NShip = {

	#### REQUIRES RETESTING

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

	#MILITARY_POWER_HEALTH_WEIGHT		= 0.5 #0.000075
	#MILITARY_POWER_ARMOR_WEIGHT		 = 1	# Compared to health
	#MILITARY_POWER_SHIELD_WEIGHT		= 1	# Compared to health
	#MILITARY_POWER_DAMAGE_WEIGHT		= 0.5 #0.00075
	#MILITARY_POWER_SCALE				= 1600
	#MILITARY_POWER_EXPONENT			 = 0.50	  # math: power = ( ( effective_health * damage_per_day ) ^ exponent ) * scale

	# Below values determine how large an effect special values such as shield penetration have on the military power of a weapon
	#MILITARY_POWER_ARMOR_PENETRATION_WEIGHT = 0.25	# Larger value = adds more military power
	#MILITARY_POWER_SHIELD_PENETRATION_WEIGHT = 0.25
	#MILITARY_POWER_HULL_DAMAGE_WEIGHT = 0.2
	#MILITARY_POWER_ARMOR_DAMAGE_WEIGHT = 0.2
	#MILITARY_POWER_SHIELD_DAMAGE_WEIGHT = 0.2
	#MILITARY_POWER_TRACKING_WEIGHT = -0.5	# At 0% tracking
	#MILITARY_POWER_RANGE_DIV = 100	# Smaller value = adds more military power
	#MILITARY_POWER_MISSILE_MULT = 0.60		# Overall military power of missiles is lowered due to being vulnerable to PD
	MILITARY_POWER_PD_MULT = 0.75		# Overall military power of PD is increased to compensate for relatively bad DPS/range - NAH, PD should factor less in FP IMO.

	#DEFAULT_ARMOR_RATIO = 0.4
	#DEFAULT_SHIELD_RATIO = 0.5
	#MIN_SPEED_FOR_UTILITIES = 1.25 # Minimum value for ship utilities with speed to be considered viable when creating designs

	#EXCESS_POWER_BONUS_THRESHOLD_MAX	= 1.0	 # 0.5 means 0-50% excess power linearly scales ship_excess_power modifier between 0-1.
	#EXCESS_POWER_BONUS_THRESHOLD_MIN	= 0.05 # Min value for excess power to be used.

}