#----------------------------------------------------------------------------
#
# Project      : Call To Power 2
# File type    : Text file
# Description  : The data for constant things
# Id           : $Id:$
#
#----------------------------------------------------------------------------
#
# Disclaimer
#
# THIS FILE IS NOT GENERATED OR SUPPORTED BY ACTIVISION.
#
# This material has been developed at apolyton.net by the Apolyton CtP2 
# Source Code Project. Contact the authors at ctp2source@apolyton.net.
#
#----------------------------------------------------------------------------
#
# Modifications from the original Activision code:
#
# - Added MAX_MATCH_LIST_CYCLES
# - Added MIN_TURNS_BETWEEN_REVOLT
# - Set back CARAVAN_COEF devision by 10 is now done inside the executable.
#   - May 7th 2005 Martin Gühmann
# - Made the meridians symetrical. (29-Oct-2007 Martin Gühmann)
# - Increase the city is watchful period to 7 turns. (06-Sep-2008 Martin Gühmann)
#
#----------------------------------------------------------------------------

# all numbers are integers ranging from 0 to 100

PERCENT_LAND         40  # how much of the world is land
PERCENT_CONTINENT    50  # how much of the world tends toward big continents verses small islands
PERCENT_HOMOGENOUS   55  # how "clumpy" the land terrain is

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

MERIDIANA  5  # north of this is north pole
MERIDIANB 25  # north of this is north mild
MERIDIANC 35  # north of this is north desert
MERIDIAND 65  # north of this is the equatioral region
MERIDIANE 75  # north of this is south desert
MERIDIANF 95  # north of this is the south mild, south is the south pole

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

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

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

HLEVELA 85  # above this is the wet terrain
HLEVELB 60  # above this is sort of wet terrain
HLEVELC 40  # below is ??? middle terrain
HLEVELD 15  # below this is dry terrain

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

FORESTWET 40
GRASSWET  30
PLAINSWET 20
DESERTWET  0
# This leaves 10 for swamp.

FORESTDRY 15
GRASSDRY  30
PLAINSDRY 50
DESERTDRY  5
# This leaves 0 for swamp.

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

WHITEWARM 5
BROWNWARM 30
TEMPERATURERANGEADJUSTWARM 75

WHITECOLD 30
BROWNCOLD 5
TEMPERATURERANGEADJUSTCOLD 120

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

RICHNESSFEWGOODS         25
RIVERCELLWIDTHFEWGOODS   25
RIVERCELLHEIGHTFEWGOODS  25

RICHNESSMANYGOODS        75
RIVERCELLWIDTHMANYGOODS   5
RIVERCELLHEIGHTMANYGOODS  5


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

PERCENT_HILLS   13   # percent of land with hills on it
MOUNTAIN_SPREAD 60   # chance that the mountain chain spreads out
MOUNTAIN_LENGTH 15   # average length of a mountain chain

GLACIER_EXTENT   3   # number of tiles the glacier extends - should be normalized
PERCENT_VOLCANO  1   # percent of deep sea floor with volcanos
PERCENT_TRENCH  40   # percent chance that a trench is seeded - then it spreads automatically

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

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

PERCENT_RIVER     20   # percent of land with a river on it
RIVER_LENGTH      20   # average river length
RIVER_CELL_WIDTH   4   # Size of cells to be searched for river starts
RIVER_CELL_HEIGHT  4   # (highest point in each cell)

RICHNESS 50 # density of special goods in the world

CHANCE_LOST_AT_SEA 30 # chance of a unit being lost at sea
VETERAN_COEF 50  #percent improvement in attack and defense of vetern units
REVOLUTION_LEVEL 60
DISCOVERIES_POLLUTION_SIZE_MODIFIER 0.5
DISCOVERIES_POLLUTION_PRODUCTION_MODIFIER 0.01
AVERAGE_POLLUTION_TURNS	5
POPULATION_PRODUCES_POLLUTION_THRESHOLD		16
PRODUCTION_PRODUCES_POLLUTION_THRESHOLD		200

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

UNIT_WORKDAY  0.15 # slider to work
BASE_WORKDAY  1.0  # work per person when slider is zero
UNIT_WAGES    1.0  # what does 1 notch mean
BASE_WAGES    4.0  # gold per person when slider is zero
UNIT_RATIONS  3.0  # what does 1 notch mean
BASE_RATIONS 12.0  # food per person time POP_HUNGER when slider is zero

CHANGE_CURRENTLY_BUILDING_ITEM_PENALTY 25  # what percent of the sheild store is lost it the current item is changed

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



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

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

ELITE_SPY_BONUS                       0.0 # how much more likely elite spies are to succeed.
CITY_SECOND_ATTEMPT_SPY_BONUS         0.5 # how much less likely a spy is to succeed on a second attempt.
ASSASINATION_HAPPINESS_EFFECT        -5   # unhappiness caused when a ruler is assasinated
ASSASINATION_HAPPINESS_EFFECT_TIMER   5   # how long the above lasts
SPIED_UPON_WARINESS_TIMER             5   # How many turns a spied upon city gets increased wariness

MAX_PARTY_COST         500      # most than can be spent on a party
MAX_PARTY_CHANCE         0.5    # the chance of hearing gossip at a party where the
                                # max gold was spent.  Less gold decreases proportionally.
GOSSIP_MAP_RADIUS       10      # When a map is revealed through gossip, a circle of
                                # this radius appears
HEAR_GOSSIP_CHANCE       0.02   # How likely a diplomat next to a capitol is to hear gossip
FRANCHISE_EFFECT         0.1    # How much production a franchise steals
TURNS_FRANCHISED        -1      # How many turns a franchise will be effective, -1: infinit
TURNS_TO_SUE_FRANCHISE  -1      # How many turns a lawsuit takes to expel a franchise, 0: next turn, -1: instantly

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

ABOLITIONIST_ELITE_CHANCE 0.0 # chance of an abolitionist becoming elite
ELITE_ABOLITIONIST_BONUS 0.0 # Bonus an elite abolitionist receives
WATCHFUL_CITY_SUCCESS_MODIFIER 0.5 # Multiply an abolitionist or slaver's success chance by this
WATCHFUL_CITY_DEATH_MODIFIER 1.0 # Multiply death chance by this
WATCHFUL_CITY_TURNS 7 # how long a city remains watchful

BIO_INFECTION_TURNS 5
NANO_INFECTION_TURNS 5
BIO_INFECTION_SPREAD_CHANCE 0.30
NANO_INFECTION_SPREAD_CHANCE 0.20
PLAGUE_KILL_PERCENTAGE 0.20

ELITE_TERRORIST_BONUS 0.0
TERRORIST_ELITE_CHANCE 0.0
NUKE_POPULATION_PERCENTAGE 0.75

SPECIAL_ACTION_MOVE_COST 100.0

CLERIC_CONVERSION_FACTOR        0.2  # cities converted by clerics send this 
                                     # much of their gold each turn
TELEVANGELIST_CONVERSION_FACTOR 0.4  # like the above, but for televangelists 
                                     # and cities with televisions (cities
                                     # without TV fall back to the cleric level)
REFORMATION_CHANCE 1.0
REFORMATION_DEATH_CHANCE 0.0
REFORMATION_HAPPINESS_TIME 4
REFORMATION_HAPPINESS_AMOUNT -5

UNCONVERTED_INDULGENCE_GOLD 3
UNCONVERTED_INDULGENCE_HAPPINESS 2
CONVERTED_INDULGENCE_GOLD 5
CONVERTED_INDULGENCE_HAPPINESS 4
OTHER_FAITH_INDULGENCE_GOLD 2
OTHER_FAITH_INDULGENCE_HAPPINESS 1
SOOTHSAY_HAPPY_AMOUNT -5

RUINS_BOX_WIDTH 6
RUINS_BOX_HEIGHT 6
RUINS_CHANCE_PER_BOX 1.0
MAX_RUINS_GOLD 100
MAX_RUINS_ADVANCE 10
MAX_RUINS_UNIT 30

UNIT_RUSH_MODIFIER 3
IMPROVEMENT_RUSH_MODIFIER 1
WONDER_RUSH_MODIFIER 5
BUILDING_PRODUCTION_TO_VALUE_MODIFIER 0.5

MONOPOLY_THRESHOLD                       50  # amount goods a particular city has to have to corner the market
POPULATION_POLLUTION_WARNING_THRESHOLD   10  # population pollution warning message threshold
INDUSTRIAL_POLLUTION_WARNING_THRESHOLD   10  # industrial pollution warning message threshold
VERY_HAPPY_THRESHOLD                     85  # threshold at which a city is considered "very happy"
CITY_GROWTH_COEFFICIENT                 175  # Amount of food per citizen required to grow a city
RIOT_LEVEL                               73  # Minimum happiness level so that a city does not riot
POWER_POINTS_TO_MATERIALS                 1  # 1 power point can be converted to x materials (Unused)
MAX_AIRLIFT_STACK_SIZE                    2
GOLD_FROM_PIRACY                         30
NO_PIRACY_EXPIRES                         5
SPACE_LAUNCH_COST                      1000
SPACE_LAND_COST                        1000

WORMHOLE_ORBIT_HEIGHT_PERCENTAGE 10
WORMHOLE_SPEED                   10
WORMHOLE_RETURN_TIME              5
WORMHOLE_VISIBLE_TO_ALL_TURNS     5
MAX_GOVERNMENT_CHANGE_TURNS       4

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


EMANCIPATION_UNHAPPINESS_TURNS   5
EMANCIPATION_UNHAPPINESS_AMOUNT -3

CAPTURE_CITY_ADVANCE_CHANCE 0.5 # chance of gaining an advance when capturing a city (assuming they have advances you don't)

CITY_HEAL_RATE   1.0
NORMAL_HEAL_RATE 0.1

LOCAL_POLLUTION_LEVEL 400
LOCAL_POLLUTION_CHANCE 0.0005

ASSAULT_DESTROY_BUILDING_CHANCE 0.1  # chance of an assault on a city destroying a building
BOMBARD_DESTROY_BUILDING_CHANCE 0.1  # chance of a bombardment on a city destroying a building
ADVANCE_CHOICES_MIN 4
ADVANCE_CHOICES_MAX 6

ATTACK_CONVERTER_UNHAPPINESS_TURNS 5
ATTACK_CONVERTER_UNHAPPINESS_AMOUNT -3.0

MIN_START_DISTANCE_COEFFICIENT 0.45
MAX_START_DISTANCE_COEFFICIENT 0.6
MAX_SAME_TILES 4
COMBAT_VETERAN_CHANCE 0.1

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

MIN_CONTINENT_START_SIZE 10

BOMBARD_KILL_POP_CHANCE 0.1
ASSAULT_KILL_POP_CHANCE 0.4
CAPTURE_KILL_POP_CHANCE 1.0

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

PIRACY_KILLS_TRADER_CHANCE 80
UPRISING_CHANCE_PER_UNGUARDED_SLAVE 5
MAX_DISBAND_SIZE 3
MAX_REQUESTS_PER_PLAYER_PER_TURN 3
SLAVES_PER_MILITARY_UNIT 3
MIN_ABSOLUTE_START_DISTANCE 5

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

RAIL_LAUNCH_POLLUTION 50
SPACE_FUEL_COST       5
NON_SPACE_FUEL_COST   100


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

RELATIVE_AI_PRODUCTION_CHEAT_COEF 1.0
RELATIVE_AI_SCIENCE_CHEAT_COEF 1.0

NUKE_KILL_TILES 5

INCITE_REVOLUTION_GOLD_COEFFICIENT 100.0
INCITE_REVOLUTION_CAPITOL_PENALTY  5000.0

INCITE_UPRISING_GOLD_COEFFICIENT 25.0
INCITE_UPRISING_CAPITOL_PENALTY 50.0

BIO_INFECTION_UNHAPPINESS -5

MIN_ECO_PACT_VIOLATION_LEVEL 200
NANO_INFECTION_TERRORIST_DEATH_CHANCE 0.25
BIO_INFECTION_TERRORIST_DEATH_CHANCE 0.25
FLOOD_CHANGES_COAST_TO_WATER_CHANCE 0.5
AI_CHEAT_ECO_PACT_MIN 10
AI_CHEAT_ECO_PACT_MAX 50

MAX_ABSOLUTE_GROWTH_RATE 2500
TRADE_DISTANCE_COEFFICIENT 1
MIN_LIKE_TILES_FOR_GOOD 1
MIN_GOOD_VALUE 0.01
MAX_GOOD_VALUE 0.05

PIRACY_WASTE_COEFFICIENT 0.8

BORDER_INT_RADIUS 4
BORDER_SQUARED_RADIUS 20

BIO_INFECTION_PRODUCTION_COEF 0.2
NANO_BUILDING_KILL_PERCENTAGE 0.3
BASE_STARVATION_PROTECTION 3

CARAVAN_COEF 0.04

POLLUTION_CAUSED_BY_NUKE 1000000

# Apolyton changes
MAX_MATCH_LIST_CYCLES 6 # Amount of AI match list cycles
MIN_TURNS_BETWEEN_REVOLT 1 # minimum number of turns from a city revolts until it is possible to revolt again

MAX_CITY_WONDERS    1000  # 1000 is source code default; modifying this will limit how many wonders/buildings a city can have
MAX_CITY_BUILDINGS  1000  
CAPTURED_CITY_KILL_POP   1  # when a city is captured this number of the population is lost, a -1 value makes it a random number of the population
# Like veteran by zeroed out, possible for mods
COMBAT_ELITE_CHANCE 0.00 
COMBAT_LEADER_CHANCE 0.00 
CITY_ON_TRADE_ROUTE_BONUS  0.3   # if a trade route passes through a city and the desination and source is not the same as the city owner then you get this percentage of the trade route value
DOMESTIC_TRADE_COEF 0.5 # coefficient for the reduction of trade route value in case of domestic trade (value < 1.0 promotes foreign trade)
PACT_TRADE_COEF  1.05  # surplus in trade route values in case of a standing trade pact
