1392 Define rows (most not in GlobalDefines.xml) can be modified by SQL

Pazyryk

Deity
Joined
Jun 13, 2008
Messages
3,584
One thing I've noticed a lot is that many tables in the DB are populated only in part by XML files, with the remainder populated by the dll. However, it is still possible to change these values via SQL.

One extreme example is the Defines table. The DebugDB Defines table has 1392 rows, which is much much more than you see in GlobalDefines.xml. Interestingly, you can change these values via SQL. Now, it's very likely that many of these won't work, or won't do what you want (e.g., CITY_PLOTS_RADIUS), but there are many more that may work just fine.

Interestingly, DebugDB has 40 rows that you don't see in CoreDB (I haven't noticed this difference in other tables). These are:

Spoiler :
Code:
LAND_TERRAIN	0
DEEP_WATER_TERRAIN	6
SHALLOW_WATER_TERRAIN	5
RUINS_IMPROVEMENT	0
NUKE_FEATURE	6
CAPITAL_BUILDINGCLASS	48
DEFAULT_SPECIALIST	0
INITIAL_CITY_ROUTE_TYPE	0
STANDARD_HANDICAP	1
MULTIPLAYER_HANDICAP	3
STANDARD_HANDICAP_QUICK	1
STANDARD_GAMESPEED	2
STANDARD_TURNTIMER	3
STANDARD_CLIMATE	0
STANDARD_WORLD_SIZE	3
STANDARD_SEALEVEL	1
STANDARD_ERA	0
STANDARD_CALENDAR	0
BARBARIAN_HANDICAP	1
BARBARIAN_CIVILIZATION	3
MINOR_CIV_HANDICAP	3
MINOR_CIVILIZATION	2
PROMOTION_EMBARKATION	8
PROMOTION_OCEAN_IMPASSABLE	10
PROMOTION_OCEAN_IMPASSABLE_UNTIL_ASTRONOMY	9
BARBARIAN_CAMP_IMPROVEMENT	1
WALLS_BUILDINGCLASS	24
AI_HANDICAP	1
MAX_CIV_PLAYERS	63
MAX_CIV_TEAMS	63
MAX_MAJOR_CIVS	22
MAX_MINOR_CIVS	41
MAX_PLAYERS	64
MAX_TEAMS	64
BARBARIAN_PLAYER	63
BARBARIAN_TEAM	63
NUM_CITY_PLOTS	37
CITY_HOME_PLOT	0
CITY_PLOTS_RADIUS	3
CITY_PLOTS_DIAMETER	7
 
Here are the other 1352 that appear in both DebugDB and CoreDB (this and next post):

Spoiler :
Code:
CAN_WORK_WATER_FROM_GAME_START	1
NAVAL_PLOT_BLOCKADE_RANGE	2
EVENT_MESSAGE_TIME	10
START_YEAR	-4000
WEEKS_PER_MONTHS	4
RECON_VISIBILITY_RANGE	6
PLOT_VISIBILITY_RANGE	1
UNIT_VISIBILITY_RANGE	1
AIR_UNIT_REBASE_RANGE_MULTIPLIER	200
MOUNTAIN_SEE_FROM_CHANGE	2
MOUNTAIN_SEE_THROUGH_CHANGE	2
HILLS_SEE_FROM_CHANGE	1
HILLS_SEE_THROUGH_CHANGE	1
SEAWATER_SEE_FROM_CHANGE	1
SEAWATER_SEE_THROUGH_CHANGE	1
MAX_YIELD_STACK	5
MOVE_DENOMINATOR	60
STARTING_DISTANCE_PERCENT	12
MIN_CIV_STARTING_DISTANCE	10
MIN_CITY_RANGE	3
OWNERSHIP_SCORE_DURATION_THRESHOLD	20
NUM_POLICY_BRANCHES_ALLOWED	2
VICTORY_POINTS_NEEDED_TO_WIN	20
NUM_VICTORY_POINT_AWARDS	5
NUM_OR_TECH_PREREQS	3
NUM_AND_TECH_PREREQS	4
NUM_UNIT_AND_TECH_PREREQS	3
NUM_BUILDING_AND_TECH_PREREQS	3
NUM_BUILDING_RESOURCE_PREREQS	5
BASE_RESEARCH_RATE	1
MAX_WORLD_WONDERS_PER_CITY	-1
MAX_TEAM_WONDERS_PER_CITY	-1
MAX_NATIONAL_WONDERS_PER_CITY	-1
MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC	-1
MAX_BUILDINGS_PER_CITY	-1
INITIAL_CITY_POPULATION	1
CITY_CAPTURE_POPULATION_PERCENT	50
BASE_CITY_GROWTH_THRESHOLD	15
CITY_GROWTH_MULTIPLIER	8
CITY_GROWTH_EXPONENT	1.5
FOOD_CONSUMPTION_PER_POPULATION	2
HAPPINESS_PER_CITY_WITH_STATE_RELIGION	0
HAPPINESS_PER_NATURAL_WONDER	1
HAPPINESS_PER_EXTRA_LUXURY	0
UNHAPPINESS_PER_POPULATION	1
UNHAPPINESS_PER_OCCUPIED_POPULATION	1.34
UNHAPPINESS_PER_CITY	3
UNHAPPINESS_PER_CAPTURED_CITY	5
UNHAPPY_GROWTH_PENALTY	-75
VERY_UNHAPPY_GROWTH_PENALTY	-100
VERY_UNHAPPY_CANT_TRAIN_SETTLERS	1
VERY_UNHAPPY_THRESHOLD	-10
VERY_UNHAPPY_COMBAT_PENALTY	-33
STRATEGIC_RESOURCE_EXHAUSTED_PENALTY	-50
VERY_UNHAPPY_PRODUCTION_PENALTY	-50
SUPER_UNHAPPY_THRESHOLD	-20
REVOLT_COUNTER_MIN	4
REVOLT_COUNTER_POSSIBLE	3
REVOLT_NUM_BASE	100
REVOLT_NUM_CITY_COUNT	20
WLTKD_GROWTH_MULTIPLIER	25
INDUSTRIAL_ROUTE_PRODUCTION_MOD	25
RESOURCE_DEMAND_COUNTDOWN_BASE	15
RESOURCE_DEMAND_COUNTDOWN_CAPITAL_ADD	25
RESOURCE_DEMAND_COUNTDOWN_RAND	10
NEW_HURRY_MODIFIER	50
GREAT_GENERAL_RANGE	2
GREAT_GENERAL_STRENGTH_MOD	20
BONUS_PER_ADJACENT_FRIEND	10
POLICY_ATTACK_BONUS_MOD	20
CONSCRIPT_MIN_CITY_POPULATION	5
CONSCRIPT_POPULATION_PER_COST	60
MIN_TIMER_UNIT_DOUBLE_MOVES	32
COMBAT_DAMAGE	20
NONCOMBAT_UNIT_RANGED_DAMAGE	4
NAVAL_COMBAT_DEFENDER_STRENGTH_MULTIPLIER	40
QUICKSAVE	QuickSave
LAKE_PLOT_RAND	160
PLOTS_PER_RIVER_EDGE	12
RIVER_SOURCE_MIN_RIVER_RANGE	4
RIVER_SOURCE_MIN_SEAWATER_RANGE	2
LAKE_MAX_AREA_SIZE	9
INITIAL_GOLD_PER_UNIT_TIMES_100	50
INITIAL_FREE_OUTSIDE_UNITS	3
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT	0
UNIT_MAINTENANCE_GAME_MULTIPLIER	8
UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR	7
FREE_UNIT_HAPPINESS	0
TRADE_ROUTE_BASE_GOLD	-100
TRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER	15
TRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER	110
DEFICIT_UNIT_DISBANDING_THRESHOLD	-5
BUILDING_SALE_DIVISOR	4
DISBAND_UNIT_REFUND_PERCENT	25
GOLDEN_AGE_BASE_THRESHOLD_HAPPINESS	500
GOLDEN_AGE_THRESHOLD_CITY_MULTIPLIER	0.01
GOLDEN_AGE_EACH_GA_ADDITIONAL_HAPPINESS	250
GOLDEN_AGE_VISIBLE_THRESHOLD_DIVISOR	5
BASE_GOLDEN_AGE_UNITS	1
GOLDEN_AGE_UNITS_MULTIPLIER	1
GOLDEN_AGE_LENGTH	10
GOLDEN_AGE_GREAT_PEOPLE_MODIFIER	100
MIN_UNIT_GOLDEN_AGE_TURNS	3
HILLS_EXTRA_MOVEMENT	1
RIVER_EXTRA_MOVEMENT	10
FEATURE_GROWTH_MODIFIER	25
ROUTE_FEATURE_GROWTH_MODIFIER	-50
EXTRA_YIELD	1
FORTIFY_MODIFIER_PER_TURN	25
MAX_FORTIFY_TURNS	2
NUKE_FALLOUT_PROB	50
NUKE_UNIT_DAMAGE_BASE	3
NUKE_UNIT_DAMAGE_RAND_1	4
NUKE_UNIT_DAMAGE_RAND_2	4
NUKE_NON_COMBAT_DEATH_THRESHOLD	6
NUKE_LEVEL1_POPULATION_DEATH_BASE	30
NUKE_LEVEL1_POPULATION_DEATH_RAND_1	20
NUKE_LEVEL1_POPULATION_DEATH_RAND_2	20
NUKE_LEVEL2_POPULATION_DEATH_BASE	60
NUKE_LEVEL2_POPULATION_DEATH_RAND_1	10
NUKE_LEVEL2_POPULATION_DEATH_RAND_2	10
NUKE_LEVEL2_ELIM_POPULATION_THRESHOLD	5
NUKE_CITY_HIT_POINT_DAMAGE	50
NUKE_BLAST_RADIUS	2
TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER	50
TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER	30
TECH_COST_KNOWN_PREREQ_MODIFIER	20
PEACE_TREATY_LENGTH	10
COOP_WAR_LOCKED_LENGTH	15
BASE_FEATURE_PRODUCTION_PERCENT	67
FEATURE_PRODUCTION_PERCENT_MULTIPLIER	0
DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT	67
DEFAULT_WAR_VALUE_FOR_UNIT	100
UNIT_PRODUCTION_PERCENT	100
MAX_UNIT_SUPPLY_PRODMOD	70
BUILDING_PRODUCTION_PERCENT	100
PROJECT_PRODUCTION_PERCENT	100
MAXED_UNIT_GOLD_PERCENT	100
MAXED_BUILDING_GOLD_PERCENT	100
MAXED_PROJECT_GOLD_PERCENT	300
MAX_CITY_DEFENSE_DAMAGE	100
CIRCUMNAVIGATE_FREE_MOVES	0
BASE_CAPTURE_GOLD	20
CAPTURE_GOLD_PER_POPULATION	10
CAPTURE_GOLD_RAND1	20
CAPTURE_GOLD_RAND2	20
CAPTURE_GOLD_MAX_TURNS	50
BARBARIAN_CITY_ATTACK_MODIFIER	-25
BUILDING_PRODUCTION_DECAY_TIME	50
BUILDING_PRODUCTION_DECAY_PERCENT	99
UNIT_PRODUCTION_DECAY_TIME	10
UNIT_PRODUCTION_DECAY_PERCENT	98
BASE_UNIT_UPGRADE_COST	10
UNIT_UPGRADE_COST_PER_PRODUCTION	2
UNIT_UPGRADE_COST_MULTIPLIER_PER_ERA	0
UNIT_UPGRADE_COST_EXPONENT	1
UNIT_UPGRADE_COST_VISIBLE_DIVISOR	5
UNIT_UPGRADE_COST_DISCOUNT_MAX	-75
WAR_SUCCESS_UNIT_CAPTURING	1
WAR_SUCCESS_CITY_CAPTURING	10
DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL	4
TEAM_VOTE_MIN_CANDIDATES	2
RESEARCH_AGREEMENT_TIMER	20
SCORE_POPULATION_FACTOR	5000
SCORE_LAND_FACTOR	2000
SCORE_WONDER_FACTOR	1000
SCORE_TECH_FACTOR	2000
SCORE_FREE_PERCENT	0
SCORE_VICTORY_PERCENT	0
SCORE_HANDICAP_PERCENT_OFFSET	-60
SCORE_HANDICAP_PERCENT_PER	20
MINIMAP_RENDER_SIZE	512
MAX_INTERCEPTION_PROBABILITY	100
MAX_EVASION_PROBABILITY	90
PLAYER_ALWAYS_RAZES_CITIES	0
MIN_WATER_SIZE_FOR_OCEAN	10
CITY_SCREEN_CLICK_WILL_EXIT	0
WATER_POTENTIAL_CITY_WORK_FOR_AREA	0
LAND_UNITS_CAN_ATTACK_WATER_CITIES	0
CITY_MAX_NUM_BUILDINGS	1
CITY_MIN_SIZE_FOR_SETTLERS	2
RANGED_ATTACKS_USE_MOVES	0
ADVANCED_START_ALLOW_UNITS_OUTSIDE_CITIES	0
ADVANCED_START_MAX_UNITS_PER_CITY	2
ADVANCED_START_CITY_COST	84
ADVANCED_START_CITY_COST_INCREASE	0
ADVANCED_START_POPULATION_COST	150
ADVANCED_START_POPULATION_COST_INCREASE	0
ADVANCED_START_VISIBILITY_COST	2
ADVANCED_START_VISIBILITY_COST_INCREASE	3
ADVANCED_START_CITY_PLACEMENT_MAX_RANGE	6
NEW_CITY_BUILDING_VALUE_MODIFIER	-60
PATH_DAMAGE_WEIGHT	0
BASE_POLICY_COST	25
POLICY_COST_INCREASE_TO_BE_EXPONENTED	3
POLICY_COST_EXPONENT	2.01
POLICY_COST_VISIBLE_DIVISOR	5
SWITCH_POLICY_BRANCHES_ANARCHY_TURNS	1
POLICY_COST_DISCOUNT_MAX	-75
GOLD_PURCHASE_GOLD_PER_PRODUCTION	30
HURRY_GOLD_PRODUCTION_EXPONENT	0.75
GOLD_PURCHASE_VISIBLE_DIVISOR	10
PROJECT_PURCHASING_DISABLED	1
HURRY_GOLD_TECH_EXPONENT	1.1
HURRY_GOLD_CULTURE_EXPONENT	1.1
INFLUENCE_MOUNTAIN_COST	3
INFLUENCE_HILL_COST	2
INFLUENCE_RIVER_COST	1
USE_FIRST_RING_INFLUENCE_TERRAIN_COST	0
NUM_RESOURCE_QUANTITY_TYPES	4
SPECIALISTS_DIVERT_POPULATION_ENABLED	0
SCIENCE_PER_POPULATION	1
RESEARCH_AGREEMENT_MOD	0
BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD	33
BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING	2
BARBARIAN_CAMP_MINIMUM_DISTANCE_CAPITAL	4
BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP	7
BARBARIAN_CAMP_COASTAL_SPAWN_ROLL	6
BARBARIAN_EXTRA_RAGING_UNIT_SPAWN_CHANCE	10
BARBARIAN_NAVAL_UNIT_START_TURN_SPAWN	30
MAX_BARBARIANS_FROM_CAMP_NEARBY	2
MAX_BARBARIANS_FROM_CAMP_NEARBY_RANGE	4
GOLD_FROM_BARBARIAN_CONVERSION	25
BARBARIAN_CITY_GOLD_RANSOM	200
BARBARIAN_UNIT_GOLD_RANSOM	100
EMBARKED_UNIT_COMBAT_STRENGTH	0
EMBARKED_NOT_CIVILIAN_COMBAT_STRENGTH	500
EMBARKED_UNIT_MOVEMENT	2
EMBARKED_VISIBILITY_RANGE	0
DEFAULT_MAX_NUM_BUILDERS	-1
BARBARIAN_TECH_PERCENT	75
CITY_RESOURCE_WLTKD_TURNS	20
MAX_SPECIALISTS_FROM_BUILDING	4
GREAT_PERSON_THRESHOLD_BASE	100
GREAT_PERSON_THRESHOLD_INCREASE	100
GREAT_PERSON_VICTORY_POINTS	2
CULTURE_BOMB_COOLDOWN	10
CULTURE_BOMB_MINOR_FRIENDSHIP_CHANGE	-50
POST_COMBAT_TEXT_DELAY	1
UNIT_AUTO_EXPLORE_DISABLED	0
UNIT_WORKER_AUTOMATION_DISABLED	0
UNIT_DELETE_DISABLED	0
MIN_START_AREA_TILES	4
MIN_DISTANCE_OTHER_AREA_PERCENT	75
MINOR_CIV_FOOD_REQUIREMENT	2
MAJOR_CIV_FOOD_REQUIREMENT	2
MIN_START_FOUND_VALUE_AS_PERCENT_OF_BEST	50
START_AREA_FOOD_MULTIPLIER	6
START_AREA_HAPPINESS_MULTIPLIER	12
START_AREA_PRODUCTION_MULTIPLIER	8
START_AREA_GOLD_MULTIPLIER	2
START_AREA_SCIENCE_MULTIPLIER	1
START_AREA_RESOURCE_MULTIPLIER	1
START_AREA_STRATEGIC_MULTIPLIER	1
START_AREA_BUILD_ON_COAST_PERCENT	20
SETTLER_FOOD_MULTIPLIER	15
SETTLER_HAPPINESS_MULTIPLIER	8
SETTLER_PRODUCTION_MULTIPLIER	3
SETTLER_GOLD_MULTIPLIER	2
SETTLER_SCIENCE_MULTIPLIER	1
SETTLER_RESOURCE_MULTIPLIER	3
SETTLER_STRATEGIC_MULTIPLIER	1
SETTLER_BUILD_ON_COAST_PERCENT	25
CITY_RING_1_MULTIPLIER	12
CITY_RING_2_MULTIPLIER	6
CITY_RING_3_MULTIPLIER	2
SETTLER_EVALUATION_DISTANCE	20
SETTLER_DISTANCE_DROPOFF_MODIFIER	75
BUILD_ON_RESOURCE_PERCENT	-50
BUILD_ON_RIVER_PERCENT	50
CHOKEPOINT_STRATEGIC_VALUE	3
HILL_STRATEGIC_VALUE	2
ALREADY_OWNED_STRATEGIC_VALUE	-1000
MINOR_CIV_CONTACT_GOLD_FIRST	30
MINOR_CIV_CONTACT_GOLD_OTHER	15
MINOR_CIV_GROWTH_PERCENT	150
MINOR_CIV_PRODUCTION_PERCENT	150
MINOR_CIV_GOLD_PERCENT	200
MINOR_CIV_TECH_PERCENT	40
MINOR_POLICY_RESOURCE_MULTIPLIER	200
MINOR_POLICY_RESOURCE_HAPPINESS_MULTIPLIER	150
MINOR_GOLD_GIFT_LARGE	1000
MINOR_GOLD_GIFT_MEDIUM	500
MINOR_GOLD_GIFT_SMALL	250
MINOR_FRIENDSHIP_FROM_TRADE_MISSION	30
PLOT_UNIT_LIMIT	1
ZONE_OF_CONTROL_ENABLED	1
FIRE_SUPPORT_DISABLED	1
MAX_HIT_POINTS	10
MAX_CITY_HIT_POINTS	25
CITY_HIT_POINTS_HEALED_PER_TURN	2
FLAT_LAND_EXTRA_DEFENSE	-10
HILLS_EXTRA_DEFENSE	25
RIVER_ATTACK_MODIFIER	-20
AMPHIB_ATTACK_MODIFIER	-50
ENEMY_HEAL_RATE	1
NEUTRAL_HEAL_RATE	1
FRIENDLY_HEAL_RATE	2
CITY_HEAL_RATE	3
ATTACK_SAME_STRENGTH_MIN_DAMAGE	400
RANGE_ATTACK_RANGED_DEFENDER_MOD	125
ATTACK_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE	400
RANGE_ATTACK_SAME_STRENGTH_MIN_DAMAGE	200
RANGE_ATTACK_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE	400
AIR_STRIKE_SAME_STRENGTH_MIN_DEFENSE_DAMAGE	200
AIR_STRIKE_SAME_STRENGTH_POSSIBLE_EXTRA_DEFENSE_DAMAGE	200
INTERCEPTION_SAME_STRENGTH_MIN_DAMAGE	400
INTERCEPTION_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE	300
AIR_SWEEP_INTERCEPTION_DAMAGE_MOD	75
WOUNDED_DAMAGE_MULTIPLIER	50
TRAIT_WOUNDED_DAMAGE_MOD	-50
CITY_STRENGTH_DEFAULT	600
CITY_STRENGTH_POPULATION_CHANGE	25
CITY_STRENGTH_UNIT_DIVISOR	500
CITY_STRENGTH_TECH_BASE	5
CITY_STRENGTH_TECH_EXPONENT	2
CITY_STRENGTH_TECH_MULTIPLIER	2
CITY_STRENGTH_HILL_MOD	15
CITY_ATTACKING_DAMAGE_MOD	50
ATTACKING_CITY_MELEE_DAMAGE_MOD	100
CITY_ATTACK_RANGE	2
CAN_CITY_USE_INDIRECT_FIRE	1
CITY_RANGED_ATTACK_STRENGTH_MULTIPLIER	50
MIN_CITY_STRIKE_DAMAGE	1
CITY_CAPTURE_DAMAGE_PERCENT	50
EXPERIENCE_PER_LEVEL	10
EXPERIENCE_ATTACKING_UNIT_MELEE	5
EXPERIENCE_DEFENDING_UNIT_MELEE	4
EXPERIENCE_ATTACKING_UNIT_AIR	4
EXPERIENCE_DEFENDING_UNIT_AIR	2
EXPERIENCE_ATTACKING_UNIT_RANGED	2
EXPERIENCE_DEFENDING_UNIT_RANGED	2
EXPERIENCE_ATTACKING_AIR_SWEEP	5
EXPERIENCE_DEFENDING_AIR_SWEEP_AIR	5
EXPERIENCE_DEFENDING_AIR_SWEEP_GROUND	2
EXPERIENCE_ATTACKING_CITY_MELEE	5
EXPERIENCE_ATTACKING_CITY_RANGED	3
EXPERIENCE_ATTACKING_CITY_AIR	4
BARBARIAN_MAX_XP_VALUE	30
COMBAT_EXPERIENCE_IN_BORDERS_PERCENT	100
GREAT_GENERALS_THRESHOLD_INCREASE	50
GREAT_GENERALS_THRESHOLD_INCREASE_TEAM	50
GREAT_GENERALS_THRESHOLD	200
UNIT_DEATH_XP_GREAT_GENERAL_LOSS	50
MIN_EXPERIENCE_PER_COMBAT	1
MAX_EXPERIENCE_PER_COMBAT	10
CRAMPED_RANGE_FROM_CITY	5
CRAMPED_USABLE_PLOT_PERCENT	25
PROXIMITY_NEIGHBORS_CLOSEST_CITY_REQUIREMENT	7
PROXIMITY_CLOSE_CLOSEST_CITY_POSSIBILITY	11
PROXIMITY_CLOSE_DISTANCE_MAP_MULTIPLIER	25
PROXIMITY_CLOSE_DISTANCE_MAX	20
PROXIMITY_CLOSE_DISTANCE_MIN	10
PROXIMITY_FAR_DISTANCE_MAP_MULTIPLIER	45
PROXIMITY_FAR_DISTANCE_MAX	50
PROXIMITY_FAR_DISTANCE_MIN	20
PLOT_BASE_COST	50
PLOT_ADDITIONAL_COST_PER_PLOT	5
PLOT_COST_APPEARANCE_DIVISOR	5
CULTURE_COST_FIRST_PLOT	15
CULTURE_COST_LATER_PLOT_MULTIPLIER	10
CULTURE_COST_LATER_PLOT_EXPONENT	1.1
CULTURE_COST_VISIBLE_DIVISOR	5
CULTURE_PLOT_COST_MOD_MINIMUM	-85
MINOR_CIV_PLOT_CULTURE_COST_MULTIPLIER	150
MAXIMUM_BUY_PLOT_DISTANCE	3
MAXIMUM_ACQUIRE_PLOT_DISTANCE	5
PLOT_INFLUENCE_DISTANCE_MULTIPLIER	100
PLOT_INFLUENCE_RING_COST	100
PLOT_INFLUENCE_WATER_COST	25
PLOT_INFLUENCE_IMPROVEMENT_COST	-5
PLOT_INFLUENCE_ROUTE_COST	0
PLOT_INFLUENCE_RESOURCE_COST	-105
PLOT_INFLUENCE_NW_COST	-105
PLOT_BUY_RESOURCE_COST	-100
PLOT_BUY_YIELD_COST	10
PLOT_INFLUENCE_YIELD_POINT_COST	-1
PLOT_INFLUENCE_NO_ADJACENT_OWNED_COST	1000
UNITED_NATIONS_COUNTDOWN_TURNS	10
OWN_UNITED_NATIONS_VOTE_BONUS	1
DIPLO_VICTORY_ALGORITHM_THRESHOLD	28
DIPLO_VICTORY_BEYOND_ALGORITHM_MULTIPLIER	35
DIPLO_VICTORY_TEAM_MULTIPLIER	1.1
DIPLO_VICTORY_DEFAULT_VOTE_PERCENT	67
SCORE_CITY_MULTIPLIER	8
SCORE_POPULATION_MULTIPLIER	4
SCORE_LAND_MULTIPLIER	1
SCORE_WONDER_MULTIPLIER	25
SCORE_TECH_MULTIPLIER	4
SCORE_FUTURE_TECH_MULTIPLIER	10
VICTORY_POINTS_PER_ERA	1
MIN_GAME_TURNS_ELAPSED_TO_TEST_VICTORY	10
ZERO_SUM_COMPETITION_WONDERS_VICTORY_POINTS	5
ZERO_SUM_COMPETITION_POLICIES_VICTORY_POINTS	5
ZERO_SUM_COMPETITION_GREAT_PEOPLE_VICTORY_POINTS	5
MAX_CITY_DIST_HIGHWATER_MARK	3
CITY_ZOOM_LEVEL_1	500
CITY_ZOOM_LEVEL_2	700
CITY_ZOOM_LEVEL_3	800
CITY_ZOOM_OFFSET	20
HEAVY_RESOURCE_THRESHOLD	3
PROGRESS_POPUP_TURN_FREQUENCY	25
SETTLER_PRODUCTION_SPEED	0
BUY_PLOTS_DISABLED	0
MAX_SUPPORTED_MAP_X	152
MAX_SUPPORTED_MAP_Y	96
WARLORD_EXTRA_EXPERIENCE_PER_UNIT_PERCENT	0
MINOR_CIV_ROUTE_QUEST_WEIGHT	1000
WITHDRAW_MOD_ENEMY_MOVES	-20
WITHDRAW_MOD_BLOCKED_TILE	-20
ALLOW_EXTENDED_PLAY	1
AI_ATTEMPT_RUSH_OVER_X_TURNS_TO_BUILD	15
AI_PRODUCTION_WEIGHT_MOD_PER_TURN_LEFT	0.015
AI_PRODUCTION_WEIGHT_BASE_MOD	0.15
AI_RESEARCH_WEIGHT_MOD_PER_TURN_LEFT	0.015
AI_RESEARCH_WEIGHT_BASE_MOD	0.15
INITIAL_AI_CITY_PRODUCTION	0
AI_CAN_DISBAND_UNITS	1
AI_SHOULDNT_MANAGE_PLOT_ASSIGNMENT	0
POLICY_WEIGHT_PROPAGATION_PERCENT	25
POLICY_WEIGHT_PROPAGATION_LEVELS	2
POLICY_WEIGHT_PERCENT_DROP_NEW_BRANCH	78
TECH_WEIGHT_PROPAGATION_PERCENT	50
TECH_WEIGHT_PROPAGATION_LEVELS	3
TECH_PRIORITY_UNIQUE_ITEM	5
AI_VALUE_OF_YIELD_GOLD	7
AI_VALUE_OF_YIELD_PRODUCTION	15
AI_VALUE_OF_YIELD_SCIENCE	8
DEFAULT_FLAVOR_VALUE	5
PERSONALITY_FLAVOR_MAX_VALUE	20
PERSONALITY_FLAVOR_MIN_VALUE	0
FLAVOR_MIN_VALUE	-1000
FLAVOR_MAX_VALUE	1000
FLAVOR_RANDOMIZATION_RANGE	2
FLAVOR_STANDARD_LOG10_TILES_PER_PLAYER	2.1
FLAVOR_EXPANDGROW_COEFFICIENT	8
AI_GRAND_STRATEGY_NUM_TURNS_STRATEGY_MUST_BE_ACTIVE	10
AI_GS_RAND_ROLL	50
AI_GRAND_STRATEGY_CURRENT_STRATEGY_WEIGHT	50
AI_GRAND_STRATEGY_GUESS_NO_CLUE_WEIGHT	40
AI_GRAND_STRATEGY_GUESS_POSITIVE_THRESHOLD	120
AI_GRAND_STRATEGY_GUESS_LIKELY_THRESHOLD	70
AI_GRAND_STRATEGY_OTHER_PLAYERS_GS_MULTIPLIER	50
AI_GS_CONQUEST_NOBODY_MET_FIRST_TURN	20
AI_GRAND_STRATEGY_CONQUEST_NOBODY_MET_WEIGHT	-50
AI_GRAND_STRATEGY_CONQUEST_AT_WAR_WEIGHT	10
AI_GS_CONQUEST_MILITARY_STRENGTH_FIRST_TURN	60
AI_GRAND_STRATEGY_CONQUEST_POWER_RATIO_MULTIPLIER	100
AI_GRAND_STRATEGY_CONQUEST_CRAMPED_WEIGHT	20
AI_GRAND_STRATEGY_CONQUEST_WEIGHT_PER_MINOR_ATTACKED	5
AI_GRAND_STRATEGY_CONQUEST_WEIGHT_PER_MINOR_CONQUERED	10
AI_GRAND_STRATEGY_CONQUEST_WEIGHT_PER_MAJOR_ATTACKED	10
AI_GRAND_STRATEGY_CONQUEST_WEIGHT_PER_MAJOR_CONQUERED	15
AI_GS_CULTURE_RATIO_MULTIPLIER	150
AI_GS_CULTURE_RATIO_EARLY_TURN_THRESHOLD	50
AI_GS_CULTURE_RATIO_EARLY_DIVISOR	2
AI_GS_CULTURE_MAX_CITIES	4
AI_GS_CULTURE_MAX_CITIES_MODIFIER	10
AI_GS_CULTURE_POLICY_BRANCH_MOD	25
AI_GRAND_STRATEGY_UN_EACH_MINOR_ATTACKED_WEIGHT	-30
AI_GS_UN_SECURED_VOTE_MOD	300
AI_GS_SS_HAS_APOLLO_PROGRAM	150
AI_GS_SS_TECH_PROGRESS_MOD	300
AI_STRATEGY_EARLY_EXPLORATION_STARTING_WEIGHT	100
AI_STRATEGY_EARLY_EXPLORATION_EXPLORERS_WEIGHT_DIVISOR	1
AI_STRATEGY_EARLY_EXPLORATION_WEIGHT_PER_FLAVOR	10
AI_STRATEGY_EARLY_EXPANSION_NUM_UNOWNED_TILES_REQUIRED	25
AI_STRATEGY_EARLY_EXPANSION_NUM_CITIES_LIMIT	8
AI_STRATEGY_NEED_IMPROVEMENT_CITY_RATIO	0.34
AI_STRATEGY_ISLAND_START_COAST_REVEAL_PERCENT	80
AI_STRATEGY_AREA_IS_FULL_PERCENT	75
AI_STRATEGY_MINIMUM_SETTLE_FERTILITY	5000
AI_BUY_PLOT_TEST_PROBES	5
AI_PLOT_VALUE_STRATEGIC_RESOURCE	50
AI_PLOT_VALUE_LUXURY_RESOURCE	40
AI_PLOT_VALUE_SPECIALIZATION_MULTIPLIER	20
AI_PLOT_VALUE_YIELD_MULTIPLIER	10
AI_PLOT_VALUE_DEFICIENT_YIELD_MULTIPLIER	5
AI_PLOT_VALUE_FIERCE_DISPUTE	6
AI_PLOT_VALUE_STRONG_DISPUTE	4
AI_PLOT_VALUE_WEAK_DISPUTE	2
AI_GOLD_PRIORITY_MINIMUM_PLOT_BUY_VALUE	275
AI_GOLD_BALANCE_TO_HALVE_PLOT_BUY_MINIMUM	1000
AI_GOLD_PRIORITY_UPGRADE_BASE	150
AI_GOLD_PRIORITY_UPGRADE_PER_FLAVOR_POINT	25
AI_GOLD_PRIORITY_DIPLOMACY_BASE	150
AI_GOLD_PRIORITY_DIPLOMACY_PER_FLAVOR_POINT	25
AI_GOLD_PRIORITY_UNIT	500
AI_GOLD_PRIORITY_DEFENSIVE_BUILDING	400
BUILDER_TASKING_PLOT_EVAL_MULTIPLIER_FOOD	2
BUILDER_TASKING_PLOT_EVAL_MULTIPLIER_PRODUCTION	2
BUILDER_TASKING_PLOT_EVAL_MULTIPLIER_GOLD	1
BUILDER_TASKING_PLOT_EVAL_MULTIPLIER_SCIENCE	1
BUILDER_TASKING_PLOT_EVAL_MULTIPLIER_CULTURE	1
BUILDER_TASKING_PLOT_EVAL_MULTIPLIER_LUXURY_RESOURCE	50000
BUILDER_TASKING_IMPROVE_RESOURCE_TENDENCY	15
BUILDER_TASKING_BUILD_ROUTE_TENDENCY	100
BUILDER_TASKING_DIRECTIVES_TO_EVALUATE	1
BUILDER_TASKING_BASELINE_BUILD_IMPROVEMENTS	1
BUILDER_TASKING_BASELINE_BUILD_RESOURCE_IMPROVEMENTS	10
BUILDER_TASKING_BASELINE_BUILD_ROUTES	100
BUILDER_TASKING_BASELINE_REPAIR	200
BUILDER_TASKING_BASELINE_SCRUB_FALLOUT	10000
BUILDER_TASKING_BASELINE_ADDS_CULTURE	100
AI_MILITARY_THREAT_WEIGHT_MINOR	1
AI_MILITARY_THREAT_WEIGHT_MAJOR	3
AI_MILITARY_THREAT_WEIGHT_SEVERE	6
AI_MILITARY_THREAT_WEIGHT_CRITICAL	10
AI_STRATEGY_DEFEND_MY_LANDS_UNITS_PER_CITY	1
AI_STRATEGY_NAVAL_UNITS_PER_CITY	0.67
AI_STRATEGY_DEFEND_MY_LANDS_BASE_UNITS	3
AI_STRATEGY_MILITARY_RESERVE_PERCENTAGE	35
AI_MILITARY_CITY_THREAT_WEIGHT_CAPITAL	125
AI_MILITARY_BARBARIANS_FOR_MINOR_THREAT	2
AI_CITY_SPECIALIZATION_EARLIEST_TURN	25
AI_CITY_SPECIALIZATION_REEVALUATION_INTERVAL	50
AI_CITY_SPECIALIZATION_GENERAL_ECONOMIC_WEIGHT	200
AI_CITY_SPECIALIZATION_FOOD_WEIGHT_FLAVOR_EXPANSION	5
AI_CITY_SPECIALIZATION_FOOD_WEIGHT_PERCENT_CONTINENT_UNOWNED	5
AI_CITY_SPECIALIZATION_FOOD_WEIGHT_NUM_CITIES	-50
AI_CITY_SPECIALIZATION_FOOD_WEIGHT_NUM_SETTLERS	-40
AI_CITY_SPECIALIZATION_FOOD_WEIGHT_EARLY_EXPANSION	500
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_OPERATIONAL_UNITS_REQUESTED	25
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_CIVS_AT_WAR_WITH	100
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_WAR_MOBILIZATION	300
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_EMPIRE_DEFENSE	300
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_EMPIRE_DEFENSE_CRITICAL	1000
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_CAPITAL_THREAT	50
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_NEED_NAVAL_UNITS	50
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_NEED_NAVAL_UNITS_CRITICAL	250
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_FLAVOR_WONDER	200
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_NEXT_WONDER	0.2
AI_CITY_SPECIALIZATION_PRODUCTION_WEIGHT_FLAVOR_SPACESHIP	10
AI_CITY_SPECIALIZATION_PRODUCTION_TRAINING_PER_OFFENSE	10
AI_CITY_SPECIALIZATION_PRODUCTION_TRAINING_PER_PERSONALITY	10
AI_CITY_SPECIALIZATION_GOLD_WEIGHT_FLAVOR_GOLD	20
AI_CITY_SPECIALIZATION_GOLD_WEIGHT_LAND_DISPUTE	10
AI_CITY_SPECIALIZATION_SCIENCE_WEIGHT_FLAVOR_SCIENCE	20
AI_CITY_SPECIALIZATION_SCIENCE_WEIGHT_FLAVOR_SPACESHIP	10
AI_CITY_SPECIALIZATION_YIELD_WEIGHT_FIRST_RING	8
AI_CITY_SPECIALIZATION_YIELD_WEIGHT_SECOND_RING	5
AI_CITY_SPECIALIZATION_YIELD_WEIGHT_THIRD_RING	2
AI_CITY_SPECIALIZATION_YIELD_NUM_TILES_CONSIDERED	18
AI_CITYSTRATEGY_SMALL_CITY_POP_THRESHOLD	2
AI_CITYSTRATEGY_MEDIUM_CITY_POP_THRESHOLD	5
AI_CITYSTRATEGY_LARGE_CITY_POP_THRESHOLD	12
AI_CITYSTRATEGY_NEED_TILE_IMPROVERS_CITY_THRESHOLD	2
AI_CITYSTRATEGY_NEED_TILE_IMPROVERS_WORKER_MOD	200
AI_CITYSTRATEGY_NEED_TILE_IMPROVERS_DESPERATE_TURN	30
AI_CITYSTRATEGY_WANT_TILE_IMPROVERS_MINIMUM_SIZE	2
AI_CITYSTRATEGY_YIELD_DEFICIENT_FOOD	2
AI_CITYSTRATEGY_YIELD_DEFICIENT_PRODUCTION	0.8
AI_CITYSTRATEGY_YIELD_DEFICIENT_GOLD	0
AI_CITYSTRATEGY_YIELD_DEFICIENT_SCIENCE	0
AI_CITYSTRATEGY_OPERATION_UNIT_BASE_WEIGHT	900
AI_CITYSTRATEGY_OPERATION_UNIT_FLAVOR_MULTIPLIER	100
AI_CITIZEN_VALUE_FOOD	12
AI_CITIZEN_VALUE_PRODUCTION	8
AI_CITIZEN_VALUE_GOLD	6
AI_CITIZEN_VALUE_SCIENCE	6
AI_CITIZEN_VALUE_CULTURE	8
AI_CITIZEN_FOOD_MOD_SIZE_CUTOFF	6
AI_CITIZEN_FOOD_MOD_SIZE_EXPONENT	5
AI_CITIZEN_MOD_FOOD_DEFICIT	300
AI_CITIZEN_MOD_PRODUCTION_DEFICIT	250
AI_OPERATIONAL_BARBARIAN_CAMP_DEPLOY_RANGE	2
AI_OPERATIONAL_CITY_ATTACK_DEPLOY_RANGE	5
AI_OPERATIONAL_PILLAGE_ENEMY_DEPLOY_RANGE	5
AI_OPERATIONAL_NAVAL_BOMBARDMENT_DEPLOY_RANGE	1
AI_OPERATIONAL_PERCENT_DANGER_FOR_FORWARD_MUSTER	20
AI_OPERATIONAL_PERCENT_HEALTH_FOR_OPERATION	80
AI_OPERATIONAL_MAX_RECRUIT_TURNS_DEFAULT	5
AI_OPERATIONAL_MAX_RECRUIT_TURNS_ENEMY_TERRITORY	10
AI_TACTICAL_MAP_UNIT_STRENGTH_MULTIPLIER	10
AI_TACTICAL_MAP_DOMINANCE_PERCENTAGE	25
AI_TACTICAL_MAP_TEMP_ZONE_RADIUS	5
AI_TACTICAL_MAP_TEMP_ZONE_TURNS	5
AI_TACTICAL_MAP_BOMBARDMENT_ZONE_TURNS	1
AI_TACTICAL_RECRUIT_RANGE	10
AI_TACTICAL_REPOSITION_RANGE	10
AI_TACTICAL_OVERKILL_PERCENT	50
AI_TACTICAL_BARBARIAN_RELEASE_VARIATION	15
AI_TACTICAL_FLAVOR_DAMPENING_FOR_MOVE_PRIORITIZATION	0.3
AI_TACTICAL_MOVE_PRIORITY_RANDOMNESS	6
AI_TACTICAL_BARBARIAN_PRIORITY_CAPTURE_CITY	9
AI_TACTICAL_BARBARIAN_PRIORITY_DAMAGE_CITY	5
AI_TACTICAL_BARBARIAN_PRIORITY_DESTROY_HIGH_UNIT	16
AI_TACTICAL_BARBARIAN_PRIORITY_DESTROY_MEDIUM_UNIT	15
AI_TACTICAL_BARBARIAN_PRIORITY_DESTROY_LOW_UNIT	14
AI_TACTICAL_BARBARIAN_PRIORITY_TO_SAFETY	12
AI_TACTICAL_BARBARIAN_PRIORITY_ATTRIT_HIGH_UNIT	10
AI_TACTICAL_BARBARIAN_PRIORITY_ATTRIT_MEDIUM_UNIT	7
AI_TACTICAL_BARBARIAN_PRIORITY_ATTRIT_LOW_UNIT	6
AI_TACTICAL_BARBARIAN_PRIORITY_DESPERATE_ATTACK	0
AI_TACTICAL_BARBARIAN_PRIORITY_PILLAGE	8
AI_TACTICAL_BARBARIAN_PRIORITY_BLOCKADE_RESOURCE	10
AI_TACTICAL_BARBARIAN_PRIORITY_CIVILIAN_ATTACK	13
AI_TACTICAL_BARBARIAN_PRIORITY_PASSIVE_MOVE	-1
AI_TACTICAL_BARBARIAN_PRIORITY_AGGRESSIVE_MOVE	3
AI_TACTICAL_BARBARIAN_PRIORITY_CAMP_DEFENSE	13
AI_TACTICAL_BARBARIAN_PRIORITY_ESCORT_CIVILIAN	30
AI_HOMELAND_MOVE_PRIORITY_RANDOMNESS	10
AI_HOMELAND_MAX_UPGRADE_MOVE_TURNS	5
AI_HOMELAND_MAX_DEFENSIVE_MOVE_TURNS	4
AI_HOMELAND_ESTIMATE_TURNS_DISTANCE	8
AI_HOMELAND_MOVE_PRIORITY_SETTLE	50
AI_HOMELAND_MOVE_PRIORITY_HEAL	30
AI_HOMELAND_MOVE_PRIORITY_TO_SAFETY	30
AI_HOMELAND_MOVE_PRIORITY_WORKER	30
AI_HOMELAND_MOVE_PRIORITY_WORKER_SEA	30
AI_HOMELAND_MOVE_PRIORITY_EXPLORE	35
AI_HOMELAND_MOVE_PRIORITY_EXPLORE_SEA	35
AI_HOMELAND_MOVE_PRIORITY_SENTRY	20
AI_HOMELAND_MOVE_PRIORITY_MOBILE_RESERVE	15
AI_HOMELAND_MOVE_PRIORITY_GARRISON	10
AI_HOMELAND_MOVE_PRIORITY_PATROL	0
AI_HOMELAND_MOVE_PRIORITY_UPGRADE	25
AI_HOMELAND_MOVE_PRIORITY_ANCIENT_RUINS	40
AI_HOMELAND_MOVE_PRIORITY_GARRISON_CITY_STATE	40
AI_HOMELAND_MOVE_PRIORITY_ARTIST_GOLDEN_AGE	50
AI_HOMELAND_MOVE_PRIORITY_SCIENTIST_FREE_TECH	50
AI_HOMELAND_MOVE_PRIORITY_ENGINEER_HURRY	50
AI_HOMELAND_MOVE_PRIORITY_GENERAL_GARRISON	50
AI_HOMELAND_MOVE_PRIORITY_AIRCRAFT_TO_THE_FRONT	50
AI_HOMELAND_MOVE_PRIORITY_SPACESHIP_PART	20
AI_HOMELAND_MOVE_PRIORITY_TREASURE	100
AI_HOMELAND_GREAT_PERSON_TURNS_TO_WAIT	10
AI_DIPLO_PLOT_RANGE_FROM_CITY_HOME_FRONT	5
AI_DIPLO_LAND_DISPUTE_WEIGHT_WEAK	1
AI_DIPLO_LAND_DISPUTE_WEIGHT_STRONG	3
AI_DIPLO_LAND_DISPUTE_WEIGHT_FIERCE	5
AI_DANGER_MAJOR_APPROACH_WAR	1
AI_DANGER_MAJOR_APPROACH_HOSTILE	0.2
AI_DANGER_MAJOR_APPROACH_DECEPTIVE	0.1
AI_DANGER_MAJOR_APPROACH_GUARDED	0.5
AI_DANGER_MAJOR_APPROACH_AFRAID	0.9
AI_DANGER_MAJOR_APPROACH_FRIENDLY	0
AI_DANGER_MAJOR_APPROACH_NEUTRAL	0.1
AI_DANGER_MINOR_APPROACH_NEUTRAL	0.1
AI_DANGER_MINOR_APPROACH_FRIENDLY	0
AI_DANGER_MINOR_APPROACH_BULLY	0.9
AI_DANGER_MINOR_APPROACH_CONQUEST	1
 
Spoiler :
Code:
minor_friendship_drop_per_turn	-100
minor_friendship_drop_per_turn_hostile	-150
minor_friendship_drop_per_turn_aggressor	-200
minor_friendship_negative_increase_per_turn	100
minor_friendship_at_war	-60
minor_civ_aggressor_threshold	2
minor_civ_warmonger_threshold	4
permanent_war_aggressor_chance	50
permanent_war_other_warmonger_chance_distant	25
permanent_war_other_warmonger_chance_far	50
permanent_war_other_warmonger_chance_close	75
permanent_war_other_warmonger_chance_neighbors	100
permanent_war_other_chance_distant	0
permanent_war_other_chance_far	0
permanent_war_other_chance_close	20
permanent_war_other_chance_neighbors	50
permanent_war_other_at_war	50
friendship_threshold_neutral	0
friendship_threshold_friends	30
friendship_threshold_allies	60
friendship_threshold_max	120
minor_friendship_close_amount	8
minor_civ_science_bonus_multiplier	25
friends_culture_bonus_amount_ancient	3
friends_culture_bonus_amount_medieval	6
friends_culture_bonus_amount_industrial	13
allies_culture_bonus_amount_ancient	3
allies_culture_bonus_amount_medieval	6
allies_culture_bonus_amount_industrial	13
friends_capital_food_bonus_amount_pre_renaissance	200
friends_capital_food_bonus_amount_post_renaissance	200
friends_other_cities_food_bonus_amount_pre_renaissance	0
friends_other_cities_food_bonus_amount_post_renaissance	0
allies_capital_food_bonus_amount	0
allies_other_cities_food_bonus_amount	100
friends_base_turns_unit_spawn	19
friends_rand_turns_unit_spawn	3
allies_extra_turns_unit_spawn	-3
unit_spawn_bias_multiplier	50
minor_turns_great_people_spawn_base	37
minor_turns_great_people_spawn_rand	7
minor_turns_great_people_spawn_bias_multiply	50
minor_additional_allies_gp_change	-1
max_minor_additional_allies_gp_change	-10
max_distance_minors_barb_quest	50
txt_key_minor_gift_units_reminder	2
war_quest_complete_friendship	100
war_quest_units_to_kill_divisor	4
war_quest_min_units_to_kill	3
minor_quest_friendship_route	50
minor_quest_friendship_kill_camp	50
minor_quest_friendship_connect_resource	40
minor_quest_friendship_construct_wonder	40
minor_quest_friendship_great_person	40
minor_quest_friendship_kill_city_state	80
minor_quest_friendship_find_player	35
minor_quest_friendship_find_natural_wonder	40
gold_gift_friendship_divisor	6.3
minor_civ_gold_gift_game_multiplier	2
minor_civ_gold_gift_game_divisor	3
minor_civ_gold_gift_visible_divisor	5
minor_civ_best_relations_happiness_bonus	2
friendship_per_unit_intruding	-6
friendship_per_barb_killed	12
friendship_per_unit_gifted	2
max_influence_from_minor_gifts	3
gold_gift_friendship_exponent	1.01
minor_liberation_friendship	150
return_civilian_friendship	30
minor_civ_quest_first_possible_turn	30
minor_civ_quest_first_possible_turn_rand	20
minor_civ_quest_min_turns_between	10
minor_civ_quest_rand_turns_between	25
minor_civ_quest_rand_turns_between_hostile_multiplier	200
minor_civ_quest_kill_camp_range	8
minor_civ_quest_wonder_completion_threshold	25
quest_disabled_route	0
quest_disabled_kill_camp	0
quest_disabled_connect_resource	0
quest_disabled_construct_wonder	0
quest_disabled_great_person	0
quest_disabled_kill_city_state	0
quest_disabled_find_player	0
quest_disabled_natural_wonder	0
minor_civ_quest_weight_default	10
minor_civ_quest_weight_multiplier_friendly_route	200
minor_civ_quest_weight_multiplier_hostile_route	20
minor_civ_quest_weight_multiplier_maritime_route	150
minor_civ_quest_weight_multiplier_militaristic_kill_camp	300
minor_civ_quest_weight_multiplier_maritime_connect_resource	300
minor_civ_quest_weight_multiplier_cultured_construct_wonder	300
minor_civ_quest_weight_multiplier_cultured_great_person	300
minor_civ_quest_weight_multiplier_militaristic_kill_city_state	200
minor_civ_quest_weight_multiplier_hostile_kill_city_state	200
minor_civ_quest_weight_multiplier_neutral_kill_city_state	40
minor_civ_quest_weight_multiplier_maritime_find_player	300
minor_civ_quest_weight_multiplier_militaristic_find_natural_wonder	50
minor_civ_quest_weight_multiplier_hostile_find_natural_wonder	30
mc_gift_weight_threshold	100
mc_always_gift_diplo_threshold	4
mc_sometimes_gift_rand_multiplier	5
mc_small_gift_weight_pass_other_player	30
mc_gift_weight_pass_other_player	15
mc_gift_weight_maritime_growth	10
mc_gift_weight_diplo_victory	100
mc_gift_weight_culture_victory	200
mc_gift_weight_conquest_victory	100
mc_gift_weight_militaristic	-50
mc_gift_weight_resource_we_need	80
mc_gift_weight_neutral_victory_roll	101
mc_gift_weight_protective	10
mc_gift_weight_hostile	-20
mc_gift_weight_neighbors	5
mc_gift_weight_close	4
mc_gift_weight_far	3
mc_gift_weight_almost_not_allies	250
mc_gift_weight_almost_not_friends	150
opinion_weight_land_fierce	30
opinion_weight_land_strong	20
opinion_weight_land_weak	10
opinion_weight_land_none	-6
opinion_weight_victory_fierce	30
opinion_weight_victory_strong	20
opinion_weight_victory_weak	10
opinion_weight_victory_none	-6
opinion_weight_wonder_fierce	20
opinion_weight_wonder_strong	15
opinion_weight_wonder_weak	10
opinion_weight_wonder_none	0
opinion_weight_minor_civ_fierce	30
opinion_weight_minor_civ_strong	20
opinion_weight_minor_civ_weak	10
opinion_weight_minor_civ_none	0
opinion_weight_warmonger_critical	100
opinion_weight_warmonger_severe	70
opinion_weight_warmonger_major	40
opinion_weight_warmonger_minor	15
opinion_weight_warmonger_none	0
opinion_weight_asked_no_settle	20
opinion_weight_made_demand_of_us	20
opinion_weight_returned_civilian	-20
opinion_weight_culture_bombed	30
opinion_weight_broken_military_promise	40
opinion_weight_broken_military_promise_world	15
opinion_weight_ignored_military_promise	15
opinion_weight_broken_expansion_promise	20
opinion_weight_ignored_expansion_promise	15
opinion_weight_broken_border_promise	20
opinion_weight_ignored_border_promise	15
opinion_weight_broken_city_state_promise	40
opinion_weight_broken_city_state_promise_world	15
opinion_weight_ignored_city_state_promise	15
opinion_weight_broken_coop_war_promise	20
opinion_weight_killed_protected_minor	40
opinion_weight_killed_many_protected_minors	50
opinion_weight_attacked_protected_minor_recently	20
opinion_weight_attacked_protected_minor_while_ago	15
opinion_weight_attacked_many_protected_minors	35
opinion_weight_dof	-35
opinion_weight_dof_with_friend	-15
opinion_weight_dof_with_enemy	15
opinion_weight_denounced_by_friend_each	20
opinion_weight_denounced_by_friend_dont_like	-10
opinion_weight_denounced_friend_each	15
opinion_weight_denounced_me_friends	35
opinion_weight_war_friend_each	40
opinion_weight_war_me_friends	60
opinion_weight_refused_request_each	15
opinion_weight_denounced_me	35
opinion_weight_denounced_them	35
opinion_weight_denounced_friend	15
opinion_weight_denounced_enemy	-15
opinion_weight_reckless_expander	35
opinion_weight_trade_max	-30
opinion_weight_common_foe_max	-50
opinion_weight_assist_max	-30
opinion_weight_liberated_capital	-80
opinion_weight_liberated_city	-40
opinion_weight_gave_assistance	20
opinion_weight_paid_tribute	30
opinion_weight_nuked_max	50
opinion_weight_captured_capital	80
opinion_threshold_unforgivable	50
opinion_threshold_enemy	30
opinion_threshold_competitor	10
opinion_threshold_favorable	-10
opinion_threshold_friend	-30
opinion_threshold_ally	-50
approach_neutral_default	4
approach_bias_for_current	3
approach_war_currently_deceptive	2
approach_hostile_currently_hostile	5
approach_war_currently_war	3
approach_random_percent	15
approach_war_conquest_grand_strategy	5
approach_opinion_unforgivable_war	10
approach_opinion_unforgivable_hostile	4
approach_opinion_unforgivable_deceptive	0
approach_opinion_unforgivable_guarded	4
approach_opinion_enemy_war	8
approach_opinion_enemy_hostile	4
approach_opinion_enemy_deceptive	1
approach_opinion_enemy_guarded	4
approach_opinion_competitor_war	4
approach_opinion_competitor_hostile	4
approach_opinion_competitor_deceptive	2
approach_opinion_competitor_guarded	2
approach_opinion_neutral_deceptive	0
approach_opinion_neutral_friendly	2
approach_opinion_favorable_hostile	-5
approach_opinion_favorable_deceptive	0
approach_opinion_favorable_friendly	4
approach_opinion_friend_hostile	-5
approach_opinion_friend_friendly	10
approach_opinion_ally_friendly	10
approach_deceptive_working_with_player	3
approach_friendly_working_with_player	15
approach_hostile_working_with_player	-100
approach_guarded_working_with_player	-100
approach_deceptive_working_against_player	10
approach_hostile_working_against_player	10
approach_war_working_against_player	10
approach_war_denounced	10
approach_hostile_denounced	10
approach_guarded_denounced	5
approach_friendly_denounced	-100
approach_deceptive_denounced	-100
approach_attacked_protected_minor_war	6
approach_attacked_protected_minor_hostile	2
approach_attacked_protected_minor_guarded	1
approach_attacked_protected_minor_past_war	4
approach_attacked_protected_minor_past_hostile	1
approach_attacked_protected_minor_past_guarded	1
approach_deceptive_military_threat_critical	0
approach_guarded_military_threat_critical	4
approach_afraid_military_threat_critical	4
approach_deceptive_demand	-6
approach_friendly_demand	-6
approach_war_broken_military_promise	4
approach_deceptive_broken_military_promise	-10
approach_friendly_broken_military_promise	-10
approach_war_broken_military_promise_world	5
approach_deceptive_broken_military_promise_world	-4
approach_friendly_broken_military_promise_world	-4
approach_deceptive_ignored_military_promise	-4
approach_friendly_ignored_military_promise	-4
approach_war_broken_expansion_promise	4
approach_deceptive_broken_expansion_promise	-6
approach_friendly_broken_expansion_promise	-6
approach_war_ignored_expansion_promise	3
approach_deceptive_ignored_expansion_promise	-4
approach_friendly_ignored_expansion_promise	-4
approach_war_broken_border_promise	4
approach_deceptive_broken_border_promise	-6
approach_friendly_broken_border_promise	-6
approach_war_ignored_border_promise	3
approach_deceptive_ignored_border_promise	-4
approach_friendly_ignored_border_promise	-4
approach_war_broken_city_state_promise	4
approach_deceptive_broken_city_state_promise	-10
approach_friendly_broken_city_state_promise	-10
approach_war_broken_city_state_promise_world	3
approach_deceptive_broken_city_state_promise_world	-3
approach_friendly_broken_city_state_promise_world	-3
approach_war_ignored_city_state_promise	4
approach_deceptive_ignored_city_state_promise	-4
approach_friendly_ignored_city_state_promise	-4
approach_friendly_military_threat_critical	0
approach_deceptive_military_threat_severe	0
approach_guarded_military_threat_severe	3
approach_afraid_military_threat_severe	2
approach_friendly_military_threat_severe	0
approach_deceptive_military_threat_major	0
approach_guarded_military_threat_major	2
approach_afraid_military_threat_major	1
approach_friendly_military_threat_major	0
approach_deceptive_military_threat_minor	0
approach_guarded_military_threat_minor	0
approach_afraid_military_threat_minor	1
approach_friendly_military_threat_minor	0
approach_hostile_military_threat_none	2
approach_war_at_war_with_player_wars_neutral	-9
approach_war_at_war_with_player_wars_winning	-3
approach_war_at_war_with_player_wars_losing	-12
approach_hostile_at_war_with_player	-2
approach_deceptive_at_war_with_player	2
approach_guarded_at_war_with_player	0
approach_friendly_at_war_with_player	2
approach_war_planning_war_with_another_player	-12
approach_hostile_planning_war_with_another_player	-2
approach_deceptive_planning_war_with_another_player	2
approach_guarded_planning_war_with_another_player	0
approach_friendly_planning_war_with_another_player	2
approach_war_hostile_with_another_player	-2
approach_hostile_hostile_with_another_player	-2
approach_deceptive_hostile_with_another_player	2
approach_friendly_hostile_with_another_player	2
approach_war_afraid_with_another_player	-4
approach_hostile_afraid_with_another_player	-4
approach_deceptive_afraid_with_another_player	2
approach_friendly_afraid_with_another_player	2
approach_war_projection_destruction_percent	45
approach_war_projection_defeat_percent	60
approach_war_projection_stalemate_percent	80
approach_war_projection_unknown_percent	100
approach_war_projection_good_percent	150
approach_war_projection_very_good_percent	180
approach_guarded_projection_destruction_percent	125
approach_guarded_projection_defeat_percent	115
approach_guarded_projection_stalemate_percent	105
approach_guarded_projection_unknown_percent	100
approach_guarded_projection_good_percent	80
approach_guarded_projection_very_good_percent	60
turns_since_peace_weight_dampener	25
approach_war_has_made_peace_before_percent	65
approach_war_reckless_expander	160
approach_war_proximity_neighbors	115
approach_war_proximity_close	100
approach_war_proximity_far	60
approach_war_proximity_distant	50
minor_approach_ignore_default	1
minor_approach_bias_for_current	2
minor_approach_ignore_currently_war	3
minor_approach_war_conquest_grand_strategy	10
minor_approach_protective_conquest_grand_strategy	-15
minor_approach_friendly_conquest_grand_strategy	-5
minor_approach_war_conquest_grand_strategy_neighbors	10
minor_approach_war_diplo_grand_strategy	-20
minor_approach_ignore_diplo_grand_strategy	-15
minor_approach_protective_diplo_grand_strategy_neighbors	5
minor_approach_war_culture_grand_strategy	-20
minor_approach_ignore_culture_grand_strategy	-15
minor_approach_protective_culture_grand_strategy_cst	5
minor_approach_war_currently_protective	-10
minor_approach_protective_currently_protective	10
minor_approach_protective_currently_war	-15
minor_approach_friendly_currently_war	-6
minor_approach_friendly_resources	1
minor_approach_protective_resources	1
minor_approach_war_friends	-100
minor_approach_friendly_friends	4
minor_approach_protective_friends	2
minor_approach_ignore_proximity_neighbors	-2
minor_approach_friendly_proximity_neighbors	-1
minor_approach_protective_proximity_neighbors	1
minor_approach_conquest_proximity_neighbors	1
minor_approach_ignore_proximity_close	-1
minor_approach_protective_proximity_close	1
minor_approach_conquest_proximity_close	-2
minor_approach_friendly_proximity_far	2
minor_approach_conquest_proximity_far	-4
minor_approach_friendly_proximity_distant	2
minor_approach_conquest_proximity_distant	-10
minor_approach_friendly_personality_friendly	0
minor_approach_protective_personality_protective	0
minor_approach_friendly_personality_neutral	0
minor_approach_protective_personality_neutral	0
minor_approach_friendly_personality_hostile	-1
minor_approach_protective_personality_hostile	-2
minor_approach_conquest_personality_hostile	1
minor_approach_friendly_personality_irrational	0
minor_approach_protective_personality_irrational	0
minor_approach_war_planning_war_with_another_player	-20
minor_approach_protective_with_another_player	-2
minor_approach_war_target_impossible	10
minor_approach_war_target_bad	20
minor_approach_war_target_average	40
minor_approach_war_target_favorable	110
minor_approach_war_target_soft	130
cooperation_desire_threshold_eager	200
cooperation_desire_threshold_strong	150
cooperation_desire_threshold_decent	100
cooperation_desire_threshold_weak	50
cooperation_desire_war_state_calm	0
cooperation_desire_war_state_nearly_won	-100
cooperation_desire_war_state_offensive	-50
cooperation_desire_war_state_stalemate	0
cooperation_desire_war_state_defensive	25
cooperation_desire_war_state_nearly_defeated	60
cooperation_desire_military_strength_immense	50
cooperation_desire_military_strength_powerful	40
cooperation_desire_military_strength_strong	25
cooperation_desire_military_strength_average	10
cooperation_desire_military_strength_poor	0
cooperation_desire_military_strength_weak	0
cooperation_desire_military_strength_pathetic	0
cooperation_desire_opinion_ally	150
cooperation_desire_opinion_friend	100
cooperation_desire_opinion_neutral	50
cooperation_desire_opinion_competitor	25
cooperation_desire_opinion_enemy	0
cooperation_desire_game_threat_critical	0
cooperation_desire_game_threat_severe	10
cooperation_desire_game_threat_major	25
cooperation_desire_game_threat_minor	35
cooperation_desire_game_threat_none	50
cooperation_desire_them_us_same_competitor	50
cooperation_desire_them_us_competitor_enemy	75
cooperation_desire_them_us_enemy_competitor	75
cooperation_desire_them_us_same_enemy	100
evaluate_war_player_threshold	400
evaluate_war_willing_to_declare_threshold	50
evaluate_war_conquest_grand_strategy	50
evaluate_war_not_prepared	-100
evaluate_war_already_fighting	-150
evaluate_war_game_threat_critical	150
evaluate_war_game_threat_severe	100
evaluate_war_game_threat_major	50
evaluate_war_game_threat_minor	20
evaluate_war_game_threat_none	0
evaluate_war_soft_target	100
evaluate_war_favorable_target	50
evaluate_war_average_target	-25
evaluate_war_bad_target	-100
evaluate_war_impossible_target	-200
request_peace_turn_threshold	4
peace_willingness_offer_projection_destruction	100
peace_willingness_offer_projection_defeat	60
peace_willingness_offer_projection_stalemate	20
peace_willingness_offer_projection_unknown	0
peace_willingness_offer_projection_good	-20
peace_willingness_offer_projection_very_good	-50
peace_willingness_offer_war_damage_none	0
peace_willingness_offer_war_damage_minor	10
peace_willingness_offer_war_damage_major	20
peace_willingness_offer_war_damage_serious	50
peace_willingness_offer_war_damage_crippled	80
peace_willingness_offer_threshold_un_surrender	180
peace_willingness_offer_threshold_capitulation	120
peace_willingness_offer_threshold_surrender	70
peace_willingness_offer_threshold_armistice	40
peace_willingness_accept_projection_destruction	-50
peace_willingness_accept_projection_defeat	-20
peace_willingness_accept_projection_stalemate	-10
peace_willingness_accept_projection_unknown	0
peace_willingness_accept_projection_good	50
peace_willingness_accept_projection_very_good	100
peace_willingness_accept_target_impossible	-50
peace_willingness_accept_target_bad	-20
peace_willingness_accept_target_average	0
peace_willingness_accept_target_favorable	20
peace_willingness_accept_target_soft	50
peace_willingness_accept_threshold_un_surrender	150
peace_willingness_accept_threshold_capitulation	80
peace_willingness_accept_threshold_surrender	50
peace_willingness_accept_threshold_armistice	20
armistice_gpt_divisor	3
armistice_min_gold	100
war_goal_threshold_conquest	250
war_goal_threshold_damage	130
war_goal_threshold_peace	70
war_goal_state_calm	0
war_goal_state_nearly_won	300
war_goal_state_offensive	100
war_goal_state_stalemate	-30
war_goal_state_defensive	-100
war_goal_state_nearly_defeated	-300
war_goal_another_player_state_calm	-50
war_goal_another_player_state_nearly_won	0
war_goal_another_player_state_offensive	-20
war_goal_another_player_state_stalemate	-60
war_goal_another_player_state_defensive	-100
war_goal_another_player_state_nearly_defeated	-150
war_goal_damage_crippled	-100
war_goal_damage_serious	-50
war_goal_damage_major	-25
war_goal_damage_minor	-10
war_goal_damage_none	0
war_goal_game_threat_critical	200
war_goal_game_threat_severe	100
war_goal_game_threat_major	50
war_goal_game_threat_minor	20
war_goal_game_threat_none	0
war_goal_target_soft	100
war_goal_target_favorable	50
war_goal_target_average	0
war_goal_target_bad	-50
war_goal_target_impossible	-100
war_projection_threshold_very_good	100
war_projection_threshold_good	25
war_projection_threshold_destruction	-100
war_projection_threshold_defeat	-25
war_projection_threshold_stalemate	0
war_projection_their_military_strength_pathetic	100
war_projection_their_military_strength_weak	60
war_projection_reckless_expander	25
war_projection_their_military_strength_poor	25
war_projection_their_military_strength_average	0
war_projection_their_military_strength_strong	-25
war_projection_their_military_strength_powerful	-60
war_projection_their_military_strength_immense	-100
war_projection_their_economic_strength_pathetic	50
war_projection_their_economic_strength_weak	30
war_projection_their_economic_strength_poor	12
war_projection_their_economic_strength_average	0
war_projection_their_economic_strength_strong	-12
war_projection_their_economic_strength_powerful	-30
war_projection_their_economic_strength_immense	-50
war_projection_war_damage_us_none	0
war_projection_war_damage_us_minor	-10
war_projection_war_damage_us_major	-20
war_projection_war_damage_us_serious	-30
war_projection_war_damage_us_crippled	-40
war_projection_war_damage_them_none	0
war_projection_war_damage_them_minor	5
war_projection_war_damage_them_major	10
war_projection_war_damage_them_serious	15
war_projection_war_damage_them_crippled	20
war_projection_war_duration_score_cap	20
war_state_calm_threshold_foreign_forces	25
war_state_threshold_nearly_won	75
war_state_threshold_offensive	57
war_state_threshold_stalemate	42
war_state_threshold_defensive	25
war_damage_level_threshold_crippled	67
war_damage_level_threshold_serious	50
war_damage_level_threshold_major	25
war_damage_level_threshold_minor	10
war_damage_level_city_weight	150
war_damage_level_involved_city_pop_multiplier	100
war_damage_level_uninvolved_city_pop_multiplier	120
military_aggressive_posture_threshold_incredible	80
military_aggressive_posture_threshold_high	50
military_aggressive_posture_threshold_medium	30
military_aggressive_posture_threshold_low	10
expansion_capital_distance_aggressive_posture_high	3
expansion_capital_distance_aggressive_posture_medium	5
expansion_capital_distance_aggressive_posture_low	9
plot_buying_posture_incredible_threshold	10
plot_buying_posture_high_threshold	7
plot_buying_posture_medium_threshold	4
plot_buying_posture_low_threshold	2
military_strength_base	30
military_strength_ratio_multiplier	100
military_strength_city_mod	33
military_strength_immense_threshold	250
military_strength_powerful_threshold	165
military_strength_strong_threshold	115
military_strength_average_threshold	85
military_strength_poor_threshold	60
military_strength_weak_threshold	40
economic_strength_ratio_multiplier	100
economic_strength_immense_threshold	250
economic_strength_powerful_threshold	153
economic_strength_strong_threshold	120
economic_strength_average_threshold	83
economic_strength_poor_threshold	65
economic_strength_weak_threshold	40
target_impossible_threshold	200
target_bad_threshold	125
target_average_threshold	80
target_favorable_threshold	50
target_increase_war_turns	50
target_military_strength_immense	250
target_military_strength_powerful	165
target_military_strength_strong	115
target_military_strength_average	85
target_military_strength_poor	60
target_military_strength_weak	40
target_military_strength_pathetic	0
target_already_war_each_player	30
target_neighbors	-10
target_close	0
target_far	20
target_distant	60
target_minor_backup_pathetic	0
target_minor_backup_weak	0
target_minor_backup_poor	5
target_minor_backup_average	15
target_minor_backup_strong	25
target_minor_backup_powerful	35
target_minor_backup_immense	50
target_minor_backup_distant	100
target_minor_backup_far	115
target_minor_backup_close	150
target_minor_backup_neighbors	200
game_threat_critical_threshold	150
game_threat_severe_threshold	100
game_threat_major_threshold	50
game_threat_minor_threshold	10
game_threat_at_war_stalemate	10
game_threat_at_war_defensive	40
game_threat_at_war_nearly_defeated	100
game_threat_at_war_military_strength_immense	80
game_threat_at_war_military_strength_powerful	50
game_threat_at_war_military_strength_strong	30
game_threat_at_war_military_strength_average	10
game_threat_guess_at_war	50
game_threat_guess_at_war_military_strength_immense	100
game_threat_guess_at_war_military_strength_powerful	60
game_threat_guess_at_war_military_strength_strong	40
game_threat_guess_at_war_military_strength_average	20
military_threat_critical_threshold	200
military_threat_severe_threshold	150
military_threat_major_threshold	100
military_threat_minor_threshold	50
military_threat_strength_immense	300
military_threat_strength_powerful	200
military_threat_strength_strong	135
military_threat_strength_average	100
military_threat_strength_poor	65
military_threat_strength_weak	20
military_threat_strength_pathetic	5
military_threat_war_state_calm	0
military_threat_war_state_nearly_won	-100
military_threat_war_state_offensive	-40
military_threat_war_state_stalemate	30
military_threat_war_state_defensive	80
military_threat_war_state_nearly_defeated	150
military_threat_neighbors	100
military_threat_close	40
military_threat_far	-40
military_threat_distant	-100
military_threat_per_minor_attacked	20
military_threat_per_minor_conquered	10
military_threat_per_major_attacked	40
military_threat_per_major_conquered	20
military_threat_already_war_each_player_multiplier	-30
warmonger_threat_critical_threshold	200
warmonger_threat_severe_threshold	150
warmonger_threat_major_threshold	100
warmonger_threat_minor_threshold	50
warmonger_threat_minor_attacked_weight	5
warmonger_threat_minor_conquered_weight	10
warmonger_threat_major_attacked_weight	5
warmonger_threat_major_conquered_weight	10
warmonger_threat_personality_mod	10
warmonger_threat_critical_percent_threshold	40
warmonger_threat_severe_percent_threshold	25
land_dispute_fierce_threshold	400
land_dispute_strong_threshold	230
land_dispute_weak_threshold	100
victory_dispute_fierce_threshold	80
victory_dispute_strong_threshold	50
victory_dispute_weak_threshold	30
wonder_dispute_fierce_threshold	10
wonder_dispute_strong_threshold	7
wonder_dispute_weak_threshold	5
minor_civ_dispute_fierce_threshold	700
minor_civ_dispute_strong_threshold	400
minor_civ_dispute_weak_threshold	200
minor_civ_dispute_allies_weight	10
minor_civ_dispute_friends_weight	5
land_dispute_exp_aggressive_posture_none	0
land_dispute_exp_aggressive_posture_low	10
land_dispute_exp_aggressive_posture_medium	32
land_dispute_exp_aggressive_posture_high	50
land_dispute_exp_aggressive_posture_incredible	60
land_dispute_plot_buy_aggressive_posture_none	0
land_dispute_plot_buy_aggressive_posture_low	5
land_dispute_plot_buy_aggressive_posture_medium	12
land_dispute_plot_buy_aggressive_posture_high	20
land_dispute_plot_buy_aggressive_posture_incredible	30
land_dispute_distant	0
land_dispute_far	10
land_dispute_close	18
land_dispute_neighbors	30
land_dispute_cramped_multiplier	0
land_dispute_no_expansion_strategy	0
victory_dispute_grand_strategy_match_positive	14
victory_dispute_grand_strategy_match_likely	10
victory_dispute_grand_strategy_match_unsure	6
land_dispute_city_ratio_expansion_guess_10	200
land_dispute_city_ratio_expansion_guess_9	180
land_dispute_city_ratio_expansion_guess_8	160
land_dispute_city_ratio_expansion_guess_7	130
land_dispute_city_ratio_expansion_guess_6	110
land_dispute_city_ratio_expansion_guess_5	90
land_dispute_city_ratio_expansion_guess_4	80
land_dispute_city_ratio_expansion_guess_3	55
land_dispute_city_ratio_expansion_guess_2	30
victory_dispute_other_player_fierce_threshold	70
victory_dispute_other_player_strong_threshold	50
victory_dispute_other_player_weak_threshold	30
victory_dispute_other_player_grand_strategy_match_positive	7
victory_dispute_other_player_grand_strategy_match_likely	5
victory_dispute_other_player_grand_strategy_match_unsure	3
ic_memory_turn_expiration	50
coop_war_soon_counter	10
coop_war_locked_turns	20
coop_war_locked_turns_war_weight	1000
demand_turn_limit_min	20
demand_turn_limit_rand	10
dont_settle_rand	100
dont_settle_flavor_base	8
dont_settle_flavor_multiplier	5
dont_settle_friendly	30
dont_settle_strength_pathetic	-30
dont_settle_strength_weak	-20
dont_settle_strength_poor	-10
dont_settle_strength_average	0
dont_settle_strength_strong	25
dont_settle_strength_powerful	40
dont_settle_strength_immense	60
dont_settle_mod_military_posture_none	100
dont_settle_mod_military_posture_low	100
dont_settle_mod_military_posture_medium	150
dont_settle_mod_military_posture_high	200
dont_settle_mod_military_posture_incredible	300
dof_turn_buffer	20
denunciation_expiration_time	50
dof_expiration_time	50
each_gold_value_percent	100
each_gold_per_turn_value_percent	75
deal_value_per_turn_decay	3
deal_value_per_opinion_weight	10
common_foe_value_per_turn_decay	25
common_foe_value_per_opinion_weight	50
want_research_agreement_rand	8
demand_rand	100
 
I think that the 40 Debug-specific rows (in post #1) are populated after everything else. A lot of those look like IDs for other table entries, so could only be known after all your OnModActivated files have run. They are also the last 40 rows in DebugDB.

When I said you could change these by SQL, I based that on trying a few of the random ones from post #2 and 3. To be precise, you can change the values in the DB, but I have not tested whether the new values have any effect.
 
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