	"This table gives the number of ping pong balls that should be given to be building a military ship or grunt, "
	depending on how depleted the reserves are (as a % of desired size).
TableStart	UrgencyToFillReserves
ColumnHeadingsStart	NumberOfBalls
RowHeadingsStart	
LessThan10	5
LessThan20	5
LessThan30	5
LessThan40	4
LessThan50	4
LessThan60	4
LessThan70	4
LessThan80	3
LessThan90	3
LessThan100	3
LessThan120	2
LessThan150	1
MoreThan150	1
TableEnd	


	"How far can we see outside of combat (on the galaxy screen) - this is the base distance, will be better with sensors, worse"
	against cloaked ships.
TableStart	BaseSensorRange
ColumnHeadingsStart	Distance
RowHeadingsStart	
PlanetarySensors	32
ShipSensors	18
TableEnd	


	This gives the default border policy for each type of relationship.  Values are as follows:
	0 - Quiet Front							
	1 - Defensive Front							
	2 - Total War							
TableStart	DefaultBorderPolicy							
ColumnHeadingsStart	Policy							
RowHeadingsStart								
kEnforcedPeaceRelation	1							
kTreatiedRelation	0							
kNoWarNoPeaceRelation	1							
kAtWarRelation	2							
TableEnd								

	"This table sets the preferences for how many of each type of ship to build.  Just set up the ratios, I will convert to %."							
	"Use integers, please."							
TableStart	ShipRatios							
ColumnHeadingsStart	LRSS	SRSS	PlanetDstryr	IndirectFire	Carrier	FlotsamDfns	Recon	Transport
RowHeadingsStart								
preference	8	4	0	4	6	5	2	0
TableEnd								


	"This table sets the preferences for how many of each type of task force to build.  Just set up the ratios, I will convert to %."							
	"Use integers, please."							
TableStart	TaskForceRatios							
ColumnHeadingsStart	LRSS	SRSS	IndirectFire	Carrier	Recon	Transport		
RowHeadingsStart								
preference	4	2	1	2	0	1		
TableEnd								


	"This table sets the preferences for how many of each type of troops to build.  Just set up the ratios, I will convert to %."							
	Militia and Partisan should always remain 0.  Infantry should be the amount we want for military actions - infantry to be 							
	used as police are figured differently.										
	We only consider using the first of the following: Battleoid OR Armor OR (Marine AND Mobile) OR Infantry.  All available										
	support unit types can be used.										
	"Use integers, please."										
TableStart	TroopRatios										
ColumnHeadingsStart	Infantry	Marine	MobileInf	Armor	Battleoid	Militia	Psyops	Commando	Hacker	CommandCtr	Magazine
RowHeadingsStart											
preference	20	30	30	30	30	0	2	2	2	2	2
TableEnd											


	"This table basically specifies how aggressive the AI is - that is, how likely is it to increase it's force levels each turn (within "										
	"the bounds of what is allowed), decrease it, or leave it at the current level.  Values should vary from 0 to 10."										
TableStart	BorderPolicyModificationPref										
ColumnHeadingsStart	KeepTheSame	RaisePolicy	LowerPolicy								
RowHeadingsStart											
preference	8	7	3	
TableEnd				


	This table gives the max number of ships the new orions are allowed to have in the reserves for			
	each difficulty level.  0 indicates no limit.  Excess ships are scrapped.			
TableStart	MaxOrionReserves			
ColumnHeadingsStart	easy	medium	hard	impossible
RowHeadingsStart				
NumShips	500	1000	0	0
TableEnd				


TableStart	StartingPopulation			
ColumnHeadingsStart	ColonyShip	OutpostShip		
RowHeadingsStart				
Paradise	1.1	0.05
SweetSpot	1.1	0.05
Green1	1.1	0.05
Green2	1.1	0.05
Yellow1	0.8	0.05
Yellow2	0.65	0.05
Red1	0.5	0.05
Red2	0.35	0.05
TableEnd		


	-----------------------------------------------------------------------------	
	The following tables are supported in code written 3/11/03	
	-----------------------------------------------------------------------------	


	"Gives the chance of building an orbital or system ship, expressed as an int from 1 to 100.  Chance is base + border +"				
	"threatened + home system. The min systems is a divisor - if we have less than this many systems, we multiply by the "				
	"number of systems we have, then divide by min systems."				
TableStart	LocalDefensePriority				
ColumnHeadingsStart	base	border	threatened	home system	min systems
RowHeadingsStart					
percent	5	10	10	5	10
TableEnd					


	"If we've decided to build a system defense, gives the percent chance to build an planetary defense.  Otherwise, we "				
	"build a system ship.  For each class of planet (only planet, best planet, or other), we have a base chance and then "				
	a multiplier to multiply by the number of system ships.  There is also a cap for each category.  The multiplier is float.				
TableStart	PlanetaryDefensePriority				
ColumnHeadingsStart	base	multiplier	cap		
RowHeadingsStart					
only planet	50	1.5	95	
best planet	30	2	95	
other	70	1	95	
TableEnd				


	"The percent chance of deciding to build a deployment center on a system seat that doesn't have one, as an int from 1"			
	"to 100.  (Base + (per jump * jump to closest deployment center)) * border.  If > cap, set to cap.  Border is a float"			
TableStart	DeploymentCenterPriority			
ColumnHeadingsStart	base	per jump	border	cap
RowHeadingsStart				
percent	-7	3	2	40
TableEnd				

PattonMod: NOTE: table above used to read: 				
	base	per jump	border	cap
	-7	5	2	40


	Gives the priority of building a system colony ship			
TableStart	SystemColonyShipPriority			
ColumnHeadingsStart	percent			
RowHeadingsStart				
percent	5			
TableEnd				


	This table gives multipliers (as fixed point) to the priority of each of the categories of military build queue items.  It's			
	"intended to facilitate balance, but for significant changes you may want to modify the functions themselves."			
TableStart	BuildItemBalance			
ColumnHeadingsStart	military ships	colony ships	transports	grunts
RowHeadingsStart				
multiplier	2	1	1	1			
TableEnd							



TableStart	AdvantageNeeded						
ColumnHeadingsStart	HavePlanet	NoPlanet					
RowHeadingsStart					Old values		
Quiet Front	1.5	0.9			Quiet Front	1.5	0.9
Defensive Front	1.5	0.9			Defensive Front	1.5	0.9
Total War	1.3	0.75			Total War	1.5	0.9
Holy War	1.1	0.4			Holy War	0.9	0.4
Unknown Opponent	1.5	0.9			Unknown Opponent	1.5	0.9
TableEnd							
