[SVars]
{
	;; easy vars (overridden from SVars.tgi)
	int		DefaultKingdomsIndependent = 0
	flag		UnitSupplyEnabled  = true

	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	;; GAME-SPECIFIC	
	;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

	;; easy vars
	string	MapDefaultBiome = temperate_grassland
	
	;; for engagement
	fixed	PrimarySampleTime = 5
	fixed	RetreatingTime = 30
	fixed	RoutingTime = 30
	fixed	ReformTime = 60
	fixed	StalemateTime = 10
	fixed	RegroupTime = 60
	bool	KillTargetIsHighestPriority = true

	;; for morale
	fixed	MoraleEngagementLoss = 0.5
	fixed	MoraleEngagementLossFactorMax = 3.0
	fixed	MoraleDeathFactor = 0.25
	fixed	MoraleRetreatPenalty = 0
	fixed	MoraleSlayerBase = 0.5
	fixed	MoraleSlayerFactorMin = 0.5
	fixed	MoraleSlayerFactorMax = 3.0
	fixed	MoraleBreakerBase = 3.0
	fixed	MoraleBreakerFactorMin = 0.5
	fixed	MoraleBreakerFactorMax = 2.0
	fixed	MoraleReplenish = 2.0
	fixed	MoraleSupplyBonus = 1.0

	;; engagement
	bool	EngagementShowReverseRZOD = true	;; if set, reverse engage targets will reveal RZOD
	;; drp082404 - was 5 but heavy tank recharge is 6
	fixed	UnderSiegeRecentlyDamagedSeconds = 7

	
	;; world rules - NOTE: these defaults are overridden by "world_rules.tgi"
	bool	AllowSellUnderSiege			= false
	
	;; economy a.k.a. unit limit
	int		EconomyLimitedResourceMax 	= 48

	;; when the sun's diffuse RGB sum (R+G+B) is less than this threshold
	;; it is considered nighttime. any VFX that are nightonly will only
	;; play when the sun is below this threshold
	fixed	SunNightThreshold = 1.6

	;; Max number of kingdoms for A&A
	int	KingdomsMax = 8

	;; colors in RGB (0-1 for each channel)
	point3	SunDiffuse = 1.0, 1.0, 1.0
	point3	SunAmbient = 1.0, 1.0, 1.0
	point3	SunSpecular = 0.0, 0.0, 0.0

    ;; for supply
	SupplyProvideUnderSiege = true

	;; to sort objectives.
	bool SortObjectives = true

	;; to make regions a bit bigger than in K2
;;	StaticMapMaxRectangleWidth = 20
;;	StaticMapMaxRectangleWidthExp = .26
	
	;; SAI
	DisableSAIWhenGameLost = false
	
	;; groups
	fixed		GroupZoneRangeMin = 18	;; minimum range of group zone
	fixed		GroupSpeedMinimum = 1.0	;; speed below which an actor will not drop it's speed when slowing down to allow another to catch up
	fixed		GroupSupplyZoneBuffer = 5 ;; when coordinating arrival outside a supply zone, coordinate this far outside
	fixed		GroupDefendVFXScale = 0.3


	;; the health amount at which cities begin providing economic benefits after being DISABLED.
	fixed	BodyRestoreDisabledHealthRatio = 0.55	;; health ratio at which non-destructable return from disabled state

	
	;; For the CAI, when movign to a target we stop when we are within the ZOC.  In order to have
	;;	us move closer in A&A we multiply ZOC radius by this value.
	fixed CAITargetInRangeZOCMultiplier = 0.9
} ; end [Vars]
