/*Time - Used in calculations and is separate from Scenario Date*/
   BASE_YEAR                             1939
   BASE_MONTH                            8 /*8=September*/
   BASE_DATE                             3
   DAYS_PER_TURN                         20
/*Economy - Logistics*/
   OCCUPIED_PRODUCTION_RATE              50 /*Fraction of max production from occupied land*/
   MAX_DEFICIT_BEFORE_SPENDING_STOP      0 /*Allow reinforce, rail, transport using deficit*/
   RAIL_MOVE_COST                        7 /*fixed unit cost for operating*/
   TRANSPORT_COST                        4 /*fixed unit cost for naval transports*/
   MANPOWER_INCREASE                     100 /*Manpower increase per turn */
   QUARTERLY_PEACE_PRODUCTION_INCREASE   6
   AT_WAR_PRODUCTION_INCREASE            10
   FULL_MOBILIZATION_PRODUCTION_INCREASE 20
   MAX_RAILROAD_DISTANCE                 40
   AXIS_FREE_RAIL_MOVES                  2 /*Free railroad does not cost anything to use*/
   ALLIES_FREE_RAIL_MOVES                2
   USSR_FREE_RAIL_MOVES                  2
   SUPPLY_PENALTY_DISTANCE               20
   AXIS_WINTER_SUFFER                    55
   ALLIES_WINTER_SUFFER                  0
   WINTER_DURATION                       5 /*how many turns winter last
/*Battles+EFFICIENCY*/
   RETREAT_REMAINING_EFFICIENCY_THRESHOLD    65 /* EFFICIENCY lost during attack+(Threshold-EFFICIENCY) is together proportional to chance of retreat*/
   RETREAT_CASUALTY_THRESHOLD            0 /*Casualty must be higher than this value to make it even possible for retreat*/
   RETREAT_FROM_CITY_CAPITAL_FORTRESS    0 /*Proportional to chance of retreat from City, Capital, Fortress*/
   RETREAT_FROM_NON_CLEAR                95 /*Proportional to chance of retreat from non clear hex*/
   RETREAT_FROM_CLEAR                    140 /*Proportional to chance of retreat from terrain or presource*/
   EXTRA_ATTACKS                         4 /* EXTRA_ATTACK+strength=num attacks*/
   EFFICIENCY_REGAIN                     145 /*effeciency regain is dependant on quality+supply and this factor*/
   EFFICIENCY_LOSS_FROM_SHOCK            5 /*EFFICIENCY points lost per shock hit*/
   EFFICIENCY_LOSS_CASUALTY_FACTOR       45 /*Proportional to EFFICIENCY points lost per casualty point*/                     
   EFFICIENCY_LOSS_FROM_DEPLOY           15 /*EFFICIENCY points lost when deploying a unit*/
   EFFICIENCY_LOSS_FROM_MOVEMENT         5 /*EFFICIENCY points lost when moving a unit*/
   EFFICIENCY_LOSS_FROM_RAIL_MOVEMENT    10 /*EFFICIENCY points lost when railmoving a unit*/
   EFFICIENCY_LOSS_FROM_UNLOAD           15 /*EFFICIENCY points lost when naval landing*/
   EFFICIENCY_LOSS_LACK_SUPPLY           10 /*EFFICIENCY points lost when having no supply*/
   CASUALTY_FACTOR                       370 /*Proportional to non air duels chance of hit*/
   AIR_DUEL_CASUALTY_FACTOR              215 /*Proportional to air duels chance of hit*/
   STRATEGIC_CASUALTY_FACTOR            90 /*Proportional to Strategic Battles chance of hit*/
   SHOCK_FACTOR                          170 /*Proportional to chance of shock hit*/
/*Units*/
   LOWEST_MAX_EFFICIENCY                     40 /*Max EFFICIENCY for a unit with no commander, no supply, no tech, zero quality*/
   EXPERIENCE_PER_QUALITY_INCREASE       25 /*How much experience needed to increase unit quality +1*/
   EXPERIENCE_PER_SURVIVABILITY_INCREASE 50 /*How much experience needed to increase unit survivabiliy +1*/
/*Commanders*/
   COMMANDER_BUILDING_TIME               1
   COMMANDER_RANGE                       8
   COMMANDER_REASSIGN_COST               5
   COMMANDER_REASSIGN_DISTANCE_PER_TURN  10
   COMMANDER_MAX_INJURY                  18 /*maximum number of turns a Commander can be out of duty*/
/*supply levels*/
    MAX_SUPPLY                           5 /*supply route from Major country Capital*/
    HALF_SUPPLY                          3 /* Supply from Cities or Fortress or adjacent Fortress*/
    LOW_SUPPLY                           1 /*Supply from ships*/
    NAVY_SUPPLY_CONSUMPTION              40 /*Naval units away from ports get this supply reduction per turn*/
/*Convoys - Transportation Loops*/
    ALLIED_TURNS_BETWEEN_CONVOYS         4 /*allied turns between each convoy*/
    NORTH_ATLANTIC_CONVOY_SIZE           200 /*max production worth of a north atlantic convoy*/
    MID_ATLANTIC_CONVOY_SIZE             70
    SOUTH_ATLANTIC_CONVOY_SIZE           50
    AFRICA_LOOP_TURNS                    1
    SUEZ_LOOP_TURNS                      1
/*Politics*/
    AXIS_DOW_PENALTY                     0 /*Country morale decreases by this amount on first DOW*/
    AXIS_DOW_PENALTY_INCREASE            0 /*For every next DOW, the penalty gets larger and larger*/
    ALLIES_DOW_PENALTY                   0
    ALLIES_DOW_PENALTY_INCREASE          0
    RANDOM_WAR_ENTRY                     1
/*Reseach*/
   MAX_LABS                              10
   LAB_BUY_START_PRICE                   20 /*Cost to buy First Laboratory*/
   LAB_BUY_PRICE_INCREASE                8 /*Buy Cost increase per lab held*/
   LAB_SELL_FACTOR                       50 /*How large refund % when selling*/
/* Unit upgrades */
   UPGRADE_MINIMUM_COST			 3
   UPGRADE_FRACTION_COST		 5	
   UPGRADE_EFFICIENCY_LOSS		 20
/*AI*/
/*Feeds to both DOW and Targetting formulas*/
   MILITARY_INFLUENCE_FACTOR             70 /*How much score for having units nearby*/
   AGGRESSION_IMPORTANCE                 600
   AXIS_1939_AGGRESSION                  90 /*Aggression 0-100*/
   ALLIES_1939_AGGRESSION                0
   AGGRESSION_YEARLY_INCREASE            17 /*Aggression increase per year end*/
   AT_WAR                                300 /*A nation at war or near joining is more likely to be targetted and dowed*/
/*Declare of War*/
   DOW_THRESHOLD                         830 /*How much DOW score needed for a country to be DOWed*/
   DOW_DECREASE            	         130 /*For each new year it gets more difficult to DOW*/
   MAX_DOW_RANDOM                        100 /*A random score roll added*/
/*Targetting*/
   TARGET_THRESHOLD                      2060 /*How much Target score needed for a country to be targetted*/
   TARGET_MAJOR_INCREASE            	 130 /*The longer war goes on, the more you target Major Country*/
   TARGET_MINOR_DECREASE            	 10 /*The longer war goes on, the less you target Minor Nations*/
   MAX_TARGET_RANDOM                     100 /*A random score roll added*/
   RECONQUEST_MAJOR                      1350 /*Want to reconquer lost Majors, for instance France*/
   SAME_SIDE                             -999999 /*owner is on same side and is not targetted*/ 
   OIL_BUFFER_BEFORE_DESPERATION         1 /* incentive to attack oil field nations when running low on oil*/
   OIL_IMPORTANCE                        0 /*How large score for oil nations, when desperate for Oil*/
   MAX_CAPITAL_TO_CAPITAL_DISTANCE       80 /*Bonus score for each hex under this max distance*/
   DISTANCE_BONUS_PER_HEX                0 /*This bonus per hex the distance goes under the MAX_CAPITAL_TO_CAPITAL_DISTANCE*/
   SAME_CONTINENT                        1170 /*Capitals on same continent*/
/*Tactical AI*/
   CAPITAL_DEFENCE                      120 /*The Threshold (military advantage ratio) for when defence (of the own capital) gets more important than offence*/
   DEFENCE_REACTION                      3 /*Max number of switching fronts or from/to Homeland defence duty per turn*/
   CONVOY_NATION                         2 /*UK=2=the Convoy Country*/
   SAFE_AIR_DISTANCE                     5 /*Air unit will NEVER deploy/move/railmove/unload closer than this distance*/
}