# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
#    others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
#    more chances you have for that option to be chosen. For example, an option like this:
#
#    map_shuffle:
#      on: 5
#      off: 15
#
#    Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
#    off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
#    To test if your yaml is valid or not, you can use this website:
#        http://www.yamllint.com/
#    You can also verify that your Archipelago options are valid at this site:
#        https://archipelago.gg/check

# Your name in-game, limited to 16 characters.
#     {player} will be replaced with the player's slot number.
#     {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
#     {number} will be replaced with the counter value of the name.
#     {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: Player{number}

# Used to describe your yaml. Useful if you have multiple files.
description: Default Age of Empires IV Template

game: Age of Empires IV
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Age of Empires IV: 0.5.1 # Version of the world required for this yaml to work as expected.

Age of Empires IV:
  ################
  # Game Options #
  ################
  progression_balancing:
    # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
    # 
    # A lower setting means more getting stuck. A higher setting means less getting stuck.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    disabled: 0 # equivalent to 0
    normal: 50 # equivalent to 50
    extreme: 0 # equivalent to 99

  accessibility:
    # Set rules for reachability of your items/locations.
    # 
    # **Full:** ensure everything can be reached and acquired.
    # 
    # **Minimal:** ensure what is needed to reach your goal can be acquired.
    full: 50
    minimal: 0

  ########
  # Goal #
  ########
  goal:
    # The achievement that completes the slot.
    total_wins: 50
    solo_rank: 0
    team_rank: 0
    civilization_wins: 0

  total_win_goal:
    # Number of credited victories required for the total-wins goal.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 500
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-500: 0 # random value between 1 and 500

  wins_per_goal_civilization:
    # Numbered victories required with every selected goal civilization.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  goal_civilizations:
    # Civilizations unlocked and required when the goal is civilization wins. Civilization pool is then ignored.
    ['english']

  target_rank:
    # Rank which must be observed for the selected ranked goal. Rank completion is permanent.
    bronze_1: 0
    bronze_2: 0
    bronze_3: 0
    silver_1: 0
    silver_2: 0
    silver_3: 0
    gold_1: 50
    gold_2: 0
    gold_3: 0
    platinum_1: 0
    platinum_2: 0
    platinum_3: 0
    diamond_1: 0
    diamond_2: 0
    diamond_3: 0
    conqueror_1: 0
    conqueror_2: 0
    conqueror_3: 0

  #################
  # Civilizations #
  #################
  civilization_pool:
    # Civilizations unlocked for total-wins and rank goals. Ignored by the civilization-wins goal.
    ['byzantines', 'jeanne_darc', 'zhu_xis_legacy', 'golden_horde', 'french', 'knights_templar', 'macedonian_dynasty', 'delhi_sultanate', 'order_of_the_dragon', 'holy_roman_empire', 'ayyubids', 'malians', 'chinese', 'english', 'abbasid_dynasty', 'japanese', 'mongols', 'sengoku_daimyo', 'house_of_lancaster', 'jin_dynasty', 'rus', 'ottomans', 'tughlaq_dynasty']

  starting_civilization:
    # A guaranteed starting unlock. Random uses the active goal-dependent civilization pool.
    abbasid_dynasty: 0
    ayyubids: 0
    byzantines: 0
    chinese: 0
    delhi_sultanate: 0
    english: 0
    french: 0
    golden_horde: 0
    house_of_lancaster: 0
    holy_roman_empire: 0
    japanese: 0
    jeanne_darc: 0
    jin_dynasty: 0
    knights_templar: 0
    macedonian_dynasty: 0
    malians: 0
    mongols: 0
    order_of_the_dragon: 0
    ottomans: 0
    rus: 0
    sengoku_daimyo: 0
    tughlaq_dynasty: 0
    zhu_xis_legacy: 0
    random: 50

  starting_civs:
    # Number of deterministic random civilizations to start unlocked, from 1 to 5.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  starting_civilizations:
    # Exact starting civilizations. When non-empty, this overrides the other starting civilization options.
    []

  civ_sanity:
    # Add configured win checks per pool civilization for total-win/rank goals. Civilization-win goals ignore this.
    'false': 0
    'true': 50

  civ_sanity_win_count:
    # Number of numbered win checks per civilization when civilization sanity is enabled.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  ##################
  # Match Tracking #
  ##################
  eligible_match_modes:
    # Standard queues which can produce wins, losses, checks, and DeathLinks.
    ['rm_team', 'qm_4v4', 'qm_2v2', 'qm_3v3', 'rm_solo', 'qm_1v1']

  win_check_interval:
    # Credited victories between progressive total-win checks. Civilization-win goals ignore this.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  win_check_count:
    # Number of total-win milestone checks. Ignored by civilization-win goals.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  include_custom_games:
    # Count completed custom games when the client has a session-only AOE4World API key.
    'false': 50
    'true': 0

  death_link:
    # Send a DeathLink on eligible losses and suppress one eligible match after a received DeathLink.
    'false': 50
    'true': 0

  ###########################
  # Item & Location Options #
  ###########################
  local_items:
    # Forces these items to be in their native world.
    []

  non_local_items:
    # Forces these items to be outside their native world.
    []

  start_inventory:
    # Start with the specified amount of these items. Example: "Bomb: 1"
    {}

  start_hints:
    # Start with these item's locations prefilled into the ``!hint`` command.
    []

  start_location_hints:
    # Start with these locations and their item prefilled into the ``!hint`` command.
    []

  exclude_locations:
    # Prevent these locations from having an important item.
    []

  priority_locations:
    # Prevent these locations from having an unimportant item.
    []

  item_links:
    # Share part of your item pool with other players.
    []

  plando_items:
    # Generic items plando.
    []
