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

economy = {
# IC to TC ratio
	1.5
# IC to Supplies ratio
	4.0
# IC to Consumer Goods Ratio
	1.0
# IC to Money Ratio
	0.2
# Max Gearing Bonus ( never lower than value * build time )
	0.65
# Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
	0.05
# IC Non-National Province Multiplier
	0.2 #0.3333
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
	0.2
# TC Undeployed Division Load
	10.0
# TC Occupied Province Load
	1.0
# TC Land Division Load Multiplier
	1.0
# TC Air Division Load Multiplier
	1.0
# TC Naval Division Load Multiplier
	0.3333
# TC Load from partisans
	12.0
# TC load factor from offensives
	1.5
# TC Load from province dev
	5.0
# TC Load from bases in queue
	100.0
# National Province Manpower Multiplier (income per day)
	0.01
# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
	0.0
# Colonial Province Manpower Multiplier (multiplied on the other)
	0.1
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
	2.0
# Trickle-back factor for manpower from losses in battle. (ie, how many are just wounded.)
	0.5
# Reinforcement Manpower Cost Factor
	0.8
# Reinforce cost
	0.8
# Reinforce time
	0.5
# Upgrade cost	
	0.5
# Upgrade time
	0.5
# Nationalism starting value
	15
# Monthly Nationalism reduction
	-0.002
	
}

combat = {
# Land XP gain Factor
	1.0
# Naval XP gain Factor
	7.0
# Air XP gain Factor
	2.0
# Division XP gain Factor
	1.0
# Leader XP gain Factor
	1.0
# Attrition Severity Modifier
	0.05
# Combat Modifier: Base Proximity
	0.15
# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
	0.002
# Combat Modifier: Total Invasion Mod for each division above three.
	-0.1
# Combat Modifier: Multiple Combat Mod
	-0.5
# Combat Modifier: Offensive Combined Arms Bonus
	0.05
# Combat Modifier: Defensive Combined Arms Bonus
	0.15
# Combat Modifier: Surprise Mod
	-0.2
# Combat Modifier: Land Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
	-0.25
# Combat Modifier: Naval Exceeding Max Command Limit Mod
	-0.25
# Combat Modifier: Envelopment Mod (for each attack direction above one)
	-0.1
# Combat Modifier: Encircled Mod (for completely surrounded units)
	-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
	-0.09
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
	-0.09
# Combat Modifier: Dissent Multiplier
	-0.005
# Combat Modifier: Supply Problems Mod
	-0.2
# Combat Modifier: Radar Station ( value * radar level)
	-0.025
# Combat Modifier: Interceptor vs Bomber Mod
	0.25
# Combat Modifier: Total Air Overstacking Mod for each division above two.
	-0.02
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
	-0.01
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
	12
# Land Leader Command Limit (nr of divisions), Rank 1
	9
# Land Leader Command Limit (nr of divisions), Rank 2
	3
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
	1
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
	16
# Air Leader Command Limit (nr of divisions), Rank 1
	8
# Air Leader Command Limit (nr of divisions), Rank 2
	4
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
	2
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
	30
# Naval Leader Command Limit (nr of ships), Rank 1
	18
# Naval Leader Command Limit (nr of ships), Rank 2
	12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
	6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
	2
# Convoy protection factor  (higher, the more fearful convoy escorts are for raiders.)
	1.0
# Delay in hours after a combat ends before new orders can be given.	
	24
# Maximum sizes of air-stacks
	4
# Effect of experience on combat
	0.5
# Damage factor versus Naval Bases from bombing
	2.0
# Damage factor versus Air Bases from bombing
	2.0
# Damage factor versus AA from bombing
	0.3
# Damage factor versus rocket from bombing
	0.2
# Damage factor versus nuke from bombing
	0.2
# Damage factor versus Radar from bombing
	0.5
# Damage factor versus Infra from bombing
	0.14
# Damage factor versus IC from bombing
	1.0
# Damage factor versus resources from bombing
	1.0
# How effective is ground-def efficiency when applied to defence chance rolls.
	1.0
# Base chance to avoid hit if defences left.
	0.8
# Base chance to avoid hit if no defences left.
	0.6
}

research = {
# Blueprint Bonus
	2.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
	-0.0015
# Money cost for each skill-level
	0.2
# Mean number of "invention" events occuring per year
	4
}