// Name used to refer to the race in the code and scripts.
name = "rom-early"

// Name displayed in the interface for this race.
displayKey = "GUI_RD_ROM-EARLY"

// Instant action slot, negative means not playable
instantActionSlot = 9

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

// Label for officers in interface.
officerRes = "GUI_CP_ROM_OFF_RES"
officerTooltip = "GUI_RD_ROM_OFF_TOOLTIP"
officerVerboseTooltip = "GUI_RD_ROM_OFF_VTOOLTIP"

// Label for admirals log creation
creationLabel = "ADM_COMMISSIONED"
recycledLabel = "ADM_DECOMMISSIONED"


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

// SOUNDS
edEngineSound = "ST_ENG_ROM_Energy_Engines"
edShieldSound = "ST_ENG_ROM_Energy_Shields"
edWeaponSound = "ST_ENG_ROM_Energy_Weapons"
klaxonSound = "ST_AMB_ROM_Klaxon"
engineStartOneSound = "ST_ENG_ROM_Startup_1"
engineStartTwoSound = "ST_ENG_ROM_Startup_2"
warpInSound = "ST_AMB_ROM_Warp_In"
warpOutSound = "ST_AMB_ROM_Warp_Out"

// Transporter sprite
transportSprite = "rtransport"

// How quickly this race repairs. Bigger is slower
repairStrength = 0.5f

// How strong this race is when fighting as a boarding party or
// against a boarding party.
boardingStrength = 0.75f

// When this race will retreat from battle
retreatStrength = 0.50f	//hull percentage
crewRetreatRatio = 0.10f //crew ratio

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

//the modifier for the crewAccumulationRate for a starbase if it is close to a planet
planetCrewAccumulationModifier = 1.25

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

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

// atmosphere tint (ugly green)
//atmosphereTint = 0.3 0.7 0.3
atmosphereTint = 1.0 1.0 1.0

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

//Race Icon
raceIcon = "race_icon_rom"

//**********************************************************************
//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 = 1.5f

//The multiplier for the repair time while in red status
repairRed = 2.0f

//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 = 2.0f
//**********************************************************************



//
// ***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 = "R_Talon.odf"	// construction ship


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


// for the computer voice
computerShipConstructionBegin1 = "gvofc022.wav"
computerShipConstructionBegin2 = "gvofc023.wav"
computerShipConstructionComplete1 = "gvofc024.wav"
computerFacilityConstructionBegin1 = "gvofc022.wav"
computerFacilityConstructionBegin2 = "gvofc023.wav"
computerFacilityConstructionComplete1 = "gvofc024.wav"
computerWeaponsOffline1 = "gvofc01.wav"
computerEnginesOffline1 = "gvofc03.wav"
computerEnginesOffline2 = "gvofc05.wav"
computerShieldGeneratorOffline1 = "gvofc09.wav"
computerLifeSupportOffline1 = "gvofc011.wav"
computerSensorsOffline1 = "gvofc07.wav"
computerUnderAttack1 = ""

// Recycling efficiency
// Romulans are pretty darn good at recycling
recycleDilithiumFraction = .9
recycleMetalFraction = .9

// How relatively fast we mine any resource
miningRateModifier = .8

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

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

// NORMAL
normalDilithium = 3500
normalMetal = 2000
normalLatinum = 2500
normalCrew = 1200

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


possibleCaptainNames = 
	"Capt. Mysliwy" "Capt. Bold" "Capt. Wyman" "Capt. McClure" "Capt. Bax" 
	"Capt. Fielding" "Capt. Linder" "Capt. Carreon" "Capt. Strawn" "Capt. Lustphillips" 
	"Capt. Ian" "Capt. Fleming" "Capt. Kim" "Capt. Cataldo" "Capt. Wolff"
	"Capt. Davis" "Capt. Wasserman" "Capt. Graham" "Capt. Corthell" "Capt. Nordhaus"
	"Capt. Johnson" "Capt. Ryan" "Capt. Swiderek" "Capt. Greco" "Capt. Williams"
	"Capt. Calabria" "Capt. Bradford" "Capt. Rosenberg" "Capt. Downey" "Capt. McDermott"
	"Capt. Nadeau" "Capt. Teich" "Capt. Murray" "Capt. Farrar"

//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

//Romulan captains get the "Stealth" bonus:
Special0 = 0,  500.0, 0.0
Special1 = 0,  500.0, 0.0
Special2 = 0,  500.0, 0.0
Special3 = 0,  500.0, 0.0
Special4 = 0,  500.0, 0.0  //same as level 3

// Shield Effect Colors, out of 1, not 255
shieldHealthyColor = 0.0 0.95 0.784
shieldDamagedColor = 0.95 0.0 0.0