&0 Junior (Easy)
&1 M‚decin (Moyen)
&2 Arzt (Mittel)
&3 Dottore (Medio)
&4 M‚dico (Medio)
&5 Doctor (Medium)
		
#staff[0].MinSalary		45	Nurse		Minimum Salary for Job type
#staff[1].MinSalary		60	Doctor
#staff[2].MinSalary		20	Handyman
#staff[3].MinSalary		15	Receptionist

#gbv.SalaryAdd[3]		-30	Junior. Put in a negative value here
#gbv.SalaryAdd[4]		15	Doctor
#gbv.SalaryAdd[5]		20	Surgeon
#gbv.SalaryAdd[6]		15	Shrink
#gbv.SalaryAdd[7]		50	Consultant
#gbv.SalaryAdd[8]		10	Research

#gbv.SalaryAbilityDivisor	10	Divides ability to find an extra salary addition. must be > 0
#gbv.ResearchPointsDivisor	3	Divides research input to arrive at research points. must be > 0
#gbv.StartRating			100	When a drug is researched what rating does it have
#gbv.StartCost			100	When a drug is researched how much does it cost
#gbv.MinDrugCost			50	Minimum Drug Cost
#gbv.HowContagious		15	If contagious how much - rand up to this figure. higher = more contagious. must be > 0
#gbv.ContagiousSpreadFactor	15	0-100 Higher equals more chance of spreading.
#gbv.ReduceContMonths		14	Reduce cont illnesses until X months have passed
#gbv.ReduceContPeepCount	20	Reduce cont illnesses until X peep have arrived
#gbv.ReduceContRate		0	Rate to reduce cont illneses to - 0 means do not produce contagious illnesses at all
#gbv.HoldVisualMonths		2	Hold all visual illnesses until x months. 0 never hold
#gbv.HoldVisualPeepCount	6	Hold all visual illnesses until x peeps have arrived. 0 never hold

#gbv.RestStanding			4	Resting in Staff room - standing (cont every 16)
#gbv.RestSofa			10	Resting in Staff room - sitting on sofa (cont every 16)
#gbv.RestGame			80	Resting in Staff room - playing computer game (once)
#gbv.RestSnooker			60	Resting in Staff room - playing snooker (once)
#gbv.WorkLight			1	Work Value - adds to tiredness
#gbv.ModifyFreq			16	Game turns between rebalancing staff and peeps
#gbv.NotTired			400	Staff Tiredness Below this - very alert.
#gbv.Tired				700	Staff Tiredness Above this - tired. (below - normal)
#gbv.VeryTired			800	Staff Tiredness Above this - very tired.
#gbv.CrackUpTired			900	Staff Tiredness Above this - could crack up
#gbv.RecoveryFactor		500	Reduces effect of resting based on tiredness ie (recover_value*RecoveryFactor)/Tiredness
#gbv.RecoveryMinimum		4	Minimum amount of recovery after reduction by above
#gbv.LandCostPerTile		25	Cost to buy a single map square
#gbv.MaxObjectStrength		20	Maximum strength value an object can be improved to (by research)
#gbv.ResearchIncrement		2	Increase object strength by this amount when researching
#gbv.QPoints			15	Which Room ? Points per peep in Q for room
#gbv.DistPoints			1	Which Room ? Points against distance to room
#gbv.NoStaffPoints		20	Which Room ? Points against room being unstaffed

#gbv.LitterDrop			30	Peep drops litter when LitterCheck reaches this value
#gbv.LeaveMax			250	Peep leaves when LeavingCount reaches this value
#gbv.ResignMax			250	Staff leaves when ResignCount reaches this value
#gbv.Happy				70	Determines that a person is happy
#gbv.Unhappy			30	Determines that peeps are unhappy (one added to LeavingCount)
#gbv.VeryUnhappy			15	Determines that peep is very unhappy
#gbv.DrinkHappy			5	Add to happiness for a drink
#gbv.ToiletHappy			10	Add to happiness for toilet
#gbv.BowelFull			50	Needs to go to the toilet (one Added to LeavingCount)
#gbv.BowelOverflows		75	Peep poos on the floor 
#gbv.VomitLimit			60	Person pukes at this level
#gbv.LitterRandom			60	Litter dropped random based on his value (mod)
#gbv.SalaryTooLow			-5	Affects staff happiness by this amount if salary too low (each month)
#gbv.SalaryTooHigh		30	Affects staff happiness by this amount if salary higher (each month)
#gbv.ScoreMaxInc			300	x Start Score for level = ceiling for normal score increases (2 dp)
#gbv.VacCost			50	Cost per vaccination
#gbv.RemoveRatHoleChance	3000	1-10000 Lower removes ratholes faster

#gbv.EpidemicFine			1000	If epidemic coverup fails - how much per person you are fined max 20000
#gbv.EpidemicCompLo		5000	If an epidemic coverup succeeds how much compensation is received - lo value 
#gbv.EpidemicCompHi		15000	If an epidemic coverup succeeds how much compensation is received - hi value max 20000

#gbv.MinimumAbductTime		4	Number of years after which first abduction can occur
#gbv.AbductionsPerYear		2	Number of abductions allowed per-year after lead-in time.
#gbv.AutopsyRschPercent		33	% of research completed for an autopsy
#gbv.AutopsyRepHitPercent	15	% rep hit for discovered autopsy
#gbv.MayorLaunch			150	Frequency of Mayor visits. Lower is more frequent.

#gbv.AllocRand			4	Population Allocation - chance of random hospital selection
#gbv.AllocTotalRep		1	Population Allocation - total reputation weighting
#gbv.AllocIndRep			2	Population Allocation - illness reputation weighting
#gbv.AllocDelay			3	Population Allocation - months delay before proper allocation

#towns[0].StartCash.IllRate.InterestRate	0	0	100	Level 0
#towns[1].StartCash.IllRate.InterestRate	50000	2	100	Level 1
#towns[2].StartCash.IllRate.InterestRate	50000	2	200	Level 2
#towns[3].StartCash.IllRate.InterestRate	60000	2	300	Level 3
#towns[4].StartCash.IllRate.InterestRate	60000	2	400	Level 4
#towns[5].StartCash.IllRate.InterestRate	60000	2	500	Level 5
#towns[6].StartCash.IllRate.InterestRate	60000	2	600	Level 6
#towns[7].StartCash.IllRate.InterestRate	60000	2	700	Level 7
#towns[8].StartCash.IllRate.InterestRate	70000	2	700	Level 8
#towns[9].StartCash.IllRate.InterestRate	70000	2	800	Level 9
#towns[10].StartCash.IllRate.InterestRate	70000	2	800	Level 10
#towns[11].StartCash.IllRate.InterestRate	80000	2	900	Level 11
#towns[12].StartCash.IllRate.InterestRate	80000	2	900	Level 12

StartPrice	-       Initial Cure Cost (can be adjusted by player)
ContRate	-       Is this a Contagious Illness (1/ContRate are contagious)
Known		-       Starting position for whether an illness is known about
MaxDiagDiff	-       How difficult is this illness to diagnosis (normal rand)

#expertise[1].StartPrice.ContRate.Known.RschReqd			100	0	1	0		GENERAL_PRACTICE
#expertise[2].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	850	0	0	40000	100	BLOATY_HEAD
#expertise[3].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1150	0	0	40000	100	HAIRYITUS
#expertise[4].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1600	0	0	60000	100	ELVIS
#expertise[5].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1400	0	0	60000	100	INVIS
#expertise[6].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1800	0	0	60000	100	RADIATION
#expertise[7].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	900	0	0	40000	100	SLACK_TONGUE
#expertise[8].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	2000	0	0	60000	100	ALIEN
#expertise[9].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	450	0	0	20000	100	BROKEN_BONES
#expertise[10].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	950	0	0	40000	100	BALDNESS
#expertise[11].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	700	0	0	40000	100	DISCRETE_ITCHING
#expertise[12].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1000	0	0	40000	100	JELLYITUS
#expertise[13].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	750	0	0	40000	100	SLEEPING_ILLNESS
#expertise[14].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	0	0	0	0	100	PREGNANT
#expertise[15].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	800	0	0	40000	100	TRANSPARENCY
#expertise[16].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	300	0	0	20000	100	UNCOMMON_COLD
#expertise[17].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1300	0	0	60000	100	BROKEN_WIND
#expertise[18].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1100	0	0	20000	100	SPARE_RIBS
#expertise[19].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1050	0	0	20000	100	KIDNEY_BEANS
#expertise[20].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1900	0	0	20000	100	BROKEN_HEART
#expertise[21].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1600	0	0	20000	100	RUPTURED_NODULES
#expertise[22].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	800	0	0	40000	100	MULTIPLE_TV_PERSONALITIES
#expertise[23].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1500	0	0	60000	100	INFECTIOUS_LAUGHTER
#expertise[24].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	800	0	0	40000	100	CORRUGATED_ANKLES
#expertise[25].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	800	0	0	40000	100	CHRONIC_NOSEHAIR
#expertise[26].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	550	0	0	40000	100	3RD_DEGREE_SIDEBURNS
#expertise[27].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	800	0	0	40000	100	FAKE_BLOOD
#expertise[28].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	650	0	0	40000	100	GASTRIC_EJECTIONS
#expertise[29].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	400	0	0	20000	100	THE_SQUITS
#expertise[30].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1700	0	0	20000	100	IRON_LUNGS
#expertise[31].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	600	0	0	40000	100	SWEATY_PALMS
#expertise[32].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	400	0	0	20000	100	HEAPED_PILES
#expertise[33].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	350	0	0	20000	100	GUT_ROT
#expertise[34].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	1600	0	0	20000	100	GOLF_STONES
#expertise[35].StartPrice.ContRate.Known.RschReqd.MaxDiagDiff	500	0	0	20000	100	UNEXPECTED_SWELLING
#expertise[36].StartPrice.ContRate.Known.RschReqd			300	0	0	40000		I_D_SCANNER             DIAGNOSIS
#expertise[37].StartPrice.ContRate.Known.RschReqd			250	0	0	50000		I_D_BLOOD_MACHINE       DIAGNOSIS
#expertise[38].StartPrice.ContRate.Known.RschReqd			150	0	0	20000		I_D_CARDIO              DIAGNOSIS
#expertise[39].StartPrice.ContRate.Known.RschReqd			200	0	0	30000		I_D_XRAY                DIAGNOSIS
#expertise[40].StartPrice.ContRate.Known.RschReqd			250	0	0	60000		I_D_ULTRASCAN           DIAGNOSIS
#expertise[41].StartPrice.ContRate.Known.RschReqd			150	0	0	20000		I_D_STANDARD            DIAGNOSIS
#expertise[42].StartPrice.ContRate.Known.RschReqd			100	0	0	20000		I_D_WARD                DIAGNOSIS
#expertise[43].StartPrice.ContRate.Known.RschReqd			200	0	0	20000		I_D_SHRINK              DIAGNOSIS
#expertise[44].StartPrice.ContRate.Known.RschReqd			500	0	0	15000		I_X_RESEARCH		virtual treatment,auto autopsy
#expertise[45].StartPrice.ContRate.Known.RschReqd			500	0	0	30000		I_X_MIXER			virtual treatment,atom analyser
#expertise[46].StartPrice.ContRate.Known.RschReqd			500	0	0	30000		I_X_COMPUTER		virtual treatment,research computer

StartCost		-	How much object costs to purchase at start of level
StartAvail		-	Is object available at start of level (1/0)
WhenAvail		-	How many months until object automatically becomes researched
StartStrength	-	How reliable is object. Times it can be used before needing repair (machines only)
AvailableForLevel -	Whether Item can be researched on this level and will be availble at all

#objects[1].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	100	1	0	10	1	1 Desk
#objects[2].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	100	1	0	10	1	2 Cabinet
#objects[3].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	0	1	0	10	1	3 Door
#objects[4].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	40	1	0	10	1	4 Bench
#objects[5].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	60	1	0	10	1	5 Table
#objects[6].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	20	1	0	10	1	6 Chair
#objects[7].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	500	1	0	10	1	7 Drinks
#objects[8].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	200	1	0	10	1	8 Bed
#objects[9].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	2500	0	0	8	0	9 Inflator Machine
#objects[10].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	150	1	0	10	1	10 Snooker Table
#objects[11].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	150	1	0	10	1	11 New Receptionists Station
#objects[12].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	5	1	0	10	1	12 Build Room Tressle Table
#objects[13].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	1000	0	0	13	0	13 Cardiogram
#objects[14].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	5000	0	0	12	0	14 Scanner
#objects[15].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	3000	1	0	10	1	15 Scanner Console
#objects[16].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	30	1	0	10	1	16 Screen
#objects[17].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	5000	0	0	10	0	17 Jukebox
#objects[18].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	100	1	0	10	1	18 Couch
#objects[19].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	150	1	0	10	1	19 Sofa
#objects[20].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	250	1	0	10	1	20 Crash Trolley
#objects[21].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	50	1	0	10	1	21 TV set
#objects[22].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	6000	0	0	9	0	22 Ultrascan
#objects[23].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	10000	0	0	7	0	23 DNA Restorer
#objects[24].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	2000	0	0	11	0	24 Cast Remover
#objects[25].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	1000	0	0	8	0	25 Hair restorer
#objects[26].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	1500	0	0	10	0	26 Slicer for slack tongues
#objects[27].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	4000	0	0	12	0	27 X-Ray
#objects[28].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	2000	1	0	10	1	28 Radiation Shield
#objects[29].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	500	1	0	10	1	29 X-Ray Viewer
#objects[30].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	5000	0	0	12	0	30 Operating Table
#objects[31].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	2000	1	0	10	1	31 Lamp
#objects[32].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	30	1	0	10	1	32 Bathroom Sink
#objects[33].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	50	1	0	10	1	33 Op Sink 1
#objects[34].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	50	1	0	10	1	34 Op Sink 2
#objects[35].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	200	1	0	10	1	35 Surgeon Screen
#objects[36].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	50	1	0	10	1	36 Lecture Chair
#objects[37].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	100	0	0	10	0	37 Projector
#objects[38].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	200	1	0	10	1	38 Bed Screen Open
#objects[39].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	1000	1	0	10	1	39 Pharmacy Cabinet
#objects[40].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	5000	0	0	10	0	40 Research Computer
#objects[41].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	10000	0	0	10	0	41 Chemical Mixer 
#objects[42].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	3000	0	0	10	0	42 Blood Machine
#objects[43].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	25	1	0	10	1	43 Fire Extinguisher
#objects[44].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	20	1	0	10	1	44 Radiator
#objects[45].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	5	1	0	10	1	45 Plant1
#objects[46].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	3500	0	0	8	0	46 Electrolysis Machine
#objects[47].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	6500	0	0	7	0	47 Jellyitus Moulding Machine
#objects[48].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	0	1	0	10	1	48 Gates to Hell
#objects[49].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	200	1	0	10	1	49 Bed Screen Closed
#objects[50].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	5	1	0	10	1	50 Bin
#objects[51].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	300	1	0	10	1	51 Toilet
#objects[52].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	0	1	0	10	1	52 Double Door Part #1
#objects[53].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	0	1	0	10	1	53 Double Door Part #2
#objects[54].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	6500	0	0	10	0	54 Decontamination Shower
#objects[55].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	4000	0	0	10	0	55 Autopsy Research Machine
#objects[56].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	350	1	0	10	1	56 Bookcase
#objects[57].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	200	0	0	10	0	57 Video Game
#objects[58].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	0	1	0	10	1	58 Entrance Left Door
#objects[59].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	0	1	0	10	1	59 Entrance Right Door
#objects[60].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	450	1	0	10	1	60 Skeleton
#objects[61].StartCost.StartAvail.WhenAvail.StartStrength.AvailableForLevel	100	1	0	10	1	61 Comfy Chair
										   
#visuals[0]		0	I_BLOATY_HEAD
#visuals[1]		0	I_HAIRYITUS
#visuals[2]		0	I_ELVIS
#visuals[3]		0	I_INVIS
#visuals[4]		0	I_RADIATION
#visuals[5]		0	I_SLACK_TONGUE
#visuals[6]		0	I_ALIEN
#visuals[7]		0	I_BROKEN_BONES
#visuals[8]		0	I_BALDNESS
#visuals[9]		0	I_DISCRETE_ITCHING
#visuals[10]	0	I_JELLYITUS
#visuals[11]	0	I_SLEEPING_ILLNESS
#visuals[12]	0	I_PREGNANT
#visuals[13]	0	I_TRANSPARENCY
#non_visuals[0]	0	I_UNCOMMON_COLD
#non_visuals[1]	0	I_BROKEN_WIND
#non_visuals[2]	0	I_SPARE_RIBS
#non_visuals[3]	0	I_KIDNEY_BEANS
#non_visuals[4]	0	I_BROKEN_HEART
#non_visuals[5]	0	I_RUPTURED_NODULES
#non_visuals[6]	0	I_MULTIPLE_TV_PERSONALITIES
#non_visuals[7]	0	I_INFECTIOUS_LAUGHTER
#non_visuals[8]	0	I_CORRUGATED_ANKLES
#non_visuals[9]	0	I_CHRONIC_NOSEHAIR
#non_visuals[10]	0	I_3RD_DEGREE_SIDEBURNS
#non_visuals[11]	0	I_FAKE_BLOOD
#non_visuals[12]	0	I_GASTRIC_EJECTIONS
#non_visuals[13]	0	I_THE_SQUITS
#non_visuals[14]	0	I_IRON_LUNGS
#non_visuals[15]	0	I_SWEATY_PALMS
#non_visuals[16]	0	I_HEAPED_PILES
#non_visuals[17]	0	I_GUT_ROT
#non_visuals[18]	0	I_GOLF_STONES
#non_visuals[19]	0	I_UNEXPECTED_SWELLING

Defines which month a visual illness becomes available (if it is going to be available is defined
above in visuals). 0 means available immediately

#visuals_available[0]		0	I_BLOATY_HEAD
#visuals_available[1]		12	I_HAIRYITUS
#visuals_available[2]		3	I_ELVIS
#visuals_available[3]		12	I_INVIS
#visuals_available[4]		18	I_RADIATION
#visuals_available[5]		6	I_SLACK_TONGUE
#visuals_available[6]		0	I_ALIEN
#visuals_available[7]		6	I_BROKEN_BONES
#visuals_available[8]		12	I_BALDNESS
#visuals_available[9]		0	I_DISCRETE_ITCHING
#visuals_available[10]		18	I_JELLYITUS
#visuals_available[11]		0	I_SLEEPING_ILLNESS
#visuals_available[12]		0	I_PREGNANT
#visuals_available[13]		6	I_TRANSPARENCY

#rooms[7].Cost		2280		GP_OFFICE
#rooms[8].Cost		2270		PSYCHO
#rooms[9].Cost		1700		WARD
#rooms[10].Cost		2250		OP_THEATRE
#rooms[11].Cost		500		PHARMACY
#rooms[12].Cost		470		CARDIO
#rooms[13].Cost		3970		SCANNER
#rooms[14].Cost		2000		ULTRASCAN
#rooms[15].Cost		3000		BLOOD_MACHINE
#rooms[16].Cost		2000		XRAY
#rooms[17].Cost		1500		INFLATOR
#rooms[18].Cost		7000		ALIEN
#rooms[19].Cost		500		HAIR_RESTORE
#rooms[20].Cost		1500		SLACK_TONGUE
#rooms[21].Cost		500		FRACTURE
#rooms[22].Cost		1850		TRAINING
#rooms[23].Cost		500		ELECTRO
#rooms[24].Cost		4500		JELLY_VAT
#rooms[25].Cost		1350		STAFF
#rooms[26].Cost		5		TV
#rooms[27].Cost		720		GENERAL_DIAG
#rooms[28].Cost		800		RESEARCH
#rooms[29].Cost		1170		TOILETS
#rooms[30].Cost		5500		DECON_SHOWER

Win Lose Criteria - every criteria in a group must be satisfied for an win/lose situation
1	Total reputation
2	Balance total
3	Percentage Peeps your hospital has handled
4	Percentage peeps have been cured
5	Percentage peeps have been killed
6	Hospital value
Value is the value the criteria is compared against
MaxMin if 1 then gamevalue must be >  Value  else if 0 then gamevalue must be < Value
Group allows different criteria to be grouped together.
Bound	Sets the danger level for reporting to player. Most useful for MaxMin == 0 (BELOW CONDITIONS)

#win_criteria[0].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#win_criteria[1].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#win_criteria[2].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#win_criteria[3].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#win_criteria[4].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#win_criteria[5].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0

#lose_criteria[0].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#lose_criteria[1].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#lose_criteria[2].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#lose_criteria[3].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#lose_criteria[4].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0
#lose_criteria[5].Criteria.MaxMin.Value.Group.Bound	0	0	0	0	0

Population Fluctuations (max 30 entries)
Month	the month that a population change takes place
Change	Specifies the nature of the population change. 
        +n popn starts to rise by that amount each month.
		0  popn remains static at the current number
		-n popn starts to decline by that amount each month

#popn[0].Month.Change		0		4
#popn[1].Month.Change		1		1
#popn[2].Month.Change		0		0

Staff Levels (max 30 entries)
Month		the month staffing level are effective from (must always be entry for month 0)
Nurses etc	each month the number of each staff will be kept to this level 
Seed		used to generate staff characteristics and skills etc (only reset for each new entry ie not each month)
SkillRate	rate at which skills are allocated	
	
#staff_levels[0].Month.Nurses.Doctors.Handymen.Receptionists.Seed.ShrkRate.SurgRate.RschRate.ConsRate.JrRate	0	8	8	3	2	24958	10	10	10	10	5
#staff_levels[1].Month.Nurses.Doctors.Handymen.Receptionists.Seed.ShrkRate.SurgRate.RschRate.ConsRate.JrRate	3	7	5	5	3	98762	10	10	10	10	5
#staff_levels[2].Month.Nurses.Doctors.Handymen.Receptionists.Seed.ShrkRate.SurgRate.RschRate.ConsRate.JrRate	5	5	8	7	4	56983	10	10	10	10	5

Emergency Control (max 20 entries)
StartMonth	emergency is generated randomly between StartMonth and EndMonth
Min		number of peeps involved in emergency is random between Min and Max
Illness	illness peeps have
PercWin	percentage of peep that need to be cured for bonuses to be paid
Bonus		bonus available per person cured

#emergency_control[0].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		0	0	0	0	0	0	0
#emergency_control[1].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		0	0	0	0	0	0	0
#emergency_control[2].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		0	0	0	0	0	0	0

Quake Control (max 16 entries)

#quake_control[0].StartMonth.EndMonth.Severity		0	0	0
#quake_control[1].StartMonth.EndMonth.Severity		0	0	0
#quake_control[2].StartMonth.EndMonth.Severity		0	0	0

Computer Players (max 20 entries)

Skill		1-5	5 is best technical skill - affects speed of build
StaffLevels	0-9	9 is most staff employed per patient
Luck		0-4	4 is a lucky player, 0 is unlucky
Speed		1-100	1 is a very fast player, 100 is slow - 50 is standard
Comfort	0-9	How important is patients comfort level (1 is low)
GuessAt	0-100	What percentage will the computer player guess at an illness

#computer[0].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		5	5	3	40	8	75	0	ORAC
#computer[1].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		3	5	2	60	5	75	0	COLOSSUS
#computer[2].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		2	4	1	50	8	80	0	HAL
#computer[3].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		4	8	2	70	6	50	0	MULTIVAC
#computer[4].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		3	7	3	50	8	60	0	HOLLY
#computer[5].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		1	6	2	60	5	90	0	DEEP THOUGHT
#computer[6].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		5	5	3	40	8	75	0	ZEN
#computer[7].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		4	4	2	70	3	40	0	SKYNET
#computer[8].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		5	9	0	80	4	90	0	MARVIN
#computer[9].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing		3	3	4	50	7	95	0	CEREBRO
#computer[10].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing	3	5	2	50	9	50	0	MOTHER
#computer[11].Skill.StaffLevels.Luck.Speed.Comfort.GuessAt.Playing	5	5	3	40	8	75	0	JAYNE

Trophy win conditions
#awards_trophies.RatKillsAbsolute		25	Kill more than this number of rats in a year to win this award MIN 0 MAX 255
#awards_trophies.CansofCoke			100	Sell more than this number of cans to win the award MIN 0 MAX 255
#awards_trophies.Reputation			400	If player's reputation is >x all through the year then win trophy MIN 0 MAX 1000
#awards_trophies.Plant				80	Percentage - keep you plants 90% or more watered MIN 0 MAX 100
#awards_trophies.TrophyStaffHappiness	85	Percentage - keep mean staff happiness >x throughout the year to win the trophy MIN 0 MAX 100
#awards_trophies.RatKillsPercentage		11	Percentage - Rats shot:Rats killed - only valid if player kills at least half the number of rats needed to win the other rats trophy MIN 0 MAX 100
#awards_trophies.TrophyMayor			25	Percentage  (0-100) low is good needs at 2 mayor visits to be triggered 

Trophy win bonuses
#awards_trophies.RatKillsAbsoluteBonus		5	Bonus - MIN 0 MAX 255 (REP BONUS) REP BONUSES ARE NOW PERCENTAGES
#awards_trophies.CansofCokeBonus			1000	Bonus - MIN 0 MAX 65535 (MONEY BONUS)
#awards_trophies.TrophyReputationBonus		2000	Bonus - MIN 0 MAX 65535 (MONEY BONUS)
#awards_trophies.PlantBonus				5	Bonus - MIN 0 MAX 255 (REP BONUS)
#awards_trophies.TrophyStaffHappinessBonus	5	Bonus - MIN 0 MAX 255 (REP BONUS)
#awards_trophies.RatKillsPercentageBonus		5000	Bonus - MIN 0 MAX 65535 (MONEY BONUS)
#awards_trophies.TrophyDeathBonus			10000	Bonus to money for NO DEATHS in the year (0-65535) (MONEY BONUS)
#awards_trophies.TrophyCuresBonus			6000	Bonus to money for approximately 100% Cure Rate in the year (0-65535) (MONEY BONUS)
#awards_trophies.TrophyMayorBonus			5	Bonus to reputation for good mayor visits (0-255) (REP BONUS)

Award win criteria
#awards_trophies.CuresAward				50	>x to win the award			MIN 0 MAX 255
#awards_trophies.CuresPoor				10	<x to win this award 			MIN 0 MAX 255
#awards_trophies.DeathsAward				10	<x to win this award 			MIN 0 MAX 255
#awards_trophies.DeathsPoor				25	>x to win the award			MIN 0 MAX 255
#awards_trophies.PopulationPercentageAward	50	>x Percentage - to win the award	MIN 0 MAX 100
#awards_trophies.PopulationPercentagePoor		15	<x Percentage - to win the award	MIN 0 MAX 100
#awards_trophies.CuresVDeathsAward			5	>x to win the award			MIN 0 MAX 100
#awards_trophies.CuresVDeathsPoor			1	<x to win this award 			MIN 0 MAX 100
#awards_trophies.ReputationAward			500	>x to win the award			MIN 0 MAX 1000
#awards_trophies.ReputationPoor			200	<x to win the award			MIN 0 MAX 1000
#awards_trophies.HospValueAward			150000	>x to win the award		MIN 0 MAX 2000000
#awards_trophies.HospValuePoor			50000	<x to win the award			MIN 0 MAX 2000000
#awards_trophies.CleanlinessAward			5	<x Percentage - to win the award	MIN 0 MAX 100 - low is good (ie low amount of litter per square)
#awards_trophies.CleanlinessPoor			40	>x Percentage - to win the award	MIN 0 MAX 100 - high is bad (ie high amount of litter per square)
#awards_trophies.EmergencyAward			90	>x Percentage - to win the award	MIN 0 MAX 100 - percentage of peeps saved in emergencies - at least two emergencies per year  to qualify
#awards_trophies.EmergencyPoor			50	<x Percentage - to win the award	MIN 0 MAX 100
#awards_trophies.StaffHappinessAward		75	>x Percentage - to win the award	MIN 0 MAX 100 - staff mean happiness thoughout the year
#awards_trophies.StaffHappinessPoor			25 	<x Percentage - to win the award	MIN 0 MAX 100
#awards_trophies.PeepHappinessAward			75	>x Percentage - to win the award	MIN 0 MAX 100 - peeps mean happiness thoughout the year
#awards_trophies.PeepHappinessPoor			25 	<x Percentage - to win the award	MIN 0 MAX 100
#awards_trophies.WaitingTimesAward			25	>x Percentage - to win the award	MIN 0 MAX 100 - percentage of BAL_LC_LEAVE - gbv.LeaveMax - high is bad, low is good
#awards_trophies.WaitingTimesPoor			75 	<x Percentage - to win the award	MIN 0 MAX 100
#awards_trophies.WellKeptTechAward			20	Percentages - low is well looked after, high is bad
#awards_trophies.WellKeptTechPoor			70

Award win bonuses or penalties

#awards_trophies.CuresBonus				2000	MIN -32000 MAX +32000 - MONEY
#awards_trophies.CuresPenalty				-3000	MIN -32000 MAX +32000 - MONEY
#awards_trophies.DeathsBonus				3000	MIN -32000 MAX +32000 - MONEY
#awards_trophies.DeathsPenalty			-5000	MIN -32000 MAX +32000 - MONEY
#awards_trophies.PopulationPercentageBonus	4	MIN -127 MAX +127 - REP - REP BONUSES ARE NOW PERCENTAGES
#awards_trophies.PopulationPercentagePenalty	-5	MIN -127 MAX +127 - REP
#awards_trophies.CuresVDeathsBonus			4000	MIN -32000 MAX +32000 - MONEY
#awards_trophies.CuresVDeathsPenalty		-4000	MIN -32000 MAX +32000 - MONEY
#awards_trophies.AwardReputationBonus		2000	MIN -32000 MAX +32000 - MONEY
#awards_trophies.AwardReputationPenalty		-3000	MIN -32000 MAX +32000 - MONEY
#awards_trophies.HospValueBonus			3	MIN -127 MAX +127 - REP
#awards_trophies.HospValuePenalty			-6	MIN -127 MAX +127 - REP
#awards_trophies.CleanlinessBonus			6	MIN -127 MAX +127 - REP
#awards_trophies.CleanlinessPenalty			-12	MIN -127 MAX +127 - REP
#awards_trophies.EmergencyBonus			7	MIN -127 MAX +127 - REP
#awards_trophies.EmergencyPenalty			-11	MIN -127 MAX +127 - REP
#awards_trophies.AwardStaffHappinessBonus		4	MIN -127 MAX +127 - REP
#awards_trophies.AwardStaffHappinessPenalty	-10	MIN -127 MAX +127 - REP
#awards_trophies.PeepHappinessBonus			4	MIN -127 MAX +127 - REP
#awards_trophies.PeepHappinessPenalty		-9	MIN -127 MAX +127 - REP
#awards_trophies.WaitingTimesBonus			2	MIN -127 MAX +127 - REP
#awards_trophies.WaitingTimesPenalty		-6	MIN -127 MAX +127 - REP
#awards_trophies.WellKeptTechBonus			7	MIN -127 MAX +127 - REP
#awards_trophies.WellKeptTechPenalty		-5	MIN -127 MAX +127 - REP
#awards_trophies.NewTechAward				2000	0-4,000,000
#awards_trophies.NewTechPoor				0	0-4,000,000
#awards_trophies.ResearchBonus			5	MIN -127 MAX +127 reputation bonus
#awards_trophies.ResearchPenalty			-6	MIN -127 MAX +127 reputation penalty

#gbv.TrainingRate		40	Add to student doctor's ability when being taught MIN 1 MAX 255
#gbv.PromoDoc		6	Time in months to wait before a junior becomes a doctor	MIN 1 MAX 255
#gbv.PromoCon		9	Time in months to wait before a doctor becomes a consultant MIN 1 MAX 255
#gbv.DrugImproveRate	5	MIN 1 MAX 100 (Percentage)
#gbv.DisasterLaunch	300	Time before disasters 0-10000

#gbv.AbilityThreshold[0]	50		Threshold at which skill is granted - SURGEON
#gbv.AbilityThreshold[1]	40		Threshold at which skill is granted - PSYCHO	
#gbv.AbilityThreshold[2]	30		Threshold at which skill is granted - RESEARCHER
#gbv.TrainingValue[0]		10		Projector
#gbv.TrainingValue[1]		15		Skeleton
#gbv.TrainingValue[2]		20		Bookcase

#gbv.DoctorThreshold		250		>This value gives doctor
#gbv.ConsultantThreshold	750		>This value gives consultant

#gbv.RschImproveCostPercent		5	% of original rsch cost required to improve
#gbv.RschImproveIncrementPercent	10	%-point increase in improve cost per improvement
