// set_food_or_prod.fli

//************ set the production tax and city growth *****

// when the empire is small, make a lot of production	
	if((no_num_cities or a1_num_cities) and one_total_pop and not yes_barbarian)
	{ 
		max_production_city_growth_ratio
		very zero_production_tax
		growth_prod_gold_deficit_set_wgf
		low_pop_production_max
		low_pop_production_min
		high_pop_food_max
		high_pop_food_min // this says in all cities get food
		yes_opening_game_strategy
	} 
	if((no_num_cities or a1_num_cities) and two_total_pop and not yes_barbarian)
	{ 
		high_production_city_growth_ratio
		very zero_production_tax
		growth_prod_gold_deficit_set_wgf
		high_production
		high_pop_production_min
		yes_opening_game_strategy
	} 

	if(a2_num_cities and not yes_barbarian)
	{	
		very zero_production_tax
		growth_prod_gold_deficit_set_wgf
		high_production
		yes_opening_game_strategy
	}

	if(a3to5_num_cities and not yes_barbarian and yes_warrior) 
	{
		growth_prod_gold_set_wgf
		very zero_production_tax
		high_production
		yes_opening_game_strategy
	} 

	if(a5to9_num_cities and not yes_barbarian and yes_warrior)
	{
		very med_production_tax
		high_production
		growth_prod_gold_set_wgf
	}

	if(a3to5_num_cities and not yes_barbarian and yes_scientist) 
	{
		growth_prod_gold_set_wgf
		very zero_production_tax
		yes_opening_game_strategy
	} 

	if(a5to9_num_cities and not yes_barbarian and yes_scientist) 
	{  
		growth_prod_gold_set_wgf
		very med_production_tax
	} 

	if(a3to5_num_cities 
	and not yes_barbarian 
	and not yes_scientist
	and not yes_warrior) 
	{
		growth_prod_gold_set_wgf
		very zero_production_tax
		yes_opening_game_strategy
	} 

	if(a5to9_num_cities 
	and not yes_barbarian
	and not yes_scientist
	and not yes_warrior) 
	{  
		growth_prod_gold_set_wgf
		very med_production_tax
	} 



// set_food_or_prod_barbar.fli

//************ set the production tax and city growth *****

// if barbarian then forget food
if (yes_barbarian) 
{ 
	very zero_production_tax	
	high_production		
	yes_opening_game_strategy	
}

