// Name used to refer to the race in the code and scripts.
name = "borg"

// Name displayed in the interface for this race.
displayKey = "GUI_RD_BORG"

// Instant action slot, negative means not playable
instantActionSlot = 1

// the borg cannot play collect latinum games!
canPlayCollectLatinum = 0

// Label for officers in interface.
officerRes = "GUI_CP_BORG_OFF_RES"
officerTooltip = "GUI_RD_BORG_OFF_TOOLTIP"
officerVerboseTooltip = "GUI_RD_BORG_OFF_VTOOLTIP"

// Label for admirals log creation
creationLabel = "ADM_ASSEMBLED"
recycledLabel = "ADM_RECYCLED"

// Name of the interface configuration and sprite files.
interfaceConfiguration = "gui_bor.cfg"

// Music play list.
music = "borg_music.odf"

// SOUNDS
edEngineSound = "ST_ENG_BOR_Energy_Engines"
edShieldSound = "ST_ENG_BOR_Energy_Shields"
edWeaponSound = "ST_ENG_BOR_Energy_Weapons"
engineStartOneSound = "ST_ENG_BOR_Startup_1"
engineStartTwoSound = "ST_ENG_BOR_Startup_2"
warpInSound = "ST_AMB_BOR_Warp_In"
warpOutSound = "ST_AMB_BOR_Warp_Out"

// Transporter sprite
transportSprite = "btransport"

// How quickly this race repairs. Bigger is slower
repairStrength = 0.8f

// How strong this race is when fighting as a boarding party or
// against a boarding party.
boardingStrength = 1.75f

// When this race will retreat from battle
retreatStrength = 0.0f	//hull percentage
crewRetreatRatio = 0.2f //crew percentage

//number of crew added to the team per second per starbase
//also base used for planet civilian rate
crewAccumulationRate = 4.0

//the modifier for the crewAccumulationRate for a starbase if it is close to a planet
planetCrewAccumulationModifier = 1.5

// Name of the city texture, "" means none
cityTextureName = "BORG"

// Name of the planet race-specific texture
planetRaceTexture = "borg_capture"

// atmosphere tint (dirty gray)
//atmosphereTint = 0.5 0.5 0.4
atmosphereTint = 1.0 1.0 1.0

// # of cities in the city texture
numCities = 35.0

//Race Icon
raceIcon = "race_icon_borg"

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The percentage at which the crew enters yellow status (ex. 0.75f)
crewYellowStatus = 0.5f

//The percentage at which the crew enters red status (ex. 0.25f)
crewRedStatus = 0.25f

//The multiplier for the repair time while in yellow status
repairYellow = 1.0f

//The multiplier for the repair time while in red status
repairRed = 1.0f

//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 5.0f
//**********************************************************************
//
// ***THIS IS PLACEHOLDER, AS WE DON'T HAVE CONSTRUCTION UNITS IN ADMIRAL
// SO WE'LL HAVE SCOUTS FOR NOW...
//
// the things you get when you ask for minimal default units (instead of the map units)
minimalUnits1 = "B_tng_scout.odf"  // construction ship


// the things you get when you ask for standard default units (instead of the map units)
standardUnits1 = "B_tng_sphere.odf"  

//
// ***THIS IS PLACEHOLDER, AS WE DON'T HAVE CONSTRUCTION UNITS IN ADMIRAL
// SO WE'LL HAVE SCOUTS FOR NOW...
//
// the things you get when you ask for superside units (instead of the map units)
superUnits1 = "B_tng_sphere.odf" // borg construction ship
superUnits2 = "F_Nova.odf"	// federation construction ship
superUnits3 = "K_Brel.odf"	// klingon construction ship
superUnits4 = "R_Talon.odf"	// romulan construction ship


//things you get when you ask for capture the flag map.
ctfUnits1 = "B_tng_scout.odf" 


// for the computer voice
computerShipConstructionBegin1 = "bc25.wav"
computerShipConstructionBegin2 = "bc26.wav"
computerShipConstructionComplete1 = "bc27.wav"
computerFacilityConstructionBegin1 = "bc25.wav"
computerFacilityConstructionBegin2 = "bc26.wav"
computerFacilityConstructionComplete1 = "bc27.wav"
computerWeaponsOffline1 = "bc14.wav"
computerEnginesOffline1 = "bc15.wav"
computerShieldGeneratorOffline1 = "bc17.wav"
computerLifeSupportOffline1 = "bc19.wav"
computerSensorsOffline1 = "bc16.wav"
computerUnderAttack1 = ""


// Multiplayer AI behavior
// Do we transport to help our friends when not on easy
transportToFriendsOnNotEasy = 1
transportToEnemyOnHard = 1

// The borg are George W! 
// Recycling efficiency
recycleDilithiumFraction = .6
recycleMetalFraction = .6

// How relatively fast we mine any resource
miningRateModifier = 1.3

// Borg don't trade, so don't even try.
canTrade = 0;

// what event should we use when we run out of officers?
insufficientOfficersEvent = "InsufficientBorgOfficers"

// for normal and lots of resource games, we need to specify how much
// of each resource this race should get

// NORMAL
normalDilithium = 3750
normalMetal = 2250
normalLatinum = 0
normalCrew = 1200

// LOTS
lotsDilithium = 45000
lotsMetal = 45000
lotsLatinum = 0
lotsCrew = 30000

possibleCaptainNames = "Captain"

//experience points gained for specified actions
xpDamageGiven = 100.0  //xp gained per point of damage inflicted on an enemy
xpDamageTaken = 100.0  //xp gained per point of damage received from an enemy
xpDestroyed   =   0.0  //xp gained when destroyed an enemy craft

//Captain skill level bonuses, xp until next level, extra info
//Targeting bonus:  % to hit
Targeting0 = 0.0,   500.0,  0.0
Targeting1 = 0.15,  500.0,  0.0
Targeting2 = 0.30,  500.0,  0.0
Targeting3 = 0.50,  500.0,  0.0
Targeting4 = 0.50,  500.0, 30.0  //95% for 30 seconds

//Evasion bonus:  % to be hit
Evasion0 =  0.0,   500.0,  0.0
Evasion1 = -0.15,  500.0,  0.0
Evasion2 = -0.30,  500.0,  0.0
Evasion3 = -0.50,  500.0,  0.0
Evasion4 = -0.50,  500.0, 30.0  //95% for 30 seconds

//Repair bonus:  repair rate multiplier
Repair0 = 1.0,  500.0, 0.0
Repair1 = 2.0,  500.0, 0.0
Repair2 = 3.0,  500.0, 0.0
Repair3 = 4.0,  500.0, 0.0
Repair4 = 4.0,  500.0, 0.0  //self-repair, multiplier not used

//Borg captains get the "Assimilation" bonus:
Special0 = 0.0,   500.0, 0.0
Special1 = 0.20,  500.0, 0.0
Special2 = 0.25,  500.0, 0.0
Special3 = 0.30,  500.0, 0.0
Special4 = 0.30,  500.0, 0.0  //same as level 3

// Shield Effect Colors, out of 1, not 255
shieldHealthyColor = 0.0 0.95 0.0
shieldDamagedColor = 0.95 0.0 0.0