// Version 1.002

// FACMULT multipliers, order is important !

DATA,NONE,0
DATA,YEAR,1
DATA,WAR,2
DATA,HOSTILE,3
DATA,Attacked By,4
DATA,Remove Delay,6
DATA,AtWar,7

//FACMULT,Russia,2,YEAR,1940
//FACMULT,Russia,3,Attacked By,PLAYER_GER,PLAYER_JAP
//FACMULT,Russia,3,YEAR,1942
//FACMULT,United States,2,AtWar,Russia,PLAYER_JAP
//FACMULT,United States,2,AtWar,United States,PLAYER_JAP
//FACMULT,United States,2,AtWar,United States,PLAYER_GER
//FACMULT,United States,2,YEAR,1942
//FACMULT,United States,4,YEAR,1943

FACMULT,Japan,2,YEAR,1939
FACMULT,Japan,3,YEAR,1940
FACMULT,Germany,2,NONE
FACMULT,Germany,3,HOSTILE,PLAYER_SOV
FACMULT,Italy,2,NONE
FACMULT,France,0,YEAR,1939
FACMULT,France,1,YEAR,1940
FACMULT,France,2,YEAR,1941
FACMULT,France,3,YEAR,1943
FACMULT,Vichy,1,NONE
FACMULT,UK,2,YEAR,1939
FACMULT,UK,3,YEAR,1940
FACMULT,Canada,2,YEAR,1939
FACMULT,Canada,3,YEAR,1940
FACMULT,United States,0,YEAR,1939
FACMULT,United States,1,YEAR,1940
FACMULT,United States,5,YEAR,1944
FACMULT,Germany,3,YEAR,1943  
FACMULT,Germany,4,YEAR,1944
FACMULT,China,1,Remove Delay,161,167,169,195,197,344,350,
FACMULT,Netherlands,0,YEAR,1939
FACMULT,Netherlands,1,YEAR,1940
FACMULT,Netherlands,1,AtWar,Netherlands,PLAYER_GER

// WAR_READINESS numbers (determines when the USA and Russia gets a higher production)
//WAR_READINESS_USA,28,37,52,1944,2,0,3,5
//WAR_READINESS_SOV,10,34,43,1944,2,0,3,4
WAR_READINESS_USA,28,39,52,1944,2,0,3,5
WAR_READINESS_SOV,17,41,49,1944,2,0,3,4

// KDB 04-18-2006 new rescap 
// RES_CAP,PLAYER_UN,1940,1,

/// Tech_limit numbers (limit, from year, from month, to year, to month, Player, Nation A, Nation B)
// Once Player is at war with either Nation A or Nation B the limit is ignored
// Up to 10 such lines can be entered
TECH_LIMIT,1,1939,1,1940,12,PLAYER_GER,United States,Russia
TECH_LIMIT,2,1941,1,1943,12,PLAYER_GER,United States,Russia


// WR_PER_TURN (numbers are for 1939, 1940, 1941, 1942, 1943, 1944 and 1945)
//WR_PER_TURN_USA,2,2,2,3,3,0,0
//WR_PER_TURN_SOV,2,2,4,4,4,0,0
WR_PER_TURN_USA,2,2,2,3,3,0,0
WR_PER_TURN_SOV,2,2,2,3,4,0,0

// WR_CHANCE_PER_TRS (numbers are in percentages, first number for a destroyed TRS, second for a damaged TRS)
WR_CHANCE_PER_TRS,50,25
