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

economy = {
# IC to TC ratio
# ICTCւ̕ϊl
	1.50
# IC to Supplies ratio
# IC畨ւ̕ϊl
	4
# IC to Consumer Goods Ratio
# ICւ̕ϊl
	1
# IC to Money Ratio
# IC玑ւ̕ϊl
	0.25
# Min Available IC as percentage of the final IC (applied in case of resource lack) 
# ؂̍ۂ́AbICɑ΂IC̍ŏľW
	0
# Min final Available IC (modified by negative free IC only) 	
# IC̍ŏl
	0
# Modifier on dissent reduction - higher this modifier is, longer it will take to reduce dissent.
# sx̌W
	4
# Max Gearing Bonus (never lower than value * build time)
# MAO{[iX̍őliYԂɑ΂銄j
	1 #0.65
# Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
# ̐YőMAO{[iX
	0.05
# IC Non-National Province Multiplier
# 񒆊j̃vBXIČW
	0.2
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
# 񒆊j̐̃vBXIČW
	0.2
# IC multiplier for puppets
# SICW
	1
# Resource multiplier for non-national provinces
# 񒆊j̃vBX̎W
	1 #0.5
# Resource multiplier for occupied provinces (overrides non-national)
# 񒆊j̐̃vBX̎W
	1 #0.4
# Resource multiplier for non-national provinces for AI countries (replaces both above).
# Use -1 disable this AI cheat.
# AI̔񒆊j̃vBX̎W
# -1 - 
	1 #0.7
# Resource multiplier for puppets (multiplier on the others)
# S̎W
	1
# TC Undeployed Division Load
# z̎tcTCgpl
	10
# TC Occupied Province Load
# ̒nTCgpl
	1
# TC Land Division Load Multiplier
# RtcTCgpW
	1
# TC Air Division Load Multiplier
# RtcTCgpW
        1
# TC Naval Division Load Multiplier
# CRtcTCgpW
	0.3333
# TC Load from partisans
# p`UTCgpl
	12
# TC load factor from offensives
# U̗RtcTCgpW
	1.5
# TC Load from province dev
# z̎{݂TCgpl
	5
# TC Load from bases in queue
# z̊nTCgpl
	100
# National Province Manpower Multiplier (income per day)
# jvBXMPW
	0.01
# Non-National Province Manpower Multiplier (income per day.)
# Note: Some types of ministers can affect this value.
# 񒆊jvBXMPW
#  : ̎ނ̓̑bA̒lɏC^B
	0.001
# Colonial Province Manpower Multiplier (multiplied on the other)
# AñvBXisƒnłȂʑB̃vBXjMPW
	1 #0.1
# MP multiplier for puppets (multiplied on the other)
# SMPW
	1
# Wartime oversea provinces Manpower Multiplier (multiplied on the other)
# 펞̊COvBXisƒnłȂvBXjMPW
	1 #0
# Peacetime Manpower Multiplier (multiplied on the other)
# MPW
	1
# Wartime Manpower Multiplier (multiplied on the other)
# 펞MPW
	1
# Daily retired Manpower - percentage of the current MP pool
# MPv[̐lI̎R
	0
# Trickle-back factor for manpower from losses in battle.
# ie, how many are just wounded.
# QPޏČW
# Ȃ킿A҂ǂꂾ邩B
	0.5 #0.35
# Reinforcement Manpower Cost Factor
# [MP̌W
	1 #0.8
# Reinforce cost
# [IČW
	2 #0.8
# Reinforce time
# [Ԃ̌W
	0.3 #0.5
# Upgrade cost
# IČW
	0.5
# Upgrade time
# ǎԂ̌W
	0.5
# Reinforce to upgrade modifier.
# Values from 0.0 (divisions do not get extra upgrade progress on reinforcement) to 1.0 (1:1 ratio, 1% reinforce adds 1% to upgrade progress)
# [ɁAisǂ̊
# 0.00%A1.0100%isB
	0
# Added extra upgrade progress to units in supply. Added daily progress to all units in supply that can upgrade is equal to Cur_STR/(Max_STR * THIS).
# Added value is not affected by any other upgrade modifiers.
# Set to 0 to disable this functionality.Added extra upgrade progress to units in supply.
# ő͒lƌݐ͒l̔ɊÂAǉ̉ǏC
# ǉꂽĺẢǏC̉e󂯂ȂB
# 0ɐݒŁA@\𖳌B
	0
# Nationalism starting value
# iViYip`Uj̏̒l
	0 #15
# Nationalism per MP (added to stating value)
# MPɂiViY̌W
	0
# Max unmodified nationalism = starting + MP*mod + added by events or partisan funds
# iViY̍ől
	0 #30
# Max base province revolt risk
# before applying suppression bonus
# XN̍ől
# p`UKpO̒l
        0 #100
# Monthly Nationalism reduction
# ꃖƂ̃iViY̌W
	0.125
# Time in days to send a division to an ally
# OɂďnꂽjbgAz\ɂȂ܂ł̓
	15 #30	
# TC Load from undeployed brigades
# multiplied on top of the division cost
# zcTCgpl
# ō̎tc̃RXgɏZH
	0.3
# If units can be sold/transferred to non allied countries.
# 0 - No
# 1 - Yes (player could offer units to all countries and ask for units from allied countries)
# 2 - Yes (player could offer and ask for units from all countries) 
# 񓯖Ƃ́Ajbg̔
# 0 - 
# 1 - ̂݉
# 2 - 
	1 #0
# If Blue Prints can be sold to non-allied countries.
# 0 - No
# 1 - Yes (player could offer BP)
# 2 - Yes (player could offer and ask for BPs)
# 񓯖Ƃ́Aʐ^̔
# 0 - 
# 1 - ̂݉
# 2 - 
	1 #0
# If owned (!) provinces can be sold/transferred to non-allied countries
# 0 - No
# 1 - Yes (player could offer such provinces)
# 2 - Yes (player cold offer and ask for such provinces)
# 񓯖Ƃ́AvBX
# 0 - 
# 1 - ̂݉
# 2 - 
	2 #0
# Allow non-owned (just controlled) provinces to be transferred to allied(!) countries if provinces are cores for that ally.
# 1 - Enabled
# 0 - Disabled (default)	
# ̒̓̒jvBX̐̌Aŏn邩B
# 1 - 
# 0 -     ftHg
	1 #0
# Province buildings repair modifier - how fast damaged or just built province buildings will reach max level
# vBX̎{݂̉񕜎Ԃ̌W
	1
# Province resource repair modifier - how fast resources output is increasing to the max (after bombing or conquering)
# vBX̎̉񕜎Ԃ̌W
	0.66 #0.33
# Stockpile limit multiplier for industry resources (energy, metal, rare materials).
# -1   - Disable,
# else - Desired Stockpile (unmodified) * this
# ̔~̍őľW
# -1 - 
#  - W
	-1
# Stockpile limits multiplier for supplies and oil.
# -1   - Disable
# else - Desired Stockpile (unmodified) * this
# ƐΖ̔~̍őľW
# -1 - 
#  - W
	-1
# Over stockpile limit daily loss (percentage of the exceeding resource)
# 0.0 - no loss
# 1.0 - 100%
# ߂~̌W
# 0.0 - Ȃ
# 1.0 - 100%
	0
# Max provincial energy/metal/rare materials depot size.
# vBX́A̔~̍ől
	10000000 #9999
# Max provincial oil/supplies depot size.
# vBX́AƐΖ̔~̍ől
	10000000 #9999
# Desired provincial stockpiles for oil and supplies.
# needed to supply friendly units in that area for X days
# Used by auto-convoying.
# vBX́AƐΖ̗zIȔ~ʁiPʁFj
# ̈̏ * ȉl AzIȔƂ݂ȂB
# Dcɗp
	14 #7
# Max Manpower.
# MPv[̍ől
	100000 #9999
# Modifier on convoy transports capacity
# higher this modifier is, more resources can be transported.
# ADc̗Aʂ̌W
# قǁA̎AB
	1
# Land Units - supply consumption modifier when in redeployment pool or not moving
# ̏̌WiRsj
	1
# Land Units - supply consumption modifier when in combat 
# ̏̌WiR펞j
	1
# Land Units - fuel consumption modifier when not moving
# Ζ̏̌WiRsj
	0.025 #0.25
# Land Units - fuel consumption modifier when in combat or in bombardment
# Ζ̏̌WiR펞j
	1
# Air Units - supply consumption modifier when in redeployment pool or at air base
# ̏̌WiRsj
	1
# Air Units - supply consumption modifier when in combat or in bombardment
# ̏̌WiR/j
	1
# Air and Naval Units - fuel consumption modifier when at air base or port
# Ζ̏̌WiCRzu/sj
	0.01
# Air Units - fuel consumption modifier when in combat or in bombardment
# Ζ̏̌WiR/j
	1
# Naval Units - supply consumption modifier when in redeployment pool or in port
# ̏̌WiCRzu/sj
	1 #0.5
# Naval Units - supply consumption modifier when in combat 
# ̏̌WiCR펞j
	1
# Naval Units - fuel consumption modifier when not moving and not in port
# Ζ̏̌WiCRm㖢sj
	0.25
# Naval Units - fuel consumption modifier when in combat or in bombardment
# Ζ̏̌WiCR펞j
	1
# TP to convoy transports conversion ratio
# A͂ADcւ̕ϊ
	13 #0
# DD to convoy escorts conversion ratio
# 쒀͂qDcւ̕ϊ    }`pb`ɂÁEA͈ȊÔׂĂ̊͂Ŏgp
	20 #0
# CL to convoy escorts conversion ratio
# ym͂qDcւ̕ϊ    }`pb`ɂāA̖gp
	0
# CVL to convoy escorts conversion ratio
# yꂩqDcւ̕ϊ    }`pb`ɂāA̖gp
	0
# Enable production line edit (auto-upgrade and serial builds lengths)
# 1 - Enabled,
# 0 - Disabled
# YCł́AAY̕ύX̋@\Ɖǃ`FbN̋@\̉
# 0 - 
# 1 - 
	1 #0
# Gearing bonus loss per level of upgrade for unit.
# Values 0.0 (0% or no gearing bonus lost) to 1.0 (100% or all gearing will be lost)
# 0.00%A1.0100%
# YCł́Atc̉ǎ̃MAO{[iX̌l
	0
# Gearing bonus loss per level of brigade/attachment (added for every upgraded br./att.).
# Values 0.0 (0% or no gearing bonus lost) to 1.0 (100% or all gearing will be lost)
# YCł́Ac̉ǎ̃MAO{[iX̌l
# 0.00%A1.0100%
	0
# Modifier on dissent taken from nukes in national provinces. Dissent = (MP + IC*0.5) * Nuke Power * THIS.
# jUɂsx㏸̌W  (MP + IC * 0.5) * jU * ̌W
	0 #0.5
# Max daily dissent that can be added to player controlled countries when not enough supplies are produced (and the same time more then required IC is used on CG or on any other slider then on Supplies).
# 0.0 - Disabled
# 1.0 - No restriction
# ̕s̕sx̍őlH
# 0.0 - 
# 1.0 - Ȃ
	1
# Nukes production rate modifier. Higher this is, longer it takes to get a new nuke.
# j̐Y̊bl
	80
# Convoy system options for allied (own country and friendly nations controlled land connected provinces) and own (own country controlled and land connected provinces) areas: 
# 0 - Ignore allied areas, work on own areas only. Default (old) behavior
# 1 - Convoys can be to/from own country controlled provinces only, but allied area is used too (so there's only one convoy to allied area per country)
# 2 - Convoys can use allied provinces as start/end destinations as long as the country controls at least one province in the allied area
# Note 1: Convoys can start from oversea puppet provinces regardless of this setting (required to transport puppet's resources to master's capital)
# Note 2: Options 1 and 2 work best if "Merge and relocate provincial depots to the best province in the area." option is enabled too.
# Ǝ́ACAVXẽIvV
# 0 - ̃vBX𖳎B̃vBX݂̂œB]̐ݒB
# 1 - Dc͎̏L̃vBX݂̂邪ÃGAgpieX̍ƂɗAsjB
# 2 - Dc͓̃GAɎgp邱ƂłB
# 1: CO̘S̗AɁA̐ݒ͊֌WȂB
# 2: 12ł́AœKȃvBXɑ΂A~ɂAEĔzuIvVB
	2 #0
# Resource convoys can ship back to capital unneeded supplies (and oil) from oversea depots. 
# -1 - Disabled (only oil is shipped back)
# >= 0.0 - Percentage of the current needs that should be left in the province. 
# Examples: 0.0 - take all exceeding supplies and oil
#           0.5 - leave currently needed + 50% buffer,
#           1.0 - leave currently needed + 100% buffer etc.
# CO̓ýAƐΖ̐ςݖ߂B
# -1      - gpȂiΖ̂ݖ߂jB
# >= 0.0  - ݂̎vƁAobt@ɉĖ߂B
#  0.0  - ׂĂ̕ƐΖ߂B
#    0.5  - ݂̎vɉAv50%̗]mۂŁAȏ̏ꍇɖ߂B
#    1.0  - ݂̎vɉAv100%̗]mۂŁAȏ̏ꍇɖ߂B
	0 #-1

# Modifier on distance between current and closest friendly province which is used for supply distance mod calculation
# modifier on ORG regain, reinforce and upgrade speed of units.
# Higher this is, higher the distance penalty would be.
# 0.0 - ignore distance (effectively disables supply distance mod),
# 1.0 - no modification on distance between provinces
# R݂vBXƗFDIȃvBXƂ̊Ԃ̋̋̌vZɎgpCB
# w̉񕜁A[Ɖǂ̑xɏCB
# قǁAɂCȂH
# 0.0 - 𖳎iIȋ@\̖jB
# 1.0 - ɕύX^ȂH
	1
}

intelligence = {
# Days between spy missions in a country.
# Do not use fractions
# C̎{̊Ԋu
# ̒lgpȂƁI
	60 #20
# Days between increase intelligence levels.
# Do not use fractions
# 񃌃x̑̊Ԋu
# ̒lgpȂƁI
	0 #180
# Chance to detect the initiator of a spy mission
# Values - [0 - 100]
# 0 = never detected
# Do not use fractions
# G̒C̔m
# 0-100̒l
# 0 - ĒCȂ
# ̒lgpȂƁI
	20
# Relationships hit for detected missions
# C{ɂAFDxւ̉e
	5
# Distance modifier
# -1000 - No distance modifier
# else  - Higher value = Distance has smaller effect = Higher Chances
# ĆAunC
# -1000 - 
#     - lŁẢeȂA`XȂH
	-1000 #20
# Distance modifier for neighbours
# Values = [0.0 - 1.0]
# 0.0 = No neighbour distance bonus
# ĆA׍C
# 0.0-1.0̒l
# 0.0 - 
	0 #0.25
# Spy lvl bonus on Distance modifier
# 0    - No bonus from Spy lvl's
# else - Higher value = Higher bonus from spy lvl = Higher Chances. 
# ĆAunCi񃌃xj
# 0  - 
#  - lŁA񃌃x̉eȂA`XȂH
	0 #2
# Distance modifier for Spy lvl's above 10
# 0    - all levels use same distance bonus
# else - X = bonus for levels 11-20th
# ĆAunCi񃌃x x11ȏœKpj
# 0  - 񃌃x킸
#  - x11ȏ̂ƂɁAlɊÂ{[iX^
	0 #30
# Spy information accuracy modifier.
# Values = [-10 - 10]
# 10 = Full info
# ɂ񍐂̐m
# -10-10̒l
# 10ől
	-10 #0
# IC modifier on Cost
# 0 - Cost = base cost
# 1 - cost = base cost * base IC in target
# 2 - or more: cost = base cost * ( 1 + base IC in target / this )
# Ώۍ̊bICɉARXg̏C
# 0 - x[XRXĝ
# 1 - x[XRXgƁAΏۍ̊bICZ
# 2 - ǉ̃RXgÅbIC * ( 1 + Ώۍ̊bIC / ̒l )
        1
# Min IC on cost modifier; If base IC in target < this use this, else use base IC
# Ώۍ̊bICA̒l菬ꍇɁAL̏CKpB
	30
# Max IC on cost modifier; If base IC in target > this use this, else use base IC
# Ώۍ̊bICA̒l傫ꍇɁAL̏CKpB
	80
# Extra Basic Daily maintenance cost for Spy lvl's above 10th
# 0 - no extra cost
# X - extra cost for levels 11-20th
# 񃌃x1̊bێ    񃌃x11ȏœKp
# 0 - ێȂ
# X - x1̊bێ
	0.5
# Basic Cost for Increasing Spy lvl's above 10th
# 0 - Normal Basic cost
# X - Basic cost for each lvl
# 񃌃x𑝉邽߂ɕKvȔp    񃌃x11ȏœKp
# 0 - pȂ
# X - x1̔p
	500
# Show 3rd country spy reports
# 0 = no reports
# 1 = only detected
# 2 = detected + all successful
# 3 = all reports
# O̒C̕
# 0 - 񍐖
# 1 - ꂽĈݕ
# 2 - ꂽCƁAC
# 3 - ׂĂ̔C
	3 #1
# percentage_on_spies to money modifier
# 񎑋̊蓖ėɂC
	100
}

diplomacy = {
# Days between diplomatic missions in a country.
# Do not use fractions
# O̎{̊Ԋu
# ̒lgpȂƁI
	0 #8
# Days between policy slider moves
# XC_[̈ړ̊Ԋu
	360
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
# ɁAXC_[̈ړN邽߂ɕKvȁAbIC̍
        2
# Use minister personality value when replacing ministers
# 0 - disabled
# 1 - enabled
# b̎gp̉
# 0 - 
# 1 - 
	1
# Relationship hit for cancel of a trade deal. This penalty is not used for trades between allies, puppet<->master
# inactive trades or trades with efficiency less then 45%.
# fՃLŹAFDx̌liAIj
# ̒ĺASƂ̖fՁA45%̖fՂ̍ۂɂ͎gȂB
	0
# Relationship hit (0..100) for cancel by players of trade deals that are set as permanent. This penalty is not used for trades between allies, puppet<->master
# inactive trades or trades with efficiency less then 45%
# Use -1 to disable manual cancelation of permanent trades.
# fՃLŹAFDx̌livC[j
# ̒ĺASƂ̖fՁA45%̖fՂ̍ۂɂ͎gȂB
# -1ŁAPvIɖfՂ̎蓮LZB
	0 #15
# Force puppets to join their master's alliance (creating a new alliance if Master is not already in one).
# Check alliances each day.
# 0 - No
# SA@卑̓֋Q
# l̓tƂɔ肳B
# 0 - 
	0
# Masters become masters of new puppet puppets too.
# 1 - Yes
# 0 - No
# SASݗ
# 1 - 
# 2 - 
	0
# Allow manual claims change in-game for players
# 1 - Enabled
# 0 - Disabled
# VK̗̗L咣̉
# 1 -  
# 2 - 
	1 #0
# Added belligerence for every manually claimed non-national and not owned province.
# Does not apply for owned by enemies or claimed province via event command.
# VK̗̗L咣́AD퐫̏㏸l
# GLĂvBXւ̎咣Cxgɂ咣ɂ͎gpȂB
	0
# Added belligerence on manual claims removal for every not owned province.
# Does not apply for owned by an enemy province or when claims are removed via event command.
# ̗LP񎞂́AD퐫̌l
# GLĂvBXւ̎咣PCxgɂ咣Pɂ͎gpȂB
	0
# Should not aligned countries join automatically Allies/Axis when DoW by Axis/Allies and both alliances are at war?
# 1 - Yes
# 0 - No
# AAEwcɐzꂽہA΍Rwc֎Q
# 1 - 
# 0 - 
	0 #1
# Allow change by players of HoS or HoG.
# 0 - not allowed
# 1 - HoG can be changed
# 2 - HoS can be changed
# 3 - both HoG and HoS can be changed
# ƌE{ǂ́A蓮ύX̉
# 0 - 
# 1 - ǂ̂݉
# 2 - ̂݉
# 3 - 
	3
# Used change TAG on coup logic.
# 0 - Compatibility mode (check only for regular_ID match)
# 1 - Darkest Hour mode (using coup = { } list in revolt.txt and apply extra validation checks)
# N[f^[́AZ퍑ւ̍^OύX̐ݒ 
# 0 - ݊[hiregular_ID݂̂`FbNj
# 1 - DH[hicoup = { } Xg`FbNj
	0
# Filter used on available for release countries list based on regular_id and intrinsic_gov_type set in revolt.txt
# applied to both players and AI. 
# 0 - (default) only one country can be available (both settings are checked),
# 1 - regular_id setting is ignored, 
# 2 - intrinsic_gov_type setting is ignored,
# 3 - regular_id and intrinsic_gov_type settings are ignored
# revolt.txt̐ݒɏAƂ̐VKƗ
# vC[AI̗ɉeB
# 0 - ftHgݒAregular_IDintrinsic_gov_type̐ݒQƂB
# 1 - regular_ID̐ݒ肪AB
# 2 - intrinsic_gov_type̐ݒ肪AB
# 3 - regular_IDintrinsic_gov_type̐ݒ肪AB
	3
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country
# it will be returned only when not in a war zone.
# 0 - Disabled,
# 1 - Check every day,
# 2 - Check every other day and so on.
# 퍑ɂĐ̂ĂvBX́A{̏Lւ̕Ԋ҂̔ B
# ̃vBX퓬nŖꍇ̂݁AύXB
# 0 - 
# 1 - `FbN
# 2 - u`FbN
	1 #0
}

combat = {
# Land XP gain Factor
# ol̓WiRj
	3
# Naval XP gain Factor
# ol̓WiCRj
	0 #5
# Air XP gain Factor
# ol̓WiΗC퓬j
	0 #1.5
# Air dogfight XP gain factor
# ol̓Wi펞j
	3 #1.5
# Division XP gain Factor
# ol̓Witcj
	1.5
# Leader XP gain Factor
# olWiiߊj
	5.2 #1.3
# Attrition Severity Modifier
# ͂̎RՂ̌W
	0 #0.05
# Daily attrition for Land units out of supply - Str. loss per day.
# Weather and terrain attrition add on top of it.
# ؂̗ŔA͂̈̏
# VCƒn`̉eǉB
	2 #0.5
# Daily attrition for Naval units out of supply - Str. loss per day
# Not applied to AI controlled fleets.
# ؂̊CŔA͂̈̏  
# AI̊CRɂ͓KpȂB
	0.5
# Daily attrition for Air units out of supply - Str. loss per day.
# ؂̋ŔA͂̈ՁB
	0
# Lowest unit str. for attrition losses. Units with strength equal or lower then THIS will stop receiving attrition damage.
# Values above 0.0 prevent unit destruction by attrition.
# 0.5   - 0.5   STR
# 100.0 - 100.0 STR
# ؂ɂA͂Ղŏl
# 0荂ꍇAjbgł܂ŏՂB
# 0.5   - 0.5܂ŏՂ
# 100.0 - 100܂ŏՂ
	1 #0
# Combat Modifier: Base Proximity
# 퓬Ciߗ׍qnj
	0.05 #0.15
# Combat Modifier: Total Invasion Mod for each division above three.
# 퓬Ci㗤\͈͈ȏ́AtcƂ̋P㗤̉ߏdSyieBj
	-0.1
# Combat Modifier: Multiple Combat Mod
# 퓬CiʍUj
	-0.5
# Combat Modifier: Offensive Combined Arms Bonus
# 퓬CiȘA Uj
	0 #0.05
# Combat Modifier: Defensive Combined Arms Bonus
# 퓬CiȘA hj
	0 #0.15
# Combat Modifier: Surprise Mod
# 퓬CiPj
	-0.2
# Combat Modifier: Land Exceeding Max Command Limit Mod
# 퓬CiR̎w͈͊Oj
	-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
# 퓬CiR̎w͈͊Oj
	-1 #-0.25
# Combat Modifier: Naval Exceeding Max Command Limit Mod
# 퓬CiCR̎w͈͊Oj
	-1 #-0.25
# Combat Modifier: Envelopment Mod (for each attack direction above one)
# 퓬CiOȏőȂUj
	-0.15 #-0.1
# Combat Modifier: Encircled Mod (for completely surrounded units)
# 퓬Ciދpsj
	0.1 #-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
# 퓬Civ1xj
	-0.06 #-0.07
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
# 퓬Ciݗv1xj
	-0.06 #-0.07
# Combat Modifier: Penalty for hard (Softness < 50%) units attacking urban provinces
# 퓬CiƎ㐫50%̃jbg̓ssUj
	0 #-0.5
# Combat Modifier: Dissent Multiplier
# 퓬Cisx1Ɓj
	-0.005
# Combat Modifier: Default Supply Problems Mod - Land
# 퓬CiR̕؂j
	-0.4 #-0.2
# Combat Modifier: Default Supply Problems Mod - Air
# 퓬CiR̕؂j
	-0.2
# Combat Modifier: Default Supply Problems Mod - Naval
# 퓬CiCR̕؂j
	-0.2 #0
# Combat Modifier: Default Fuel Problems Mod - Land
# 퓬CiR̐Ζ؂j
	-0.2 #0
# Combat Modifier: Default Fuel Problems Mod - Air
# 퓬CiR̐Ζ؂j
	-0.2 #0
# Combat Modifier: Default Fuel Problems Mod - Naval
# 퓬CiCR̐Ζ؂j
	-0.2 #0
# Combat Modifier: Radar Station ( value * radar level)
# 퓬Ci[_[1xj
	-0.025
# Combat Modifier: Interceptor vs Bomber Mod
# 퓬Ci}@̑ΐp@E헪@ECR@܂ޓGRƂ̐퓬j    ߐڍqx@ɂ͓KpȂ
	0 #0.25
# Combat Modifier: Total Air Overstacking Mod for each division above two.
# 퓬CiOtcȏ㎞́Atc̋R̉ߏdSj
	-0.025 #-0.02
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
# 퓬CiA͂Otcȏ㎞́Atc̊CR̉ߏdSj
	-0.06 #-0.01
# Combat Modifier: Penalty for air units bombing entrenched armies
# entrenchment level * THIS, final value is limited to -0.99
# 퓬Ci͍@闤Rɑ΂锚yieBj
# ͍l*̌W@@ől-0.99
	-0.03
# Combat Modifier: Bonus for defending entrenched armies in land combat
# entrenchment level * THIS
# 퓬Ci͍@闤Rɑ΂闤yieBj
# ͍l*̌W
	0.01
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
# R̎w\tc
	12
# Land Leader Command Limit (nr of divisions), Rank 1@@}`pb`ɂāA̖gp
# R叫̎w\tc
	9
# Land Leader Command Limit (nr of divisions), Rank 2@@}`pb`ɂāA̖gp
# R̎w\tc
	6 #3
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)@@}`pb`ɂāA̖gp
# R̎w\tc
	3 #1
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
# R̎w\tc
	6 #20 #24
# Air Leader Command Limit (nr of divisions), Rank 1@@}`pb`ɂāA̖gp
# R叫̎w\tc
	4 #16
# Air Leader Command Limit (nr of divisions), Rank 2@@}`pb`ɂāA̖gp
# R̎w\tc
	2 #8
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)@@}`pb`ɂāA̖gp
# R̎w\tc
	1 #4
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
# CR̎w\tc
	6 #30
# Naval Leader Command Limit (nr of ships), Rank 1@@}`pb`ɂāA̖gp
# CR叫̎w\tc
	4 #18
# Naval Leader Command Limit (nr of ships), Rank 2@@}`pb`ɂāA̖gp
# CR̎w\tc
	2 #12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)@@}`pb`ɂāA̖gp
# CR̎w\tc
	1 #6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
# iߕɂAw\tc̏CW
	2
# Convoy protection factor
# higher, the more fearful convoy escorts are for raiders.
# ADcւ́AqDcɂq̏C
# قǁAUɂƂċЂ̌qɂȂB
	1
# Convoy escorts model in battles.
# 0  - use current researched DD model
# -1 - use one level below current researched DD model and so on.
# Do not use fractions and numbers above 0!
# qDcւ́A쒀͂̌^̎gp
# 0  - ݂̋쒀͂̌^gp
# -1 - ݂̋쒀͂̌^gp
# ̒lƁA0傫lgpȂƁI
	-1
# Convoy transports model in battles.
# 0  - use current researched TP model
# -1 - use one level below current researched TP model and so on.
# Do not use fractions and numbers above 0!
# ADcւ́AA͂̌^̎gp
# 0  - ݂̗A͌^gp
# -1 - ݂̗A͂̌^gp
# ̒lƁA0傫lgpȂƁI
	-100
# Chance for each added escort to convoy battles to be a CVE (when this unit type is activated for the country) instead of a DD.
# Valid values 0-100.
# qDcɁA쒀͂̌^ɑāAq̌^gp銄
# 0-100̒l
	0
# CVE model in convoy battles.
# 0  - use current researched CVE model
# -1 - use one level below current researched CVE model and so on.
# Do not use fractions and numbers above 0!
# qDcւ́Aq̌^gp
# 0  - ݂̌q̌^gp
# -1 - ݂̌q̌^gp
# ̒lƁA0傫lgpȂƁI
        0
# Delay in hours after a combat ends before new orders can be given.	
# R퓬Ačs\ɂȂ܂ł̎
	0 #24
# Maximum sizes of air-stacks
# R̓Ґ̍ől
	10000 #4
# Duration in hours of Air-to-Air battles
# R̐퓬ԁij
	4
# Duration in hours of Naval and Port bombing
# R̐퓬ԁi͑DUE`pj
	5
# Duration in hours of Strategic bombing
# R̐퓬ԁi헪j
	5
# Duration in hours of Ground attack bombing
# R̐퓬ԁinUEj~Uj
	4
# Effect of experience on combat
# 퓬Citčolj
	0.5
# Damage factor versus Naval Bases from bombing
# 헪̌WiCRnj
	1 #2
# Damage factor versus Air Bases from bombing
# 헪̌Wiqnj
	1 #2
# Damage factor versus AA from bombing
# 헪̌WiŒ΋Cj
	0.3
# Damage factor versus rocket from bombing
# 헪̌WiPbgj
	0.1 #0.2
# Damage factor versus nuke from bombing
# 헪̌WiqFj
	0.1 #0.2
# Damage factor versus Radar from bombing
# 헪̌Wi[_[j
	0.5
# Damage factor versus Infra from bombing
# 헪̌WiCtj
	0.21 #0.14
# Damage factor versus IC from bombing
# 헪̌WiHj
	12 #1
# Damage factor versus resources from bombing
# 헪̌Wij
	9 #1
# Base chance of Land units to avoid hit if defences left
# gets multiplied with Ground Defense Efficiency.
# R h񐔂cĂꍇ̊{
# GDEZ
	0.8
# Base chance of Air units to avoid hit if defences left
# R h񐔂cĂꍇ̊{    }`pb`ɂẮA@̉
	0.8
# Base chance of Naval units to avoid hit if defences left
# CR h񐔂cĂꍇ̊{
	0.8
# Base chance of units attacked by province AA to avoid hit if defences left
# Œ΋C̍U h񐔂cĂꍇ̊{
	0.75
# Base chance of Land units to avoid hit if no defences left
# gets multiplied with Ground Defense Efficiency.
# R h񐔂cĂȂꍇ̊{
# GDEZ
	0.6
# Base chance of Air units to avoid hit if no defences left.
# R h񐔂cĂȂꍇ̊{𗦁@@}`pb`ɂẮA@ƗA@̉
	0.4 #0.6
# Base chance of Naval units to avoid hit if no defences left.
# CR h񐔂cĂȂꍇ̊{
	0.6
# Base chance of units attacked by province AA to avoid hit if no defences left.
# Œ΋C̍U h񐔂cĂȂꍇ̊{
	-0.01
# CHANCE TO GET TERRAIN TRAIT 
# RiߊAVin`ʁjl\    قǉ\オ
	120 #1200
# CHANCE TO GET EVENT TRAIT 
# RiߊAViCEʁjl\    قǉ\オ
	100 #1000
# BONUS ON TERRAIN TRAIT
# 퓬CiRiߊ̒n`j
	0.1
# Combat bonus for terrain trait on similar terrain
# Ranger in Jungles for example
# 퓬CiRiߊ̗ގn`j
# ƂāAтƐXт̊֌WB
	0.05
# BONUS_ON_EVENT_TRAIT
# Riߊ̓iCEɌʁjɂACEւ̏C
	0.05
# Combat bonus per leader skill point - Land commanders.
# 퓬CiRiߊ̃x1j
	0.05
# Combat bonus per leader skill point - Air commanders.
# 퓬CiRiߊ̃x1j
	0.02
# Combat bonus per leader skill point - Naval commanders.
# 퓬CiCRiߊ̃x1j
	0.02
# Chance of leaders dying while in combat per day
# Ƃ̎iߊ̎Sm
	0.0003
# Land unit - Min inflicted ORG damage - starting value
# it is modified before being used.
#  ŏWiwjH
# it is modified before being used.
	1
# Land unit - Additional inflicted ORG damage (random) for Hard vs Hard or Soft vs Soft units - starting value
# it is modified before being used.
# Don't use fractions!
#  n[h΃n[hE\tg΃\tgWiwj
# it is modified before being used.
# ̒lgpȂƁI
	2	
# Land unit - Additional inflicted ORG damage (random) for Hard vs Soft units - starting value
# it is modified before being used.
# Don't use fractions!
#  n[h΃\tgǉWiwj
# it is modified before being used.
# ̒lgpȂƁI
	4
# Land unit - Min inflicted STR damage - starting value
# it is modified before being used.
#  ŏWíjH
# it is modified before being used.
	1
# Land unit - Additional inflicted STR damage (random) for Hard vs Hard or Soft vs Soft units - starting value
# it is modified before being used.
# Don't use fractions!
#  n[h΃n[hE\tg΃\tgWíj
# it is modified before being used.
# ̒lgpȂƁI
	2
# Land unit - Additional inflicted STR damage (random) for Hard vs Soft units - starting value
# it is modified before being used.
# Don't use fractions!
#  n[h΃\tgǉWíjH
# it is modified before being used.
# ̒lgpȂƁI
	1	
# Air unit - Min inflicted ORG damage - starting value
# it is modified before being used.
#  ŏWiwjH
# it is modified before being used.
	2
# Air unit - Additional inflicted ORG damage (random) - starting value
# it is modified before being used.
# Don't use fractions!
#  ǉWiwjH
# it is modified before being used.
# ̒lgpȂƁI
	5	
# Air unit - Min inflicted STR damage - starting value
# it is modified before being used.
#  ŏWíjH
# it is modified before being used.
	1
# Air unit - Additional inflicted STR damage (random) - starting value
# it is modified before being used.
# Don't use fractions!
#  ǉWíjH
# it is modified before being used.
# ̒lgpȂƁI
	2
# Air unit - STR damage modifier vs entrenched Land units (modified by current entrenchment level).
# Lower THIS to reduce taken STR damage by entrenched Land units.
#  Κ͍WíjH
# ̒lƁA͂ւ̃_[WyB
	2
# Naval unit - Min inflicted ORG damage - starting value
# it is modified before being used.
# C ŏWiwjH
# it is modified before being used.
	3
# Naval unit - Additional inflicted ORG damage (random) - starting value
# it is modified before being used.
# Don't use fractions!
# C ǉWiwjH
# it is modified before being used.
# ̒lgpȂƁI
	6	
# Naval unit - Min inflicted STR damage - starting value
# it is modified before being used.
# C ŏWíjH
	1
# Naval unit - Additional inflicted STR damage (random) - starting value
# it is modified before being used.
# Don't use fractions!
# C ǉWíjH
# it is modified before being used.
# ̒lgpȂƁI
	2
# Land vs. Air - Org dmg lower limit
# Air units attacking land units will stop receive ORG damage when ORG drops to or below this absolute ORG value
# n΋ wւ̃_[W̍ŏl
# ̒lႭAwቺ邱ƂłȂB
	0 #10
# Air vs. Land - Org dmg lower limit
# Land units attacked by air units will stop receive ORG damage when ORG drops to or below this absolute ORG value
# Βn wւ̃_[W̍ŏl
# ̒lႭAwቺ邱ƂłȂB
	0 #10
# Navy vs. Air - Org dmg lower limit
# Air units attacking naval units will stop receive ORG damage when ORG drops to or below this absolute ORG value
# ͑΋ wւ̃_[W̍ŏl
# ̒lႭAwቺ邱ƂłȂB
	0 #10
# Air vs. Navy - Org dmg lower limit
# Naval units attacked by air units will stop receive ORG damage when ORG drops to or below this absolute ORG value
# Ί wւ̃_[W̍ŏl
# ̒lႭAwቺ邱ƂłȂB
	0 #10
# Air vs. Province AA - Org dmg lower limit
# Air units attacked by province AA during bombardment will stop receive ORG damage when ORG drops to or below this absolute ORG value
# RvsŒ΋C wւ̃_[W̍ŏl
# ̒lႭAwቺ邱ƂłȂB
	0 #10
# Carriers vs. Bases - Org dmg per hour - ORG lost each hour by carriers while attacking naval or air bases
# CRɂnU ꎞԖ̎w̌l
	5
# Carriers vs. Bases - Org dmg lower limit
# Carriers attacking naval and air bases will stop receive ORG damage (see above) when ORG drops to or below this absolute ORG value
# CRɂnUΊCR wւ̃_[W̍ŏl
# ̒lႭAwቺ邱ƂłȂ
	0
# Carriers vs. Bases - Org dmg hit after bombardment - Carriers attacking naval and air bases will receive this ORG damage after every bombing run. Remaining ORG cannot be less then 'Carriers vs. Bases - Org dmg lower limit' (see above)
# CRɂnU w_[W̔H
	10
# Carriers vs. Bases - Str dmg - Increasing this will increase the STR damage inflicted by carriers to enemy units while attacking enemy bases [multiplier]
# CRɂnU Wíj
	2
# Air vs. Navy - Critical hit chance - Chance for air units to inflict a critical hit (extra STR damage) to ships - checked for each hit inflicted in combat.
# 0-100 
# 0 - No critical hits ever
# 100 - Every hit is critical
# Ί NeBJqbg̊
# 0-100̒l
# 0   - NeBJ͔Ȃ
# 100 - ׂĂ̖NeBJƂȂ
	0 #10
# Air vs. Navy - Str dmg modifier for critical hits inflicted in combats (see above) [multiplier]
# Ί NeBJqbǧWíj
	10
# Navy vs. Navy - Critical hit chance - Chance for naval units to inflict a critical hit (extra STR damage) to other ships - checked for each hit inflicted in combat.
# 0-100
# 0 - No critical hits ever
# 100 - Every hit is critical
# C NeBJqbg̊
# 0-100̒l
# 0   - NeBJ͔Ȃ
# 100 - ׂĂ̖NeBJƂȂ
	0 #10
# Navy vs. Navy - Str dmg modifier for critical hits inflicted in combats (see above) [multiplier]
# C NeBJqbǧWíj
	10
# Land vs. Air - Str dmg air units takes from land units will increase by land unit org/ this value [multiplier]
# when THIS > 0.0. Ignore this modifier
# when THIS = 0.0. Use it as multiplier [current org / max org]
# when THIS = -1.0.
# n΋ WiR̎wɉ́jH
# >0.0 -
#  0.0 -
# -1.0 -
	25
# Land vs. Air - Org dmg - Increasing this value will increase the org dmg air units takes from land units [multiplier]
# n΋ Wiwj
	0.00005 #0.003
# Land vs. Air - Str dmg 2 - Increasing this value will increase the str dmg air units takes from land units [multiplier]
# n΋ Wíj
	0.0033333333 #0.2
# Land vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes in battle with other land units [multiplier]
#  Wiwj
	0.3 #0.6
# Land vs. Land - Org dmg in Urban provinces. - Increasing this will increase ORG damage land unit takes in battle with other land units in Urban provinces. [multiplier]
# Applied as to both sides
# 0.0 = no Org dmg
# 1.0 = no effect
#  ΓssWiwj
# UEh䑤̑oɓKpB
# 0.0 - wɃ_[WȂ
# 1.0 - CȂ
	1
# Land vs. Land - Org dmg if Land Fort - Increasing this will increase ORG damage land unit takes in battle with other land units if there's Land Fort in the province. [multiplier]
# Applied as to both sides
# 0.0 = no Org dmg
# 1.0 = no effect
#  ΗvǌWiwj
# UEh䑤̑oɓKpB
# 0.0 - wɃ_[WȂ
# 1.0 - CȂ
	1
# Land vs. Land - Org dmg if Land Fort - Required Land Fort current size for the above ORG multiplier to trigger
# absolute value from 0.01 to 10.0
# 10.0+ effectively disables the modifier
# ĽWA@\邽߂ɕKvȗvǂ̃x
# 0.0110.0̒lŁAL
# 10.0ȏ̒lŁA
	100
# Land vs. Land - Str dmg - Increasing this will increase STR damage land unit takes in battle with other land units [multiplier]
#  Wíj
	0.05 #0.1
# Land vs. Land - Str dmg limit
# stop receiving STR damage once this STR limit is reached (prevent unit killing in land combat) and lose all remaining ORG instead. # Ignored for Rebels
# Set above 0.1 to activate (units with STR less then 0.1 will be killed regardless of this setting)
# ł̐͂ւ̃_[W̐
# ͂̒lƂA͂Ƀ_[WȂȂɁAwׂĎB
# p`UɂẮAB
# @\L邽߂ɂ́A̒l0.1ȏɐݒ肷KvB
	0
# Air vs. Air - Org dmg - Increasing this will increase ORG damage air unit takes in battle with other air units [multiplier]
#  Wiwj
	0.8 #1
# Air vs. Air - Str dmg - Increasing this will increase STR damage air unit takes in battle with other air units [multiplier]
#  Wíj
	0.6 #1
# Air vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes from air units [multiplier]
# Βn Wiwj
	3.5 #0.25
# Air vs. Land - Str dmg - Increasing this will increase STR damage land unit takes from air units [multiplier]
# Βn Wíj
	0.25
# Air vs Navy - Org dmg - Increasing this will increase ORG damage naval unit takes from air units [multiplier]
# Ί Wiwj
	3 #1.5
# Air vs. Navy - Str dmg - Increasing this will increase STR damage naval unit takes from air units [multiplier]
# Ί Wíj
	0.75
# Air vs. Subs - Extra ORG damage multiplier to subs in combat vs. air units. [multiplier]
# 1 - no extra damage
# ΐ Wiwj
# 1 - ǉ_[WȂ
	36 #3
# Air vs. Subs - Extra STR damage multiplier to subs in combat vs. air units. [multiplier]
# 1 - no extra damage
# ΐ Wíj
# 1 - ǉ_[WȂ
	108 #3
# Navy vs. Air - Org dmg - Increasing this will increase ORG damage air unit takes from naval units [multiplier]
# ͑΋ Wiwj
	0.8 #0.2
# Navy vs. Air - Str dmg - Increasing this will increase STR damage air unit takes from naval units [multiplier]
# ͑΋ Wíj
	0.16 #0.04
# Navy vs. Navy - Org dmg - Increasing this will increase ORG damage naval unit takes from other naval units [multiplier]
# C Wiwj
	1
# Navy vs. Navy - Str dmg - Increasing this will increase STR damage naval unit takes from other naval units [multiplier]
# C Wíj
	1
# Navy vs. Subs - Extra ORG damage multiplier to subs in combat vs naval units. [multiplier]
# 1 - no extra damage
# ͑ Wiwj
# 1 - ǉ_[WȂ
	6
# Navy vs. Subs - Extra STR damage multiplier to subs in combat vs naval units. [multiplier]
# 1 - no extra damage
# ͑ Wíj
# 1 - ǉ_[WȂ
	1
# Pure sub stacks detection modifier
# 0 = subs will never be detected
# 1 - no change
# ͂́A픭̌W
# 0 - ͂͌ČȂ
# 1 - ̊͂ƕςȂ
	1 #0.5
# AA - Min inflicted ORG damage - starting value
# it is modified before being used.
# Œ΋C ŏWiwjH
# it is modified before being used.
	2
# AA - Additional inflicted ORG damage (random) - starting value
# it is modified before being used.
# Don't use fractions!
# Œ΋C ǉWiwjH
# ̒lgpȂƁI
	2
# AA - Min inflicted STR damage - starting value
# it is modified before being used.
# Œ΋C ŏWíjH
# it is modified before being used.
	1
# AA - Additional inflicted STR damage (random) - starting value
# it is modified before being used.
# Don't use fractions!
# Œ΋C ǉWíjH
# it is modified before being used.
# ̒lgpȂƁI
	3
# AA to Naval - Org dmg - Increasing this will increase ORG damage a fleet takes from province AA [multiplier]
# Œ΋CΊCR Wiwj
	0.15
# AA to Air - Org dmg - Increasing this will increase ORG damage an air unit takes from province AA [multiplier]
# Œ΋C΋R Wiwj
	0
# AA to Air - Str dmg - Increasing this will increase STR damage an air unit takes from province AA [multiplier]
# Œ΋C΋R Wíj
	0.25 #1
# AA to Air firing rules
# 0 - fire only at passing enemy units on bombing missions,
# 1 - fire at all passing enemy units
# Œ΋ĆAU[
# 0 - ΔCɑ΂Ă̂
# 1 - ɑ݂邷ׂĂɑ΂
	1
# AA to Air night modifier.
# 1 - no change
# 0 - no attack
# 0.5 E50% effectiveness and so on
# Œ΋ĆAԍU̗LƌW
# 1 - ԍUL
# 0 - ԍU
# 0.5 - Ԃ50%̌ōU
	1
# AA to Air bonus from radars.
# [AA power * (1 + Radar size * Radar Efficiency * THIS)]. 
# 0 - no radar bonus 
# Œ΋CƁA[_[̘AgC
# Œ΋C * (1 + [_[ * [_[ZpC * p[^)
# 0 - [_[CȂ
  	0.5 #0
# Nukes: STR damage to units modifier. [(0.2 + rand[0.0 to 1.0]) * THIS * Nuke Damage Power]. [multiplier]
# jU _[WWíj
	0.5
# Nukes: Max STR damage (as percentage of current STR) to friendly units [multiplier]
# except for the bomber unit that drops the nuke
# 0.0 - no damage to friendly units
# 1.0 - take damage as any other unit
# jU FDIȃjbgւ̃_[WWíj
# j𓊉jbg
# 0.0 - FRɁA_[W͓ȂB
# 1.0 - FRɂAGRƓl̃_[WB
	1
# Nukes: ORG damage (as percentage of current ORG) to friendly units in province [multiplier]
# except for the bomber unit that drops the nuke
# 0.0 - no ORG damage to friendly units
# 1.0 - 100% org damage 
# jU FDIȃjbgւ̃_[WWiwj
# j𓊉jbg
# 0.0 - FRɁA_[W͓ȂB
# 1.0 - FRɂAGRƓl̃_[WB
	1
# Nukes: ORG damage (as percentage of current ORG) to enemy or neutral units in province. [multiplier]
# 0.0 - no ORG damage to affected units
# 1.0 - 100% org damage
# jU _[WWiwj
# 0.0 - wɁA_[W͓ȂB
# 1.0 - wɁA100%̃_[WB
	1
# Naval bombardment [1] - Chance for attacking bombers to hit the most damaged ship in fleet.
# [1] + [2] <= 100; 100 - [1] - [2] = chance to hit a random ship.
# Don't use fractions!
# Ί ł͂̑Ղ͂^[Qbgɂ銄
# [1]+[2]100̍ہA100[1][2]lA_ȃ^[QbgI̊ƂȂB
# ̒lgpȂƁI
	100 #50
# Naval Bombardment [2] - Chance for attacking bombers to hit the best ship in fleet. 
# [1] + [2] <= 100; 100 - [1] - [2] = chance to hit a random ship.
# Don't use fractions!
# Ί łxXgȊ́H^[Qbgɂ銄B
# [1]+[2]100̍ہA100[1][2]lA_ȃ^[QbgI̊ƂȂB
# ̒lgpȂƁI
	0 #25
# Tactical Bombardment - Chance for attacking bombers to hit the most damaged (for Ground Attack mission) or the most disorganized (for Ground Support mission), but still above 0 ORG land unit. Otherwise a random land unit is targeted.
# 100 - THIS = chance to hit a random unit.
# Don't use fractions!
# Βn nUEj~U̍ہAł́Ew̏Ղtc^[Qbgɂ銄B
# Aj~U̍ہAw0H̃jbg̓^[QbgɂȂB
# 100炱̒llA_ȃ^[QbgI̊ƂȂB
# ̒lgpȂƁI
	50
# Movement bonus to units under command of leader with terrain trait when moving on such terrain
# Riߊ̒n`ɂړC
	0 #0.05
# Movement bonus to units under command of leader with terrain trait when moving on similar terrain
# Ranger in Jungles for example
# Riߊ̗ގn`ɂړC
# ƂāAтƐX
	0 #0.025
# Logistics Wizard ESE bonus
# Add this bonus if current ESE is below 100% (1.0)
# Riߊ̕⋊ǗɂESEC
# ESE100%̏ꍇɂ̂݁ȀCKpB
 	0 #0.1
# ESE bonus from offensive supply
# UɂESEC
	0.25
# Days in offensive supply
# ŮJńAWƁAǓp
	30
# Minister bonuses (att, def, mor, org) from brigades and divisions.
# 1 - use division bonus if any, else brigade (max if more then 1);
# 2 - Use average of all;
# 3 - use Sum of all;
# 4 - Use min;
# 5 - use Max
# b̎tcƗcւ̏CiU퓬Eh퓬EmCEwj̓Kp
# 1 - tcCD悵ĎgpAꂪꍇɂ̂݁AcCgpB
# 2 - ׂĂ̕ϒlgpB
# 3 - ׂĂ̍vlgpB
# 4 - ŏlgpB
# 5 - őlgpB
	3 #1
# Organization regain bonus for units on friendly soil.
# It depends on infra and is capped
# infra*2 + THIS <= cap
# [0.0 = 0%, 1.0 = 100%]
# FDIiEjȃvBXł́Aw񕜏C    V[ł́AL̓l̍ڂgpA͖gp
# CtɈˑAől肳
# Ct*2 + ̒l <= ől
# [0.0 = 0%, 1.0 = 100%]
	0
# Organization regain bonus for units on friendly soil cap.
# FDIiEjȃvBXł́Aw񕜌n    V[ł́AL̓l̍ڂgpA͖gp
	1.2
# ORG regain [all] - Enable new ORG regain logic. Following ORG regain modifiers are used only when this is enabled
# 0 - disabled (old logic used),
# 1 - enabled
# OR̎w񕜂ŁAV[gp邩B
# 0 - gpȂi[gpj
# 1 - gp
	1 #0
# ORG regain [all] - Morale effect. Multiplier
# [1.0 + Morale * THIS]. 
# OR̎w mČWiZj
# ĽvZ
	0.01
# ORG regain [all] - Clear weather effect. Multiplier
# OR̎w V̌WiZj
	1
# ORG regain [all] - Frozen weather effect. Multiplier
# OR̎w X_̌WiZj
	1
# ORG regain [all] - Raining weather effect. Multiplier
# OR̎w ~J̌WiZj
	1
# ORG regain [all] - Snowing weather effect. Multiplier
# OR̎w ϐቺ̌WiZj
	1 #0.8
# ORG regain [all] - Storm weather effect. Multiplier
# OR̎w ቺ̌WiZj
	1 #0.8
# ORG regain [all] - Blizzard weather effect. Multiplier
# OR̎w \J̌WiZj
	1 #0.6
# ORG regain [all] - Muddy weather effect. Multiplier
# OR̎w D^̌WiZj
	1 #0.7
# ORG regain [naval] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
# CR̎w ƂȂWiZj
	1
# ORG regain [naval] - Out of fuel modifier. Used when out of fuel. Multiplier
# CR̎w Ζ؂ꎞ̌WiZj
	1
# ORG regain [naval] - Out of supplies modifier. Used when out of supplies. Multiplier
# CR̎w ؂ꎞ̌WiZj
	0 #1
# ORG regain [naval] - Current/Max ORG modifier. Multiplier
# [1.0 + (1.0 - Current/Max ORG) * THIS]
# Set to 0.0 to ignore. 
# CR̎w őwƌ݂̎w̔䗦ɂWiZj
# ĽvZ
# 0.0Ŗ
	0
# ORG regain [naval] - At naval base modifier. Used when in naval base. Multiplier
# [1.0 + Port Size * THIS]
# CR̎w CRnxɂWiZj
# ĽvZ
	0.3 #0.2 
# ORG regain [naval] - At sea modifier. Used when not in a naval base. Multiplier
# CR̎w CRnɋȂƂ̌WiZj
	0.5 #1
# ORG regain [air] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
# R̎w ƂȂWiZj
	1
# ORG regain [air] - Out of fuel modifier. Used when out of fuel. Multiplier
# R̎w Ζ؂ꎞ̌WiZj
	1
# ORG regain [air] - Out of supplies modifier. Used when out of supplies. Multiplier
# R̎w ؂ꎞ̌WiZj
	0 #1
# ORG regain [air] - Current/Max ORG modifier. Multiplier
# [1.0 + (1.0 - Current/Max ORG) * THIS].
# Set to 0.0 to ignore. 
# R̎w őwƌ݂̎w̔䗦ɂWiZj
# ĽvZ
# 0.0Ŗ
	0
# ORG regain [air] - At airbase Size/Units modifier. Used when in airbase. Multiplier
# [1.0 + Air base load (0.01 to 1.0) * THIS]
# R̎w RnxɂWiZj
# ĽvZ
	1
# ORG regain [air] - Out of airbase modifier. Used when not in airbase. Multiplier
# R̎w RnɋȂƂ̌WiZj
	0
# ORG regain [army] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
# R̎w ƂȂWiZj
	1
# ORG regain [army] - Out of fuel modifier. Used when out of fuel. Multiplier
# R̎w Ζ؂ꎞ̌WiZj
	1
# ORG regain [army] - Out of supplies modifier. Used when out of supplies.
# Used as Multiplier when greater or equal to 0.0.
# Used as flat hourly ORG loss when negative
# R̎w ؂ꎞ̒l
# 0.0ȏ̒lŁA搔ƂĎgpB
# ̒lŁAꎞԂ̌lƂĎgpB
	0 #1
# ORG regain [army] - Current/Max ORG modifier. Multiplier
# [1.0 + (1.0 - Current/Max ORG) * THIS]
# Set to 0.0 to ignore. 
# R̎w őwƌݎẃA䗦ɂWiZj
# ĽvZ
# 0.0Ŗ
	3
# ORG regain [army] - Friendly soil modifier. Used when the unit is in province owned by a friendly nation. Multiplier
# R̎w FDIiEjȃvBXɋۂ̌WiZj
	1.2 #1.3
# ORG regain [army] - In transportation modifier - Used for loaded on transport ships or planes land units. Multiplier
# R̎w A͂ƗA@ɓڂĂۂ̌WiZj
	0
# ORG regain [army] - Moving modifier - Used when the land unit is moving (not retreating!) to another province.
# Used as Multiplier when greater or equal to 0.0.
# Used as flat hourly ORG loss when negative (and not out of supply)
# R̎w ړ̒liPԂj
# 0.0ȏ̒lŁA搔ƂĎgpB
# ̒lŁAꎞԂ̌lƂĎgpB    A؂̍ۂ
	0 #-0.02
# ORG regain [army] - Retreating modifier - Used when the land unit is retreating. Multiplier
# R̎w ދp̌WiZj
	1
# Convoy interception by naval units on Interdiction, Combat Patrol, Shore Bomb. and ASW missions
# 0 disabled for all
# 1 - optional for players only (disabled by default)
# 2 - optional for players (enabled by default) and enabled for AI
# CRĆAsDcWQIvV̉
# 0 - s
# 1 - vC[̂݉
# 2 - vC[AI
	2 #0
# Auto-return transport fleets to base on Amphibious assault and Sea transport missions (players only)
# 0 - enabled
# 1 - enabled by default, optional
# 2 - disabled by default, optional
# A͑́AA҃IvV̑Ỉ    vC[̂
# 0 - IAftHgŃI
# 1 - IAftHgŃIt
# 2 - Is
	1
# Allow single province and region targeting for air and naval units (players only)
# 0 - disabled
# 1 - enabled
# CR̔ĆAvBXE[WPʂōs    vC[̂
# 0 - 
# 1 - 
	1 #0
# Night hours during winter - used in land unit speed calculations.
# Values: 0.0 (Disabled) to 24.0
# ̓́AԂ̎ԁi~j
# 0-24̒l
	12 #0
# Night hours during spring and fall - used in land unit speed calculations. Values:
# 0.0 (Disabled) to 24.0
# ̓́AԂ̎ԁitEHj
# 0-24̒l
	12 #0
# Night hours during summer - used in land unit speed calculations. Values:
# 0.0 (Disabled) to 24.0
# ̓́AԂ̎ԁiāj
# 0-24̒l
	12 #0
# Recalculate land units arrival times when not in combat (for units not in "Sync. arrival time" mode).
# 0 - Disabled
# 1 - recalculate each hour
# 2 - recalculate once on 2 hours and so on.
# 퓬̗ŔAړԂ̍ČvZ̉ہiIt̏ꍇj
# 0 - 
# 1 - ԂƉ
# 2 - uԂƉ
	1 #0
# "Synchronize arrival" time modifier. Players only
# Stack arrival time = slowest unit move time * THIS).
# IvVgṕAړԌWivC[j
# ̎ = łxxjbg̒l * ̒l
	1
# "Synchronize arrival" time modifier. AI only
# Stack arrival time = slowest unit move time * THIS).
# IvVgṕAړԌWiAIj
# ̎ = łxxjbg̒l * ̒l
	1
# Recalculate arrival times for units in "Sync. arrival time" mode after combat/bombardment.
# NOTE: enabling this could de-synchronize arrival times!
# 0 - Disabled
# 1 - Enabled for players only
# 2 - Enabled for players and AI.
# 퓬ÍAԂ̍ČvZ̉ہiȈꍇj
#  : gpƁA\B
# 0 - 
# 1 - vC[̂݉
# 2 - vC[AI
	1 #0
# Movement speed modifier to land units in combat
# R̈ړx̏Ci퓬j
	0.5 #1
# Movement speed modifier to land units in bombardment
# R̈ړx̏CiݖCj
	1
# Land units speed modifier for units out of supply (ignored for retreating units!).
# speed = speed * THIS.
# R̈ړx̏Ci؂j
# ĽvZ
	1 #0.1
# Land units speed modifier for units containing at least one division with ORG less then 1%
# ignored for retreating units!
# speed = speed / THIS.
# R̈ړx̏Ciw1%j
# ދpɂ͓KpȂB
# ĽvZ
	1 #2
# Movement time modifier for fuel consuming land and air units when out of fuel.
# ignored for retreating and AI controlled units!
# Higher THIS value is, longer the arrival time will be.
# Use 1.0 to disable this.
# CR̈ړx̏CiΖ؂j
# ދpAĨjbgɂ͓KpȂB
# ̒lقǁAړԂȂB
# 1.0Ŗ
	1 #3
# Default speed for fuel consuming land units when out of fuel.
# This value can be overridden for each unit type and model by setting out_of_fuel_speed modifier in unit files.
# -1   - Disable this functionality
# else - Default out of fuel speed = THIS
# R̈ړx̏C̕WliΖ؂j@jbgt@C̋Lqgpꍇ
# jbgt@CɁAout_of_fuel_speedLqĂꍇAŏ㏑B
# -1   - 
#    - Ζ؂ꎞ̕Wx
	-1
# Fleet size range penalty - Percentage loss for every ship above the max threshold (see below).
# 0.0 (0%) to 1.0 (100%)
# q̏Cliǂj
# 0.0-1.0̒l
	0
# Fleet size range penalty - apply for every ship in the fleet above this. 
# -1 - Disabled 
# q̏C󂯂CR
# -1 - 
	-1
# Fleet size range penalty - max penalty value (min allowed multiplier on the range).
# 0.0 to 1.0 (no penalty)
# qC̍ől
# 0.0-1.0iyieBȂj̒l
	1
# Apply air and naval unit's range limits on missions to Areas and Regions. 0 = Disabled, 1 = Enabled, 2 = Enabled for AI countries too (Not recommended!!!)
# CR̃GAE[WPʂ̔CŁAq͈͊Oւ̍s̐
# 0 - Ȃ
# 1 - vC[̂ݐ
# 2 - vC[AI
	1 #0
# Radar bonus on detection - used to guide friendly air units on Air Superiority and Scramble missions.
# This * Radar level * Radar efficiency.
# Added to mission and friendly province bonuses (see below).
# Higher the better
# 󌠁Eqً}oCɂA[_[ɂAGq@̔C
# ̒l * [_[̃x * [_[
# [_[ƗFDIȃvBX̏CɒǉB
# قǌʓI
	10000 #5
# Bonus on detection of enemy air units when they are over a friendly province
# added to radar and mission bonuses
# Used to guide friendly air units on Air Superiority and Scramble missions.
# Higher the better
# GRAFDIȃvBXɂۂ̔C
# [_[ƔC̏CɒǉB
# 󌠁Eqqً}oCŁARU邽߂ɍsB
# قǌʓIB
	10000 #10
# Screens to Capital ratio modifier.
# Fleet composition = (Screens * THIS) / Capitals
# 1.0 = No change/Disabled
# K؂ȕ⏕͂Ǝ͊͂̔䗦
# ͑̍\ = ⏕*̒l / ͊
# 1.0 = 
	1
# Chance to target divisions with no ORG left in land combats.
# Valid values: 0 (0%) to 100 (100%)
# ŁAw؂Ă郆jbg^[Qbgɂ\
# 0-100̒l
	100
# Screen or Capital ships targeting in naval combats.
# -1 - Use both fleets positioning
# >0 - Use a random number up to (THIS-1) and compare it to other fleet's positioning (target capital ships if positioning is lesser)
# ĆA⏕́E͊͂̃^[Qbgm
# -1 - |WVlp
# >0 - ̒l-1܂ł̗pA^[Qbg肷BʏA|WVlƁA͊͂^[QbgƂB
	100
# Fleet positioning  in naval combat - Daytime bonus
# |WVľWiԁj
	0 #0.4
# Fleet positioning  in naval combat - Leader skill modifier per skill point
# |WVľWiiߊxPj
        1 #0.1
# Fleet positioning  in naval combat - Fleet size modifier (per ship)
# |WVľWi͑K͂ɂyieBj
	0 #-0.02
# Fleet positioning  in naval combat - Fleet composition
# Screens vs Capitals ratio; It can be between 0.0 (enough screens) and 1.0 (only capital ships)] modifier 
# |WVľWi͊͂ƕ⏕͂̔䗦Ăۂ̃yieBj
# 0.0-1.0̒l
	-0.5
# Land and Coastal forts damage modifier for every 100 STR points of attacking units, hourly applied.
# Eݗvǂւ́AꎞԂAw100|CǵA_[W
	0.01
# Max damage Land and Coastal forts could take per hour in combat.
# Eݗvǂւ́AꎞԂ́Aő̃_[W
	0.05
# Min. Softness for a land division, including added by brigades.
# tcɂAƎ㐫̍ŏl
	0
# Auto-retreat from combat when average ORG for own or controlled units drop below THIS
# ދpsώw
	1 #5
# ORG modifier for land units after naval transportation.
# [ORG = ORG * THIS]
# CAɂǵAR̎wW
# ĽvZ
	1 #0.5
# Breakthrough and Encirclement combat events chance modifiers by average unit speed
# sum of the speed of all attacking divisions / attacking divisions count 
# ˔jCEƕCEւ̏C
# U̗ȒSjbg̑x̍v / U̗R̃jbg
	# Min. average unit speed for chance bonus to be applied
        # Avrg. Unit Speed - THIS > 0.0
	# CKpŏ̕ϑx
        # ĽvZ
	3
	# Maximum chance bonus reached with THIS remaining speed point
        # Avrg. Unit Speed - Value above <= THIS
	# ϑxɂC̍ől
        # ĽvZ
	4
	# Chance modifier per remaining speed point
        # higher THIS is, higher the chance bonus will be
	# c̕ϑx|CgH
        # قǁACȂ
	0.1
# Combat events duration in hours.
# CĚp
	2 #8
# Counterattack combat event modifiers
# ih䑤j
	#Attacker ORG damage
	#UWiwj
		3 #1.5
	#Attacker STR damage
	#UWíj
		1
	#Defender ORG damage
	#h䑤Wiwj
		1
	#Defender STR damage
	#h䑤Wíj
		2 #1.25
# Assualt combat event modifiers
# PiUj
	#Attacker ORG damage
	#UWiwj
		1
	#Attacker STR damage
	#UWíj
		2 #1.25
	#Defender ORG damage
	#h䑤Wiwj
		3 #1.5
	#Defender STR damage
	#h䑤Wíj
		1
# Encirclement combat event modifiers
# ́iUj
	#Attacker ORG damage
	#UWiwj
		0.6 #0.9
	#Attacker STR damage
	#UWíj
		1
	#Defender ORG damage
	#h䑤Wiwj
		1
	#Defender STR damage
	#h䑤Wíj
		4 #1.75
# Ambush combat event modifiers
# ҂iUj
	#Attacker ORG damage
	#UWiwj
		0.2 #0.8
	#Attacker STR damage
	#UWíj
		0.2 #0.8
	#Defender ORG damage
	#h䑤Wiwj
		1.8 #1.2
	#Defender STR damage
	#h䑤Wíj
		1.8 #1.2
# Delay combat event modifiers
# xpih䑤j
	#Attacker ORG damage
	#UWiwj
		1
	#Attacker STR damage
	#UWíj
		1
	#Defender ORG damage
	#h䑤Wiwj
		0 #1
	#Defender STR damage
	#h䑤Wíj
		0 #0.5
# Tactical Withdrawal combat event modifiers
# pIދpih䑤j
	#Attacker ORG damage
	#UWiwj
		1.2 #0.75
	#Attacker STR damage
	#UWíj
		1.2 #0.5
	#Defender ORG damage
	#h䑤Wiwj
		0.25
	#Defender STR damage
	#h䑤Wíj
		0.5
# Breakthrough combat event modifiers
# ˔jiUj
	#Attacker ORG damage
	#UWiwj
		1
	#Attacker STR damage
	#UWíj
		0.2 #0.8
	#Defender ORG damage
	#h䑤Wiwj
		3 #1.5
	#Defender STR damage
	#h䑤Wíj
		1
# HQ units can take STR damage only during Breakthrough combat event.
# 1 - Yes
# 0 - No
# ˔jCEɂAiߕ̐͂̌
# 1 - 
# 0 - Ȃ
	1
# Combat mode.
# Note: This setting controls only full names, short names and descriptions of some unit stats.
# 0 - Use old (DH 1.02 and older) mode: Defensiveness, Toughness, Air Defence, Surface Defence, Sea Defence
# 1 - Use new (DH 1.03) mode: Defensive Vulnerability, Offensive Vulnerability, Air Vulnerability, Ground Vulnerability, Naval Vulnerability
# {̐퓬dl
# F̐ݒ́Ajbg̃tl[AV[gl[A𐧌䂷HԂϋvUƎ㐫Ȃǂ̕\L̕ωH
# 0 - DH1.02ȑO̎dl
# 1 - DH1.03ȍ~̎dl
	0
}

mission = {

# ʔC

# _MISSION_ATTACK_
# U
	1 	# 0 -   1 - 
	1	# ̔C
	1	# x̏CW
# _MISSION_REBASE_
# nړ
	1 	# 0 -   1 - 
	1	# ̔C
	1	# 픭CWiCR̂݁j
# _MISSION_STRAT_REDEPLOY_
# 헪IĔzu
	0 	# 0 -   1 - 
	0.5	# ̔C
	8       # ̒lƁAĔzűɊ֌WȂĔzu̎ԂȂB
	0.6     # ̒ĺAĔzűɏZAƍĔzu̎ԂȂB

# Land Missions
# RC

# _MISSION_SUPPORT_ATTACK_
# xU
	1 	# 0 -   1 - 
	1	# ̔C
	1	# x̏CW
# _MISSION_SUPPORT_DEFENSE_
# hx
	1 	# 0 -   1 - 
	1	# ̔C
	0.5	# x̏CW    0.5Aړɂ鎞ԂɏZA܂葬x{ɂȂB
# _MISSION_RESERVES_
# ҋ@
	1 	# 0 -   1 - 
	1	# ̔C
	0.5	# x̏CW    0.5Aړɂ鎞ԂɏZA܂葬x{ɂȂB
# _MISSION_ANTI_PARTISAN_DUTY_
# p`U|
	1 	# 0 -   1 - 
	1	# ̔C
	2	# ͂̌W
# _MISSION_PLANNED_DEFENSE_
# hqv
	1  	# 0 -   1 - 
	1	# ̔C

# Air Missions
# RC

# _MISSION_AIR_SUPERIORITY_
# 
	1 	# 0 -   1 - 
	1	# ̔C
	0 	# CW
	1 #2    # C{ɕKvȎtc̍ŏl
# _MISSION_GROUND_ATTACK_
# nU
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
	0	# ΒnWiwj
	1	# ΒnWíj
# _MISSION_INTERDICTION_
# j~U
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
	1	# ΒnWiwj
	0	# ΒnWíj
# _MISSION_STRATEGIC_BOMBARDMENT_
# 헪
	1 #0	# 0 -   1 - 
	1 #0.5	# ̔C
# _MISSION_LOGISTICAL_STRIKE_
# ⋍U
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
# _MISSION_RUNWAY_CRATERING_
# `
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
# _MISSION_INSTALLATION_STRIKE_
# R{ݍU
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
# _MISSION_NAVAL_STRIKE_
# ͑DU
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
# _MISSION_PORT_STRIKE_
# `pU
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
# _MISSION_CONVOY_AIR_RAIDING_
# Dc
	1 #0 	# 0 -   1 - 
	3 #0.5	# ̔C
# _MISSION_AIR_SUPPLY_
# A⋋
	1 #0 	# 0 -   1 - 
	10 #0.5	# ̔C
# _MISSION_AIRBORNE_ASSAULT_
# P
	1 #0	# 0 -   1 - 
	1 #0.25	# ̔C
# _MISSION_NUKE_
# jU
	0 	# 0 -   1 - 
	1	# ̔C
# _MISSION_AIR_SCRAMBLE_
# qً}o
	1 	# 0 -   1 - 
	1	# ̔C
	0 	# CW
	1 #2    # C{ɕKvȎtc̍ŏl

# Naval Missions
# CRC

# _MISSION_CONVOY_RAIDING_
# DcP
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
	1 #2	# q̏CW
	1	# 픭CW
# _MISSION_ASW_
# ΐ
	1 #0 	# 0 -   1 - 
	1 #0.5	# ̔C
# _MISSION_NAVAL_INTERDICTION_
# Cj~
	1 	# 0 -   1 - 
	1	# ̔C
# _MISSION_SHORE_BOMBARDMENT_
# ݖC
	1 	# 0 -   1 - 
	1	# ̔C
	0.002	# ݖC1̐퓬C    ̒lł́AݖC1AGRtc-0.2%
# _MISSION_AMPHIBOUS_ASSAULT_
# P㗤
	1 #0 	# 0 -   1 - 
	0.5	# ̔C
# _MISSION_SEA_TRANSPORT_
# CA
	1 	# 0 -   1 - 
	1	# ̔C
	3	# q̏CW
	1	# 픭CW
# _MISSION_NAVAL_COMBAT_PATROL_
# C퓬
	1 	# 0 -   1 - 
	1	# ̔C
# _MISSION_NAVAL_PORT_STRIKE_
# ɂ`pU
	1 #0 	# 0 -   1 - 
	0.5	# ̔C
# _MISSION_NAVAL_AIRBASE_STRIKE_
# ɂqnU
	1 #0 	# 0 -   1 - 
	0.5	# ̔C
# _MISSION_SNEAK_MOVE_
# Bړ
	1 	# 0 -   1 - 
	1	# ̔C
	0.75	# q̏CW
	0.75	# 픭̏CW
# _MISSION_NAVAL_SCRAMBLE_
# Cً}o
	1 	# 0 -   1 - 
	1	# ̔C
	0.5	# x̏CW    0.5Aړɂ鎞ԂɏZA܂葬x{ɂȂB
}


country = {
# Default starting values for country specific modifiers. These are assigned to countries on creation.
# ƂсAVKƗƂɓKpbl    ɋZpȂǂ̌ʂZB

# Land Fort Efficiency
# vǂ̌
	1
# Coastal Fort Efficiency
# ݗvǂ̌
	1
# Ground Defense Efficiency
# Βnh
	0.8
# Convoy Defense Efficiency
# Dchq̌
	0
# MP boost
# lȊ
	0.9
# Transport Capacity modifier
# TČ
	1
# Transport Capacity (occupied) modifier
# ̒nTCC
	1
# Attrition modifier
# RՂ̏C
	1
# MP Trickle back modifier
# QPޏC
	1
# Supply distance modifier
# un̕⋋C
	1
# Repair modifier
# Ci͕[j̏C
	1
# Research modifier
# ̏C
	1
# Radar efficiency
# [_[
	1
# HQ Supply efficiency bonus
# iߕɂAESEւ̏C
	0.3 #0.01
# HQ Combat events bonus
# iߕɂACE㏸̏C
	1
# Combat event chances
# 0.01 = 1%
# 1.0  = 100%
# CE̔l
	0 #0.01
# Friendly army detection chance
# FR̔C
	40
# Enemy army detection chance
# GR̔C
	80
# Friendly intelligence chance
# FDւ̒C
	50
# Enemy intelligence chance
# Gւ̒C
	50
# Max amphibious army size
# ő̋P㗤K
	3
# Energy to Oil
# ΒYΖւ̕ϊ
	0
# Industrial production efficiency
# IC̏C
	1
# Oil production efficiency
# ΖY̏C
	1
# Metal production efficiency
# Y̏C
	1
# Energy production efficiency
# ΒYY̏C
	1
# Rare Materials production efficiency
# 󏭐Y̏C
	1
# Money from CG production efficiency
# Y̏C
	1
# Supply production efficiency
# Y̏C
	1
# AA power
# Œ΋Č
	0.1
# Air surprise chance
# R̊P
	1
# Land surprise chance
# R̊P
	1
# Naval surprise chance
# CR̊P
	1
# Peacetime IC mod
# ICC
	1
# Wartime IC mod
# 펞ICC
	1
# Buildings production mod (applied to all buildings!)
# ̐YC
	1
# Convoys production mod (applied to both convoy transports and escorts)
# ADc̐YC
	1
# Min ships positioning in battle (applied to all naval units!)
# |WVl̍ŏl
	-100 #0.1
# Max ships positioning in battle (applied to all naval units!)
# |WVl̍ől
	-100 #0.2
# Peacetime modifier on stockpiles for industry resources
# ̎̔~C
	1
# Wartime modifier on stockpiles for industry resources
# 펞̎̔~C
	1
# Peacetime modifier on stockpiles for oil and supplies
# ̕ƐΖ̔~C
	1
# Wartime modifier on stockpiles for oil and supplies
# 펞ƕƐΖ̔~C
	1
# Max Land units dig in level.
# ͍̍ől
	20
# Dig in level increase per day.
# 葝͍̒l
	1
}

research = {
# Blueprint Bonus
# ʐ^ɂAxC
	3 #2
# Pre-Historical Date Mod
# value * days prior to historical date.
# Lower limit for the total is -0.9.
# jOɂAxC
# ĽvZ
# ől0.9    ől540iNjŒBB
	-0.00166666666666 #-0.00125
# Post-Historical Date Mod
# 1 + value * days post historical year
# The Highest possible value is equal to Blueprint Bonus.
# Doesn't apply to Nuclear and Rocketry researches
# j㌤ɂAxC
# ĽvZ
# ől͐ʐ^ɂCƓ    ől720iNjŒBB
# jEPbǧɂ͓KpȂB
	0.00416666666 #0.000925
# Money cost for each skill-level
# @ւ́A1x̌
	0 #0.1
# Mean number of "invention" events occurring per year
# NԂ́ACxg̔̍ől
	1000000 #4
# Use new Technology page layout - allow for more techs and better view.
# 0 - use vanilla
# 1 - use new
# y[W̃CAEg̐V
# 0 - 
# 1 - V
	0
# Tech overview panel style
# 0 - use old style
# 1 - Use new style (unit and brigade models moved to new panels: "Units" and "Brigades")
# y[W̃CAEg̐V
# 0 - 
# 1 - V
	0
# Max active tech teams at a time
# cannot be more then 50
# Note: New Technology page layout will be auto-set for values above 5!
# ĆAől
# 50ȉ̒lłKvB
#  : Vy[W̃CAEgł́A5ȏ̒lɎIɐݒ肳B
	7 #5
# Min active tech teams at a time
# available teams regardless of current IC
# ĆAŏl
# ݂ICɊւ炸Agp\ȌCB
	7 #1
# Required IC for each tech team above the min
# C𑝂₷߂́AIĈl
	20
# On new country release - allow known techs with rocketry component to be given to the new country
# 0 - No
# 1 - Yes
# VKƗƂɁAPbgHwij܂ދZpAp
# 0 - 
# 1 - 
	1 #0
# On new country release - allow known techs with nuclear_physics component to be given to the new country
# 0 - No
# 1 - Yes
# VKƗƂɁAjwij܂ދZpAp
# 0 - 
# 1 - 
	1 #0
# On new country release - allow known techs with nuclear_engineering component to be given to the new country
# 0 - No
# 1 - Yes
# VKƗƂɁAjHwij܂ދZpAp
# 0 - 
# 1 - 
	1 #0
# On new country release - allow known secret techs to be given to the new country
# 0 - No
# 1 - Yes	
# VKƗƂɁA閧ZpAp
# 0 - 
# 1 - 
	1 #0
# Max tech team skill
# @ւ̃x̍ől
	99 #10
}

trade = {
# Days between trade offers to a country.
# Do not use fractions!
# fՌ̊Ԋu
# ̒lgpȂƁI
	0 #8
# Delay in days on each game start/reload before allowing any new trades (AI, auto-trade and Diplomacy).
# Should be at least 2 days!
# Q[JnEQ[[h́AfՌJn܂ł̒x
# ŏłQ[JnE[hvI
	0 #2
# Limit new trade deals to allies, preferred countries (AI)
# current trade partners or neighbors for X days on every game start or reload.	
# H
# H	
	0
# Desired oil stockpile for X days
# Ζ̗z~ij
	90 
# Critical oil stockpile threshold (in days)
# Ζ̊댯~ij
	30
# Desired supplies stockpile for X days
# ̗z~ij
	5 #30
# Critical supplies stockpile threshold (in days)
# ̊댯~ij
	2.5 #15
# Desired industry resources (energy, metal, rares) stockpile for days. 
# ̗z~ ij
	90
# Critical stockpile threshold (energy, metal, rares) - Halt free trades to allies and supplies and money imports
# ̊댯~ij
	30
# Wartime Desired Stockpile multiplier - multiplier on the Desired Stockpile for all resources and supplies when at war
# 펞̗z~̌W
	1
# Peacetime extra oil import (percentage of the current daily consumption)
# ̐Ζ̒ǉAʁH݂̖̏̃p[Ze[WH
	0.3
# Wartime extra oil import (percentage of the current daily consumption)
# 펞̐Ζ̒ǉAʁH݂̖̏̃p[Ze[WH
	0.1
# Extra import (percentage) on top of what is needed when below desired stockpile.
# H
	0.2
# Percentage of produced supplies (using [total IC - IC for CG] as a base) that can be traded away by auto-trade (used for players and AI countries)
# H
	0.2
# Percentage of produced money that can be traded away by auto-trade (used for players and AI countries)
# H
	0.2
# Extra import (Percentage) on top of what is needed when "Stockpile" is selected for that resource. This also increases the Desired Stockpile for the resource
# H
	0.3
# Days to deliver resources from single trades
# 1 - exchange resources instantly
# H
# H
	1
# Merge trade deals.
# 0 - do not merge
# 1 - merge all active trade deals except those that cannot be cancelled.
# fՋ̓̉
# 0 - 
# 1 - 
	0
# Manual trade deals (players only, Diplomacy)
# -1 = Disable manual trade deals
# [0 to 100] = Offer value threshold - AI returns 0 accept chance if below this
# 蓮ł̖fՋ̎{̉ 
# -1    - 蓮ł̖fՂ𖳌
# 0-100 - 蓮ł̖fՂAI󂯓邵l
	0
# Should puppets send supplies and money to masters.
# 0   - disabled
# 1   - send only supplies when above critical stockpile * MULT (see below)
# >1  - send supplies + money (when more then this value)
# S@卑ւ̕Ǝ̏[
# 0  - 
# 1  - ̂݁A댯~܂ő
# >1 - ƎA댯~܂ő
	0
# Multiplier on puppets critical supply stockpile - all supplies above THIS * puppet's critical supply stockpile can be sent to Master. Used when the setting above is not 0.
# S̊̕댯~ւ̏ZB̒lƊ댯~ȏ̕A@卑֏[BuS@卑ւ̕Ǝ̏[v̐ݒ肪A0ȊÔƂɎgpB
	1.5
# Puppets max pool for oil, energy, metal and rare materials - give all above this value to the master. Use negative number to set max pool as a percentage of the critical stockpile (for example -1.2 sets the max pool to 1.2 * critical stockpile)
# ŚAΖEΒYEE󏭂̍ő~ʁB̒lȏ̎A@卑֏[B̒l𗘗pƁAő~A댯~Ƃ̏ZŌ肷BႦ-1.2́Aő~A1.2 * 댯~ɐݒ肷B
	1000
# New trade deals min effectiveness threshold - do not make new trades if effectiveness is below this value (0.100). Used by auto-trade
# AIAVK̖fՋԂ߂́AfՌ̂l
	45
# Cancel trade deals if effectiveness is below this value (0.100). Used by auto-trade
# AIAfՋj邽߂́AfՌ̂liAIj
	33
# Auto-trade (and AI) single resource trade deals (only at war when an ally badly needs a resource/oil/supplies and trade effectiveness is high enough).
# 0    - Disabled,
# 1.00 - Trade deal effectiveness threshold.
# AIƎfՎ̂ȂɂH
# 0 - 
# 1.00 - fՌ̂lH
	0
}

ai = {
# Overproduce of supplies when below desired supplies level (percentage of needed supplies)
# z~ɑ΂A̗]萶Y̌W
	0 #0.2
# Multiplier on overproduce supplies when at war
# 펞́A̗]萶Y̌W
	2
# Do not produce supplies when current supply stockpile is greater then THIS * max supply production (all IC to supplies).
# This overrides all other settings.
# ݂̕~A̒lƁiICׂĐU邱ƂÓjYʂ̏搔ꍇAYsȂB
# ׂ̂Ă̐ݒ㏑B
	100000 #7
# Max. serial line depth for production of Garrison and Militia units.
# Valid values: 1 - 99
# Ɩ́AőAY
# 1-99̒l
	1
# Min. total IC threshold required to enable serial production of naval and air units. 
# CR̘AYs߂́AIĈlB
	40	
# Do not start producing any new units when currently available MP is less then THIS * MP required for reinforcements of existing units and the country is at war.
# Using 0.0 effectively disables this parameter
# jbgVKY֎~邵liMPv[Ƃ̔j
# 0 - 
	0
# Do not start producing any new units when less then THIS MP is available in the pool
# jbgVKY֎~邵liMPv[j
	5
# Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units.
# 0.0 to 1.0
# Enabling this will encourage AI to build more IC when this ratio is exceeded.
# H
	1
# Military Strength to Total IC ratio during Peacetime for AI countries (do not build new units if above this ratio).
# Use -1.0 to disable this.
# H
# -1 - 
	-1
# Military Strength to Total IC ratio during Wartime for AI countries (do not build new units if above this ratio).
# Use -1.0 to disable this.
# H
# -1 - 
	-1
# Military Strength to Total IC ratio for AI major countries (multiplied on the other).
# H
	1
# Do not use Offensive supply when supplies stockpile is below THIS * critical supply threshold.
# H
	1
# Do not use Offensive supply when oil stockpile is below THIS * critical oil threshold.
# H
  	1
# Do not Offensive supply unit if its ESE is greater then THIS.
# H
	0.8
# Do not Offensive supply unit if its average (for all divisions) ORG or STR damage (in % of max) is above THIS.
# [ 0.2 - skip units with less then 80% remaining STR or ORG of the max]
# H
# H
	0.2
# Disables AI Peacetime offensive spy missions
# 0 - all are allowed
# 1 - Assassination, Coup, Fund Partisans and Nuclear sabotage are disabled
# 2 - (1) + Delay TT and Disrupt Prod. are disabled.
# ́AAIɂUIȒC̋֎~
# 0 - ׂĉ
# 1 - bÎEAN[f^[Ap`UxAjj󂪕s
# 2 - 1ɉAWQƐYWQs
	1
# AI spy missions cost modifier
# 1.0 - No change
# 0.5 - 50% discount
# 2.0 - doubled cost
# AI̒C̔p̌W
# AI spy missions cost modifier
# 1.0 - ʏ̔p
# 0.5 - ʏ̔̔p
# 2.0 - ʏ̓{̔p
	1000000 #0.6
# AI diplo missions cost modifier
# 1.0 - No discount
# 0.5 - 50% discount
# 2.0 - doubled cost.
# Note: Demand territory and Trade deals are for free.
# AI̊O̔p̌W
# 1.0 - ʏ̔p
# 0.5 - ʏ̔̔p
# 2.0 - ʏ̓{̔p
#  : ̓yvƖfՌɂ͎gpȂ
	0.6
# AI influence modifier. Reduce or increase number of Influence missions AI does
# 1 - no change
# 0 - No influence missions
# 2 - doubled.
# AI̐̔p̌W
# 1 - ʏ̔p
# 0 - sȂ
# 2 - ʏ̓{̔p
	0 #0.5
# New DoW rules - disallow DoW between alliance members if alliance leaders have NAP.
# Disallow DoW to or by puppets (except when already at war with Master).
# 2 - Enabled for all
# 1 - Enabled for AI only
# 0 - Disabled
# ԂɕsN񂪑݂ꍇ́AAI̐Vz̃[B
# ̘Sւ̐z̉ہBAɂ̘S̏@卑Ɛ푈ĂꍇB
# 2 - ׂĉ
# 1 - AÎ݉
# 0 - 
	0
# Force puppets to join their master's alliance when master is at war and AI Neutrality is lesser then THIS.
# Checked daily.
# S@卑̓ɎQi@卑푈ԂɂƂj߂́AAI̒̍őlB
# `FbNB
	200
# Allow AI countries to leave alliance because of bad relations or too different government type compared to alliance leader
# on top of all other leave alliance rules
# 1 - Allowed
# 0 - Disabled
# AIA֌WÂ̑啝ȍق𗝗RɁA痣E
# ׂ̂Ă̗̓E[ɉB
# 1 - 
# 0 - 
	1
# Use new AI release rules.all countries can release puppets even when at war.
# 1 - Yes
# 0 - No
# AIA̒nVKƗ
# 1 - 
# 0 -  
	0
# AI events action selection rules
# 0-100 : Chance for the first valid action to be chosen. Remaining valid actions have equal chances. Used for events that do not have valid action with AI chance set, else AI chances are used
# -1 : Random - every valid action has the same chance. Used for events that do not have valid action with AI chance set, else AI chances are used
# -2 : Historical - First valid action is always selected. Used for events that do not have valid action with AI chance set, else AI chances are used
# -3 : Forced historical - First valid action is always selected if there is no AI chances set for a valid action, else - (first) valid action with the highest AI chance set is selected
# AĨCxgĨ[
# 0-100 - ai_chanceݒ肳ĂȂꍇAԏ̑IImB
# -1    - ׂĂ̑IAmőIB
# -2    - ԏ̑IAKIB
# -3    - ai_chanceݒ肳ĂꍇAԒl̍̂IAݒ肳ĂȂꍇAԏ̑IIB
       100 #85
# Force strategic redeployment if movement time is longer then X hours.
# Overrides default AI settings!
# -1 - Disable
# Else time in hours - enable
# AIAړԂX蒷ꍇɁAIɐ헪ĔzusB
# ftHgAIݒ㏑I
# -1 - gp
# X  - gp
	-1
# Max. redeployment days for AI controlled units cheat.
# 0 or less - disable cheat
# else - max. days that AI units will redeploy to any valid redeployment location
# AI헪ĔzusہA`[gœZkۂ́AőB
# 0 or 0ȉ - `[g𖳌B
#  - őB
	0
# Use quick area check (Garrison AI)
# could be inaccurate in some rare cases.
# 1 - Enabled
# 0 - Disabled
# AÍANCbN`FbNH
# HɁAsmɂȂꍇB
# 1 - 
# 0 - 
	0
# AI masters get all provinces conquered by AI puppets.
# 1 - Yes
# 0 - No (old rules)
# AI@卑AAIS֑SvBXxz
# 1 - 
# 0 - 
	0
# Allow release of a new country if any of its provinces are in a current war zone (land connected to enemy province) for the releasing AI country.
# 1 - Allow the release
# 0 - Do not release countries in war zones
# AIA̒n悪nłہAVKƂƗ
# 1 - 
# 0 - nł͋Ȃ
	1
# Min. days after last province controller change required for the AI to release a country using that province. Used by revolters too.
# AIƂ܂ł́AvBX̐̏󋵂̕ύX̍ŏBp`UɂKpB
	90
# Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province)
# AIɃvBX̐̏Ԃn܂ł́AvBX̐̏󋵂̕ύX̍ŏBE̎s狟łȂƂgpH
	60
# Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province) if the said province is used as supply base
# AIɃvBX̐̏Ԃn܂ł́AvBX̐̏󋵂̕ύX̍ŏBE̎s狟łȂƂgpH̃vBXA~ɂƂėpĂꍇB
	120
# Min. required relations between allied countries required for AI to secede claimed by the player provinces to him.
# AĨvC[̗̗LɉăvBXn߂̗FDx̍ŒlH
	150
# AI unit power calculation [used to calculate attack/defence odds] 
# usage of current STR and effective ORG in the calculation for land units
# 0 - [(effective_ORG*3 + STR)/4]
# 1 - [(effective_ORG*STR)]
# AÍAGRւ̍UEh䔻fB
# vZɌ݂̎wƌ݂̗LȐ͂gpB
# 0 - [(LȐ*3 + w)/4]
# 1 - [(LȐ*w)]
	0
# AI unit power calculation [used to calculate attack/defence odds]
# use current Ground Defense Efficiency in the calculation for land units
# 0 - GDE not used
# 1 - GDE is used as multiplier
# AÍAGRւ̍UEh䔻fB
# vZGDEgpB
# 0 - GDEgpȂB
# 1 - GDEgpAZB
	1 #0
# AI unit power calculation [used to calculate attack/defence odds]
# min ORG: return 0 power for any division with ORG less then THIS.
# AÍAGRւ̍UEh䔻fB
# wA̒l菭ȂR邩H
	2
# AI unit power calculation [used to calculate attack/defence odds]
# min STR: return 0 power for any division with STR less then THIS.
# AÍAGRւ̍UEh䔻fB
# ͂A̒l菭ȂR邩H
	0
}

mod = {
# AI spy (LogSpyAI.csv) and diplomatic (LogDiploAI.csv) mission loggers
# 0 - Disabled
# 1 - Enabled
# AI̒ƊOALogSpyAI.csvɋL^
# 0 - 
# 1 - 
	0
# Country logger (LogCountry.csv)
# 0  - Disabled
# >0 - Enabled, days between logs
# -1 - log only player's country.
# ƏALogCountry.csvɋL^
# 0  - 
# 0> - t肷ׂĉ
# -1 - vC[̂݉
	0
# Switched AI files logger (SwitchAI.txt): 0 - Disabled, 1 - Enabled.
# AIt@C̐؂ւASwitchAI.txtɋL^
# 0 - 
# 1 - 
	1 #0
# Use new auto-save file format: AutoSave_Country_Year_Month_Day.eug.
# 1 - Enabled
# 0 - Disabled.
# I[gZ[uɁAeƂɐVt@C쐬
# 1 - 
# 0 - 
	1
# Load new AI settings on AI file switching to all clients in MP games.
# 1 - Enabled
# 0 - Disabled
# }`vCł́AVAIt@C̃XCb`tO
# 1 - 
# 0 - 
	1 #0
# Trade Efficiency calculation system and re-calculation interval selection.
# Any negative integer is number of days between trade efficiency calculations using default Armageddon system (-3 = 3 days).
# Any positive integer is the number of days between trade efficiency calculations using the new more intelligent but CPU demanding system.
# 0 is default Armageddon system, set to 1 day.
# fՌ̌vZVXeƁAČvZ̊ԊȗIB
# ̒l - A}Qh̃VXegpAl̓ƍČvZB
# ̒l - VVXegpAl̓ƍČvZB
# 0      - A}Qh̃VXegpA1ƍČvZB
	1 #0
# Merge and relocate provincial depots to the best province in the area. This is new and more intelligent but CPU demanding system.
# 0 - Disabled (use the old system).
# Any positive integer is the number of days between areas analyzing using the new system.
# ^̔~ɂ́AƍĔzusVVXeB
# 0    - VXegpB
# l - VVXegpAĔzus B
	1 #0
# In-game losses logging (statistics).
# 0 - Disabled
# 1 - Enabled (ships and convoys only),
# 2 - Log equipment losses too,
# 3 - Log equipment of captured units too,
# 4 - Log attrition losses too
# ƐʂAv֋L^
# 0 - 
# 1 - CRƑDĉ݋L^
# 2 - ̑L^
# 3 - ߗL^ 
# 4 - ՂL^
	4 #1
# Allow brigade attaching as long as the unit is in supply no matter on whom territory it is.
# 1 - Enabled,
# 0 - Disabled (default)
# ⋋̂nłȂvBXւ́Ac̔z̉
# 1 - 
# 0 - 
	1 #0
# Multiple deployment - preferred unit size for armies. This could be overridden in-game by holding SHIFT (deploy all in a single group) or CONTROL (deploy each in own group) keys.
# zuv[ꊇzuۂ́ARc̎tciRj
	12 #3
# Multiple deployment - preferred unit size for fleets. This could be overridden in-game by holding SHIFT (deploy all in a single group) or CONTROL (deploy each in own group) keys.
# zuv[ꊇzuۂ́ARc̎tciCRj
	6
# Multiple deployment - preferred unit size for air. This could be overridden in-game by holding SHIFT (try to deploy all in a single group) or CONTROL (deploy each in own group) keys. 
# zuv[ꊇzuۂ́ARc̎tciRj
	6 #2
# Allow unique pictures to all land provinces.
# 1 - Enabled,
# 0 - Disabled (only urban provinces may have unique pictures)
# ׂẴvBXւ́Ap摜̎gp̉
# 1 - 
# 0 -     sŝ݂Ap摜gpB
	1 
# Auto reply to events (players).
# 0 - Disabled,
# 1 - Enabled (using AI event action selection rules - see "ai" section)
# vC[ւ́ACxg̑ÏϔC̉
# 0 - 
# 1 -     AIƓl̈őIB
	0
# Force actions to show even if there are no valid commands as long as action trigger is valid (or there is no action trigger at all).
#Ignored for random and persistent events!
# 0 - Disabled
# 1 - Enabled only for actions that have valid triggers
# 2 - Enabled for actions without triggers too 
# Cxg̃ANVAIɉ{
# _CxgƁAJԂ\ȃCxgł́AB
# 0 - 
# 1 - gK[LȃANV̂݉{
# 2 - ׂẴANV{
	0
# Enable decisions for players. 0 - Disabled, 1 - Enabled
# fBVWVXéAgp̉
# 0 - 
# 1 - 
	1 #0
# Rebels army composition - chance for infantry over militia.
# 0   - only militia
# 100 - only infantry
# 50  - 50%/50% and so on
# p`Ũjbg̎ނAɂȂ邩ɂȂ邩̌藦
# 0   - ̂
# 100 - ̂
# 50  - ƕX
	0
# Rebels army tech level (based on the available model in the country that controls the province).
# -1 - Only model 1,
# 0  - Only the Latest model,
# 1> - else random model in the range from (latest model - THIS) to (latest model).
# p`ŰZpx
# -1 - Ɉ^gp
# 0  - ɍŐV^gp
# 1> - ŐV炱̐^gp
	-1
# Rebels army min. STR on creation
# 1-100
# p`U̐͂̍ŏl
# 1-100̒l
	100
# Rebels army max. STR on creation
# 1-100
# p`U̐͂̍ől
# 1-100̒l
	100
# Rebels ORG regain (including when in combat)
# p`U̎w̉񕜑x̏C
	0.2
# Extra bonus for rebelling for every rebel controlled neighbouring province
# p`U̐퓬CiאڃvBX̐́j
	0
# Extra bonus for rebelling for occupied enemy provinces
# p`U̐퓬|[iXi̒nj
	0
# Extra rebel bonus for mountain terrain
# p`U̐퓬CiRxj
	0
# Extra rebel bonus for hill terrain
# p`U̐퓬Ciuˁj
	0	
# Extra rebel bonus for forest terrain
# p`U̐퓬CiXсj
	0
# Extra rebel bonus for jungle terrain
# p`U̐퓬Ciсj
	0	
# Extra rebel bonus for swamp terrain
# p`U̐퓬Cinj
	0
# Extra rebel bonus for deserts
# p`U̐퓬Cij
	0
# Extra rebel bonus for plains terrain
# p`U̐퓬Cinj
	0
# Extra rebel bonus for urban provinces
# p`U̐퓬Cissj
	0
# Extra rebel bonus for provinces with Air or Naval bases
# p`U̐퓬CiCRn^Rnj
	0
# Return rebellious province to the original owner after X months if there are no rebel armies into the province any more.
# p`UɂĐ̂ꂽvBXAŕԊ҂܂ł̓
	1000000
# Use new minister files format and End years for ministers; All minister files should have End Year column (after "Pool"); Pool should use absolute year (1936 instead of 36):
# 0 - Disabled
# 1 - Enabled
# V`̑bt@C̎gp̉
# 0 - 
# 1 - 
	0
# Enable Retirement Year for ministers (auto-retire ministers once the year is reached in-game); All minister files should have Retirement Year column (before "Ideology"); All years should be absolute (1936 instead of 36):
# 0 - Disabled
# 1 - Enabled
# b̈ޔN̎gp̉
# 0 - 
# 1 - 
	0
# Enable Retirement Year for leaders (auto-retire leaders once the year is reached in-game); All leader files should have Retirement Year column (after "End Year"); All years should be absolute (1936 instead of 36):
# 0 - Disabled
# 1 - Enabled
# iߊ̈ޔN̎gp̉
# 0 - 
# 1 - 
	0
# Load sprites from Moddir only.
# Setting this to 1 prevents reading of sprite files from the main game folder. 
# MODDIR̂݁AXvCgt@C[hB
# ̒l1ɂƁACQ[tH_XvCgǂݍ߂ȂȂB
	0
# Load unit icons from Moddir only.
# Setting this to 1 prevents reading of unit icon files from the main game folder. 
# MODDIR̂݁AjbgACRt@C[hB
# ̒l1ɂƁACQ[tH_烆jbgACRǂݍ߂ȂȂB
	0
# Load unit pictures from Moddir only.
# Setting this to 1 prevents reading of unit picture files from the main game folder (except for the generic ones - ill_YYY_XX_0.bmp). 
# MODDIR̂݁AjbgsN`t@C[hB
# ̒l1ɂƁACQ[tH_烆jbgsN`ǂݍ߂ȂȂB
	0
# Load AI files from Moddir only.
# Setting this to 1 prevents reading of AI files from the main game folder. 
# MODDIR̂݁AAIt@C[hB
# ̒l1ɂƁACQ[tH_AIǂݍ߂ȂȂB
	0
# Use speed to set garrison status (no move allowed) to land units.
# 0 - Use old rules (only garrison divisions cannot move),
# 1 - use unit model speed to determine if it can move (speed > 0) or not (speed - 0)
# Rjbg̈ړs̏ݒ
# 0 -     ݈̂ړs
# 1 -     x0ɐݒ肳ꂽjbĝ݂ړs
	1 #0
# Use old (pre DH 1.02) save-game format for divisions. NOT RECOMMENDED as newly introduced parameters won't be saved!!!
# 1 - Use old format
# 0 - Use DH new format (less used space, higher precision of saved values)
# Z[uf[^̕ۑ`̐V
# 1 - 
# 0 - V
	0
# UI - Production panel UI style
# 0 - use old style
# 1 - switch to the new style (better utilization of the space, required when bigger unit pictures are used)
# Ypl̃X^C̐V
# 0 - 
# 1 - V
	0
# UI - Unit pictures size
# 0 - use old size (192 x 104 pixels)
# 1 - enable the use of pictures up to 360 x 160 pixels
# NOTE: Requires switch to the new production panel UI style too
# jbg摜̃TCY̐V
# 0 - 
# 1 - V
#  : Ypl̐VX^Cւ̐؂ւKv
	0
# UI - Enable pictures instead of icons for naval brigades in the production panel
# 0 - use icons for naval brigades
# 1 - use pictures for all brigade types
# Yplł́ACRt́AACȒɉ摜gp
# 0 - ACRgp
# 1 - ׂĂ̗cŉ摜gp
	0
# Set buildings to be buildable only in provinces (from game map view).
# 0 - Disable
# 1 - Enable (Ports, Air Bases, Nuclear Reactors, Rocket Test Sites)
# 2 - Enable ( 1 +  provincial AA and Radars)
# vBXł̂݌
# 0 - YCʂł̌
# 1 - CRnERnEj{݁EPbǵAvBXł̂ݐY
# 2 - ׂĂ̌AvBXł̂ݐY
	0
# Unit modifiers statistics page
# switch to new style when more then THIS unit types are used per group (land/navy/air)
# CR̃jbgC̓vy[W
# ̒lACR̂ꂼ̃jbg̎ނƂɁAVX^Cɐ؂ւB
	15
# Allow console cheats in multiplayer games
# 0 - Disable cheats
# 1 - Allow cheats
# }`vCł́A`[gR[h̎gp̉    `[gR[h̎gṕÃvC[mFłȂB
# 0 - 
# 1 - 
	0
# Disallow manual change of assigned transports and escorts to a convoy
# to prevent player exploits, especially in MP games
# 0 - Manual change allowed,
# 1 - Manual change disallowed
# 蓮ł̑Dc̕ύX̉
# }`vCł̈pHh߁B
# 0 - 蓮ł̕ύX
# 1 - 蓮ł̕ύX
	0
# Include MP added by attached to the unit brigades in MP cost calculation for repair of damaged units.
# 0 - Disabled (unit MP used as MP cost base),
# 1 - Enabled (unit MP + MP for all attachments used as MP cost base) 
# ͂̕[ɁAc̕MP邩
# 0 - Ȃ
# 1 - 
	1 #0
# Disallow detachment or attachment of brigades to units that are not at least of THIS percentage of their max STR
# 0.0 - 100.0
# 0.0   - allowed to units at any STR
# 100.0 - allowed only to units at max STR
# Note: Applied to players only.
# cO߂ɕKvȁA͂̍ŏl
# 0.0-100.0̒l
# 0.0   - ׂẴjbgŁAO
# 100.0 - ͍ő̃jbgł̂݁AO
#  : vC[ɂ̂ݓKp
	0
}
map = {
# Map:
# 0    - use default map
# else - load a new map from "map\map_X" folder where X = THIS. 
# }bvݒ
# 0  - ftHg̃}bvgp
#  - XtH_̃}bvgp
	0
# Total provinces. There is a hard-coded limit to 10000. adjacent.tbl must be updated after any change
# ő̃vBX    10000El
	2608
# Distance calculation model.
# 0 - use the old, map based calculation (slower and incorrect);
# 1 - use real world distances from airdist.tbl (based on distances.csv) and navaldist2.tbl files
# vBXԂ̋vZVXéAV
# 0 - VXe   xAsmB
# 1 - VVXe   ۂ̋ɊÂB
	0
# Map Width.
# Should be multiple of 32! NOT USED YET!
# }bv̉
# 32̔{̂ݎgpI
	29952
# Map Height.
# Should be multiple of 32! NOT USED YET!
# }bv̏c
# 32̔{̂ݎgpI
	11520
}