// Mono-space font required
{
"economy": {
	// Limits of energy structures partly defined by parabola in space (structure_cost/energyMake, unit_limit).
	// Parabola defined by 3 control points.
	// For example land config:
	//   P0 = energysingu: (4000/225; random(1..2)) = (17.78, 1)
	//   P1 = energyfusion: (1000/35; random(3)) = (28.57, 3)
	//   P2 = energysolar: (70/2; random(10..15)) = (35, 13)
	// P(x) => y = 0.079550*x*x - 3.501790*x + 38.113789
	// Then parabola P(x) defines limit for
	//   "energygeo": x=500/25=20, y = P(20) = 31.82 - 70.0358 + 38.113789 ~= 0
	//   "energywind": x=35/1.2=29.17, y = P(29.17) ~= 4
	//
	// Metal income condition for energy structure is: income > sqrt(structure_cost*0.4).
	// Energy buildings are sorted by structure_cost/energy_make (asc).
	// Config in example with factor=0.8 leads to next build choice:
	//   1) nothing if singu_limit >= 1;
	//   2) else if singu_limit < 1 and income > 50 then singu;
	//   (ignored) else if geo_limit < 0 and income > 17.68 then geo;
	//   3) else if fusion_limit < 3 and income > 25 then fusion;
	//   4) else if tidal_limit < 4 and income > 4.68 then wind/tidal;
	//   5) else if solar_limit < 13 and income > 6.61 then solar;
	//   6) if nothing selected then build highest energy according to income.
	"energy": {
		// If land area >= 40% of the map then "land" config used, "water" otherwise
		"land": {
			// "<energy_def>": [<lower limit>, <upper limit>]
			// limit = random(<lower limit>..<upper limit>)
			"energysingu": [6],
			"energyfusion": [6, 10],
			"energysolar": [20, 20]
		},
		"water": {
			"energysingu": [1],
			"energyfusion": [4],
			"energywind": [20]
		},
		// income factor for energy, time is in seconds
		// [[<start_factor>, <start_time>], [<end_factor>, <end_time>]]
		"factor": [[0.55, 60], [8.0, 3600]],  // [[2.55, 360], [64.0, 600]], - ?? FIXME: energy tasks bounded by workers

		"pylon": ["energypylon", "energysolar", "energywind"]
	},

	// Scales metal income
	// ecoFactor = teamSize*eps_step+(1-eps_step)
	"eps_step": 0.01,

	// Mobile buildpower to metal income ratio
	"buildpower": 1.25,
	// Metal excess to income ratio, -1 to disable
	"excess": -1.0,
	// Mobile constructor to static constructor metal pull ratio
	// [[<value>, <start_mex_percent>], [<value>, <end_mex_percent>]]
	"ms_pull": [[0.57, 0.0], [0.66, 0.34]],
	// Max percent of mexes circuit team allowed to take.
	// If its <1.0 then expansion obeys ms_pull rule, if >=1.0 then ms_pull doesn't affect expansion (mex, pylon, energy).
	"mex_max": 2.0,  // 200%
	// Construction order delay in seconds, -1 to disable
	"build_delay": -1.0,

	// New factory switch interval, in seconds
	"switch": 830,

	"terra": "terraunit",
	"airpad": "staticrearm",

	// Unknown UnitDef replacer
	"default": "turretmissile"
}
}
