# NOTE: Obviously, the order of these variables cannot be changed.

economy = {
# IC to TC ratio
	1.50
# IC to Supplies ratio
	4.0
# IC to Consumer Goods Ratio
	1.5
# IC to Money Ratio
	2.0
# Dissent Change Speed
	0.8
# Max Gearing Bonus ( never lower than value * build time )
	0.40
# Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
	0.05
# Gearing Bonus Resource Cost Increment ( 1.0 = if 10% faster production 10% more resource usage)
	0.6	
# Gearing Loss if no IC assigned ( 0.01 = 1% loss / day)
	0.02
# IC Non-National Province Multiplier
	0.4
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
	0.15
# TC Undeployed Division Load
	10.0
# TC Occupied Province Load
	1.0
# TC Land Division Load Multiplier
	1.0
# TC Air Division Load Multiplier
	0.8
# TC Naval Division Load Multiplier
	0.4
# TC Load from partisans
	10.0
# TC load factor from offensives
	1.5
# TC Load from province dev
	5.0
# TC Load from bases in queue
	15.0
# National Province Manpower Multiplier (income per day)
	0.01
# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
	0.001
# Colonial Province Manpower Multiplier (multiplied on the other)
	0.1
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
	2.0
# Trickle-back factor for manpower from losses in land combat(ie, how many are just wounded.)
	0.45
# Reinforcement Manpower Cost Factor
	1.0
# Reinforce cost
	0.8
# Reinforce time
	0.7
# Upgrade cost	
	0.5
# Upgrade time
	0.9
# Nationalism starting value
	17.5
# Manpower Nationalism Value
	1.5
# Monthly Nationalism reduction
	0.075
# Time in days to send a division to an ally
	60	
# TC Load from undeployed brigades (multiplied on top of the division cost)
	0.3
# If units can be sold/transfered to non allied countries
	0
# Cost to repair Province buildings
	1.00
# Time to repair Province buildings
	0.0833
# Province Efficiency rise time in days ( _EV_PROV_EFF_RISE_TIME_ )
	270
# Core Province Efficiency rise time in days ( _EV_CORE_PROV_EFF_RISE_TIME_ )
	135
# Line Upkeep (of base IC)
	0.15
# Startup Retooling Time (days) - first time a line is opened
	80
# Retooling Time (days) - line upgrade
	40
# Retooling Cost (of base IC)
	1.0
# Retooling Resource Cost (of base IC)
	0.25
# _EV_MANPOWER_DAILY_AGING (daily aging of MP)
	0.00005	#was 0.0001 Quetzalcoatl
# Suppplies usage on convoy hunt (times combat!)
	1.2
# Supply Usage Naval Static (value below * normal supply consumtion)
	1.0
# Supply Usage Naval Moving (value below * normal supply consumtion)
	1.1
# Supply Usage Naval Battle (value below * normal supply consumtion)
	5.0
# Supply Usage Aviation Static (value below * normal supply consumtion)
	1.0
# Supply Usage Aviation Moving (value below * normal supply consumtion)
	2.5
# Supply Usage Aviation Battle (value below * normal supply consumtion)
	4.0
# Supply Usage Aviation Bombing (value below * normal supply consumtion)
	6.0
# Supply Usage Land Static (value below * normal supply consumtion)
	1.0
# Supply Usage Land Moving (value below * normal supply consumtion)
	1.5
# Supply Usage Land Battle (value below * normal supply consumtion)
	3.0
# Supply Usage Land Bombing (artillery Bombardment, cost is below supplies * bombing stat)
	4.5
# _EV_SUPPLIES_STOCK_LAND_, amount of stock stored in each divison - of combat usage
	4.0
# _EV_SUPPLIES_STOCK_AIR_, amount of stock stored in each divison - of combat usage
	3.0
# _EV_SUPPLIES_STOCK_NAVAL_, amount of stock stored in each divison - of combat usage
	12.0
# _EV_SUPPLIES_RESTOCK_LAND_,The resupply speed compared to normal usage
	1.0
# _EV_SUPPLIES_RESTOCK_AIR_,The resupply speed compared to normal usage
	2.0
# _EV_SUPPLIES_RESTOCK_NAVAL_,The resupply speed compared to normal usage
	10.0
# Synthetic Oil plant conversion multiplier (this value below is the maxumum convertet oil producable by each Synthetic oil plant)
	5.0
# Synthetic Rares plant conversion multiplier (this value below is the maxumum conversion of each plant)
	3.0
# Military salary cost.. each MP in military service will cost this amount.
	0.022
# Max intelligence expenditure
	0.10
# Max Research expenditure
	1.0
# Military Salary Attrition Modifier (attrition multiplier added when no salary paid, this simulates deserters)
	1.5
# Military Salary Dissent Modifier (Dissent added when no salaries paid)
	1.1
# Nuclear Site upkeep cost (modified by sliders and ministers)
	2.5
# Nuclear Power Plant upkeep cost (modified by sliders and ministers)
	0.0
# Synthetic Oil site upkeep cost (in addition to resource cost,modified by sliders and ministers)
	0.0
# Synthetic Rares site upkeep cost (in addition to resource cost,modified by sliders and ministers)
	0.0
# Duration of detection (in days)
	14.00
# _EV_CONVOY_PROV_HOSTILE_TIME_, Convoy will try to avoid this province if last attack < this value
	30.00
# _EV_CONVOY_PROV_BLOCKED_TIME_, Convoy WILL NOT enter province if last attack < this value
	7.00
# _EV_AUTOTRADE_CONVOY_, when determining a trading partner use score = (neededtransports  / unassigned transports) * value below
	100
# _EV_SPY_UPKEEP_COST_, Each spy will demand xx investment each day.
	0.5
# _EV_SPY_DETECTION CHANCE_, Probability of a defending spy to detect a invading spy 
	3.0
# _EV_SPY_COUP_DISSENT_MODIFIER_, Increased coup odds per dissent point of target country
	0.5
# _EV_INFRA_EFFICIENCY_MODIFIER_, the influence of infra on Efficiency
	0.3
# _EV_MP_TO_CG_, How much IC does each MP provide in CG?
	0.01
# _EV_TIME_BETWEEN_SLIDER_CHANGES - Time between slider changes!
	360
# _EV_MIN_PLACEMENT_IC_, Minimum IC to allow non capital placement
	40
# _EV_Nuclear_Power_, Each reactor can give below energy
	1.5
# _EV_FREE_INFRA_REPAIR_, Each day all province structures are repaired for free with below amount:
	0.01
# _EV_MAX_SLIDER_DISSENT_, For moving slider before timeout - how much dissent gained?
	18
# _EV_MIN_SLIDER_DISSENT_, Default dissent changing costs
	0
# _EV_MAX_DISSENT_FOR_SLIDER_MOVE_, if above this, you cannot move the slider.
	15
# _EV_IC_CONCENTRATION_BONUS_, each ic increases max effectivity by below value
	0.01
# _EV_CONVOY_DUTY_CONVERSION_, Amount of Convoys generated when sending a transport unit to convoy duty
	10
# _EV_ESCORT_DUTY_CONVERSION_, Amount of Escorts generated when sending a destroyer unit to escort duty
	10
# _EV_MINISTER_CHANGE_DELAY_, freely changed minister
	30	#was 60, Quetzalcoatl
# _EV_MINISTER_CHANGE_EVENT_DELAY_, when events cause a minister change like for example death or elections
	15
# _EV_IDEA_CHANGE_DELAY_, freely changed national idea
	120
# _EV_IDEA_CHANGE_EVENT_DELAY_, when events causes an idea change
	60
# _EV_LEADER_CHANGE_DELAY_
	7
# _EV_CHANGE_IDEA_DISSENT_,
	6
# _EV_CHANGE_MINISTER_DISSENT_,
	1
# _EV_MIN_DISSENT_REVOLT_, Min Dissent for revolt risk
	40
# _EV_DISSENT_REVOLT_MULTIPLIER_, # chance for each dissent above _EV_MIN_DISSENT_REVOLT_,
	0.5
# _EV_TP_MAX_ATTACH, Max number of attachments to transports
	0
# _EV_SS_MAX_ATTACH, Max number of attachments to subs
	1
# _EV_SSN_MAX_ATTACH, Max number of attachments to nuclear subs
	1
# _EV_DD_MAX_ATTACH, Max number of attachments to destroyers
	1
# _EV_CL_MAX_ATTACH, Max number of attachments to light cruisers
	2
# _EV_CA_MAX_ATTACH, Max number of attachments to heavy cruisers
	3
# _EV_BC_MAX_ATTACH, Max number of attachments to battlecruisers
	4
# _EV_BB_MAX_ATTACH, Max number of attachments to battleships
	5
# _EV_CVL_MAX_ATTACH, Max number of attachments to escort carriers
	1
# _EV_CV_MAX_ATTACH, Max number of attachments to fleet carriers
	1
# _EV_CAN_CHANGE_IDEAS_, 1 - Player can change ideas freely, 0 - Ideas can only be changed via events
	1
# Trickle-back factor for manpower from air losses. (ie, ground troops freed)
	0.9
# Trickle-back factor for manpower from sea losses. (ie, people who didnt drown)
	0.2
}

combat = {
# Land XP gain Factor
	0.5
# Naval XP gain Factor
	4.0
# Air XP gain Factor
	2.0
# Division XP gain Factor
	1.25
# Leader XP gain Factor
	1.25
# Attrition Severity Modifier
	0.15
# _CV_NO_SUPPLY_ATTRITION_SEVERITY_, Multiplier for out of supply!
	5
# _CV_NO_SUPPLY_MIN_ATTRITION_, Minimum attrition ->after<- multiplier
	5
# Combat Modifier: Base Proximity
	0.15
# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
	0.002
# Shore Bombardment cap
	0.25
# Combat Modifier: Total Invasion Mod for each division above three.
	-0.1
# Combat Modifier: Multiple Combat Mod
	-0.3
# Combat Modifier: Offensive Combined Arms Bonus
	0.10
# Combat Modifier: Defensive Combined Arms Bonus
	0.15
# Combat Modifier: Surprise Mod
	-0.3
# Combat Modifier: Land Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Naval Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Envelopment Mod (for each attack direction above one)
	0.1
# Combat Modifier: Encircled Mod (for completely surrounded units)
	-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
	-0.09
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
	-0.09
# Combat Modifier: Dissent Multiplier
	-0.005
# Combat Modifier: Supply Problems Mod
	-0.5
# Combat Modifier: Radar Station ( value * radar level)
	0.03
# Combat Modifier: Radar Station AA multiplier ( value * radar level) 
	0.15  #15% extra for each Radar level
# Combat Modifier: Interceptor vs Bomber Mod
	0.20
# Combat Modifier: Total Air Overstacking Mod for each division above the enemy.
	-0.50
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
	-0.02
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
	12
# Land Leader Command Limit (nr of divisions), Rank 1
	9
# Land Leader Command Limit (nr of divisions), Rank 2
	6
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
	3
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
	16  
# Air Leader Command Limit (nr of divisions), Rank 1
	12  
# Air Leader Command Limit (nr of divisions), Rank 2
	8 
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
	4 
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
	30
# Naval Leader Command Limit (nr of ships), Rank 1
	18
# Naval Leader Command Limit (nr of ships), Rank 2
	12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
	6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
	2
# Convoy protection factor  (higher, the more fearful convoy escorts are for raiders.)
	1.0
# Delay in hours after a combat ends before new orders can be given.	
	24
# Land Delay in hours before orders can be executed. (planning time)
	6
# Naval Delay in hours before orders can be executed. (planning time)
	4
# Air Delay in hours before orders can be executed. (planning time)
	2
# Maximum sizes of air-stacks
	4
# Effect of experience on combat
	0.5
# Damage factor versus Naval Bases from bombing
	0.3
# Damage factor versus Air Bases from bombing
	0.5
# Damage factor versus AA from bombing
	0.3
# Damage factor versus rocket from bombing
	0.5
# Damage factor versus nuke from bombing
	0.2
# Damage factor versus Radar from bombing
	0.5
# Damage factor versus Infra from bombing
	0.4
# Damage factor versus IC from bombing
	0.5
# Damage factor versus resources from bombing
	0.8
# Damage factor versus Synthetic Oil plant from bombing
	0.3
# How effective is ground-def efficiency when applied to defence chance rolls.
	1.0
# Base chance to avoid hit if defences left.
	0.8
# Base chance to avoid hit if no defences left.
	0.6
# CHANCE TO GET TERRAIN TRAIT 
	1200
# CHANCE TO GET EVENT TRAIT 
	1200
# BONUS ON TERRAIN TRAIT
	0.05
# BONUS_ON_EVENT_TRAIT_
	0.025
# Chance of leaders dying while in combat per day
	0.0003
# _CV_AIR_ORG_DMG_MODIFYER1_ Increasing this value will increase the str dmg air units takes (Str dmg * (ORG / below value))
	25.0
# Land - Air Combat ORG damage (Increasing this value will increase the org dmg air units takes from land units)
	0.15
# Land - Air Combat STR damage (Increasing this value will increase the str dmg air units takes from land units)
	0.05
# Ratio of Soft/Hard damage dealt by artillery bombardment
	3.0
# Damage factor versus Infra from artillery bombardment
	0.05
# Damage factor versus IC from artillery bombardment
	0.1
# Damage factor versus Resources from artillery bombardment
	0.2
# Penalty for artillery bombarder being attacked by enemy land units
	-0.5 # 50% penalty
# Artillery STR damage factor (also affected by Land-Land combat)
	0.10
# Artillery ORG damage factor (also affected by Land-Land combat)
	0.20
# Land - Land Combat STR damage (All land based units attacks against other land based units)
	0.075
# Land - Land Combat ORG damage (All land based units attacks against other land based units)
	0.30 #was originally 0.6... should lengthen battles
# Air - Land Combat STR damage (All Air units attacks against land units)
	0.20
# Air - Land Combat ORG damage (All Air units attacks against land units)
	0.25
# Air - Naval Combat STR damage (All Air units attacks against Naval units)
	0.3
# Air - Naval Combat ORG damage (All Air units attacks against Naval units)
	0.8
# Air - Air Combat STR damage (All Air units attacks against Air units)
	1.0
# Air - Air Combat ORG damage (All Air units attacks against Air units)
	1.0
# Naval - Naval Combat STR damage (All Naval units attacks against Naval units)
	0.75
# Naval - Naval Combat ORG damage (All Naval units attacks against Naval units)
	1.0
# Naval - Air Combat STR damage (All Naval units attacks against Air based units)
	0.1
# Naval - Air Combat ORG damage (All Naval units attacks against Air based units)
	0.25
# _CV_MILITARY_EXPENSE_ATTRITION_MOD (value below is how lower military expense affects attrition severity)
	1.3
# _CV_NAVAL_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing) | DO NOT CHANGE to less then 8 (wyk)
	1.0
# _CV_LAND_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing)
	4.0
# _CV_AIR_MIN_COMBAT_TIME,minimum combat time before retreat possible (prevent bouncing)
	1.0
# _CV_LAND_OVERSTACKING_MOD_, severity of overstacking
	1.0
# _CV_LAND_ORGLOSS, organization loss when moving
	0.2
# _CV_AIR_ORGLOSS, organization loss when moving
	0.2
# _CV_NAVAL_ORGLOSS, organization loss when moving
	0.0
# _CV_SUPPLY_DISTANCE_SEVERITY_, the amount supply distance affects combat
	3.0
# _CV_SUPPLY_BASE_, the base ESE value
	100.0
# _CV_LAND_ORGGAIN_, Org Gain divisor
	1.0
# _CV_AIR_ORGGAIN_,Org Gain divisor
	1.0
# _CV_NAVAL_ORGGAIN_,Org Gain divisor
	1.0
# _CV_NUKE_MP_DISSENT_, MP dissent modifier
	1.0
# _CV_NUKE_IC_DISSENT_, IC dissent modifer
	0.5
# _CV_NUKE_DISSENT_, total modifier
	1.0
# _CV_LAND_FRIENDLY_ORGGAIN_, Extra orggain in friendly provinces
	1.25
# _CV_AIR_LAND_STOCK_MOD_, how much interdiction affects stock
	0.1
# _CV_SCORCH_DAMAGE_, how much each STR affects scorch damage
	0.0002
# _CV_STAND_GROUND_DISSENT_, each MP lost while using this command will result in below dissent
	0.1
# _CV_SCORCH_GROUND_BELLIGERENCE_, each hour the land is scorched - add below beliggerence
	0.001
# _CV_DEFAULT_LAND_STACK_, how much should multideployment aim for?
	3
# _CV_DEFAULT_NAVAL_STACK_, how much should multideployment aim for?
	18
# _CV_DEFAULT_AIR_STACK_, how much should multideployment aim for?
	4
# _CV_DEFAULT_ROCKET_STACK_, how much should multideployment aim for?
	1
# _CV_ARTILLERYBOMBARDMENT_FORT_DAMAGE_, damage done to forts
	0.0001
# _CV_ARTILLERYBOMBARDMENT_ORG_COST_, each hour any active artillery bombarding unit will loose below ORG
	2.0
# _CV_LAND_COMBAT_FORT_DAMAGE_, timed STR of all units attacking
	0.000025
# _CV_AIR_REBASE_FACTOR_Percentge of ORG lost when rebasing full range
	0.3
# _CV_AIR_MAX_DISORGANIZED_, how many days is max disorganized
	-20
# _CV_AA_INFLICTED_STR_DAMAGE_, modefier for damage each hit makes
	0.5
# _CV_AA_INFLICTED_ORG_DAMAGE_, modefier for damage each hit makes
	2
# _CV_AA_INFLICTED_FLYING_, modefier for damage each hit makes - when flying past
	0.25
# _CV_AA_INFLICTED_BOMBING_, modifier for damage each hit makes - when bombing current port / province
	1	
# _CV_HARD_ATTACK_STR_DAMAGE_, These are the extra effects of a used hard attack - below value value is added as extra damage to attack 
	6
# _CV_HARD_ATTACK_ORG_DAMAGE_, These are the extra effects of a used hard attack - below value value is added as extra damage to attack 
	1.5
# _CV_ARM_SOFT_BREAKTHROUGH_MIN_, This is the actual gain from beeing low softness - you can blow through the lines of badly defeded fronts (low hardness attack and high softness)
	0.25
# _CV_ARM_SOFT_BREAKTHROUGH_MAX_, This is the actual gain from beeing low softness - you can blow through the lines of badly defeded fronts (low hardness attack and high softness)
	0.75
# _CV_NAVAL_CRITICAL_HIT_CHANCE_, in % for each shot that hit!
	10
# _CV_NAVAL_CRITICAL_HIT_EFFECT_, STR damage * below
	10
# _CV_LAND_FORT_DAMAGE_, how much land forts are  damaged by land combat
	1.0
# _CV_PORT_ATTACK_SUPRISE_CHANCE_DAY_, Base chance to suprise during day
	33
# _CV_PORT_ATTACK_SUPRISE_CHANCE_NIGHT_, Base chance to suprise during night
	75
# _CV_PORT_ATTACK_SUPRISE_MOD_, How much suprise means for defendant.
	-0.33
# _CV_RADAR_ANTI_SUPRISE_CHANCE_, How much each radar reduces suprise chance.
	1.0
# _CV_RADAR_ANTI_SUPRISE_MOD_, How much suprise panality is reduced by radar.
	0.25
# _CE_COUNTERATTACK_ str modifier vs attacker
	1.0
# _CE_COUNTERATTACK_ org modifier vs attacker
	2.0
# _CE_COUNTERATTACK_ str modifier vs defender
	1.50
# _CE_COUNTERATTACK_ org modifier vs defender
	1.0
# _CE_ASSAULT_ str modifier vs attacker
	1.50
# _CE_ASSAULT_ org modifier vs attacker
	1.0
# _CE_ASSAULT_ str modifier vs defender
	1.0
# _CE_ASSAULT_ org modifier vs defender
	2.0
# _CE_ENCIRCLEMENT_ str modifier vs attacker
	1.0
# _CE_ENCIRCLEMENT_ org modifier vs attacker
	0.9
# _CE_ENCIRCLEMENT_ str modifier vs defender
	2.5
# _CE_ENCIRCLEMENT_ org modifier vs defender
	1.5
# _CE_AMBUSH_ str modifier vs attacker
	0.8
# _CE_AMBUSH_ org modifier vs attacker
	0.8
# _CE_AMBUSH_ str modifier vs defender
	1.4
# _CE_AMBUSH_ org modifier vs defender
	1.4
# _CE_DELAY_ str modifier vs attacker
	1.0
# _CE_DELAY_ org modifier vs attacker
	1.0
# _CE_DELAY_ str modifier vs defender
	0.5
# _CE_DELAY_ org modifier vs defender
	1.0
# _CE_TACTICAL_WITHDRAWAL_ str modifier vs attacker
	0.5
# _CE_TACTICAL_WITHDRAWAL_ org modifier vs attacker
	0.75
# _CE_TACTICAL_WITHDRAWAL_ str modifier vs defender
	0.5
# _CE_TACTICAL_WITHDRAWAL_ org modifier vs defender
	0.50
# _CE_BREAKTHROUGH_ str modifier vs attacker
	0.8
# _CE_BREAKTHROUGH_ org modifier vs attacker
	1.0
# _CE_BREAKTHROUGH_ str modifier vs defender
	1.0
# _CE_BREAKTHROUGH_ org modifier vs defender
	2.0
}

research = {
# Blueprint Bonus
	2.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
	-0.00100
# Money cost for each skill-level
	1.65
# Mean number of "invention" events occuring per year
	4
# After-Historical Date Mod (value * days after to historical date. limit for the total is 1.50. )
	0.00100
# Tech speed modifier - value below affects tech speed
	1.5
# _RV_PRE_HISTORICAL_PENALTY_LIMIT_, Can not go below
	0.1
# _RV_AFTER_HISTORICAL_PENALTY_LIMIT_, Can not go above
	2.0
# _RV_MAX_TECH_SLOTS_, Maximum number of tech slots
	10
# _RV_SLOT_IC_INCREMENT_, IC increment when a slot is gained
	20
# Maximum random modifier (eg. a value of 0.2 will result in a daily random modifier between 0.8 - 1.2)
	0
}
