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INI File  |  2009-10-07  |  15.1 KB  |  499 lines

  1. [CAREER]
  2. // if you want it to be N years
  3. LENGTH_IN_YEARS = 15
  4.  
  5. // if you want it to be N seasons
  6. NUM_SEASONS_IN_CAREER = 15
  7.  
  8. // percentage of money you keep when you switch teams
  9. SWITCH_TEAM_KEEP_MONEY_PERCENTAGE = 70
  10.  
  11. // These are the minimum and maximum number of teams that have to be available from each country in job-offer screen
  12. JOB_OFFER_MIN_NUMBER_OF_TEAM_FROM_COUNTRY = 7
  13. JOB_OFFER_MAX_NUMBER_OF_TEAM_FROM_COUNTRY = 12
  14.  
  15. // How many upgrade points the career is started with
  16. UPGRADE_POINTS_START_WITH = 100
  17.  
  18. // What job security the manager starts at
  19. JOB_SECURITY_START_AT = 65
  20.  
  21. // What percentage you keep of your jobsecurity if you stay with the same team (low-capped at JOB_SECURITY_START_AT though)
  22. JOB_SECURITY_LEFT_IF_STAY_WITH_SAME_TEAM = 80
  23.  
  24. // This determines how much the maximum prestige difference is for your favourite team to show up
  25. PRESTIGE_DIFF_FOR_FAV_TEAM = 5
  26.  
  27. // What percentage you keep of your jobsecurity if you stay with the same team (low-capped at JOB_SECURITY_START_AT though)
  28. JOB_SECURITY_LEFT_IF_STAY_WITH_SAME_TEAM = 80
  29.  
  30. // What percentage points are weighted when you win, lose or draw, depending on your season-objective;
  31. // 1 = Win the league
  32. // 2 = Get promoted
  33. // 3 = Finish in top half    
  34. // 4 = Don't relegate
  35. // W = win, D = draw, L = loss;
  36. POINT_DELTA_WEIGHING_W_1 = 100
  37. POINT_DELTA_WEIGHING_W_2 = 90
  38. POINT_DELTA_WEIGHING_W_3 = 80
  39. POINT_DELTA_WEIGHING_W_4 = 70
  40.  
  41. POINT_DELTA_WEIGHING_D_1 = 100
  42. POINT_DELTA_WEIGHING_D_2 = 90
  43. POINT_DELTA_WEIGHING_D_3 = 80
  44. POINT_DELTA_WEIGHING_D_4 = 70
  45.  
  46. POINT_DELTA_WEIGHING_L_1 = 100
  47. POINT_DELTA_WEIGHING_L_2 = 90
  48. POINT_DELTA_WEIGHING_L_3 = 80
  49. POINT_DELTA_WEIGHING_L_4 = 70
  50.  
  51. // Point bonus for when you make your season objective;
  52. SEASON_OBJECTIVE_POINT_BONUS = 100
  53.  
  54. // Job security bonus for when you make or break your season objective;
  55. SEASON_OBJECTIVE_JOB_SEC_BONUS = 10
  56.  
  57. // If a manager gets a 100 extra points, it gets UPGRADE_MULTIPLIER * 100 extra upgrade points
  58. UPGRADE_MULTIPLIER = .70
  59.  
  60. // This tweaks how much is added to the player injury duration at the low and high spectrum of medical-upgrades.
  61. // At upgrade5, the duration is 100 percent, in between it's linear.
  62. INJURY_DURATION_AT_MED_UPGRADE_0 = 110
  63. INJURY_DURATION_AT_MED_UPGRADE_10 = 80
  64.  
  65. // This determines the actual duration of injuries
  66. INJURY_MINOR_MIN_DURATION = 7
  67. INJURY_MINOR_MAX_DURATION = 14
  68. INJURY_MODERATE_MIN_DURATION = 21
  69. INJURY_MODERATE_MAX_DURATION = 42
  70. INJURY_SEVERE_MIN_DURATION = 91
  71. INJURY_SEVERE_MAX_DURATION = 175
  72.  
  73.  
  74. // If a manager gets a 100 extra points, it gets 100 * (MONEY_MULTIPLIER + (financeUpgrade / MONEY_FINANCE_UPGRADE_DIVIDER)) extra 
  75. // money points, where financeUpgrade is from 0 to 1000.
  76. MONEY_MULTIPLIER = 20
  77. MONEY_FINANCE_UPGRADE_DIVIDER = 500
  78.  
  79. // These tweak when job-security messages show up.
  80. // If the manager's job security is ZONE_VERY_LOW or ZONE_LOW percent from getting fired, appropriate messages show up.
  81. // If the manager's job security is ZONE_HIGH or ZONE_VERY_HIGH percent from a 100 percent, messages show up.
  82. ZONE_VERY_LOW     = 5
  83. ZONE_LOW     = 10
  84. ZONE_HIGH     = 88
  85. ZONE_VERY_HIGH     = 94
  86.  
  87. // Bonusses for winning different events.
  88. W_CUP_BONUS = 7
  89. W_DOMESTIC_CUP_BONUS = 5
  90. W_HOME_BONUS = 4
  91. W_AWAY_BONUS = 5
  92. W_FINAL_BONUS = 9
  93. W_RIVAL_BONUS = 6
  94. W_CLEAN_SHEET_BONUS = 2
  95. W_BLOW_OUT_BONUS = 5
  96. W_HATTRICK_BONUS = 3
  97. W_STREAK_BONUS = 4
  98.  
  99. // Bonusses for losing different events.
  100. L_CUP_BONUS = -5
  101. L_DOMESTIC_CUP_BONUS = -3
  102. L_HOME_BONUS = -6
  103. L_AWAY_BONUS = -3
  104. L_FINAL_BONUS = -7
  105. L_RIVAL_BONUS = -7
  106. L_CLEAN_SHEET_BONUS = -2
  107. L_BLOW_OUT_BONUS = -6
  108. L_HATTRICK_BONUS = -2
  109. L_STREAK_BONUS = -4
  110.  
  111. // Bonusses for getting a draw on different events.
  112. D_CUP_BONUS = 0
  113. D_DOMESTIC_CUP_BONUS = 0
  114. D_HOME_BONUS = 0
  115. D_HOME_BONUS = 0
  116. D_FINAL_BONUS = 0
  117. D_RIVAL_BONUS = 0
  118. D_CLEAN_SHEET_BONUS = 2
  119. D_BLOW_OUT_BONUS = 0
  120. D_HATTRICK_BONUS = 2
  121. D_STREAK_BONUS = 0
  122.  
  123. // At what percentages a manager gets fired at certain prestiges
  124. FIRED_AT_STAR_0 = 40
  125. FIRED_AT_STAR_1 = 38.5
  126. FIRED_AT_STAR_2 = 37
  127. FIRED_AT_STAR_3 = 35.5
  128. FIRED_AT_STAR_4 = 34
  129. FIRED_AT_STAR_5 = 32.5
  130. FIRED_AT_STAR_6 = 31
  131. FIRED_AT_STAR_7 = 29.5
  132. FIRED_AT_STAR_8 = 28
  133. FIRED_AT_STAR_9 = 26.5
  134. FIRED_AT_STAR_10 = 26.5
  135.  
  136. // How many points a manager needs to get to the next star.
  137. POINTS_FOR_STAR_1  = 225
  138. POINTS_FOR_STAR_2  = 450
  139. POINTS_FOR_STAR_3  = 800
  140. POINTS_FOR_STAR_4  = 1350
  141. POINTS_FOR_STAR_5  = 2150
  142. POINTS_FOR_STAR_6  = 3300
  143. POINTS_FOR_STAR_7  = 4800
  144. POINTS_FOR_STAR_8  = 6800
  145. POINTS_FOR_STAR_9  = 9300
  146. POINTS_FOR_STAR_10 = 12500
  147.  
  148. // This is the value that morale, form and fatigue start at at the beginning of each season (with some fuzzyness attached);
  149. MORALE_STARTS_AT = 60
  150. FORM_STARTS_AT = 50
  151. FATIGUE_START_AT = 10
  152.  
  153. // This value determines how matchratings average into form. It can be a value from 0 to 100. The formula is:
  154. // form = PERCENTAGE_OF_OLD_FORM * oldForm + (100 - PERCENTAGE_OF_OLD_FORM) * matchRating.
  155. PERCENTAGE_OF_OLD_FORM = 70
  156.  
  157. // Every non-playing day, fatigue is decreased with (BASE_LOSS + fitness_upgrade_level * FIT_UPGRADE_LOSS);
  158. FATIGUE_FITT_UPGRADE_LOSS_PER_DAY = 1
  159. FATIGUE_BASE_LOSS_PER_DAY = 3
  160.  
  161. // Based on how you started in the game, you get a morale boost.
  162. MORALE_ADD_PLAYER_IS_RESERVE = -1
  163. MORALE_ADD_NOT_PLAYED_LAST_GAME = 0
  164. MORALE_ADD_IN_STARTING_LINE_UP = 3
  165. MORALE_ADD_PLAYED_LAST_GAME = 2
  166.  
  167. // Based on your form, you get a morale boost.
  168. MORALE_ADD_FORM_10 = 6
  169. MORALE_ADD_FORM_9  = 5
  170. MORALE_ADD_FORM_8  = 4
  171. MORALE_ADD_FORM_7  = 2
  172. MORALE_ADD_FORM_6  = 1
  173. MORALE_ADD_FORM_5  = 0
  174. MORALE_ADD_FORM_4  = -2
  175. MORALE_ADD_FORM_3  = -3
  176. MORALE_ADD_FORM_2  = -4
  177. MORALE_ADD_FORM_1  = -5
  178. MORALE_ADD_FORM_0  = -10
  179.  
  180. // Based on the difference between line-upgrades, people lagging behind will get a morale update;
  181. MORALE_ADD_LINE_UPGRADE_DIFFERENCE = -2
  182.  
  183. // How often (every N games) the warning email that you have a difference in line-upgrades
  184. UPGRADE_DIFFERENCE_EMAIL_SHOWS_EVERY = 10
  185.  
  186. // How big the line upgrade difference has to be for the morale effect to kick in
  187. MORALE_ADD_LINE_UPGRADE_DIFF_TRIGGER_DELTA = 3
  188.  
  189. // Based on your fatigue at the start of the match, you get a morale boost.
  190. MORALE_ADD_FATIGUE_0_5        = 1
  191. MORALE_ADD_FATIGUE_5_10        = 1
  192. MORALE_ADD_FATIGUE_10_20    = 0
  193. MORALE_ADD_FATIGUE_20_30    = 0
  194. MORALE_ADD_FATIGUE_30_40    = 0
  195. MORALE_ADD_FATIGUE_40_50    = -1
  196. MORALE_ADD_FATIGUE_50_60    = -1
  197. MORALE_ADD_FATIGUE_60_70    = -3
  198. MORALE_ADD_FATIGUE_70_80    = -3
  199. MORALE_ADD_FATIGUE_80_90    = -4
  200. MORALE_ADD_FATIGUE_90_100    = -5
  201.  
  202. // Based on your preferred position, if you make it, you get or lose morale
  203. MORALE_ADD_PLAYS_PREFERRED_POSITION    = 0
  204. MORALE_ADD_NOT_PLAYS_PREFERRED_POSITION = -2
  205.  
  206. // These impact morale based on your winning or losing streak;
  207. MORALE_ADD_WIN_STREAK_19_MORE = 5
  208. MORALE_ADD_WIN_STREAK_10_19 = 3
  209. MORALE_ADD_WIN_STREAK_5_10 = 2
  210. MORALE_ADD_WIN_STREAK_2_5 = 1
  211. MORALE_ADD_LOSE_STREAK_19_MORE = -4
  212. MORALE_ADD_LOSE_STREAK_10_19 = -3
  213. MORALE_ADD_LOSE_STREAK_5_10 = -2
  214. MORALE_ADD_LOSE_STREAK_2_5 = -1
  215.  
  216. // These impact morale based on whether you won or lost the game;
  217. MORALE_ADD_WON_GAME = 3
  218. MORALE_ADD_LOST_GAME = -6
  219. MORALE_ADD_DRAW_GAME = 0
  220.  
  221. MORALE_ADD_WON_GAME_FOR_RESERVE = 1
  222. MORALE_ADD_LOST_GAME_FOR_RESERVE = -1
  223. MORALE_ADD_DRAW_GAME_FOR_RESERVE = 0
  224.  
  225. // These impact morale based on an injury;
  226. MORALE_ADD_INJURY_SEVERITY_0 = -15
  227. MORALE_ADD_INJURY_SEVERITY_1 = -20
  228. MORALE_ADD_INJURY_SEVERITY_2 = -25
  229. MORALE_ADD_INJURY_SEVERITY_3 = -30
  230.  
  231. // Impact of an injury on the players fatigue, in percentage;
  232. MINOR_INJURY_IMPACT_ON_FATIGUE = 110
  233. MODERATE_INJURY_IMPACT_ON_FATIGUE = 120
  234. SEVERE_INJURY_IMPACT_ON_FATIGUE = 140
  235.  
  236. // If you sign a team with higher prestige, you get this percentage of your old upgrade points;
  237. UPGRADE_INC_SIGN_TEAM_MORE_PRESTIGE = 120
  238.  
  239. // If you get fired, you retain this percentage of your old upgrade points;
  240. UPGRADE_DEC_SIGN_TEAM_GOT_FIRED = 80
  241.  
  242. // List of available player attributes:
  243. //
  244. // AGGRESSION
  245. // AWARENESS
  246. // ACCELERATION
  247. // BALANCE
  248. // BALLCONTROL
  249. // CROSSING
  250. // DRIBBLING
  251. // HEADING
  252. // LONGBALLS
  253. // MARKING
  254. // PACE
  255. // PASSING
  256. // REFLEXES
  257. // RUSHING
  258. // SHOTACCURACY
  259. // SHOTPOWER
  260. // STAMINA
  261. // STRENGTH
  262. // TACKLING
  263. // THROWING
  264. // LEADERSHIP
  265. // CLINICALFINISHER
  266. // SPEEDKING
  267. // RECKLESS
  268. // BALLWINNER
  269. // WORKRATE
  270. // DIVER
  271. // INJURYPRONE
  272. // GREED
  273.  
  274. // How much morale impacts player attributes at different levels.
  275. MORALE_ATTRIB_5    = 5
  276. MORALE_ATTRIB_4    = 2
  277. MORALE_ATTRIB_3    = 0
  278. MORALE_ATTRIB_2    = -3
  279. MORALE_ATTRIB_1 = -6
  280.  
  281. // What attributes are affected by morale.
  282. MORALE_AFFECTS_ACCELERATION = 1
  283. MORALE_AFFECTS_BALANCE = 1
  284. MORALE_AFFECTS_BALLCONTROL = 1
  285. MORALE_AFFECTS_CROSSING = 1
  286. MORALE_AFFECTS_DRIBBLING = 1
  287. MORALE_AFFECTS_HEADING = 1
  288. MORALE_AFFECTS_LONGBALLS = 1 
  289. MORALE_AFFECTS_MARKING = 1
  290. MORALE_AFFECTS_PACE = 1
  291. MORALE_AFFECTS_PASSING = 1
  292. MORALE_AFFECTS_REFLEXES = 1
  293. MORALE_AFFECTS_RUSHING = 1
  294. MORALE_AFFECTS_SHOTACCURACY = 1
  295. MORALE_AFFECTS_SHOTPOWER = 1
  296. MORALE_AFFECTS_STAMINA = 1
  297. MORALE_AFFECTS_STRENGTH = 1
  298. MORALE_AFFECTS_TACKLING = 1
  299.  
  300. // How much fatigue impacts player attributes at different levels.
  301. FATIGUE_ATTRIB_5 = -10
  302. FATIGUE_ATTRIB_4 = -8
  303. FATIGUE_ATTRIB_3 = -6
  304. FATIGUE_ATTRIB_2 = -3
  305. FATIGUE_ATTRIB_1 = -0
  306.  
  307. // What attributes fatigue impacts
  308. FATIGUE_AFFECTS_BALANCE = 1
  309. FATIGUE_AFFECTS_CROSSING = 1
  310. FATIGUE_AFFECTS_DRIBBLING = 1
  311. FATIGUE_AFFECTS_HEADING = 1
  312. FATIGUE_AFFECTS_LONGBALLS = 1 
  313. FATIGUE_AFFECTS_MARKING = 1
  314. FATIGUE_AFFECTS_PASSING = 1
  315. FATIGUE_AFFECTS_REFLEXES = 1
  316. FATIGUE_AFFECTS_RUSHING = 1
  317. FATIGUE_AFFECTS_SHOTACCURACY = 1
  318. FATIGUE_AFFECTS_SHOTPOWER = 1
  319. FATIGUE_AFFECTS_STAMINA = 1
  320. FATIGUE_AFFECTS_STRENGTH = 1
  321. FATIGUE_AFFECTS_TACKLING = 1
  322.  
  323. // The following attributes tweak acts of god;
  324. ACT_OF_GOD_CHANCE = 10
  325.  
  326. BUDGET_ADD_SMALL = 200
  327. BUDGET_ADD_LARGE = 1000
  328. BUDGET_MIN_SMALL = -100
  329. BUDGET_MIN_LARGE = -500
  330.  
  331. // Manager Prestige increases;
  332. MAN_PRES_ADD_SMALL = 50
  333. MAN_PRES_ADD_LARGE = 500
  334. MAN_PRES_MIN_SMALL = -50
  335. MAN_PRES_MIN_LARGE = -500
  336.  
  337. PLYR_MORALE_ADD_SMALL = 10
  338. PLYR_MORALE_ADD_LARGE = 20
  339. PLYR_MORALE_MIN_SMALL = -10
  340. PLYR_MORALE_MIN_LARGE = -20
  341.  
  342. // Severity of injury, from 0 to 2;
  343. INJURY_SMALL = 0
  344. INJURY_LARGE = 1
  345.  
  346. TEAM_MOR_ADD = 10
  347. TEAM_MOR_MIN = -10
  348.  
  349. // How many days you add to the healing-time;
  350. INJURY_FASTER = -6
  351. INJURY_SLOWER = 6
  352.  
  353. UPGRADE_ADD = 20
  354. UPGRADE_ADD_LARGE = 100
  355.  
  356. JOB_SEC_ADD = 5
  357. JOB_SEC_MIN = -5
  358.  
  359. // if your job security is over this number, you won't get more job security in acts of god;
  360. NO_JOB_SEC_UPGRADE_OVER = 90
  361. NO_JOB_SEC_UPGRADE_UNDER = 10 // relative to fire_at of course
  362.  
  363. // Weighings of chances of acts of god happening;
  364. BUDGET_ADD_SMALL_WEIGHT = 4
  365. BUDGET_ADD_LARGE_WEIGHT = 2
  366. BUDGET_MIN_SMALL_WEIGHT = 4
  367. BUDGET_MIN_LARGE_WEIGHT = 2
  368. MAN_PRES_ADD_SMALL_WEIGHT = 4
  369. MAN_PRES_ADD_LARGE_WEIGHT = 2
  370. MAN_PRES_MIN_SMALL_WEIGHT = 1
  371. MAN_PRES_MIN_LARGE_WEIGHT = 0
  372. PLYR_MOR_ADD_SMALL_WEIGHT = 4
  373. PLYR_MOR_ADD_LARGE_WEIGHT = 2
  374. PLYR_MOR_MIN_SMALL_WEIGHT = 4
  375. PLYR_MOR_MIN_LARGE_WEIGHT = 2
  376. INJURY_SMALL_WEIGHT = 3
  377. INJURY_LARGE_WEIGHT = 1
  378. TEAM_MOR_ADD_WEIGHT = 2
  379. TEAM_MOR_MIN_WEIGHT = 2
  380. INJURY_FASTER_WEIGHT = 2
  381. INJURY_SLOWER_WEIGHT = 2
  382. UPGRADE_ADD_WEIGHT = 4
  383. UPGRADE_ADD_LARGE_WEIGHT = 2
  384. JOB_SEC_ADD_WEIGHT = 1
  385. JOB_SEC_MIN_WEIGHT = 1
  386.  
  387. // Win-lose-draw bonus matrices based on home and away prestiges
  388. W_00 = 5
  389. L_00 = -8
  390. D_00 = 3
  391. W_01 = 15
  392. L_01 = -2
  393. D_01 = 10
  394. W_10 = 2
  395. L_10 = -30
  396. D_10 = -2
  397. W_11 = 5
  398. L_11 = -8
  399. D_11 = 3
  400.  
  401. // Audio queries;
  402. AUDIO_PERCENTAGE_CLOSE_TO_GETTING_FIRED = 5 // how close you need to be to the fire-line to trigger audio speech
  403. AUDIO_WHAT_OVERALL_MAKES_A_PLAYER_KEY = 5    // what player overall level determines that a player is a key player
  404. AUDIO_AVERAGE_LOW_MORALE = 5                // maximum average morale to trigger comment on low morale
  405. AUDIO_STREAK_LENGTH = 7                        // winning streak to trigger comment on long playing well
  406.  
  407. // Gamestats multipliers for different backend lengths in minutes;
  408. BE_GAME_MULTIPLIER_FOR_2_MIN = 1
  409. BE_GAME_MULTIPLIER_FOR_4_MIN = 1
  410. BE_GAME_MULTIPLIER_FOR_6_MIN = 1
  411. BE_GAME_MULTIPLIER_FOR_8_MIN = 1
  412. BE_GAME_MULTIPLIER_FOR_10_MIN = 1
  413.  
  414. // The chance that the board of directors blocks you trying to sell a key (prestige >= TRFR_MIN_KEY_PLAYER_PRESTIGE) player;
  415. TRFR_MIN_KEY_PLAYER_PRESTIGE = 8
  416. CHANCE_OF_BOARD_TRFR_BLOCK = 20
  417.  
  418. // The chance that a player won't play for a manager with PLAYER_MNGR_PRESTIGE_DELTA less prestige;
  419. PLAYER_MNGR_PRESTIGE_DELTA = 4
  420. CHANCE_PLAYER_MNGR_PRESTIGE_DELTA_TRFR_BLOCK = 50
  421.  
  422. // The chance of a league-difference blocking a transfer;
  423. CHANCE_LEAGUE_DIFF_TRFR_BLOCK = 75
  424.  
  425. // Chance that a player from a rival team won't sign;
  426. CHANCE_NO_PLAY_FOR_RIVAL_TRFR_BLOCK = 80
  427.  
  428. // Chance that a player won't go because he's happy at the current team
  429. CHANCE_HAPPY_AT_CUR_TEAM_TRFR_BLOCK = 20
  430.  
  431. // These values tweak player growth, as per the excel file;
  432. MIN_RANDOM_PLAYER_GROWTH = 6.0
  433. MAX_RANDOM_PLAYER_GROWTH = 9.0
  434.  
  435. PLAYER_GROWTH_NON_USER_TEAM_MNGR_PRESTIGE_ADD =    2
  436. PLAYER_GROWTH_NON_USER_TEAM_COACH_UPGRADE_ADD = 4
  437.  
  438. PLAYER_GROWTH_FORM_IMPORTANCE = 40
  439. PLAYER_GROWTH_MNGR_PRESTIGE_IMPORTANCE = 30
  440. PLAYER_GROWTH_UPGRADE_IMPORTANCE = 30
  441.  
  442. PLAYER_GROWTH_AGE_0 = 20
  443. PLAYER_GROWTH_AGE_1 = 31
  444. PLAYER_GROWTH_AGE_2 = 34
  445.  
  446. PLAYER_GROWTH_AGE_GROWTH_0 = 15.0
  447. PLAYER_GROWTH_AGE_GROWTH_1 = 25.0
  448. PLAYER_GROWTH_AGE_GROWTH_2 = 4.0
  449. PLAYER_GROWTH_AGE_GROWTH_3 = 5.0
  450.  
  451. PLAYER_GROWTH_AGE_DECLINE_0 = -0.0
  452. PLAYER_GROWTH_AGE_DECLINE_1 = -0.0
  453. PLAYER_GROWTH_AGE_DECLINE_2 = -10.0
  454. PLAYER_GROWTH_AGE_DECLINE_3 = -20.0
  455.  
  456. // Chance that the player value when you scout will be fudged;
  457. SCOUT_CHANCE_OF_FUDGING_PLAYER = 5
  458.  
  459. // Actual value added to the player if he is fudged is (10-coachUpgrade) * SCOUT_FUDGE_VALUE
  460. SCOUT_FUDGE_VALUE = 200
  461.  
  462. // Tweaking player regeneration
  463. RETIRE_YOUNGEST_AGE = 29
  464. RETIRE_OLDEST_AGE = 38
  465. NEW_PLAYERS_YOUNGEST_AGE = 17
  466. NEW_PLAYERS_OLDEST_AGE = 20
  467.  
  468. // This is the number of transfers that the computer tries to do after every game, when the transfer window is open.
  469. // this includes CPU to CPU and CPU to human and human to CPU transfers. Note that a transfer not always succeeds, so
  470. // the actual number might be less.
  471. NUM_TRANSFERS = 4
  472.  
  473. // The following affect the new current for generated players
  474. GENERATION_FORCED_LESS_THAN_POTENTIAL = 10
  475.  
  476. GENERATION_NEW_CURRENT_FROM_POTENTIAL_0_MAX = 50
  477. GENERATION_NEW_CURRENT_FROM_POTENTIAL_1_MAX = 50 
  478. GENERATION_NEW_CURRENT_FROM_POTENTIAL_2_MAX = 50
  479. GENERATION_NEW_CURRENT_FROM_POTENTIAL_3_MAX = 50
  480. GENERATION_NEW_CURRENT_FROM_POTENTIAL_4_MAX = 50
  481. GENERATION_NEW_CURRENT_FROM_POTENTIAL_5_MAX = 50
  482. GENERATION_NEW_CURRENT_FROM_POTENTIAL_6_MAX = 50
  483. GENERATION_NEW_CURRENT_FROM_POTENTIAL_7_MAX = 60
  484. GENERATION_NEW_CURRENT_FROM_POTENTIAL_8_MAX = 70
  485. GENERATION_NEW_CURRENT_FROM_POTENTIAL_9_MAX = 75
  486. GENERATION_NEW_CURRENT_FROM_POTENTIAL_10_MAX = 75
  487.  
  488. GENERATION_NEW_CURRENT_FROM_POTENTIAL_0_MIN = 40
  489. GENERATION_NEW_CURRENT_FROM_POTENTIAL_1_MIN = 40 
  490. GENERATION_NEW_CURRENT_FROM_POTENTIAL_2_MIN = 40
  491. GENERATION_NEW_CURRENT_FROM_POTENTIAL_3_MIN = 40
  492. GENERATION_NEW_CURRENT_FROM_POTENTIAL_4_MIN = 40
  493. GENERATION_NEW_CURRENT_FROM_POTENTIAL_5_MIN = 40
  494. GENERATION_NEW_CURRENT_FROM_POTENTIAL_6_MIN = 40
  495. GENERATION_NEW_CURRENT_FROM_POTENTIAL_7_MIN = 50
  496. GENERATION_NEW_CURRENT_FROM_POTENTIAL_8_MIN = 55
  497. GENERATION_NEW_CURRENT_FROM_POTENTIAL_9_MIN = 60
  498. GENERATION_NEW_CURRENT_FROM_POTENTIAL_10_MIN = 60
  499.