/////////////////////////////////////////////////////////////////////////////// // barbarian.aip
// // 
// // barbarian.aip
// // 
// Specifies the behavior of the Strategic Combat system for Civ  
///////////////////////////////////////////////////////////////////////////////  
#include "aipdef.h"   
    
    
// PRIORITIES  
//  
// Although these priorities should be principally set by the fuzzy system,  
// for testing purposes, I've put the ability specify any or all of them to  
// be changed in a big fat wad when the AIP switches.  
    
double seige_priority = 405000.0; 
double attack_troops_priority = 405000.0; 
double bombard_priority = 407000.0; 
double perimeter_priority = 5000.0; 
double patrol_priority = 5000.0; 
double harass_priority = 7000.0; 
double expel_priority = 7000.0; 
double chokepoint_priority = 1000.0; 
/// begin special unit bids  
// MODIFIERS   
    
    
// Raw Priority  
double max_threat_raw_bonus = 1000.0; 
double distance_from_home_priority_modifier = 500.0; 
double distance_from_enemy_priority_modifier = 250.0; 
double max_chokepoint_raw_bonus = 1000.0; 
double random_modifier = 10.0; 
double max_power_raw_bonus = 1000.0; 
double max_value_raw_bonus = 1000.0; 
double danger_diminishment = 0.5; 
double max_danger_raw_bonus = 1000.0; 
    
// Some city based goals will make the priority higher for bigger cities  
double per_capita_modifier = 500.0; 
    
// Some city based goals will make the priority higher closer threats  
double threat_proximity_modifier = 1000.0; 
    
// Unit specific modifiers  
double max_misc_bid_bonus = 1000.0; 
    
// modifier of raw priority computed by fuzzy system  
//  (1.0 = 100% of fuzzy system computed value)  
    
// If a particular type of goal prefers (but does not demand) some type  
// of unit, add this to the priority  
    
    
    
    
    
    
// FORCE MATCHING  
int num_city_defenders = 0; 
    
// MAX GOALS PER CITY  
//  
// These values are used for an AI team to define the maximum number of each  
// type of goal to consider in a given round.  The number is defined per city  
// in the empire, so if the empire had 10 cities, and MAX_ATTACK_GOALS was  
// 0.5, we'd only allow 5 attacks per round  
#define MAX_EVAL_DEFENSE_GOALS 0 
#define MAX_EVAL_SEIGE_GOALS -10 
#define MAX_EVAL_SETTLE_GOALS 0 
#define MAX_EVAL_EXPLORE_GOALS -25 
#define MAX_EVAL_CONSTRUCT_BUILDING_GOALS 0 
#define MAX_EVAL_CONSTRUCT_FREIGHT_GOALS 0 
#define MAX_EVAL_BIOTERROR_CITY_GOALS -15 
#define MAX_EVAL_NANOATTACK_CITY_GOALS -15 
#define MAX_EVAL_EXPEL_GOALS 0 
#define MAX_EVAL_COUNTER_STEALTH_GOALS 0 
#define MAX_EVAL_GOODY_HUT_GOALS 0 
#define MAX_EVAL_ESTABLISH_EMBASSY_GOALS 0 
#define MAX_EVAL_STEAL_TECHNOLOGY_GOALS 0 
#define MAX_EVAL_REFORM_CITY_GOALS 0 
#define MAX_EVAL_SUE_FRANCHISE_GOALS 0 
#define MAX_EVAL_PROBE_WORMHOLE_GOALS 0 
#define MAX_EVAL_WANDER_GOALS -25; 
   
#define MAX_EXEC_DEFENSE_GOALS 0 
#define MAX_EXEC_SEIGE_GOALS -4 
#define MAX_EXEC_SETTLE_GOALS 0 
#define MAX_EXEC_CONSTRUCT_BUILDING_GOALS 0 
#define MAX_EXEC_CONSTRUCT_FREIGHT_GOALS 0 
#define MAX_EXEC_CONSTRUCT_WONDER_GOALS 0 
#define MAX_EXEC_PERIMETER_GOALS 0 
#define MAX_EXEC_CHOKEPOINT_GOALS 0 
#define MAX_EXEC_PATROL_GOALS 0 
#define MAX_EXEC_HARASS_CITY_GOALS -2 
#define MAX_EXEC_BIOTERROR_CITY_GOALS -5 
#define MAX_EXEC_NANOATTACK_CITY_GOALS -5 
#define MAX_EXEC_EXPEL_GOALS 0 
#define MAX_EXEC_GOODY_HUT_GOALS 0 
#define MAX_EXEC_ESTABLISH_EMBASSY_GOALS 0 
#define MAX_EXEC_FRANCHISING_GOALS 0 
#define MAX_EXEC_STEAL_TECHNOLOGY_GOALS 0 
#define MAX_EXEC_INJOIN_GOALS 0 
#define MAX_EXEC_UNDERGROUND_RAILWAY_GOALS 0 
#define MAX_EXEC_ENSLAVE_GOALS -5 
#define MAX_EXEC_SUE_FRANCHISE_GOALS 0.5 
#define MAX_EXEC_PROBE_WORMHOLE_GOALS 0 
#define MAX_EXEC_WANDER_GOALS -5 
   
   
///////////////////////////////////////////////////////////////////////////////  
//  
// New Units Build List Stuff  
//  
///////////////////////////////////////////////////////////////////////////////  
//  
///////////////////////////////////////////////////////////////////////////////  
//  
// The Build Data  
//  
// This specifies a number of lists, from each of which EXACTLY ONE type of  
// unit will try to get built (in whatever quantity is specified)  
// Troops_Primary take precedence over Improvements and Wonders.  
// Troops_Core are interleaved with Improvements and Wonders. Wonders  
// score just over 8000, Improvements just under 8000. The Troops_Core  
// score is doubled for the first unit then bonus and given as is for the last  
// requested unit, so bids over 4000 drown out buildings for part of the build list.  
// Unit bids over 8000 drown out all buildings and wonders until fulfilled.  
Build_List_Class Build_List_Classes[MAX_BUILD_LISTS];  
#DATA  
//LIST NAME PRIORITY  
//----------------------------------------------------  
"Land_Settler_Troops_Primary", 10500.0; 
"Sea_Settler_Troops_Primary", 11000.0; 
"Space_Settler_Troops_Primary", 11000.0; 
"Scout_Troops_Primary", 25000.0; 
"Land_Troops_Primary", 6000.0; 
"Land_Strike_Troops_Primary", 6000.0; 
"Land_Ranged_Troops_Primary", 6000.0; 
"Sea_Troops_Primary", 5000.0; 
"Air_Defender_Troops_Primary", 10000.0; 
"Space_Defense_Troops_Primary", 10000.0; 
// END PRIMARY  
"Settler_Troops_Core", 3500.0; 
"Slaver_Troops_Core", 6001; 
"Abolitionist_Troops_Core", 6001; 
"Diplomatic_Troops_Core", 4500.0; 
"Scout_Troops_Core", 2900.0; 
"Spy_Troops_Core", 4500.0; 
"Infector_Troops_Core", 4500.0; 
"Ecoterrorist_Troops_Core", 4500.0; 
"Defend_Troops_Core", 3500.0; 
"Assault_Troops_Core", 3500.0; 
"Ranged_Troops_Core", 3500.0; 
"Naval_Attack_Troops_Core", 1000.0; 
"Naval_Defense_Troops_Core", 1000.0; 
"Naval_Tranport_Troops_Core", 1000.0; 
"Carrier_Naval_Transport_Troops_Core", 1000.0; 
"Naval_Stealth_Troops_Core", 1000.0; 
"Air_Attack_Troops_Core", 1000.0; 
"Air_Bomber_Troops_Core", 1000.0; 
"Air_Defender_Troops_Core", 1000.0; 
"Space_Assault_Troops_Core", 1000.0; 
"Space_Defense_Troops_Core", 1000.0; 
"Space_Bomber_Troops_Core", 1000.0; 
"Nuke_Troops_Core", 1000.0; 
"Lawyer_Troops_Core", 1000.0; 
"Branch_Troops_Core", 1000.0; 
"Ad_Troops_Core", 1000.0; 
"Terror_Troops_Core", 1000.0; 
// END CORE  
"Settler_Troops_Overflow", 3000.0; 
"Cow_Troops_Overflow", 0.1; 
"Slaver_Troops_Overflow", 1500.0; 
"Scout_Troops_Overflow", 1500.0; 
"Defend_Troops_Overflow", 1500.0; 
"Assault_Troops_Overflow", 1500.0; 
"Ranged_Troops_Overflow", 1500.0; 
"Naval_Attack_Troops_Overflow", 1000.0; 
"Naval_Defense_Troops_Overflow", 1000.0; 
"Naval_Tranport_Troops_Overflow", 1000.0; 
"Naval_Stealth_Troops_Overflow", 1000.0; 
"Air_Attack_Troops_Overflow", 1000.0; 
"Air_Bomber_Troops_Overflow", 1000.0; 
"Air_Defender_Troops_Overflow", 1000.0; 
"Space_Assault_Troops_Overflow", 1000.0; 
"Space_Defense_Troops_Overflow", 1000.0; 
"Space_Bomber_Troops_Overflow", 1000.0; 
"Nuke_Troops_Overflow", 1000.0; 
"Terror_Troops_Overflow", 1000.0; 
"Wormhole_Probe_Troops", 100000.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// LIST NOTES.  
//   
// For each line item in a list, you need to specify a different number of  
// units per city  
//  
///////////////////////////////////////////////////////////////////////////////  
///////////////////////////////////////////////////////////////////////////////  
// Land_Settler_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Land_Settler_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_WARRIOR", -2;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Sea_Settler_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Sea_Settler_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SEA_ENGINEER", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Space_Settler_Troops_Primary  -- Sea Settler  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Settler_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SPACE_ENGINEER", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Scout_Troops_Primary   
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Scout_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_HOPLITE",  -2.0;
      "UNIT_WARRIOR",  -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Land_Troops_Primary   
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Land_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_WARRIOR", 1.0;
 "UNIT_HOPLITE", 1.0;
 "UNIT_PIKEMEN", 2.0;
 "UNIT_MUSKETEERS", 2.5;
 "UNIT_MACHINE_GUNNER", 1.0;
 "UNIT_PLASMATICA", 1.0;
 "UNIT_LEVIATHAN", 0.1;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Land_Strike_Troops_Primary   
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Land_Strike_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_LEGION", 0.5;
 "UNIT_SAMURAI", 0.5;
 "UNIT_KNIGHT", 0.5;
 "UNIT_CAVALRY", 0.5;
 "UNIT_TANK", 0.5;
 "UNIT_FUSION_TANK", 1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Land_Ranged_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Land_Ranged_Troops_Primary[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_GREEK_FIRE", 0.5;
 "UNIT_CANNON", 1.5;
 "UNIT_ARTILLERY", 1.0;
 "UNIT_BATTLEBOT", 1.25;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Sea_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Sea_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_TRIREMES", -1.0;
 "UNIT_LONGSHIP", -2.0;
 "UNIT_SHIP_OF_THE_LINE", -2.0;
 "UNIT_DESTROYER", -2.0;
 "UNIT_PLASMA_DESTROYER", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Air_Defender_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Defender_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_FIGHTER", -3.0;
 "UNIT_INTERCEPTORS", -3.0;
 "UNIT_STEALTH_FIGHTER", -3.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Space_Defense_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Defense_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_STEALTH_FIGHTER", -1.0;
 "UNIT_BATTLE_CRUISER", -1.0;
#END_DATA  
///////////////////////////////  
/// END PRIMARY LISTS  
///////////////////////////////  
///////////////////////////////////////////////////////////////////////////////  
// Settler_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Settler_Troops_Core[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_WARRIOR", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Slaver_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Slaver_Troops_Core[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SLAVER", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Abolitionist_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Abolitionist_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_ABOLITIONIST", -3.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Diplomatic_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Diplomatic_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_DIPLOMAT", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Scout_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Scout_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_CHARIOT", -3.0;
 "UNIT_SPY_PLANE", -3.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Spy_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Spy_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SPY", -3.0;
 "UNIT_CYBER_NINJA", -3.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Infector_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Infector_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_INFECTOR", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Ecoterrorist_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Ecoterrorist_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_ECOTERRORIST", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Defend_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Defend_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_LEGION", 1.0;
 "UNIT_HOPLITE", 1.0;
 "UNIT_PIKEMEN", 1.0;
 "UNIT_MUSKETEERS", 1.0;
 "UNIT_MACHINE_GUNNER", 1.0;
 "UNIT_PARATROOPER", 1.0;
 "UNIT_MARINES", 0.75;
 "UNIT_PLASMATICA", 0.25;
 "UNIT_LEVIATHAN", 0.75;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Assault_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Assault_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_LEGION", 0.5;
 "UNIT_SAMURAI", 0.5;
 "UNIT_KNIGHT", 0.5;
 "UNIT_CAVALRY", 0.5;
 "UNIT_TANK", 0.7;
 "UNIT_PARATROOPER", 0.5;
 "UNIT_MARINES", 0.5;
 "UNIT_FUSION_TANK", 0.5;
 "UNIT_SWARM", 0.5;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Ranged_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Ranged_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_GREEK_FIRE", 0.75;
 "UNIT_CANNON", 0.75;
 "UNIT_ARTILLERY", 0.75;
 "UNIT_BATTLEBOT", 0.75;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Attack_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Attack_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_TRIREMES", 0.15;
 "UNIT_GREEK_FIRE_TRIREME", 0.15;
 "UNIT_LONGSHIP", 0.15;
 "UNIT_SHIP_OF_THE_LINE", 0.15;
 "UNIT_BATTLESHIP", 0.15;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Defense_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Defense_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_DESTROYER", 0.5;
 "UNIT_PLASMA_DESTROYER", 0.5;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Transport_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Tranport_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_TROOP_SHIP", 0.5;
 "UNIT_CRAWLER", 0.5;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Carrier_Naval_Transport_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Carrier_Naval_Transport_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_AIRCRAFT_CARRIER", 0.5;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Stealth_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Stealth_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SUBMARINE", 0.25;
 "UNIT_STEALTH_SUB", 0.25;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Air_Attack_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Attack_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_FIGHTER", 3.0;
 "UNIT_INTERCEPTORS", 3.0;
 "UNIT_STEALTH_FIGHTER", 3.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Air_Bomber_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Bomber_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BOMBER", 1.0;
 "UNIT_STEALTH_BOMBER", 1.0;
#END_DATA    
///////////////////////////////////////////////////////////////////////////////  
// Air_Defender_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Defender_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_MOBILE_SAM", 1.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Space_Assault_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Assault_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLE_CRUISER",      -2.0;
 "UNIT_STEALTH_FIGHTER",     -8.0;
 "UNIT_PHANTOM", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Space_Defense_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Defense_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SPACE_MARINES",     -15.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Space_Bomber_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Bomber_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SPACE_BOMBER", -6.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Nuke_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Nuke_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_NUKE", -3.0;
 "UNIT_PARK_RANGER", -1.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Lawyer_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Lawyer_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_LAWYER",  -10.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Branch_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Branch_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_CORPORATE_BRANCH", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Ad_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Ad_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SUBNEURAL_ADS", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Terror_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Terror_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_ECOTERRORIST", -3.0;
 "UNIT_INFECTOR", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Settler_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Settler_Troops_Overflow[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_WARRIOR", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Cow_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Cow_Troops_Overflow[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_WARRIOR", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Slaver_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Slaver_Troops_Overflow[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SLAVER", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Scout_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Scout_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_WARRIOR", 0.75;
 "UNIT_DIPLOMAT", 0.1;
 "UNIT_SPY", 0.75;
 "UNIT_SPY_PLANE", 0.75;
 "UNIT_ECOTERRORIST", 0.75;
 "UNIT_INFECTOR", 0.75;
 "UNIT_CYBER_NINJA", 0.75;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Defend_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Defend_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_LEGION", 3.0;
 "UNIT_SAMURAI", 3.0;
 "UNIT_KNIGHT", 3.0;
 "UNIT_CAVALRY", 3.0;
 "UNIT_TANK", 3.0;
 "UNIT_PARATROOPER", 1.0;
 "UNIT_MARINES", 3.0;
 "UNIT_FUSION_TANK", 3.0;
 "UNIT_SWARM", 1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Assault_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Assault_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_KNIGHT", 3.0;
 "UNIT_CAVALRY", 3.0;
 "UNIT_TANK", 3.0;
 "UNIT_PARATROOPER", 3.0;
 "UNIT_MARINES", 3.0;
 "UNIT_FUSION_TANK", 3.0;
 "UNIT_SWARM", 3.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Ranged_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Ranged_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_GREEK_FIRE", 0.5;
 "UNIT_CANNON", 3.0;
 "UNIT_ARTILLERY", 3.0;
 "UNIT_BATTLEBOT", 3.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Attack_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Attack_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_TRIREMES", 0.2;
 "UNIT_GREEK_FIRE_TRIREME", 0.2;
 "UNIT_LONGSHIP", 0.2;
 "UNIT_SHIP_OF_THE_LINE", 0.2;
 "UNIT_BATTLESHIP", -5.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Defense_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Defense_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_DESTROYER", 1.5;
 "UNIT_PLASMA_DESTROYER", 1.5;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Transport_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Tranport_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_TRIREMES", 0.5;
 "UNIT_TROOP_SHIP", 0.5;
 "UNIT_AIRCRAFT_CARRIER", 0.5;
 "UNIT_CRAWLER", 0.5;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Stealth_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Stealth_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SUBMARINE", 0.25;
 "UNIT_STEALTH_SUB", 0.25;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Air_Attack_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Attack_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_FIGHTER", 1.5;
 "UNIT_INTERCEPTORS", 1.5;
 "UNIT_STEALTH_FIGHTER", 1.5;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Air_Bomber_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Bomber_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BOMBER", 1.0;
 "UNIT_STEALTH_BOMBER", 1.0;
#END_DATA    
///////////////////////////////////////////////////////////////////////////////  
// Air_Defender_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Defender_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_MOBILE_SAM", 1.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Space_Assault_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Assault_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLE_CRUISER",      -2.0;
 "UNIT_STEALTH_FIGHTER",     -8.0;
 "UNIT_PHANTOM", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Space_Defense_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Defense_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SPACE_MARINES",     -15.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Space_Bomber_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Bomber_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SPACE_BOMBER", -6.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Nuke_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Nuke_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_NUKE", -3.0;
 "UNIT_PARK_RANGER", -1.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Terror_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Terror_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_ECOTERRORIST", -3.0;
 "UNIT_INFECTOR", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Wormhole_Probe  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Wormhole_Probe_Troops[MAX_ELEMENTS];  
#DATA  
 "UNIT_WORMHOLE_PROBE",  -2.0;
//  
//--------------------------------------------------------------------  
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
//  
// New Building Build List Stuff  
//  
// There are a fixed number of lists here:  
//  
// Wonders_List  
// Transportation_List  
// Growth_List  
// Happiness_List  
// Production_List  
// Gold_List  
// Science_List  
// Defense_List  
// Miscellaneous_List  
//  
///////////////////////////////////////////////////////////////////////////////  
// Production threshholds 1.0 = top dog and 0.0 = loser  
double Wonders_List_Threshhold =  0.99; 
double Transportation_List_Threshhold =  0.99; 
double Growth_List_Threshhold =  0.99; 
double Happiness_List_Threshhold =  0.99; 
double Production_List_Threshhold = 0.99; 
double Gold_List_Threshhold =  0.99; 
double Science_List_Threshhold =  0.99; 
double Defense_List_Threshhold =  0.99; 
double Miscellaneous_List_Threshhold =  0.0; 
///////////////////////////////////////////////////////////////////////////////  
//  
// Wonders_List  
//   
Building_Build_List_Element Wonder_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"WONDER_WORMHOLE_DETECTOR", 0.0; 
"WONDER_STONEHENGE", 0.0; 
"WONDER_SPHINX", 0.0; 
"WONDER_LABRYINTH_OF_THE_MINOTAUR", 0.0; 
"WONDER_RAYAMANA", 0.0; 
"WONDER_PARTHENON", 0.0; 
"WONDER_I_CHING", 0.0; 
"WONDER_THE_FORBIDDEN_CITY", 0.0; 
"WONDER_PHILOSOPHERS_STONE", 0.0; 
"WONDER_HAGIA_SOPHIA", 0.0; 
"WONDER_GUTTENBERGS_BIBLE", 0.0; 
"WONDER_EAST_INDIA_COMPANY", 0.0; 
"WONDER_GALILEOS_TELESCOPE", 0.0; 
"WONDER_LONDON_STOCK_EXCHANGE", 0.0; 
"WONDER_EMANCIPATION_PROCLAMATION", 0.0; 
"WONDER_EDISONS_LAB", 0.0; 
"WONDER_HOLLYWOOD", 0.0; 
"WONDER_WORD_INTELLIGENCE_AGENCY", 0.0; 
"WONDER_INTERNET", 0.0; 
"WONDER_THE_PILL", 0.0; 
"WONDER_HUMAN_GENOME_PROJECT", 0.0; 
"WONDER_GLOBSAT", 0.0; 
"WONDER_STAR_LADDER", 0.0; 
"WONDER_GLOBAL_E_BANK", 0.0; 
"WONDER_DINOSAUR_PARK", 0.0; 
//"WONDER_WORLD_WILDERNESS_ACT", 0.0; 
"WONDER_GAIA_CONTROLLER", 0.0; 
"WONDER_AI_ENTITY", 0.0; 
"WONDER_EGALITARIAN_PROCLAMATION", 0.0; 
"WONDER_SENSORIUM", 0.0; 
"WONDER_NANITE_DEFUSER", 0.0; 
"WONDER_ESP_CENTER", 0.0; 
"WONDER_THE_PRIMER", 0.0; 
"WONDER_THE_IMMUNE_CELL_PROJECT", 0.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Transportation_List  
//   
Building_Build_List_Element Transportation_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_AIRPORT", 7850.0; 
"IMPROVE_RAIL_LAUNCHER", 7850.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Growth_List  
//   
Building_Build_List_Element Growth_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_SILO", 9000.0; 
"IMPROVE_AQUEDUCT", 9000.0; 
"IMPROVE_BEEF_VAT", 7990.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Happiness_List  
//   
Building_Build_List_Element Happiness_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "IMPROVE_MIND_CONTROL_EMITTER", 8999.0;
 "IMPROVE_TEMPLE", 8999.0;
 "IMPROVE_THEATER", 8999.0;
 "IMPROVE_AQUEDUCT", 8990.0;
 "IMPROVE_CIRCUS", 8999.0;
 "IMPROVE_HOSPITAL", 7990.0;
 "IMPROVE_CATHEDRAL", 8999.0;
 "IMPROVE_MOVIE_PALACE", 8999.0;
 "IMPROVE_DRUG_STORE", 8999.0;
 "IMPROVE_WATER_TRANSFORMER", 8999.0;
 "IMPROVE_BODY_EXCHANGE", 8999.0;
 "IMPROVE_ARCOLOGIES", 8999.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Production_List  
//   
Building_Build_List_Element Production_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "IMPROVE_MILL", 7990.0;
 "IMPROVE_FACTORY", 7990.0;
 "IMPROVE_DRUG_STORE", 8999.0;
 "IMPROVE_NUCLEAR_PLANT", 7990.0;
 "IMPROVE_ROBOTIC_PLANT", 7990.0;
 "IMPROVE_ARTIFICIAL_WOMB_COMPLEX", 7990.0;
 "IMPROVE_OIL_REFINERY", 7990.0;
 "IMPROVE_RECYCLING_PLANT", 9000.0;
 "IMPROVE_ZERO_EMISSION_VEHICLES", 8000.0;
 "IMPROVE_NANITE_FACTORY", 7990.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Gold_List  
//   
Building_Build_List_Element Gold_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_BAZAAR", 7980.0; 
"IMPROVE_BANK", 7980.0; 
"IMPROVE_CITY_CLOCK", 7990.0; 
"IMPROVE_TELEVISION", 7980.0; 
"IMPROVE_AIRPORT", 7850.0; 
"IMPROVE_HOUSE_OF_FREEZING", 8920.0; 
"IMPROVE_EMBEDDED_KNOWLEDGE_CHIP", 7980.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Science_List  
//   
Building_Build_List_Element Science_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_ACADEMY", 7950.0; 
"IMPROVE_UNIVERSITY", 7950.0; 
"IMPROVE_LIBRARY", 7950.0; 
"IMPROVE_COMPUTER_CENTER", 7950.0; 
"IMPROVE_EMBEDDED_KNOWLEDGE_CHIP", 7950.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Defense_List  
//   
Building_Build_List_Element Defense_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_CITY_WALLS", 7950.0; 
"IMPROVE_SDI", 7950.0; 
"IMPROVE_BIO_WARFARE_FILTERS", 7950.0; 
"IMPROVE_FORCEFIELD", 7950.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Miscellaneous_List  
//   
Building_Build_List_Element Miscellaneous_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_SILO", 500.0; 
"IMPROVE_CITY_WALLS", 7980.0; 
"IMPROVE_BAZAAR", 8500.0; 
"IMPROVE_COURTHOUSE", 7980.0; 
"IMPROVE_POPULATION_MONITOR", 7980.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Advancements List  
//  
// Just specifies the order in which this civ will choose advances. (It chooses  
// the highest one on the list that it can build!)  
//  
///////////////////////////////////////////////////////////////////////////////  
///////////////////////////////////////////////////////////////////////////////  
//  
// Advancements_List  
//   
Advancement_Element Advancements_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "ADVANCE_AGRICULTURE"; 
 "ADVANCE_BRONZE_WORKING"; 
 "ADVANCE_WRITING"; 
#END_DATA  
