FORCE_MAPID = -1

DEFAULT_LANGUAGE = e
LANGUAGES_SUPPORTED = e

CAMPAIGN_LEVELS_PER_ERA = 5

INFANTRY_COST = 1000
INFANTRY_PPS = 9
INFANTRY_PPS_SHALLOWHILL = 9
INFANTRY_PPS_STEEPHILL = 6
INFANTRY_ATTACK_TIME = 3000

RANGED_COST = 2000
RANGED_PPS = 6
RANGED_PPS_SHALLOWHILL = 7
RANGED_PPS_STEEPHILL = 5
RANGED_ATTACK_TIME = 6000

MOBILE_COST = 4000
MOBILE_PPS = 18
MOBILE_PPS_SHALLOWHILL = 18
MOBILE_PPS_STEEPHILL = 12
MOBILE_FOREST_PENALTY = 50
MOBILE_ATTACK_TIME = 3000

// when it's 2 units to 1 in a shoving match, the
// overpowering units will push forward at this percentage of their
// normal speed
PUSH_PERCENT = 50

// how many pixels of range the ranged units have (base)
RANGED_RANGE = 45

// the odds of an archer hitting
RANGED_ODDS = 33

// the odds of a meleer hitting
MELEE_ODDS = 33

// how many hits a wall can take
PLR_WALL_HPS_EASY = 22
PLR_WALL_HPS_MEDIUM = 15
PLR_WALL_HPS_HARD = 15

ENEMY_WALL_HPS_EASY = 15
ENEMY_WALL_HPS_MEDIUM = 15
ENEMY_WALL_HPS_HARD = 22

// how many hits a fort can take
// as a percentage of how many hits a wall can take.
FORT_HP_PCT = 50

// maximum food and ore a player or enemy can have
FOOD_MAX = 6000
ORE_MAX = 4000

// the starting values for food and ore for
// bot the player and enemy
FOOD_START = 1500
ORE_START = 2000

// farm accumulation
FOOD_GAIN_BASE = 75
FOOD_GAIN_PER_FARM = 25

// artillery constants
ORE_GAIN_BASE = 75
ORE_GAIN_PER_MINE = 25
ARTILLERY_COST = 2000
ARTILLERY_IMPACT_WIDTH = 45
ARTILLERY_PPS = 250
ARTILLERY_GRAVITY_PPSPS = 80
ARTILLERY_WALL_DAMAGE = 4
ARTILLERY_POWER_PERIOD = 1500
ARTILLERY_ANGLE_PERIOD = 1100
ARTILLERY_FOOD_DESTROY = 750
ARTILLERY_ORE_DESTROY = 500

// difficulty constants. Applied as percentages to 
// the values in the level table. 
DIFF_EASY = 75
DIFF_MEDIUM = 100
DIFF_HARD = 125

// quickplay base values. These are the same scale
// as the ltbale entries, f.prod, o.prod, and art.miss
QP_FPROD = 100
QP_OPROD = 100
QP_ART_MISS = 300

// civ-specific powers effect
// percent of cost, applied after all tech modifiers
JAPAN_MOBILE_COST = 90
JAPAN_RANGED_COST = 110
RUSSIA_INFANTRY_COST = 90
RUSSIA_MOBILE_COST = 90
USA_RANGED_COST = 90

// how many levels per US bonus tech.
USA_BONUS_TECH_LEVELS = 5

// tech start values -- Quickplay only
PLAYER_MTECH_START = 0
PLAYER_STECH_START = 0
PLAYER_ETECH_START = 0

ENEMY_MTECH_START = 0
ENEMY_STECH_START = 0
ENEMY_ETECH_START = 0

// tech values
// infantry move rate percent
TECH_ROADS = 150

// range percent
TECH_ARCHERY = 150

// infantry cost pct
TECH_IRON = 75

// ranged unit cost pct
TECH_CIVIL = 75

// artillery splash radius pct
TECH_CHEMISTRY = 200

// walls and forts ignore hits X% of the time
TECH_STEEL = 50

// the time it takes for the power/angle UI to cycle is
// increased to this percent of its original value
// (higher values make it easier)
TECH_RADIO = 200


// base food production pct
TECH_AGRICULTURE = 125

// pct base ore production
TECH_MINING = 125

// pct return food when infantry die
TECH_CURRENCY = 50

// mobile unit cost pct
TECH_FEUDALISM = 75

// base food production pct
TECH_GUILDS = 200

// ranged unit hit pct
TECH_RIFLING = 50

// farm food production pct
TECH_DEMOCRACY = 200

// border slowly moves toward city at X pixels per second
TECH_MASSMEDIA = 6

// duration of the napalm burn, in milliseconds
TECH_ADV_MUNITIONS = 5000



// walls have % hps
TECH_MASONRY = 150

// city suffers X% downtime when hit
TECH_CONSTRUCTION = 50

// pct base ore production
TECH_MACHINERY = 200

// walls/forts repair themselves 1 hp per this many milliseconds
TECH_ENGINEERING = 4000

// artillery does X% damage.
TECH_GUNPOWDER = 300

// ore production from mines pct
TECH_STEAM = 200

// infantry ignores artillery fire X% of the time
TECH_MEDICINE = 50

// walls and forts start with X% hps
TECH_COMPOSITES = 200

// units hit X% more often
TECH_SATELLITES_HIT = 10

// units move X% normal speed
TECH_SATELLITES_SPD = 200

