	NGraphics = {

		# DEAD_SHIP_DRAG						= 15.0	# When ships die reduce their speed with x / second

		# TRAILS_ALPHA_FADE					= 0.5 # Controls of quick we alpha fade-out
		# TRAILS_MISSILE_ALPHA_FADE			= 6 # Controls of quick we alpha fade-out missile trails
		# TRAILS_BASE_WIDTH					= 1.0 # Trails width
		TRAILS_MISSILE_BASE_WIDTH			= 2.0 # Missile trails width
		TRAILS_LOCATOR_NAME					= "exhaust"
		STRIKE_CRAFT_TRAIL_FADE_RATE		= 2.0
		STRIKE_CRAFT_HEIGHT_OFFSET					  = 150.0
		STRIKE_CRAFT_HEIGHT_RANDOM					  = 50.0
		SHIP_RANDOM_HEIGHT_OFFSET 			= 150.0

		MISSILE_HEIGHT_OFFSET		= 40.0	# How high up missiles will fly

		MISSILE_RANDOM_OFFSET_MIN_RADIUS = 10.0		# Random spread of missiles
		MISSILE_RANDOM_OFFSET_MAX_RADIUS = 40.0

		BALLISTIC_PROJECTILE_MISSED_LIFETIME = 1.0 # Missed ballistic projectiles will live for (at least) this long before being removed

		SHIELD_DISTANCE_FROM_SHIP = { 2.0 0.0 5.0 } # How far "out" from the ships shields will extend. left-right upd-down front-back
		SHIELD_DISTANCE_FROM_SHIP_MULT = { 1 1 1 } # How far "out" from the ships shields will extend. Based on ship's size. left-right upd-down front-back
	}

	NGameplay = {

		# LIMITED_EXPLORATION = 1		# If set to 1, only science ships with scientists can enter unvisited systems

		# DECADENCE_START = 20	# 20 After this many years of being awakened, an awakened empire will experience decadence
		DECADENCE_CHANCE = 1 	# Chance of decadence increasing each month (multiplied by total size of empire & subjects)
		DECADENCE_INCREASE = 1	# How much does decadence increase per time?
		DECADENCE_MAX = 500		# Max decadence

		# ALLOW_EMPIRE_DESIGN_CHEATS = no # WHAT IS THIS LOL

		# Not used for crisis faction, mainly for FEs/AEs
		# SCALED_DIFFICULTY_MAX_GALAXY_SIZE = 1000	# At this galaxy size, the full scaled difficulty modifier is applied
		SCALED_DIFFICULTY_GALAXY_SIZE_MULT = 1.00	# How much does galaxy size impact difficulty scaling
		SCALED_DIFFICULTY_HABITABLE_PLANETS_MULT = 0.75	# How much does amount of habitable planets impact difficulty scaling

		FALLEN_EMPIRE_REPEATABLE_TECHS  = 20

		MAX_PLANET_BUILDING_SLOTS				= 20

		# POP_CRIME							= 3		# From each pop with happiness (scaled inversely to happiness)

		# JUMP_DRIVE_COOLDOWN = 200					# Days between uses of Jump Drive

		RELATIVE_POWER_FLEET_MULT		= 4.0	# How much is fleet power factored when determining relative power

		LEADER_POOL_SIZE		= 4				# Each leader pool will consist of this many leaders
		# LEADER_POOL_LEAD_TIME	= 5				# Years leaders will remain in the leader pool until replaced
		# LEADER_BASE_SKILL_CAP	= 5
		LEADER_MAX_SKILL_CAP	= 20

		LEADER_ADMIRAL_FLEET_COMBAT_BASE_EXPERIENCE					= 10 # Leader Admiral base experience from fleet combat
		# LEADER_ADMIRAL_FLEET_COMBAT_EXPERIENCE_SCALE				= 0.5 # Scale factor used when calculating experience gain for Admiral
		LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_KILLED_CONVERSION			= 0.1 # Scale factor for total number of ships killed after combat when calculating experience gain for Admiral
		LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION		= 0.1 # Scale factor for total number of ships that disengaged after combat when calculating experience gain for Admiral
		#LEADER_ADMIRAL_FLEET_PIRACY_SUPPRESSION_DAILY				= 0.1 # Leader Admiral base experience from piracy suppression

		LEADER_GENERAL_GROUND_COMBAT_BASE_EXPERIENCE				= 500 # Leader General base experience from ground combat
		LEADER_GENERAL_GROUND_COMBAT_EXPERIENCE_SCALE				= 5.0 # Scale factor used when calculating experience gain for General
		LEADER_GENERAL_GROUND_COMBAT_ARMIES_KILLED_CONVERSION		= 0.50 # Scale factor for total number of armies killed after combat when calculating experience gain for General

		LEADER_SCIENTIST_LEADING_RESEARCH_FIELD_EXPERIENCE			= 3.5
		LEADER_SCIENTIST_SURVEY_EXPERIENCE							= 20 	# Experience gained from surveyed planet
		LEADER_SCIENTIST_SUCCESSFUL_ANOMALY_RESEARCH_EXPERIENCE		= 100 	# Experience gained from a successful discovery research
		LEADER_SCIENTIST_COMPLETED_SPECIAL_PROJECT_EXPERIENCE		= 500	# Experience gained from completing a special project
		LEADER_SCIENTIST_COMPLETED_ARCHAEOLOGICAL_SITE_STAGE_EXPERIENCE = 250	# Experience gained from a successful archaeological site roll
		LEADER_SCIENTIST_ASSIST_RESEARCH							= 0.50 	# Experience gained from assisting research per day
		LEADER_SCIENTIST_ASSIST_RESEARCH_MULT						= 0.25	# Assist Research modifier-mult per skill level (this value times skill level equals modifier)

		LEADER_ASSIGNED_MONTHLY_EXPERIENCE							= 10	# Monthy exp from governing sector.
		LEADER_COUNCILOR_MONTHLY_EXPERIENCE							= 20 # Monthly exp from being on the council

		# WAR_EXHAUSTION_NAVAL_CAP_ADD		  = 100
		WAR_EXHAUSTION_SHIP_KILLED_MULT		  = 2.50	# Multiplier of war exhaustion gained from ships
		WAR_EXHAUSTION_ARMY_KILLED_MULT		  = 0.4	# Multiplier of war exhaustion gained from land battles (armies)
		WAR_EXHAUSTION_PLANET_DESTRUCTION_MULT = 10.0		# War exhaustion from planets destroyed
		# WAR_EXHAUSTION_PASSIVE_GAIN_YEARLY	  = 0.1		# The amount of yearly war exhaustion gained during war while under WAR_EXHAUSTION_PASSIVE_GAIN_CUTOFF
		# WAR_EXHAUSTION_PASSIVE_WAR_SIZE_DIV	  = 0.1
		# WAR_EXHAUSTION_PASSIVE_GAIN_CUTOFF	  = 1.0		# At this amount of war exhaustion (excluding occupation) you stop getting war exhaustion passively over time
		# WAR_EXHAUSTION_FROM_UNITS_CUTOFF	  = 1.0		# At this amount of war exhaustion (excluding occupation) you stop gaining war exhaustion from lost units
		# WAR_EXHAUSTION_HIGH_THRESHOLD		  = 1.0		# Apply negative modifier and show alert if war exhaustion >= this

		# ENFORCE_STATUS_QUO_ENABLED	 		  = yes		# Can status quo be enforced at high WE?
		# ENFORCE_STATUS_QUO_MONTHS			  = 24

		PLANET_HEALTH_MAX 					= 200
		PLANET_HEALTH_REGEN					= 0.1			# Each day
		PLANET_HEALTH_REGEN_DELAY 			= 120		# Days since being bombarded before repairs can be done at full speed

		PLANET_HEALTH_PROTECT_POPS			 	 = 0.7		# At above this health fraction, pops will not die
		PLANET_HEALTH_PROTECT_ARMIES			 = 0.8		# At above this health fraction, defending armies take half damage from bombardment
		PLANET_HEALTH_INHIBIT_FTL				 = 0.5		# At above this health fraction, planet FTL inhibitors are functional
		PLANET_HEALTH_INCREASE_ARMY_DAMAGE		 = 0.5		# Below this health fraction, defending armies take triple (from double in vanilla) damage from bombardment
		PLANET_HEALTH_ARMY_PROTECTED_DAMAGE_MULT = 0.80
		PLANET_HEALTH_ARMY_INCREASED_DAMAGE_MULT = 5.0

		# GOVERNMENT_CIVIC_POINTS_BASE		= 2		# Base amount of civic points (to "pay" for government civic costs)

		POLICY_YEARS						= 5 	# Years a set policy can not be changed for
		SPECIES_POLICY_YEARS				= 5

		# DEBRIS_BASE_COST					= 0	# Base cost of special project for analyzing debris
		DEBRIS_ANALYZED_AREA_POINTS			= 100	# Points * Level given for each component analyzed
		DEBRIS_ANALYZED_TECH_PROGRESS		= 0.05	# Tech progress added when analyzing component that require tech you don't have
		DEBRIS_DAYS							= 3600	# How many days the debris is visible for
		DEBRIS_RESEARCH_TIME				= 45	# How many days it takes to analyze 1 debris.

		# TRUCE_YEARS							= 10 	# Truce last for X years

		# INSULT_COOLDOWN_DAYS				= 5 	# How often can you send insults?
		# AUTO_DECLINE_DIPLOMACY_DAYS			= 180	# Number of days after which diplomatic action will automatically be declined

		MIN_RIVAL_YEARS						= 1	# Years before you can remove an empire as a rival

		# MAX_FRICTION 						= 100	# Max friction (total)
		# FRICTION_FROM_BORDERING_SYSTEM 		= 5	# Friction for each bordering system

		# CUSTOM_EMPIRE_SPAWN_CHANCE 			= 50	# Chance that an empire will be created from an existing template instead of randomly generated (10 = 1% chance)
		FALLEN_CUSTOM_EMPIRE_SPAWN_CHANCE 	= 100	# Chance that a fallen empire will be created from an existing template instead of randomly generated (10 = 1% chance)
		# FALLEN_EMPIRE_OUTER_BOUNDARY  		= 100	# Outer boundary of galaxy that fallen empire generation will try to avoid
		# FALLEN_EMPIRE_INNER_BOUNDARY		= 0		# Inner boundary of galaxy that fallen empire generation will try to avoid

		ADVANCED_EMPIRE_EXTRA_WARSHIPS_MIN = 7	# How many extra war ships do advanced empires start with?
		ADVANCED_EMPIRE_EXTRA_WARSHIPS_MAX = 17
		ADVANCED_EMPIRE_MIN_EXTRA_SYSTEMS = 3	# Min extra systems an advanced empire can start with
		ADVANCED_EMPIRE_MAX_EXTRA_SYSTEMS = 6	# Max extra systems an advanced empire can start with
		ADVANCED_EMPIRE_COLONY_CHANCE = 90		# Chance that a colonizable planet inside advanced empire's borders is colonized
		# ADVANCED_EMPIRE_ALWAYS_COLONIZE_HABITABILITY = 0.70 # If habitability is at least this, always colonize planet in advanced empire's borders

		# Bombardment damage to planets from ships
		# ORBITAL_BOMBARDMENT_DAMAGE_MAX_SCALE			= 200
		# ORBITAL_BOMBARDMENT_COLONY_DMG_SCALE			= 0.01
		# ORBITAL_BOMBARDMENT_PLANET_DMG_SCALE			= 0.002
		# ORBITAL_BOMBARDMENT_ARMY_DMG_SCALE				= 0.02
		# ORBITAL_BOMBARDMENT_ASSAULT_ARMY_DAMAGE_MULT	= 5.00	# Assault armies take this much more damage from orbital bombardment
		ORBITAL_BOMBARDMENT_KILL_POP_CHANCE				= 0.5	# Multiplied by stance & damage dealt
		ORBITAL_BOMBARDMENT_KILL_POP_COOLDOWN			= 5	# Min days between killing pops from bombardment

		# Collateral damage to planet from armies
		# COLLATERAL_DAMAGE_CHANCE						= 0.10	# Chance that an army causes collateral damage while dealing damage to an enemy army
		# COLLATERAL_DAMAGE_BASE_SCALE					= 0.02	# Base amount of planetary damage inflicted from collateral damage
		# COLLATERAL_DAMAGE_DEFENDER_MULT					= 0.50	# Collateral damage from defending units is multiplied by this
		# COLLATERAL_DAMAGE_MAX_PER_DAY					= 0.25	# Per combat side
		# COLLATERAL_DAMAGE_KILL_POP_CHANCE				= 0.1	# Multiplied by damage dealt

		STATION_SELF_REPAIR_TIMER_DAYS			= 30	# Number of days after taking damage before a station will start self-repairing

		# STARBASE_SELF_REPAIR_TIMER_DAYS			= 30	# Number of days after taking damage before a starbase will start self-repairing
		# STARBASE_DISABLED_HEALTH_PERCENTAGE		= 0		# Percentage of max health when a starbase that can be disabled will be disabled.
		# STARBASE_ENABLED_HEALTH_PERCENTAGE		= 0.25	# Percentage of max health when a starbase that can be disabled will be enabled.
		# STARBASE_AUTO_CONTROL_DISTANCE			= 80	# Distance at which a fleet can seize control of a disabled starbase

		PLANET_COMBAT_WIDTH_BASE				= 20 # Maximum number of troops that can fight at the same time
		PLANET_COMBAT_WIDTH_FROM_SIZE 			= 1 # Extra combat width per tile
		PLANET_COMBAT_WIDTH_MINIMUM 			= 5 # Minimum combat width

		GENERAL_DEATH_CHANCE					= 0.0		# Chance that general dies when an army under command is destroyed (scaled to number of armies)

		GOVERNMENT_COOLDOWN_YEARS				= 10	# Cooldown years after changing government before you can change it again
		# GOVERNMENT_CHANGE_INFLUENCE_COST		= 250	# The Influence it costs to change government type

		NUM_TECH_ALTERNATIVES					= 4
		# TECH_COST_MULT_FALLEN_EMPIRE			= 2	# Awakened Empires pay this much more to research techs
		#TECH_WEIGHT_PREVIOUS_OPTION				= 0.5	# If a tech was one of the alternatives last time its weight will be multiplied with TECH_WEIGHT_PREVIOUS_OPTION

		## Tradition cost = ( base_cost + ( cost_tradition * num_traditions )^traditions_exponential ) * ( 1 + cost_planet*num_planets + cost_system*num_systems )

		# MISSION_PROGRESS_MAX					= 1	# When is a mission finished?
		NEW_HEIR_CHANCE							= 0.01	# Chance to get a new heir each day. Range is 0 to 1

		# OCCUPATION_BASE_VALUE 					= 5		# Base value of occupied system, used for calculating relative occupation score of empire
		# OCCUPATION_PLANET_VALUE 				= 10	# Per planet in system
		# OCCUPATION_POP_VALUE 					= 0.1	# Per pop in system
		OCCUPATION_STARBASE_VALUE 				= 20	# If starbase is upgraded

		# RESEARCH_AGREEMENT_SPEED_MULT			= 0.35	# Research speed increased by this for trade research agreement deal

		MOVE_CAPITAL_INFLUENCE_COST				= 500	# Influence cost to move the empire capital to another planet.
		MOVE_CAPITAL_COOLDOWN_YEARS 			= 5  	# Cooldown in years for moving capital.

		# INTEGRATE_SUBJECT_MIN_DAYS 				= 3600 # Amount of days the subject has been a subject before we can integrate it
		SUBJECTS_INTEGRATION_CAP				= 2 # Amount of integrations you're allowed to have at the same time
		# SUBJECT_INTEGRATION_BASE_PROGRESS 		= 5 # Cost per month for subject integration
		# SUBJECT_INTEGRATION_COST_BASE			= 50 # Base cost for integration
		# SUBJECT_INTEGRATION_COST_PER_POP 		= 1 # Integration cost per pop
		# SUBJECT_INTEGRATION_COST_PER_PLANET		= 10 # Integration cost per planet

		COMMAND_LIMIT_MAX										= 1000	# Max value of Command Limit
		# COMMAND_LIMIT_BASE 										= 20	# Base value of Command Limit

		NAVAL_CAPACITY_MAX										= 100000	# Max value of Naval Capacity
		NAVAL_CAPACITY_BASE 									= 40	# Base value of Naval Capacity
		# NAVAL_CAPACITY_POP_MULT									= 0		# Mult value of Naval Capacity for each Pop

		# STARBASE_CAPACITY_MAX									= 999	# Max value of Starbase Capacity
		# STARBASE_CAPACITY_BASE 									= 3		# Base value of Starbase Capacity
		# STARBASE_CAPACITY_SYSTEM_MULT							= 0.10	# Mult value of Starbase Capacity for each owned system
		# STARBASE_CAPACITY_POP_MULT								= 0.00	# Mult value of Starbase Capacity for each Pop

		# STARBASE_BASE_LEVEL				= "starbase_level_outpost"		# The base starbase level
		# UPGRADED_STARBASE_BASE_LEVEL	= "starbase_level_starport"		# The first starbase level you upgrade to

		# TECH_TO_SURVEY_OWNED = "tech_galactic_ambitions"
		# ASCENSION_PERKS_SLOTS				= 8 # Number of ascension perk slots

		# EVADE_HOSTILE_CANCEL_ORDERS_THRESHOLD_DAYS = 180 # When evading hostiles ships will cancel orders that would take more than X days to reach.

		# EXPERIMENTAL_SUBSPACE_NAVIGATION_TIME_MULT 			= 3.0		# Value * hyperlane distance to system defines the MIA time (travel time in days) for a Science Ship MIA Jump

		# HIGH_PIRACY_RISK					= 0.8	# ratio of dangerous actual piracy to trade protection

		MEGASTRUCTURE_BUILD_CAP_BASE		= 5.0
	}

	NShip = {
		AGGRESSIVE_STANCE_INVASION_ODDS_MULT = 1.2			# Transport fleets on aggressive stance want to have combat strength of enemy ground troops x this to invade a world
		# AGGRESSIVE_STANCE_MIN_POWER_MULT	= 0.2			# Fleets that are less than our military power x this will be ignored by aggressive fleets that are bombarding

		# DESIGNER_WEAPON_PREF_MUL			= 1.33			# How much does weapon preference tags in the ship designer affect the weight it assigns a weapon?
		# DESIGNER_WEAPON_STACKING_DIV		= 0.25			# The higher this is the more the ship designer will try to vary which weapon types are used on its sections

		ABANDONED_STATION_DECAY_RATE		= 0.001		# Abandoned stations lose this amount of health per day

		# STRIKE_CRAFT_COMBAT_REGEN 			= 0.2

		# MOVE_SHIP_TO_FLEET_MAX_DIST			= 50.0

		OUT_OF_COMBAT_SHIELD_REGEN_MULT		= 5.0		# Shields recharge this much faster outside combat

		OUT_OF_COMBAT_ARMOR_REGEN_MULT		= 3.0		# Armor recharge this much faster outside combat

		OUT_OF_COMBAT_HULL_REGEN_MULT		= 1.0		# Hull recharge this much faster outside combat

		# SHIP_SPEED_SCALE					= 0.045		# Setting this to 1 makes the scripted speed value correspond to units/day

		# SHIP_MAX_EVASION					= 0.90		# The maximum evasion value a ship is allowed to have (percent)

		FLEET_BASE_FORMATION_SCALE			= 5.0
		FLEET_BASE_FORMATION_DIV			= 7	

		# FLEET_FORMATION_CIRCLE_SHIPS_PER_LAYER_MULT = 4
		# FLEET_FORMATION_CIRCLE_RADIUS_PER_LAYER_MULT = 2.0

		# HYPERLANE_WINDUP 					= 150	# In micro updates ( 10/day )
		# HYPERLANE_WINDDOWN					= 0	# In micro updates
		# HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED = 1.0 # In micro updates ( 10/day )
		# RULER_SHIP_SCALE_MULT				= 0.5	# Scale up of unique ruler ship.
		# JUMP_DRIVE_WINDUP					= 15	# Jump drive windup in days
		# JUMP_DRIVE_RANGE					= 100

		# SHIELD_RECHARGE_TICKS				= 20	# Combat ticks before a shield that is fully depleted will start to recharge

	}

	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 degree angle
		COMBAT_BACK_OFF_RATE					= 0.3

		# SHIP_SMOOTH_ROTATION_THRESHOLD			= 3.141 # Used to smooth rotation rate of ships. Equation is "y = x * ( min ( 1.0 x / SHIP_SMOOTH_ROTATION_THRESHOLD ) )" where x is the wanted delta rotation this tick and y the resulting delta rotation

		# FORCE_DISPARITY_BASE					= 20	# Added to size of fleets when calculating force disparity
		FORCE_DISPARITY_MAX_EFFECT				= 4.0	# Max multiplier on force disparity

		# COMBAT_DAYS_BEFORE_TARGET_STICKYNESS	= 5		# Combat must have gone on at least this many days before ships 'lock in' their target
		# COMBAT_TARGET_STICKYNESS_FACTOR			= 1.5	# The higher this is, the less likely ships are to switch targets
		# RANDOM_TARGETING_WEIGHT					= 3.0	# The higher this is, the more random ship targeting will be

		ADMIRAL_DEATH_CHANCE					= 0.05		# Chance that admiral dies when their ship gets blown up

		COMBAT_SHIP_TARGETING_SIZE_MULT			= 0.05	# The higher this weight is, the more likely smaller, more fragile ships are to be targeted first
		COMBAT_SHIP_TARGETING_SIZE_MAX			= 10
		COMBAT_SHIP_TARGETING_TRACKING_MULT		= 3.0	# This weight is needed to ensure high-tracking ships target high-evasion ships
		COMBAT_SHIP_EVASION_TARGETING_WEIGHT 	= 3.0	# The higher this is, the less likely ships are to target enemy ships with high chance to evade their shots
		# COMBAT_SHIP_LOW_HEALTH_THRESHOLD 		= 0.5			# The health threshold at which the low health targeting weight is applied
		COMBAT_SHIP_LOW_HEALTH_TARGETING_WEIGHT = 2.0
		#COMBAT_SHIP_DISTANCE_TARGETING_WEIGHT = 0.002		# The higher this is, the less likely ships will be to fire on distant targets
		#COMBAT_SHIP_DISTANCE_TARGETING_WEIGHT_MIN = 0.10	# Target weight can't be multiplied by less than this due to distance
		# COMBAT_SHIP_UNARMED_TARGETING_WEIGHT = 0.05		# The lower this is, the less likely ships are to target unarmed enemies over armed ones
		COMBAT_SHIP_STARBASE_TARGETING_WEIGHT = 0.10	# The lower this is, the less likely ships are to target Starbases over military ships & defensive platforms
		# COMBAT_SHIP_EVASION_AVOID_MIN_SHIP_SIZE	= 8		# Minimum size of ships that should try to avoid firing on highly evasive targets
		COMBAT_SHIP_EVASION_AVOID_THRESHOLD		= 0.65	# Above this level of evasion, try to find a less evasive target

		COMBAT_DETECT_RANGE_MULT				= 1.20	# Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT
		# COMBAT_DETECT_RANGE_MIN					= 10
		# COMBAT_AREA_MIN_ATTACK_RADIUS			= 0.2
		COMBAT_EMERGENCY_FTL_LOST_RISK 			= 0.02 # x% risk of ship becoming forever lost when jumping.
		COMBAT_EMERGENCY_FTL_DAMAGE_RISK 		= 0.40 # x% chance of ship taking damage in emergency ftl jump
		 COMBAT_EMERGENCY_FTL_DAMAGE_AMOUNT 		= 0.50 # x% of damage that emergency ftl can potentially cause
		# COMBAT_BASE_DAYS_UNTIL_EMERGENCY_FTL 	= 30.0	# How many days a fleet should be in combat until they can emergency ftl

		# SHIP_DISENGAGE_BASE_CHANCE					= 0.75 # Chance each time a ship takes damage that it disengages, scales with damage received (X = chance at SHIP_DISENGAGE_HEALTH_THRESHOLD of health damage)
		# SHIP_DISENGAGE_MAX_CHANCE 					= 0.5
		# SHIP_DISENGAGE_HEALTH_THRESHOLD				= 0.5 # Health must be below this before damage taken for a ship to disengage
		SHIP_DISENGAGE_FRIENDLY_TERRITORY_MULT		= 2.0
	}

	NEconomy = {
		FLEET_UPGRADE_TIME_COST_MULT		= 0.30		# Upgrade fleet time cost
		FLEET_UPGRADE_SECTION_COST_REFUND_MULT = 0.50	# Refund factor for ship section when upgrading
		FLEET_UPGRADE_COMPONENT_COST_REFUND_MULT = 0.75 # Refund factor for ship components when upgrading
	}

	NAI = {
		SHIP_FLEET_POWER_UPGRADE_THRESHOLD = 1.1 # How much more a ship or defense platform need to increase their fleet power for AI to start upgrading it
	}