﻿NCombat = {
	# When ships are attacking they will try to stay at max range and orbit their target.
	# If the ship is closer than max range this value determines how fast it will "back off" in order to get to max range.
	# 0.0 means that the ship will not back off, and orbit with whatever radius it already has
	# 1.0 means that the ship will prioritize orbit velocity the same as "back-off"-velocity. i.e a 45?angle
	#COMBAT_BACK_OFF_RATE = 0.6
}

NShip = {
	# In case people aren't using ISB graphics, reduces clipping on Titans
	FLEET_BASE_FORMATION_SCALE			= 4.25
	FLEET_BASE_FORMATION_DIV				= 12
}

NGraphics = {
	SHIP_RANDOM_HEIGHT_OFFSET = 55.0
	
	SYSTEM_LINE_ALPHA_FADE_STEP			= { 1 7 }			# Fade alpha betweeen zoom step X and Y
	SYSTEM_LINE_ALPHA_FADE_VALUE		= { 0.06 0.0125 }		# Fade alpha value between X and Y
}


NAI = {
	ARSENAL_FLEET_SIZE = 350
	#SHARED_THREAT_MULT = 0.5 # How much does having a shared threat boost opinion?
	SHARED_THREAT_MAX = 250
	#THREAT_SHARED_THREAT_REDUCTION = 0			# Each point of threat will also eliminate this much shared threat
	THREAT_SIZE_FACTOR = 0.75					# How much does the relative power of the aggressive empire affect threat?
	THREAT_SIZE_FACTOR_MAX = 1.5

	#MAX_MINERALS_STORED_NAVY = 4000				# Minerals AI will store for navy when it needs more
	#MINERAL_NAVY_BUDGET_FRACTION = 0.3 	# AI will spend this fraction of their stored minerals on ships
	#MAX_MINERALS_STORED_SPACEPORT = 2500		# Minerals AI will store for spaceport when it needs more
	#MINERAL_SPACEPORT_BUDGET_FRACTION = 0.2 # AI will spend this fraction of their stored minerals on spaceport modules
	ABORT_MISSION_LIMIT = 0.3
	ENEMY_FLEET_POWER_MULT = 1.1
	ENEMY_NEUTRALS_FLEET_POWER_MULT = 1.3

	#CRISIS_FLEET_SIZE_LIMIT_LOWER = 150
	#CRISIS_NAVY_SIZE_LIMIT = 200
}