<?xml version="1.0" encoding="utf-8" ?>
<Registry xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <Audio/>
  <Game>
	<CustomFaction>
		<!-- Value -1 disables the condition -->
		<MaxFactionTraits>-1</MaxFactionTraits>
		<MaxNegativeFactionTraits>-1</MaxNegativeFactionTraits>
	</CustomFaction>
    <VictoryConditions>
      <ScienceVictoryUnlockTarget>ScienceVictory</ScienceVictoryUnlockTarget>       <!-- science unlockable to win science victory -->
      <!-- Diplomatic victory coefs-->
      <FixedPeacePointTarget>800</FixedPeacePointTarget>
      <EmpireCountPeacePointCoef>160</EmpireCountPeacePointCoef>
      <SystemCountPeacePointCoef>100</SystemCountPeacePointCoef>
      <RatioPeacePointCoef>120</RatioPeacePointCoef>
      <!-- Economic victory coefs -->
      <FixedEconomicPointTarget>500000</FixedEconomicPointTarget>
      <SystemCountEconomicPointCoef>5000</SystemCountEconomicPointCoef>
      <EmpireCountEconomicPointCoef>-40000</EmpireCountEconomicPointCoef>
      <!-- Speed factors -->
      <TimeVictorySpeedFactor>0.0</TimeVictorySpeedFactor>
      <EconomicVictorySpeedFactor>0.0</EconomicVictorySpeedFactor>
      <DiplomaticVictorySpeedFactor>0.0</DiplomaticVictorySpeedFactor>
      <PopulationVictorySpeedFactor>0.0</PopulationVictorySpeedFactor>
    </VictoryConditions>
    <ExplorationRewards>
      <GalaxySizePercent>
        <Few>0.25</Few>
        <Average>0.5</Average>
        <Many>0.75</Many>
        <Full>1</Full>
      </GalaxySizePercent>
    </ExplorationRewards>
    <Empire>
      <Agencies>
        <DepartmentOfScience>
          <OverProductionAmountCoef>1.0</OverProductionAmountCoef>
        </DepartmentOfScience>
        <DepartmentOfCommerce>
          <UnlockableBonus>LuxuryBoost1</UnlockableBonus>
          <UnlockableMonopoly>LuxuryBoost2</UnlockableMonopoly>
          <ResourceProductionBonus>
            <DepositSizeLimit>0;1;2;3;4</DepositSizeLimit>
            <ProductionPercentBonus>0;-0.1;-0.2;-0.3;-0.6</ProductionPercentBonus>
          </ResourceProductionBonus>
          <TradeRoutes>
            <TradeRouteDistanceBonusMultiplier>2.0</TradeRouteDistanceBonusMultiplier>
            <TradeRouteDistanceBonusAdditiveValue>2.0</TradeRouteDistanceBonusAdditiveValue>
            <TradeRoutePopulationMultiplier>0.2</TradeRoutePopulationMultiplier>            
            <TradeRouteDustToScienceRatio>0.75</TradeRouteDustToScienceRatio>
          </TradeRoutes>
        </DepartmentOfCommerce>
        <DepartmentOfDefense>
          <Encounters>
            <Countdown>45</Countdown>
            <FinalCountdown>1</FinalCountdown>
          </Encounters>
          <FleetWaitDuration>1</FleetWaitDuration>
          <FleetParsecPerSecond>10</FleetParsecPerSecond>
          <FleetNameMaxIndex>24</FleetNameMaxIndex>
          <MaximumNumberOfAvailableShipDesigns>20</MaximumNumberOfAvailableShipDesigns>
        </DepartmentOfDefense>
        <DepartmentOfEducation>
          <MaxHeroesToRecruitmentPool>3</MaxHeroesToRecruitmentPool>
          <!-- <NewHeroRemainingTurns>50</NewHeroRemainingTurns> obsolete -->
          <RecoveredHeroTurnsBeforeLeave>2</RecoveredHeroTurnsBeforeLeave>
          <FixedHeroRecruitmentCost>20</FixedHeroRecruitmentCost>
          <VariableHeroRecruitmentCost>60</VariableHeroRecruitmentCost>
          <PowerHeroCountRecruitmentCost>1</PowerHeroCountRecruitmentCost>
          <HeroHealingCostConstant>5</HeroHealingCostConstant>
          <HeroHealingCostFatigueCoef>20</HeroHealingCostFatigueCoef>
      <HeroRecruitmentLevelRatio>3</HeroRecruitmentLevelRatio>
        </DepartmentOfEducation>
        <DepartmentOfForeignAffairs>
          <BrokenTreaty>25</BrokenTreaty>
          <PeaceOrAllianceAfterBrokenTreaty>50</PeaceOrAllianceAfterBrokenTreaty>
          <PeacePointColdWarCoef>0.2</PeacePointColdWarCoef>
          <PeacePointPeaceCoef>0.6</PeacePointPeaceCoef>
          <PeacePointAllianceCoef>1.6</PeacePointAllianceCoef>
          <StatusWaitingPeriodCoef>1</StatusWaitingPeriodCoef>
        </DepartmentOfForeignAffairs>
        <DepartmentOfTheInterior>
          <!-- Food surplus needed for population = (pop ^ PowerSystemPopulation) * MultiplierSystemPopulation -->
          <PowerSystemPopulation>2.4</PowerSystemPopulation>
          <PopGrowthGameSpeedFactor>0.0</PopGrowthGameSpeedFactor>
          <PopGrowthGameDifficultyHumanFactor>0.0</PopGrowthGameDifficultyHumanFactor>
          <PopGrowthGameDifficultyAIFactor>0.0</PopGrowthGameDifficultyAIFactor>
          <MultiplierSystemPopulation>4.0</MultiplierSystemPopulation>
          <Frontiers>
            <!-- Influence = (system.population * $PopulationWeight + system.output(fims) * $OutputWeight) ^ $Power -->
            <Power>0.35</Power>
            <PopulationWeight>1</PopulationWeight>
            <OutputWeight>0.2</OutputWeight>
          </Frontiers>
          <ColonyExpansionLimiters>
            <UnderMe>ColonyExpansionLimiterUnderMe</UnderMe>
            <UnderAlly>ColonyExpansionLimiterUnderAlly</UnderAlly>
            <UnderEnnemy>ColonyExpansionLimiterUnderEnnemy</UnderEnnemy>
            <Neutral>ColonyExpansionLimiterNeutral</Neutral>
          </ColonyExpansionLimiters>
          <FactionTraitOccasionalEffects>
            <DurationCoef>1</DurationCoef>
          </FactionTraitOccasionalEffects>
          <PlanetLocustSteps>
            <LimitsCoef>1</LimitsCoef>
            <Limits>0;40;60</Limits>
            <Descriptors>PlanetQualityImproved;PlanetQualityDefault;PlanetQualityDepleted</Descriptors>
          </PlanetLocustSteps>
          <GoldenAge>
            <FidsBonusPerPop>.03</FidsBonusPerPop>
            <TurnsPerImprovements>4</TurnsPerImprovements>
            <TurnsCap>40</TurnsCap> 
          </GoldenAge>
          <EfficientStock>
            <StrategicScoreBonusPerDeposit>5</StrategicScoreBonusPerDeposit>
          </EfficientStock>
        </DepartmentOfTheInterior>
        <DepartmentOfTheTreasury>
          <EconomicVictoryAIFactor>1</EconomicVictoryAIFactor>
          <StarSystemApprovalSteps>
            <Limits>20;40;60;80;100</Limits>
            <Descriptors>StarSystemApprovalStatusStrike;StarSystemApprovalStatusUnhappy;StarSystemApprovalStatusContent;StarSystemApprovalStatusHappy;StarSystemApprovalStatusEcstatic</Descriptors>
          </StarSystemApprovalSteps>
          <EmpireApprovalSteps>
            <Limits>20;80;100</Limits>
            <Descriptors>EmpireApprovalStatusRebellion;EmpireApprovalStatusContent;EmpireApprovalStatusFervent</Descriptors>
          </EmpireApprovalSteps>
          <TaxSteps>
            <Limits>0;5;10;15;20;25;30;35;40;45;50;55;60;65;70;75;80;85;90;95;100</Limits>
            <Descriptors>TaxBonus0;TaxBonus1;TaxBonus2;TaxBonus3;TaxBonus4;TaxBonus5;TaxBonus6;TaxBonus7;TaxBonus8;TaxBonus9;TaxBonus10;TaxBonus11;TaxBonus12;TaxBonus13;TaxBonus14;TaxBonus15;TaxBonus16;TaxBonus17;TaxBonus18;TaxBonus19;TaxBonus20</Descriptors>
          </TaxSteps>
          <TaxRate>40</TaxRate>
        </DepartmentOfTheTreasury>
        <DepartmentOfIndustry>
          <DustFundingGameSpeedFactor>0.0</DustFundingGameSpeedFactor>
          <Construction>
            <BuyMultiplier>0.75</BuyMultiplier>
            <BuyExponent>1.25</BuyExponent>
          </Construction>
        </DepartmentOfIndustry>
      </Agencies>
      <Faction>
        <AffinityMapping>AffinityMappingTerran</AffinityMapping>
      </Faction>
      <HomeStarSystem>
        <PlanetSize>PlanetSizeMedium</PlanetSize>
      </HomeStarSystem>
      <Score>
        <PopulationCoef>2</PopulationCoef>
        <BuildingCoef>1</BuildingCoef>
        <PlanetCoef>3</PlanetCoef>
        <SystemCoef>10</SystemCoef>
        <ScienceCoef>0.005</ScienceCoef>        <!-- base cost = 40 -> ScienceCoef = 1/40 = 0.025 -->
        <TechnologiesCoef>2.5</TechnologiesCoef>  
        <AchievementCoef>20</AchievementCoef>
        <MonopolyCoef>20</MonopolyCoef>
        <CommandPointCoef>2</CommandPointCoef>
        <ConstellationCoef>40</ConstellationCoef>
        <HeroLevelCoef>3</HeroLevelCoef>
        <TempleCoef>5</TempleCoef>
        <MilitaryPowerCoef>0.005</MilitaryPowerCoef>
      </Score>
    </Empire>
    <Galaxy>
      <CircleLayer>
        <Radius>0.65</Radius>
      </CircleLayer>
      <PathFinding>
        <FreeDistanceCoef>2</FreeDistanceCoef>
        <WarpDistanceCoef>1</WarpDistanceCoef>
        <WormholeTurnCost>1</WormholeTurnCost>
      </PathFinding>
      <StarSystemScaling>
        <InitialScale>1.0</InitialScale>
        <MaxScale>1.6</MaxScale>
        <ScaleAnimationTime>0.1</ScaleAnimationTime>
      </StarSystemScaling>
      <StarSystemControl>
        <ColonizationSystemControl>100</ColonizationSystemControl>
        <!-- SystemControl start value when player colonize system (%) -->
        <InvasionControlLossCoef>1</InvasionControlLossCoef>
        <MinInvasionControlLoss>1</MinInvasionControlLoss>
        <!-- nb of turns -->
        <MaxInvasionControlLoss>13</MaxInvasionControlLoss>
        <!-- nb of turns -->

        <OwnershipGain>0.04</OwnershipGain>
        <!-- ratio -->
        <OwnershipColonizeValue>1</OwnershipColonizeValue>
        <!-- ratio -->
        <RightfullOwnerThreshold>1</RightfullOwnerThreshold>
        <!-- ratio -->
        <LosingRightfullOwnerThreshold>0</LosingRightfullOwnerThreshold>
        <!-- (losing ownership threshold) ratio -->

        <TurnBeforeColonyStart>30</TurnBeforeColonyStart>
        <!-- nb of turns -->
        <TurnBeforeColonyMalus>10</TurnBeforeColonyMalus>
        <!-- nb of turns -->

        <!-- Land Invasion -->
        <OwnershipPerTroopModule>.05</OwnershipPerTroopModule>
        <LandInvasionSuccessProbability>
          <ZeroPercent>0</ZeroPercent>
          <TwentyFivePercent>.05</TwentyFivePercent>
          <FiftyPercent>.5</FiftyPercent>
          <SeventyFivePercent>.8</SeventyFivePercent>
          <OneHundredPercent>1</OneHundredPercent>
        </LandInvasionSuccessProbability>
        <DefenseSuccessCoeff>
          <SucceededLandInvasion>1.75</SucceededLandInvasion>
          <FailedLandInvasion>.25</FailedLandInvasion>
        </DefenseSuccessCoeff>
        <InvasionSuccessCoeff>
          <SucceededLandInvasion>.5</SucceededLandInvasion>
          <FailedLandInvasion>1.5</FailedLandInvasion>
        </InvasionSuccessCoeff>

        <RecycleSystem>
          <DustPerPopulation>10</DustPerPopulation>
          <DustPerIndustry>1</DustPerIndustry>
        </RecycleSystem>

      </StarSystemControl>
      <Wonders>
        <WondersCount>
          <GalaxySizeTiny>
            <NaturalWonders>1</NaturalWonders>
            <EndlessWonders>1</EndlessWonders>
          </GalaxySizeTiny>
          <GalaxySizeSmall>
            <NaturalWonders>2</NaturalWonders>
            <EndlessWonders>2</EndlessWonders>
          </GalaxySizeSmall>
          <GalaxySizeMedium>
            <NaturalWonders>3</NaturalWonders>
            <EndlessWonders>3</EndlessWonders>
          </GalaxySizeMedium>
          <GalaxySizeLarge>
            <NaturalWonders>4</NaturalWonders>
            <EndlessWonders>4</EndlessWonders>
          </GalaxySizeLarge>
          <GalaxySizeHuge>
            <NaturalWonders>5</NaturalWonders>
            <EndlessWonders>5</EndlessWonders>
          </GalaxySizeHuge>
        </WondersCount>
      </Wonders>
      <UniquePlanets>
        <UniquePlanetsCount>
          <GalaxySizeTiny>1</GalaxySizeTiny>
          <GalaxySizeSmall>1</GalaxySizeSmall>
          <GalaxySizeMedium>2</GalaxySizeMedium>
          <GalaxySizeLarge>2</GalaxySizeLarge>
          <GalaxySizeHuge>2</GalaxySizeHuge>
        </UniquePlanetsCount>
      </UniquePlanets>
    </Galaxy>
    <AI>
      
      <!-- Define the seconds between two AI tick.-->
      <TickInterval>3</TickInterval>
      <!-- Define the number of turn between two AI process -->
      <TurnCooldown>-1</TurnCooldown>
      <IsNerfActivated>false</IsNerfActivated>
      <System>
        <MaxPopulationColonizationTarget>0.6</MaxPopulationColonizationTarget>
        <TurnCostWeightingCoef>0.1</TurnCostWeightingCoef>
        <!-- score = score - TurnCostWeightingCoef * turnCost -->
        <ColonizationTurnLeftBonusCoef>2</ColonizationTurnLeftBonusCoef>
        <!-- scoreColo = score + ColonizationTurnLeftBonusCoef * ((turnCost / turnLeft) - 1) - TurnCostWeightingCoef * turnCost -->
        <Assimilation>0.5</Assimilation>
        <SystemSettings>
          <Default>AIStarSystemAssignationNone</Default>
          <None>AIStarSystemAssignationNone</None>
          <Modifiers>
            <Food>1.2</Food>
            <Industry>1</Industry>
            <Money>0.7</Money>
            <Science>1</Science>
            <Approval>1</Approval>
            <Military>1</Military>
            <Diplomacy>1</Diplomacy>
            <StrategicResource>1</StrategicResource>
            <LuxuryResource>1</LuxuryResource>
          </Modifiers>
        </SystemSettings>
        <Layer_Population>
          <!-- Growth target from food value-->
          <SystemGrowthTargets>
            <Limits>0.33;0.66;1</Limits>
            <Values>0;0.1;0.2</Values>
          </SystemGrowthTargets>
          <StrategicResourceBonus>
            <Limits>0;2;3;4</Limits>
            <Values>4;1;4;0</Values>
          </StrategicResourceBonus>
          <LuxuryBonus>
            <Limits>0;2;3;4</Limits>
            <Values>1;2;4;0</Values>
          </LuxuryBonus>
        </Layer_Population>
        <Layer_Production>
          <ApprovalLimit>50</ApprovalLimit>
          <ApprovalUnderLimitMultiplier>2</ApprovalUnderLimitMultiplier>
          <TradeRouteWhenNoTraderMultiplier>-5</TradeRouteWhenNoTraderMultiplier>
          <MaxStackedProductionFactorBeforeUse>0.75</MaxStackedProductionFactorBeforeUse>
          <MaxStackedProductionFactorBeforeInfinityBuilding>0.3</MaxStackedProductionFactorBeforeInfinityBuilding>
        </Layer_Production>
      </System>
      <Empire>
        <Layer_Science>
          <!-- Nerf the AI. Do not queue a technology when the AI science score is greater than the best human player score multiply by -->
          <SciencePlayerRatioWhenNerfed>1.0</SciencePlayerRatioWhenNerfed>
          <!-- technoPriority = AiParameters + TechnoCostWeightingCoef * TechnoCostWeightingPower ^ costRatio + TechnoInterestWeightingCoef * TechnoInterestWeightingPower ^ interestRatio + technoPrioritySpreadingCoef * childrenPrioritiesSum / nbChildren -->
          <TechnoCostWeightingCoef>-1</TechnoCostWeightingCoef>
          <TechnoCostWeightingPower>1.5</TechnoCostWeightingPower>
          <TechnoInterestWeightingCoef>1</TechnoInterestWeightingCoef>
          <TechnoInterestWeightingPower>1.5</TechnoInterestWeightingPower>
          
          <!-- as this value was not used in code (wrong spelling), I reset it to the "code default" value which was 0.5f. Instead of 0.75 from Francois...-->
          <TechnoPrioritySpreadingCoef>0.1</TechnoPrioritySpreadingCoef> 
          
          <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->
          <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
          
          <ColonizationAlertMaxBonus>1</ColonizationAlertMaxBonus>
          
          <!-- bonus to Expand AI parameter if can't colonize -->
          <ExpandAlertMaxBonus>1.2</ExpandAlertMaxBonus>
          
          <!-- Context -->
          <Food>1</Food>
          <Industry>1</Industry>
          <Money>1</Money>
          <Science>1</Science>
          <Diplomacy>1</Diplomacy>
          <Approval>1</Approval>
          <Expand>1</Expand>
          <Military>1</Military>
          <Invasion>1</Invasion>
          <DefenseModuleLaser>1</DefenseModuleLaser>
          <DefenseModuleKinetic>1</DefenseModuleKinetic>
          <DefenseModuleMissile>1</DefenseModuleMissile>
          <WeaponModuleLaser>1</WeaponModuleLaser>
          <WeaponModuleKinetic>1</WeaponModuleKinetic>
          <WeaponModuleMissile>1</WeaponModuleMissile>
          <PlanetTypeArid>1</PlanetTypeArid>
          <PlanetTypeTundra>1</PlanetTypeTundra>
          <PlanetTypeDesert>1</PlanetTypeDesert>
          <PlanetTypeArctic>1</PlanetTypeArctic>
          <PlanetTypeLava>1</PlanetTypeLava>
          <PlanetTypeBarren>1</PlanetTypeBarren>
          <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
          <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
          <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
          <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
		  <PlanetTypeGaia>1</PlanetTypeGaia>
          <Movement>1</Movement>
          <DeadEnd>0</DeadEnd>
        </Layer_Science>
        <Layer_Income>
          <StarSystemAssignations>
            <None>AIStarSystemAssignationNone</None>
            <Balanced>AIStarSystemAssignationBalanced</Balanced>
            <Military>AIStarSystemAssignationMilitary</Military>
            <Food>AIStarSystemAssignationFood</Food>
            <Industry>AIStarSystemAssignationIndustry</Industry>
            <Money>AIStarSystemAssignationMoney</Money>
            <Science>AIStarSystemAssignationScience</Science>
        </StarSystemAssignations>
          <PopulationPercentMin>0.5</PopulationPercentMin>
          <DevelopmentPercentMin>0.5</DevelopmentPercentMin>
          <Science>
            <OrientedSystemPercent>0.25</OrientedSystemPercent>
            <TargetMinTurn>5</TargetMinTurn>
            <TargetMaxTurn>7</TargetMaxTurn>
            <BuildingBoost>
              <NumberOfSystemWellDevLimit>0.5</NumberOfSystemWellDevLimit>
              <BoostParameters>Food;Money;Industry;Science;Approval</BoostParameters>
              <BoostValues>0.5;0.5;0.5;0.5;0.5</BoostValues>
            </BuildingBoost>
          </Science>
          <Industry>
            <OrientedSystemPercent>0.25</OrientedSystemPercent>
          </Industry>
          <Money>
            <OrientedSystemPercent>0.5</OrientedSystemPercent>
            <TargetMinGain>0.05</TargetMinGain> 
            <TargetMaxGain>0.15</TargetMaxGain> <!-- pourcentage du bankaccount et non utilisé -->
            <UnderApprovalPercent>0.2</UnderApprovalPercent> <!-- pas sur d'être utilisé -->
            <SystemApprovalMin>40</SystemApprovalMin>
            <EmpireApprovalMin>50</EmpireApprovalMin>
            <FISFactor>1</FISFactor>
            <TaxMinLimit>20</TaxMinLimit>
            <FIMSEcartType>1</FIMSEcartType>
            <MinimalOwnershipForTaxPurpose>0.9</MinimalOwnershipForTaxPurpose>
          </Money>
          <Military>
            <OrientedSystemPercent>0.3</OrientedSystemPercent>
          </Military>
          <TaxRate>
          <!-- coefficient to balance the focus on one of the FIDS when selecting a Tax Rate -->
            <Money>1</Money>
            <Food>1</Food>
            <Industry>1</Industry>
            <Science>1</Science>
            <!-- Minimum bankaccount before allowing a dust loss -->
            <BankAccountCriticalThreshold>0</BankAccountCriticalThreshold>
            <!-- value of the loss: a coefficient of the bankaccount: here the loss allowed is 0.1 * the bank account -->
            <AllowedMoneyLossFactor>1.0</AllowedMoneyLossFactor>
          </TaxRate>
        </Layer_Income>
        <Layer_Attitude>
          <NonAgressionDelayForPeaceful>10</NonAgressionDelayForPeaceful>
          <TensionTreshold>0.6</TensionTreshold>
          <MilitaryPowerTreshold>800</MilitaryPowerTreshold>
        </Layer_Attitude>
        <Layer_ShipDesign>
          <WeaponEfficiencyMin>0.5</WeaponEfficiencyMin>
          <DefenseEfficiencyMin>0.8</DefenseEfficiencyMin>
          
          <WeaponBonusMax>2</WeaponBonusMax>
          <DefenseBonusMax>2</DefenseBonusMax>

          <WeaponBonusLossPerTurn>0.1</WeaponBonusLossPerTurn>
          <DefenseBonusLossPerTurn>0.1</DefenseBonusLossPerTurn>

          <FirstWeaponChoiceBonus>2</FirstWeaponChoiceBonus>

          <BattleEfficiencyAllDestroyed>-0.1</BattleEfficiencyAllDestroyed>
          <BattleEfficiencyLimit>0.5</BattleEfficiencyLimit>

          <LongRange>
            <RangeClasses>
              <LongRange>0.5</LongRange>
              <MediumRange>0.25</MediumRange>
              <ShortRange>1</ShortRange>
            </RangeClasses>
            <WeaponClasses>
              <Kinetic>0.25</Kinetic>
              <Missile>1</Missile>
              <Laser>0.5</Laser>
            </WeaponClasses>
          </LongRange>
          
          <MediumRange>
            <RangeClasses>
              <LongRange>1</LongRange>
              <MediumRange>0.5</MediumRange>
              <ShortRange>0.25</ShortRange>
            </RangeClasses>
            <WeaponClasses>
              <Kinetic>0.25</Kinetic>
              <Missile>1</Missile>
              <Laser>0.5</Laser>
            </WeaponClasses>
          </MediumRange>
          
          <ShortRange>
            <RangeClasses>
              <LongRange>0.25</LongRange>
              <MediumRange>1</MediumRange>
              <ShortRange>0.5</ShortRange>
            </RangeClasses>
            <WeaponClasses>
              <Kinetic>1</Kinetic>
              <Missile>0.25</Missile>
              <Laser>0.5</Laser>
            </WeaponClasses>
          </ShortRange>
        </Layer_ShipDesign>
      </Empire>
      <Ministers>
        <MilitaryMinister>
          <!-- Nerf the AI. 
               Do not ask for military ship when the ai as more than the best player MP multiply by -->
          <MPPlayerRatioWhenNerfed>1.0</MPPlayerRatioWhenNerfed>
          <!-- Define how many military power an AI will attribute to a neutral system. -->
          <NeutralSystemThreat>1</NeutralSystemThreat>
          <ThreatFactors>
            <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
            <!-- Default is 0.1. this is used for unknown empire. -->
            <Default>0.1</Default>
            <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
            <PrepareWar>1.1</PrepareWar>
            <!-- The more further a system is, the less it influence the threat. 
                 Distance are turn based. -->
            <DistanceThreshold>2;5;10</DistanceThreshold>
            <!-- This is the factor for the distance specified just before. -->
            <DistanceFactors>1;0.75;0.25</DistanceFactors>
          </ThreatFactors>
          
          <!-- Define the number of fleet maximal in an AI empire. -->
          <NumberOfFleetCap>1000</NumberOfFleetCap>
          <!-- Define the number of fleet maximal in an AI empire based on the higher human empire fleet count. -->
          <BestPlayerFleetCountRatioForCap>2</BestPlayerFleetCountRatioForCap>
          
          <RatioPerHull>
            <!-- Define the ratio of the ship production based on the ship size. -->
            <HullSize>ShipSizeSmall;ShipSizeMedium;ShipSizeLarge</HullSize>
            <Ratio>0.3;0.2;0.5</Ratio>
            <!-- Define the ratio of the invasion ship production based on the ship size. -->
            <InvasionHullSize>ShipSizeSmall;ShipSizeMedium;ShipSizeLarge</InvasionHullSize>
            <InvasionRatio>0.3;0.2;0.5</InvasionRatio>
          </RatioPerHull>
          
          <!-- Wait for 5 turn before declaring any war.-->
          <TurnBeforeDeclareWar>10</TurnBeforeDeclareWar>
          <!-- Define how many attack a defense zone can start.-->
          <AttackPerZone>5</AttackPerZone>
          <Attack>
            <!-- This will describe the several parameter for an attack. -->

            <!-- Base value to determine the "MilitaryPower" for an ennemy system.-->
            <StarSystemDefenseDefault>100</StarSystemDefenseDefault>
            <!-- Factor which multiply the Invader need to compute the Attack fleet power needed.-->
            <StarSystemDefenseFactor>1.5</StarSystemDefenseFactor>
            <!-- Define how the AI consider the ennemy power for attack. 
                 This will determine how many power the attack need to gather before it can be launched.-->
            <TargetMilitaryPowerFactor>0.8</TargetMilitaryPowerFactor>
            <!-- Based on EnnemyPower, the attack can ask until "1.2 * EnnemyPower" as reinforcement. -->
            <ReinforcementFactor>1.2</ReinforcementFactor>
            <!-- Define how many military power percent must be let in the defense zone after the requisition.-->
            <DefenseRatioAfterRequisition>0.8</DefenseRatioAfterRequisition>
            <DefenseRatioAfterRequisitionWhilePreparingWar>0</DefenseRatioAfterRequisitionWhilePreparingWar>

            <!-- As long as the defense as enought military power, the attack can requisition 1.2 * "AskedPower". -->
            <RequisitionMaxFactor>2</RequisitionMaxFactor>
            <!-- Define the base priority of a Attack requisition.-->
            <RequisitionPriority>0.8</RequisitionPriority>
            <!-- Define the base priority of a Attack reinforcement requisition.-->
            <ReinforcementRequisitionPriority>0.7</ReinforcementRequisitionPriority>

            <KillPopulationScoreFactor>1</KillPopulationScoreFactor>
            <DestroyImprovementsScoreFactor>1</DestroyImprovementsScoreFactor>
            <MinLandInvasionSucessRate>0.5</MinLandInvasionSucessRate>
            <AcceptedDefenseRatioForBombing>1</AcceptedDefenseRatioForBombing>
          </Attack>
          <Interception>
            <!-- Define how the AI consider the ennemy power for attack. 
                 This will determine how many power the attack need to gather before it can be launched.-->
            <EnnemyPowerFactor>0.7</EnnemyPowerFactor>

            <!-- As long as the defense as enought military power, the attack can requisition 1.2 * "AskedPower". -->
            <RequisitionMaxFactor>2</RequisitionMaxFactor>
            <!-- Define the base priority of a Interception requisition.-->
            <RequisitionPriority>1</RequisitionPriority>
            <!-- Define how many military power percent must be let in the defense zone after the requisition.-->
            <DefenseRatioAfterRequisition>0</DefenseRatioAfterRequisition>

            <!-- After an invasion or when the interception successfully break an ennemy invasion, the system control and ownership are low.
                 If any other ennemy fleet come and start an invasion, the system will fall really quickly.
                 
                 These two variables will force the Interception to keep at least a fleet in defense while the control is under "SystemControlLimit" or 
                 the ownership is under "SystemOwnerShipLimit".-->
            <SystemControlLimit>0.7</SystemControlLimit>
            <SystemOwnershipLimit>0.0</SystemOwnershipLimit>
          </Interception>
          <Commando>
            <!-- Base value to determine the "MilitaryPower" for an ennemy system.-->
            <StarSystemDefenseDefault>100</StarSystemDefenseDefault>
            <!-- Factor which multiply the Invader need to compute the Attack fleet power needed.-->
            <StarSystemDefenseFactor>1.5</StarSystemDefenseFactor>
            
            <!-- Define how the AI consider the ennemy power for attack. 
                 This will determine how many power the attack need to gather before it can be launched.-->
            <TargetMilitaryPowerFactor>0.8</TargetMilitaryPowerFactor>
            
            <!-- Define how many military power percent must be let in the defense zone after the requisition.-->
            <DefenseRatioAfterRequisition>0.8</DefenseRatioAfterRequisition>
            <!-- As long as the defense as enought military power, the attack can requisition 1.2 * "AskedPower". -->
            <RequisitionMaxFactor>3</RequisitionMaxFactor>
            <!-- Define the base priority of a Attack requisition.-->
            <RequisitionPriority>0.9</RequisitionPriority>

            <!-- Based on EnnemyPower, the attack can ask until "1.2 * EnnemyPower" as reinforcement. -->
            <ReinforcementFactor>1.2</ReinforcementFactor>            
            <!-- Define the base priority of a commando reinforcement requisition.-->
            <ReinforcementRequisitionPriority>0.1</ReinforcementRequisitionPriority>
            <!-- Define how many military power percent must be let in the defense zone after the requisition.-->
            <DefenseRatioAfterReinforcementRequisition>0.8</DefenseRatioAfterReinforcementRequisition>
            <!-- Define the minimum succes rate to have in order to allow a land invasion.-->
            <MinLandInvasionSucessRate>0.5</MinLandInvasionSucessRate>

            <KillPopulationScoreFactor>1</KillPopulationScoreFactor>
            <DestroyImprovementsScoreFactor>1</DestroyImprovementsScoreFactor>
            <AcceptedDefenseRatioForBombing>1</AcceptedDefenseRatioForBombing>
          </Commando>
          <ShipRequests>
            <MilitaryShipPriorityDefault>0.2</MilitaryShipPriorityDefault> <!-- peace-->
            <MilitaryShipPriorityHigh>1.1</MilitaryShipPriorityHigh> <!-- fervent &  war &  wanted MP > EmpireMilitaryPowerHighLimit *  possessed MP-->
            <MilitaryShipPriorityMedium>0.5</MilitaryShipPriorityMedium> <!-- war -->

            <MilitaryProductionPercentDefault>0.2</MilitaryProductionPercentDefault> <!-- percentage of system allowed to build military ship -->
            <MilitaryProductionPercentHigh>0.8</MilitaryProductionPercentHigh> <!-- percentage of system allowed to build military ship -->
            <MilitaryProductionPercentMedium>0.5</MilitaryProductionPercentMedium> <!-- percentage of system allowed to build military ship -->

            <MilitaryScienceBonusDefault>0</MilitaryScienceBonusDefault> <!-- bonus added to the technology context -->
            <MilitaryScienceBonusMedium>0.25</MilitaryScienceBonusMedium> <!-- bonus added to the technology context -->
            <MilitaryScienceBonusHigh>0.6</MilitaryScienceBonusHigh> <!-- bonus added to the technology context -->

            <InvasionScienceBonusDefault>0</InvasionScienceBonusDefault>            <!-- bonus added to the technology context -->
            <InvasionScienceBonusMedium>0.25</InvasionScienceBonusMedium>            <!-- bonus added to the technology context -->
            <InvasionScienceBonusHigh>0.6</InvasionScienceBonusHigh>            <!-- bonus added to the technology context -->
            
            <!-- (CP max * ShipProductionFleetSizeFactor) * -->
            <EmpireMilitaryPowerHighLimit>0.5</EmpireMilitaryPowerHighLimit>
            <ShipProductionFleetSizeFactor>0.5</ShipProductionFleetSizeFactor>
            <ShipProductionBestPlayerMPFactor>1.5</ShipProductionBestPlayerMPFactor>
            <ShipProductionBestPlayerCPFactor>1.5</ShipProductionBestPlayerCPFactor>
            <ShipProductionBuildApprovalLimit>75</ShipProductionBuildApprovalLimit>

            <MilitaryPowerEarlyGameFactor>0.5</MilitaryPowerEarlyGameFactor>
            <MilitaryPowerEarlyGameTurnLimit>40</MilitaryPowerEarlyGameTurnLimit>
          </ShipRequests>
          <!-- Define how AI will choose its battle cards.-->
          <BattleParameters>
            <MaxCardsToChoseFrom>3</MaxCardsToChoseFrom> <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
            <myHealth>1</myHealth> <!-- The more health loss, the more scoring for healing cards. -->
            <opponentHealth>1</opponentHealth> <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
            <HigherMilitaryPower>1</HigherMilitaryPower> <!-- I'm more powerfull than my opponent ! -->
            <LowerMilitaryPower>1</LowerMilitaryPower> <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
            <BiggerFleet>1</BiggerFleet>  <!-- I got more ships than my opponent. -->
            <TinierFleet>1</TinierFleet>  <!-- I got less ships than my opponent. -->
            <ProtectingMySystem>1</ProtectingMySystem> <!-- The battle take place in orbit of one AI's system. -->
            <LongRange>1</LongRange>
            <MediumRange>1</MediumRange>
            <ShortRange>1</ShortRange> <!-- a.k.a. Meelee. -->
            <!-- following: applied on the percentage of this type in my weapon|defense -->
            <myWeaponMissile>1</myWeaponMissile>
            <myWeaponLaser>1</myWeaponLaser>
            <myWeaponKinetic>1</myWeaponKinetic>
            <opponentWeaponMissile>1</opponentWeaponMissile>
            <opponentWeaponLaser>1</opponentWeaponLaser>
            <opponentWeaponKinetic>1</opponentWeaponKinetic>           
            <myDefenseMissile>1</myDefenseMissile>
            <myDefenseLaser>1</myDefenseLaser>
            <myDefenseKinetic>1</myDefenseKinetic>          
            <opponentDefenseMissile>1</opponentDefenseMissile>
            <opponentDefenseLaser>1</opponentDefenseLaser>
            <opponentDefenseKinetic>1</opponentDefenseKinetic>       
          </BattleParameters>        
        </MilitaryMinister>
        <DiplomacyMinister>
          <!-- When no treaty are needed, the science bonus must have a default value.-->
          <DefaultDiplomacyScienceBonus>0.2</DefaultDiplomacyScienceBonus>
          <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
          <PerWantedTermScienceBonus>1</PerWantedTermScienceBonus>
          <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
          <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
          <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
          <MaxMilitaryScienceBonus>10</MaxMilitaryScienceBonus>
          <!-- When loosing the war, we need to boost the military science bonus.-->
          <LoosingWarScienceBonus>20</LoosingWarScienceBonus>
          
          <!-- War fatigue compute -->
          <WarFatigueMaxValue>1000</WarFatigueMaxValue>
          <WarFatigueInvasionWin>40</WarFatigueInvasionWin>
          <WarFatigueInvasionLost>70</WarFatigueInvasionLost>
          <WarFatigueEcounterWin>10</WarFatigueEcounterWin>
          <WarFatigueEcounterLost>15</WarFatigueEcounterLost>
          <WarFatigueTurn>3</WarFatigueTurn>
          
          <MinPeriodRequest>5</MinPeriodRequest>                          <!-- Minimum number of turns between two propositions -->
          <MaxPeriodRequest>15</MaxPeriodRequest>                         <!-- Maximum number of turns between two propositions -->
          <MinDealPriceProposition>-0.3</MinDealPriceProposition>            <!-- Minimum Deal price value for a contract built by an AI -->
          <MaxDealPriceProposition>0.3</MaxDealPriceProposition>         <!-- Maximum Deal price value for a contract built by an AI -->
          <ContractAcceptationTreshlod>-0.025</ContractAcceptationTreshlod>    <!-- Deal price threshold for AI acceptation -->
          <ScoreSpreadingCoef>5</ScoreSpreadingCoef>                      <!-- The AI Deal price is divided by this value to spread the contract value -->
          
          <TradableBankAccountRatio>0.5</TradableBankAccountRatio>
          <TradableMoneyNetRatio>0.5</TradableMoneyNetRatio>
          <ReserveRevenueRatio>0.1</ReserveRevenueRatio>
          <NeededResourceBonus>2</NeededResourceBonus>
          <NeededMissingResourceBonus>5</NeededMissingResourceBonus>

          <!-- Deal price conversion matrix (by terms category) -->
          <TreatyTermsPriceCoefs>0;0.5;0.5;1;0.25</TreatyTermsPriceCoefs>
          <DustTermsPriceCoefs>0.2;0;0.4;0.2;0.8</DustTermsPriceCoefs>
          <TechTermsPriceCoefs>0.5;0.5;0;0.1;1</TechTermsPriceCoefs>
          <SystemTermsPriceCoefs>1;0;0;0;0</SystemTermsPriceCoefs>
          <ResourceTermsPriceCoefs>0.25;1.5;1;0;1</ResourceTermsPriceCoefs>

          <AllianceRequestDealsCoef>1.0</AllianceRequestDealsCoef>
          <AllianceRequestTreatyCoef>10.0</AllianceRequestTreatyCoef>
          <AllianceRequestTechCoef>1.0</AllianceRequestTechCoef>
          <AllianceRequestStrategicCoef>2.0</AllianceRequestStrategicCoef>
          <AllianceRequestLuxuryCoef>5.0</AllianceRequestLuxuryCoef>

          <!-- AMAS treaties thresholds -->
          <AmasPeaceTreatyThreshold>0.1</AmasPeaceTreatyThreshold>
          <AmasWarTreatyThreshold>0.1</AmasWarTreatyThreshold>
          <AmasAllianceTreatyThreshold>0.1</AmasAllianceTreatyThreshold>
          <AmasLeaveAllianceTreatyThreshold>0.1</AmasLeaveAllianceTreatyThreshold>
          <AmasColdWarThreshold>0.1</AmasColdWarThreshold>
          <AmasCeaseFireTreatyThreshold>0.1</AmasCeaseFireTreatyThreshold>
          <AmasOpenBorderTreatyThreshold>0.1</AmasOpenBorderTreatyThreshold>
          <AmasCooperationAgreementTreatyThreshold>0.1</AmasCooperationAgreementTreatyThreshold>
          <AmasTreatyThreshold>0.1</AmasTreatyThreshold>

          <!-- AMAS feedback parameters -->
          <AmasFeedbackDelta>0.2</AmasFeedbackDelta>

        </DiplomacyMinister>
        <EconomyMinister>
          <NewHeroUpkeepFactor>3</NewHeroUpkeepFactor>
          <NewHeroUpkeepAddition>3</NewHeroUpkeepAddition>
          <EngagedHeroUpkeepFactor>3</EngagedHeroUpkeepFactor>
          <EngagedHeroUpkeepAddition>3</EngagedHeroUpkeepAddition>         
          
          <MoneyScienceBonus>5</MoneyScienceBonus>
          <NeedBoostMoneyBankAccountFactor>0.05</NeedBoostMoneyBankAccountFactor>
          
          <PeaceReserveFactor>3</PeaceReserveFactor>
          <MinPeaceReserve>100</MinPeaceReserve>
          <WarReserveFactor>1</WarReserveFactor>
          <MinWarReserve>100</MinWarReserve>
          
          <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
          <DevelopmentPercentLimit>0.6</DevelopmentPercentLimit>
        
        <!-- currently, players find the previous value efficient enough, maybe using difficulty personnality to tweak them only for impossible & endless
          <RetrofitMilitaryPowerLimitAtWar>0.8</RetrofitMilitaryPowerLimitAtWar>
          <RetrofitMilitaryPowerLimitAtPeace>1.2</RetrofitMilitaryPowerLimitAtPeace>		  -->
          
          <RetrofitMilitaryPowerLimitAtWar>1</RetrofitMilitaryPowerLimitAtWar>
          <RetrofitMilitaryPowerLimitAtPeace>1.5</RetrofitMilitaryPowerLimitAtPeace>
        
        </EconomyMinister>
        <EducationMinister>
          <WaitBeforeForceAdmiral>5</WaitBeforeForceAdmiral>
          <WaitBeforeForceAdministrator>10</WaitBeforeForceAdministrator>
          <AdministratorPeaceFactor>1</AdministratorPeaceFactor>
          <AdministratorNeutralFactor>0.75</AdministratorNeutralFactor>
          <AdministratorWarFactor>0.25</AdministratorWarFactor>
          <AdministratorDefaultFactor>0.5</AdministratorDefaultFactor>
          <NeedFighterWar>1.0</NeedFighterWar>
          <NeedFighterPeace>0.0</NeedFighterPeace>
          <NeedFighterNeutral>0.5</NeedFighterNeutral>
          <WarBonusFleetAssignement>0.1</WarBonusFleetAssignement>
          <AbilitySpreadCoef>0.3</AbilitySpreadCoef>
        </EducationMinister>
        <ExpansionMinister>
          <!-- Nerf the AI. 
               Do not queue a colony ship when the AI system count is greater than the best human player system count multiply by -->
          <SystemCountPlayerRatioWhenNerfed>1.0</SystemCountPlayerRatioWhenNerfed>
          <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
          <NeutralRatioLimitForExtendedExpansion>0.3</NeutralRatioLimitForExtendedExpansion>
          <LimitExpansionFleets>2</LimitExpansionFleets>
          
          <!-- Define when to stop searching in the list for outpost to invade.-->
          <RankLimitForCommando>5</RankLimitForCommando>

          <ShipPriorityBonusEarlyGame>0.5</ShipPriorityBonusEarlyGame>
          <EarlyGameBonusTurnLimit>40</EarlyGameBonusTurnLimit>
        </ExpansionMinister>
        <ExplorationMinister>
          <MaxMovementScienceBonus>1</MaxMovementScienceBonus>
        </ExplorationMinister>
      </Ministers>
      <AIStarSystemSettings>
        <TurnToReachNeighbours>2</TurnToReachNeighbours>
        
        <!-- Not used anymore-->
        <ScoreFimsFactor>1.5</ScoreFimsFactor>
        <!-- ScoreNeutralFactor is a multiplier for the score used when the system is owned by no one. -->
        <ScoreNeutralFactor>2</ScoreNeutralFactor>
        <ScoreTurnToReachLimits>4;10;20</ScoreTurnToReachLimits>
        <ScoreTurnToReachValues>0.75;0.5;0.25</ScoreTurnToReachValues>
        <ScoreEnnemyFactor>0.5</ScoreEnnemyFactor>
        <!-- ScoreOwnershipFactor is a multiplier for the score used when the system is under our rightful ownership but invade by some other guys. -->
        <ScoreOwnershipFactor>2</ScoreOwnershipFactor>
        <!-- end of not used-->
        
        <ApprovalFactor>0.2</ApprovalFactor>
        <ScoreAssimilationFactor>10</ScoreAssimilationFactor>
        <ScoreBestPlanetFactor>2</ScoreBestPlanetFactor>
        <ScoreEnnemyOwnIt>2</ScoreEnnemyOwnIt>
        <ScoreLinkToEmpireFactor>2</ScoreLinkToEmpireFactor>
        <ScoreLinkToFoesFactor>1</ScoreLinkToFoesFactor>
        <ScoreLinkToFriendsFactor>0.5</ScoreLinkToFriendsFactor>
        <ScoreLuxuryFactor>1.5</ScoreLuxuryFactor>
        <!-- ScoreNeutralZoneFactor is a multiplier for the score used when the system constellation has no home system inside. -->
        <ScoreNeutralZoneFactor>1.5</ScoreNeutralZoneFactor>
        <ScorePlanetFactor>1</ScorePlanetFactor>     
        <ScoreStrategicFactor>1.5</ScoreStrategicFactor>

        <ScienceTurnCostWeighting>50</ScienceTurnCostWeighting>

        <FIMS>
          <Food>1</Food>
          <Industry>1</Industry>
          <Money>1</Money>
          <Science>1</Science>
        </FIMS>
      </AIStarSystemSettings>
    </AI>
    <RandomEventFactors>
        <GlobalRandomEventNumbersMin>4</GlobalRandomEventNumbersMin>
        <GlobalRandomEventNumbersMax>6</GlobalRandomEventNumbersMax>
        <FactionRandomEventNumbersMin>2</FactionRandomEventNumbersMin>
        <FactionRandomEventNumbersMax>4</FactionRandomEventNumbersMax>
        <!-- When we generated the random events, the registry isn't still modified by the game speed factors, that's why we have these 3 following values below.-->
        <AdditiveValue_Slow>3</AdditiveValue_Slow> 
        <AdditiveValue_Normal>2</AdditiveValue_Normal>
        <AdditiveValue_Fast>1</AdditiveValue_Fast>
        <GlobalInteractiveRandomEventRatio>0.33</GlobalInteractiveRandomEventRatio>
        <FactionInteractiveRandomEventRatio>0.33</FactionInteractiveRandomEventRatio>
        <MinimumTurn>20</MinimumTurn> <!-- We cannot generated events before this value -->
        <MaximumTurnLimit>50</MaximumTurnLimit> <!-- This value is soutracted to the time victory turn. -->
        <EventDurationCoef>1</EventDurationCoef> <!-- Coef that modify the base duration of random events -->
    </RandomEventFactors>
    <BattleManager>
      <TerritoryDescriptors>
        <Neutral>BattleTerritoryNeutral</Neutral>
        <Allied>BattleTerritoryAllied</Allied>
        <Hostile>BattleTerritoryHostile</Hostile>
      </TerritoryDescriptors>
    </BattleManager>
  </Game>
  <View>
    <Environment/>
    <Gui>
      <ToolTips>
        <Filters>
          <ClassShip>Health;Movement;Evade;HullWeakness</ClassShip>
          <ClassFleet>Health;Movement</ClassFleet>
          <ClassPlanet>Approval;Food;Industry;Science;Money;Population;MaxPopulation;Upkeep</ClassPlanet>
          <ClassModule>MilitaryPower;MilitaryPowerInvasion;InterceptionAccuracy;DeflectionPerTurn;Absorption;DamageMin;DamageMax;CriticMultiplier;CriticChance;InterceptionEvasion;NumberPerSalve;Accuracy;TurnBeforeReach;TurnToReload;TroopsEfficiency;LandInvasionStrength;CollateralDamageAgainstPopulation;CollateralDamageAgainstImprovements;Quantity;Evade;ShotsPerRound;DamagePerShot;Health;Defense</ClassModule>
        </Filters>
      </ToolTips>
      <Panels>
        <DevelopmentPanel>
        </DevelopmentPanel>
        <DesignOverviewPanel>
          <ModuleCategories>ModuleCategoryEngine;ModuleCategoryDeflector;ModuleCategoryKinetic;ModuleCategorySupport;ModuleCategoryArmor;ModuleCategoryShield;ModuleCategoryLaser;ModuleCategoryMissile;ModuleCategoryFlak;ModuleCategoryInvasion</ModuleCategories>
          <ModuleCategoryLaser>
            <SimulationModuleCategories>WeaponModuleLaser</SimulationModuleCategories>
            <ModuleLocationIndex>6</ModuleLocationIndex>
            <ShipDummy>WeaponModuleLaser</ShipDummy>
          </ModuleCategoryLaser>
          <ModuleCategoryKinetic>
            <SimulationModuleCategories>WeaponModuleKinetic</SimulationModuleCategories>
            <ModuleLocationIndex>2</ModuleLocationIndex>
            <ShipDummy>WeaponModuleKinetic</ShipDummy>
          </ModuleCategoryKinetic>
          <ModuleCategoryMissile>
            <SimulationModuleCategories>WeaponModuleMissile</SimulationModuleCategories>
            <ModuleLocationIndex>7</ModuleLocationIndex>
            <ShipDummy>WeaponModuleMissile</ShipDummy>
          </ModuleCategoryMissile>
          <ModuleCategoryShield>
            <SimulationModuleCategories>DefenseModuleLaser</SimulationModuleCategories>
            <ModuleLocationIndex>5</ModuleLocationIndex>
            <ShipDummy>DefenseModuleLaser</ShipDummy>
          </ModuleCategoryShield>
          <ModuleCategoryDeflector>
            <SimulationModuleCategories>DefenseModuleKinetic</SimulationModuleCategories>
            <ModuleLocationIndex>1</ModuleLocationIndex>
            <ShipDummy>DefenseModuleKinetic</ShipDummy>
          </ModuleCategoryDeflector>
          <ModuleCategoryFlak>
            <SimulationModuleCategories>DefenseModuleMissile</SimulationModuleCategories>
            <ModuleLocationIndex>8</ModuleLocationIndex>
            <ShipDummy>DefenseModuleMissile</ShipDummy>
          </ModuleCategoryFlak>
          <ModuleCategoryArmor>
            <SimulationModuleCategories>SupportModuleArmor</SimulationModuleCategories>
            <ModuleLocationIndex>4</ModuleLocationIndex>
            <ShipDummy>ArmorModule</ShipDummy>
          </ModuleCategoryArmor>
          <ModuleCategorySupport>
            <SimulationModuleCategories>SupportModulePower;SupportModuleEngine;SupportModuleScout;SupportModuleTonnage;SupportModuleRepair</SimulationModuleCategories>
            <ModuleLocationIndex>3</ModuleLocationIndex>
            <ShipDummy>SupportModule</ShipDummy>
          </ModuleCategorySupport>
          <ModuleCategoryEngine>
            <SimulationModuleCategories/>
            <ModuleLocationIndex>0</ModuleLocationIndex>
            <ShipDummy>EngineModule</ShipDummy>
          </ModuleCategoryEngine>
          <ModuleCategoryInvasion>
            <SimulationModuleCategories>SupportModuleInvasion;SpecialModuleTroops;SpecialModuleFighter;SpecialModuleBomber</SimulationModuleCategories>
            <ModuleLocationIndex>9</ModuleLocationIndex>
            <ShipDummy>InvasionModule</ShipDummy>
          </ModuleCategoryInvasion>

          <ModuleCategoryTroops>
            <SimulationModuleCategories>TroopsSpecialModule</SimulationModuleCategories>
            <ModuleLocationIndex>0</ModuleLocationIndex>
            <ShipDummy>SupportModule</ShipDummy>
          </ModuleCategoryTroops>

        </DesignOverviewPanel>
      </Panels>
      <Screens>
        <GalaxyScreen/>
        <SystemScreen>
          <OutputProperties>FoodSurplus;Production;ScienceNet;MoneyNet</OutputProperties>
        </SystemScreen>
        <PlanetScreen>
          <OutputProperties>Food;Industry;Science;Money</OutputProperties>
        </PlanetScreen>
      </Screens>
    </Gui>
    <Views>
      <BattleView>
        <BattleFormation>
          <FormationSortingProperty>Health</FormationSortingProperty>
        </BattleFormation>
        <BattleSimulation>
          <DefenderSortingProperty>Health</DefenderSortingProperty>
          <DefenderSortingAscending>true</DefenderSortingAscending>
          <AttackerSortingProperty>Health</AttackerSortingProperty>
          <AttackerSortingAscending>true</AttackerSortingAscending>
        </BattleSimulation>
        <BattleShipSinkingProbability>
          <!-- Set a value between 0 and 1-->
          <ShipSizeLarge>0.6</ShipSizeLarge>
          <ShipSizeMedium>0.3</ShipSizeMedium>
          <ShipSizeSmall>0.05</ShipSizeSmall>
        </BattleShipSinkingProbability>
        <Realization>
          <SquadronRealizationEventsRatio>0.33</SquadronRealizationEventsRatio>
          <FollowSquadronShotName>Squadron_Follow_Test3;Squadron_Follow_Test4;Squadron_Follow_Test5</FollowSquadronShotName>
        </Realization>
      </BattleView>
      <GalaxyView>
        <GalaxySunScale>0.00444444</GalaxySunScale>
        <FleetMaxDetectionRadius>20.0</FleetMaxDetectionRadius>
        <ReferenceDistanceToFade>0.65</ReferenceDistanceToFade>
        <FrontierVisualFactor>1.1</FrontierVisualFactor> <!-- This value is used to multiply the frontiers and visibilies of the systems in order to match with the real influence value. -->
        <!-- Value we had when our galaxies' bounds were 2 units in Unity. (0.65 = 1.3 / 2) -->
        <CameraController>
          <KeyboardHorizontalPanningSpeed>15</KeyboardHorizontalPanningSpeed>
          <KeyboardVerticalPanningSpeed>15</KeyboardVerticalPanningSpeed>
        </CameraController>
        <Stacking>
            <MaximumParsecsDetection>0.8</MaximumParsecsDetection> <!-- We create a stack if at least 2 fleet are less than this value in distance.-->
            <OffsetBetweenFleet>0.3</OffsetBetweenFleet> <!-- Offset that separte each fleet when the stack is spreaded out.-->
            <OpenStackingDuration>0.4</OpenStackingDuration>
            <CloseStackingDuration>0.2</CloseStackingDuration>
            <MaxFleetPerColumn>4</MaxFleetPerColumn>
            <PercentBoxExpansion>1.15</PercentBoxExpansion> <!-- We multiply the scale of the box by this value. -->
            <EncompassingBoxPrefabPath>Graph/Views/GalaxyView/GL_Box_Stacking_01</EncompassingBoxPrefabPath>
            <FxStackPrefabPath>Graph/Views/GalaxyView/StackInfo</FxStackPrefabPath>
        </Stacking>
        <GalaxyFXEvent>
            <PermanentEventsOnTiny>1</PermanentEventsOnTiny>
            <PermanentEventsOnSmall>1</PermanentEventsOnSmall>
            <PermanentEventsOnMedium>2</PermanentEventsOnMedium>
            <PermanentEventsOnLarge>2</PermanentEventsOnLarge>
            <PermanentEventsOnHuge>2</PermanentEventsOnHuge>
            <TemporaryEventsOnTiny>1</TemporaryEventsOnTiny>
            <TemporaryEventsOnSmall>1</TemporaryEventsOnSmall>
            <TemporaryEventsOnMedium>1</TemporaryEventsOnMedium>
            <TemporaryEventsOnLarge>2</TemporaryEventsOnLarge>
            <TemporaryEventsOnHuge>2</TemporaryEventsOnHuge>
        </GalaxyFXEvent>
      </GalaxyView>
      <StarSystemView>
          <PopulationSteps>3.0</PopulationSteps>
          <FactorSpaceStation>2</FactorSpaceStation> <!-- This factor multiplies the current population's step of the planet.-->
          <ColonizationPodDummyName>Dummy_Pod</ColonizationPodDummyName> <!-- Dummy's name for the colonization pod. -->
          <SpaceStationDummyName>Dummy_SpaceStation</SpaceStationDummyName> <!-- Dummy's name for the space station. -->
          <AnomalyDummyName>Dummy_Anomaly</AnomalyDummyName>
          <!-- Dummy's name for the space station. -->
          <!-- Max population according to planet's size.-->
          <PlanetSizeTiny>7</PlanetSizeTiny>
          <PlanetSizeSmall>8</PlanetSizeSmall>
          <PlanetSizeMedium>9</PlanetSizeMedium>
          <PlanetSizeLarge>11</PlanetSizeLarge>
          <PlanetSizeHuge>13</PlanetSizeHuge>
      </StarSystemView>
      <ShipDesignView>
          <DistanceCameraToShipSizeSmall>350.0</DistanceCameraToShipSizeSmall>
          <DistanceCameraToShipSizeMedium>500.0</DistanceCameraToShipSizeMedium>
          <DistanceCameraToShipSizeLarge>700.0</DistanceCameraToShipSizeLarge>
      </ShipDesignView>
    </Views>
  </View>
</Registry>