[players]
' One entry per player slot. Use game, easy, normal, or hard.
difficulties = game game game game

[0] ' easy
camp_max_advance = 2
travel_group_size = 2
attack_group_size = 2
minimum_attack_ratio = 1.35
neutral_target_score = 690
hostile_target_score = 430
expansion_economy_score = 850
max_human_camp_defenders = 0
treat_lone_knife_guard_as_undefended = true
critical_garrison_target = 1
attack_cooldown_turns = 4
retaliation_turns = 20
contested_camp_memory_turns = 16
failed_attack_memory_turns = 20
progressing_attack_retry_turns = 100
attack_plan_turns = 40
attack_plan_retry_delay = 10
strategic_hostile_target_bonus = 0
proactive_conflict_day = -1
proactive_conflict_bonus = 0
use_detailed_combat_estimate = false
allow_generated_recruit_payment_in_cities = true
recruit_experience = 0 40
threat_radius = 1
' Optional equipment checks are stable per day and item; essential supplies come first.
' Armour applies only on Extended rules. Firearm limits govern acquisition, not confiscation; -1 is unlimited.
armour_limit = 5
firearm_limit = 1
equipment_upgrade_chance = 25
firearm_purchase_chance = 10
' Start recovery when the weakest traveller has this many water days, including carried water.
recovery_water_days = 2
trade_benefit = 1.0
slump_material_grants = 2
combat_loot_limit = 0
die_when_trapped = false

[1] ' normal
camp_max_advance = 5
travel_group_size = 2
attack_group_size = 3
minimum_attack_ratio = 1.05
neutral_target_score = 770
hostile_target_score = 560
expansion_economy_score = 900
max_human_camp_defenders = 1
treat_lone_knife_guard_as_undefended = false
critical_garrison_target = 2
attack_cooldown_turns = 2
retaliation_turns = 20
contested_camp_memory_turns = 16
failed_attack_memory_turns = 20
progressing_attack_retry_turns = 3
attack_plan_turns = 40
attack_plan_retry_delay = 10
strategic_hostile_target_bonus = 35
proactive_conflict_day = -1
proactive_conflict_bonus = 0
use_detailed_combat_estimate = false
allow_generated_recruit_payment_in_cities = true
recruit_experience = 20 60
threat_radius = 2
armour_limit = 10
firearm_limit = 1
equipment_upgrade_chance = 65
firearm_purchase_chance = 50
recovery_water_days = 3
trade_benefit = 1.2
slump_material_grants = 4
combat_loot_limit = 1
die_when_trapped = false

[2] ' hard
camp_max_advance = 99999
travel_group_size = 2
attack_group_size = 4
minimum_attack_ratio = 0.75
neutral_target_score = 860
hostile_target_score = 680
expansion_economy_score = 950
max_human_camp_defenders = -1
treat_lone_knife_guard_as_undefended = false
critical_garrison_target = 3
attack_cooldown_turns = 0
retaliation_turns = 20
contested_camp_memory_turns = 16
failed_attack_memory_turns = 20
progressing_attack_retry_turns = 3
attack_plan_turns = 40
attack_plan_retry_delay = 10
strategic_hostile_target_bonus = 100
proactive_conflict_day = 35
proactive_conflict_bonus = 1200
use_detailed_combat_estimate = true
allow_generated_recruit_payment_in_cities = true
recruit_experience = 40 -1
threat_radius = 2
armour_limit = 25
firearm_limit = -1
equipment_upgrade_chance = 100
firearm_purchase_chance = 100
recovery_water_days = 4
trade_benefit = 1.5
slump_material_grants = 8
combat_loot_limit = 3
die_when_trapped = false
