
## there must be 6 difficulty settings

## Chieftain
{
BASE_CONTENTMENT 76   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.75   # how much each unhappy person matters
BIG_CITY_OFFSET 8    # population above this size are unhappy

SCIENCE_HANDICAP 50    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 50000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	3000	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	7
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	45
	}	# 50 BC
	PERIOD {
		START_TURN	88	
		YEARS_PER_TURN	41
	}	# 1 AD
	PERIOD {
		START_TURN	89
		YEARS_PER_TURN	24
	}	# 25 AD
	PERIOD {
		START_TURN	90
		YEARS_PER_TURN	25
	}	# 975 AD
	PERIOD {
		START_TURN	128
		YEARS_PER_TURN	10
	}	# 1795 AD
	PERIOD {
		START_TURN	210
		YEARS_PER_TURN	5
	}	# 2295 AD
	PERIOD {
		START_TURN	310
		YEARS_PER_TURN	3
	}	# turn 545 = 3000 AD
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 2
AI_START_GOLD 250
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 250
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 1
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.5 0.2 0.0 0.0 -0.2 
AI_PRODUCTION_COST_ADJUSTMENT 0.5 0.25 0.0 -0.1 -0.25 
AI_GOLD_ADJUSTMENT 0.25 0.25 0.25 0.3 0.3 
MAX_HUMAN_ADVANCES 10
MAX_AI_ADVANCES 3
HUMAN_SCIENCE_BONUS -0.25
HUMAN_FOOD_BONUS -0.4
EXTRA_SETTLER_CHANCE 10000
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 50 50
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 50 50
	ADVANCE_GEOMETRY 50 50
	ADVANCE_IRON_WORKING 50 50
	ADVANCE_PHILOSOPHY 50 50
	ADVANCE_TRADE 50 50
	ADVANCE_BUREAUCRACY 50 50
	ADVANCE_ASTRONOMY 50 50
	}
}

# Warlord

{
BASE_CONTENTMENT 76   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.6   # how much each unhappy person matters
BIG_CITY_OFFSET 8    # population above this size are unhappy

SCIENCE_HANDICAP 50    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 35000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	3500	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	7
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	45
	}	# 50 BC
	PERIOD {
		START_TURN	88	
		YEARS_PER_TURN	41
	}	# 1 AD
	PERIOD {
		START_TURN	89
		YEARS_PER_TURN	24
	}	# 25 AD
	PERIOD {
		START_TURN	90
		YEARS_PER_TURN	25
	}	# 975 AD
	PERIOD {
		START_TURN	128
		YEARS_PER_TURN	10
	}	# 1795 AD
	PERIOD {
		START_TURN	210
		YEARS_PER_TURN	5
	}	# 2295 AD
	PERIOD {
		START_TURN	310
		YEARS_PER_TURN	3
	}	# turn 545 = 3000 AD
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 2
AI_START_GOLD 250
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 250
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 1
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.5 0.2 0.0 0.0 -0.2 
AI_PRODUCTION_COST_ADJUSTMENT 0.5 0.25 0.0 -0.1 -0.25 
AI_GOLD_ADJUSTMENT 0.25 0.25 0.25 0.3 0.3 
MAX_HUMAN_ADVANCES 10
MAX_AI_ADVANCES 3
HUMAN_SCIENCE_BONUS -0.25
HUMAN_FOOD_BONUS -0.25
EXTRA_SETTLER_CHANCE 10000
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 50 50
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 50 50
	ADVANCE_GEOMETRY 50 50
	ADVANCE_IRON_WORKING 50 50
	ADVANCE_PHILOSOPHY 50 50
	ADVANCE_TRADE 50 50
	ADVANCE_BUREAUCRACY 50 50
	ADVANCE_ASTRONOMY 50 50
	}
}
# Prince

{
BASE_CONTENTMENT 76   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.5   # how much each unhappy person matters
BIG_CITY_OFFSET 6    # population above this size are unhappy

SCIENCE_HANDICAP 50    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 25000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4000	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	7
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	45
	}	# 50 BC
	PERIOD {
		START_TURN	88	
		YEARS_PER_TURN	41
	}	# 1 AD
	PERIOD {
		START_TURN	89
		YEARS_PER_TURN	24
	}	# 25 AD
	PERIOD {
		START_TURN	90
		YEARS_PER_TURN	25
	}	# 975 AD
	PERIOD {
		START_TURN	128
		YEARS_PER_TURN	10
	}	# 1795 AD
	PERIOD {
		START_TURN	210
		YEARS_PER_TURN	5
	}	# 2295 AD
	PERIOD {
		START_TURN	310
		YEARS_PER_TURN	3
	}	# turn 545 = 3000 AD
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 2
AI_START_GOLD 250
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 250
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 1
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 0.0 0.0 0.0 # 0.2 0.2 0.0 -0.1 -0.2
AI_PRODUCTION_COST_ADJUSTMENT 0.25 0.0 0.0 0.0 -0.2 #0.55 0.55 0.5 0.5 0.2  
AI_GOLD_ADJUSTMENT 0.25 0.25 0.25 0.3 0.3 # 1.0 1.0 1.0 1.2 1.2
MAX_HUMAN_ADVANCES 10
MAX_AI_ADVANCES 3
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 10000
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 50 50
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 50 50
	ADVANCE_GEOMETRY 50 50
	ADVANCE_IRON_WORKING 50 50
	ADVANCE_PHILOSOPHY 50 50
	ADVANCE_TRADE 50 50
	ADVANCE_BUREAUCRACY 50 50
	ADVANCE_ASTRONOMY 50 50
	}
}

# King

{
BASE_CONTENTMENT 75   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.3   # how much each unhappy person matters
BIG_CITY_OFFSET 5    # population above this size are unhappy

SCIENCE_HANDICAP 40    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 20000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	4500	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	7
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	45
	}	# 50 BC
	PERIOD {
		START_TURN	88	
		YEARS_PER_TURN	41
	}	# 1 AD
	PERIOD {
		START_TURN	89
		YEARS_PER_TURN	24
	}	# 25 AD
	PERIOD {
		START_TURN	90
		YEARS_PER_TURN	25
	}	# 975 AD
	PERIOD {
		START_TURN	128
		YEARS_PER_TURN	10
	}	# 1795 AD
	PERIOD {
		START_TURN	210
		YEARS_PER_TURN	5
	}	# 2295 AD
	PERIOD {
		START_TURN	310
		YEARS_PER_TURN	3
	}	# turn 545 = 3000 AD
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 2
AI_START_GOLD 2500
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 2500
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 1
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 0.0 0.0 0.0 
AI_PRODUCTION_COST_ADJUSTMENT 0.1 0.0 0.0 -0.2 -0.4
AI_GOLD_ADJUSTMENT 0.1 0.0 0.0 0.0 0.0 
MAX_HUMAN_ADVANCES 8
MAX_AI_ADVANCES 4
HUMAN_SCIENCE_BONUS 0.00
HUMAN_FOOD_BONUS -0.10
EXTRA_SETTLER_CHANCE 10000
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 50 50
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 50 50
	ADVANCE_GEOMETRY 50 50
	ADVANCE_IRON_WORKING 50 50
	ADVANCE_PHILOSOPHY 50 50
	ADVANCE_TRADE 50 50
	ADVANCE_BUREAUCRACY 50 50
	ADVANCE_ASTRONOMY 50 50
	}
}

# Emperor

{
BASE_CONTENTMENT 74   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.15   # how much each unhappy person matters
BIG_CITY_OFFSET 3    # population above this size are unhappy

SCIENCE_HANDICAP 25    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 15000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	5000	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	7
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	45
	}	# 50 BC
	PERIOD {
		START_TURN	88	
		YEARS_PER_TURN	41
	}	# 1 AD
	PERIOD {
		START_TURN	89
		YEARS_PER_TURN	24
	}	# 25 AD
	PERIOD {
		START_TURN	90
		YEARS_PER_TURN	25
	}	# 975 AD
	PERIOD {
		START_TURN	128
		YEARS_PER_TURN	10
	}	# 1795 AD
	PERIOD {
		START_TURN	210
		YEARS_PER_TURN	5
	}	# 2295 AD
	PERIOD {
		START_TURN	310
		YEARS_PER_TURN	3
	}	# turn 545 = 3000 AD
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 3
AI_START_GOLD 20000
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 20000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 1
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 0.0 0.0 0.0 
AI_PRODUCTION_COST_ADJUSTMENT 0.0 0.0 0.0 -0.2 -0.4
AI_GOLD_ADJUSTMENT 0.0 0.0 0.0 0.0 0.0 
MAX_HUMAN_ADVANCES 7
MAX_AI_ADVANCES 5
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS -0.25
EXTRA_SETTLER_CHANCE 10000
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 50 50
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 50 50
	ADVANCE_GEOMETRY 50 50
	ADVANCE_IRON_WORKING 50 50
	ADVANCE_PHILOSOPHY 50 50
	ADVANCE_TRADE 50 50
	ADVANCE_BUREAUCRACY 50 50
	ADVANCE_ASTRONOMY 50 50
	}
}

# God (Deity)

{
BASE_CONTENTMENT 73   # starting happiness
GRANARY_COEF 10  # a city needs this number times the pop food to grow

BIG_CITY_SCALE 1.0   # how much each unhappy person matters
BIG_CITY_OFFSET 1    # population above this size are unhappy

SCIENCE_HANDICAP 5    # How much extra science to get advances
#UV_MULTIPLIER	1.0		# how much extra pollution
POLLUTION_MULTIPLIER	1.0		# how much extra pollution
RIOT_CHANCE		10.0	# chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0   # How much happiness a city loses when starving
STARTING_GOLD 10000     # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE	6000	# base score from which to generate the civ score
TIME_SCALE{
	START_YEAR	-4000
	NUM_PERIODS	7
	PERIOD {
		START_TURN	0
		YEARS_PER_TURN	45
	}	# 50 BC
	PERIOD {
		START_TURN	88	
		YEARS_PER_TURN	41
	}	# 1 AD
	PERIOD {
		START_TURN	89
		YEARS_PER_TURN	24
	}	# 25 AD
	PERIOD {
		START_TURN	90
		YEARS_PER_TURN	25
	}	# 975 AD
	PERIOD {
		START_TURN	128
		YEARS_PER_TURN	10
	}	# 1795 AD
	PERIOD {
		START_TURN	210
		YEARS_PER_TURN	5
	}	# 2295 AD
	PERIOD {
		START_TURN	310
		YEARS_PER_TURN	3
	}	# turn 545 = 3000 AD
}

CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 1000.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0

AI_START_UNITS 5
AI_START_GOLD 80000
AI_START_ADVANCES 6
AI_START_PUBLIC_WORKS 50000
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 -0.1 -0.2 -0.3
AI_PRODUCTION_COST_ADJUSTMENT 0.0 0.0 -0.1 -0.3 -0.4
AI_GOLD_ADJUSTMENT  -0.3 -0.15 0.0 0.0 0.0
MAX_HUMAN_ADVANCES 4
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS -0.4
EXTRA_SETTLER_CHANCE 10000
    ADVANCE_CHANCES {
	ADVANCE_AGRICULTURE 90 99
	ADVANCE_TOOLMAKING 100 100
	ADVANCE_MINING 90 99
	ADVANCE_DOMESTICATION 90 99
	ADVANCE_BRONZE_WORKING 50 99
	ADVANCE_STONE_WORKING 50 99
	ADVANCE_JURISPRUDENCE 5 5
	ADVANCE_SHIP_BUILDING 50 50
	ADVANCE_WRITING 5 5
	ADVANCE_GEOMETRY 5 50
	ADVANCE_IRON_WORKING 5 50
	ADVANCE_RELIGION 80 50
	}
}
