# NOTE: Obviously, the order of these variables cannot be changed.

economy = {
# IC to TC ratio
	1.50
# IC to Supplies ratio
	4.0
# IC to Consumer Goods Ratio
	1.5
# IC to Money Ratio
	2.0
#Dissent Change Speed
	0.8
# Max Gearing Bonus ( never lower than value * build time )
	0.40
# Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
	0.05
# Gearing Bonus Resource Cost Increment ( 1.0 = if 10% faster production 10% more resource usage)
	0.6	
# Gearing Loss if no IC assigned ( 0.01 = 1% loss / day)
	0.02
# IC Non-National Province Multiplier
	0.3
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
	0.15
# TC Undeployed Division Load
	10.0
# TC Occupied Province Load
	1.0
# TC Land Division Load Multiplier
	1.0
# TC Air Division Load Multiplier
	0.8
# TC Naval Division Load Multiplier
	0.4
# TC Load from partisans
	10.0
# TC load factor from offensives
	1.5
# TC Load from province dev
	5.0
# TC Load from bases in queue
	15.0
# National Province Manpower Multiplier (income per day)
	0.01
# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
	0.001
# Colonial Province Manpower Multiplier (multiplied on the other)
	0.1
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
	2.0
# Trickle-back factor for manpower from losses in battle. (ie, how many are just wounded.)
	0.35
# Reinforcement Manpower Cost Factor
	0.8
# Reinforce cost
	1
# Reinforce time
	0.6
# Upgrade cost	
	0.5
# Upgrade time
	0.5
# Nationalism starting value
	17.5
# Monthly Nationalism reduction
	0.075
# Time in days to send a division to an ally
	60	
# TC Load from undeployed brigades (multiplied on top of the division cost)
	0.3
# If units can be sold/transfered to non allied countries
	0
# Cost to repair Province buildings
	0.25
# Time to repair Province buildings
	0.25
# Province Efficiency rise time in days
	270
# Line Upkeep (of base IC)
	0.15
# Startup Retooling Time (days) - first time a line is opened
	80
# Retooling Time (days) - line upgrade
	40
# Retooling Cost (of base IC)
	1.0
# Retooling Resource Cost (of base IC)
	0.25
# daily aging of MP
	0.0000644
# Suppplies usage on convoy hunt (times combat!)
	1.2
# Supply Usage Naval Static (value below * normal supply consumtion)
	1.0
# Supply Usage Naval Moving (value below * normal supply consumtion)
	1.1
# Supply Usage Naval Battle (value below * normal supply consumtion)
	6.0
# Supply Usage Aviation Static (value below * normal supply consumtion)
	1.0
# Supply Usage Aviation Moving (value below * normal supply consumtion)
	1.1
# Supply Usage Aviation Battle (value below * normal supply consumtion)
	4.0
# Supply Usage Aviation Bombing (value below * normal supply consumtion)
	4.5
# Supply Usage Land Static (value below * normal supply consumtion)
	1.0
# Supply Usage Land Moving (value below * normal supply consumtion)
	1.1
# Supply Usage Land Battle (value below * normal supply consumtion)
	3.0
# Supply Usage Land Bombing (artillery Bombardment, cost is below supplies * bombing stat)
	6.0
# _EV_SUPPLIES_STOCK_LAND_, amount of stock stored in each divison - of combat usage
	8.0
# _EV_SUPPLIES_STOCK_AIR_, amount of stock stored in each divison - of combat usage
	13.0
# _EV_SUPPLIES_STOCK_NAVAL_, amount of stock stored in each divison - of combat usage
	30.0
# Synthetic Oil plant conversion multiplier (this value below is the maxumum convertet oil producable by each Synthetic oil plant)
	5.0
# Synthetic Rares plant conversion multiplier (this value below is the maxumum conversion of each plant)
	3.0
# Military salary cost.. each MP in military service will cost this amount.
	0.022
# Max intelligence expenditure
	0.10
# Max Research expenditure
	1.0
# Military Salary Attriction Modifier (attriction multiplier added when no salary paid, this simulates deserters)
	1.5
# Military Salary Dissent Modifier (Dissent added when no salaries paid)
	1.1
# Nuclear Site upkeep cost (modified by sliders and ministers)
	2.5
# Nuclear Power Plant upkeep cost (modified by sliders and ministers)
	0.0
# Synthetic Oil site upkeep cost (in addition to resource cost,modified by sliders and ministers)
	0.0
# Synthetic Rares site upkeep cost (in addition to resource cost,modified by sliders and ministers)
	0.0
# Duration of detection (in days)
	14.00
# _EV_CONVOY_PROV_HOSTILE_TIME_, Convoy will try to avoid this province if last attack < this value
	30.00
# _EV_CONVOY_PROV_BLOCKED_TIME_, Convoy WILL NOT enter province if last attack < this value
	7.00
#_EV_AUTOTRADE_CONVOY_, when determining a trading partner use score = (neededtransports  / unassigned transports) * value below
	100
# _EV_SPY_UPKEEP_COST_, Each spy will demand xx investment each day.
	0.5
# _EV_SPY_DETECTION CHANCE_, Propabinlity of a defending spy to detect a invading spy
	3.0
# _EV_INFRA_EFFICIENCY_MODIFIER_, the influence of infra on Efficiency
	0.25
#_EV_MP_TO_CG_, How much IC does each MP provide in CG?
	0.01
#_EV_TIME_BETWEEN_SLIDER_CHANGES - Time between slider changes!
	360
#_EV_MIN_PLACEMENT_IC_, Minimum IC to allow non capital placement
	40
#_EV_Nuclear_Power_, Each reactor can give below energy
	1.5
#_EV_FREE_INFRA_REPAIR_, Each day all province structures are repaired for free with below amount:
	0.01
#_EV_MAX_SLIDER_DISSENT_, For moving slider before timeout - how much dissent gained?
	18
#_EV_MIN_SLIDER_DISSENT_, Default dissent changing costs
	0
#_EV_MAX_DISSENT_FOR_SLIDER_MOVE_, if above this, you cannot move the slider.
	15
#_EV_IC_CONCENTRATION_BONUS_, each ic increases max effectivity by below value
	0.01
#_EV_TRANSPORT_CONVERSION_, transport conversion gives below transports
	10
#_EV_MINISTER_CHANGE_DELAY_, freely changed minister
	60
#_EV_MINISTER_CHANGE_EVENT_DELAY_, when events cause a minister change like for example death or elections
	15
#_EV_IDEA_CHANGE_DELAY_, freely changed national idea
	120
#_EV_IDEA_CHANGE_EVENT_DELAY_, when events causes an idea change
	60
#_EV_LEADER_CHANGE_DELAY_
	7
#_EV_CHANGE_IDEA_DISSENT_,
	6
#_EV_CHANGE_MINISTER_DISSENT_,
	1
#_EV_MIN_DISSENT_REVOLT_, Min Dissent for revolt risk
	40
#_EV_DISSENT_REVOLT_MULTIPLIER_, # chance for each dissent above _EV_MIN_DISSENT_REVOLT_,
	0.5
}

combat = {
# Land XP gain Factor
	0.5
# Naval XP gain Factor
	2.0
# Air XP gain Factor
	1.0
# Division XP gain Factor
	1.25
# Leader XP gain Factor
	1.25
# Attrition Severity Modifier
	0.01
# _CV_NO_SUPPLY_ATTRITION_SEVERITY_, Multiplier for out of supply!
	5
# _CV_NO_SUPPLY_MIN_ATTRITION_, Minimum attriction ->after<- multiplier
	5
# Combat Modifier: Base Proximity
	0.15
# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
	0.002
# Combat Modifier: Total Invasion Mod for each division above three.
	-0.1
# Combat Modifier: Multiple Combat Mod
	-0.3
# Combat Modifier: Offensive Combined Arms Bonus
	0.10
# Combat Modifier: Defensive Combined Arms Bonus
	0.15
# Combat Modifier: Surprise Mod
	-0.2
# Combat Modifier: Land Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Naval Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Envelopment Mod (for each attack direction above one)
	0.1
# Combat Modifier: Encircled Mod (for completely surrounded units)
	-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
	-0.09
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
	-0.09
# Combat Modifier: Dissent Multiplier
	-0.005
# Combat Modifier: Supply Problems Mod
	-0.3
# Combat Modifier: Radar Station ( value * radar level)
	0.03
# Combat Modifier: Radar Station AA multiplier ( value * radar level) 
	0.15  #15% extra for each Radar level
# Combat Modifier: Interceptor vs Bomber Mod
	0.20
# Combat Modifier: Total Air Overstacking Mod for each division above the enemy.
	-0.50
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
	-0.02
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
	12
# Land Leader Command Limit (nr of divisions), Rank 1
	9
# Land Leader Command Limit (nr of divisions), Rank 2
	3
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
	1
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
	16  
# Air Leader Command Limit (nr of divisions), Rank 1
	12  
# Air Leader Command Limit (nr of divisions), Rank 2
	8 
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
	4 
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
	30
# Naval Leader Command Limit (nr of ships), Rank 1
	18
# Naval Leader Command Limit (nr of ships), Rank 2
	12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
	6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
	2
# Convoy protection factor  (higher, the more fearful convoy escorts are for raiders.)
	1.0
# Delay in hours after a combat ends before new orders can be given.	
	24
# Land Delay in hours before orders can be executed. (planning time)
	2
# Naval Delay in hours before orders can be executed. (planning time)
	0
# Air Delay in hours before orders can be executed. (planning time)
	6
# Maximum sizes of air-stacks
	4
# Effect of experience on combat
	0.5
# Damage factor versus Naval Bases from bombing
	0.3
# Damage factor versus Air Bases from bombing
	0.5
# Damage factor versus AA from bombing
	0.5
# Damage factor versus rocket from bombing
	0.5
# Damage factor versus nuke from bombing
	0.2
# Damage factor versus Radar from bombing
	0.5
# Damage factor versus Infra from bombing
	0.3
# Damage factor versus IC from bombing
	0.7
# Damage factor versus resources from bombing
	0.6
# Damage factor versus Synthetic Oil plant from bombing
	0.30
# How effective is ground-def efficiency when applied to defence chance rolls.
	1.0
# Base chance to avoid hit if defences left.
	0.8
# Base chance to avoid hit if no defences left.
	0.6
#CHANCE TO GET TERRAIN TRAIT 
	1200
#CHANCE TO GET EVENT TRAIT 
	1200
#BONUS ON TERRAIN TRAIT
	0.1
#BONUS_ON_EVENT_TRAIT_
	0.05
#Chance of leaders dying while in combat per day
	0.0003
#_CV_AIR_ORG_DMG_MODIFYER1_ Increasing this value will increase the str dmg air units takes (Str dmg * (ORG / below value))
	25.0
# Land - Air Combat ORG damage (Increasing this value will increase the org dmg air units takes from land units)
	0.15
# Land - Air Combat STR damage (Increasing this value will increase the str dmg air units takes from land units)
	0.10
# Ratio of Soft/Hard damage dealt by artillery bombardment
	3.0
# Damage factor versus Infra from artillery bombardment
	0.2
# Damage factor versus IC from artillery bombardment
	0.2
# Damage factor versus Resources from artillery bombardment
	0.5
# Penalty for artillery bombarder being attacked by enemy land units
	-0.5 # 50% penalty
# Artillery STR damage factor (also affected by Land-Land combat)
	0.10
# Artillery ORG damage factor (also affected by Land-Land combat)
	0.20
# Land - Land Combat STR damage (All land based units attacks against other land based units)
	0.0666
# Land - Land Combat ORG damage (All land based units attacks against other land based units)
	0.30 #was originally 0.6... should lengthen battles
# Air - Land Combat STR damage (All Air units attacks against land units)
	0.20
# Air - Land Combat ORG damage (All Air units attacks against land units)
	0.25
# Air - Naval Combat STR damage (All Air units attacks against Naval units)
	0.3
# Air - Naval Combat ORG damage (All Air units attacks against Naval units)
	0.8
# Air - Air Combat STR damage (All Air units attacks against Air units)
	1.0
# Air - Air Combat ORG damage (All Air units attacks against Air units)
	1.0
# Naval - Naval Combat STR damage (All Naval units attacks against Naval units)
	0.8
# Naval - Naval Combat ORG damage (All Naval units attacks against Naval units)
	1.0
# Naval - Air Combat STR damage (All Naval units attacks against Air based units)
	0.1
# Naval - Air Combat ORG damage (All Naval units attacks against Air based units)
	0.25
#_CV_MILITARY_EXPENSE_ATTRICTION_MOD (value below is how lower military expense affects attriction severity)
	1.3
#_CV_NAVAL_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing) | DO NOT CHANGE to less then 8 (wyk)
	8.0
#_CV_LAND_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing)
	2.0
#_CV_AIR_MIN_COMBAT_TIME,minimum combat time before retreat possible (prevent bouncing)
	2.0
#_CV_LAND_OVERSTACKING_MOD_, severity of overstacking
	1.0
#_CV_LAND_ORGLOSS, organization loss when moving
	0.2
#_CV_AIR_ORGLOSS, organization loss when moving
	0.2
#_CV_NAVAL_ORGLOSS, organization loss when moving
	0.0
#_CV_SUPPLY_DISTANCE_SEVERITY_, the amount supply distance affects combat
	1.25
#_CV_SUPPLY_BASE_, the base ESE value
	100.0
#_CV_LAND_ORGGAIN_, Org Gain divisor
	1.0
#_CV_AIR_ORGGAIN_,Org Gain divisor
	1.0
#_CV_NAVAL_ORGGAIN_,Org Gain divisor
	1.0
#_CV_NUKE_MP_DISSENT_, MP dissent modifier
	1.0
#_CV_NUKE_IC_DISSENT_, IC dissent modifer
	0.5
#_CV_NUKE_DISSENT_, total modifier
	1.0
#_CV_LAND_FRIENDLY_ORGGAIN_, Extra orggain in friendly provinces
	1.25
#_CV_AIR_LAND_STOCK_MOD_, how much interdiction affects stock
	0.1
#_CV_SCORCH_DAMAGE_, how much each STR affects scorch damage
	0.0005
#_CV_STAND_GROUND_DISSENT_, each MP lost while using this command will result in below dissent
	0.001
#_CV_SCORCH_GROUND_BELLIGERENCE_, each hour the land is scorched - add below beliggerence
	0.001
#_CV_DEFAULT_LAND_STACK_, how much should multideployment aim for?
	3
#_CV_DEFAULT_NAVAL_STACK_, how much should multideployment aim for?
	18
#_CV_DEFAULT_AIR_STACK_, how much should multideployment aim for?
	4
#_CV_DEFAULT_ROCKET_STACK_, how much should multideployment aim for?
	1
#_CV_ARTILLERYBOMBARDMENT_FORT_DAMAGE_, damage done to forts
	0.001
#_CV_ARTILLERYBOMBARDMENT_ORG_COST_, each hour any active artillery bombarding unit will loose below ORG
	2.0
#_CV_LAND_COMBAT_FORT_DAMAGE_, timed STR of all units attacking
	0.000025
#_CV_AIR_REBASE_FACTOR_Percentge of ORG lost when rebasing full range
	0.3
#_CV_AIR_MAX_DISORGANIZED_, how many days is max disorganized
	-20
#_CV_AA_INFLICTED_STR_DAMAGE_, modefier for damage each hit makes
	1
#_CV_AA_INFLICTED_ORG_DAMAGE_, modefier for damage each hit makes
	1
#_CV_AA_INFLICTED_FLYING_, modefier for damage each hit makes - when flying past
	0.25
#_CV_AA_INFLICTED_BOMBING_, modifier for damage each hit makes - when bombing current port / province
	1	
}

research = {
# Blueprint Bonus
	2.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
	-0.00125
# Money cost for each skill-level
	1.65
# Mean number of "invention" events occuring per year
	4
# After-Historical Date Mod (value * days after to historical date. limit for the total is 1.50. )
	0.00050
# Tech speed modifier - value below affects tech speed
	2.0
#_RV_PRE_HISTORICAL_PENALTY_LIMIT_, Can not go below
	0.1
#_RV_AFTER_HISTORICAL_PENALTY_LIMIT_, Can not go above
	1.5
}
