/*Time - Used in calculations and is separate from Scenario Date*/
   BASE_YEAR                             1805
   BASE_MONTH                            8 /*8=September*/
   BASE_DATE                             3
   DAYS_PER_TURN                         20
/*Economy - Logistics*/
   OCCUPIED_PRODUCTION_RATE              75 /*Fraction of max production from occupied land*/
   VASSAL_WAR_EFFORT                     50 /*Fraction of max production for vassal*/
   PEACE_MAJOR_WAR_EFFORT                50 /*Fraction of max production for a major country at peace*/
   MAX_DEFICIT_BEFORE_SPENDING_STOP      0 /*Allow reinforce, rail, transport using deficit*/
   REDEPLOYMENT_COST                     10 /*fixed unit cost for operating*/
   TRANSPORT_COST                        15 /*fixed unit cost for naval transports*/
   MANPOWER_INCREASE                     270 /*Manpower increase per turn */
   QUARTERLY_PEACE_PRODUCTION_INCREASE   0
   AT_WAR_PRODUCTION_INCREASE            100
   FULL_MOBILIZATION_PRODUCTION_INCREASE 0
   MAX_REDEPLOYMENT_DISTANCE             15
   AXIS_FREE_REDEPLOYMENTS               2 /*Free railroad does not cost anything to use*/
   ALLIES_FREE_REDEPLOYMENTS         	 3
   USSR_FREE_REDEPLOYMENTS               3
   SUPPLY_PENALTY_DISTANCE               999
   AXIS_WINTER_SUFFER                    55
   ALLIES_WINTER_SUFFER                  30
   WINTER_DURATION                       5 /*how many turns winter last
   MUD_EFFICIENCY                    	 90
   WINTER_EFFICIENCY       		 80          
   SEVERE_WINTER_EFFICIENCY	   	 70
/*Battles+EFFICIENCY*/
   RETREAT_REMAINING_EFFICIENCY_THRESHOLD    55 /* EFFICIENCY lost during attack+(Threshold-EFFICIENCY) is together proportional to chance of retreat*/
   RETREAT_CASUALTY_THRESHOLD            0 /*Casualty must be higher than this value to make it even possible for retreat*/
   RETREAT_FROM_CITY_CAPITAL_FORTRESS    0 /*Proportional to chance of retreat from City, Capital, Fortress*/
   RETREAT_FROM_NON_CLEAR                45 /*Proportional to chance of retreat from non clear hex*/
   RETREAT_FROM_CLEAR                    70 /*Proportional to chance of retreat from terrain or presource*/
   EXTRA_ATTACKS                         5 /* EXTRA_ATTACK+strength=num attacks*/
   EFFICIENCY_REGAIN                     70 /*effeciency regain is dependant on quality+supply and this factor*/
   EFFICIENCY_LOSS_FROM_SHOCK            8 /*EFFICIENCY points lost per shock hit*/
   EFFICIENCY_LOSS_CASUALTY_FACTOR       100 /*Proportional to EFFICIENCY points lost per casualty point*/                     
   EFFICIENCY_LOSS_FROM_DEPLOY           10 /*EFFICIENCY points lost when deploying a unit*/
   EFFICIENCY_LOSS_FROM_MOVEMENT         5 /*EFFICIENCY points lost when moving a unit*/
   EFFICIENCY_LOSS_FROM_REDEPLOYMENT     10 /*EFFICIENCY points lost when railmoving a unit*/
   EFFICIENCY_LOSS_FROM_UNLOAD           12 /*EFFICIENCY points lost when naval landing*/
   EFFICIENCY_LOSS_LACK_SUPPLY           0 /*EFFICIENCY points lost when having no supply*/
   CASUALTY_FACTOR                       330 /*Proportional to non air duels chance of hit*/
   AIR_DUEL_CASUALTY_FACTOR              215 /*Proportional to air duels chance of hit*/
   STRATEGIC_CASUALTY_FACTOR            90 /*Proportional to Strategic Battles chance of hit*/
   BOMBARD_CASUALTY_FACTOR            150 /*Proportional to Strategic Battles chance of hit*/
   SHOCK_FACTOR                          145 /*Proportional to chance of shock hit*/
/*Units*/
   EXPERIENCE_PER_QUALITY_INCREASE       30 /*How much experience needed to increase unit quality +1*/
   EXPERIENCE_PER_SURVIVABILITY_INCREASE 35 /*How much experience needed to increase unit survivabiliy +1*/
/*Commanders*/
   GENERAL_BUILDING_TIME                 1
   GENERAL_RANGE                         4
   GENERAL_REASSIGN_COST                 10
   GENERAL_REASSIGN_DISTANCE_PER_TURN    10
   GENERAL_MAX_INJURY                  10 /*maximum number of turns a Commander can be out of duty*/
   GENERAL_DISBAND_INJURY              8 /*turns in force pool when disbanding*/
   ADMIRAL_BUILDING_TIME               1
   ADMIRAL_RANGE                       3
   ADMIRAL_REASSIGN_COST               10
   ADMIRAL_REASSIGN_DISTANCE_PER_TURN  8
   ADMIRAL_MAX_INJURY                  10 /*maximum number of turns a Commander can be out of duty*/
   ADMIRAL_DISBAND_INJURY              10 /*turns in force pool when disbanding*/
/*supply levels*/
    MAX_SUPPLY                           10 /*supply route from Major country Capital*/
    HALF_SUPPLY                          6 /* Supply from Cities or Fortress or adjacent Fortress*/
    LOW_SUPPLY                           2 /*Supply from ships*/
    SUPPLY_LOOT_DISTANCE                 6  /*max distance to units that receive supply looting*/
/*Convoys - Transportation Loops*/
    ALLIED_TURNS_BETWEEN_CONVOYS         2 /*allied turns between each convoy*/
    CONVOY_PROBABILITY                   40 /*% chance of a convoy appearing*/
    NORTH_ATLANTIC_CONVOY_SIZE           0 /*max production worth of a north atlantic convoy*/
    MID_ATLANTIC_CONVOY_SIZE             90
    SOUTH_ATLANTIC_CONVOY_SIZE           90
    AFRICA_LOOP_TURNS                    2
    SUEZ_LOOP_TURNS                      1
/*Politics*/
    AXIS_DOW_PENALTY                     0 /*Country morale decreases by this amount on first DOW*/
    AXIS_DOW_PENALTY_INCREASE            0 /*For every next DOW, the penalty gets larger and larger*/
    ALLIES_DOW_PENALTY                   0
    ALLIES_DOW_PENALTY_INCREASE          0
    RANDOM_WAR_ENTRY                     0
    REVOLT_MONTHS_LEFT                   7 /*how many months left before end date before auto revolt and final revolt*/
    REVOLT_PROBABILITY                   25 /*chance of revolt opportunity each turn*/
/*Reseach*/
   MAX_LABS                              10
   LAB_BUY_START_PRICE                   20 /*Cost to buy First Laboratory*/
   LAB_BUY_PRICE_INCREASE                20 /*Buy Cost increase per lab held*/
   LAB_SELL_FACTOR                       50 /*How large refund % when selling*/
/* Unit upgrades */
   UPGRADE_MINIMUM_COST			 3
   UPGRADE_FRACTION_COST		 5	
   UPGRADE_EFFICIENCY_LOSS		 10
/*AI*/
/*Feeds to both DOW and Targetting formulas*/
   MILITARY_INFLUENCE_FACTOR             70 /*How much score for having units nearby*/
   AGGRESSION_IMPORTANCE                 0
   AXIS_1939_AGGRESSION                  100 /*Aggression 0-100*/
   ALLIES_1939_AGGRESSION                100
   AGGRESSION_YEARLY_INCREASE            0 /*Aggression increase per year end*/
   AT_WAR                                1000 /*A nation at war or near joining is more likely to be targetted and dowed*/
/*Declare of War*/
   DOW_THRESHOLD                         830 /*How much DOW score needed for a country to be DOWed*/
   DOW_DECREASE            	         130 /*For each new year it gets more difficult to DOW*/
   MAX_DOW_RANDOM                        100 /*A random score roll added*/
/*Targetting*/
   TARGET_THRESHOLD                      2100 /*How much Target score needed for a country to be targetted*/
   TARGET_MAJOR_INCREASE            	 0 /*The longer war goes on, the more you target Major Country*/
   TARGET_MINOR_DECREASE            	 0 /*The longer war goes on, the less you target Minor Nations*/
   MAX_TARGET_RANDOM                     100 /*A random score roll added*/
   RECONQUEST_MAJOR                      0 /*Want to reconquer lost Majors, for instance France*/
   SAME_SIDE                             -400 /*owner is on same side and is not targetted*/ 
   OIL_BUFFER_BEFORE_DESPERATION         1 /* incentive to attack oil field nations when running low on oil*/
   OIL_IMPORTANCE                        0 /*How large score for oil nations, when desperate for Oil*/
   MAX_CAPITAL_TO_CAPITAL_DISTANCE       50 /*Bonus score for each hex under this max distance*/
   DISTANCE_BONUS_PER_HEX                10 /*This bonus per hex the distance goes under the MAX_CAPITAL_TO_CAPITAL_DISTANCE*/
   SAME_CONTINENT                        1170 /*Capitals on same continent*/
   ENEMY				110 /*higher prob attacking enemies than protecting home*/
/*Tactical AI*/
   CAPITAL_DEFENCE                      2 /*The Threshold (military advantage ratio) for when defence (of the own capital) gets more important than offence*/
   DEFENCE_REACTION                      3 /*Max number of switching fronts or from/to Homeland defence duty per turn*/
   CONVOY_NATION                         2 /*UK=2=the Convoy Country*/
   SAFE_AIR_DISTANCE                     5 /*Air unit will NEVER deploy/move/railmove/unload closer than this distance*/
}