
## there must be 6 difficulty settings

## Chieftain
{
BASE_CONTENTMENT 80   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 4    # population above this size are unhappy

SCIENCE_HANDICAP 20    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	0.2		# how much extra pollution
RIOT_CHANCE		0.5	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 2000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	3600	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-7000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	141 # 25 AD
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	195 # 1360 AD
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	236 # 1665 AD
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	274 # 1852 AD
		YEARS_PER_TURN	2
	}

}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 0.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 0
AI_START_GOLD 300
AI_START_ADVANCES 4
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.3 0.3 0.2 0.2 0.0 
AI_PRODUCTION_COST_ADJUSTMENT 0.75 0.75 0.5 0.5 0.4 
AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0
MAX_HUMAN_ADVANCES 12
MAX_AI_ADVANCES 4
HUMAN_SCIENCE_BONUS -0.4
HUMAN_FOOD_BONUS -0.4
EXTRA_SETTLER_CHANCE 1000000
    ADVANCE_CHANCES {
	ADVANCE_ARTS 100 100
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_FIRE 100 100
	ADVANCE_RELIGION 75 75
	ADVANCE_DOMESTICATION 50 50
	ADVANCE_IRRIGATION 50 50
	ADVANCE_MINING 25 25
	ADVANCE_SHIP_BUILDING 25 25
	ADVANCE_STONE_WORKING 25 25
	ADVANCE_WRITING 10 10
	ADVANCE_ANATOMY 10 10
	ADVANCE_GEOMETRY 5 5
	ADVANCE_ASTRONOMY 5 5
	ADVANCE_WHEEL 5 5
	ADVANCE_CARTOGRAPHY 5 5
	ADVANCE_BRONZE_WORKING 5 5
	}
}


# Warlord

{
BASE_CONTENTMENT 77   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 4    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	0.3		# how much extra pollution
RIOT_CHANCE		6.5	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -2.0   # How much happiness a city loses when starving
STARTING_GOLD 800     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	3800	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-7000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	141 # 25 AD
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	195 # 1360 AD
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	236 # 1665 AD
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	274 # 1852 AD
		YEARS_PER_TURN	2
	}

}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 200.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 200
AI_START_ADVANCES 6
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.3 0.3 0.01 0.0 0.0 
AI_PRODUCTION_COST_ADJUSTMENT 0.65 0.65 0.6 0.5 0.3
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.0 1.0

MAX_HUMAN_ADVANCES 9
MAX_AI_ADVANCES 6
HUMAN_SCIENCE_BONUS -0.1
HUMAN_FOOD_BONUS -0.1
EXTRA_SETTLER_CHANCE 1000000
    ADVANCE_CHANCES {
	ADVANCE_ARTS 100 100
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_FIRE 100 100
	ADVANCE_RELIGION 75 75
	ADVANCE_DOMESTICATION 50 50
	ADVANCE_IRRIGATION 50 50
	ADVANCE_MINING 25 25
	ADVANCE_SHIP_BUILDING 25 25
	ADVANCE_STONE_WORKING 25 25
	ADVANCE_WRITING 10 10
	ADVANCE_ANATOMY 10 10
	ADVANCE_GEOMETRY 5 5
	ADVANCE_ASTRONOMY 5 5
	ADVANCE_WHEEL 5 5
	ADVANCE_CARTOGRAPHY 5 5
	ADVANCE_BRONZE_WORKING 5 5
	}
}

# Prince

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 4    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	0.6		# how much extra pollution
RIOT_CHANCE		8.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -2.0   # How much happiness a city loses when starving
STARTING_GOLD 600     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4000	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-7000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	141 # 25 AD
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	195 # 1360 AD
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	236 # 1665 AD
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	274 # 1852 AD
		YEARS_PER_TURN	2
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 1
AI_START_GOLD 600
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 0.0 0.0 0.0
AI_PRODUCTION_COST_ADJUSTMENT 0.0 0.0 0.0 0.0 0.0  
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.0 1.0
MAX_HUMAN_ADVANCES 8
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1000000
    ADVANCE_CHANCES {
	ADVANCE_ARTS 100 100
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_FIRE 100 100
	ADVANCE_RELIGION 75 75
	ADVANCE_DOMESTICATION 50 50
	ADVANCE_IRRIGATION 50 50
	ADVANCE_MINING 25 25
	ADVANCE_SHIP_BUILDING 25 25
	ADVANCE_STONE_WORKING 25 25
	ADVANCE_WRITING 10 10
	ADVANCE_ANATOMY 10 10
	ADVANCE_GEOMETRY 5 5
	ADVANCE_ASTRONOMY 5 5
	ADVANCE_WHEEL 5 5
	ADVANCE_CARTOGRAPHY 5 5
	ADVANCE_BRONZE_WORKING 5 5
	}
}

# King

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 4    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -3.0   # How much happiness a city loses when starving
STARTING_GOLD 400     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4200	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-7000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	141 # 25 AD
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	195 # 1360 AD
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	236 # 1665 AD
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	274 # 1852 AD
		YEARS_PER_TURN	2
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 600.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 2
AI_START_GOLD 1000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 500
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 0.0 0.0 0.0 
AI_PRODUCTION_COST_ADJUSTMENT -0.1 -0.1 -0.1 -0.2 -0.2  
AI_GOLD_ADJUSTMENT  1.0 1.0 1.0 1.0 1.0
MAX_HUMAN_ADVANCES 6
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1000000
    ADVANCE_CHANCES {
	ADVANCE_ARTS 100 100
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_FIRE 100 100
	ADVANCE_RELIGION 75 75
	ADVANCE_DOMESTICATION 50 50
	ADVANCE_IRRIGATION 50 50
	ADVANCE_MINING 25 25
	ADVANCE_SHIP_BUILDING 25 25
	ADVANCE_STONE_WORKING 25 25
	ADVANCE_WRITING 10 10
	ADVANCE_ANATOMY 10 10
	ADVANCE_GEOMETRY 5 5
	ADVANCE_ASTRONOMY 5 5
	ADVANCE_WHEEL 5 5
	ADVANCE_CARTOGRAPHY 5 5
	ADVANCE_BRONZE_WORKING 5 5
	}
}

# Emperor

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 4    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -3.0   # How much happiness a city loses when starving
STARTING_GOLD 250     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4400	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-7000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	141 # 25 AD
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	195 # 1360 AD
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	236 # 1665 AD
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	274 # 1852 AD
		YEARS_PER_TURN	2
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 800.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 3
AI_START_GOLD 1000
AI_START_ADVANCES 10
AI_START_PUBLIC_WORKS 1000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 0
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 0.0 0.0 0.0 
AI_PRODUCTION_COST_ADJUSTMENT -0.1 -0.2 -0.3 -0.4 -0.4  
AI_GOLD_ADJUSTMENT  1.1 1.1 1.1 1.1 1.1
MAX_HUMAN_ADVANCES 4
MAX_AI_ADVANCES 10
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1000000
    ADVANCE_CHANCES {
	ADVANCE_ARTS 100 100
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_FIRE 100 100
	ADVANCE_RELIGION 75 75
	ADVANCE_DOMESTICATION 50 50
	ADVANCE_IRRIGATION 50 50
	ADVANCE_MINING 25 25
	ADVANCE_SHIP_BUILDING 25 25
	ADVANCE_STONE_WORKING 25 25
	ADVANCE_WRITING 10 10
	ADVANCE_ANATOMY 10 10
	ADVANCE_GEOMETRY 5 5
	ADVANCE_ASTRONOMY 5 5
	ADVANCE_WHEEL 5 5
	ADVANCE_CARTOGRAPHY 5 5
	ADVANCE_BRONZE_WORKING 5 5
	}
}

# God (Deity)

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 4    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -4.0   # How much happiness a city loses when starving
STARTING_GOLD 100     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4600	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-7000
	NUM_PERIODS	5
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	50
	}
	PERIOD {
		START_TURN	141 # 25 AD
		YEARS_PER_TURN	25
	}
	PERIOD {
		START_TURN	195 # 1360 AD
		YEARS_PER_TURN	10
	}
	PERIOD {
		START_TURN	236 # 1665 AD
		YEARS_PER_TURN	5
	}
	PERIOD {
		START_TURN	274 # 1852 AD
		YEARS_PER_TURN	2
	}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 1000.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 5
AI_START_GOLD 1000
AI_START_ADVANCES 14
AI_START_PUBLIC_WORKS 2500
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 0
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST -0.1 -0.1 -0.1 -0.1 -0.1
AI_PRODUCTION_COST_ADJUSTMENT -0.2 -0.3 -0.4 -0.5 -0.5
AI_GOLD_ADJUSTMENT  1.2 1.2 1.2 1.2 1.2
MAX_HUMAN_ADVANCES 4
MAX_AI_ADVANCES 14
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1000000
    ADVANCE_CHANCES {
	ADVANCE_ARTS 100 100
	ADVANCE_AGRICULTURE 100 100
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_FIRE 100 100
	ADVANCE_RELIGION 75 75
	ADVANCE_DOMESTICATION 50 50
	ADVANCE_IRRIGATION 50 50
	ADVANCE_MINING 25 25
	ADVANCE_SHIP_BUILDING 25 25
	ADVANCE_STONE_WORKING 25 25
	ADVANCE_WRITING 10 10
	ADVANCE_ANATOMY 10 10
	ADVANCE_GEOMETRY 5 5
	ADVANCE_ASTRONOMY 5 5
	ADVANCE_WHEEL 5 5
	ADVANCE_CARTOGRAPHY 5 5
	ADVANCE_BRONZE_WORKING 5 5
	}
}
