######## 
# 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 to compress and uncompress save files
string_save_compress_command zip -q
string_save_uncompress_command unzip -qq -o

# 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
string_language_codes C de_DE fr_FR nl_NL
string_language_symbols flag_england.png flag_germany.png flag_france.png flag_nl.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 350000
float_youth_academy_youth_counter_upper 450000

# 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 9800

# 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 8000
float_youth_academy_skill_factor_upper 12000

# youth skill variance (to have random
# skills, not always the same)
float_youth_academy_skill_variance 1000

# 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 was BEST
float_youth_academy_lsu_addition_best 13000

# how much we substract from the above value when the
# coach was 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 25000

# 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 10000

# how many youths there may be at most in the YA
int_youth_academy_max_youths 10