	"This table gives the number of ping pong balls that should be given to be building a military ship or grunt, "
	depending on how depleted the reserves are (as a % of desired size).
TableStart	UrgencyToFillReserves
ColumnHeadingsStart	NumberOfBalls
RowHeadingsStart	
LessThan10	3
LessThan20	3
LessThan30	2
LessThan40	2
LessThan50	2
LessThan60	2
LessThan70	2
LessThan80	1
LessThan90	1
LessThan100	1
LessThan120	1
LessThan150	1
MoreThan150	1
TableEnd	
			
	
	
	What should we divide the target combat ship reserve size by to get the target transport reserve size?  Based on 
	the highest border policy.
TableStart	TransportReserveDivisor
ColumnHeadingsStart	divisor
RowHeadingsStart	
QuietFront	45
DefensiveFront	45
TotalWar	30
HolyWar	30
UnknownOpponent	50							
TableEnd								
									
								

	This table tells us how long after the player messes with military forces we should wait before allowing the							
	AIs to modify them.  AIs can override the player when Leader Ability + Clout + Request Urgency are							
	greater than ConstantPart + [1..RandomPart] - (Decrementor * turns since player modification).							
	"NOTE: the decrementor will be applied once before the first time this is checked, so adjust the constant"							
	part accordingly.  All but the first three columns should match eMilitaryAINeedSeverity.							
	"To the best of my knowledge, this table is not actually used anywhere. -KAD"							
TableStart	PlayerCommandMemory							
ColumnHeadingsStart	ConstantPart	RandomPart	Decrementor	UnPrioritizedUrgency	MinorUrgency	ModerateUrgency	SeriousUrgency	CriticalUrgency
RowHeadingsStart								
GroundForces	49	15	4	0	0	15	30	40
TableEnd								

	"This table tells us, for each offensive style, what portion of available forces should be used to harrass.  The"	
	remainder will be used in a single massed attack.	
TableStart	PercentToHarrass	
ColumnHeadingsStart	percent	
RowHeadingsStart		
shootandscoot	75
onetwopunch	33	
balanced	50	
press	20	
TableEnd		


	"This table tells us how much we want to outnumber the enemy by on the defense, and also when we attack.  Basically,"	
	"we count hull sizes, multiply by a factor based on effectiveness in past battles, and then multiply by this factor."	
TableStart	DesiredAdvantage	
ColumnHeadingsStart	LocalForces	AdjacentForces
RowHeadingsStart		
QuietFront	0.5	0.25
DefensiveFront	1.5	0.5
TotalWar	2.0	0.75
HolyWar	2.5	1.0
UnknownOpponent	1.0	0.75
TableEnd

				

	This table tells us the % of our total forces we should use to deal with a civilization against which we have a particular border	
	force setting.	
TableStart	BorderForceLevels	
ColumnHeadingsStart	ForceLevel	
RowHeadingsStart		
kObserversOnly	1	
kLightDefense	2	
kAverageDefense	6	
kStrongDefense	10
kOffensiveDeployment	14
kStrongOffensiveDeployment	28
kMaxOffensiveDeployment	45
kInvalidForceLevel	14
TableEnd	

	"How far can we see outside of combat (on the galaxy screen) - this is the base distance, will be better with sensors, worse"
	against cloaked ships.
TableStart	BaseSensorRange
ColumnHeadingsStart	Distance
RowHeadingsStart	
PlanetarySensors	32
ShipSensors	18
TableEnd	
	
	This gives the default border policy for each type of relationship.  Values are as follows:
	0 - Quiet Front
	1 - Defensive Front
	2 - Total War
TableStart	DefaultBorderPolicy
ColumnHeadingsStart	Policy
RowHeadingsStart	
kEnforcedPeaceRelation	1
kTreatiedRelation	0
kNoWarNoPeaceRelation	1
kAtWarRelation	2
TableEnd	
	
	"This table sets the preferences for how many of each type of ship to build.  Just set up the ratios, I will convert to %."
	"Use integers, please."
TableStart	ShipRatios
ColumnHeadingsStart	LRSS	SRSS	PlanetDstryr	IndirectFire	Carrier	FlotsamDfns	Recon	Transport
RowHeadingsStart								
preference	18	9	6	9	15	9	5	1
TableEnd								
								
	"This table sets the preferences for how many of each type of task force to build.  Just set up the ratios, I will convert to %."							
	"Use integers, please."							
TableStart	TaskForceRatios							
ColumnHeadingsStart	LRSS	SRSS	IndirectFire	Carrier	Recon	Transport		
RowHeadingsStart								
preference	4	3	2	4	0	1		
TableEnd								
								
	"This table sets the preferences for how many of each type of troops to build.  Just set up the ratios, I will convert to %."							
	Militia and Partisan should always remain 0.  Infantry should be the amount we want for military actions - infantry to be 							
	used as police are figured differently.							
	"Use integers, please."											
TableStart	TroopRatios											
ColumnHeadingsStart	Militia	Infantry	Marine	MobileInf	Armor	Battleoid	Partisan	Psyops	Commando	Hacker	CommandCtr	Magazine
RowHeadingsStart												
preference	0	30	45	60	75	90	0	1	3	2	3	2
TableEnd												
												
	This table gives the number of ping pong balls we'll use to decide whether to destroy planets.  The ping pong balls for not											
	"destroying a planet is equal to the casus belli, so setting this higher than 3 would probably be a very bad idea.  Set it to 0"											
	if you don't ever want the AI to destroy planets.											
	This table is no longer used as far as I know - leaving it here to avoid mucking with code more than I have to.											
TableStart	PlanetDestructionBalls											
ColumnHeadingsStart	PingPongBalls											
RowHeadingsStart												
PingPongBalls	3											
TableEnd												

	"This table basically specifies how aggressive the AI is - that is, how likely is it to increase it's force levels each turn (within "						
	"the bounds of what is allowed), decrease it, or leave it at the current level.  Values should vary from 0 to 10."						
TableStart	BorderPolicyModificationPref						
ColumnHeadingsStart	KeepTheSame	RaisePolicy	LowerPolicy				
RowHeadingsStart							
preference	7	5	3				
TableEnd							
							
	This table gives the portion of space forces to be allocated to civs that have each border policy.  Each portion is split						
	between civs that have the specified policy or any higher policy.  So the holy war portion will be split between all civs with						
	which we have a holy war.  The total war portion is split among those we have a total war or a holy war.  And so on.						
	Just give ratios between the options - I will normalize.						
TableStart	ForceLevels						
ColumnHeadingsStart	Species#	Race#	Reserves	QuietFront	DefensiveFront	TotalWar	HolyWar
RowHeadingsStart							
ForceLevel	0	0	10	10	15	40	25
TableEnd							


	This table gives the max number of ships the new orions are allowed to have in the reserves for						
	each difficulty level.  0 indicates no limit.  Excess ships are scrapped.						
TableStart	MaxOrionReserves						
ColumnHeadingsStart	easy	medium	hard	impossible			
RowHeadingsStart							
NumShips	200	500	0	0			
TableEnd							


TableStart	StartingPopulation						
ColumnHeadingsStart	ColonyShip	OutpostShip					
RowHeadingsStart							
Paradise	1.1	0.05
SweetSpot	1.1	0.05
Green1	1.1	0.05
Green2	1.1	0.05
Yellow1	0.8	0.05
Yellow2	0.65	0.05
Red1	0.5	0.05
Red2	0.35	0.05
TableEnd		