﻿NAI = {
	# A low stickiness allows some room of experimentation
	REFORM_GOVERNMENT_STICKINESS = 1.0 # Multiply score of the current government by this when checking whether to reform the government
	# Make AI reform government in accordance to their strategy
	REFORM_GOVERNMENT_PRO_IG_CLOUT_FACTOR = 5.0 # When scoring IGs for putting in government, add to the score multiplier (scaled by clout)

	# Reduce institution spending
	MAX_INSTITUTION_SPENDING_BASE = 0.001 # AI will not spend more BUR than this on institutions (scaled by weekly GDP)
	MAX_INSTITUTION_SPENDING_PER_INSTITUTION = 0.007 # Added to MAX_INSTITUTION_SPENDING_BASE for each institution a country has
	INSTITUTION_SPENDING_DECREASE_SPENDING_RATIO = 1.2 # If current institution spending is at least max spending * this, try to degrade some institutions

	MONEY_SPENDING_INNOVATION_DESIRED_THRESHOLD = 2.0 # If innovation production compared to cap is worse than this, AI considers it important to improve
	MONEY_SPENDING_INNOVATION_EXCESSIVE_THRESHOLD = 2.5 # If innovation production compared to cap is at least this, AI considers it nice to have

	# Don't build government admin in Hokkaido just because qualification is missing
	GOVERNMENT_BUILDING_STATE_MISSING_QUALIFICATIONS_MULT = 0.6 # Multiply score by this if there's not enough qualifications to staff the building
	GOVERNMENT_BUILDING_STATE_POP_CONSTRUCTION_SECTOR_IMPORTANCE_MULT = 1.0 # Multiply score by this if state GDP is at least the above value for purposes of scoring the first level of construction sector

	# This is the only parameter that is affected by the goods stance and the price
	# It is relatively safe to change, since the price is guaranteed to be positive
	# The primary goal with this parameter is to make AI build power plants
	# Oftentimes it needs to overcome the insufficient workforce penalty, so the number is intentionally exaggerated
	PRODUCTION_BUILDING_OUTPUT_HIGH_PRICE_WANTS_HIGH_SUPPLY_FACTOR = 2.0 # Add this value to a building for each unit of money worth of goods above high price threshold that this building produces and which we want a high supply of
	# This one should be low so that buildings with high throughput such as steel mills are not overly valued
	PRODUCTION_BUILDING_FAVORED_GOODS_FACTOR = 0.25 # Add this value to a building for each unit of money worth of building goods output that the AI favors

	# Government construction applies this multiplier to domestic states when determining where to construct
	GOVERNMENT_CONSTRUCTION_DOMESTIC_INVESTMENT_BIAS = 10.0

	# The vanilla base score of 1000 is unreasonably high when combined with multipliers
	# A building's score with 5000 employees is roughly 100 times their productivity
	PRODUCTION_METHOD_BASE_VALUE = 300
	# Merged PRODUCTION_METHOD_FAVORED_GOODS_FACTOR here so that PM selection is less subject to AI strategy
	PRODUCTION_METHOD_PRODUCED_VALUE_FACTOR = 0.45 # Per pound of produced goods in base value
	# This is lowered to enable PMs that add employment i.e. passenger trains
	PRODUCTION_METHOD_EMPLOYMENT_CHANGE_FACTOR = 0.75 # The total score of a PM will be multiplied or divided by 1 + ( this * the proportion of labor that is added or saved by the change )
	# This is specifically to make sure we don't stop using paper for government admin, which would only lead to more government admin being built
	PRODUCTION_METHOD_REDUCE_OUTPUT_PENALTY_FACTOR = 5 # Multiply method score by this if we're reducing the building's output penalties
	# Don't overly penalize temporary shortages - PM changes can be undone if necessary
	PRODUCTION_METHOD_INCREASE_OUTPUT_PENALTY_FACTOR = 0.95 # Multiply method score by this if we're increasing the building's output penalties
	PRODUCTION_METHOD_FAVORED_GOODS_FACTOR = 0.05 # Per base cost * units of goods produced that the AI favors (for non military goods)
	PRODUCTION_METHOD_UNDESIRABLE_GOODS_PRICE_FACTOR_UNTRADEABLE = -0.75 # Per base cost * units of goods whose price is above undesirable price threshold (when the goods cannot be imported from the world market)
	# Certain PMs (especially those of barracks) have a difference too small to overcome the stickiness factor
	PRODUCTION_METHOD_STICKINESS_UPGRADE = 1.0 # Score of non-current method is multiplied by this when it produces more goods base value in total

	# This is reverted to 1.12 value
	AI_PEACE_AGREEMENT_WHITE_PEACE_WAR_DURATION = 1 # For each month the war goes on add this to the acceptance for a white peace
}
