#### float constants get divided by 10000 and loaded as floats #### so we write 5000 if we'd like to have 0.5 # number of seconds until messages disappear int_game_gui_message_duration 5 # 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 150000 float_stadium_improvement_wage_unit_factor_safety 60000 # 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 7500 float_player_skill_reduction2 9000 # 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 # the bounds determining the player positions in a newly created # team for players 13 to constant_team_max_players. # player 11 is always the second goalie. int_player_pos_bound1 15 int_player_pos_bound2 18 # 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 30 # factor for stadium size; this determines the income # of the user teams float_team_stadium_size_wage_factor 25000 # 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 # 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 # 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_cell_limit_player_fitness_below1 8500 float_treeview_cell_limit_player_fitness_below2 7000 float_treeview_cell_limit_player_fitness_below3 6000 # contract limits below which contract time is shown # in orange and red etc. float_treeview_cell_limit_player_contract_below1 10000 float_treeview_cell_limit_player_contract_below2 7000 float_treeview_cell_limit_player_contract_below3 4000 # the integer that the cell data functions will interpret as an empty string. int_treeview_cell_int_empty -5 # transfer list configuration int_transfer_max_players 20 int_transfer_deadline 35 # maximum number of players in a team. int_team_max_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 80 int_initial_money_upper 110 # 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 # 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 # How much a player's skill can deviate from # the average skill in his team. float_player_average_skill_variance 1000 # 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 # 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 5000 # 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 200 float_live_game_foul_red 600 float_live_game_foul_yellow 2300 # 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 # refresh rate of the player list during a live game # the smaller the more often the list gets refreshed int_live_game_player_list_refresh 5 # 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 # probability that a scoring chance is a header. float_live_game_scoring_chance_is_header 3500 # 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 1500 # influence of boost on player's fitness decay. float_player_boost_fitness_effect 5000 # influence of boost on injury probability. float_player_boost_injury_effect 5000 # influence of boost on cards probability. float_player_boost_card_effect 5000 # 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 500 # 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 400 float_game_home_advantage_upper 800 # 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 #### colours and icons # live game scale configuration string_game_gui_live_game_scale_color_defend lightblue string_game_gui_live_game_scale_color_midfield khaki string_game_gui_live_game_scale_color_attack gold string_game_gui_live_game_scale_color_chance orange string_game_gui_live_game_scale_color_goal red string_game_gui_live_game_scale_color_miss lightgreen # meter icons (style, boost) in the main window string_game_gui_style_all_out_attack_icon style_all_atk.png string_game_gui_style_attack_icon style_atk.png string_game_gui_style_balanced_icon style_bal.png string_game_gui_style_defend_icon style_def.png string_game_gui_style_all_out_defend_icon style_all_def.png string_game_gui_boost_on_icon boost_on.png string_game_gui_boost_off_icon boost_off.png string_game_gui_boost_anti_icon boost_anti.png # icons used in live games string_live_game_event_start_match_icon whistle.png string_live_game_event_lost_possession_icon string_live_game_event_penalty_icon scoring_chance.png string_live_game_event_scoring_chance_icon scoring_chance.png string_live_game_event_goal_icon goal.png string_live_game_event_own_goal_icon own_goal.png string_live_game_event_post_icon string_live_game_event_save_icon save.png string_live_game_event_missed_icon miss.png string_live_game_event_foul_icon string_live_game_event_foul_yellow_icon yellow.png string_live_game_event_send_off_icon red.png string_live_game_event_injury_icon injury.png string_live_game_event_temp_injury_icon injury_temp.png string_live_game_event_stadium_breakdown_icon string_live_game_event_stadium_fire_icon string_live_game_event_stadium_riots_icon string_live_game_event_substitution_icon sub.png string_live_game_event_structure_change_icon structure_change.png # font attributes for the live game window result. string_treeview_cell_live_game_result_attributes weight='bold' size='large' # colour indicating ball possession during a live game string_live_game_possession_color darkblue # default background and foreground in treeviews string_treeview_cell_color_default_background white string_treeview_cell_color_default_foreground black # player list colours string_treeview_cell_color_player_pos_goalie_bg black string_treeview_cell_color_player_pos_goalie_fg white string_treeview_cell_color_player_pos_defender_bg darkgreen string_treeview_cell_color_player_pos_defender_fg white string_treeview_cell_color_player_pos_midfielder_bg darkblue string_treeview_cell_color_player_pos_midfielder_fg white string_treeview_cell_color_player_pos_forward_bg darkred string_treeview_cell_color_player_pos_forward_fg white string_treeview_cell_color_player_injury lightgreen string_treeview_cell_color_player_banned red string_treeview_cell_color_player_yellow_danger yellow string_treeview_cell_color_player_fitness_normal darkgreen string_treeview_cell_color_player_fitness_below1 darkorange string_treeview_cell_color_player_fitness_below2 orangered string_treeview_cell_color_player_fitness_below3 red string_treeview_cell_color_player_contract_normal darkgreen # see also the int constants for contract limits string_treeview_cell_color_player_contract_below1 darkorange string_treeview_cell_color_player_contract_below2 orangered string_treeview_cell_color_player_contract_below3 red # colours for cskill in wrong position string_treeview_cell_color_player_bad_cskill_bg lightblue string_treeview_cell_color_player_bad_cskill_fg red # fixture list colours # the header, e.g. 'champions' league round robin' string_treeview_fixture_header_bg lightgrey string_treeview_fixture_header_fg black # team of current user string_treeview_current_user_bg darkblue string_treeview_current_user_fg white # teams of other users string_treeview_user_bg wheat string_treeview_user_fg black # background of the team and league/cup symbols string_treeview_symbol_bg lightgrey # background for the teams in a table string_treeview_table_first tomato string_treeview_table_promotion lightblue string_treeview_table_relegation lightgreen string_treeview_table_promgames khaki string_treeview_table_best_advance khaki # colour for expenses in the finances string_treeview_finances_expenses_fg red