######## # 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 10000 and loaded as floats #### so we write 5000 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 # commands for win32 filesystem interaction string_fs_compress_command_win32 7za string_fs_compress_switches_win32 a -tzip string_fs_uncompress_command_win32 7za string_fs_uncompress_switches_win32 e -y string_fs_copy_file_command_win32 copy string_fs_remove_file_command_win32 erase # suffix of compressed files string_save_suffix .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 500 # values at which maximum discount is reached int_stadium_improvement_max_discount_seats 2000 float_stadium_improvement_max_discount_safety 2000 # maximum discount float_stadium_improvement_max_discount 4000 # wage unit factor for 500 seats or 5% safety float_stadium_improvement_wage_unit_factor_seats 250000 float_stadium_improvement_wage_unit_factor_safety 120000 # 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 100 # lower limit for player ages. float_player_age_lower 180000 # upper limit for player ages. float_player_age_upper 360000 # lower limit for player peak ages. float_player_peak_age_lower 300000 # upper limit for player peak ages. float_player_peak_age_upper 330000 # by how many years the peak age of goalies is # greater. float_player_peak_age_goalie_addition 20000 # limits for initial fitness (read it as 85%) float_player_fitness_lower 8500 # limits for initial fitness. float_player_fitness_upper 10000 # skill reduction factor for very young and very old players # at generation float_player_skill_reduction1 500 float_player_skill_reduction2 250 # value scale factor (we take 1 + factor or 1 - factor # in the game) for values of young/old players float_player_value_scale1 1000 float_player_value_scale2 500 # bounds for the contract time at player generation. float_player_contract_lower 10000 float_player_contract_upper 40000 # bounds for the last skill update at player generation. float_player_lsu_lower 20000 float_player_lsu_upper 100000 # stadium safety bounds at generation float_team_stadium_safety_lower 8000 float_team_stadium_safety_upper 10000 # ticket price; this determines together with # the player wages the size of the stadium at # generation int_team_stadium_ticket_price 25 # factor for stadium size; this determines the income # of the user teams float_team_stadium_size_wage_factor 18000 # stadium safety deterioration values (per game) float_game_stadium_safety_deterioration_lower 20 float_game_stadium_safety_deterioration_upper 50 # journey cost factor for national and international games float_game_finance_journey_factor_national 3000 float_game_finance_journey_factor_international 6000 # how many spectators in a perfectly safe stadium float_game_stadium_attendance_percentage_lower 7000 float_game_stadium_attendance_percentage_upper 11000 # percentage increasing factor in cup games float_game_stadium_attendance_cup_national_factor 11500 float_game_stadium_attendance_cup_international_factor 12500 # 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 2500 # factor for an opponent with high rank float_game_stadium_attendance_rank_factor 11000 # exponent of the stadium safety (the bigger the greater # the influence of the safety on the percentage) float_game_stadium_attendance_safety_exponent 5000 # how many spectators there can be at most compared to # the average stadium size in the league float_game_stadium_attendance_average_exceed_factor 20000 # 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 9000 float_game_stadium_attendance_neutral_upper 14500 # reduce (in percentage) of capacity for different # stadium events float_game_stadium_safety_reduce_breakdown_lower 300 float_game_stadium_safety_reduce_breakdown_upper 600 float_game_stadium_safety_reduce_riots_lower 500 float_game_stadium_safety_reduce_riots_upper 1000 float_game_stadium_safety_reduce_fire_lower 1000 float_game_stadium_safety_reduce_fire_upper 1500 # factor we multiply the safety reduction with to obtain the # capacity reduction; the bigger the higher the reduction float_game_stadium_capacity_reduce_factor 15000 # 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 2250 float_game_player_weight_attack_mid 4000 float_game_player_weight_attack_fwd 12000 float_game_player_weight_midfield_def 5000 float_game_player_weight_midfield_mid 10000 float_game_player_weight_midfield_fwd 5000 float_game_player_weight_defend_def 10000 float_game_player_weight_defend_mid 5000 float_game_player_weight_defend_fwd 2500 # lsu addition for injured players who are older # than their peak age float_player_lsu_injured_old 15000 # percentage of league games a player has to participate # in to have his lsu increased float_player_lsu_games_percentage 3000 # probability that the lsu gets increased even # if the player didn't participate in that many games float_player_lsu_increase_prob 4000 # the lsu above which a skill update is considered float_player_lsu_update_limit 120000 # 1 - probability that the update occurs right away float_player_lsu_update_base_prob 8000 # this determines the accuracy of the scout's # talent estimate. the smaller the better. float_player_etal_scout_factor 70000 # fitness limits below which fitness is shown # in orange and red etc. float_treeview_helper_limit_player_fitness_below1 8500 float_treeview_helper_limit_player_fitness_below2 7000 float_treeview_helper_limit_player_fitness_below3 6000 # contract limits below which contract time is shown # in orange and red etc. float_treeview_helper_limit_player_contract_below1 10000 float_treeview_helper_limit_player_contract_below2 7000 float_treeview_helper_limit_player_contract_below3 4000 # the factor that determines how much money the user has to pay # if he fires a player float_player_fire_wage_factor 100000 # 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 3755 float_player_pos_bound2 7510 # 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 990000 # 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 4000 # 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 3000 float_user_success_table_bound_lower 7000 # 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 2500 # probability that user gets job offer or fired if he # is below or above the limit float_user_success_base_prob 5000 # factor determining the growth of the probability float_user_success_prob_factor 54 # 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 20000 float_finance_scout_factor2 15000 float_finance_scout_factor3 10000 float_finance_scout_factor4 5000 float_finance_physio_factor1 6000 float_finance_physio_factor2 5000 float_finance_physio_factor3 4000 float_finance_physio_factor4 3000 # wage factor for youth coach float_finance_yc_factor1 35000 float_finance_yc_factor2 25000 float_finance_yc_factor3 18000 float_finance_yc_factor4 10000 # interest rate float_finance_interest 200 # weight of player values and stadium capacity # for drawing credit and loan float_finance_credit_player_value_weight 600 float_finance_credit_stadium_weight 300000 # influence of the stadium safety on the value of the stadium float_finance_credit_stadium_safety_exponent 2500 # scaling factors for the drawing credit and loan float_finance_credit_factor_drawing 3000 float_finance_credit_factor_loan 7000 # number of weeks to pay back a loan int_finance_payback_weeks 15 # live game scale configuration float_game_gui_live_game_scale_attack 3000 float_game_gui_live_game_scale_chance 4500 float_game_gui_live_game_scale_range 100000 # live game speed (milliseconds int_game_gui_live_game_speed_base 1000500 int_game_gui_live_game_speed_step 100000 # How much a player's skill can deviate from # the average skill in his team. float_player_average_skill_variance 750 # these determine the value calculation of players. # value is a function of skill and talent involving # a power. float_player_value_skill_weight 6500 float_player_value_power 35000 # these determine the wage calculation of players. # wage depends on the value and a random factor near 1. float_player_wage_value_factor 100 float_player_wage_random_dev 1500 # constants determining the probabilities for # the playing styles of cpu teams. float_team_playing_style_prob1 1000 float_team_playing_style_prob2 2500 float_team_playing_style_prob3 7500 float_team_playing_style_prob4 9000 # constants determining the probabilities for # the playing structures of cpu teams. float_team_playing_structure_prob1 1500 float_team_playing_structure_prob2 5000 float_team_playing_structure_prob3 7000 float_team_playing_structure_prob4 8500 # kinda hard to explain. # @see team_generate_players() # @see player_generate() float_team_skill_variance 750 # maximum player skill changes in cpu teams at # the beginning of a new season in percent float_season_end_team_change_lower -400 float_season_end_team_change_upper 400 # additional percentage if a user was first league # champion float_season_end_user_champ_addition 100 # 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 5000 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_def_mid_team_exponent 10000 # base probability that the ball gets from midfield area # to attack area or back to defend area. float_live_game_area_mid_att 5000 float_live_game_area_mid_def 3000 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_mid_team_exponent 12500 # base probability that the ball gets from attacking area # to midfield area. float_live_game_area_att_mid 3000 # influence of attack/defend values on the base probability; the lower # the smaller the influence. float_live_game_area_att_mid_team_exponent 10000 # base probability of a general event (no foul, no injury, no goal etc.) float_live_game_event_general 5000 # base probability for possession change. float_live_game_possession_changes 2000 # influence of the team values on the possession change. float_live_game_possession_team_exponent 40000 # base prob for a scoring chance if a team is attacking. float_live_game_scoring_chance 3000 # team values influence on the scoring chance. float_live_game_scoring_chance_team_exponent 12500 # probability that it's the player in possession who # has the scoring chance. float_live_game_player_in_poss_shoots 3000 # prob that the scoring chance is a header float_live_game_scoring_chance_is_header 2500 # base probability to score with a scoring chance. float_live_game_score_base_prob 3000 # base probability to score with a free kick. float_live_game_score_free_kick 500 # base probability to score with a penalty. float_live_game_score_penalty 8000 # influence of the attacker/goalie skills on the probability to score. float_live_game_score_duel_exponent 3000 # influence of the team attacking/defending values on the probability to score. float_live_game_score_team_exponent 7000 # the smaller this number, the smaller the probability of # many stopping minutes after 90 or 45 minutes. float_live_game_break_base 6000 # 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 13000 # 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 7000 # 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 3000 # probability that there is a passing event after a special event. float_live_game_general_event_second_player 5000 # constants for stadium events. # influence of the stadium safety on the stadium # event probability float_live_game_stadium_event_exponent 13 # probabilities of different events; should add # up to 10000 float_live_game_stadium_event_breakdown 6000 float_live_game_stadium_event_riots 3000 float_live_game_stadium_event_fire 1000 # foul probabilities. float_live_game_foul 1100 float_live_game_foul_red_injury 150 float_live_game_foul_red 380 float_live_game_foul_yellow 2800 # ban duration probabilities # should add up to 1000 float_live_game_ban_1 7000 float_live_game_ban_2 1500 float_live_game_ban_3 1000 float_live_game_ban_4 300 float_live_game_ban_5 200 # probability that the foul player is from the # team that has the ball float_live_game_foul_by_possession 2000 # injury probabilities. float_live_game_injury 100 float_live_game_injury_goalie_factor 2000 float_live_game_injury_is_temp 7500 # probabilities for different injuries # these should add up to 1000 float_player_injury_concussion 2000 float_player_injury_pulled_muscle 2000 float_player_injury_hamstring 1500 float_player_injury_groin 1500 float_player_injury_frac_ankle 1000 float_player_injury_rib 750 float_player_injury_leg 400 float_player_injury_brok_ankle 400 float_player_injury_arm 200 float_player_injury_shoulder 150 float_player_injury_ligament 70 float_player_injury_career_stop 30 # 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 1000 float_player_injury_recovery_best1 6500 float_player_injury_recovery_best2 2500 float_player_injury_recovery_good0 1500 float_player_injury_recovery_good1 6500 float_player_injury_recovery_good2 2000 # fitness bounds after the player is recovered float_player_injury_recovery_fitness_lower 5000 float_player_injury_recovery_fitness_upper 7000 # fitness decrease when injury is temporary float_live_game_temp_injury_fitness_decrease_lower 200 float_live_game_temp_injury_fitness_decrease_upper 800 # probability that a scoring chance is an own goal. float_live_game_scoring_chance_is_own_goal 100 # probability of a free kick after a foul. float_live_game_free_kick_prob 1500 # probability of a penalty after a foul. float_live_game_penalty_prob 500 # influence in % of the game style towards more attack. float_game_style_factor 750 # influence of boost on player's skill. # these should be between 0 and 1 float_player_boost_skill_effect 1250 # influence of boost on player's fitness decay. float_player_boost_fitness_effect 8000 # influence of boost on injury probability. float_player_boost_injury_effect 8000 # influence of boost on cards probability. float_player_boost_card_effect 8000 # influence of team boost on probability that the team in possession # of the ball fouls float_team_boost_foul_by_possession_factor1 5000 float_team_boost_foul_by_possession_factor2 9000 # influence of boost on foul probability float_team_boost_foul_factor 4000 # probability that be better goalie gets substituted # when updating the cpu teams float_team_replace_worse_goalie 8000 # prob that new players come into the cpu team float_team_new_player_probability 500 # 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 1000 # prob that the team structure gets changed float_team_new_structure 2000 # 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 2500 # difference limits between age and peak age float_player_peak_age_diff_younger1 100000 # 10 years younger float_player_peak_age_diff_younger2 50000 # 5 years younger float_player_peak_age_diff_younger3 30000 # 3 years younger float_player_peak_age_diff_peak_younger 20000 # 2 years younger float_player_peak_age_diff_peak_older -20000 # 2 years older float_player_peak_age_diff_older1 -40000 # 4 years older float_player_peak_age_diff_older2 -80000 # 8 years older # values determining player skill development # depending on peak-age - age # factors; the higher the faster players develop float_player_skill_devel_younger1_lower 500 float_player_skill_devel_younger1_upper 1000 float_player_skill_devel_younger2_lower 1000 float_player_skill_devel_younger2_upper 1500 float_player_skill_devel_younger3_lower 1000 float_player_skill_devel_younger3_upper 2000 # increase and decrease around peak age float_player_skill_devel_peak_lower -20000 float_player_skill_devel_peak_upper 20000 # decrease in skill units float_player_skill_devel_older1_lower -20000 float_player_skill_devel_older1_upper -50000 float_player_skill_devel_older2_lower -30000 float_player_skill_devel_older2_upper -70000 float_player_skill_devel_else_lower -50000 float_player_skill_devel_else_upper -120000 # these determine the players' fitness decrease during # a match (depending on the peak age diff float_player_fitness_decrease_younger1 6 float_player_fitness_decrease_younger2 5 float_player_fitness_decrease_younger3 4 float_player_fitness_decrease_peak_younger 3 float_player_fitness_decrease_peak_older 3 float_player_fitness_decrease_older1 5 float_player_fitness_decrease_older2 8 float_player_fitness_decrease_else 12 # goalies get affected less by the decrease float_player_fitness_decrease_factor_goalie 5000 # float_player_fitness_decrease_younger1 12 # float_player_fitness_decrease_younger2 11 # float_player_fitness_decrease_younger3 10 # float_player_fitness_decrease_peak_younger 9 # float_player_fitness_decrease_peak_older 9 # float_player_fitness_decrease_older1 11 # float_player_fitness_decrease_older2 14 # float_player_fitness_decrease_else 19 # fitness increase (after games) in percentage of # the decrease values above float_player_fitness_increase_younger1 1000 float_player_fitness_increase_younger2 1200 float_player_fitness_increase_younger3 1400 float_player_fitness_increase_peak_younger 1500 float_player_fitness_increase_peak_older 1500 float_player_fitness_increase_older1 1000 float_player_fitness_increase_older2 800 float_player_fitness_increase_else 500 # random variance for fitness increase float_player_fitness_increase_variance 300 # bounds for the home advantage factor float_game_home_advantage_lower 300 float_game_home_advantage_upper 700 # How the cskill of field players get weighted for the team values in # a match float_player_team_weight_defender_defense 10000 float_player_team_weight_defender_midfield 4000 float_player_team_weight_defender_attack 2500 float_player_team_weight_midfielder_defense 6250 float_player_team_weight_midfielder_midfield 10000 float_player_team_weight_midfielder_attack 6250 float_player_team_weight_forward_defense 2000 float_player_team_weight_forward_midfield 6000 float_player_team_weight_forward_attack 13000 # 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 8000 # 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 2500 # restrictions applying to very good players float_transfer_good_player_skill_bound 9000 float_transfer_good_player_prob 5000 # 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 200 float_transfer_scout_deviance_wage 300 # probability for an offer when a user # player's on the list float_transfer_offer_prob_max 5000 # reduce factor (multiplied by the scout value) float_transfer_offer_prob_reduce 1000 # deviance bounds of the fee from the value # values for average and bad scout are mirrored # best scout float_transfer_offer_fee_best_lower -500 float_transfer_offer_fee_best_upper 1500 # good scout float_transfer_offer_fee_good_lower -800 float_transfer_offer_fee_good_upper 1200 # 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 300 # 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 5000 # 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 2000 string_language_names English Deutsch Français Nederlands Polski Romanian string_language_codes C de fr nl pl ro string_language_symbols flag_england.png flag_germany.png flag_france.png flag_nl.png flag_poland.png flag_romania.png # 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 2000 float_sponsor_wage_percentage_upper 7000 # 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 1200 # 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 1000 # how many live game units we check backwards to avoid # having the same commentary text too often int_lg_commentary_check_backwards 12 # 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 150000 float_youth_academy_youth_counter_upper 250000 # upper and lower values for youth ages float_youth_academy_age_lower 155000 float_youth_academy_age_upper 175000 # skill reduce factor (exponent is # peak_age - age) float_youth_academy_skill_reduce_factor 9880 # weight of the coach for the average skill # between 0 and 1 float_youth_academy_coach_weight 2500 # upper and lower factor values for average skill # (actual value depends on coach and percentage) float_youth_academy_skill_factor_lower 6700 float_youth_academy_skill_factor_upper 10500 # youth skill variance (to have random # skills, not always the same) float_youth_academy_skill_variance 1500 # probabilities for the different positions # cumulative listing, adding up to 1 float_youth_academy_pos_goalie 1000 float_youth_academy_pos_defender 3500 float_youth_academy_pos_midfielder 3500 float_youth_academy_pos_forward 2000 # by how much the probability of getting the position # yearned for increases with a bad youth coach float_youth_academy_coach_search_addition 1200 # 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 13000 # how much we substract from the above value when the # coach is worse float_youth_academy_lsu_penalty 2000 # 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 17000 # new youth counter decrease if the average percentage # is approx. 0 float_youth_academy_counter_decrease_min 10000 # additional lsu change if a youth plays a match float_youth_lsu_addition_match 15000 # how many youths there may be at most in the YA int_youth_academy_max_youths 10