// Lines that start with // are comments and are ignored.
// Blank lines are also ignored.
// Format is KEY=VALUE. Do not put spaces before or after the equals sign.

// Minimum distance for a ship to use hyperjump. Vanilla DW is 2000
// This number MUST be bigger than BaseHyperJumpAccuracy or else ships could end up
// trying to jump to a target forever.
HyperJumpThreshhold=6000

// Inaccuracy of exit point. Vanilla DW is 500
BaseHyperJumpAccuracy=1500

// Troop target level for independent colonies. Vanilla DW is 2, making independents too easy to conquer
TroopGarrisonMinimumPerColony=40

// This setting will make ships unable to INITIATE a hyperjump within a star system
// The distance needed from the star is based on the size of the star, as determined by the star's MicrowaveRadiation + XrayRadiation + SolarRadiation
// Valid values are 'true' or 'false' without the quotes.
useStarGravityWells=true

// If this is true then smaller ships are less affected by a star's gravity well. The gravity well's effect is multiplied by ship size / max ship size
smallShipsJumpSooner=true

// If useStarGravityWells is enabled ships will spend more time at sublight speed so they need to burn less fuel
// Sublight fuel burn will be divided by this number
sublightFuelBurnDivisor=3

// Fighters and bombers will have their range increase by the square root of this amonut. Extreme values here can cause aberant behavior with fighters. 
// Tested with values op to 20.
fighterRangeMultiple=20
fighterBayLabel=fighter
bomberBayLabel=bomber
mixedBayLabel=assault

// option for limited ammo for bombers. Set to 0 for unlimited ammo. If random() less than this number the bomber will be out of ammo. So, for example, 0.33 means the bomber will have 3 shots on average.
ammoExhaustChanceMissile=0.25
ammoExhaustChanceTorpedo=0.25

// Fighter cost and build speed divisor. The cost per size (all vanilla fighters are size 10) in credits. The build speed divisor slows down the time to build, but not repair, fighters. Vanilla DW is 2.
fighterBuildCost=3
fighterBuildSpeedDivisor=20

// The fonts in the Information panel (bottom left) have a shadow effect on them. This is supposed to maek them pretty but, in my opinion, makes them alonst unreadable. This option allows you to disable the shadow effect.
Shadow=false

// Save some game stats to SaveStatsEmpires.xml and SaveStatsPirates.xml for viewing with external viewer. saveInteval is in game days. 90 seems to work well for me.
saveStats=true
saveInterval=90

// Exploration ships with science labs generate this much research toward a random researchable project every month
// set this to zero to disable it.
researchPerLab=1000

// These values determin how much scientific data a science ship will receive for discovering a resource or a ruins that contains a discovery. Ruins that contain nothing will give no data.
scientificDataForResourceSurvey=3
scientificDataForRuins=90

// Let Fighters do more damage to bombers. Fighter damage to bombers will be multiplied by this
fighterOnBomberViolence=3

// This sets the zoom level for when the game will dynamically draw background stars. 300 is default. Lower numbers mean you have to zoom in farther before background stars will be drawn.
// At higher zoom levels the game uses a a static background image in \images\environment\galaxybackdrops\galaxy_backdrop.jpg. 
backgroundStarsAtZoomLevel=0

// This will override the number of stars on the lowest slider setting when creating a galaxy.
// Default is the same as the slider's lowest position (100). Supported range 30-100
lowStarCount=30

// If true, you and the AI can build asteroid colonies.
// Get a colony ship close to your chosen aasteroid then hold ALT + CTRL + right click.
// Chance of AI building an asteroid colony is divided by asteroidColonyPrevalenceDivisor. 100 is default
allowAsteroidColonies=true
asteroidColonyPrevalenceDivisor=100

// This is th ecost for deploying an asteroid colony
asteroidColonyCost=35000
orbitalAsteroidCost=10000

// This setting allows all known bases and planets to be available in the diplomacy screen. This is now an option because in late game large maps some users have experienced 5 - 10 minute delays opening the diplomacy screen. Setting this to false restores default DWU trade items.
tradeEverything=true

// This is the base cost paid per unit size regardless of the cost of materials. It is reduced by the same factors that reduce ship maintenance costs in general. Defaul for vanilla Distant Worlds is 1
shipMaintenanceCostPerSizeUnit=1

// This is a factor in determining ship purchase price. Defaults are 5.0 and 2.5 for pirates. It will not affect maintenance costs.
shipMarkupFactor=5
shipMarkupFactorPirates=2.5

// This is the max value of war weariness. default is 40
warWearinessMax=40

// This replaces the lowest setting on the Independent life bar control. Default is 150. Setting it to one should generate a galaxy with no independent planets. This value must be 1 or greater.
lowIndependentLifeValue=150

// This is the chance that a spy will taken prisoner instead of being killed when caught. It does not affect the mission chance of success, only what happens on a catastrophic failure. Value is betwee 0.0 and 1.0
spyCaptureChance=1.0
capturedSpyEscapeChance=0.02
capturedSpyDefectChance=0.02

// This is the base ransom amount. It is modified by the spy's skills and other factors
spyBaseValue=250000

// tradetax is the difference between a commody exchange's buy and sell price. Higher numbers make for a harder mercantile experience. Also, 1/2 the tax rate will be added. Valid range is 0.1 to 0.9. e.g. tradeTax = 0.1 and the local tax rate is 30% will result in about a 25% difference between purchase price and sell price. marketPriceUpdateChance is the chance the prices will change every update interval (90 days).Range is 0.0 to 1.0. Set it lower for more stable markets.
tradeTax=0.1
marketPriceUpdateChance=1

// This is the percentage of income a subjugated empire must pay to its master 0.1 (i.e. 10%) is default.
SubjugationTributePercentage=0.1
// This is the multiplier for all weapons on bases.
weaponRangeMultiplierForBases=2

// This allows spending on infrastructure projects to boost a planet's development level. Durability is how fast the investment decays. 1.0 = no decay, 01 = very fast decay. range 0.1 = 1. Recommended value is 0.9 Smaller populations receive a bigger effect and decay rate is lower.
allowInfrastructureImprovements=true
infrastructureSpendingPerDevelopmentLevel=25000
maxInfrastructureInvestmentAllowed=1000000
infrastuctureDurability=0.9

// Bases keep some extra of each resource for upgrades (typically 25 or 50). When their stockpile drops below this number a freight mission is assigned to bring it back to that number. This is inefficient if the drop is only 1 point because the nexttime it uses a resource another mission will be assigned carrying just one unit of the resource. This number raises the target level for resupply.
maximumResourceLevelToStockAtBaseNotAtColony=100

// Out of fuel ships will have their speeds multiplied by these values. 0.33 with give vanilla DWU speeds.
// Top speed multiplier can not be less than cruise speed multiplier.
noFuelCruiseSpeedMultiplier=0.33
noFuelTopSpeedMultiplier=0.33
noFuelHyperSpeedMultiplier=0.33


// This setting allows pirate empires to order ships built at independent colonies if their control level meets or exceeds this value. Set it to greater than 1 to disable it. For example, 0.9 means you must have 90% control.
pirateControlLevelToBuildShipsAtIndependentPlanets=0.9

// Crew Repair. Experienced crews have a small ability to repair damaged systems. The smaller the number the quicker they will repair. Set to zero to disable. Each skill level is individually configurable.
shipFreeRepairTimeFromCrewSkillAverage=160
shipFreeRepairTimeFromCrewSkillExperienced=120
shipFreeRepairTimeFromCrewSkillVeteran=80
shipFreeRepairTimeFromCrewSkillElite=40
shipFreeRepairTimeFromCrewSkillLegendary=20

// This will allow point defense and beam weapons to shoot down incomming missiles.
pointDefenseAffectsMissiles=true