	NDefines.NGame.END_DATE = "1956.1.1.1" -- we are called r56 for a reason!
	NDefines.NGame.HANDS_OFF_START_TAG = "YEM" --more central than vanilla's Haiti
	
	
	NDefines.NDiplomacy.LICENSE_ACCEPTANCE_PUPPET_BASE = 20			-- Acceptance modifier for puppets requesting production licenses.
	NDefines.NDiplomacy.LICENSE_ACCEPTANCE_TECH_DIFFERENCE = 2 		-- Acceptance modifier for each year of technology difference.
	NDefines.NDiplomacy.LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE = 20    -- Acceptance base for tech difference
	NDefines.NDiplomacy.LICENSE_ACCEPTANCE_SAME_FACTION = 30			-- Acceptance modifier for being in the same faction
	NDefines.NDiplomacy.MAX_TRUST_VALUE = 200									-- Vanilla is 100
	NDefines.NDiplomacy.MIN_TRUST_VALUE = -200									-- Vanilla is -100
	NDefines.NDiplomacy.MAX_OPINION_VALUE = 200								-- Vanilla is 100
	NDefines.NDiplomacy.MIN_OPINION_VALUE = -200								-- Vanilla is -100
	NDefines.NDiplomacy.VERY_GOOD_OPINION = 100								-- Vanilla is 50
	NDefines.NDiplomacy.VERY_BAD_OPINION = -100								-- Vanilla is -50
	NDefines.NDiplomacy.FRONT_IS_DANGEROUS = 0									-- Vanilla is -100	
	NDefines.NDiplomacy.TENSION_VOLUNTEER_FORCE_DIVISION = 0.1
	NDefines.NDiplomacy.MAX_REMEMBERED_LEASED_IC = 2000				-- Maximum of leased equipment value that is remembered for opinion bonus
	NDefines.NDiplomacy.MAX_OPINION_FOR_LEASED_IC = 50					-- Positive opinion when remembering the MAX_REMEMBERED_LEASED_IC equipment
	NDefines.NDiplomacy.MONTHLY_LEASED_IC_DECAY = 35					-- How much of leased equipment is being "forgot" each month
	NDefines.NDiplomacy.OPINION_PER_VOLUNTEER = 3						-- Opinion bonus per one sent volunteer division
	NDefines.NDiplomacy.MAX_OPINION_FROM_VOLUNTEERS = 50				-- Opinion bonus per one sent volunteer division
	NDefines.NDiplomacy.OPINION_FOR_DEMO_FROM_WT_GENERATION = -1.0		-- How much less do democracies like us if we generate world tension
	
	
	NDefines.NCountry.SPECIAL_FORCES_CAP_BASE = 0.1
	NDefines.NCountry.SPECIAL_FORCES_CAP_MIN = 40
	NDefines.NCountry.BASE_RESEARCH_SLOTS = 3
	NDefines.NCountry.FEMALE_UNIT_LEADER_BASE_CHANCE = { 
			-- applies as a factor to female unit leader randomization
			-- the values needs to be zero if you don't actually have random portraits
			0.0, -- navy leaders
			0.0, -- army leaders
			0.6, -- operatives
			0.5, -- scientists
	}
	NDefines.NCountry.STARTING_COMMAND_POWER = 10.0					-- starting command power for every country
	NDefines.NCountry.GIE_EXILE_ARMY_LEADER_START_LEVEL = 1	--Starting level for exile leader  -- why 3?!
	--NDefines.NCountry.AIR_SUPPLY_CONVERSION_SCALE = 0.05				-- Claimed to be the same as vanilla previously but BBA changed this value so commented this out


	NDefines.NResistance.GARRISON_MANPOWER_LOST_BY_ATTACK = 0.005 	--WAS 0.018 Ratio of manpower lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)	


	NDefines.NPolitics.ARMY_LEADER_MAX_COST = 75				-- max cost BEFORE modifiers
	NDefines.NPolitics.NAVY_LEADER_MAX_COST = 75		

	NDefines.NMilitary.SUPPLY_GRACE = 84 -- 72 3 days as they say and remain hungry for another 12
	
	NDefines.NMilitary.DEPLOY_TRAINING_MAX_LEVEL = 5
	NDefines.NMilitary.UNIT_EXP_LEVELS = {0.02, 0.04, 0.06, 0.08, 0.1, 0.14, 0.18, 0.22, 0.26, 0.3, 0.39, 0.48, 0.57, 0.66, 0.75, 0.78, 0.81, 0.84, 0.87, 0.9}
	NDefines.NMilitary.ARMY_EXP_BASE_LEVEL = 5
	NDefines.NMilitary.TRAINING_MAX_LEVEL = 10

	NDefines.NMilitary.MAX_ARMY_EXPERIENCE = 999 -- Max army experience a country can store
	NDefines.NMilitary.MAX_NAVY_EXPERIENCE = 999 -- Max navy experience a country can store
	NDefines.NMilitary.MAX_AIR_EXPERIENCE = 999  -- Max air experience a country can store
	
	NDefines.NMilitary.EXPERIENCE_COMBAT_FACTOR = 0.03
	NDefines.NMilitary.FIELD_MARSHAL_DIVISIONS_CAP = 32
	NDefines.NMilitary.RECON_SKILL_IMPACT = 6
	NDefines.NMilitary.BASE_DIVISION_BRIGADE_GROUP_COST = 8 -- Base cost to unlock a regiment slot
	NDefines.NMilitary.BASE_DIVISION_BRIGADE_CHANGE_COST = 4 -- Base cost to change a regiment column.
	NDefines.NMilitary.BASE_DIVISION_SUPPORT_SLOT_COST = 10
	
	NDefines.NMilitary.BASE_LEADER_TRAIT_GAIN_XP = 0.7
	NDefines.NMilitary.UNIT_EXPERIENCE_PER_COMBAT_HOUR = 0.000175
	NDefines.NMilitary.FIELD_EXPERIENCE_MAX_PER_DAY = 12
	NDefines.NMilitary.ENCIRCLED_DISBAND_MANPOWER_FACTOR = 0.1
	NDefines.NMilitary.PLAYER_ORDER_PLANNING_DECAY = 0.005
	NDefines.NMilitary.DISBAND_MANPOWER_LOSS = 0.0
	NDefines.NMilitary.PLAN_SPREAD_ATTACK_WEIGHT = 4.1 --AI should concentrate forces more a bit experimental. Increased from 4.0 to combat issues with AI death stacks - SpicyAlfredo
	
	NDefines.NMilitary.FIELD_MARSHAL_XP_RATIO = 0.7
	NDefines.NMilitary.COMMANDER_LEVEL_UP_STAT_WEIGHTS = {5, 5, 3, 4}
	NDefines.NMilitary.NEW_COMMANDER_RANDOM_PERSONALITY_TRAIT_CHANCES = { -- Chances to gain a personality trait for new generals
		0.80, --50% for first trait
		0.40, --15% for second trait after that
		0.05, 
		0.01,
	}
	
	NDefines.NMilitary.PLANNING_DECAY = 0.04
	NDefines.NMilitary.PLANNING_GAIN = 0.08
	
	-- PLAN_SPREAD_ATTACK_WEIGHT = 6.0
	NDefines.NMilitary.BASE_DIVISION_BRIGADE_CHANGE_COST = 4	-- was 4 before... - Fantom
	--This is a Trace to make sure mod is taken into account
	
	NDefines.NMilitary.PLAN_PROVINCE_BASE_IMPORTANCE = 2.0
	NDefines.NMilitary.PLAN_PROVINCE_LOW_VP_IMPORTANCE_AREA = 4.0
	NDefines.NMilitary.PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_AREA = 6.0 --Vanilla 5
	NDefines.NMilitary.PLAN_PROVINCE_HIGH_VP_IMPORTANCE_AREA = 10.0 -- vanilla 10
	NDefines.NMilitary.PLAN_PROVINCE_LOW_VP_IMPORTANCE_FRONT = 4.0
	NDefines.NMilitary.PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT = 6.0
	NDefines.NMilitary.PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT = 8.0
	NDefines.NMilitary.PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE = 30.0
	NDefines.NMilitary.PLAN_MAX_PROGRESS_TO_JOIN = 0.60
	NDefines.NMilitary.PEN_VS_AVERAGE = 0.9
	NDefines.NMilitary.ARMOR_VS_AVERAGE = 0.2
	
	-- Addition with 1.3.2
	NDefines.NMilitary.PLAN_PORVINCE_PORT_BASE_IMPORTANCE = 18.0		-- increased from 12.0 ; Added importance for area defense province with a port
	NDefines.NMilitary.PLAN_PORVINCE_PORT_LEVEL_FACTOR = 0.5			-- Bonus factor for port level
	NDefines.NMilitary.PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE = 3.0	-- Added importance for area defense province with air field
	NDefines.NMilitary.PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR = 1.5	-- Bonus factor when an airfield has planes on it
	NDefines.NMilitary.PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR = 0.25		-- Bonus factor for airfield level
	NDefines.NMilitary.PLAN_PORVINCE_RESISTANCE_BASE_IMPORTANCE = 10.0 -- Used when calculating the calue of defense area provinces for the battle plan system (factored by resistance level)
		
	NDefines.NMilitary.PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE = 30.0	-- Score applied to provinces in the defense area order controlled by enemies
	NDefines.NMilitary.PLAN_AREA_DEFENSE_ENEMY_UNIT_FACTOR = -1.5		-- Factor applied to province score in area defense order per enemy unit in that province
	NDefines.NMilitary.PLAN_AREA_DEFENSE_FORT_IMPORTANCE = 0.30			-- Used when calculating the calue of defense area provinces for the battle plan system works as multipliers on the rest
	NDefines.NMilitary.PLAN_AREA_DEFENSE_COASTAL_FORT_IMPORTANCE = 5.0	-- Used when calculating the calue of defense area provinces for the battle plan system
	NDefines.NMilitary.PLAN_AREA_DEFENSE_COAST_NO_FORT_IMPORTANCE = 2.0	-- Used when calculating the calue of defense area provinces for the battle plan system
	
	NDefines.NMilitary.PLAN_STICKINESS_FACTOR = 95.0					-- downed from 100; Factor used in unitcontroller when prioritizing units for locations
	NDefines.NMilitary.PLAN_STICKINESS_IGNORE_STACK_LIMIT = 1			-- 1 == yes 0 == no. Alloes player to override prio to stack units where they want to.
	
	NDefines.NMilitary.PLAN_EXECUTE_CAREFUL_LIMIT = 6.0				-- reduced from 25 ; When looking for an attach target this score limit is required in the battle plan to consider province for attack
	NDefines.NMilitary.PLAN_EXECUTE_BALANCED_LIMIT = 0				-- When looking for an attach target this score limit is required in the battle plan to consider province for attack
	NDefines.NMilitary.PLAN_EXECUTE_RUSH = -200						-- When looking for an attach target this score limit is required in the battle plan to consider province for attack
	NDefines.NMilitary.PLAN_EXECUTE_CAREFUL_MAX_FORT = 4				-- reduced from 5 ; If execution mode is set to careful units will not attack provinces with fort levels greater than or equal to this
	
	NDefines.NMilitary.PLAN_MAX_PROGRESS_TO_JOIN = 0.54				-- increased from 0.50 ; If Lower progress than this probably needs support
	
	NDefines.NMilitary.PLAN_BLITZ_OPTIMISM = 0.3						-- increased from 0.2 ; Additional combat balance value in favor of blitzing side when considering targets (not a combat bonus just offsets planning)
	
	NDefines.NMilitary.NEW_COMMANDER_RANDOM_BASIC_TRAIT_CHANCES = {  -- chances to gain a basic trait for new generals
	}
	
	NDefines.NMilitary.NEW_COMMANDER_RANDOM_STATUS_TRAIT_CHANCES = {  -- chances to gain a status trait for new generals
	}
	
	NDefines.NMilitary.NEW_COMMANDER_RANDOM_SKILL_CHANCES = {  -- chances to give a random stat skill for new generals
	}

	NDefines.NMilitary.NEW_NAVY_LEADER_RANDOM_SKILL_CHANCES = { -- chances to give a random stat skill point for a new admiral
	}

	NDefines.NAir.SUPPLY_NEED_FACTOR = 0.22 -- 0.28

	NDefines.NAir.AIR_WING_XP_LEVELS = {20, 40, 60, 80, 100, 140, 180, 220, 260, 300, 390, 480, 570, 660, 750, 780, 810, 840, 870, 900}
	NDefines.NAir.AIR_WING_XP_TRAINING_MAX = 300.0
	NDefines.NAir.AIR_WING_XP_TRAINING_MISSION_GAIN_DAILY = 4.5
	NDefines.NAir.AIR_WING_COUNTRY_XP_FROM_TRAINING_FACTOR = 0.01
	NDefines.NAir.AIR_WING_XP_LOSS_WHEN_KILLED = 200
	NDefines.NAir.AIR_WING_MAX_STATS_ATTACK = 1000 -- Max stats was 200
	NDefines.NAir.AIR_WING_MAX_STATS_DEFENCE = 1000 -- was 200
	NDefines.NAir.AIR_WING_MAX_STATS_AGILITY = 1000 -- was 200
	NDefines.NAir.AIR_WING_MAX_STATS_SPEED = 9999 -- Used to balance the damage done while bombing. was 1500
	NDefines.NAir.AIR_WING_XP_LOSS_REDUCTION_OVER_FRIENDLY_TERRITORY_FACTOR = 0.7
	
	
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_NO_TRUCK_DISRUPTION_FACTOR = 0.05 --0.2 was 0.1 Base 0.02
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_TRUCK_DAMAGE_FACTOR = 0.27 -- 0.5 was 0.25 Base 0.27
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_INFRA_DAMAGE_SPILL_FACTOR = 0.0012 --Base 0.0016
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_FACTOR = 0.05 -- was 0.0375 Base 0.075
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_MITIGATION = 6.0 -- 6.0 Multiply Train Damage by (Smooth / (Smooth + (Disruption * Mitigation)))
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_TRAIN_DAMAGE_DISRUPTION_SMOOTHING = 5 -- 5
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_RAILWAY_DAMAGE_SPILL_FACTOR = 0.003 -- 0.006
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_DISRUPTION_MIN_DAMAGE_FACTOR = 0.05 -- 0.1 Multiply train damage by this factor scale from 1.0 at 0 disruption to this at AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_MAX_DISRUPTION_DAMAGE_TO_CONSIDER = 7.5 -- 15 Base
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_DIRECT_DISRUPTION_DAMAGE_FACTOR = 0.05 -- 0.01
	NDefines.NAir.AIR_WING_ATTACK_LOGISTICS_TRUCK_MAX_FACTOR = 0.3 -- was 0.03 Base 0.3
	
	NDefines.NAir.MISSION_COMMAND_POWER_COSTS = { -- command power cost per plane to create a mission
			0.0, -- AIR_SUPERIORITY
			0.0, -- CAS
			0.0, -- INTERCEPTION
			0.0, -- STRATEGIC_BOMBER
			0.0, -- NAVAL_BOMBER
			0.0, -- DROP_NUKE
			0.0, -- PARADROP
			0.0, -- NAVAL_KAMIKAZE
			0.0, -- PORT_STRIKE
			0.0, -- ATTACK_LOGISTICS
			0.025, -- AIR_SUPPLY --Was 0.05
			0.0, -- TRAINING
			0.0, -- NAVAL_MINES_PLANTING
			0.0, -- NAVAL_MINES_SWEEPING
			0.0, -- MISSION_RECON
			0.0, -- NAVAL_PATROL
			0,0, -- SAM
			0,0, -- BARRAGE
		}
		
	NDefines.NAir.NAVAL_STRIKE_AIR_VS_AIR_PASS_CHANCE = 25.0

	NDefines.NAir.AA_INDUSTRY_AIR_DAMAGE_FACTOR = -0.10				-- 5x levels = 50% defense from bombing. Reduced since Technology would otherwise give you above 100% damage reduction.
--------------------------------------------------------------------------------------------------------------
-- RESEARCH
--------------------------------------------------------------------------------------------------------------
	NDefines.NAI.RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE = 7		-- DO NOT CHANGE TO A LOWER VALUE - SpicyAlfredo
	NDefines.NAI.RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR = 0	-- Multiplies value based on relative military industry size / country size.
	NDefines.NAI.RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR = 0	-- Multiplies value based on relative naval industry size / country size.
	NDefines.NAI.RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR = 0		-- Multiplies value based on relative number of air base / country size.
	
	NDefines.NAI.MAX_AHEAD_RESEARCH_PENALTY = 1.3
	NDefines.NAI.RESEARCH_NEW_WEIGHT_FACTOR = 0.5 			-- Impact of previously unexplored tech weights. Higher means more random exploration.
	NDefines.NAI.RESEARCH_BONUS_FACTOR = 3 				-- To which extent AI should care about bonuses to research
	NDefines.NAI.RESEARCH_AHEAD_OF_TIME_FACTOR = 2.0 		-- To which extent AI should care about ahead of time penalties to research
	NDefines.NAI.RESEARCH_BASE_DAYS = 30					-- Vanilla 60 AI adds a base number of days when weighting completion time for techs to ensure it doesn't only research quick techs	
	NDefines.NAI.XP_RATIO_REQUIRED_TO_RESEARCH_WITH_XP = 3.0

--------------------------------------------------------------------------------------------------------------
-- DESIGN
--------------------------------------------------------------------------------------------------------------
	NDefines.NAI.DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_LAND = 500 --10	-- Army XP needed before attempting to create a variant of a type that uses the legacy upgrades system. ai_strategy supports land_xp_spend_priority upgrade_xp_cutoff. If none is set this define is used instead.
	NDefines.NAI.DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_NAVY = 49 --25	-- Same as above but for navy XP and navy_xp_spend_priority.
	NDefines.NAI.DEFAULT_LEGACY_VARIANT_CREATION_XP_CUTOFF_AIR  = 199 --25	-- Same as above but for air XP and air_xp_spend_priority.

-- The AI uses the below values when selecting which design to make among the types that use the tank designer
-- (the tank designer DLC feature must be active). For each role the highest priority AI design that can be
-- created if any is assigned a weight. Any design with a weight of zero or a weight that falls below the
-- cutoff is dropped. A random design is then picked from the remaining.
-- Weight is calculated as AlternativeFactor * DemandFactor.
-- An "alternative" is a producible design of the same archetype (each specialized type is its own archetype).

-- EAI: AI delays upgrading the main tank types too much because it wants to create absent types for its templates first
-- makes sense but I'd rather have it get its most used type upgraded first
	NDefines.NAI.LAND_DESIGN_ALTERNATIVE_ABSENT = 1 --1000000
	NDefines.NAI.LAND_DESIGN_ALTERNATIVE_OF_LESSER_TECH = 1 --10000
	NDefines.NAI.LAND_DESIGN_ALTERNATIVE_OF_EQUAL_TECH = 1 --100
	NDefines.NAI.LAND_DESIGN_ALTERNATIVE_OF_GREATER_TECH = 1

-- If a template may be reinforced with the archetype it's considered to be "demanded". If multiple conditions
-- are met e.g. it's both in the field and in training the largest value is used.

	NDefines.NAI.LAND_DESIGN_DEMAND_FIELD_DIVISION = 50
	NDefines.NAI.LAND_DESIGN_DEMAND_TRAINING_DIVISION = 50
	NDefines.NAI.LAND_DESIGN_DEMAND_GARRISON_DIVISION = 10
	NDefines.NAI.LAND_DESIGN_DEMAND_UNUSED_TEMPLATE = 10 --1
	NDefines.NAI.LAND_DESIGN_DEMAND_ABSENT = 10 --0
	
-- The AI "desires" to spend XP on doctrines templates and equipment.
-- The desire is built up over time and when XP is available it spends it on the action that has the highest accumulated desire. After spending XP the desire is reset in effect balancing the desires.
-- Below is the daily desire gain for each action.

	NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_LAND_DOCTRINE = 1    -- How quickly is desire to unlock land doctrines accumulated?
	NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE = 1   -- How quickly is desire to unlock naval doctrines accumulated?
	NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_AIR_DOCTRINE = 1    -- How quickly is desire to unlock air doctrines accumulated?

--EAI: make sure land template desire is always at the top if the doctrine desire is high but the mod blocks it AI wont create templates
	NDefines.NAI.DESIRE_USE_XP_TO_UPDATE_LAND_TEMPLATE = 100.0 --2.0    -- How quickly is desire to update/create templates accumulated?
	
	NDefines.NAI.DESIRE_USE_XP_TO_UPGRADE_LAND_EQUIPMENT = 2.0  -- How quickly is desire to update/create land equipment variants accumulated?
	NDefines.NAI.DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT = 100.0 -- How quickly is desire to update/create naval equipment variants accumulated?
	NDefines.NAI.DESIRE_USE_XP_TO_UPGRADE_AIR_EQUIPMENT = 100.0  -- How quickly is desire to update/create air equipment variants accumulated?
	
	NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_ARMY_SPIRIT = 0.4    -- How quickly is desire to unlock army spirits accumulated?
	NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_NAVY_SPIRIT = 0.4   -- How quickly is desire to unlock naval spirits accumulated?
	NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_AIR_SPIRIT = 0.4    -- How quickly is desire to unlock air spirits accumulated?
	
	NDefines.NAI.DAYS_BETWEEN_CHECK_BEST_DOCTRINE = 7       -- Recalculate desired best doctrine to unlock with this many days inbetween.
	NDefines.NAI.DAYS_BETWEEN_CHECK_BEST_TEMPLATE = 7       -- Recalculate desired best template to upgrade with this many days inbetween.
	NDefines.NAI.DAYS_BETWEEN_CHECK_BEST_EQUIPMENT = 7      -- Recalculate desired best equipment to upgrade with this many days inbetween.
	
	NDefines.NAI.GARRISON_TEMPLATE_SCORE_IC_FACTOR = 1.0 -- ai uses these defines while calculating garrison template score of a template.
	NDefines.NAI.GARRISON_TEMPLATE_SCORE_MANPOWER_FACTOR = 0.05 -- formula is (template_ic * ic_factor + template_manpower * manpower_factor ) / template_supression (lower is better)	

	NDefines.NAI.DIVISION_UPGRADE_MIN_XP = 100				-- Instead of 200 Minimum XP before attempting to upgrade a division template.
	NDefines.NAI.DIVISION_CREATE_MIN_XP = 100				-- Instead of 150 Minimum XP before attempting to create a fresh new division template.
	NDefines.NAI.VARIANT_UPGRADE_MIN_XP = 100				-- Instead of 150 Minimum XP before attempting to create a new variant.
	NDefines.NAI.UPGRADE_XP_RUSH_UPDATE = 150				-- Instead of 200 If XP is above this on the daily tick the AI will attempt to spend it
	
--------------------------------------------------------------------------------------------------------------
-- DIVISION PRODUCTION
--------------------------------------------------------------------------------------------------------------
	NDefines.NAI.DEPLOY_MIN_TRAINING_SURRENDER_FACTOR = 0.5     -- Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0
	NDefines.NAI.DEPLOY_MIN_EQUIPMENT_SURRENDER_FACTOR = 0.8   -- Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime while surrender progress is higher than 0
	NDefines.NAI.DEPLOY_MIN_TRAINING_PEACE_FACTOR = 0.4        -- Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime
	NDefines.NAI.DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR = 0.9       -- Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime
	NDefines.NAI.DEPLOY_MIN_TRAINING_WAR_FACTOR = 0.9          -- Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime
	NDefines.NAI.DEPLOY_MIN_EQUIPMENT_WAR_FACTOR = 0.9         -- Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime
	NDefines.NAI.DEPLOY_MIN_EQUIPMENT_CAP_DEPLOY_FACTOR = 0.85  -- If training is capped by equipment deficit and we have reached that cap deploy unit anyway if percentage is above this (reinforce in field instead).
		
	NDefines.NAI.ENTRENCHMENT_WEIGHT = 50.0
	NDefines.NAI.AI_FRONT_MOVEMENT_FACTOR_FOR_READY = 0.50
	NDefines.NAI.MAIN_ENEMY_FRONT_IMPORTANCE = 50.0
	NDefines.NAI.RESERVE_TO_COMMITTED_BALANCE = 0.2
	NDefines.NAI.FRONT_REASSIGN_DISTANCE = 250.0
	NDefines.NAI.CANCEL_COMBAT_DISADVANTAGE_RATIO = 1.5 -- changed 1.15 ; if we are in combat for this amount and it goes shitty then try skipping it 
	NDefines.NAI.UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE = 20.0 -- Instead of 10 should improve terrain optimization

--------------------------------------------------------------------------------------------------------------
-- FUEL
--------------------------------------------------------------------------------------------------------------

	NDefines.NAI.WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_ARMY_MAX_CONSUMPTION = 365  -- AI will try to buffer at least this amount of days on max consumption will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer 
	NDefines.NAI.WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_AIR_MAX_CONSUMPTION  = 365  -- AI will try to buffer at least this amount of days on max consumption will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer
	NDefines.NAI.WANTED_MAX_FUEL_BUFFER_IN_DAYS_FOR_NAVY_MAX_CONSUMPTION = 365  -- AI will try to buffer at least this amount of days on max consumption will trade if necesarry and will go into fuel saving mode/aggresive mode using this buffer

--------------------------------------------------------------------------------------------------------------
-- DIPLOMACY
--------------------------------------------------------------------------------------------------------------
	
	NDefines.NAI.DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD = 1
	NDefines.NAI.BASE_RELUCTANCE = 15 						-- (Original value: 20) Base reluctance applied to all diplomatic offers
	NDefines.NAI.DIPLOMATIC_ACTION_RANDOM_FACTOR = 0.5 		-- How much of the AI diplomatic action scoring is randomly determined (1.0 = half random 2.0 = 2/3rd random etc)
	NDefines.NAI.DIPLOMATIC_ACTION_PROPOSE_SCORE = 50 		-- AI must score a diplomatic action at least this highly to propose it themselves
	NDefines.NAI.DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE = 50 -- Base diplomatic action score bonus to go to war per wargoal
	NDefines.NAI.DIPLOMATIC_ACTION_BREAK_SCORE = -50 		-- (Original value: -10) AI must score a diplomatic action less than this to break it off	
	NDefines.NAI.DIPLOMACY_CREATE_FACTION_FACTOR = 0.75		-- Factor for AI desire to create a new faction. Val < 1.0 makes it less likely to create than to join.
	NDefines.NAI.DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY = 95 -- AI penalty for diplomatic faction acitons between nations of different ideologies
	NDefines.NAI.DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR = 50 -- (Original value: 15) AI bonus acceptance when being asked about faction is a major of the same ideology
	NDefines.NAI.DIPLOMACY_FACTION_NEUTRALITY_PENALTY = 50	-- Neutral nations have a separate penalty not wanting to get involved at all rather than caring much about the difference in ideology
	NDefines.NAI.DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR = 0.2-- How much the AI takes global tension into account when considering faction actions
	NDefines.NAI.TENSION_DECAY = 0.20						-- (Original value: 0.15) Each months tension decays this much. Base was 0.1
	NDefines.NAI.DIPLOMACY_FACTION_WAR_RELUCTANCE = -50		-- Penalty to desire to enter a faction with a country that we are not fighting wars together with.
	NDefines.NAI.DIPLOMACY_FACTION_TAKE_OVER_RELUCTANCE_VERSUS_HUMAN = 2.0	-- Multiplier penalty for how much stronger than a human faction member an AI country must be to choose to assume faction leadership.
	NDefines.NAI.DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE = -50 -- extra reluctance to join stuff as scared minor
	NDefines.NAI.DIPLOMACY_FACTION_PLAYER_JOIN = 20			-- Bonus for human players asking to join a faction.
	NDefines.NAI.DIPLOMACY_BOOST_PARTY_COST_FACTOR = 100.0	-- Desire to boost party popularity subtracts the daily cost multiplied by this
	NDefines.NAI.DIPLOMACY_IMPROVE_RELATION_COST_FACTOR = 7.0-- Desire to boost relations subtracts the cost multiplied by this
	NDefines.NAI.DIPLOMACY_IMPROVE_RELATION_PP_FACTOR = 0.1	-- Desire to boost relations adds total PP multiplied by this
	NDefines.NAI.DIPLOMACY_SEND_ATTACHE_COST_FACTOR = 5.0	-- Desire to send attache substracts the cost multiplied by this
	NDefines.NAI.DIPLOMACY_SEND_ATTACHE_PP_FACTOR = 0.1	-- Desire to send attache adds total PP multiplied by this
	NDefines.NAI.DIPLOMACY_REJECTED_WAIT_MONTHS_BASE = 4	-- AI will not repeat offers until at least this time has passed and at most the double
	NDefines.NAI.DIPLOMACY_CALL_ALLY_VALIDITY_DURATION = 1	-- Overwrite above value for CallAlly and JoinAlly diplo action. This is however fixed and is not subject to randomness. Also this is the time the AI will keep the action in its incoming queue without declining it.
	NDefines.NAI.DIPLOMACY_SEND_MAX_FACTION = 0.75			-- Country should not send away more units than this as expeditionaries
	NDefines.NAI.DIPLOMACY_ACCEPT_VOLUNTEERS_BASE = 50		-- Base value of volunteer acceptance (help is welcome)
	NDefines.NAI.DIPLOMACY_ACCEPT_ATTACHE_BASE = 50			-- Base value of attache acceptance (help is welcome)
	NDefines.NAI.DIPLOMACY_ACCEPT_ATTACHE_OPINION_TRASHHOLD = 20 -- Value of opinion that will remove accepting penalty for receiveing the attache
	NDefines.NAI.DIPLOMACY_ACCEPT_ATTACHE_OPINION_PENALTY = -100 -- Value of acceptance penalty if the opinion too low 
	NDefines.NAI.DIPLOMACY_FACTION_MAJOR_AT_WAR = 1000.0	-- Factor that will be multiplied with the surrender level in the desire to offer to the other ai to join a faction
	NDefines.NAI.DIPLOMACY_FACTION_SURRENDER_LEVEL = 20 	-- How much the recipient nation losing matters for joining a faction
	NDefines.NAI.DIPLO_PREFER_OTHER_FACTION = -200			-- The country has yet to ask some other faction it would prefer to be a part of.
	NDefines.NAI.GENERATE_WARGOAL_THREAT_BASELINE = 0.6
	NDefines.NAI.LENDLEASE_FRACTION_OF_PRODUCTION = 0.25 --0.5
	NDefines.NAI.LENDLEASE_FRACTION_OF_STOCKPILE = 0.125 --0.25
	
	NDefines.NAI.FASCISTS_ALLY_DEMOCRACIES = -150
	NDefines.NAI.FASCISTS_ALLY_COMMUNISTS = -150
	NDefines.NAI.COMMUNISTS_ALLY_FASCISTS = -150
	NDefines.NAI.DEMOCRACIES_ALLY_COMMUNISTS = -75
	NDefines.NAI.COMMUNISTS_ALLY_DEMOCRACIES = -75
	
	NDefines.NAI.PRODUCTION_EQUIPMENT_SURPLUS_FACTOR = 0.15	-- Base value for how much of currently used equipment the AI will at least strive to have in stock

	NDefines.NAI.GENERATE_WARGOAL_ANTAGONIZE_SCALE = 0.25 -- (Original value: 0.35) How likely the AI acts on claims to generated war goals. Baseline is 'min_threat - antagonize * scale.' So don't lower it below 0.25! 
	
--------------------------------------------------------------------------------------------------------------
-- ECONOMY
--------------------------------------------------------------------------------------------------------------

	NDefines.NAI.BUILDING_TARGETS_BUILDING_PRIORITIES = {				-- buildings in order of pirority when considering building targets strategies. First has the greatest priority omitted has the lowest. NOTE: not all buildings are supported by building targets strategies.
		'synthetic_refinery',
		'fuel_silo',
		'industrial_complex',
		'arms_factory',
		'infrastructure',
		'dockyard',
		'air_base',
		'radar_station',
		'nuclear_reactor',
	}
	
--------------------------------------------------------------------------------------------------------------
-- FRONT CONTROL/ARMY
--------------------------------------------------------------------------------------------------------------	

	NDefines.NAI.MIN_AI_UNITS_PER_TILE_FOR_STANDARD_COHESION = 2.0	-- How many units should we have for each tile along a front in order to switch to standard cohesion (less moving around)
	NDefines.NAI.MIN_FRONT_SIZE_TO_CONSIDER_STANDARD_COHESION = 2000	-- How long should fronts be before we consider switching to standard cohesion (under this standard cohesion fronts will switch back to relaxed)

	NDefines.NAI.ASSIGN_TANKS_TO_WAR_FRONT = 8.0 --4.0
	NDefines.NAI.ASSIGN_TANKS_TO_NON_WAR_FRONT = 0.2 --0.4
	
	NDefines.NAI.PLAN_EXECUTE_RUSH = -10
	NDefines.NAI.PLAN_ATTACK_MIN_ORG_FACTOR_LOW = 0.85							-- Minimum org % for a unit to actively attack an enemy unit when executing a plan
	NDefines.NAI.PLAN_ATTACK_MIN_STRENGTH_FACTOR_LOW = 0.85						-- Minimum strength for a unit to actively attack an enemy unit when executing a plan
	NDefines.NAI.PLAN_ATTACK_MIN_ORG_FACTOR_MED = 0.65							-- (LOWMEDHIGH) corresponds to the plan execution agressiveness level.
	NDefines.NAI.PLAN_ATTACK_MIN_STRENGTH_FACTOR_MED = 0.65	
	NDefines.NAI.PLAN_ATTACK_MIN_ORG_FACTOR_HIGH = 0.5		
	NDefines.NAI.PLAN_ATTACK_MIN_STRENGTH_FACTOR_HIGH = 0.5
	NDefines.NAI.PLAN_FACTION_STRONG_TO_EXECUTE = 0.65 --0.80	0.60		        -- % or more of units in an order to consider ececuting the plan	
	
	NDefines.NAI.PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR = 1		                    -- AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this)
	NDefines.NAI.PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR = 1 		                -- AI countries will hold on activating plans if player controlled countries have plans in the same location. Majors count extra (value of 1 will negate this)

	NDefines.NAI.FALLBACK_LOSING_FACTOR = 0.0
	NDefines.NAI.PLAN_MIN_SIZE_FOR_FALLBACK = 5000					                -- A country with less provinces than this will not draw fallback plans  but rather station their troops along the front

-- these are all 3 numbers for min desired max unit need weights for area defense
	NDefines.NAI.AREA_DEFENSE_CAPITAL_PEACE_VP_WEIGHT = { 1.0, 1.0, 1.0 }
	NDefines.NAI.AREA_DEFENSE_CAPITAL_VP_WEIGHT = { 0.0, 1.0, 2.0 }
	NDefines.NAI.AREA_DEFENSE_HOME_VP_WEIGHT = { 0.0, 0.5, 1.0 }
	NDefines.NAI.AREA_DEFENSE_OTHER_VP_WEIGHT = { 0.0, 0.0, 1.0 }

	NDefines.NAI.AREA_DEFENSE_CAPITAL_PEACE_COAST_WEIGHT = { 0.0, 0.0, 0.0 }
	NDefines.NAI.AREA_DEFENSE_CAPITAL_COAST_WEIGHT = { 0.0, 0.2, 0.7 }
	NDefines.NAI.AREA_DEFENSE_HOME_COAST_WEIGHT = { 0.0, 0.1, 0.5 }
	NDefines.NAI.AREA_DEFENSE_OTHER_COAST_WEIGHT = { 0.0, 0.0, 0.0 }

	NDefines.NAI.AREA_DEFENSE_CAPITAL_PEACE_BASE_WEIGHT = { 0.0, 0.0, 0.0 }
	NDefines.NAI.AREA_DEFENSE_CAPITAL_BASE_WEIGHT = { 0.5, 1.0, 1.5 }
	NDefines.NAI.AREA_DEFENSE_HOME_BASE_WEIGHT = { 0.5, 1.0, 1.0 }
	NDefines.NAI.AREA_DEFENSE_OTHER_BASE_WEIGHT = { 0.5, 0.5, 1.0 }


	NDefines.NAI.ORG_UNIT_WEAK = 0.4						-- Organization % for unit to be considered weak
	NDefines.NAI.STR_UNIT_WEAK = 0.4					-- Strength (equipment) % for unit to be considered weak
	
	NDefines.NAI.ORG_UNIT_NORMAL = 0.7						-- Organization % for unit to be considered normal
	NDefines.NAI.STR_UNIT_NORMAL = 0.7						-- Strength (equipment) % for unit to be considered normal
	
	NDefines.NAI.ORG_UNIT_STRONG = 0.80
	
	NDefines.NAI.ATTACK_HEAVILY_DEFENDED_LIMIT = 0.8			-- reduced from 1.0 ; AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%)
	
	NDefines.NAI.MAX_ALLOWED_NAVAL_DANGER = 51				-- AI will ignore naval paths that has danger value of above this threshold while assigning units
	
	NDefines.NAI.DESPERATE_AI_WEAK_UNIT_STR_LIMIT = 0.1					-- ai will increase number of units assigned to break from desperate situations when units are start falling lower than this str limit
	NDefines.NAI.DESPERATE_AI_MIN_ORG_BEFORE_ATTACK = 0.85					-- ai will wait for this much org to attack an enemy prov in desperate situations
	NDefines.NAI.DESPERATE_AI_MIN_ORG_BEFORE_MOVE = 0.25				-- ai will wait for this much org to move in desperate situations
	NDefines.NAI.DESPERATE_ATTACK_WITHOUT_ORG_WHEN_NO_ORG_GAIN = 175		-- if ai can't regain enough org to attack in this many hours it will go truly desperate and attack anyway (still has to wait for move org)
	
	NDefines.NAI.WANTED_UNITS_MANPOWER_DIVISOR = 22000
	
	-- seems to not be based on the right number of entries even before AAT
	-- NDefines.NAI.DIVISION_DESIGN_WEIGHTS = {							-- Base values used by AI to evaluate value of a stat
	-- 	--Army Values
	-- 	0.5, -- default_morale
	-- 	1.0, -- defense
	-- 	1.0, -- breakthrough
	-- 	1.0, -- hardness
	-- 	1.3, -- soft_attack #was 1.2 should build better divs.
	-- 	0.01, -- hard_attack #was 0. Experiment so AI base vaules anti-tank and tanks more - SpicyAlfrdo
	-- 	0.0, -- recon
	-- 	0.0, -- entrenchment
	-- 	0.0, -- initiative
	-- 	0.0, -- casualty_trickleback 
	-- 	-1.0, -- supply_consumption_factor
	-- 	-0.25, -- supply_consumption
	-- 	0.0, -- suppression
	-- 	0.0, -- suppression_factor
	-- 	0.0, -- experience_loss_factor
	-- 	0.0, -- equipment_capture_factor
	-- 	0.0, -- fuel_capacity
	-- 	--Navy Values
	-- 	0.0, -- surface_detection
	-- 	0.01, -- sub_detection Experimental nudge for the ai to not build DD's that let Subs massacre them - SpicyAlfrdo
	-- 	0.0, -- surface_visibility
	-- 	0.0, -- sub_visibility
	-- 	0.0, -- lg attack
	-- 	0.0, -- lg piercing
	-- 	0.0, -- hg attack
	-- 	0.0, -- hg piercing
	-- 	0.0, -- torpedo
	-- 	0.0, -- sub attack
	-- 	0.0, -- anti air attack
	-- 	0.0, -- amphibious_defense
	-- 	0.0, -- naval_speed
	-- 	0.0, -- range
	-- 	0.0, -- mine plant
	-- 	0.0, -- mine sweep
	-- 	0.0, -- raiding coordination
	-- 	0.0, -- patrol coordination
	-- 	0.0, -- search and destroy coordination
	-- 	--Air Values
	-- 	0.0, -- air_range
	-- 	0.0, -- air_defence
	-- 	0.0, -- air_attack
	-- 	0.0, -- air_agility
	-- 	0.0, -- air_bombing
	-- 	0.01, -- air_superiority #ai nudge for the most important air stat bar none - Spicyalfredo
	-- 	0.0, -- naval_strike_attack
	-- 	0.0, -- naval_strike_targetting
	-- 	0.0, -- air_ground_attack
	-- 	0.0, -- air_visibility_factor
	-- 	--Common Values
	-- 	1.0, -- max_organisation
	-- 	1.0, -- max_strength
	-- 	1.0, -- maximum_speed
	-- 	1.0, -- armor_value
	-- 	0.5, -- ap_attack
	-- 	0.0, -- reliability
	-- 	0.0, -- reliability_factor
	-- 	-0.25, -- weight
	-- 	0.0, -- fuel_consumption
	-- 	0.0, -- fuel_consumption_factor
	-- 	--Special Values
	-- 	0.0, -- strategic_attack
	-- 	0.0, -- carrier_size
	-- 	0.0, -- acclimatization hot gain
	-- 	0.0, -- acclimatization cold gain
	-- 	0.0, -- night_penalty
	-- 	-0.5, -- build_cost_ic
	-- }
	
	
	NDefines.NAI.MAX_UNITS_FACTOR_INVASION_ORDER = 1.0				-- Factor for max number of units to assign to naval invasion orders
	NDefines.NAI.DESIRED_UNITS_FACTOR_INVASION_ORDER = 1.0			-- Factor for desired number of units to assign to naval invasion orders
	NDefines.NAI.MIN_UNITS_FACTOR_INVASION_ORDER = 0.5				-- Factor for min number of units to assign to naval invasion orders #was 1.0 should reduce low unit number naval invasions
	
	NDefines.NAI.NEW_LEADER_EXTRA_PP_FACTOR = 1					-- Country must have at least this many times extra PP to get new admirals or army leaders #Was 2.0
	NDefines.NAI.ATTACK_HEAVILY_DEFENDED_LIMIT = 0.7				-- AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%) #was 0.5
	NDefines.NAI.HOUR_BAD_COMBAT_REEVALUATE = 72                  -- if we are in combat for this amount and it goes shitty then try skipping it #was 100
	
	NDefines.NAI.PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER = 0.1	-- Is modified by efficency modifiers.
	NDefines.NAI.PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR = 2.0			-- AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this)
	NDefines.NAI.PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR = 2.0		-- AI countries will hold on activating plans if player controlled countries have plans in the same location. Majors count extra (value of 1 will negate this)
	NDefines.NAI.AREA_DEFENSE_BASE_IMPORTANCE = 4					-- Area defense order base importance value (used for determining order of troop selections)
	
	NDefines.NAI.ALLY_SUPPLY_RATIO_FOR_UNIT_PRODUCTION = 0.00		-- supply ratio of ally supply chunks will be added to our own supply chunks (since we will fight around allies as well) modified by produce_unit_for_ally_supply_chunks strat
	
	
	NDefines.NAI.XP_RATIO_REQUIRED_TO_RESEARCH_WITH_XP = 1.5		-- AI will at least need this amount of xp compared to cost of a tech to reserch it with XP #BASE WAS 2.0	
	
	NDefines.NAI.FRONT_EVAL_UNIT_ACCURACY = 0.95                          -- scale how stupid ai will act on fronts. 0 is potato #BASE WAS 0.7
	
	NDefines.NAI.MIN_NUM_CONQUERED_PROVINCES_TO_DEPRIO_NAVAL_INVADED_FRONTS = 35	-- if you conquer this amount of provinces after a naval invasion it will lose its prio status and will act as a regular front	

	NDefines.NAI.GARRISON_FRACTION = 0.05 					-- How large part of a front should always be holding the line rather than advancing at the enemy

--------------------------------------------------------------------------------------------------------------
-- NAVY
--------------------------------------------------------------------------------------------------------------
	NDefines.NAI.SUPPLY_NEED_FACTOR = 3 -- 4

	NDefines.NAI.NAVY_PREFERED_MAX_SIZE = 50.0 -- Upgraded from 20.0
	NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING = 0.10 -- maximum ratio of screens forces to be used in mine sweeping
	NDefines.NAI.MISSING_CONVOYS_BOOST_FACTOR = 0.0
	NDefines.NAI.CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT = 6 		-- optimum capital count for capital taskforces
	NDefines.NAI.SCREEN_TASKFORCE_MAX_SHIP_COUNT = 8			-- optimum screen count for screen taskforces
	NDefines.NAI.SUB_TASKFORCE_MAX_SHIP_COUNT = 10 				-- optimum sub count for sub taskforces	

	NDefines.NAI.MIN_NAVAL_MISSION_PRIO_TO_ASSIGN = {  -- priorities for regions to get assigned to a mission
		0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
		200, -- PATROL		
		200, -- STRIKE FORCE 
		200, -- CONVOY RAIDING
		100, -- CONVOY ESCORT
		200, -- MINES PLANTING	
		100, -- MINES SWEEPING	
		0, -- TRAIN
		0, -- RESERVE_FLEET
		100, -- NAVAL INVASION SUPPORT
	}
	
	NDefines.NAI.HIGH_PRIO_NAVAL_MISSION_SCORES = {  -- priorities for regions to get assigned to a mission
		0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
		3800, -- PATROL - 100000	
		1000, -- STRIKE FORCE 
		1500, -- CONVOY RAIDING
		3000, -- CONVOY ESCORT - 1000
		-1, -- MINES PLANTING	
		300, -- MINES SWEEPING	
		0, -- TRAIN
		0, -- RESERVE_FLEET
		1000, -- NAVAL INVASION SUPPORT
	}

	NDefines.NAI.MAX_MISSION_PER_TASKFORCE = {  -- max mission region/taskforce ratio
		0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
		1.5, -- PATROL		
		6, -- STRIKE FORCE 
		1.5, -- CONVOY RAIDING
		2, -- CONVOY ESCORT
		2, -- MINES PLANTING
		2, -- MINES SWEEPING
		0, -- TRAIN
		0, -- RESERVE_FLEET
		10, -- NAVAL INVASION SUPPORT
	}

-------------------------
-- NAVAL INVASIONS
-------------------------
	NDefines.NAI.ENEMY_NAVY_STRENGTH_DONT_BOTHER = 5		
	NDefines.NAI.RELATIVE_STRENGTH_TO_INVADE = 0 --0.08			-- Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend.
	NDefines.NAI.RELATIVE_STRENGTH_TO_INVADE_DEFENSIVE = 0 --0.4	-- Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend but while being a defensive country.
	NDefines.NAI.INVASION_COASTAL_PROVS_PER_ORDER = 12				-- AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this)
	NDefines.NAI.MAX_DISTANCE_NAVAL_INVASION = 400.0				-- AI is extremely unwilling to plan naval invasions above this naval distance limit.
	NDefines.NAI.MAX_INVASION_SIZE = 18 --24									-- max invasion group size
	
-------------------------
-- AIR AI
-------------------------
	NDefines.NAI.PRODUCTION_CARRIER_PLANE_BUFFER_RATIO = 0.75 --1.5				-- in additiona to total deck size of carriers we want at list this ratio to buffer it
	NDefines.NAI.MAX_FUEL_CONSUMPTION_RATIO_FOR_AIR_TRAINING = 1
	NDefines.NAI.LAND_COMBAT_OUR_COMBATS_AIR_IMPORTANCE = 1000		-- Strategic importance of our armies in the combats
	NDefines.NAI.LAND_DEFENSE_INTERSEPTORS_PER_BOMBERS = 1		-- Amount of air interceptor planes requested per enemy bomber
	NDefines.NAI.LAND_DEFENSE_CIVIL_FACTORY_IMPORTANCE = 800 -- 50			-- Strategic importance of civil factories
	NDefines.NAI.LAND_DEFENSE_MILITARY_FACTORY_IMPORTANCE = 880 -- 70		-- Strategic importance of military factories
	NDefines.NAI.LAND_DEFENSE_NAVAL_FACTORY_IMPORTANCE = 420 -- 30			-- Strategic importance of naval factories

	NDefines.NAI.STR_BOMB_PLANES_PER_CIV_FACTORY = 200				-- Amount of planes requested per enemy civ factory
	NDefines.NAI.STR_BOMB_PLANES_PER_MIL_FACTORY = 200				-- Amount of planes requested per enemy military factory
	NDefines.NAI.STR_BOMB_PLANES_PER_NAV_FACTORY = 100				-- Amount of planes requested per enemy naval factory
	NDefines.NAI.STR_BOMB_PLANES_PER_SUPPLY_HUB = 30                 -- Amount of planes requested per enemy supply node

	NDefines.NAI.NAVAL_STRIKE_PLANES_PER_SHIP = 40					-- Amount of bombers requested per enemy ship
	NDefines.NAI.NAVAL_SHIP_AIR_IMPORTANCE = 10000 --2.0					-- Naval ship air importance
	NDefines.NAI.NAVAL_IMPORTANCE_SCALE = 2 --0.65						-- Naval total importance scale (every naval score get's multiplied by it)

	NDefines.NAI.NAVAL_PATROL_PLANES_PER_SHIP_PATROLLING = 20 --10.0		-- Amount of naval patrol planes per ship on a patrol mission
	NDefines.NAI.NAVAL_PATROL_PLANES_PER_SHIP_RAIDING = 40 --10.0		-- Amount of naval patrol planes per ship on a convoy raid mission
	NDefines.NAI.NAVAL_PATROL_PLANES_PER_SHIP_ESCORTING = 20 --10.0		-- Amount of naval patrol planes per ship on a convoy escort mission

--------------------------------------------------------------------------------------------------------------
-- PP
--------------------------------------------------------------------------------------------------------------
	
	NDefines.NAI.COMMAND_POWER_BEFORE_SPEND_ON_TRAITS = 65.0


	NDefines.NFocus.MAX_SAVED_FOCUS_PROGRESS = 14				-- This much progress can be saved while not having a focus selected


	NDefines.NOperatives.OPERATIVE_MISSION_DETECTION_CHANCE_FACTOR = {
		-- Factor multiplied to the detection chance of an agent on mission before the offsets
		0.0, -- NoMission
		1.0, -- BuildIntelNetwork
		0.95, -- QuietIntelNetwork
		1.0, -- CounterIntelligence
		0.0, -- RootOutResistance
		2.0, -- BoostIdeology
		0.1, -- ControlTrade
		0.1, -- DiplomaticPressure
		2.0, -- Propaganda
	}

	NDefines.NOperatives.BOOST_IDEOLOGY_NATIONAL_COVERAGE_FACTOR = 1.0				-- used to compute the drift factor as follow: BASE * SUB_NETWORK_NC * BOOST_IDEOLOGY_DEFENSE_FACTOR
	NDefines.NOperatives.BOOST_IDEOLOGY_MAX_DRIFT_BY_OPERATIVE = 0.3				-- the maximum drift an operative can cause a negative value means no maximum
	NDefines.NOperatives.BOOST_IDEOLOGY_DRIFT_STACKING_FACTOR = 0.75				-- multiplied to the drift of an operative for each operative after the first one with the greatest drift. So if we have the following drift values [ 0.1 0.3 0.2 ] the factor is applied twice for the lowest value and once for the 2nd lowest one as such : [ 0.3 0.2 * D 0.1 * D * D ] and then the result is summed up to give the final drift value.
	NDefines.NOperatives.BOOST_IDEOLOGY_DEFENSE_FACTOR = 0.2					-- multiplied to the target's defense to get the amount of drift to remove from each operative's drift
	NDefines.NOperatives.BOOST_IDEOLOGY_DAILY_XP_GAIN = 0.275
	NDefines.NOperatives.OPERATIVE_BASE_BOOST_IDEOLOGY = 0.15

	
	NDefines.NOperatives.COUNTER_INTELLIGENCE_FOREIGN_AGENT_FACTOR = 1.1			-- Multiplier to the counter intelligence provided by foreign (ally) operatives

	NDefines.NOperatives.ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_XP_GAIN = 125					-- Xp gain when an enemy operative is captured in the country the operative is assigned to counter intelligence to. Apply to a single randomly selected operative
	NDefines.NOperatives.ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_OWN_COUNTRY_FOR_XP = 3			-- An integer on how likely an operative operating in his own country is to get selected for the xp reward on enemy operative capture
	NDefines.NOperatives.ON_CAPTURE_COUNTERINTELLIGENCE_OPERATIVE_WEIGHT_DIFFERENT_COUNTRY_FOR_XP = 1		-- same for an operative assigned to counter intelligence in a different country than his own

	NDefines.NOperatives.OPERATION_COMPLETION_XP = 75			-- XP given on completion of a mission. Was 18!
	NDefines.NOperatives.DIPLOMATIC_PRESSURE_DAILY_XP_GAIN = 0.155 			-- Daily XP given doing Diplomatic Pressure mission was 0.137
	NDefines.NOperatives.COUNTER_INTELLIGENCE_DAILY_XP_GAIN = 0.115 		-- Daily XP given doing counter intelligence mission was 0.112
	NDefines.NOperatives.QUIET_INTEL_NETWORK_DAILY_XP_GAIN = 0.1  		-- Daily XP given doing quiet intel network mission was 0!
	NDefines.NOperatives.BUILD_INTEL_NETWORK_DAILY_XP_GAIN = 1.25  		-- was 1.0


	NDefines.NTechnology.BASE_TECH_COST = 80
	NDefines.NTechnology.BASE_YEAR_AHEAD_PENALTY_FACTOR = 2 -- Base year ahead penalty from 2
	NDefines.NTechnology.BASE_RESEARCH_POINTS_SAVED = 56.0 --#base game 30 changed to 50 and then why not 56?


-- Supply Abbus: It punish less compare to vanilla
-- SpicyAlfredo: While it was the mod's philsophy to have noob friendly supply. That Era has passed and using Vanilla vaules in this relam is better for the mod's balance 'health' going forward.
	-- NDefines.NSupply.INFRA_TO_SUPPLY = 0.5  -- 0.3
	-- NDefines.NSupply.VP_TO_SUPPLY_BASE = 0.1 --0.2
	-- NDefines.NSupply.VP_TO_SUPPLY_BONUS_CONVERSION = 0.06 --0.05
	
	-- NDefines.NSupply.CAPITAL_SUPPLY_BASE = 5.0 -- 5.0
	-- NDefines.NSupply.CAPITAL_SUPPLY_CIVILIAN_FACTORIES = 0.5 -- 0.3
	-- NDefines.NSupply.CAPITAL_SUPPLY_MILITARY_FACTORIES = 0.7 -- 0.6
	-- NDefines.NSupply.CAPITAL_SUPPLY_DOCKYARDS = 0.6 -- 0.4
	
	-- NDefines.NSupply.CAPITAL_INITIAL_SUPPLY_FLOW = 8.0 -- 5.0
	-- NDefines.NSupply.CAPITAL_STARTING_PENALTY_PER_PROVINCE = 0.5 -- 0.5
	-- NDefines.NSupply.CAPITAL_ADDED_PENALTY_PER_PROVINCE = 1.2 -- 1.2
	-- NDefines.NSupply.NODE_INITIAL_SUPPLY_FLOW = 3.6 -- 2.8
	-- NDefines.NSupply.NODE_STARTING_PENALTY_PER_PROVINCE = 0.50 -- 0.50
	-- NDefines.NSupply.NODE_ADDED_PENALTY_PER_PROVINCE = 1.0 -- 0.70
	-- NDefines.NSupply.NAVAL_BASE_INITIAL_SUPPLY_FLOW = 4.0 -- 3.5
	-- NDefines.NSupply.NAVAL_BASE_STARTING_PENALTY_PER_PROVINCE = 0.8 -- 0.8
	-- NDefines.NSupply.NAVAL_BASE_ADDED_PENALTY_PER_PROVINCE = 1.5 --1.0
	
	-- NDefines.NSupply.FLOATING_HARBOR_BASE_SUPPLY = 20 -- 15
	-- NDefines.NSupply.FLOATING_HARBOR_BASE_DURATION = 30 -- 21
	-- NDefines.NSupply.FLOATING_HARBOR_INITIAL_SUPPLY_FLOW = 3.9 -- 2.6
	-- NDefines.NSupply.FLOATING_HARBOR_STARTING_PENALTY_PER_PROVINCE = 0.8 -- 0.8
	-- NDefines.NSupply.FLOATING_HARBOR_ADDED_PENALTY_PER_PROVINCE = 0.8 -- 0.8
	
	
	-- NDefines.NSupply.SUPPLY_FLOW_DROP_REDUCTION_AT_MAX_INFRA = 0.60 -- 0.30
	
	-- NDefines.NSupply.SUPPLY_HUB_FULL_MOTORIZATION_BONUS = 4.0 -- 2.2
	
	
	-- NDefines.NSupply.RAILWAY_BASE_FLOW = 10.0 -- 10.0
	-- NDefines.NSupply.RAILWAY_FLOW_PER_LEVEL = 10 --5.0
	-- NDefines.NSupply.RAILWAY_FLOW_PENALTY_PER_DAMAGED = 10 -- 5.0
	
	
	-- NDefines.NSupply.NODE_FLOW_BONUS_PER_RAIL_LEVEL = 0.8 -- 0.34
	
	
	-- NDefines.NSupply.NAVAL_BASE_FLOW = 15.0 -- 15.0 --used to also be NAVAL_FLOW_PER_LEVEL, presumed intended to be this
	-- NDefines.NSupply.NAVAL_FLOW_PER_LEVEL = 5.0 --5.0
	
	
	-- NDefines.NSupply.SUPPLY_PATH_MAX_DISTANCE = 15 --15
	-- NDefines.NSupply.RAILWAY_DISTANCE_FACTOR_FOR_REINFORCEMENT_SPEED = 0.1 --0.3
	-- NDefines.NSupply.SUPPLY_DISRUPTION_DAILY_RECOVERY = 3.0


	NDefines_Graphics.NGraphics.COUNTRY_FLAG_TEX_MAX_SIZE = 2048
	NDefines_Graphics.NGraphics.COUNTRY_FLAG_SMALL_TEX_MAX_SIZE = 512
	NDefines_Graphics.NGraphics.COUNTRY_FLAG_STRIPE_TEX_MAX_WIDTH = 10
	NDefines_Graphics.NGraphics.COUNTRY_FLAG_STRIPE_TEX_MAX_HEIGHT = 8196
	NDefines_Graphics.NGraphics.COUNTRY_FLAG_LARGE_STRIPE_MAX_WIDTH = 41
	NDefines_Graphics.NGraphics.COUNTRY_FLAG_LARGE_STRIPE_MAX_HEIGHT = 24000
	NDefines_Graphics.NGraphics.RAILWAY_MAP_ARROW_COLOR_DEFAULT = { 0, 128, 0, 1.0 } -- green default railway maparrow color
	NDefines_Graphics.NGraphics.RAILWAY_MAP_ARROW_THIN_LEVEL_THRESHOLD = 1 -- Railway level 1 uses thin map arrow in supply map mode
	NDefines_Graphics.NGraphics.RAILWAY_MAP_ARROW_MEDIUM_LEVEL_THRESHOLD = 5 -- Railway level 2-3 uses medium map arrow in supply map mode
	NDefines_Graphics.NGraphics.RAILWAY_MAP_ARROW_THICK_LEVEL_THRESHOLD = 9 -- Railway level 4-5 uses thick map arrow in supply map mode
	NDefines_Graphics.NGraphics.VICTORY_POINT_MAP_ICON_CAPITAL_CUTOFF_MAX = 1500.0 -- Capitals are special snowflakes, they need their own number
	NDefines_Graphics.NGraphics.VICTORY_POINT_MAP_ICON_TEXT_CUTOFF = {150, 250, 500} -- At what camera distance the VP name text disappears. 
	NDefines_Graphics.NGraphics.VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MAX = 800.0-- Max range for victory point text 
	NDefines_Graphics.NGraphics.VICTORY_POINT_MAP_ICON_TEXT_CUTOFF_MIN = 100.0 -- Min range for victory point text
	NDefines_Graphics.NGraphics.VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MIN = 100.0 -- Min range for victory point dot
	NDefines_Graphics.NGraphics.VICTORY_POINT_MAP_ICON_DOT_CUTOFF_MAX = 1000.0 -- Max range for victory point dot