﻿# Mobilization options are evaluated based on the AI value of their modifiers.
# Then it is compared to the cost of its weekly goods cost
# multiplied by MOBILIZATION_OPTION_MONEY_COST_FACTOR = 20.
#
# One goal is to make most mobilization options evaluate to 75-125% their cost basis.
# Though some stats are more useful than others.
#
# The options under `supplies` category are the exceptions.
# The +25% goods consumption are not evaluated by this system.

# unit_offense/defense_mult is valued at 10000 per 100%
# Considering mechanized infantry has the base stat of 50/60
# Each point of flat offense/defense should be worth 200 at a minimum
# Machine Gunners cost basis is 2200/15=147
INJECT:unit_offense_add={
	game_data={
		ai_value=200
	}
}

INJECT:unit_defense_add={
	game_data={
		ai_value=200
	}
}

# Morale recovery should be valued less than morale damage/loss
# Chocolate cost basis is 600/0.1 = 6000
# Tobacco cost basis is 400/0.1 = 4000
# Liquor cost basis is 300/0.1 = 3000
# Opium cost basis is 500/0.1 = 5000
INJECT:unit_morale_recovery_mult={
	game_data={
		ai_value=2500
	}
}

# First Aid cost basis is 1600/0.2 = 8000
# Field Hospitals cost basis is 2800/0.4 = 7000
INJECT:unit_kill_rate_add={
	game_data={
		ai_value=10000
	}
}

INJECT:unit_recovery_rate_add={
	game_data={
		ai_value=10000
	}
}

# The valuation of 10000 in vanilla is unreasonably high
# Rail Transport cost basis is 600/0.2=3000
INJECT:military_formation_army_movement_speed_mult={
	game_data={
		ai_value=2500
	}
}

# Shopkeepers have a lower investment pool contribution ratio
# Making it less desirable than a fully capitalist owned building i.e. Publicly Traded
INJECT:building_shopkeepers_shares_add={
	game_data={
		ai_value=-10
	}
}
