######## # Bygfoot constants file. a lot of fine-tuning stuff gets loaded # from here. constants affecting the appearance of the game # can be found in 'bygfoot_app'. ######### #### float constants get divided by 100000 and loaded as floats #### so we write 50000 if we'd like to have 0.5 # commands for unix filesystem interaction string_fs_compress_command_unix zip string_fs_compress_switches_unix -q string_fs_uncompress_command_unix unzip string_fs_uncompress_switches_unix -qq -o string_fs_copy_file_command_unix cp string_fs_remove_file_command_unix rm string_fs_save_suffix_unix .zip # commands for win32 filesystem interaction string_fs_compress_command_win32 zip string_fs_compress_switches_win32 -q string_fs_uncompress_command_win32 unzip string_fs_uncompress_switches_win32 -qq -o string_fs_copy_file_command_win32 copy string_fs_remove_file_command_win32 erase string_fs_save_suffix_win32 .zip # number of seconds until messages disappear int_game_gui_message_duration 5 # number of seconds to delay for delayed messages int_game_gui_message_delay 3 # base values for stadium improvement: 500 seats and 5% int_stadium_improvement_base_seats 500 float_stadium_improvement_base_safety 5000 # values at which maximum discount is reached int_stadium_improvement_max_discount_seats 2000 float_stadium_improvement_max_discount_safety 20000 # maximum discount float_stadium_improvement_max_discount 40000 # wage unit factor for 500 seats or 5% safety float_stadium_improvement_wage_unit_factor_seats 2500000 float_stadium_improvement_wage_unit_factor_safety 1200000 # these determine how much the weekly seats and # safety increase can deviate from the base values 500 and 5% int_stadium_improvement_seats_variance 100 float_stadium_improvement_safety_variance 1000 # lower limit for player ages. float_player_age_lower 1800000 # upper limit for player ages. float_player_age_upper 3600000 # lower limit for player peak ages. float_player_peak_age_lower 2900000 # upper limit for player peak ages. float_player_peak_age_upper 3200000 # lower limit for player peak region. float_player_peak_region_lower 150000 # upper limit for player peak region. float_player_peak_region_upper 400000 # by how many years the peak age of goalies is # greater. float_player_peak_age_goalie_addition 200000 # limits for initial fitness (read it as 85%) float_player_fitness_lower 85000 # limits for initial fitness. float_player_fitness_upper 100000 # bounds for the contract time at player generation. float_player_contract_lower 100000 float_player_contract_upper 400000 # default contract value for youths float_player_contract_youth 400000 # bounds for the last skill update at player generation. float_player_lsu_lower 200000 float_player_lsu_upper 1000000 # stadium safety bounds at generation float_team_stadium_safety_lower 80000 float_team_stadium_safety_upper 100000 # ticket price; this determines together with # the player wages the size of the stadium at # generation. Also used in attendance # calculation int_team_stadium_ticket_price 25 # price vs attendace. This determines together # with the prices how high the attedace will be float_team_stadium_price_attendance_factor 4000 # factor for stadium size; this determines the income # of the user teams float_team_stadium_size_wage_factor 180000 # stadium safety deterioration values (per game) float_game_stadium_safety_deterioration_lower 200 float_game_stadium_safety_deterioration_upper 500 # journey cost factor for national and international games float_game_finance_journey_factor_national 30000 float_game_finance_journey_factor_international 60000 # how many spectators in a perfectly safe stadium float_game_stadium_attendance_percentage_lower 70000 float_game_stadium_attendance_percentage_upper 110000 # percentage increasing factor in cup games float_game_stadium_attendance_cup_national_factor 115000 float_game_stadium_attendance_cup_international_factor 125000 # how many rounds before the final there's full house int_game_stadium_attendance_cup_rounds_full_house 3 # below which rank (in pct. of the number of teams in the league) # there are more spectators float_game_stadium_attendance_rank_percentage 25000 # factor for an opponent with high rank float_game_stadium_attendance_rank_factor 110000 # exponent of the stadium safety (the bigger the greater # the influence of the safety on the percentage) float_game_stadium_attendance_safety_exponent 50000 # how many spectators there can be at most compared to # the average stadium size in the league float_game_stadium_attendance_average_exceed_factor 200000 # upper and lower percentages for attendance on neutral # ground (compared to the average capacity of cup teams # in international cups and average capacity of league 1 # teams in national cups) float_game_stadium_attendance_neutral_lower 90000 float_game_stadium_attendance_neutral_upper 145000 # reduce (in percentage) of capacity for different # stadium events float_game_stadium_safety_reduce_breakdown_lower 3000 float_game_stadium_safety_reduce_breakdown_upper 6000 float_game_stadium_safety_reduce_riots_lower 5000 float_game_stadium_safety_reduce_riots_upper 10000 float_game_stadium_safety_reduce_fire_lower 10000 float_game_stadium_safety_reduce_fire_upper 15000 # factor we multiply the safety reduction with to obtain the # capacity reduction; the bigger the higher the reduction float_game_stadium_capacity_reduce_factor 150000 # position weights determining what kind of player # gets picked in the live game for an event (depending # on the area the live game is in float_game_player_weight_attack_def 22500 float_game_player_weight_attack_mid 40000 float_game_player_weight_attack_fwd 120000 float_game_player_weight_midfield_def 50000 float_game_player_weight_midfield_mid 100000 float_game_player_weight_midfield_fwd 50000 float_game_player_weight_defend_def 100000 float_game_player_weight_defend_mid 50000 float_game_player_weight_defend_fwd 25000 # lsu addition for injured players who are older # than their peak age float_player_lsu_injured_old 150000 # percentage of league games a player has to participate # in to have his lsu increased float_player_lsu_games_percentage 30000 # probability that the lsu gets increased even # if the player didn't participate in that many games float_player_lsu_increase_prob 40000 # the lsu above which a skill update is considered float_player_lsu_update_limit 1500000 # 1 - probability that the update occurs right away float_player_lsu_update_base_prob 80000 # this determines the accuracy of the scout's # talent estimate. the smaller the better. float_player_etal_scout_factor 700000 # fitness limits below which fitness is shown # in orange and red etc. float_treeview_helper_limit_player_fitness_below1 85000 float_treeview_helper_limit_player_fitness_below2 70000 float_treeview_helper_limit_player_fitness_below3 60000 # contract limits below which contract time is shown # in orange and red etc. float_treeview_helper_limit_player_contract_below1 100000 float_treeview_helper_limit_player_contract_below2 70000 float_treeview_helper_limit_player_contract_below3 40000 # the factor that determines how much money the user has to pay # if he fires a player float_player_fire_wage_factor 1000000 # the integer that the cell data functions will interpret as an empty string. int_treeview_helper_int_empty -5 # number of results shown in the next opponent # info int_treeview_latest_results 10 # number of matches shown in the preview int_treeview_coming_matches 4 # number of |'s for an ideal 442 team in the opponent preview int_treeview_max_pipes 50 # the bounds determining the player positions in a newly created # team for players 13 to int_team_max_players. # player 11 is always the second goalie. float_player_pos_bound1 37550 float_player_pos_bound2 75100 # minimum number of players in a user team. int_team_min_players 11 # maximum number of players in a user team. int_team_max_players 22 # number of players in cpu teams. should be # less or equal int_team_max_players int_team_cpu_players 20 # highest skill and talent a player can have. float_player_max_skill 9900000 # determines initial money of the users int_initial_money_lower 70 int_initial_money_upper 100 # how many teams and players there # are in the league statistics int_stat_teams_len 3 int_stat_players_len 5 # percentage of team matches a goalie has to participate # in to get counted in the best goalies statistics float_stat_goalie_percentage 40000 # below and above which percentages of ranks # in the league table the user's success counter # gets incremented or decremented float_user_success_table_bound_upper 30000 float_user_success_table_bound_lower 70000 # how many points the user loses or gains (so that # his success counter converges to 0) if the team # rank is between the above bounds int_user_success_mediocre_rank_change 2 # success points for reaching some cup rounds int_user_success_international_winner 80 int_user_success_international_final 70 int_user_success_international_semis 60 int_user_success_international_quarter 40 int_user_success_national_winner 70 int_user_success_national_final 60 int_user_success_national_semis 50 int_user_success_national_quarter 30 # success points for promotion and relegation int_user_success_promotion 60 int_user_success_relegation 60 # points above or below which there might be a job # offer int_user_success_offer_limit 400 # base probability that the counter is considered at all float_user_success_counter_check 25000 # probability that user gets job offer or fired if he # is below or above the limit float_user_success_base_prob 50000 # factor determining the growth of the probability float_user_success_prob_factor 540 # how often a user may overdraw his bank account int_finance_overdraw_limit 3 # how many weeks until he's got to be positive int_finance_overdraw_positive 6 # wage factors for scout and physio # four apiece because of the different qualities float_finance_scout_factor1 200000 float_finance_scout_factor2 150000 float_finance_scout_factor3 100000 float_finance_scout_factor4 50000 float_finance_physio_factor1 60000 float_finance_physio_factor2 50000 float_finance_physio_factor3 40000 float_finance_physio_factor4 30000 # wage factor for youth coach float_finance_yc_factor1 350000 float_finance_yc_factor2 250000 float_finance_yc_factor3 180000 float_finance_yc_factor4 100000 # interest rate float_finance_interest 2000 # weight of player values and stadium capacity # for drawing credit and loan float_finance_credit_player_value_weight 6000 float_finance_credit_stadium_weight 3000000 # influence of the stadium safety on the value of the stadium float_finance_credit_stadium_safety_exponent 25000 # scaling factors for the drawing credit and loan float_finance_credit_factor_drawing 30000 float_finance_credit_factor_loan 70000 # number of weeks to pay back a loan int_finance_payback_weeks 15 # lower and upper limit for the current interest # and the change step between weeks float_finance_interest_lower 500 float_finance_interest_upper 5000 float_finance_interest_step 250 # live game scale configuration float_game_gui_live_game_scale_attack 30000 float_game_gui_live_game_scale_chance 45000 float_game_gui_live_game_scale_range 1000000 # live game speed (milliseconds int_game_gui_live_game_speed_grad -87500 int_game_gui_live_game_speed_max 3500010 # factor changing the speed when penalties float_game_gui_live_game_speed_penalties_factor 200000 # How much a player's talent can deviate from # the average talent in his team. float_player_average_talent_variance 7500 # these determine the value calculation of players. # value is a function of skill and talent involving # a power. float_player_value_skill_weight 65000 float_player_value_power 350000 # linear function parameters influencing the value # increase/reduction depending on the difference between # age and peak age; the higher the values, the bigger # the influence float_player_value_younger_factor 2000 float_player_value_older_factor 2500 # these determine the wage calculation of players. # wage depends on the value and a random factor near 1. float_player_wage_value_factor 1000 float_player_wage_random_dev 15000 # constants determining the probabilities for # the playing styles of cpu teams. float_team_playing_style_prob1 10000 float_team_playing_style_prob2 25000 float_team_playing_style_prob3 75000 float_team_playing_style_prob4 90000 # constants determining the probabilities for # the playing structures of cpu teams. float_team_playing_structure_prob1 15000 float_team_playing_structure_prob2 50000 float_team_playing_structure_prob3 70000 float_team_playing_structure_prob4 85000 # kinda hard to explain. # @see team_generate_players() # @see player_generate() float_team_skill_variance 7500 # maximum player skill changes in cpu teams at # the beginning of a new season in percent float_season_end_team_change_lower -4000 float_season_end_team_change_upper 4000 # additional percentage if a user was first league # champion float_season_end_user_champ_addition 2000 # additional percentage if a user was first league # champion and the team is among the best ones # (this means basically that we improve the top teams # so that they can challange the user's team better) float_season_end_user_champ_best_teams_addition 1500 # the table rank limit below which we count # a team as a top team int_season_end_user_champ_best_teams_limit 5 # how much the user's luck deteriorates if he # becomes champion float_season_end_user_champ_luck_factor 97500 # how much it regenerates if he's not champ float_season_end_user_champ_luck_factor_regen 101000 # lower limit for the user's luck float_luck_limit 90000 float_season_end_league_above_talent_factor 103000 # bounds for new teams when user's been fired # counted in the tables relative to his team int_team_new_bound_upper 10 int_team_new_bound_lower 20 # base probability that the ball gets from defending area # to midfield area. float_live_game_area_def_mid 50000 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_def_mid_team_exponent 100000 # base probability that the ball gets from midfield area # to attack area or back to defend area. float_live_game_area_mid_att 50000 float_live_game_area_mid_def 30000 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_mid_team_exponent 125000 # base probability that the ball gets from attacking area # to midfield area. float_live_game_area_att_mid 30000 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_att_mid_team_exponent 100000 # base probability of a general event (no foul, no injury, no goal etc.) float_live_game_event_general 50000 # base probability for possession change. float_live_game_possession_changes 20000 # influence of the team values on the possession change. float_live_game_possession_team_exponent 400000 # base prob for a scoring chance if a team is attacking. float_live_game_scoring_chance 30000 # team values influence on the scoring chance. float_live_game_scoring_chance_team_exponent 125000 # probability that it's the player in possession who # has the scoring chance. float_live_game_player_in_poss_shoots 30000 # prob that the scoring chance is a header float_live_game_scoring_chance_is_header 25000 # probability that a scoring chance is an own goal. float_live_game_scoring_chance_is_own_goal 1000 # base probability to score with a scoring chance. float_live_game_score_base_prob 30000 # base probability to score with a free kick. float_live_game_score_free_kick 5000 # base probability to score with a penalty. float_live_game_score_penalty 80000 # influence of the attacker/goalie skills on the probability to score. float_live_game_score_duel_exponent 30000 # influence of the team attacking/defending values on the probability to score. float_live_game_score_team_exponent 70000 # the smaller this number, the smaller the probability of # many stopping minutes after 90 or 45 minutes. float_live_game_break_base 60000 # the bigger this number, the faster the probability of # yet another additional minute after the 45th minute decays. float_live_game_45_break_exponent_factor 130000 # the bigger this number, the faster the probability of # yet another additional minute after the 90th minute decays. float_live_game_90_break_exponent_factor 70000 # the probability that the team that shot on the goal stays # in possession after a post or cross-bar hit. float_live_game_possession_after_post 30000 # probability that there is a passing event after a special event. float_live_game_general_event_second_player 50000 # constants for stadium events. # influence of the stadium safety on the stadium # event probability float_live_game_stadium_event_exponent 130 # probabilities of different events; should add # up to 10000 float_live_game_stadium_event_breakdown 60000 float_live_game_stadium_event_riots 30000 float_live_game_stadium_event_fire 10000 # foul probabilities. float_live_game_foul_base 7000 float_live_game_foul_max_inc 8000 # influence of boost on foul probability float_team_boost_foul_factor 40000 # if a team already got booked it fouls less often float_live_game_foul_prob_reduction_yellow 10000 float_live_game_foul_prob_reduction_red 20000 # a player who's already booked fouls more carefully float_live_game_foul_booked_reduction 50000 # probabilities for special foul consequences float_live_game_foul_red_injury 1500 float_live_game_foul_red 3800 float_live_game_foul_yellow 28000 # ban duration probabilities # should add up to 100000 float_live_game_ban_1 70000 float_live_game_ban_2 15000 float_live_game_ban_3 10000 float_live_game_ban_4 3000 float_live_game_ban_5 2000 # probability that the foul player is from the # team that has the ball float_live_game_foul_by_possession 20000 # injury probabilities. float_live_game_injury 1000 float_live_game_injury_goalie_factor 20000 float_live_game_injury_is_temp 75000 # probabilities for different injuries # these should add up to 1000 float_player_injury_concussion 20000 float_player_injury_pulled_muscle 20000 float_player_injury_hamstring 15000 float_player_injury_groin 15000 float_player_injury_frac_ankle 10000 float_player_injury_rib 7500 float_player_injury_leg 4000 float_player_injury_brok_ankle 4000 float_player_injury_arm 2000 float_player_injury_shoulder 1500 float_player_injury_ligament 700 float_player_injury_career_stop 300 # duration of the injuries (mean and deviance) int_player_injury_duration_concussion 2 int_player_injury_duration_dev_concussion 1 int_player_injury_duration_pulled_muscle 3 int_player_injury_duration_dev_pulled_muscle 1 int_player_injury_duration_hamstring 5 int_player_injury_duration_dev_hamstring 2 int_player_injury_duration_groin 5 int_player_injury_duration_dev_groin 2 int_player_injury_duration_frac_ankle 6 int_player_injury_duration_dev_frac_ankle 2 int_player_injury_duration_rib 8 int_player_injury_duration_dev_rib 4 int_player_injury_duration_leg 9 int_player_injury_duration_dev_leg 4 int_player_injury_duration_brok_ankle 11 int_player_injury_duration_dev_brok_ankle 5 int_player_injury_duration_arm 6 int_player_injury_duration_dev_arm 2 int_player_injury_duration_shoulder 10 int_player_injury_duration_dev_shoulder 5 int_player_injury_duration_ligament 22 int_player_injury_duration_dev_ligament 8 # probability of injury time decrease for # best and good physios (values of average and bad are # obtained by mirroring these # the values should add up to 10000 float_player_injury_recovery_best0 10000 float_player_injury_recovery_best1 65000 float_player_injury_recovery_best2 25000 float_player_injury_recovery_good0 15000 float_player_injury_recovery_good1 65000 float_player_injury_recovery_good2 20000 # fitness bounds after the player is recovered float_player_injury_recovery_fitness_lower 50000 float_player_injury_recovery_fitness_upper 70000 # fitness decrease when injury is temporary float_live_game_temp_injury_fitness_decrease_lower 2000 float_live_game_temp_injury_fitness_decrease_upper 8000 # probability of a free kick after a foul. float_live_game_free_kick_prob 15000 # probability of a penalty after a foul. float_live_game_penalty_prob 5000 # influence in % of the game style towards more attack. float_game_style_factor 7500 # influence of boost on player's skill. # these should be between 0 and 1 float_player_boost_skill_effect 12500 # influence of boost on player's fitness decay. float_player_boost_fitness_effect 80000 # influence of boost on injury probability. float_player_boost_injury_effect 80000 # influence of boost on cards probability. float_player_boost_card_effect 80000 # influence of team boost on probability that the team in possession # of the ball fouls float_team_boost_foul_by_possession_factor1 50000 float_team_boost_foul_by_possession_factor2 90000 # costs factor of boost per minute float_boost_cost_factor 2000 # probability that be better goalie gets substituted # when updating the cpu teams float_team_replace_worse_goalie 80000 # prob that new players come into the cpu team float_team_new_player_probability 5000 # upper and lower limits for the number of new players int_team_new_players_lower 1 int_team_new_players_upper 2 # upper and lower limits for the number of subs # in cpu teams int_team_subs_lower 1 int_team_subs_upper 3 # prob that the team style gets changed float_team_new_style 10000 # prob that the team structure gets changed float_team_new_structure 20000 # the influence of the fitness on the current skill. # this determines the player's contribution to the team # during a game. the higher the value the bigger the influence. float_player_fitness_exponent 25000 # skill update parameters for players not within # their peak region float_player_skill_update_younger_factor 250 float_player_skill_update_younger_add 250 float_player_skill_update_older_factor 300 float_player_skill_update_older_add 250 # how much the skill varies during peak region float_player_skill_update_peak 1500 # these determine the players' fitness decrease during # a match (depending on the peak age diff) float_player_fitness_decrease_younger_factor 3 float_player_fitness_decrease_older_factor 7 # addition value is the same for both, as it coincides # with the decrease in the peak region float_player_fitness_decrease_add 12 # player fitness increase parameters float_player_fitness_increase_younger_factor -850 float_player_fitness_increase_older_factor -1400 float_player_fitness_increase_add 15000 # sometimes it's more, sometimes it's less: # variance in percent float_player_fitness_increase_variance 25000 # goalies get affected less by the decrease float_player_fitness_decrease_factor_goalie 50000 # bounds for the home advantage factor float_game_home_advantage_lower 3000 float_game_home_advantage_upper 7000 # How the cskill of field players get weighted for the team values in # a match float_player_team_weight_defender_defense 100000 float_player_team_weight_defender_midfield 40000 float_player_team_weight_defender_attack 25000 float_player_team_weight_midfielder_defense 62500 float_player_team_weight_midfielder_midfield 100000 float_player_team_weight_midfielder_attack 62500 float_player_team_weight_forward_defense 20000 float_player_team_weight_forward_midfield 60000 float_player_team_weight_forward_attack 130000 # transfer list configuration # maximal number of players on the list int_transfer_max_players 20 # deadline in perc. of the longest league # e.g if a league has 100 matchdays deadline would be after # week 70 float_transfer_deadline_percentage 80000 # number of new players on the list each week int_transfer_new_players_lower 0 int_transfer_new_players_upper 3 # how long they stay on the list int_transfer_time_lower 4 int_transfer_time_upper 7 # percentage of players from international cup teams float_transfer_cup_percentage 25000 # restrictions applying to very good players float_transfer_good_player_skill_bound 9000 float_transfer_good_player_prob 50000 # scout deviance in percent of the players' values and wages # these values are the deviance for the best scout; the others # are obtained by multiplying it float_transfer_scout_deviance_value 2000 float_transfer_scout_deviance_wage 3000 # probability for an offer when a user # player's on the list float_transfer_offer_prob_max 50000 # reduce factor (multiplied by the scout value) float_transfer_offer_prob_reduce 10000 # deviance bounds of the fee from the value # values for average and bad scout are mirrored # best scout float_transfer_offer_fee_best_lower -5000 float_transfer_offer_fee_best_upper 15000 # good scout float_transfer_offer_fee_good_lower -8000 float_transfer_offer_fee_good_upper 12000 # bounds for contract time of a newly acquired player int_transfer_contract_lower 1 int_transfer_contract_upper 4 # wage increase/decrease in percentage for players above # or below their peak age for longer contracts than 1 year float_contract_scale_factor 3000 # max. number of offers when a new contract is negotiated int_contract_max_offers 3 # ratio we'd like to have between the number # of first and last names in a player name list # (ie. #first names /#last names) float_name_first_last_ratio 50000 # maximum number of possibilities we want to have # in a shortened name list (ie. #first * #last) int_name_max_product 2000 # probability that a name is chosen from a random # list instead of the specified one float_name_random_list_prob 20000 string_language_names Български Dansk Deutsch Ελληνικά English Español Français Italiano Nedersaksisch Polski Português Português-Brasilei Română Svenska 中文 Türkçe string_language_codes bg da de el C es fr it nl pl pt_PT pt_BR ro sv zh tr string_language_symbols flag_bulgaria.png flag_dk.png flag_germany.png flag_greece.png flag_england.png flag_spain.png flag_france.png flag_italy.png flag_netherlands.png flag_poland.png flag_portugal.png flag_brazil.png flag_romania.png flag_sweden.png flag_china.png flag_turkey.png string_language_defs country_bulgaria.xml country_denmark.xml country_germany.xml country_greece.xml country_england.xml country_spain.xml country_france.xml country_italy.xml country_netherlands.xml country_poland.xml country_portugal.xml country_brazil.xml country_romania.xml country_sweden.xml NONE country_turkey.xml # lower and upper limits of which percentage # of the player wages a sponsor pays; the actual # value depends on the team's success float_sponsor_wage_percentage_lower 20000 float_sponsor_wage_percentage_upper 70000 # percentage difference between shorter and longer # contracts. whether this counts positively or negatively # depends on whether the success counter is positive or negative float_sponsor_contract_length_factor 12000 # lower and upper limits for number of sponsor offers int_sponsor_offers_lower 1 int_sponsor_offers_upper 5 # limits for weeks without sponsor int_sponsor_without_weeks_lower 3 int_sponsor_without_weeks_upper 6 # probability that the current sponsor wants # to continue engagement if the team is completely # unsuccessful float_sponsor_continue_prob 10000 # how many live game units we check backwards to avoid # having the same commentary text too often int_lg_commentary_check_backwards 15 # default percentage for youth academy int_youth_academy_default_percentage 5 # upper and lower bounds for number of youths # in the academy int_youth_academy_youths_lower 1 int_youth_academy_youths_upper 2 # upper and lower values for the counter determining # when a new youth appears (in weeks) float_youth_academy_youth_counter_lower 1500000 float_youth_academy_youth_counter_upper 2500000 # upper and lower values for youth ages float_youth_academy_age_lower 1550000 float_youth_academy_age_upper 1750000 # weight of the coach for the average talent # between 0 and 1 float_youth_academy_coach_weight 25000 # upper and lower factor values for average talent # (actual value depends on coach and percentage) float_youth_academy_talent_factor_lower 67000 float_youth_academy_talent_factor_upper 105000 # youth talent variance (to have random # talents, not always the same) float_youth_academy_talent_variance 15000 # probabilities for the different positions # cumulative listing, adding up to 1 float_youth_academy_pos_goalie 10000 float_youth_academy_pos_defender 35000 float_youth_academy_pos_midfielder 35000 float_youth_academy_pos_forward 20000 # by how much the probability of getting the position # yearned for increases with a bad youth coach float_youth_academy_coach_search_addition 12000 # maximum percentage the user can devote to the youth academy int_youth_academy_max_percentage 25 # Last skill update addition when the user's average # youth coach is BEST float_youth_academy_lsu_addition_best 130000 # how much we substract from the above value when the # coach is worse float_youth_academy_lsu_penalty 20000 # how much the average youth coach and # investment percentage weighs; the higher # the slower the change of the value when # the user changes the coach (e.g. BAD -> BEST) # or the percentage (e.g. 5% -> 20%) float_youth_academy_average_weight 170000 # new youth counter decrease if the average percentage # is approx. 0 float_youth_academy_counter_decrease_min 100000 # additional lsu change if a youth plays a match float_youth_lsu_addition_match 150000 # how many youths there may be at most in the YA int_youth_academy_max_youths 10 # influence of various events on the streak # probabililty float_player_streak_add_startup 5000 float_player_streak_add_no_startup -3000 float_player_streak_add_sub_in 3000 float_player_streak_add_sub_out -2000 float_player_streak_add_goal 12000 float_player_streak_add_own_goal -15000 float_player_streak_add_assist 5000 float_player_streak_add_win 4000 float_player_streak_add_loss -4000 float_player_streak_add_goalie_save 2000 float_player_streak_add_goalie_goal -3000 float_player_streak_add_goalie_clean 6000 float_player_streak_add_injury -18000 float_player_streak_add_sendoff -12000 # influence of the streak on player values # in percent float_player_streak_influence_skill 7000 float_player_streak_influence_fitness_decrease -12000 float_player_streak_influence_fitness_increase 12000 # how many weeks there mustn't be an new streak int_player_streak_count_lower 3 int_player_streak_count_upper 6 # parameters (linear function) that determine how # fast the streak count decreases depending on the # current streak prob float_player_streak_count_decrease_factor 75000 float_player_streak_count_decrease_add 100000 # upper and lower bounds for streak lock length # (ie. how many weeks a player may not go on a new # streak) int_player_streak_lock_length_lower 3 int_player_streak_lock_length_upper 6 # upper and lower bounds for streak length float_player_streak_length_lower 150000 float_player_streak_length_upper 400000 # the two values determining the probability # that a player goes on a streak # maximum probabililty (when the player's streak_prob # is 1 or -1) float_player_streak_prob_max 40000 # probability at streak_prob=0 (this is >0 because # the streak_prob is between -1 and 1, not 0 and 1) float_player_streak_prob_zero 5000 # factors for the betting odds functions float_bet_better_factor 2430 float_bet_worse_factor -1290 # this determines how much worse the odds # are made because of betting commission float_bet_commission_decrease 25000 # how small the odds may become float_bet_lower_limit 5000 # how many wage units the user may wager at most float_bet_wager_limit_factor 50000 # how much the user may wager at most int_bet_wager_max 25000 # lower and upper bounds for the number # of new job offers when the job exchange gets updated int_job_new_offers_lower 4 int_job_new_offers_upper 8 # how often (in weeks) an update occurs int_job_update_interval 5 # percentage of international offers float_job_international_perc 70000 # number of success points per average skill # difference unit (needed when finding out whether # a user's application for a job is successful) int_job_application_points_per_av_skill 20 # how many points a league layer difference is worth int_job_application_points_per_layer 30 # how many points more are needed for an international # application int_job_application_points_international 200 # how many points a country rating difference is worth int_job_application_points_per_rating 80 # the chance that a new star player to be bought doesn't # balk because of other star players already on the team float_transfer_star_no_balk 12000 # the chance that a star player doesn't balk because # at contract renewal time float_contract_star_no_balk 25000 # skill limit for transfers defining what we call a star float_transfer_star_skill_limit 9000000 # skill limit for contract renewal defining what we call a star float_contract_star_skill_limit 9250000 # how much the presence of a star player decreases the # probability that a new one accepts an offer float_transfer_star_prob_decrease 15000 # probability of a star goalie accepting if there's # already one present float_transfer_star_goalie_accepts 12000 # wage unit factors for training camp hotel float_training_camp_factor1 500000 float_training_camp_factor2 1000000 float_training_camp_factor3 1500000 # number of training camps allowed for one season int_training_camps_per_season 12 # number of training camps allowed per week int_training_camps_week 2 # how many news articles to check backwards # to avoid news repetitions int_news_repetition_min_check_number 3 int_news_repetition_max_check_number 10 # how many news articles to keep in memory int_news_history_length 100