# 24

STRATEGY_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.3
        LaborerPercent      0.1
        MerchantPercent     0.1
        EntertainerPercent  0.0
        ScientistPercent    0.5

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.3
        LaborerPercent      0.4
        MerchantPercent     0.1
        EntertainerPercent  0.2
        ScientistPercent    0.0

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.3
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.1

        Default
    }

    //
    // GOVERNMENT SETTING
    //
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    
    // other governments
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_DEMOCRACY
    // Government  GOVERNMENT_COMMUNISM 
    // Government  GOVERNMENT_REPUBLIC
    // Government  GOVERNMENT_THEOCRACY 
       
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 0 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      30

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 60

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  10

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  2000

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   605000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   777000  MaxEval  18  MaxExec   15 }
    GoalElement { Goal GOAL_ATTACK              Priority   805000  MaxEval  25  MaxExec  20 }
    GoalElement { Goal GOAL_HARASS              Priority   355000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval   4  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   6  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   450000  MaxEval   8  MaxExec   5 }
    GoalElement { Goal GOAL_BOMBARD             Priority   607000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  25  MaxExec  20 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_SOOTHSAY      	Priority   450000  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_WANDER              Priority   450000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval   1  MaxExec   1 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  20  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    2

    // minimum distance between settled cities 
    // (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.45

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.25
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.05

    // Number of special units that should be built
    SettlerUnitsCount       4
    SeaTransportUnitsCount  6
    AirTransportUnitsCount  6
    SpecialUnitsCount       6

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 20
	MaxWonderBuildTurns 20

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Bottom 0.2
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Bottom 0.2
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      PowerCities	        
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	  Top 0.1 
      ProductionCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.2
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.2
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_DEFAULT
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     800
    FearTradeRank        800
    FearPollution        900

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.4
        RangedMatch   0.5
        BombardMatch  0.2
        ValueMatch    0.5
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.6
        RangedMatch   0.2
        BombardMatch  0.2
        ValueMatch    0.5
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.4
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.5
    }

    StealthAttack {
        AttackMatch   0.6
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.5
        RangedMatch   0.0
        BombardMatch  0.4
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

STRATEGY_BARBARIAN {

    // must inherit from default
    Inherit STRATEGY_DEFAULT

	
    	Government  GOVERNMENT_TYRANNY

	
	// percent of gold to put into science
	SciencePercent 10

	// maximum percent of production used for military readiness
	MaxSupportCostPercent 100

	// Peace = 0, Alert = 1, War = 2
	ReadinessLevel 2

	// percent of production to put into public works/materials
	PublicWorksPercent 0

	//
	// GOALS
	//

	GoalElement { Goal GOAL_ATTACK			Priority   657000  MaxEval  40	MaxExec  30 }
      GoalElement { Goal GOAL_SEIGE                   Priority   657000  MaxEval  18     MaxExec   15 }
	GoalElement { Goal GOAL_ENSLAVE_SETTLER		Priority        0  MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_SLAVE_RAID			Priority        0  MaxEval   0	MaxExec   0 }
	GoalElement { Goal GOAL_HARASS_CITY			Priority   400000  MaxEval  15	MaxExec  10 }
      GoalElement { Goal GOAL_BOMBARD                 Priority   607000  MaxEval  15      MaxExec  10 }
      GoalElement { Goal GOAL_BOMBARD_UNIT            Priority   557000  MaxEval  25      MaxExec  20 }
	GoalElement { Goal GOAL_HARASS    			Priority   400000  MaxEval  15	MaxExec  10 }
	GoalElement { Goal GOAL_PILLAGE			Priority   500000  MaxEval  10	MaxExec  10 }
	GoalElement { Goal GOAL_PIRATE			Priority   393000  MaxEval  10      MaxExec  10 }
	GoalElement { Goal GOAL_WANDER			Priority   400000  MaxEval  10      MaxExec   5 }
	GoalElement { Goal GOAL_DEFEND			Priority   400000  MaxEval  15	MaxExec  1 PerCity }
	GoalElement { Goal GOAL_SEIGE				Priority   400000  MaxEval  15	MaxExec  10 }
      GoalElement { Goal GOAL_SETTLE_LAND         	Priority        0  MaxEval   0      MaxExec   0 }
      GoalElement { Goal GOAL_SETTLE_SEA          	Priority        0	 MaxEval   0      MaxExec   0 }
	GoalElement { Goal GOAL_EXPLORE			Priority   400000  MaxEval   10	MaxExec   5 }
	GoalElement { Goal GOAL_CHOKEPOINT			Priority   393000  MaxEval   5	MaxExec  2 }
	GoalElement { Goal GOAL_PATROL			Priority   393000  MaxEval   5	MaxExec  2 }
	GoalElement { Goal GOAL_EXPEL				Priority        0  MaxEval   0      MaxExec   0 }
	GoalElement { Goal GOAL_COUNTER_STEALTH		Priority        0  MaxEval   0      MaxExec   0 }
	GoalElement { Goal GOAL_GOODY_HUT			Priority        0  MaxEval   0      MaxExec   0 }
	GoalElement { Goal GOAL_PLANT_NUKE			Priority    	0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_CREATE_PARK			Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_SOOTHSAY			Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_ESTABLISH_EMBASSY 	Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_FRANCHISING			Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_STEAL_TECHNOLOGY  	Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY  	Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_INCITE_REVOLUTION	      Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_INJOIN			Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_ASSASSINATE			Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_UNDERGROUND_RAILWAY     Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_NUKE_CITY			Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_SALLY				Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_REFORM			Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_SUE_FRANCHISE		Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_RETREAT		      Priority        0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_DESTROY_ENDGAME           Priority    	0  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME           Priority        0  MaxEval   0  MaxExec   0 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -250

	// number of armies to try and disband units from per round
	DisbandArmyCount				   0	

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 0.0

	// Percent of civilization support dedicated to units
	UnitSupportPercent 1.0

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.10

	// Number of special units that should be built
	SettlerUnitsCount 4
	SeaTransportUnitsCount 4
	AirTransportUnitsCount 4
	SpecialUnitsCount 4

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 0
	MaxUnitBuildTurns 20
	MaxWonderBuildTurns 10

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.10
	BuildSettlerProductionLevel 0.0

	// minimum number of units to keep in cities as a garrison
	OffensiveGarrisonCount 0
	DefensiveGarrisonCount 1
	RangedGarrisonCount 1

	// For each city with an empty build queue, build from first sequence that applies

	BuildListSequenceElement {
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 1.0 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	//
	// FORCE MATCHING
	//
	
	Offensive {
  	    // ratio of army's attack strength to target's defense strength
	    AttackMatch  0.2
	    // ratio of army's defense strength to target's attack strength
	    DefenseMatch 0.0
	    // ratio of army's ranged strength to target's ranged strength
	    RangedMatch  0.0
	    // ratio of army's bombard strength to target's bombard strength
	    BombardMatch 0.0
	    // ratio of army's value to target's value
	    ValueMatch   0.2
	}

    Defensive {
        AttackMatch   0.4
        DefenseMatch  0.2
        RangedMatch   0.2
        BombardMatch  0.2
        ValueMatch    0.5
    }

     Harass {
        AttackMatch   0.5
        DefenseMatch  0.6
        RangedMatch   0.4
        BombardMatch  0.2
        ValueMatch    0.5
      }
}

STRATEGY_SEIGE {

    // percent of gold to put into science
    SciencePercent 20

    //
    // BUILD LISTS
    //

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.35

    // Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.30
    DefensiveUnitsPercent 0.20
    RangedUnitsPercent    0.30
    SeaUnitsPercent       0.10
    AirUnitsPercent       0.10

    // Number of special units that should be built
    SeaTransportUnitsCount 6
    AirTransportUnitsCount 4

    GoalElement { Goal GOAL_DEFEND              Priority   600000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   600000  MaxEval  15  MaxExec   6 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   607000  MaxEval   8  MaxExec   4 }
    GoalElement { Goal GOAL_ATTACK              Priority   705000  MaxEval  45  MaxExec  35 }
    GoalElement { Goal GOAL_HARASS              Priority   595000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_BOMBARD             Priority   597000  MaxEval  25  MaxExec  20 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   650000  MaxEval   0  MaxExec   2 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -150

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.35
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.35 
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING
    //

    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.2
        ValueMatch    0.4
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.4
    }
}

STRATEGY_ATTACK {

    // percent of gold to put into science
    SciencePercent 30

    //
    // BUILD LISTS
    //

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.35

    // Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.30
    DefensiveUnitsPercent 0.20
    RangedUnitsPercent    0.30
    SeaUnitsPercent       0.10
    AirUnitsPercent       0.10

    // Number of special units that should be built
    SeaTransportUnitsCount 6
    AirTransportUnitsCount 6

    GoalElement { Goal GOAL_DEFEND              Priority   607000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   605000  MaxEval  10  MaxExec   6 }
    GoalElement { Goal GOAL_ATTACK              Priority   800000  MaxEval  45  MaxExec  35 }
    GoalElement { Goal GOAL_HARASS              Priority   600000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_BOMBARD             Priority   607000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   595000  MaxEval   8  MaxExec   2 }
    // pillage like crazy if we do not care so much about taking cities
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  12  MaxExec   8 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval   0  MaxExec   1 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -150

	NuclearFirstStrike: Disabled
	NuclearTargeting: Enabled

	// do not perform first strike if our regard is above some limit
	PreemptiveStrikeRegard 100

	// how many foreign boom booms are enough to wipe us off the map?
	// (eg. if more than 1 foreign nuke to every 4 of our cities would be
	//  enough to prevent us from launching, specify 0.25)
	PreemptiveStrikeRiskRatio 0.25

	// when do we have enough nukes to wipe them off the map?
	// (eg. if having less than 3 nukes to every 4 enemy cities prevents 
	//  us from launching, specify 0.75)
	PreemptiveStrikeSuperiorityRatio 0.75

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.35
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.35 
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING
    //

    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.5
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.4
    }
}

STRATEGY_DEFEND {

    // percent of gold to put into science
    SciencePercent 30

    //
    // BUILD LISTS
    //

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.35

    // Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.10
    DefensiveUnitsPercent 0.40
    RangedUnitsPercent    0.30
    SeaUnitsPercent       0.10
    AirUnitsPercent       0.10

    GoalElement { Goal GOAL_DEFEND              Priority   450000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   550000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   457000  MaxEval  15  MaxExec   8 }
    GoalElement { Goal GOAL_BOMBARD             Priority   452000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  20  MaxExec  15 }

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
      Top 0.35
	  ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.35 
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    //
    // FORCE MATCHING
    //

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.6
        RangedMatch   0.6
        BombardMatch  0.4
        ValueMatch    0.6
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }
}

STRATEGY_CAREFUL_START {

	// Percent of civilization support dedicated to units
    UnitSupportPercent 0.40

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  2
    RangedGarrisonCount     1

	// Set so early cities will build offensive units to explore with after a granary
	BuildListSequenceElement {
	  Priority 9100
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.6 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }
}

STRATEGY_AGRESSIVE_START {

    // Percent of civilization support dedicated to units
    UnitSupportPercent 0.50

    // same as careful start, but with no garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

	// Set so early cities will build offensive units to explore before a granary
	BuildListSequenceElement {
	  Priority 10100
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.6 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }
}

STRATEGY_ISLAND_NATION {
	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.20
	SeaUnitsPercent       0.30
	AirUnitsPercent       0.00

	SeaTransportUnitsCount 3

	// decreased maximum percent of conventional units to build before
	// building special units of specified type
	BuildTransportProductionLevel 0.20 
	BuildSettlerProductionLevel	0.20 
}


////////////////////////////////////////
//
//  Exploration Attribute Strategies
//
////////////////////////////////////////

STRATEGY_EXPLORE_NEAR {
    GoalElement { Goal GOAL_EXPLORE				Priority    35000  MaxEval  5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    45000  MaxEval  0  MaxExec   0 }
}

STRATEGY_EXPLORE_FAR {

    GoalElement { Goal GOAL_EXPLORE				Priority    80000  MaxEval  5  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    85000  MaxEval  0  MaxExec   0 }
}

STRATEGY_EXPLORE_WIDE {
    GoalElement { Goal GOAL_EXPLORE				Priority    35000  MaxEval  5  MaxExec   5 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    45000  MaxEval  0  MaxExec   0 }
}

////////////////////////////////////////
//
// Expansion Attribute Strategies
//
////////////////////////////////////////

STRATEGY_SETTLE_COMPACT {

    // Number of special units that should be built
    SettlerUnitsCount   4

    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec   5 }

    // minimum distance between settled cities
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   3
}

STRATEGY_SETTLE_LARGE {

    // Number of special units that should be built
    SettlerUnitsCount   4
    SeaTransportUnitsCount 4

    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec   5 }

    // minimum distance between settled cities
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   5
}

////////////////////////////////////////
//
// Discovery Attribute Strategies
//
////////////////////////////////////////

STRATEGY_SCIENTIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.2
        MerchantPercent     0.1
        EntertainerPercent  0.0
        ScientistPercent    0.5

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.5
        LaborerPercent      0.3
        MerchantPercent     0.1
        EntertainerPercent  0.0
        ScientistPercent    0.1

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.3
        LaborerPercent      0.2
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.3

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_VIRTUAL_DEMOCRACY 
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_TYRANNY
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_CORPORATE_REPUBLIC 

    // other governments
    // Government  GOVERNMENT_ECOTOPIA
    // Government  GOVERNMENT_TECHNOCRACY
    // Government  GOVERNMENT_COMMUNISM
    // Government  GOVERNMENT_FASCISM
    // Government  GOVERNMENT_THEOCRACY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 0 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      60

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 40

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  10

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  2000

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   405000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   557000  MaxEval  20  MaxExec   14 }
    GoalElement { Goal GOAL_ATTACK              Priority   605000  MaxEval  35  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  15  MaxExec   5 }    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  10  MaxExec   4 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  15  MaxExec  10 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_EXPEL               Priority   409000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  15  MaxExec  15 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   10 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    4

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   4

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    	UnitSupportPercent      0.25

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.05
	AirUnitsPercent       0.05

    // Number of special units that should be built
    SettlerUnitsCount       4
    SeaTransportUnitsCount  4
    AirTransportUnitsCount  4
    SpecialUnitsCount      4

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 20
	MaxWonderBuildTurns 25

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList   UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_PEACEFUL
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  1
    DefensiveGarrisonCount  2
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

    BuildListSequenceElement {
      Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
      Top 0.4
      ProductionCities
	  Advice BUILD_SCIENCE_ADVICE
    }

    BuildListSequenceElement {
      Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
	  Top 0.6 
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

    BuildListSequenceElement {
      Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.3 
      ThreatenedCities	  
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      ThreatenedCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
      Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.3
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_SCIENTIST
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank     1000
    FearMilitaryRank     800
    FearTradeRank        800
    FearPollution        900

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.6
        RangedMatch   0.5
        BombardMatch  0.6
        ValueMatch    0.6
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.6
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.6
        RangedMatch   0.0
        BombardMatch  0.5
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }

}

STRATEGY_MILITARIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types  (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.5
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.1

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that 
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types  (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.3
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.1

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.3
        LaborerPercent      0.3
        MerchantPercent     0.2
        EntertainerPercent  0.1
        ScientistPercent    0.1

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // good for war
    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_COMMUNISM
    Government  GOVERNMENT_TYRANNY
    Government  GOVERNMENT_REPUBLIC

    // other governments
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_DEMOCRACY
    // Government  GOVERNMENT_THEOCRACY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.5

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 0 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      30

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 75

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  10

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  2000

    // bonus for building road tile improvements
    RoadUtilityBonus  250
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   607000  MaxEval   1  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   657000  MaxEval  22  MaxExec   18 }
    GoalElement { Goal GOAL_ATTACK              Priority   805000  MaxEval  40  MaxExec  30 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval  15  MaxExec   8 }
    GoalElement { Goal GOAL_PATROL              Priority   400000  MaxEval  10  MaxExec  10 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval  10  MaxExec   4 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  15  MaxExec   10 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   2  MaxExec   1 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  15  MaxExec   15 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  15  MaxExec   15 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   500000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   1  MaxExec   0 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   1  MaxExec   1 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   1  MaxExec   1 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   1 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval   0  MaxExec   0 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority   450000  MaxEval  10  MaxExec   6 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  20  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    5

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   3

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.55

	// Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.35
    DefensiveUnitsPercent 0.20
    RangedUnitsPercent    0.30
    SeaUnitsPercent       0.05
    AirUnitsPercent       0.10

    // Number of special units that should be built
    SettlerUnitsCount       4
    SeaTransportUnitsCount  6
    AirTransportUnitsCount  6
    SpecialUnitsCount      10

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 35
	MaxUnitBuildTurns 25
	MaxWonderBuildTurns 25

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.05
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_INFANTRY
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_MISSILE
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_INFANTRY
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList   UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_MILITARIST
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT
	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  2
    RangedGarrisonCount     2

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

    BuildListSequenceElement {
      Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

    BuildListSequenceElement {
      Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
      Top 0.3
      ProductionCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
      Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.6
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
      Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	  Top 0.4 
      CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
      Priority 4000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.3
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_MILITARIST
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank    1000
    FearTradeRank        800
    FearPollution        900

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.6
        RangedMatch   0.5
        BombardMatch  0.4
        ValueMatch    0.6
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.6
        RangedMatch   0.0
        BombardMatch  0.5
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

STRATEGY_ECONOMIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types  (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.3
        MerchantPercent     0.4
        EntertainerPercent  0.0
        ScientistPercent    0.1

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.2
        MerchantPercent     0.2
        EntertainerPercent  0.0
        ScientistPercent    0.2

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.3
        LaborerPercent      0.2
        MerchantPercent     0.3
        EntertainerPercent  0.1
        ScientistPercent    0.1

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    // good for war
    Government  GOVERNMENT_VIRTUAL_DEMOCRACY 
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_THEOCRACY 
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_TECHNOCRACY
    // Government  GOVERNMENT_COMMUNISM 
    // Government  GOVERNMENT_FASCISM
    // Government  GOVERNMENT_REPUBLIC
    // Government  GOVERNMENT_MONARCHY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.3

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 0 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      30

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 60

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  20

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  2000

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   407000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   505000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   457000  MaxEval  35  MaxExec  30 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  15  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   3  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  20  MaxExec   15 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   5  MaxExec   4 }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   10 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   8 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval  10  MaxExec   4 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  20  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount   2

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   5

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.45

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.25
	RangedUnitsPercent    0.35
	SeaUnitsPercent       0.08
	AirUnitsPercent       0.02

    // Number of special units that should be built
    SettlerUnitsCount       3
    SeaTransportUnitsCount  6
    AirTransportUnitsCount  6
    SpecialUnitsCount      12

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 35
	MaxUnitBuildTurns 30
	MaxWonderBuildTurns 30

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.5
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList   UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_PEACEFUL
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.6
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      PowerCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	  Top 0.4		
      CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.3
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.3
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_ECONOMIC
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     800
    FearTradeRank       1000
    FearPollution        800

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.5
    }

    Defensive {
        AttackMatch   0.2
        DefenseMatch  0.7
        RangedMatch   0.4
        BombardMatch  0.5
        ValueMatch    0.7
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.6
        RangedMatch   0.0
        BombardMatch  0.5
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}

STRATEGY_ECOTOPIAN_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types  (total = 1.0)
        FarmerPercent       0.3
        LaborerPercent      0.2
        MerchantPercent     0.1
        EntertainerPercent  0.0
        ScientistPercent    0.4

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.5
        LaborerPercent      0.1
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.2

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.4
        LaborerPercent      0.3
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.1

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government GOVERNMENT_ECOTOPIA
    Government GOVERNMENT_VIRTUAL_DEMOCRACY
    Government GOVERNMENT_DEMOCRACY
    Government GOVERNMENT_THEOCRACY
    Government GOVERNMENT_TYRANNY

    // other governments
    // Government GOVERNMENT_TECHNOCRACY
    // Government GOVERNMENT_CORPORATE_REPUBLIC
    // Government GOVERNMENT_COMMUNISM
    // Government GOVERNMENT_FASCISM
    // Government GOVERNMENT_REPUBLIC
    // Government GOVERNMENT_MONARCHY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.3

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.25

    // try to decrease food
    SliderElement { Delta 0 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      70

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 60

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  20

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  2000

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   405000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   605000  MaxEval  20  MaxExec   15 }
    GoalElement { Goal GOAL_ATTACK              Priority   457000  MaxEval  35  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  15  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval   15  MaxExec  5 }
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval  10  MaxExec   6 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec  20 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   0  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  15  MaxExec  15 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  15  MaxExec  15 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_SOOTHSAY			Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  20  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    4

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   5

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.25

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.35
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.30
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.05

    // Number of special units that should be built
    SettlerUnitsCount       4
    SeaTransportUnitsCount  4
    AirTransportUnitsCount  4
    SpecialUnitsCount      8

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 25
	MaxWonderBuildTurns 25

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.5
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList   UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority  10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
      Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.6
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      PowerCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	  Top 0.4
      CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.3
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.3
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_ECOTOPIAN
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     800
    FearTradeRank        800
    FearPollution       1200

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.2
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.6
    }

    Defensive {
        AttackMatch   0.4
        DefenseMatch  0.5
        RangedMatch   0.2
        BombardMatch  0.2
        ValueMatch    0.5
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.3
        RangedMatch   0.5
        BombardMatch  0.0
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.6
        RangedMatch   0.0
        BombardMatch  0.5
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}



STRATEGY_DIPLOMATIC_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types  (total = 1.0)
        FarmerPercent       0.3
        LaborerPercent      0.3
        MerchantPercent     0.1
        EntertainerPercent  0.2
        ScientistPercent    0.1

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.5
        LaborerPercent      0.1
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.2

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.1

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.2
        LaborerPercent      0.4
        MerchantPercent     0.1
        EntertainerPercent  0.1
        ScientistPercent    0.2

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government GOVERNMENT_TECHNOCRACY
    // Government GOVERNMENT_CORPORATE_REPUBLIC
    // Government GOVERNMENT_COMMUNISM
    // Government GOVERNMENT_FASCISM
    // Government GOVERNMENT_REPUBLIC
    // Government GOVERNMENT_MONARCHY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.35

    // try to decrease food
    SliderElement { Delta 0 Food }
    SliderElement { Delta 0 Production }
    SliderElement { Delta 0 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      70

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 60

    // Peace = 0, Alert = 1, War = 2
    ReadinessLevel  2

    //
    // TERRAIN IMPROVEMENTS
    //

    // percent of production to put into public works/materials
    PublicWorksPercent  10

    // amount of public works (materials) to keep in reserve
    PublicWorksReserve  100

    // only consider building best n tile improvements
    MaxEvalTileImprovements  50

    // rounds to wait before fixing roads
    TimeToFixRoads  3

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  20

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  2000

    // bonus for building road tile improvements
    RoadUtilityBonus  200
      
    // bonus for building production tile improvements
    ImproveProductionBonus  150

    // bonus for building growth tile improvements
    ImproveGrowthBonus  100

    // bonus to apply to cells with goods
    ImproveGoodBonus  75

    // bonus for growth improvements in smallest 20% of our cities
    ImproveSmallCityGrowthBonus  100

    // bonus for production improvements in most productive 20% of our cities
    ImproveLargeCityProductionBonus  150

    // ordered list of terrain improvements that increase growth
    ImproveGrowthList  IMPROVEMENT_LIST_GROWTH

    // ordered list of terrain improvements that increase production
    ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

    // ordered list of terrain improvements to be randomly spread around
    ImproveRandomList IMPROVEMENT_LIST_MISC

    //
    // GOALS
    //

    GoalElement { Goal GOAL_DEFEND              Priority   605000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   805000  MaxEval  20  MaxExec   15 }
    GoalElement { Goal GOAL_ATTACK              Priority   657000  MaxEval  40  MaxExec  35 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   700000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   700000  MaxEval   5  MaxExec   5 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   420000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   400000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority    -1000  MaxEval  11  MaxExec   5 }
    GoalElement { Goal GOAL_PATROL              Priority   305000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   100000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  35  MaxExec  20 }
    GoalElement { Goal GOAL_BOMBARD_UNIT        Priority   657000  MaxEval  25  MaxExec  20 }
    GoalElement { Goal GOAL_EXPEL               Priority     9000  MaxEval   0  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   393000  MaxEval  10  MaxExec   8 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   8 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority     7800  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   650000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   440000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   460000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ASSASSINATE         Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_UNDERGROUND_RAILWAY Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   750000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_WANDER              Priority        1  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_SALLY               Priority        0  MaxEval   0  MaxExec   1 }
    GoalElement { Goal GOAL_REFORM              Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_SUE_FRANCHISE       Priority   450000  MaxEval   1  MaxExec 0.5 PerCity}
    GoalElement { Goal GOAL_RETREAT             Priority  -300000  MaxEval  10  MaxExec   5 PerCity}
    GoalElement { Goal GOAL_DESTROY_ENDGAME     Priority   450000  MaxEval  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -50

    // number of armies to try and disband units from per round
    DisbandArmyCount    5

	// minimum distance between settled cities 
	// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
    MinSettleDistance   5

    // cells with settle scores below this threshold will not be used
    MinSettleScore 600

	//
	// BUILD LISTS
	//

	// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city 
	// used when deciding what city to rush buy in
	RushBuyThreatBonus 10

	// Percent of gold expenses last turn to keep in reserve when rush buying
	RushBuyReservePercent 2.0

      // Percent of civilization support dedicated to units
      UnitSupportPercent      0.40

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.35
	DefensiveUnitsPercent 0.25
	RangedUnitsPercent    0.33
	SeaUnitsPercent       0.02
	AirUnitsPercent       0.05

      // Number of special units that should be built
      SettlerUnitsCount       5
      SeaTransportUnitsCount  10
      AirTransportUnitsCount  10
      SpecialUnitsCount       15

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 40
	MaxUnitBuildTurns 35
	MaxWonderBuildTurns 15

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.5
	BuildSettlerProductionLevel 0.25

    // Types of standard units that should be built
    OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
    DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
    RangedUnitList      UNIT_BUILD_LIST_RANGED
    SeaUnitList         UNIT_BUILD_LIST_SEA
    AirUnitList         UNIT_BUILD_LIST_AIR

    // Types of special units that should be built
    SettlerUnitList     UNIT_BUILD_LIST_LAND_SETTLER
    SeaTransportUnitList   UNIT_BUILD_LIST_SEA_TRANSPORT
    AirTransportUnitList   UNIT_BUILD_LIST_AIR_TRANSPORT
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL
    FreightUnitList     UNIT_BUILD_LIST_FREIGHT

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1

    // For each city with an empty build queue, build from
    // first sequence that applies

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_GROWTH
	  Bottom 0.3
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

	BuildListSequenceElement {
	  Priority 9000
      BuildListSequence BUILD_LIST_SEQUENCE_PRODUCTION
        Top 0.4
	  ProductionCities
	  Advice BUILD_PRODUCTION_ADVICE
    }

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.6
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      PowerCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	  Top 0.4
      CommerceCities
	  Advice BUILD_SCIENCE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      BuildListSequence BUILD_LIST_SEQUENCE_WONDERS
	  Top 0.1 
      ProductionCities
	  Advice BUILD_WONDERS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.3
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 3000
      BuildListSequence BUILD_LIST_SEQUENCE_HAPPINESS
	  Bottom 0.3
	  HappyCities
	  Advice BUILD_HAPPINESS_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

    //
    //  ADVANCE LIST
    //

    Research        ADVANCE_LIST_DIPLOMATIC
    StopResearch    ADVANCE_LIST_STOP_RESEARCH

    //
    //  DIPLOMACY
    //

    // priority for fear motivations
    FearInvasion        1000
    FearCityDefense     1100
    FearPiracy           900
    FearScienceRank      800
    FearMilitaryRank     800
    FearTradeRank        800
    FearPollution        900

    // priority for desire motivations
    DesireAttack         800
    DesireGold           900
    DesireScience        900
    DesireMakeFriend    1000
    DesireEnlistFriend  1100

    //
    // TRADE
    //

    // only accumulate count of piracy if it occurs within
    // memory of last piracy
    PiracyMemoryTurns 3

    // number of piracy events to accumulate before we kill the route
    MaxPiracyEvents 3

    //
    // FORCE MATCHING
    //

    // AttackMatch  - ratio of army's attack strength to target's defense strength
    // DefenseMatch - ratio of army's defense strength to target's attack strength
    // RangedMatch  - ratio of army's ranged strength to target's ranged strength
    // BombardMatch - ratio of army's bombard strength to target's bombard strength
    // ValueMatch   - ratio of army's value to target's value
	
    Offensive {
        AttackMatch   0.6
        DefenseMatch  0.4
        RangedMatch   0.5
        BombardMatch  0.2
        ValueMatch    0.5
    }

    Defensive {
        AttackMatch   0.4
        DefenseMatch  0.5
        RangedMatch   0.2
        BombardMatch  0.2
        ValueMatch    0.5
    }

    Harass {
        AttackMatch   0.6
        DefenseMatch  0.5
        RangedMatch   0.4
        BombardMatch  0.2
        ValueMatch    0.4
    }

    StealthAttack {
        AttackMatch   1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.5
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    0.0
    }

    Special {
        // no force matching for special attacks
        AttackMatch  0.0
        DefenseMatch 0.0
        RangedMatch  0.0
        BombardMatch 0.0
        ValueMatch   0.0
    }
}






////////////////////////////////////////
//
// Defense Strategies
//
////////////////////////////////////////

STRATEGY_DEFENSE_NONE {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    RangedGarrisonCount     1
}

STRATEGY_DEFENSE_VERY_LOW {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  2
    RangedGarrisonCount     0
}

STRATEGY_DEFENSE_LOW {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  1
    DefensiveGarrisonCount  2
    RangedGarrisonCount     1
}

STRATEGY_DEFENSE_MEDIUM {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  2
    RangedGarrisonCount     1
}

STRATEGY_DEFENSE_HIGH {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  1
    DefensiveGarrisonCount  3
    RangedGarrisonCount     2
}

STRATEGY_DEFENSE_VERY_HIGH {

    // minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  2
    DefensiveGarrisonCount  4
    RangedGarrisonCount     3
}

////////////////////////////////////////
//
// Nuclear Strategies
//
////////////////////////////////////////

STRATEGY_LAUNCH_NUKES {
	NuclearFirstStrike: Enabled
	NuclearTargeting: Enabled

	// do not perform first strike if our regard is above some limit
	PreemptiveStrikeRegard 100

	// how many foreign boom booms are enough to wipe us off the map?
	// (eg. if more than 1 foreign nuke to every 4 of our cities would be
	//  enough to prevent us from launching, specify 0.25)
	PreemptiveStrikeRiskRatio 0.35

	// when do we have enough nukes to wipe them off the map?
	// (eg. if having less than 3 nukes to every 4 enemy cities prevents 
	//  us from launching, specify 0.75)
	PreemptiveStrikeSuperiorityRatio 0.65

}

STRATEGY_MINIMAL_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       10
}

STRATEGY_AVERAGE_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       25
}

STRATEGY_MAXIMUM_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       50
}
