Subversion Repositories RAND

Rev

Rev 1058 | Blame | Compare with Previous | Last modification | View Log | Download | RSS feed

<?xml version="1.0"?>

<!-- Global Defines -->
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
        <!-- Show Hidden Attitude Mod -->
        <Define>
                <DefineName>SHOW_HIDDEN_ATTITUDE</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>USE_MODDERS_PLAYEROPTION_1</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>USE_MODDERS_PLAYEROPTION_2</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>USE_MODDERS_PLAYEROPTION_3</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
<!-- Inquisitions -->
        <Define>
                <DefineName>INQUISITION_BUILDING_GOLD_DIVISOR</DefineName>
                <iDefineIntVal>4</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>HOLYCITY_REMOVAL_GOLD</DefineName>
                <iDefineIntVal>500</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>RELIGION_REMOVAL_GOLD</DefineName>
                <iDefineIntVal>50</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>OC_RESPAWN_HOLY_CITIES</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <Define>
<!-- minimum required revolution index to consider an inquisition-->
                <DefineName>OC_MIN_REV_INDEX</DefineName>
                <iDefineIntVal>600</iDefineIntVal>
        </Define>
        <Define>
<!-- minimum required revolution trend to consider an inquisition-->
                <DefineName>OC_MIN_REV_TREND</DefineName>
                <iDefineIntVal>5</iDefineIntVal>
        </Define>
        <Define>
<!-- Civs with state religious dominance below this percent threshold may conduct inquisitions -->
                <DefineName>OC_THRESHOLD_SMALL_INQUISITION_STATE</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <Define>
<!-- Civs with state religious dominance above this percent threshold may conduct inquisitions -->
                <DefineName>OC_THRESHOLD_BIG_INQUISITION_STATE</DefineName>
                <iDefineIntVal>67</iDefineIntVal>
        </Define>
  <!-- Dexy - Surround and Destroy START -->
        <Define>
                <DefineName>SAD_FACTOR_1</DefineName>
                <fDefineFloatVal>6.0</fDefineFloatVal>
        </Define>
        <Define>
                <DefineName>SAD_FACTOR_2</DefineName>
                <fDefineFloatVal>10.0</fDefineFloatVal>
        </Define>
        <Define>
                <DefineName>SAD_FACTOR_3</DefineName>
                <fDefineFloatVal>15.0</fDefineFloatVal>
        </Define>
        <Define>
                <DefineName>SAD_FACTOR_4</DefineName>
                <fDefineFloatVal>20.0</fDefineFloatVal>
        </Define>
        <Define>
                <DefineName>SAD_MAX_MODIFIER</DefineName>
                <iDefineIntVal>60</iDefineIntVal>
        </Define>
        <!-- Dexy - Surround and Destroy  END  -->
        <!--Afforess:
        This sets the maximum bombard resistance a city can have. Set to 100 for normal games, less, for a lower minimum-->
        <Define>
                <DefineName>MAX_BOMBARD_DEFENSE</DefineName>
                <iDefineIntVal>100</iDefineIntVal>
        </Define>
        <!--Afforess:
        Units can not Claim Water Tiles-->
        <Define>
                <DefineName>CANNOT_CLAIM_OCEAN</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <!--Afforess:
        Show the text for the leader's traits on the flag-->
        <Define>
                <DefineName>SHOW_CIVILIZATION_TRAITS_ON_FLAG</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <!--Afforess:
        Don't round up for 5% tax increments with taxation anger, only round down.-->
        <Define>
                <DefineName>TAXATION_ANGER_ROUND_DOWN</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <!--Afforess:
        Disbanding units earn gold-->
        <Define>
                <DefineName>DISBANDING_EARNS_GOLD</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <!--Afforess:
        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.-->
        <Define>
                <DefineName>UNIT_GOLD_DISBAND_DIVISOR</DefineName>
                <iDefineIntVal>7</iDefineIntVal>
        </Define>
        <!--Afforess:
        Units Can Withdraw from Defending as well, if they have a withdraw chance.-->
        <Define>
                <DefineName>WITHDRAW_FROM_DEFENDING</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>ELECTION_FRAUD_DETECTION</DefineName>
                <iDefineIntVal>75</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>ELECTION_DELAY_ANGER</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>ELECTION_DELAY_LENGTH</DefineName>
                <iDefineIntVal>10</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>ELECTION_INTERVAL</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
  <!-- Set WOC Gamefont Resource Value -->
        <Define>
                <DefineName>WOC_GAMEFONT_RESOURCE_FIX</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
<!--Afforess:
        The number of turns that the Cut Lower's Game Option Checks-->
        <Define>
                <DefineName>CUT_LOSERS_TURN_INCREMENT</DefineName>
                <iDefineIntVal>50</iDefineIntVal>
        </Define>
<!--Afforess:
        Every X turns the game checks the High to Low Option-->
        <Define>
                <DefineName>HIGH_TO_LOW_FIRST_TURN_CHECK</DefineName>
                <iDefineIntVal>20</iDefineIntVal>
        </Define>
<!--Afforess:
        Every X turns the game checks the Increasing Difficulty Option-->
        <Define>
                <DefineName>INCREASING_DIFFICULTY_TURN_CHECK_INCREMENTS</DefineName>
                <iDefineIntVal>50</iDefineIntVal>
        </Define>
<!--Afforess:
        Every X turns the game checks the Flexible Difficulty Option-->
        <Define>
                <DefineName>FLEXIBLE_DIFFICULTY_TURN_CHECK_INCREMENTS</DefineName>
                <iDefineIntVal>50</iDefineIntVal>
        </Define>
        <!-- 0 is Settler, add 1 for each higher difficulty. -1 indicates no minimum difficulty -->
        <Define>
                <DefineName>FLEXIBLE_DIFFICULTY_MINIMUM_DIFFICULTY</DefineName>
                <iDefineIntVal>-1</iDefineIntVal>
        </Define>
        <!-- 0 is Settler, add 1 for each higher difficulty. -1 indicates no maximum difficulty -->
        <Define>
                <DefineName>FLEXIBLE_DIFFICULTY_MAXIMUM_DIFFICULTY</DefineName>
                <iDefineIntVal>-1</iDefineIntVal>
        </Define>
        <!-- 0 is the highest rank, 49 the lowest. -1 indicates no minimum rank -->
        <Define>
                <DefineName>FLEXIBLE_DIFFICULTY_MINIMUM_PLAYER_RANK</DefineName>
                <iDefineIntVal>-1</iDefineIntVal>
        </Define>
        <!-- 0 is the highest rank, 49 the lowest. -1 indicates no maximum rank -->
        <Define>
                <DefineName>FLEXIBLE_DIFFICULTY_MAXIMUM_PLAYER_RANK</DefineName>
                <iDefineIntVal>-1</iDefineIntVal>
        </Define>
<!--Afforess:
        Adds a random value to the AI choosing a wonder, between 0 and X-->
        <Define>
                <DefineName>AI_BUILD_WONDERS_RAND</DefineName>
                <iDefineIntVal>10</iDefineIntVal>
        </Define>
        <!--Afforess:
        Adds a static value to the AI's selection of new city sites on rivers-->
        <Define>
                <DefineName>AI_SETTLE_ON_RIVERS_VALUE_BOOST</DefineName>
                <iDefineIntVal>250</iDefineIntVal>
        </Define>
        <!--Afforess:
        How much Golden Ages lower the food requirement for city growth-->
        <Define>
                <DefineName>GOlDEN_AGE_PERCENT_LESS_FOOD_FOR_GROWTH</DefineName>
                <iDefineIntVal>-25</iDefineIntVal>
        </Define>
        <!--Afforess:
        Maximum units that can be on a tile at any given time, for any reason. -1 is for unlimited.-->
        <Define>
                <DefineName>MAX_UNITS_ON_A_TILE</DefineName>
                <iDefineIntVal>-1</iDefineIntVal>
        </Define>
        <!--Afforess:
        GameFont Testing.-->
        <Define>
                <DefineName>TEST_GAMEFONTS</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <!--Afforess:
        Purely for safety. Should be overwritten by Depletion Modmod value.-->
        <Define>
                <DefineName>DEPLETION_MOD_ENABLED</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <!--Afforess:
        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.-->
        <Define>
                <DefineName>BETTER_AIR_INTERCEPTION</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <!--Afforess:
        Sets a Maximum Airlift and Rebase range for aircraft. -1 for no limit to range or rebase.-->
        <Define>
                <DefineName>MAX_AIRLIFT_RANGE</DefineName>
                <iDefineIntVal>-1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LFB_BASEDONGENERAL</DefineName>
                <iDefineIntVal>5</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LFB_BASEDONEXPERIENCE</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LFB_BASEDONLIMITED</DefineName>
                <iDefineIntVal>5</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LFB_BASEDONHEALER</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LFB_USESLIDINGSCALE</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LFB_ADJUSTNUMERATOR</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LFB_ADJUSTDENOMINATOR</DefineName>
                <iDefineIntVal>3</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LFB_USECOMBATODDS</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <!--Afforess:
        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-->
        <Define>
                <DefineName>MASTERY_VICTORY_MERCY_RULE_ENABLED</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>MINIMUM_DESERT_SIZE</DefineName>
                <iDefineIntVal>4</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>MINIMUM_JUNGLE_SIZE</DefineName>
                <iDefineIntVal>12</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>MAXIMUM_ISLAND_SIZE</DefineName>
                <iDefineIntVal>48</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>MINIMUM_FOREST_SIZE</DefineName>
                <iDefineIntVal>12</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>MINIMUM_MOUNTAIN_RANGE_SIZE</DefineName>
                <iDefineIntVal>3</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>MINIMUM_CITY_SIZE_FOR_ENSLAVEMENT</DefineName>
                <iDefineIntVal>5</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>MINIMUM_CITY_SIZE_FOR_SACK</DefineName>
                <iDefineIntVal>4</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>MINIMUM_CULTURE_PERCENT_FOR_ENSLAVE_ANGER</DefineName>
                <iDefineIntVal>5</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>PEAK_EXTRA_DEFENSE</DefineName>
                <iDefineIntVal>75</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>PEAK_EXTRA_MOVEMENT</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>PEAK_CAN_FOUND_CITY</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>PEAK_BUILD_TIME_MODIFIER</DefineName>
                <iDefineIntVal>100</iDefineIntVal>
        </Define>
        <!--Afforess:
        Disables Military Unit Trading in Advanced Diplomacy. 0 Allows Military Unit Trading, any other value disables it.-->
        <Define>
                <DefineName>NO_MILITARY_UNIT_TRADING</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>LANDMARK_ANGER_DIVISOR</DefineName>
                <iDefineIntVal>20</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>NUM_BAY_NAMES</DefineName>
                <iDefineIntVal>3</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>NUM_FOREST_NAMES</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>NUM_JUNGLE_NAMES</DefineName>
                <iDefineIntVal>4</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>NUM_PEAK_NAMES</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>NUM_MOUNTAINS_NAMES</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>NUM_DESERT_NAMES</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>NUM_LAKE_NAMES</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>BATTLEFIELD_PROMOTIONS</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>SHARED_CURRENCY_TRADE_MODIFIER</DefineName>
                <iDefineIntVal>25</iDefineIntVal>
        </Define>
        <!--Scaled for gamespeed-->
        <Define>
                <DefineName>REMEMBER_WAR_ALLY_TURNS</DefineName>
                <iDefineIntVal>15</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>EMBASSY_ESPIONAGE_MISSION_COST_MODIFIER</DefineName>
                <iDefineIntVal>25</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>COMMERCE_ATTACKS_FADE_RATE</DefineName>
                <iDefineIntVal>8</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>CORPORATION_SPREAD_DISTANCE_DIVISOR</DefineName>
                <iDefineIntVal>100</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>CORPORATION_SPREAD_RAND</DefineName>
                <iDefineIntVal>2500</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>CORPORATION_RESOURCE_BASE_INFLUENCE</DefineName>
                <iDefineIntVal>25</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>RAND_CORPORATION_BEST_SPREAD</DefineName>
                <iDefineIntVal>500</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>FREE_TRADE_CORPORATION_SPREAD_MOD</DefineName>
                <iDefineIntVal>25</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>HURRY_INFLATION_DECAY_RATE</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>FREE_TRADE_AGREEMENT_ESPIONAGE_MISSION_COST_MODIFIER</DefineName>
                <iDefineIntVal>25</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>XML_LOGGING_ENABLED</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
        <!-- 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.-->
        <Define>
                <DefineName>MINIMUM_PLAYERS_WITH_TECH_FOR_AUTO_CORPORATION_FOUNDING</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
        <!--The game will try to found a HQ for a corporation every "x" turns -->
        <Define>
                <DefineName>CORPORATION_FOUND_CHECK_TURNS</DefineName>
                <iDefineIntVal>3</iDefineIntVal>
        </Define>
        <!--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-->
        <Define>
                <DefineName>ROUTES_UPGRADE</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>ALWAYS_USE_MAX_COMPAT_SAVES</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>USE_MULTIPLE_THREADS_SPAWNING</DefineName>
                <bDefineBoolVal>1</bDefineBoolVal>
        </Define>
        <Define>
                <DefineName>USE_MULTIPLE_THREADS_PROPERTY_SOLVER</DefineName>
                <bDefineBoolVal>1</bDefineBoolVal>
        </Define>      
        <Define>
                <!-- Use the following to determine what building art
                        is displayed on cities.  It is a bitmask of flags which may be
                        added together:
                        1 = Wonders
                        2 = city defences
                        128 = other
                        We default to Wonders and city defenses (1+2 = 3) -->
                <DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
                <iDefineIntVal>3</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>WASTAGE_START_CONSUMPTION_PERCENT</DefineName>
                <iDefineIntVal>50</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>WASTAGE_GROWTH_FACTOR</DefineName>
                <fDefineFloatVal>0.05</fDefineFloatVal>
        </Define>      
        <Define>
                <DefineName>CITY_THIRD_RING_EXTRA_GROWTH_THRESHOLD_PERCENT</DefineName>
                <iDefineIntVal>100</iDefineIntVal>
        </Define>
  <Define>
    <!-- Set to non-0 value to enable dynamic activation of unit graphics entities (reduced memory usage and growth) -->
    <DefineName>ENABLE_DYNAMIC_UNIT_ENTITIES</DefineName>
    <iDefineIntVal>0</iDefineIntVal>
  </Define>    
        <Define>
                <DefineName>TREAT_NEGATIVE_GOLD_AS_MAINTENANCE</DefineName>
    <iDefineIntVal>1</iDefineIntVal>
  </Define>
   <Define>
    <DefineName>DO_CACHING</DefineName>
    <bDefineBoolVal>0</bDefineBoolVal>
  </Define>
        <!--
If dynamic Great Wall is set toa  non-0 value the great wall will be
      re-evaluated and postioned every turn to reflect the owner's expanding borders.
      Note that this has no fucntional effect (the Great Wall prevents barbarians from enetering
      all of your territory however it's displayed - the effect is just graphical.
      The Great Wall is alwasy dynamic if viewports are enabled regardless of this setting
        -->
        <Define>
                <DefineName>DYNAMIC_GREAT_WALL</DefineName>
                <bDefineBoolVal>0</bDefineBoolVal>
        </Define>
        <Define>
                <DefineName>PROFILER_ALTERNATE_SAMPLE_SET_SOURCE</DefineName>
                <DefineTextVal></DefineTextVal>
        </Define>
        <Define>
                <DefineName>ENABLE_BACKGROUND_PROFILING</DefineName>
                <bDefineBoolVal>1</bDefineBoolVal>
        </Define>
        <Define>
                <DefineName>NUM_CITY_PIPELINE_THREADS</DefineName>
                <iDefineIntVal>4</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>DEFAULT_FLEXIBLE_DIFFICULTY_TURN_INCREMENTS</DefineName>
                <iDefineIntVal>10</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>DEFAULT_FLEXIBLE_DIFFICULTY_AI_MIN_DIFFICULTY</DefineName>
                <iDefineIntVal>-1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>DEFAULT_FLEXIBLE_DIFFICULTY_AI_MAX_DIFFICULTY</DefineName>
                <iDefineIntVal>-1</iDefineIntVal>
        </Define>      
        <Define>
                <DefineName>CULTURE_DECAY_TURNS</DefineName>
                <iDefineIntVal>25</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>DISABLE_INFLATION</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
<!-- Turning off Resync Code on Afforess' suggestion until he can finish coding it and solve a couple of issues -->    
        <Define>
                <DefineName>ENABLE_RESYNC_CODE</DefineName>
                <iDefineIntVal>0</iDefineIntVal>
        </Define>
<!-- Control the number of reassignments of High to Low option -->
    <Define>
                <DefineName>HIGH_TO_LOW_NUM_REASSIGNMENTS</DefineName>
                <iDefineIntVal>2</iDefineIntVal>
        </Define>
<!-- 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-->       
    <Define>
                <DefineName>UNITS_PER_TILES_CITY_FACTOR</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>      
<!-- 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.-->
    <Define>
                <DefineName>UNITS_PER_TILES_NON_COMBAT_FACTOR</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
     <Define>
                <DefineName>AI_LONG_WAR_TURNS_COUNT</DefineName>
                <iDefineIntVal>60</iDefineIntVal>
        </Define>
        <!-- if set to NO_TECH, disables contact decay -->
         <Define>
                <DefineName>TECH_ALLOWS_PERMENANT_CONTACT</DefineName>
                <DefineTextVal>NO_TECH</DefineTextVal>
        </Define>
         <Define>
                <DefineName>CONTACT_DECAY_SAMPLING_RATE</DefineName>
                <iDefineIntVal>6</iDefineIntVal>
        </Define>
         <Define>
                <DefineName>CONTACT_DECAY_NUM_OF_FAILED_CHECKS_BEFORE_CONTACT_LOST</DefineName>
                <iDefineIntVal>10</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>EXPERIMENTAL_AI_TWEAK</DefineName>
                <iDefineIntVal>1</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>REVOLUTION_TECH_COST_RATIO</DefineName>
                <iDefineIntVal>82</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>BOOST_NEW_RELIGION_SPREAD_PERCENT</DefineName>
                <iDefineIntVal>250</iDefineIntVal>
        </Define>
        <Define>
                <DefineName>SLAVE_UNIT</DefineName>
                <iDefineIntVal>37</iDefineIntVal>       <!-- this must be the number representing Worker Units in UnitInfo.xml -->
        </Define>
        <Define>
                <DefineName>BASE_EXPLORATION_RADIUS</DefineName>
                <iDefineIntVal>3</iDefineIntVal>
        </Define>
        <!-- Raging barbarians options defines -->
        <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)-->
                <DefineName>CLASSIC_BARBARIAN_PRODUCTION_BONUS</DefineName>
                <iDefineIntVal>5</iDefineIntVal>
        </Define>
        <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)-->
                <DefineName>RAGING_BARBARIAN_PRODUCTION_BONUS</DefineName>
                <iDefineIntVal>25</iDefineIntVal>
        </Define>
        <Define> <!-- Raging barbarians spawn frequency (in the fog). This is a divider so, a bigger number will result in a higher frequency (more spawns) -->
                <DefineName>RAGING_BARBARIAN_SPAWN_RATE</DefineName>
                <iDefineIntVal>4</iDefineIntVal>
        </Define>
        <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) -->
                <DefineName>RAGING_BARBARIAN_SPAWN_UNIT_DENSITY</DefineName>
                <iDefineIntVal>10</iDefineIntVal>
        </Define>
</Civ4Defines>