NDefines.NGame.START_DATE = "1007.1.1.12"
NDefines.NGame.END_DATE = "1030.1.1.1"
NDefines.NGame.HANDS_OFF_START_TAG = "DRG"

NDefines.NDiplomacy.TENSION_TIME_SCALE_START_DATE = "1007.1.1.12"
NDefines.NDiplomacy.VOLUNTEERS_DIVISIONS_REQUIRED = 10
NDefines.NDiplomacy.MAX_OPINION_VALUE = 200							-- Max opinion value cap.
NDefines.NDiplomacy.MIN_OPINION_VALUE = -200						-- Min opinion value cap.
NDefines.NDiplomacy.TENSION_PUPPET = 0.75 -- vanilla is 1.25
NDefines.NDiplomacy.PEACE_SCORE_DISTRIBUTION = { 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2 } -- How much of the total peace conference score you get during the first n turns.
NDefines.NDiplomacy.PEACE_CONTEST_REFUND_FACTOR = { 1.0, 0.90, 0.80, 0.70, 0.60, 0.50 } -- How much of the spent peace conference score that gets refunded in a contest. First element applies for the first round of conflicts, second element for the second round of conflicts, etc. The final element is used for each consecutive turn, so setting that to e.g. 0.7 means you get 70 % of the spent score back for every turn thereafter.
NDefines.NDiplomacy.EQUIPMENT_PURCHASE_ACCEPTANCE_COMPETING_FACTIONS = 0
NDefines.NDiplomacy.MARKET_ACCESS_ACCEPTANCE_COMPETING_FACTIONS = 0

NDefines.NCountry.SPECIAL_FORCES_CAP_BASE = 0.1					-- Max ammount of special forces battalions is total number of non-special forces battalions multiplied by this and modified by a country modifier
NDefines.NCountry.SPECIAL_FORCES_CAP_MIN = 32					-- You can have a minimum of this many special forces battalions, regardless of the number of non-special forces battalions you have, this can also be modified by a country modifier
NDefines.NCountry.MAJOR_MIN_FACTORIES = 25 --default 35		-- need at least these many factories to become a major
-- modifiers female_random_operative_chance female_random_army_leader_chance female_random_admiral_chance
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
    0.5, -- country leaders
    0.5, -- army leaders
    0.5, -- navy leaders
    0.5, -- air leaders
    0.5, -- operatives
    0.5, -- scientists
}

NDefines.NResistance.GARRISON_MANPOWER_LOST_BY_ATTACK = 0.01 	-- Ratio of manpower lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
NDefines.NResistance.GARRISON_TEMPLATE_SCORE_IC_FACTOR = 1.4		-- ai uses these defines while calculating garrison template score of a template.
NDefines.NResistance.GARRISON_TEMPLATE_SCORE_MANPOWER_FACTOR = 0.4  -- formula is (template_ic * ic_factor + template_manpower * manpower_factor ) / template_supression (lower is better)

NDefines.NProduction.FLOATING_HARBOR_MAX_NAV_FACTORIES_PER_LINE = 10 -- vanilla is 5
NDefines.NProduction.CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE = 10 -- vanilla is 5
NDefines.NProduction.RAILWAY_GUN_MAX_MIL_FACTORIES_PER_LINE = 10 -- vanilla is 5
NDefines.NProduction.BASE_FACTORY_SPEED_NAV = 3.5 -- vanilla is 2.5
NDefines.NProduction.MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT = 0.05 -- vanilla is 0.1
NDefines.NProduction.MAX_EQUIPMENT_RESOURCES_NEED = 4

NDefines.NBuildings.RADAR_RANGE_MAX = 416 --each level is 36, we've gone from 6 levels (40 to 220, 5 increases) to 12 levels (40 to 436, 11 increases)

NDefines.NMilitary.PLAN_EXECUTE_CAREFUL_MAX_FORT = 4
NDefines.NMilitary.TRAINING_MAX_LEVEL = 10
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}		-- Experience needed to progress to the next level
NDefines.NMilitary.EXPERIENCE_COMBAT_FACTOR = 0.05
NDefines.NMilitary.ARMY_EXP_BASE_LEVEL = 5
NDefines.NMilitary.BASE_CAPTURE_EQUIPMENT_RATIO = 0.02
NDefines.NMilitary.BASE_FEMALE_DIVISIONAL_COMMANDER_CHANCE = 0.5 -- 50% of time by default, female_divisional_commander_chance modifier is additive

NDefines.NNavy.SHORE_BOMBARDMENT_CAP = 0.3 -- Vanilla is 0.25
NDefines.NNavy.SCREENS_TO_CAPITAL_RATIO = 3.0 -- Vanilla is 4.0, mostly AI stuff
NDefines.NNavy.NAVAL_MINES_NAVAL_SUPREMACY_FACTOR = 0.5 -- Vanilla is 1.0, cut in half
NDefines.NNavy.NAVAL_MINES_INTEL_DIFF_FACTOR = 0.1 -- Vanilla is 0.5, reverted to pre-AAT value
NDefines.NNavy.NAVAL_MINES_ACCIDENT_STRENGTH_LOSS = 75.0 -- Vanilla is 50.0, reverted to pre-AAT value
NDefines.NNavy.NAVAL_MINES_ACCIDENT_ORG_LOSS_FACTOR = 0.6	-- Vanilla is 0.5, reverted to pre-AAT value

NDefines.NAir.NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO = 0.03 	-- Max planes that can join a combat comparing to the total strength of the ships, vanilla is 0.05
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}		-- Experience needed to progress to the next level

NDefines.NAI.RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR = 0.12 -- Multiplies value based on relative military industry size / country size.
NDefines.NAI.DYNAMIC_STRATEGIES_THREAT_FACTOR = 6.0
NDefines.NAI.BASE_DISTANCE_TO_CARE = 400.0
NDefines.NAI.ATTACK_HEAVILY_DEFENDED_LIMIT = 1.1
NDefines.NAI.SEND_VOLUNTEER_EVAL_BASE_DISTANCE = 100.0
NDefines.NAI.SEND_VOLUNTEER_EVAL_CONTAINMENT_FACTOR = 0.15
NDefines.NAI.DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR = 0.15
NDefines.NAI.DIPLOMACY_FACTION_NEUTRALITY_PENALTY = 0.2
NDefines.NAI.UPGRADE_DIVISION_RELUCTANCE = 14
NDefines.NAI.FASCISTS_ALLY_FASCISTS = -10
NDefines.NAI.FASCISTS_BEFRIEND_FASCISTS = 0
--NDefines.NAI.MANPOWER_FREE_USAGE_THRESHOLD = 600000			-- If AI has this much manpower he doesn't care about the percentage
NDefines.NAI.NEUTRAL_THREAT_PARANOIA = 1
--NDefines.NAI.DIVISION_CREATE_MIN_XP = 50
--NDefines.NAI.VARIANT_UPGRADE_MIN_XP = 10
NDefines.NAI.HOUR_BAD_COMBAT_REEVALUATE = 42 --default 100
NDefines.NAI.PLAN_ACTIVATION_SUPERIORITY_AGGRO = 1.2 --default 1.0		-- How aggressive a country is in activating a plan based on how superiour their force is.
NDefines.NAI.AI_FRONT_MOVEMENT_FACTOR_FOR_READY = 0.1 --default 0.25
NDefines.NAI.PLAN_VALUE_TO_EXECUTE = -0.2 --default -0.5
NDefines.NAI.DEPLOY_MIN_TRAINING_SURRENDER_FACTOR = 0.1		-- 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 = 0.5	-- 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_WAR_FACTOR = 0.5		-- Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime
NDefines.NAI.DEPLOY_MIN_EQUIPMENT_WAR_FACTOR = 0.80		-- Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime
NDefines.NAI.DEPLOY_MIN_TRAINING_PEACE_FACTOR = 0.95		-- Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime
NDefines.NAI.DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR = 0.95	-- Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime

NDefines.NAI.MIN_PLAN_VALUE_TO_MICRO_INACTIVE = 0.1 --default 0.2				-- The AI will not consider members of groups which plan is not activated AND evaluates lower than this.
NDefines.NAI.MAX_UNITS_FACTOR_FRONT_ORDER = 3.0	--default 1.0			-- Factor for max number of units to assign to area front orders
NDefines.NAI.DESIRED_UNITS_FACTOR_FRONT_ORDER = 3.0	--default 1.1		-- Factor for desired number of units to assign to area front orders
NDefines.NAI.MIN_UNITS_FACTOR_FRONT_ORDER = 2.0	--default 1.0			-- Factor for min number of units to assign to area front orders
NDefines.NAI.MAX_UNITS_FACTOR_INVASION_ORDER = 0.8	--default 1.0	-- Factor for max number of units to assign to naval invasion orders
NDefines.NAI.DESIRED_UNITS_FACTOR_INVASION_ORDER = 0.8	--default 1.0	-- Factor for desired number of units to assign to naval invasion orders
NDefines.NAI.MIN_UNITS_FACTOR_INVASION_ORDER = 0.8	--default 1.0			-- Factor for min number of units to assign to naval invasion orders
NDefines.NAI.MAX_DIST_PORT_RUSH = 40.0	--default 20.0			-- If a unit is in enemy territory with no supply it will consider nearby ports within this distance.
NDefines.NAI.MIN_FIELD_STRENGTH_TO_BUILD_UNITS = 0.6	--default 0.7		-- Cancel unit production if below this to get resources out to units in the field
NDefines.NAI.MIN_MANPOWER_TO_BUILD_UNITS = 0.6	--default 0.7				-- Cancel unit production if below this to get resources out to units in the field
NDefines.NAI.FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED = 0.3
NDefines.NAI.HEAVILY_FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED = 0.3
NDefines.NAI.INVASION_DISTANCE_RANDOMNESS = 400
NDefines.NAI.CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT = 12 		-- optimum capital count for capital taskforces Vanilla is 12
NDefines.NAI.SCREEN_TASKFORCE_MAX_SHIP_COUNT = 5		-- optimum screen count for screen taskforces Vanilla is 12
NDefines.NAI.SUB_TASKFORCE_MAX_SHIP_COUNT = 4 			-- optimum sub count for sub taskforces Vanilla is 16
NDefines.NAI.DIPLOMACY_ACCEPT_VOLUNTEERS_BASE = 100
NDefines.NAI.RESEARCH_AHEAD_OF_TIME_FACTOR = 4.5 		-- To which extent AI should care about ahead of time penalties to research
NDefines.NAI.RESEARCH_AHEAD_BONUS_FACTOR = 2.5          -- To which extent AI should care about ahead of time bonuses to research
NDefines.NAI.RESEARCH_BONUS_FACTOR = 2.0 				-- To which extent AI should care about bonuses to research
NDefines.NAI.DESIRE_USE_XP_TO_UPGRADE_AIR_EQUIPMENT = 1.5   -- Vanilla is 1

NDefines.NOperatives.AGENCY_CREATION_FACTORIES = 3
NDefines.NOperatives.AGENCY_UPGRADE_PER_OPERATIVE_SLOT = 4			-- Number of upgrade needed to unlock an additional operative slot

NDefines.NSupply.AVAILABLE_MANPOWER_STATE_SUPPLY = 0.5 --Factor for state supply from max manpower (population) (Base is 0.18, this is PER MILLION.)

-- defines that are used for supply reach for built nodes
NDefines.NSupply.NODE_STARTING_PENALTY_PER_PROVINCE = 0.30 -- default is 0.5
NDefines.NSupply.NODE_ADDED_PENALTY_PER_PROVINCE = 0.50 -- default is 0.7

-- BREAKTHROUGH DOUBLED

NDefines.NProject.BREAKTHROUGH_DAILY_TECHNOLOGY_GAIN = 24 -- default is 12
NDefines.NProject.BREAKTHROUGH_DAILY_SCIENTIST_SKILL_GAIN = 10 -- default is 10
NDefines.NProject.BREAKTHROUGH_DAILY_ROCKET_SITE_GAIN = 2 -- default is 1
NDefines.NProject.BREAKTHROUGH_DAILY_NUCLEAR_REACTOR_GAIN = 2 -- default is 1
NDefines.NProject.BREAKTHROUGH_GAIN_ANIMATION_SPEED_MAX = 2.0 -- default is 1


NDefines.NTechnology.BASE_TECH_COST = 80					-- Base cost for a tech. multiplied with tech cost and ahead of time penalties. 100 in vanilla
NDefines.NTechnology.BASE_YEAR_AHEAD_PENALTY_FACTOR = 2.25	-- Base year ahead penalty. Vanilla is 2

NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_LAND = 30
NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY = 50
