
** mod related settings **

SIDES 3			- number of sides, declare this before declaring side_names or start_units!!

START_UNITS ARMCOM CORCOM TLLCOM	- Starting units and names of the sides, no spaces in names allowed!
SIDE_NAMES Arm Core TheLostLegacy

MAX_XROW 16		- max occupied cells in x-direction, after which free space will be inserted

MAX_YROW 16		- ""

X_SPACE 8		- how much free space between blocks of buildings

Y_SPACE 8		- ""

MAX_SECTOR_IMPORTANCE 6	- dont set too high, otherwise less imporatnt sectors will never be scouted

MAX_BASE_SIZE 10		- max base size in sectors

MAX_ATTACKS 2		- max. number of different attacks waves at the same time




** unit management related settings **

MAX_GROUP_SIZE 12	- max group size; aai will create additional groups if all groups of a certain type are full

MAX_AIR_GROUP_SIZE 4	- max air group size

MAX_NAVAL_GROUP_SIZE 4	- max size of naval groups (ships)

MAX_SUBMARINE_GROUP_SIZE 4 - max size of naval groups

MAX_ANTI_AIR_GROUP_SIZE	- max size of anti air groups (ground, hover or sea)

MAX_ARTY_GROUP_SIZE	- max size of mobile artillery groups (not in use yet)

HIGH_RANGE_UNITS_RATIO 0.3 - the ratio of combat units where maximum weapons range is valued higher during selection ranging from 0 (none) to 1 (all)

FAST_UNITS_RATIO 0.2	- the ratio of combat units where maximum velocity is valued higher during selection ranging from 0 (none) to 1 (all)




** please note: the following settings will only come into effect after deleting the mod learning file**

SCOUTS 2 ARMPEEP ARMFLEA	- forces aai to use this units as scouts

SCOUT_SPEED 95.0		- ground units with higher speed are considered beeing scouts

GROUND_ARTY_RANGE 1000.0	- ground units with higher max weapons range are considered beeing artillery
				  note that if AIR_ONLY_MOD is true, this value will be taken when detecting
				  air artillery

SEA_ARTY_RANGE  1300.0		- naval units  ""   ""         ""        ""        ""       ""	""	""

HOVER_ARTY_RANGE  1000.0	- hover unit   ""   ""         ""        ""        ""       ""	""	""

STATIONARY_ARTY_RANGE 2000.0	- buildings    ""   ""         ""        ""        ""       ""	""	""

MIN_ENERGY 18 			- units that produce more energy are considered beeing a power plant

MIN_SUBMARINE_WATERLINE 15	- minimum water line of a unit to be considered as a submarine (when floater is true)






** builder/factory related settings **

MAX_SCOUTS 4		- max. scouts used at the same time

MAX_BUILDERS 40		- ...

MAX_ASSISTANTS 4	- max number of builders assisting construction of other units/buildings

MIN_ASSISTANCE_BUILDSPEED 20  - minimum workertime/buildpeed of a unit to be taken into account when
				building further assitant builders

MAX_BUILDERS_PER_TYPE 5 - how many builders of a certain type may be built

MAX_FACTORIES_PER_TYPE 3 - how many factories of a certain type may be built






** airforce related settings **

MIN_AIR_ATTACK_COST 100	- minimum cost of a building to be a possible bombing target (not activated at the moment)

MAX_AIR_TARGETS 20	- max number of stored bombing targets (will be used in the future, bombing bug
			  still not fixed)

AIRCRAFT_RATIO 0.2		- determines how many air units AAI will build. Values may range from 0 (none) to 1 (aircraft only).

MIN_AIR_SUPPORT_EFFICIENCY 2.5 - minimum efficiency of an enemy unit to call for air support
				(works only for non air only mods)

AIR_DEFENCE 8		- how often air defence units will be built




** limits for certain building categories **

MAX_DEFENCES 12		- maximum number of defences aai will build in a sector

MIN_SECTOR_THREAT 6	- the higher the value the earlier AAI will stop to build further defences (if it has
			  not already reached maximum number of defences per sector)

MAX_STAT_ARTY 3	- maximum number of stationary artillery (like berthas)

MAX_AIR_BASE 1		- maximum number of air repair pads

MIN_FACTORIES_FOR_DEFENCES 1  - AAI will not start to build stationary defences before it has built at
				least that number of factories

MIN_FACTORIES_FOR_STORAGE 2	  - same as above for storage buildings

MIN_FACTORIES_FOR_RADAR_JAMMER 1  - ... for radars and jammers





** economy related settings **

MAX_METAL_COST 10000	- max metal cost, units that cost more metal will not be built

METAL_ENERGY_RATIO 25	- internal weight of metal vs energy (higher values will shift aai's focus on energy
			  production instead of metal)

MIN_METAL_MAKER_ENERGY 100 - minimum energy surplus for ai to enable metal makers

MAX_METAL_MAKERS 20	- maximum number of metal makers, set to 0 if you want to disable usage of metal makers

MAX_STORAGE 6		- maximum number of storage buildings

MAX_MEX_DISTANCE 7	- tells aai how many sectors away from its main base it is allowed to build mexes

MAX_MEX_DEFENCE_DISTANCE 5 - maximum distance to base where aai defends mexes with cheap defence-buildings


