NICEVILLE (19 FEB)

#gbv.ResearchPointsDivisor	3	Divides research input to arrive at research points. must be > 0
#gbv.LitterDrop			30	Peep drops litter when LitterCheck reaches this value
#gbv.LeaveMax			200	Peep leaves when LeavingCount reaches this value
#gbv.ResignMax			200	Staff leaves when ResignCount reaches this value
#gbv.Happy				60	Determines that a person is happy
#gbv.Unhappy			40	Determines that peeps are unhappy (one added to LeavingCount)
#gbv.VeryUnhappy			20	Determines that peep is very unhappy
#gbv.BowelOverflows		75	Peep poos on the floor 
#gbv.VomitLimit			75	Person pukes at this level

#towns[1].StartCash.IllRate	100000	2	Level 1

#objects[9].StartCost.StartAvail.WhenAvail.AvailableForLevel	2500	1	0	1	9 Inflator Machine
#objects[13].StartCost.StartAvail.WhenAvail.AvailableForLevel	1000	0	2	1	13 Cardiogram
#objects[14].StartCost.StartAvail.WhenAvail.AvailableForLevel	5000	0	12	1	14 Scanner
#objects[22].StartCost.StartAvail.WhenAvail.AvailableForLevel	6000	0	22	1	22 Ultrascan
#objects[23].StartCost.StartAvail.WhenAvail.AvailableForLevel	10000	0	28	1	23 DNA Restorer
#objects[24].StartCost.StartAvail.WhenAvail.AvailableForLevel	2000	0	8	1	24 Cast Remover
#objects[25].StartCost.StartAvail.WhenAvail.AvailableForLevel	1000	0	20	1	25 Hair restorer
#objects[26].StartCost.StartAvail.WhenAvail.AvailableForLevel	1500	0	6	1	26 Slicer for slack tongues
#objects[27].StartCost.StartAvail.WhenAvail.AvailableForLevel	4000	0	10	1	27 X-Ray
#objects[30].StartCost.StartAvail.WhenAvail.AvailableForLevel	5000	1	0	1	30 Operating Table
#objects[40].StartCost.StartAvail.WhenAvail.AvailableForLevel	5000	0	4	1	40 Research Computer
#objects[41].StartCost.StartAvail.WhenAvail.AvailableForLevel	10000	0	18	1	41 Chemical Mixer 
#objects[42].StartCost.StartAvail.WhenAvail.AvailableForLevel	3000	0	30	1	42 Blood Machine
#objects[46].StartCost.StartAvail.WhenAvail.AvailableForLevel	3500	0	16	1	46 Electrolysis Machine
#objects[47].StartCost.StartAvail.WhenAvail.AvailableForLevel	6500	0	26	1	47 Jellyitus Moulding Machine
#objects[54].StartCost.StartAvail.WhenAvail.AvailableForLevel	6500	0	24	1	54 Decontamination Shower
#objects[55].StartCost.StartAvail.WhenAvail.AvailableForLevel	4000	1	0	1	55 Autopsy Research Machine
#objects[57].StartCost.StartAvail.WhenAvail.AvailableForLevel	200	0	14	1	57 Video Game
										   
#visuals[0]			5	I_BLOATY_HEAD
#visuals[1]			4	I_HAIRYITUS
#visuals[2]			3	I_ELVIS
#visuals[3]			2	I_INVIS
#visuals[4]			3	I_RADIATION
#visuals[5]			4	I_SLACK_TONGUE
#visuals[6]			0	I_ALIEN
#visuals[7]			6	I_BROKEN_BONES
#visuals[8]			4	I_BALDNESS
#visuals[9]			2	I_DISCRETE_ITCHING
#visuals[10]		4	I_JELLYITUS
#visuals[11]		4	I_SLEEPING_ILLNESS
#visuals[12]		0	I_PREGNANT
#visuals[13]		4	I_TRANSPARENCY

#non_visuals[0]		5	I_UNCOMMON_COLD
#non_visuals[1]		3	I_BROKEN_WIND
#non_visuals[2]		4	I_SPARE_RIBS
#non_visuals[3]		4	I_KIDNEY_BEANS
#non_visuals[4]		2	I_BROKEN_HEART
#non_visuals[5]		2	I_RUPTURED_NODULES
#non_visuals[6]		6	I_MULTIPLE_TV_PERSONALITIES
#non_visuals[7]		3	I_INFECTIOUS_LAUGHTER
#non_visuals[8]		4	I_CORRUGATED_ANKLES
#non_visuals[9]		4	I_CHRONIC_NOSEHAIR
#non_visuals[10]		4	I_3RD_DEGREE_SIDEBURNS
#non_visuals[11]		4	I_FAKE_BLOOD
#non_visuals[12]		4	I_GASTRIC_EJECTIONS
#non_visuals[13]		4	I_THE_SQUITS
#non_visuals[14]		3	I_IRON_LUNGS
#non_visuals[15]		4	I_SWEATY_PALMS
#non_visuals[16]		5	I_HEAPED_PILES
#non_visuals[17]		5	I_GUT_ROT
#non_visuals[18]		3	I_GOLF_STONES
#non_visuals[19]		4	I_UNEXPECTED_SWELLING

#visuals_available[0]		0	I_BLOATY_HEAD
#visuals_available[1]		9	I_HAIRYITUS
#visuals_available[2]		0	I_ELVIS
#visuals_available[3]		0	I_INVIS
#visuals_available[4]		12	I_RADIATION
#visuals_available[5]		6	I_SLACK_TONGUE
#visuals_available[6]		15	I_ALIEN
#visuals_available[7]		5	I_BROKEN_BONES
#visuals_available[8]		9	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]		0	I_TRANSPARENCY

#win_criteria[0].Criteria.MaxMin.Value.Group.Bound	1	1	750		1	0
#win_criteria[1].Criteria.MaxMin.Value.Group.Bound	2	1	75000		1	32500
#win_criteria[2].Criteria.MaxMin.Value.Group.Bound	3	1	50		1	0
#win_criteria[3].Criteria.MaxMin.Value.Group.Bound	6	1	75000		1	0

#lose_criteria[0].Criteria.MaxMin.Value.Group.Bound	2	0	-10000	1	32500
#lose_criteria[1].Criteria.MaxMin.Value.Group.Bound	5	1	50		2	40
#lose_criteria[2].Criteria.MaxMin.Value.Group.Bound	1	0	200		3	300

#popn[0].Month.Change		0		3
#popn[1].Month.Change		1		1
#popn[2].Month.Change		12		0
#popn[3].Month.Change		18		1
#popn[4].Month.Change		24		0
#popn[5].Month.Change		30		1
#popn[6].Month.Change		35		0

#staff_levels[0].Month.Nurses.Doctors.Handymen.Receptionists.Seed.ShrkRate.SurgRate.RschRate.ConsRate.JrRate	0	6	8	7	6	24958	3	3	3	3	6
#staff_levels[1].Month.Nurses.Doctors.Handymen.Receptionists.Seed.ShrkRate.SurgRate.RschRate.ConsRate.JrRate	6	5	7	6	5	98762	4	4	4	4	5
#staff_levels[2].Month.Nurses.Doctors.Handymen.Receptionists.Seed.ShrkRate.SurgRate.RschRate.ConsRate.JrRate	12	4	6	5	4	56983	5	5	5	5	4

#emergency_control[0].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		2	4	2	4	29	75	400
#emergency_control[1].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		6	8	3	5	9	75	450
#emergency_control[2].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		10	12	1	1	20	75	3000
#emergency_control[3].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		14	16	5	7	2	75	500
#emergency_control[4].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		18	20	6	8	6	75	600
#emergency_control[5].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		22	24	7	9	4	75	500
#emergency_control[6].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		26	28	11	12	11	75	700
#emergency_control[7].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		30	32	9	12	7	75	1000
#emergency_control[8].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		34	36	1	6	22	75	800
#emergency_control[9].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus		38	40	2	10	29	75	400
#emergency_control[10].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus	42	44	5	11	26	75	550
#emergency_control[11].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus	46	48	7	10	11	75	700
#emergency_control[12].StartMonth.EndMonth.Min.Max.Illness.PercWin.Bonus	50	52	6	11	5	75	1000

#gbv.AbilityThreshold[0]	60		Threshold at which skill is granted - SURGEON
#gbv.AbilityThreshold[1]	45		Threshold at which skill is granted - PSYCHO	
#gbv.AbilityThreshold[2]	30		Threshold at which skill is granted - RESEARCHER


