# 30

STRATEGY_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from 0.5

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

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from 0.5

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

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from 0.5

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_TECHNOCRACY
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // Government  GOVERNMENT_DEMOCRACY
    // Government  GOVERNMENT_COMMUNISM
    // Government  GOVERNMENT_MONARCHY
    // Government  GOVERNMENT_THEOCRACY
    // Government  GOVERNMENT_OLIGARCHY
    // Government  GOVERNMENT_CITY_STATE 
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    75 //from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.4

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.30

    // try to decrease food
    SliderElement { Delta 2 Food }
    SliderElement { Delta 1 Production }
    SliderElement { Delta 1 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // 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  30

    // 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  300
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // 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   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   620000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   720000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   490000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   600000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority    11000  MaxEval  15  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   400000  MaxEval   5  MaxExec   1 }//from Priority    -1000
    GoalElement { Goal GOAL_PATROL              Priority     9000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   300000  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    70500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   507000  MaxEval  25  MaxExec   7 }
    GoalElement { Goal GOAL_EXPEL               Priority   300000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   753000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   3  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   450000  MaxEval  10  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   650000  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   2 }
    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   1  MaxExec   1 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    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      0.50

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 30
	MaxWonderBuildTurns 50

	// 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  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 0.2 
	  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 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.2 
      ThreatenedCities
	  Advice BUILD_DEFENSE_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 8000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.1 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.2
      PowerCities	  
	  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         900
    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   0.4 //was 0.9
        DefenseMatch  0.0 //was 0.5
        RangedMatch   0.3 //was 0.8
        BombardMatch  0.0 //was 0.5
        ValueMatch    1.4 //was 1.0
    }

    Defensive {
        AttackMatch   0.0 //was 0.2
        DefenseMatch  0.6 //was 0.8
        RangedMatch   0.0 //was 0.2
        BombardMatch  0.3 //was 0.3
        ValueMatch    0.5 //was 0.7
    }

    Harass {
        AttackMatch   0.3 //was 0.9
        DefenseMatch  0.0 //was 0.6
        RangedMatch   0.3 //was 0.3
        BombardMatch  0.0
        ValueMatch    0.1 //was 0.8
    }

    StealthAttack {
        AttackMatch   1.0 //was 1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    0.9 //was 1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.7 //was 0.8
        RangedMatch   0.0
        BombardMatch  0.9 //was 1.1
        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 {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

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

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that 
        // should be used as specialists
        Specialists         0.25 //from .5

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

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //from .3
        LaborerPercent      0.3
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.3

        Default
    }

    //
    // GOVERNMENT SETTING
    //

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

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

    // set how unhappy our most unhappy city be
    MinimumHappiness    75 //from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.2 //from 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 2 Food }
    SliderElement { Delta 1 Production }
    SliderElement { Delta 1 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      90

    //
    // 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  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  10

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  10

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

    // bonus for building road tile improvements
    RoadUtilityBonus  300
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // 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_ATTACK              Priority   700000  MaxEval  50  MaxExec  30 }
	GoalElement { Goal GOAL_ENSLAVE_SETTLER	  Priority   390000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_SLAVE_RAID		  Priority   390000  MaxEval   5  MaxExec   3 }
	GoalElement { Goal GOAL_HARASS_CITY		  Priority   500000  MaxEval  25  MaxExec  25 }
	GoalElement { Goal GOAL_HARASS    		  Priority   560000  MaxEval  25  MaxExec  25 }
	GoalElement { Goal GOAL_PILLAGE		  Priority   700000  MaxEval  25  MaxExec  15 }
	GoalElement { Goal GOAL_PIRATE		  Priority   680000  MaxEval  10  MaxExec   5 }
	GoalElement { Goal GOAL_WANDER		  Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_DEFEND		  Priority        0  MaxEval   0  MaxExec   0 }
    	GoalElement { Goal GOAL_SEIGE               Priority   355000  MaxEval  25  MaxExec   8 }
    	GoalElement { Goal GOAL_SETTLE_LAND         Priority	 900000  MaxEval  25  MaxExec  15 }
    	GoalElement { Goal GOAL_SETTLE_SEA          Priority		0  MaxEval  25  MaxExec  15 }
	GoalElement { Goal GOAL_EXPLORE		  Priority        0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_CHOKEPOINT		  Priority		0  MaxEval   0  MaxExec   0 }
	GoalElement { Goal GOAL_PATROL		  Priority        0  MaxEval   0  MaxExec   0 }
	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  -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      0.50

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 30
	MaxWonderBuildTurns 50

	// 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  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 0.2 
	  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 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.2 
      ThreatenedCities
	  Advice BUILD_DEFENSE_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 8000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.1 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.2
      PowerCities	  
	  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_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         900
    DesireGold           900
    DesireScience        900
    DesireMakeFriend     800
    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 //from 0.9
        DefenseMatch  0.0 //from 0.5
        RangedMatch   0.5 //from 0.8
        BombardMatch  0.0 //from 0.0
        ValueMatch    0.3 //from 1.0
    }

    Defensive {
        AttackMatch   0.0 //from 0.2
        DefenseMatch  0.5 //from 0.8
        RangedMatch   0.3 //from 0.5
        BombardMatch  0.4 //from 0.6
        ValueMatch    0.5 //from 0.7
    }

    Harass {
        AttackMatch   0.3 //from 0.9
        DefenseMatch  0.0 //from 0.6
        RangedMatch   0.3 //from 0.8
        BombardMatch  0.0 //from 0.4
        ValueMatch    0.1 //from 0.8
    }

    StealthAttack {
        AttackMatch   1.0 //from 1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    0.9 //from 1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.6 //from 0.8
        RangedMatch   0.0
        BombardMatch  0.9 //from 1.1
        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_SEIGE {

    // percent of gold to put into science
    SciencePercent 60

    //
    // 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 0.50

    // Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.20
    DefensiveUnitsPercent 0.30
    RangedUnitsPercent    0.25
    SeaUnitsPercent       0.10
    AirUnitsPercent       0.15

    // 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

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

    GoalElement { Goal GOAL_DEFEND              Priority   607000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   805000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   600000  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   500000  MaxEval   5  MaxExec   1 }//from Priority    -1000
    GoalElement { Goal GOAL_ATTACK              Priority   700000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_PILLAGE             Priority   753000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_HARASS              Priority   595000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_BOMBARD             Priority   757000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   650000  MaxEval  10  MaxExec   2 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -150

	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   0.5 //from 0.9
        DefenseMatch  0.1 //from 0.5
        RangedMatch   0.7 //from 0.9
        BombardMatch  0.0 //from 0.5
        ValueMatch    0.3 //from 1.0
    }

    Harass {
        AttackMatch   0.3 //from 0.9
        DefenseMatch  0.0 //from 0.5
        RangedMatch   0.3 //from 0.8
        BombardMatch  0.0
        ValueMatch    0.0 //from 1.0
    }
}

STRATEGY_ATTACK {

    // percent of gold to put into science
    SciencePercent 80

    //
    // 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 0.50

    // Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.20
    DefensiveUnitsPercent 0.30
    RangedUnitsPercent    0.25
    SeaUnitsPercent       0.15
    AirUnitsPercent       0.10

   // 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

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

    GoalElement { Goal GOAL_DEFEND              Priority   607000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   685000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_ATTACK              Priority   850000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_HARASS              Priority   600000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   500000  MaxEval   5  MaxExec   1 }//from Priority    -1000
    GoalElement { Goal GOAL_BOMBARD             Priority   657000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority   595000  MaxEval   3  MaxExec   1 }
    // pillage like crazy if we do not care so much about taking cities
    GoalElement { Goal GOAL_PILLAGE             Priority   753000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_NUKE_CITY           Priority   450000  MaxEval  10  MaxExec   1 }

    // multiplied by #rounds to target
	DistanceModifierFactor		     -25

	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 0.25

	// 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   0.5 //from 0.8
        DefenseMatch  0.1 //from 0.5
        RangedMatch   0.7 //from 0.9
        BombardMatch  0.0 //from 0.5
        ValueMatch    0.2 //from 0.9
    }

    Harass {
        AttackMatch   0.3 //from 0.9
        DefenseMatch  0.0 //from 0.6
        RangedMatch   0.5 //from 0.9
        BombardMatch  0.0
        ValueMatch    0.1 //from 1.0
    }
}

STRATEGY_DEFEND {

    // percent of gold to put into science
    SciencePercent 80

    //
    // 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 0.60

    // Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.20
    DefensiveUnitsPercent 0.30
    RangedUnitsPercent    0.25
    SeaUnitsPercent       0.10
    AirUnitsPercent       0.15

   // 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

    GoalElement { Goal GOAL_DEFEND              Priority   850000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   550000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_ATTACK              Priority   500000  MaxEval   5  MaxExec   2 }
    GoalElement { Goal GOAL_BOMBARD             Priority   602000  MaxEval  25  MaxExec   4 }

	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   0.0 //from 0.2
        DefenseMatch  0.4 //from 0.9
        RangedMatch   0.4
        BombardMatch  0.2 //from 0.6
        ValueMatch    0.4 //from 0.6
    }

    Harass {
        AttackMatch   0.3 //from 0.9
        DefenseMatch  0.0 //from 0.7
        RangedMatch   0.3 //from 0.8
        BombardMatch  0.0 //from 0.2
        ValueMatch    0.1 //from 1.0
    }
}

STRATEGY_CAREFUL_START {

	// Percent of civilization support dedicated to units
    UnitSupportPercent 0.30

	// minimum number of units to keep in cities as a garrison
    OffensiveGarrisonCount  0
    DefensiveGarrisonCount  1
    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 0.30

    // 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 0.20
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

	SeaTransportUnitsCount 8

	// 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    535000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    700000  MaxEval  15  MaxExec   3 }
}

STRATEGY_EXPLORE_FAR {

    GoalElement { Goal GOAL_EXPLORE				Priority    580000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    700000  MaxEval  15  MaxExec   3 }
}

STRATEGY_EXPLORE_WIDE {
    GoalElement { Goal GOAL_EXPLORE				Priority    635000  MaxEval  15  MaxExec   5 }
    GoalElement { Goal GOAL_GOODY_HUT			Priority    700000  MaxEval  15  MaxExec   3 }
}

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

STRATEGY_SETTLE_COMPACT {

    // Number of special units that should be built
    SettlerUnitsCount   6

    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }

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

STRATEGY_SETTLE_LARGE {

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

    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }

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

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

STRATEGY_SCIENTIST_DEFAULT {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

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

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

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

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_VIRTUAL_DEMOCRACY 
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_ECOTOPIA
    // Government  GOVERNMENT_CORPORATE_REPUBLIC 
    // Government  GOVERNMENT_COMMUNISM
    // Government  GOVERNMENT_FASCISM
    // Government  GOVERNMENT_THEOCRACY
    // Government  GOVERNMENT_MONARCHY
    // Government  GOVERNMENT_DICTATORSHIP
    // Government  GOVERNMENT_OLIGARCHY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    75 //from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.2 //from 0.1

    // set maximum percent of gold that should ever be spent on wages to not choke science
    MaximumWagePercent  0.30

    // try to decrease food
    SliderElement { Delta 2 Food }
    SliderElement { Delta 1 Production }
    SliderElement { Delta 1 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      100

    //
    // 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  25

    // 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  5

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  500

    // bonus for building road tile improvements
    RoadUtilityBonus  300
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // 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   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   605000  MaxEval  25  MaxExec  12 }
    GoalElement { Goal GOAL_ATTACK              Priority   705000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    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   600000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   300000  MaxEval   5  MaxExec   1 }//from Priority    -1000
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   620000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   750000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   750000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   407000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority   600000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   653000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   603000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   3  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   450000  MaxEval  10  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   650000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   650000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_STEAL_TECHNOLOGY    Priority   650000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INVESTIGATE_CITY	Priority   430000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INCITE_REVOLUTION   Priority   550000  MaxEval  10  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   0  MaxExec   0 }
    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   650000  MaxEval   5  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    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      0.50

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 40
	MaxUnitBuildTurns 30
	MaxWonderBuildTurns 50

	// 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 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

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

    BuildListSequenceElement {
      Priority 8000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
      Top 0.3
      ProductionCities
	  Advice BUILD_SCIENCE_ADVICE
    }

    BuildListSequenceElement {
      Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
	  Top 0.2 
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

    BuildListSequenceElement {
      Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.2
      PowerCities	  
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 9000
      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 0.2
	  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      900
    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   0.4 //from 1.0
        DefenseMatch  0.1 //from 0.5
        RangedMatch   0.6 //from 0.8
        BombardMatch  0.0 //from 0.5
        ValueMatch    0.4 //from 1.0
    }

    Defensive {
        AttackMatch   0.0 //from 0.2
        DefenseMatch  0.6 //from 0.8
        RangedMatch   0.3 //from 0.5
        BombardMatch  0.4 //from 0.6
        ValueMatch    0.5 //from 0.7
    }

    Harass {
        AttackMatch   0.5 //from 0.9
        DefenseMatch  0.0 //from 0.5
        RangedMatch   0.3 //from 0.8
        BombardMatch  0.0 //from 0.0
        ValueMatch    0.1 //from 1.0
    }

    StealthAttack {
        AttackMatch   1.0 //from 1.2
        DefenseMatch  0.0 //from 0.0
        RangedMatch   0.0 //from 0.0
        BombardMatch  0.0 //from 0.0
        ValueMatch    0.9 //from 1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.8
        RangedMatch   0.0
        BombardMatch  0.9 //from 1.1
        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         0.25 //from .5

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

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that 
        // should be used as specialists
        Specialists         0.25 //from .5

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

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //from .3
        LaborerPercent      0.3
        MerchantPercent     0.2
        EntertainerPercent  0.2
        ScientistPercent    0.3

        Default
    }

    //
    // GOVERNMENT SETTING
    //

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

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

    // set how unhappy our most unhappy city be
    MinimumHappiness    75 //from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.2 //from 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 2 Food }
    SliderElement { Delta 1 Production }
    SliderElement { Delta 1 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      100

    //
    // MILITARY READINESS SETTING
    //

    // maximum percent of production used for military readiness
    MaxSupportCostPercent 80

    // 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  1

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  10

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

    // bonus for building road tile improvements
    RoadUtilityBonus  300
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // 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   657000  MaxEval   1  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   705000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   850000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   650000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   650000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   500000  MaxEval   5  MaxExec   3 }//from Priority    -1000
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   650000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   550000  MaxEval  10  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   700000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority   550000  MaxEval  10  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   800000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   650000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   450000  MaxEval   5  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   550000  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   650000  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   550000  MaxEval  10  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  20  MaxExec   5 }
    GoalElement { Goal GOAL_PROTECT_ENDGAME     Priority   460000  MaxEval  30  MaxExec  15 }

    // multiplied by #rounds to target
    DistanceModifierFactor  -25

    // 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      0.60

	// Unit Percents must total to 1 (100%)
    OffensiveUnitsPercent 0.30
    DefensiveUnitsPercent 0.20
    RangedUnitsPercent    0.25
    SeaUnitsPercent       0.10
    AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 40
	MaxUnitBuildTurns 35
	MaxWonderBuildTurns 50

	// maximum percent of conventional units to build before building
	// special units of specified type
	BuildTransportProductionLevel 0.25
	BuildSettlerProductionLevel 0.15

    // 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_MILITARIST
    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 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

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

    BuildListSequenceElement {
      Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
      Top 0.2
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

    BuildListSequenceElement {
      Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

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

	BuildListSequenceElement {
      Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_SCIENCE
	  Top 0.1 
      ProductionCities
	  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 0.2
	  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         900
    DesireGold           900
    DesireScience        900
    DesireMakeFriend     800
    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 //from 0.9
        DefenseMatch  0.0 //from 0.5
        RangedMatch   0.5 //from 0.8
        BombardMatch  0.0 //from 0.0
        ValueMatch    0.3 //from 1.0
    }

    Defensive {
        AttackMatch   0.0 //from 0.2
        DefenseMatch  0.5 //from 0.8
        RangedMatch   0.3 //from 0.5
        BombardMatch  0.4 //from 0.6
        ValueMatch    0.5 //from 0.7
    }

    Harass {
        AttackMatch   0.3 //from 0.9
        DefenseMatch  0.0 //from 0.6
        RangedMatch   0.3 //from 0.8
        BombardMatch  0.0 //from 0.4
        ValueMatch    0.1 //from 0.8
    }

    StealthAttack {
        AttackMatch   1.0 //from 1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    0.9 //from 1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.6 //from 0.8
        RangedMatch   0.0
        BombardMatch  0.9 //from 1.1
        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         0.25 //from .5

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

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

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

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.3 //from .5

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

        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_FASCISM
    // Government  GOVERNMENT_COMMUNISM
    // Government  GOVERNMENT_CALIPHATE
    // Government  GOVERNMENT_MONARCHY
    // Government  GOVERNMENT_DICTATORSHIP
    // Government  GOVERNMENT_REPUBLIC
    // Government  GOVERNMENT_CITY_STATE

    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    75 //from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.2 //from 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 2 Food }
    SliderElement { Delta 1 Production }
    SliderElement { Delta 1 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      100

    //
    // 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  30

    // 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  5

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  500

    // bonus for building road tile improvements
    RoadUtilityBonus  300
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // 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   457000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   505000  MaxEval  25  MaxExec  10 }
    GoalElement { Goal GOAL_ATTACK              Priority   605000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   405000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   720000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   700000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   300000  MaxEval   5  MaxExec   1 }//from Priority    -1000
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   700000  MaxEval  15  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   487000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority   700000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   750000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   750000  MaxEval  15  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   500000  MaxEval   3  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   550000  MaxEval  10  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   650000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   800000  MaxEval  15  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   540000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_INJOIN              Priority   700000  MaxEval  10  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   500000  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   650000  MaxEval   5  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    3

	// 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      0.50

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 45
	MaxUnitBuildTurns 35
	MaxWonderBuildTurns 50

	// 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 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

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

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Top 0.2
      ProductionCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      ThreatenedCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      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 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.2
      PowerCities
	  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_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   0.5 //from 0.9
        DefenseMatch  0.2 //from 0.5
        RangedMatch   0.8 //from 0.9
        BombardMatch  0.0 //from 0.5
        ValueMatch    0.4 //from 1.0
    }

    Defensive {
        AttackMatch   0.1 //from 0.2
        DefenseMatch  0.7 //from 0.8
        RangedMatch   0.3 //from 0.4
        BombardMatch  0.5 //from 0.6
        ValueMatch    0.6 //from 0.7
    }

    Harass {
        AttackMatch   0.4 //from 0.9
        DefenseMatch  0.1 //from 0.5
        RangedMatch   0.4 //from 0.7
        BombardMatch  0.0 //from 0.3
        ValueMatch    0.2 //from 1.0
    }

    StealthAttack {
        AttackMatch   1.1 //from 1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.0 //from 1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.7 //from 0.8
        RangedMatch   0.0
        BombardMatch  1.0 //from 1.1
        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         0.25 //from .5

        // Percent of allocation to different specialist types  (total = 1.0)
        FarmerPercent       0.0 //from .3
        LaborerPercent      0.3
        MerchantPercent     0.3
        EntertainerPercent  0.2
        ScientistPercent    0.2

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.1
        LaborerPercent      0.3
        MerchantPercent     0.3
        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         0.25 //from .5

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government GOVERNMENT_ECOTOPIA
    Government GOVERNMENT_VIRTUAL_DEMOCRACY
    Government GOVERNMENT_DEMOCRACY
    Government GOVERNMENT_THEOCRACY
    Government GOVERNMENT_TYRANNY

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

    // set how unhappy our most unhappy city be
    MinimumHappiness    75 //from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.2 //from 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 2 Food }
    SliderElement { Delta 1 Production }
    SliderElement { Delta 1 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      100

    //
    // 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  30

    // 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  1

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  1

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  200

    // bonus for building road tile improvements
    RoadUtilityBonus  300
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // 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   457000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   605000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   755000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   445000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   550000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   650000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   400000  MaxEval   5  MaxExec   1 }//from Priority    -1000
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   650000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   750000  MaxEval  15  MaxExec   3 }
    GoalElement { Goal GOAL_NANOATTACK_CITY     Priority   750000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_HARASS_CITY         Priority      500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   557000  MaxEval  25  MaxExec   4 }
    GoalElement { Goal GOAL_EXPEL               Priority   550000  MaxEval  10  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   753000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   653000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   3  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   750000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   650000  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   600000  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   3  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  -25

    // 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      0.50

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 45
	MaxUnitBuildTurns 35
	MaxWonderBuildTurns 50

	// 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  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 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

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

	BuildListSequenceElement {
	  Priority 5000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Bottom 0.2
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      ThreatenedCities
	  Advice BUILD_OFFENSE_ADVICE
    }

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

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

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.2
      PowerCities
	  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_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   0.5 //from 0.9
        DefenseMatch  0.1 //from 0.5
        RangedMatch   0.8 //from 0.9
        BombardMatch  0.0 //from 0.5
        ValueMatch    0.5 //from 1.0
    }

    Defensive {
        AttackMatch   0.1 //from 0.2
        DefenseMatch  0.7 //from 0.8
        RangedMatch   0.1 //from 0.2
        BombardMatch  0.5 //from 0.6
        ValueMatch    0.6 //from 0.7
    }

    Harass {
        AttackMatch   0.4 //from 1.0
        DefenseMatch  0.1 //from 0.6
        RangedMatch   0.4 //from 0.8
        BombardMatch  0.0 //from 0.5
        ValueMatch    0.2 //from 1.0
    }

    StealthAttack {
        AttackMatch   1.1 //from 1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.0 //from 1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.7 //from 0.8
        RangedMatch   0.0
        BombardMatch  1.0 //from 1.1
        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         0.25 //from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //from .3
        LaborerPercent      0.3
        MerchantPercent     0.3 //from .1
        EntertainerPercent  0.2
        ScientistPercent    0.2

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.1
        LaborerPercent      0.3
        MerchantPercent     0.3
        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         0.25 //from .5

        // Percent of allocation to different specialist types (total = 1.0)
        FarmerPercent       0.0 //from .3
        LaborerPercent      0.2
        MerchantPercent     0.3
        EntertainerPercent  0.2
        ScientistPercent    0.3

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_DEMOCRACY
    Government  GOVERNMENT_REPUBLIC
    Government  GOVERNMENT_TYRANNY

    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_TECHNOCRACY
    // Government  GOVERNMENT_FASCISM
    // Government  GOVERNMENT_THEOCRACY  
    // Government  GOVERNMENT_MONARCHY
    // Government  GOVERNMENT_DICTATORSHIP
    // Government  GOVERNMENT_OLIGARCHY
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    75 //from 73

    // set maximum deficit spending percent (ie. spend no more than
    // 10% of our savings each turn)
    DeficitSpending     0.2 //from 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 2 Food }
    SliderElement { Delta 1 Production }
    SliderElement { Delta 1 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      100

    //
    // 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  30

    // 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  5

    // rounds to wait before fixing polluted tiles
    TimeToFixPollution  5

    // stored PW must exceed cost to fix + threshold
    FixPollutionThreshold  500

    // bonus for building road tile improvements
    RoadUtilityBonus  300
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // 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   657000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   805000  MaxEval  25  MaxExec  12 }
    GoalElement { Goal GOAL_ATTACK              Priority   505000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   305000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority     7000  MaxEval  15  MaxExec   2 }
    GoalElement { Goal GOAL_ENSLAVE_SETTLER     Priority   550000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SLAVE_RAID          Priority   700000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_CHOKEPOINT          Priority   250000  MaxEval   5  MaxExec   1 }//from Priority    -1000
    GoalElement { Goal GOAL_PATROL              Priority     5000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   600000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_BIOTERROR_CITY      Priority   550000  MaxEval  10  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   4 }
    GoalElement { Goal GOAL_EXPEL               Priority   250000  MaxEval   5  MaxExec   3 EvalPerCity }
    GoalElement { Goal GOAL_PILLAGE             Priority   653000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   703000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   480000  MaxEval   0  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   450000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PLANT_NUKE          Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_CREATE_PARK         Priority   550000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_SOOTHSAY		Priority   450000  MaxEval   5  MaxExec   3 }
    GoalElement { Goal GOAL_ESTABLISH_EMBASSY   Priority   750000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_FRANCHISING         Priority   550000  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   3  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    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      0.50

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 35
	MaxWonderBuildTurns 50

	// 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 0.2 
	  GrowthCities
	  Advice BUILD_GROWTH_ADVICE
    }

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

	BuildListSequenceElement {
	  Priority 7000
      BuildListSequence BUILD_LIST_SEQUENCE_GOLD
      Bottom 0.2
      CommerceCities
	  Advice BUILD_GOLD_ADVICE
    }

	BuildListSequenceElement {
	  Priority 10500
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.2 
      ThreatenedCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 6000
      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 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.2
      PowerCities	  
	  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_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 6

    // 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   0.5 // from 0.9
        DefenseMatch  0.1 //from 0.7
        RangedMatch   0.8 //from 0.8
        BombardMatch  0.0 //from 0.5
        ValueMatch    0.5 //from 1.0
    }

    Defensive {
        AttackMatch   0.1 //from 0.2
        DefenseMatch  0.7 //from 0.8
        RangedMatch   0.1 //from 0.2
        BombardMatch  0.5 //from 0.6
        ValueMatch    0.6 //from 0.7
    }

    Harass {
        AttackMatch   0.4 //from 0.9
        DefenseMatch  0.1 //from 0.6
        RangedMatch   0.4 //from 0.8
        BombardMatch  0.0 //from 0.3
        ValueMatch    0.2 //from 1.0
    }

    StealthAttack {
        AttackMatch   1.1 //from 1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    1.0 //from 1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.7 //from 0.8
        RangedMatch   0.0
        BombardMatch  1.0 //from 1.1
        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     0
}

STRATEGY_DEFENSE_VERY_LOW {

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

STRATEGY_DEFENSE_LOW {

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

STRATEGY_DEFENSE_MEDIUM {

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

STRATEGY_DEFENSE_HIGH {

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

STRATEGY_DEFENSE_VERY_HIGH {

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

////////////////////////////////////////
//
// 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       20
}

STRATEGY_AVERAGE_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       40
}

STRATEGY_MAXIMUM_NUKES {
    SpecialUnitList     UNIT_BUILD_LIST_SPECIAL_NUCLEAR
    SpecialUnitsCount       60
}

STRATEGY_BUILD_OFFENSE {
    // Percent of civilization support dedicated to units
    UnitSupportPercent      0.50

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.30
	DefensiveUnitsPercent 0.20
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 35
	MaxWonderBuildTurns 50

	// 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  1
    DefensiveGarrisonCount  2
    RangedGarrisonCount     1

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

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Top 0.3 
      ThreatenedCities
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 12000
      BuildListSequence BUILD_LIST_SEQUENCE_OFFENSE
	  Top 0.4 
      ProductionCities
	  Advice BUILD_OFFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 11000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFENSE
	  Bottom 0.4
      PowerCities	  
	  Advice BUILD_DEFENSE_ADVICE
    }

	BuildListSequenceElement {
	  Priority 2000
      BuildListSequence BUILD_LIST_SEQUENCE_DEFAULT
	  Default
	  Advice BUILD_DEFAULT_ADVICE
    }

}

STRATEGY_DEFAULT_WAW {

    //
    // POPULATION ASSIGNMENTS
    //

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from 0.5

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

        Top 0.2 ProductionCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from 0.5

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

        Bottom 0.2 GrowthCities
    }

    PopAssignmentElement {
        // percent of workers after minimums have been achieved that
        // should be used as specialists
        Specialists         0.25 //from 0.5

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

        Default
    }

    //
    // GOVERNMENT SETTING
    //

    Government  GOVERNMENT_TECHNOCRACY
    Government  GOVERNMENT_CORPORATE_REPUBLIC
    Government  GOVERNMENT_FASCISM
    Government  GOVERNMENT_COMMUNISM
    Government  GOVERNMENT_MONARCHY
    Government  GOVERNMENT_TYRANNY

    // other governments
    // Government  GOVERNMENT_TECHNOCRACY
    // Government  GOVERNMENT_ECOTOPIA 
    // Government  GOVERNMENT_VIRTUAL_DEMOCRACY
    // Government  GOVERNMENT_DEMOCRACY
    // Government  GOVERNMENT_COMMUNISM
    // Government  GOVERNMENT_MONARCHY
    // Government  GOVERNMENT_THEOCRACY
    // Government  GOVERNMENT_OLIGARCHY
    // Government  GOVERNMENT_CITY_STATE 
	
    //
    //  WORKDAY, GOLD, FOOD SLIDER SETTINGS (WGF)
    //

    // set how unhappy our most unhappy city be
    MinimumHappiness    75 //from 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  0.30

    // try to decrease food
    SliderElement { Delta 2 Food }
    SliderElement { Delta 1 Production }
    SliderElement { Delta 1 Gold }

    //
    // SCIENCE SETTINGS
    //

    // percent of gold to put into science
    SciencePercent      80

    //
    // 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  30

    // 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  300
      
    // bonus for building production tile improvements
    ImproveProductionBonus  120

    // bonus for building growth tile improvements
    ImproveGrowthBonus  130

    // 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   557000  MaxEval   2  MaxExec   1 PerCity }
    GoalElement { Goal GOAL_SEIGE               Priority   620000  MaxEval  20  MaxExec  15 }
    GoalElement { Goal GOAL_ATTACK              Priority   720000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_HARASS              Priority   490000  MaxEval  25  MaxExec  25 }
    GoalElement { Goal GOAL_SETTLE_LAND         Priority   900000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_SETTLE_SEA          Priority   600000  MaxEval  25  MaxExec  15 }
    GoalElement { Goal GOAL_EXPLORE             Priority    11000  MaxEval  15  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   400000  MaxEval   5  MaxExec   1 }//from Priority    -1000
    GoalElement { Goal GOAL_PATROL              Priority     9000  MaxEval   0  MaxExec   3 }
    GoalElement { Goal GOAL_CONVERT_CITY        Priority   300000  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    70500  MaxEval   3  MaxExec   1 }
    GoalElement { Goal GOAL_BOMBARD             Priority   507000  MaxEval  25  MaxExec   7 }
    GoalElement { Goal GOAL_EXPEL               Priority   300000  MaxEval  10  MaxExec   3 }
    GoalElement { Goal GOAL_PILLAGE             Priority   753000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_PIRATE              Priority   393000  MaxEval  10  MaxExec   5 }
    GoalElement { Goal GOAL_COUNTER_STEALTH     Priority   390000  MaxEval   3  MaxExec 0.1 PerCity }
    GoalElement { Goal GOAL_GOODY_HUT           Priority   450000  MaxEval  10  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   650000  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   2 }
    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   1  MaxExec   1 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    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      0.20

	// Unit Percents must total to 1 (100%)
	OffensiveUnitsPercent 0.20
	DefensiveUnitsPercent 0.30
	RangedUnitsPercent    0.25
	SeaUnitsPercent       0.10
	AirUnitsPercent       0.15

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

	// Do not certain items in cities where if it takes too many turns
	MaxSettlerBuildTurns 30
	MaxUnitBuildTurns 30
	MaxWonderBuildTurns 50

	// 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  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 0.2 
	  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 
      ThreatenedCities
	  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
      PowerCities	  
	  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         900
    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   0.4 //was 0.9
        DefenseMatch  0.0 //was 0.5
        RangedMatch   0.3 //was 0.8
        BombardMatch  0.0 //was 0.5
        ValueMatch    1.4 //was 1.0
    }

    Defensive {
        AttackMatch   0.0 //was 0.2
        DefenseMatch  0.6 //was 0.8
        RangedMatch   0.0 //was 0.2
        BombardMatch  0.3 //was 0.3
        ValueMatch    0.5 //was 0.7
    }

    Harass {
        AttackMatch   0.3 //was 0.9
        DefenseMatch  0.0 //was 0.6
        RangedMatch   0.3 //was 0.3
        BombardMatch  0.0
        ValueMatch    0.1 //was 0.8
    }

    StealthAttack {
        AttackMatch   1.0 //was 1.2
        DefenseMatch  0.0
        RangedMatch   0.0
        BombardMatch  0.0
        ValueMatch    0.9 //was 1.1
    }

    Bombard {
        AttackMatch   0.0
        DefenseMatch  0.7 //was 0.8
        RangedMatch   0.0
        BombardMatch  0.9 //was 1.1
        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
    }
}

