

[setup]
mission = data/missions/mission1.txt
events = data/simulation/events.csv
situations = data/simulation/situations.csv
simulation = data/simulation/simulation.csv
policies = data/simulation/policies.csv
voters = data/simulation/votertypes.csv

//effect by which a voters approval of government is reduced if they broke their election manifesto promises.
MANIFESTO_BROKEN_PENALTY = 0.2

//number of ai entities modelled within the game. changing this may have massive implications to performance
AIENTITIES = 2000

//membership requirement limit required before you join any pressure group.
PRESSUREGROUP_JOIN_THROTTLE = 0.8

//number of citizens who claim membership of a pressuregroup in relation tot he number reported.
PRESSUREGROUP_DIVISOR = 1000

//if a voters happiness is below this, he will develop loyalty to the opposition
VOTER_OPPOSITION_INCREASE_SYMPATHY_BELOW = 0.1
//...and his loyalty will rise by this amount each turn
VOTER_OPPOSITON_SYMPATHY_GAIN = 0.1

//if a voters happiness is above this point, they will lose loyalty to the opposition
VOTER_OPPOSITION_DECREASE_SYMPATHY_ABOVE = 0.15
//...by this amount each turn
VOTER_OPPOSITON_SYMPATHY_DECAY = 0.1

//if happier than this, increase sympathy with ruling party
VOTER_PLAYER_INCREASE_SYMPATHY_ABOVE = 0.9
//...by this amount each turn
VOTER_PLAYER_SYMPATHY_GAIN = 0.1

//if less happy than this then decrease sympathy with ruling party
VOTER_PLAYER_DECREASE_SYMPATHY_BELOW = 0.85
//...by this amount each turn
VOTER_PLAYER_SYMPATHY_DECAY = 0.1

//if sympathy is above this, join the opposition
VOTER_OPPOSITION_JOIN_THRESHHOLD = 0.7
//or player
VOTER_PLAYER_JOIN_THRESHHOLD = 0.7


//leave if below this
VOTER_OPPOSITION_LEAVE_THRESHHOLD = 0.2
//or this
VOTER_PLAYER_LEAVE_THRESHHOLD = 0.2

//threshold at which someone becomes a group member
VOTER_GROUP_MEMBERSHIP_THRESHHOLD = 0.5

//growth in ministerial experience per turn
MINISTER_EXPERIENCE_RATE = 0.05

//amount of political capital a perfectly happy minister generates per turn
POLITICAL_CAPITAL_PER_MINISTER = 10

//happiness of minister above which he becomes more loyal each turn
MINISTER_LOYALTY_GAIN_THRESHHOLD = 0.7

//rate at which a happy minister becomes more loyal
MINISTER_LOYALTY_GAINRATE = 0.02

//number of restricted power points required to sack a minister
FIRE_MINISTER_POINTS_NEEDED = 2

//happiness of minister below which he becomes less loyal each turn
MINISTER_LOYALTY_DROP_THRESHHOLD = 0.3

//rate at which an unhappy minister loses loyalty each turn
MINISTER_LOYALTY_DROP_RATE = 0.026

//loyalty level below which minister may resign
MINISTER_RESIGN_THRESHHOLD = 0.2

//below this minister complains to you.
MINISTER_LOW_LOYALTY = 0.3

//chance per quarter that an unhappy minister will actually resign
MINISTER_RESIGN_CHANCE = 0.25

//boost to happiness from having a like-minded minister in power. (sympathies)
MINISTER_VOTER_BOOST = 0.05

//default group memberships
DEFAULT_GROUP_ENVIRONMENTALIST = 0.2
DEFAULT_GROUP_RELIGIOUS = 0.24
DEFAULT_GROUP_PATRIOT = 0.17

//extent to which an individual voters strength of feeling will influence his decision to vote at all
VOTING_OPINION_EFFECT_MULTIPLIER = 0.5
//extent to which a voters natural base interest in politics will affect his decision to vote at all
VOTING_TENDENCY_EFFECT_MULTIPLIER = 0.25
//extent to which the size of a voters preferred candidates party will influence his decision to vote at all
VOTING_PARTY_EFFECT_MULTIPLIER = 0.25

//the maximum political capital you can earn each turn
POLITICAL_CAPITAL_MAXACTIONPOINTS = 180

//below this income you are poor
POOR_INCOME_THRESHOLD = 15000
WEALTHY_INCOME_THRESHOLD = 60000
WEALTHY_INCOME_MAX = 100000

//maximum value for which a voter will reduce his happiness by complacency built up over time.
COMPLACENCY_MAX = 0.14

//amount by which complacency goes up every turn if happy.
COMPLACENCY_ACCUMULATOR = 0.011

//turns off dilemmas
DILEMMAS_DISABLE = 0

//turns off events
EVENTS_DISABLE = 0