERNMENT_ECOTOPIA
    Government GOVERNMENT_VIRTUAL_DEMOCRACY
    Government GOVERNMENT_DEMOCRACY
    Government GOVERNMENT_THEOCRACY
    Government GOVERNMENT_TYRANNY

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

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

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

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

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

    //
    // SCIENCE SETTINGS
    //

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

    //
    // MILITARY READINESS SETTING
    //

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

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

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  25 //WW from 30

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3 //WW from 10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5  //WW from 20

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

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

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

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 150

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   506000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   510000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   511000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   509000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority   440000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    100000  MaxEval   5  MaxExec   1 }//MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   450000  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   0  MaxExec   0 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   493000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   463000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   550000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   550000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   480000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   510000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   0  MaxExec   0 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

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

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

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

	//
	// BUILD LISTS
	//

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

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

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

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

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

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

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

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

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3		//WW from .2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

    BuildListSequenceElement {
      Priority 9000		//WW from 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.25		//WW from Bottom .2
        ThreatenedCities	//WW from PowerCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 8000
    BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
      Top 0.8		//WW from Top .3
	CommerceCities	//WW from ProductionCities
	Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7500	//WW from 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.5		//WW from .2
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000	//WW from 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
        Top 0.5		//WW from Bottom .2
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

    BuildListSequenceElement {
        Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
	  Top 0.5		//WW from Bottom .2
	  CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
      Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

    BuildListSequenceElement {
      Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.35 
        ProductionCities  	//WW from ThreatenedCities
	  Advice BUILD_OFFENSE_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      900
    FearPiracy           800
    FearScienceRank      800
    FearMilitaryRank     900
    FearTradeRank        700
    FearPollution        750

    // priority for desire motivations
    DesireAttack        1000
    DesireGold           900
    DesireScience       1500
    DesireMakeFriend     800
    DesireEnlistFriend  1100

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 6

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

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

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

    StealthAttack {
        AttackMatch   0.9
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

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

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

STRATEGY_DIPLOMATIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.0
        MerchantPercent     0.0
        EntertainerPercent  0.1
        ScientistPercent    0.5

        Top 0.25 ProductionCities //WW from .2
    }

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

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.8
        LaborerPercent      0.1
        MerchantPercent     0.0
        EntertainerPercent  0.0
        ScientistPercent    0.1

        Bottom 0.35 GrowthCities //WW from .2
    }

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

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_TYRANNY

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

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

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

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

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

    //
    // SCIENCE SETTINGS
    //

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

    //
    // MILITARY READINESS SETTING
    //

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

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

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  25 //WW from 30

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

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3 //WW from 10

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

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

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

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

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

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  100 //WW from 150

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

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

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

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   506000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   505000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   505000  MaxEval  25  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   500000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   501000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec   15 } //MG from P  900000  MEv 25  MEx 5
    GoalElement { Goal GOAL_EXPLORE             Priority   400000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    100000  MaxEval   5  MaxExec   1 } //MG from P  -1000  MEv 5  MEx 1
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   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   0  MaxExec   0 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   493000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   780000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   750000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   0  MaxExec   0 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

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

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

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

	//
	// BUILD LISTS
	//

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

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

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

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.20

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

    // Types of special units that should be built
    SettlerUnitList      UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList      UNIT_BUILD_LIST_SPECIAL_PEACEFUL
    FreightUnitList      UNIT_BUILD_LIST_FREIGHT
    
	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel   0.05 //WW from .25
  

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

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

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

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

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3		//WW from .2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

    BuildListSequenceElement {
      Priority 9000		//WW from 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.25		//WW from Bottom .2
        ThreatenedCities	//WW from PowerCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 8000
    BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
      Top 0.8		//WW from Top .3
	CommerceCities	//WW from ProductionCities
	Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7500	//WW from 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.5		//WW from .2
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000	//WW from 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
        Top 0.5		//WW from Bottom .2
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

    BuildListSequenceElement {
        Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
	  Top 0.5		//WW from Bottom .2
	  CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
      Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

    BuildListSequenceElement {
      Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.35 
        ProductionCities  	//WW from ThreatenedCities
	  Advice BUILD_OFFENSE_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      900
    FearPiracy           800
    FearScienceRank      800
    FearMilitaryRank     900
    FearTradeRank        700
    FearPollution        600

    // priority for desire motivations
    DesireAttack         800
    DesireGold           800
    DesireScience       1500
    DesireMakeFriend    1100
    DesireEnlistFriend  1100

    //
    // TRADE
    //

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

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 6

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

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

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

    StealthAttack {
        AttackMatch   0.9
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

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

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

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

STRATEGY_DEFENSE_NONE {

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

STRATEGY_DEFENSE_VERY_LOW {

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

STRATEGY_DEFENSE_LOW {

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

STRATEGY_DEFENSE_MEDIUM {

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

STRATEGY_DEFENSE_HIGH {

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

STRATEGY_DEFENSE_VERY_HIGH {

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

////////////////////////////////////////
//
// 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_LARGE_PW_RESERVE {
	PublicWorksReserve 5000
}

