#include "tradingStation.odf"

//**********************************************************************
//MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Trading Station"


//tooltips
tooltip = "trading Station"
verboseTooltip = ""

//Name of the ODF file of the matching freighter to build with the station
freighterName = "eucargo"

//Race which can build ship & starting race of ship
race = "europe"

// transfer rate from cargo ship to station
//dilithiumTransferRate = 15.0
cargoTransferRate = 50.0

// what percent of trade profit this station gets
percentTradeProfit = 15.0

//Amount of time required to build ship
buildTime = 50.0

//Number of officers required to build this ship
officerCost = 6

//Number of crew required to build ship & Starting crew
crewCost = 300

//Dilithium Cost to build
dilithiumCost = 750

//Metal Cost to build
metalCost = 750

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 2500

//Rate at which shield recharges (points per second... we think)
shieldRate = 2.0

//Possible Craft Names
possibleCraftNames = 
	"Trading Center-9835" "Trading Center-1059" "Trading Center-549" "Trading Center-1080"
	"Trading Center-8243" "Trading Center-9400" "Trading Center-680" "Trading Center-9874" 

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "HP01" "HP02" "HP03" "HP04" "HP05" "HP06" "HP07" "HP08" "HP09"
lifeSupportTargetHardpoints = "sys01"
weaponsTargetHardpoints = "HP01" "HP02" "HP03" "HP04" "HP05" "HP06" "HP07" "HP08" "HP09"
shieldGeneratorTargetHardpoints = "HP01" "HP02" "HP03" "HP04" "HP05" "HP06" "HP07" "HP08" "HP09"
sensorsTargetHardpoints = "sys02"
hullTargetHardpoints = "sy01" "sys03"
criticalTargetHardpoints = "HP01" "HP02" "HP03" "HP04" "HP05" "HP06" "HP07" "HP08" "HP09"

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.


//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 1.50f


//**********************************************************************

//change the scale
ScaleSOD = 2.0

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************

eventSelect = "TradingStationSelect"
eventAcknowledge = "TradingStationAcknowledge"
eventDecommission = "TradingStationDecommission"


//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object.
classLabel = "trading_station"

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "trading_station"
hotkeyLabel = "HOTKEY_F12"

//************************************************************
// Brian additions for context sensitive menus
transporter = 0
trade_station = 1