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100 afforess 1
<?xml version="1.0"?>
103 afforess 2
 
100 afforess 3
<!-- Global Defines -->
4
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
5
        <!-- Show Hidden Attitude Mod -->
6
        <Define>
7
                <DefineName>SHOW_HIDDEN_ATTITUDE</DefineName>
8
                <iDefineIntVal>1</iDefineIntVal>
9
        </Define>
10
        <Define>
11
                <DefineName>USE_MODDERS_PLAYEROPTION_1</DefineName>
12
                <iDefineIntVal>1</iDefineIntVal>
13
        </Define>
14
        <Define>
15
                <DefineName>USE_MODDERS_PLAYEROPTION_2</DefineName>
16
                <iDefineIntVal>1</iDefineIntVal>
17
        </Define>
18
        <Define>
19
                <DefineName>USE_MODDERS_PLAYEROPTION_3</DefineName>
20
                <iDefineIntVal>1</iDefineIntVal>
21
        </Define>
22
<!-- Inquisitions -->
23
        <Define>
24
                <DefineName>INQUISITION_BUILDING_GOLD_DIVISOR</DefineName>
25
                <iDefineIntVal>4</iDefineIntVal>
26
        </Define>
27
        <Define>
28
                <DefineName>HOLYCITY_REMOVAL_GOLD</DefineName>
29
                <iDefineIntVal>500</iDefineIntVal>
30
        </Define>
31
        <Define>
32
                <DefineName>RELIGION_REMOVAL_GOLD</DefineName>
33
                <iDefineIntVal>50</iDefineIntVal>
34
        </Define>
35
        <Define>
36
                <DefineName>OC_RESPAWN_HOLY_CITIES</DefineName>
37
                <iDefineIntVal>0</iDefineIntVal>
38
        </Define>
39
        <Define>
40
<!-- minimum required revolution index to consider an inquisition-->
41
                <DefineName>OC_MIN_REV_INDEX</DefineName>
42
                <iDefineIntVal>600</iDefineIntVal>
43
        </Define>
44
        <Define>
45
<!-- minimum required revolution trend to consider an inquisition-->
46
                <DefineName>OC_MIN_REV_TREND</DefineName>
47
                <iDefineIntVal>5</iDefineIntVal>
48
        </Define>
49
        <Define>
50
<!-- Civs with state religious dominance below this percent threshold may conduct inquisitions -->
51
                <DefineName>OC_THRESHOLD_SMALL_INQUISITION_STATE</DefineName>
52
                <iDefineIntVal>0</iDefineIntVal>
53
        </Define>
54
        <Define>
55
<!-- Civs with state religious dominance above this percent threshold may conduct inquisitions -->
56
                <DefineName>OC_THRESHOLD_BIG_INQUISITION_STATE</DefineName>
57
                <iDefineIntVal>67</iDefineIntVal>
58
        </Define>
59
  <!-- Dexy - Surround and Destroy START -->
60
        <Define>
61
                <DefineName>SAD_FACTOR_1</DefineName>
62
                <fDefineFloatVal>6.0</fDefineFloatVal>
63
        </Define>
64
        <Define>
65
                <DefineName>SAD_FACTOR_2</DefineName>
66
                <fDefineFloatVal>10.0</fDefineFloatVal>
67
        </Define>
68
        <Define>
69
                <DefineName>SAD_FACTOR_3</DefineName>
70
                <fDefineFloatVal>15.0</fDefineFloatVal>
71
        </Define>
72
        <Define>
73
                <DefineName>SAD_FACTOR_4</DefineName>
74
                <fDefineFloatVal>20.0</fDefineFloatVal>
75
        </Define>
76
        <Define>
77
                <DefineName>SAD_MAX_MODIFIER</DefineName>
78
                <iDefineIntVal>60</iDefineIntVal>
79
        </Define>
80
        <!-- Dexy - Surround and Destroy  END  -->
81
        <!--Afforess:
82
        This sets the maximum bombard resistance a city can have. Set to 100 for normal games, less, for a lower minimum-->
83
        <Define>
84
                <DefineName>MAX_BOMBARD_DEFENSE</DefineName>
654 n4538-e134 85
                <iDefineIntVal>100</iDefineIntVal>
100 afforess 86
        </Define>
87
        <!--Afforess:
88
        Units can not Claim Water Tiles-->
89
        <Define>
90
                <DefineName>CANNOT_CLAIM_OCEAN</DefineName>
91
                <iDefineIntVal>0</iDefineIntVal>
92
        </Define>
93
        <!--Afforess:
94
        Show the text for the leader's traits on the flag-->
95
        <Define>
96
                <DefineName>SHOW_CIVILIZATION_TRAITS_ON_FLAG</DefineName>
97
                <iDefineIntVal>0</iDefineIntVal>
98
        </Define>
99
        <!--Afforess:
100
        Don't round up for 5% tax increments with taxation anger, only round down.-->
101
        <Define>
102
                <DefineName>TAXATION_ANGER_ROUND_DOWN</DefineName>
103
                <iDefineIntVal>0</iDefineIntVal>
104
        </Define>
105
        <!--Afforess:
106
        Disbanding units earn gold-->
107
        <Define>
108
                <DefineName>DISBANDING_EARNS_GOLD</DefineName>
109
                <iDefineIntVal>1</iDefineIntVal>
110
        </Define>
111
        <!--Afforess:
112
        The divisor (or denominator) for the disbanded units gold. 1 will yield the full production cost. Has no effect if the above setting is disabled.-->
113
        <Define>
114
                <DefineName>UNIT_GOLD_DISBAND_DIVISOR</DefineName>
658 n4538-e134 115
                <iDefineIntVal>7</iDefineIntVal>
100 afforess 116
        </Define>
117
        <!--Afforess:
118
        Units Can Withdraw from Defending as well, if they have a withdraw chance.-->
119
        <Define>
120
                <DefineName>WITHDRAW_FROM_DEFENDING</DefineName>
121
                <iDefineIntVal>0</iDefineIntVal>
122
        </Define>
123
        <Define>
124
                <DefineName>ELECTION_FRAUD_DETECTION</DefineName>
125
                <iDefineIntVal>75</iDefineIntVal>
126
        </Define>
127
        <Define>
128
                <DefineName>ELECTION_DELAY_ANGER</DefineName>
129
                <iDefineIntVal>2</iDefineIntVal>
130
        </Define>
131
        <Define>
132
                <DefineName>ELECTION_DELAY_LENGTH</DefineName>
133
                <iDefineIntVal>10</iDefineIntVal>
134
        </Define>
135
        <Define>
136
                <DefineName>ELECTION_INTERVAL</DefineName>
137
                <iDefineIntVal>1</iDefineIntVal>
138
        </Define>
139
  <!-- Set WOC Gamefont Resource Value -->
140
        <Define>
141
                <DefineName>WOC_GAMEFONT_RESOURCE_FIX</DefineName>
142
                <iDefineIntVal>0</iDefineIntVal>
143
        </Define>
144
<!--Afforess:
145
        The number of turns that the Cut Lower's Game Option Checks-->
146
        <Define>
147
                <DefineName>CUT_LOSERS_TURN_INCREMENT</DefineName>
148
                <iDefineIntVal>50</iDefineIntVal>
149
        </Define>
150
<!--Afforess:
151
        Every X turns the game checks the High to Low Option-->
152
        <Define>
153
                <DefineName>HIGH_TO_LOW_FIRST_TURN_CHECK</DefineName>
154
                <iDefineIntVal>20</iDefineIntVal>
155
        </Define>
156
<!--Afforess:
157
        Every X turns the game checks the Increasing Difficulty Option-->
158
        <Define>
159
                <DefineName>INCREASING_DIFFICULTY_TURN_CHECK_INCREMENTS</DefineName>
160
                <iDefineIntVal>50</iDefineIntVal>
161
        </Define>
162
<!--Afforess:
163
        Every X turns the game checks the Flexible Difficulty Option-->
164
        <Define>
165
                <DefineName>FLEXIBLE_DIFFICULTY_TURN_CHECK_INCREMENTS</DefineName>
166
                <iDefineIntVal>50</iDefineIntVal>
167
        </Define>
168
        <!-- 0 is Settler, add 1 for each higher difficulty. -1 indicates no minimum difficulty -->
169
        <Define>
170
                <DefineName>FLEXIBLE_DIFFICULTY_MINIMUM_DIFFICULTY</DefineName>
171
                <iDefineIntVal>-1</iDefineIntVal>
172
        </Define>
173
        <!-- 0 is Settler, add 1 for each higher difficulty. -1 indicates no maximum difficulty -->
174
        <Define>
175
                <DefineName>FLEXIBLE_DIFFICULTY_MAXIMUM_DIFFICULTY</DefineName>
176
                <iDefineIntVal>-1</iDefineIntVal>
177
        </Define>
117 afforess 178
        <!-- 0 is the highest rank, 49 the lowest. -1 indicates no minimum rank -->
179
        <Define>
180
                <DefineName>FLEXIBLE_DIFFICULTY_MINIMUM_PLAYER_RANK</DefineName>
181
                <iDefineIntVal>-1</iDefineIntVal>
182
        </Define>
183
        <!-- 0 is the highest rank, 49 the lowest. -1 indicates no maximum rank -->
184
        <Define>
185
                <DefineName>FLEXIBLE_DIFFICULTY_MAXIMUM_PLAYER_RANK</DefineName>
186
                <iDefineIntVal>-1</iDefineIntVal>
187
        </Define>
100 afforess 188
<!--Afforess:
189
        Adds a random value to the AI choosing a wonder, between 0 and X-->
190
        <Define>
191
                <DefineName>AI_BUILD_WONDERS_RAND</DefineName>
192
                <iDefineIntVal>10</iDefineIntVal>
193
        </Define>
194
        <!--Afforess:
195
        Adds a static value to the AI's selection of new city sites on rivers-->
196
        <Define>
197
                <DefineName>AI_SETTLE_ON_RIVERS_VALUE_BOOST</DefineName>
198
                <iDefineIntVal>250</iDefineIntVal>
199
        </Define>
200
        <!--Afforess:
201
        How much Golden Ages lower the food requirement for city growth-->
202
        <Define>
203
                <DefineName>GOlDEN_AGE_PERCENT_LESS_FOOD_FOR_GROWTH</DefineName>
204
                <iDefineIntVal>-25</iDefineIntVal>
205
        </Define>
206
        <!--Afforess:
207
        Maximum units that can be on a tile at any given time, for any reason. -1 is for unlimited.-->
208
        <Define>
209
                <DefineName>MAX_UNITS_ON_A_TILE</DefineName>
210
                <iDefineIntVal>-1</iDefineIntVal>
211
        </Define>
212
        <!--Afforess:
213
        GameFont Testing.-->
214
        <Define>
215
                <DefineName>TEST_GAMEFONTS</DefineName>
216
                <iDefineIntVal>0</iDefineIntVal>
217
        </Define>
218
        <!--Afforess:
219
        Purely for safety. Should be overwritten by Depletion Modmod value.-->
220
        <Define>
221
                <DefineName>DEPLETION_MOD_ENABLED</DefineName>
222
                <iDefineIntVal>0</iDefineIntVal>
223
        </Define>
224
        <!--Afforess:
225
        Enables Air Interception chances being Multiplicitive. 3 Planes with 20% intercept chance would intercept incoming planes at .80^3 of the time. The Firaxis method is to intercept at highest intercept chance on the tile.-->
226
        <Define>
227
                <DefineName>BETTER_AIR_INTERCEPTION</DefineName>
228
                <iDefineIntVal>0</iDefineIntVal>
229
        </Define>
230
        <!--Afforess:
231
        Sets a Maximum Airlift and Rebase range for aircraft. -1 for no limit to range or rebase.-->
232
        <Define>
233
                <DefineName>MAX_AIRLIFT_RANGE</DefineName>
234
                <iDefineIntVal>-1</iDefineIntVal>
235
        </Define>
236
        <Define>
237
                <DefineName>LFB_BASEDONGENERAL</DefineName>
238
                <iDefineIntVal>5</iDefineIntVal>
239
        </Define>
240
        <Define>
241
                <DefineName>LFB_BASEDONEXPERIENCE</DefineName>
242
                <iDefineIntVal>1</iDefineIntVal>
243
        </Define>
244
        <Define>
245
                <DefineName>LFB_BASEDONLIMITED</DefineName>
246
                <iDefineIntVal>5</iDefineIntVal>
247
        </Define>
248
        <Define>
249
                <DefineName>LFB_BASEDONHEALER</DefineName>
250
                <iDefineIntVal>2</iDefineIntVal>
251
        </Define>
252
        <Define>
253
                <DefineName>LFB_USESLIDINGSCALE</DefineName>
254
                <iDefineIntVal>1</iDefineIntVal>
255
        </Define>
256
        <Define>
257
                <DefineName>LFB_ADJUSTNUMERATOR</DefineName>
258
                <iDefineIntVal>1</iDefineIntVal>
259
        </Define>
260
        <Define>
261
                <DefineName>LFB_ADJUSTDENOMINATOR</DefineName>
262
                <iDefineIntVal>3</iDefineIntVal>
263
        </Define>
264
        <Define>
265
                <DefineName>LFB_USECOMBATODDS</DefineName>
266
                <iDefineIntVal>1</iDefineIntVal>
267
        </Define>
268
        <!--Afforess:
269
        If one players Mastery Score is half of the total Mastery Score of all other players combined, the mercy rule activates, and the game ends in ten turns if the scores do not change-->
270
        <Define>
271
                <DefineName>MASTERY_VICTORY_MERCY_RULE_ENABLED</DefineName>
272
                <iDefineIntVal>0</iDefineIntVal>
273
        </Define>
274
        <Define>
275
                <DefineName>MINIMUM_DESERT_SIZE</DefineName>
276
                <iDefineIntVal>4</iDefineIntVal>
277
        </Define>
278
        <Define>
279
                <DefineName>MINIMUM_JUNGLE_SIZE</DefineName>
280
                <iDefineIntVal>12</iDefineIntVal>
281
        </Define>
282
        <Define>
262 afforess 283
                <DefineName>MAXIMUM_ISLAND_SIZE</DefineName>
284
                <iDefineIntVal>48</iDefineIntVal>
285
        </Define>
286
        <Define>
100 afforess 287
                <DefineName>MINIMUM_FOREST_SIZE</DefineName>
288
                <iDefineIntVal>12</iDefineIntVal>
289
        </Define>
290
        <Define>
291
                <DefineName>MINIMUM_MOUNTAIN_RANGE_SIZE</DefineName>
292
                <iDefineIntVal>3</iDefineIntVal>
293
        </Define>
294
        <Define>
295
                <DefineName>MINIMUM_CITY_SIZE_FOR_ENSLAVEMENT</DefineName>
296
                <iDefineIntVal>5</iDefineIntVal>
297
        </Define>
298
        <Define>
299
                <DefineName>MINIMUM_CITY_SIZE_FOR_SACK</DefineName>
300
                <iDefineIntVal>4</iDefineIntVal>
301
        </Define>
302
        <Define>
303
                <DefineName>MINIMUM_CULTURE_PERCENT_FOR_ENSLAVE_ANGER</DefineName>
304
                <iDefineIntVal>5</iDefineIntVal>
305
        </Define>
101 afforess 306
        <Define>
286 afforess 307
                <DefineName>PEAK_EXTRA_DEFENSE</DefineName>
308
                <iDefineIntVal>75</iDefineIntVal>
309
        </Define>
310
        <Define>
311
                <DefineName>PEAK_EXTRA_MOVEMENT</DefineName>
312
                <iDefineIntVal>1</iDefineIntVal>
313
        </Define>
314
        <Define>
315
                <DefineName>PEAK_CAN_FOUND_CITY</DefineName>
101 afforess 316
                <iDefineIntVal>0</iDefineIntVal>
317
        </Define>
286 afforess 318
        <Define>
319
                <DefineName>PEAK_BUILD_TIME_MODIFIER</DefineName>
320
                <iDefineIntVal>100</iDefineIntVal>
321
        </Define>
118 afforess 322
        <!--Afforess:
323
        Disables Military Unit Trading in Advanced Diplomacy. 0 Allows Military Unit Trading, any other value disables it.-->
324
        <Define>
325
                <DefineName>NO_MILITARY_UNIT_TRADING</DefineName>
326
                <iDefineIntVal>0</iDefineIntVal>
327
        </Define>
120 afforess 328
        <Define>
329
                <DefineName>LANDMARK_ANGER_DIVISOR</DefineName>
330
                <iDefineIntVal>20</iDefineIntVal>
331
        </Define>
332
        <Define>
333
                <DefineName>NUM_BAY_NAMES</DefineName>
334
                <iDefineIntVal>3</iDefineIntVal>
335
        </Define>
336
        <Define>
337
                <DefineName>NUM_FOREST_NAMES</DefineName>
338
                <iDefineIntVal>2</iDefineIntVal>
339
        </Define>
340
        <Define>
341
                <DefineName>NUM_JUNGLE_NAMES</DefineName>
342
                <iDefineIntVal>4</iDefineIntVal>
343
        </Define>
344
        <Define>
345
                <DefineName>NUM_PEAK_NAMES</DefineName>
346
                <iDefineIntVal>2</iDefineIntVal>
347
        </Define>
348
        <Define>
349
                <DefineName>NUM_MOUNTAINS_NAMES</DefineName>
350
                <iDefineIntVal>2</iDefineIntVal>
351
        </Define>
352
        <Define>
353
                <DefineName>NUM_DESERT_NAMES</DefineName>
354
                <iDefineIntVal>1</iDefineIntVal>
355
        </Define>
356
        <Define>
357
                <DefineName>NUM_LAKE_NAMES</DefineName>
358
                <iDefineIntVal>2</iDefineIntVal>
359
        </Define>
126 afforess 360
        <Define>
127 afforess 361
                <DefineName>BATTLEFIELD_PROMOTIONS</DefineName>
362
                <iDefineIntVal>0</iDefineIntVal>
363
        </Define>
364
        <Define>
144 afforess 365
                <DefineName>SHARED_CURRENCY_TRADE_MODIFIER</DefineName>
366
                <iDefineIntVal>25</iDefineIntVal>
367
        </Define>
151 afforess 368
        <!--Scaled for gamespeed-->
369
        <Define>
370
                <DefineName>REMEMBER_WAR_ALLY_TURNS</DefineName>
371
                <iDefineIntVal>15</iDefineIntVal>
372
        </Define>
167 afforess 373
        <Define>
374
                <DefineName>EMBASSY_ESPIONAGE_MISSION_COST_MODIFIER</DefineName>
375
                <iDefineIntVal>25</iDefineIntVal>
376
        </Define>
175 afforess 377
        <Define>
378
                <DefineName>COMMERCE_ATTACKS_FADE_RATE</DefineName>
379
                <iDefineIntVal>8</iDefineIntVal>
380
        </Define>
180 afforess 381
        <Define>
382
                <DefineName>CORPORATION_SPREAD_DISTANCE_DIVISOR</DefineName>
383
                <iDefineIntVal>100</iDefineIntVal>
384
        </Define>
385
        <Define>
386
                <DefineName>CORPORATION_SPREAD_RAND</DefineName>
386 afforess 387
                <iDefineIntVal>2500</iDefineIntVal>
180 afforess 388
        </Define>
389
        <Define>
390
                <DefineName>CORPORATION_RESOURCE_BASE_INFLUENCE</DefineName>
181 afforess 391
                <iDefineIntVal>25</iDefineIntVal>
180 afforess 392
        </Define>
186 afforess 393
        <Define>
394
                <DefineName>RAND_CORPORATION_BEST_SPREAD</DefineName>
395
                <iDefineIntVal>500</iDefineIntVal>
396
        </Define>
187 afforess 397
        <Define>
398
                <DefineName>FREE_TRADE_CORPORATION_SPREAD_MOD</DefineName>
399
                <iDefineIntVal>25</iDefineIntVal>
400
        </Define>
401
        <Define>
402
                <DefineName>HURRY_INFLATION_DECAY_RATE</DefineName>
370 afforess 403
                <iDefineIntVal>2</iDefineIntVal>
187 afforess 404
        </Define>
405
        <Define>
406
                <DefineName>FREE_TRADE_AGREEMENT_ESPIONAGE_MISSION_COST_MODIFIER</DefineName>
407
                <iDefineIntVal>25</iDefineIntVal>
408
        </Define>
192 afforess 409
        <Define>
410
                <DefineName>XML_LOGGING_ENABLED</DefineName>
411
                <iDefineIntVal>0</iDefineIntVal>
412
        </Define>
197 afforess 413
        <!-- If the number of players with the prereq tech for the corporation is greater than this value, the corporation will be founded with Realistic Corporations.-->
414
        <Define>
415
                <DefineName>MINIMUM_PLAYERS_WITH_TECH_FOR_AUTO_CORPORATION_FOUNDING</DefineName>
416
                <iDefineIntVal>2</iDefineIntVal>
417
        </Define>
418
        <!--The game will try to found a HQ for a corporation every "x" turns -->
419
        <Define>
420
                <DefineName>CORPORATION_FOUND_CHECK_TURNS</DefineName>
421
                <iDefineIntVal>3</iDefineIntVal>
422
        </Define>
213 afforess 423
        <!--The Time and Gold to Build a Route over an existing route is reduced by the time and Gold already invested in the previous Route-->
424
        <Define>
425
                <DefineName>ROUTES_UPGRADE</DefineName>
664 n4538-e134 426
                <iDefineIntVal>1</iDefineIntVal>
213 afforess 427
        </Define>
502 koshling 428
        <Define>
429
                <DefineName>ALWAYS_USE_MAX_COMPAT_SAVES</DefineName>
593 joseph-ii 430
                <iDefineIntVal>1</iDefineIntVal>
502 koshling 431
        </Define>
583 taf251 432
        <Define>
645 n4538-e134 433
                <DefineName>USE_MULTIPLE_THREADS_SPAWNING</DefineName>
434
                <bDefineBoolVal>1</bDefineBoolVal>
435
        </Define>
436
        <Define>
437
                <DefineName>USE_MULTIPLE_THREADS_PROPERTY_SOLVER</DefineName>
438
                <bDefineBoolVal>1</bDefineBoolVal>
439
        </Define>      
440
        <Define>
583 taf251 441
                <!-- Use the following to determine what building art
442
                        is displayed on cities.  It is a bitmask of flags which may be
443
                        added together:
444
                        1 = Wonders 
445
                        2 = city defences
446
                        128 = other
447
                        We default to Wonders and city defenses (1+2 = 3) -->
448
                <DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
449
                <iDefineIntVal>3</iDefineIntVal>
450
        </Define>
625 n4538-e134 451
        <Define>
634 n4538-e134 452
                <DefineName>WASTAGE_START_CONSUMPTION_PERCENT</DefineName>
453
                <iDefineIntVal>50</iDefineIntVal>
454
        </Define>
455
        <Define>
456
                <DefineName>WASTAGE_GROWTH_FACTOR</DefineName>
457
                <fDefineFloatVal>0.05</fDefineFloatVal>
458
        </Define>      
459
        <Define>
460
                <DefineName>CITY_THIRD_RING_EXTRA_GROWTH_THRESHOLD_PERCENT</DefineName>
461
                <iDefineIntVal>100</iDefineIntVal>
636 n4538-e134 462
        </Define>
463
  <Define>
464
    <!-- Set to non-0 value to enable dynamic activation of unit graphics entities (reduced memory usage and growth) -->
465
    <DefineName>ENABLE_DYNAMIC_UNIT_ENTITIES</DefineName>
466
    <iDefineIntVal>0</iDefineIntVal>
467
  </Define>    
634 n4538-e134 468
        <Define>
625 n4538-e134 469
                <DefineName>TREAT_NEGATIVE_GOLD_AS_MAINTENANCE</DefineName>
470
    <iDefineIntVal>1</iDefineIntVal>
471
  </Define>
637 n4538-e134 472
   <Define>
473
    <DefineName>DO_CACHING</DefineName>
474
    <bDefineBoolVal>0</bDefineBoolVal>
650 n4538-e134 475
  </Define>
476
        <!--
477
 If dynamic Great Wall is set toa  non-0 value the great wall will be
478
       re-evaluated and postioned every turn to reflect the owner's expanding borders.
479
       Note that this has no fucntional effect (the Great Wall prevents barbarians from enetering
480
       all of your territory however it's displayed - the effect is just graphical.
481
       The Great Wall is alwasy dynamic if viewports are enabled regardless of this setting 
482
        -->
483
        <Define>
484
                <DefineName>DYNAMIC_GREAT_WALL</DefineName>
652 n4538-e134 485
                <bDefineBoolVal>0</bDefineBoolVal>
650 n4538-e134 486
        </Define>
654 n4538-e134 487
        <Define>
650 n4538-e134 488
                <DefineName>PROFILER_ALTERNATE_SAMPLE_SET_SOURCE</DefineName>
489
                <DefineTextVal></DefineTextVal>
490
        </Define>
491
        <Define>
492
                <DefineName>ENABLE_BACKGROUND_PROFILING</DefineName>
493
                <bDefineBoolVal>1</bDefineBoolVal>
494
        </Define>
495
        <Define>
496
                <DefineName>NUM_CITY_PIPELINE_THREADS</DefineName>
654 n4538-e134 497
                <iDefineIntVal>4</iDefineIntVal>
498
        </Define>
690 afforess 499
        <Define>
500
                <DefineName>DEFAULT_FLEXIBLE_DIFFICULTY_TURN_INCREMENTS</DefineName>
1091 n4538-e134 501
                <iDefineIntVal>10</iDefineIntVal>
690 afforess 502
        </Define>
719 afforess 503
        <Define>
1091 n4538-e134 504
                <DefineName>DEFAULT_FLEXIBLE_DIFFICULTY_AI_MIN_DIFFICULTY</DefineName>
505
                <iDefineIntVal>-1</iDefineIntVal>
506
        </Define>
507
        <Define>
508
                <DefineName>DEFAULT_FLEXIBLE_DIFFICULTY_AI_MAX_DIFFICULTY</DefineName>
509
                <iDefineIntVal>-1</iDefineIntVal>
510
        </Define>      
511
        <Define>
719 afforess 512
                <DefineName>CULTURE_DECAY_TURNS</DefineName>
513
                <iDefineIntVal>25</iDefineIntVal>
514
        </Define>
761 afforess 515
        <Define>
516
                <DefineName>DISABLE_INFLATION</DefineName>
517
                <iDefineIntVal>1</iDefineIntVal>
518
        </Define>
851 n4538-e134 519
<!-- Turning off Resync Code on Afforess' suggestion until he can finish coding it and solve a couple of issues -->    
520
        <Define>
521
                <DefineName>ENABLE_RESYNC_CODE</DefineName>
522
                <iDefineIntVal>0</iDefineIntVal>
887 dbkblk 523
        </Define>
524
<!-- Control the number of reassignments of High to Low option -->
525
    <Define>
526
                <DefineName>HIGH_TO_LOW_NUM_REASSIGNMENTS</DefineName>
527
                <iDefineIntVal>2</iDefineIntVal>
528
        </Define>
888 dbkblk 529
<!-- The factor which multiply unit-per-tiles for cities. F.e. 3u/t with a factor 2 mean 6 units max. per city (understand 6 combat units + 6 non-combat units). Default is 4-->       
530
    <Define>
531
                <DefineName>UNITS_PER_TILES_CITY_FACTOR</DefineName>
981 n4538-e134 532
                <iDefineIntVal>1</iDefineIntVal>
888 dbkblk 533
        </Define>      
534
<!-- This factor is applied on non-city tiles. It multiply the UPT limit for non-combat units. (Ex: UPT is 2, Non-combat factor is 2 = 4 workers, colons, spy, etc. max on the tile). Default is 1. On cities, city factor is applied.-->
535
    <Define>
536
                <DefineName>UNITS_PER_TILES_NON_COMBAT_FACTOR</DefineName>
537
                <iDefineIntVal>1</iDefineIntVal>
538
        </Define>
889 afforess 539
     <Define>
540
                <DefineName>AI_LONG_WAR_TURNS_COUNT</DefineName>
541
                <iDefineIntVal>60</iDefineIntVal>
542
        </Define>
895 afforess 543
        <!-- if set to NO_TECH, disables contact decay -->
544
         <Define>
545
                <DefineName>TECH_ALLOWS_PERMENANT_CONTACT</DefineName>
904 afforess 546
                <DefineTextVal>NO_TECH</DefineTextVal>
895 afforess 547
        </Define>
548
         <Define>
549
                <DefineName>CONTACT_DECAY_SAMPLING_RATE</DefineName>
550
                <iDefineIntVal>6</iDefineIntVal>
551
        </Define>
552
         <Define>
553
                <DefineName>CONTACT_DECAY_NUM_OF_FAILED_CHECKS_BEFORE_CONTACT_LOST</DefineName>
554
                <iDefineIntVal>10</iDefineIntVal>
555
        </Define>
930 afforess 556
        <Define>
919 dbkblk 557
                <DefineName>EXPERIMENTAL_AI_TWEAK</DefineName>
930 afforess 558
                <iDefineIntVal>1</iDefineIntVal>
919 dbkblk 559
        </Define>
973 n4538-e134 560
        <Define>
561
                <DefineName>REVOLUTION_TECH_COST_RATIO</DefineName>
996 n4538-e134 562
                <iDefineIntVal>82</iDefineIntVal>
973 n4538-e134 563
        </Define>
564
        <Define>
565
                <DefineName>BOOST_NEW_RELIGION_SPREAD_PERCENT</DefineName>
566
                <iDefineIntVal>250</iDefineIntVal>
567
        </Define>
983 n4538-e134 568
        <Define>
569
                <DefineName>SLAVE_UNIT</DefineName>
1020 vokarya 570
                <iDefineIntVal>37</iDefineIntVal>       <!-- this must be the number representing Worker Units in UnitInfo.xml -->
983 n4538-e134 571
        </Define>
1058 n4538-e134 572
        <Define>
573
                <DefineName>BASE_EXPLORATION_RADIUS</DefineName>
574
                <iDefineIntVal>3</iDefineIntVal>
575
        </Define>
992 dbkblk 576
        <!-- Raging barbarians options defines -->
577
        <Define> <!-- This is a production bonus given each turn to barbarian cities (when NOT using RB). It is compensated by the combat bonus against them (more unit, more spectacle)-->
578
                <DefineName>CLASSIC_BARBARIAN_PRODUCTION_BONUS</DefineName>
579
                <iDefineIntVal>5</iDefineIntVal>
580
        </Define>
581
        <Define> <!-- This is a production bonus given each turn to barbarian cities (when using RB). It is compensated by the combat bonus against them (more unit, more spectacle)-->
582
                <DefineName>RAGING_BARBARIAN_PRODUCTION_BONUS</DefineName>
583
                <iDefineIntVal>25</iDefineIntVal>
584
        </Define>
585
        <Define> <!-- Raging barbarians spawn frequency (in the fog). This is a divider so, a bigger number will result in a higher frequency (more spawns) -->
586
                <DefineName>RAGING_BARBARIAN_SPAWN_RATE</DefineName>
587
                <iDefineIntVal>4</iDefineIntVal>
588
        </Define>
589
        <Define> <!-- Raging barbarians spawn unit density (in the fog). This is a divider so, a bigger number will result in a higher limit to host new barbarians on a continent (more spawns) -->
590
                <DefineName>RAGING_BARBARIAN_SPAWN_UNIT_DENSITY</DefineName>
591
                <iDefineIntVal>10</iDefineIntVal>
592
        </Define>
100 afforess 593
</Civ4Defines>