# 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 Anno 1800 Template

game: Anno 1800
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Anno 1800: 1.3.1 # Version of the world required for this yaml to work as expected.

Anno 1800:
  ################
  # 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

  enabled_dlcs:
    # List of enabled DLCs. Per default, all DLCs except for docklands are enabled.
    # It's recommended to match this list when creating the game.
    # 
    # Valid keys: 'sunken-treasures', 'botanica', 'the-passage', 'seat-of-power', 'bright-harvest', 'land-of-lions',
    # 'docklands', 'tourist-season', 'the-high-life', 'seeds-of-change', 'empire-of-the-skies', 'new-world-rising'
    # 
    # Enabling docklands is strongly discouraged unless you want the option to skip most of the randomizer.
    ['sunken-treasures', 'botanica', 'the-passage', 'seat-of-power', 'bright-harvest', 'land-of-lions', 'tourist-season', 'the-high-life', 'seeds-of-change', 'empire-of-the-skies', 'new-world-rising']

  enable_docklands_logic:
    # Per default, docklands outputs will not be included in the randomizer logic. Turn this on to include them.
    # Leads to short and simple randomizers since docklands can supply pretty much everything before skyscrapers and
    # artistas.
    # Has no effect unless the Docklands DLC is enabled.
    'false': 50
    'true': 0

  enable_progressive_unlocks:
    # Per default, all upgradable buildings and monuments are found as progressive unlocks, meaning there are multiple of
    # the same item that progressively unlock the upgrade levels / stages.
    # When this is turned off, it is common that an early upgrade level is placed late in the game while later upgrades
    # are placed early, meaning you can often only upgrade later, but then all at once.
    # For non-tiered residences, this normally will progress the regular upgrade path (e.g. Engineer -> Investor).
    # For tiered residences, this normally will progress the tiered upgrade path (e.g. Skyscraper Level 1 -> Level 2).
    'false': 0
    'true': 50

  exclude_recipe_unlocks:
    # Prevents all special recipe unlocks from having progressive items. 'Special' recipe unlocks are recipes that don't
    # simply unlock by unlocking/building the base building or reaching a certain population.
    # Has no effect unless at least one of Tourist Season and The High Life DLCs is enabled.
    'false': 50
    'true': 0

  start_with_flagship:
    # Per default, the starting flagship will not be included in the randomizer logic. If you intend to start with a
    # flagship, turn this on to tell the randomizer you have a decent expedition ship from the start.
    # 
    # If you start with one of the fleets, you will have some out-of-logic ships.
    'false': 50
    'true': 0

  start_with_trading_post:
    # Per default, the randomizer assumes you start with a trading post. If you intend to start without one, turn this
    # off. Important: DO NOT settle on an island without a clay and an iron deposit or you may get stuck.
    'false': 0
    'true': 50

  required_street_for_settling:
    # Sets which level of street must be availablee for the randomizer to assume ability to settle. Only affects the
    # New World.
    # 
    # Basic: The dirt road must be available.
    # 
    # Upgraded: The dirt road or the paved street must be available. Often requires shipping many bricks to the New World.
    # 
    # Hacienda: The dirt road or any of the two hacienda streets must be available. Hacienda streets are limited to 999
    # squares, which makes settling very restrictive and likely makes settling multiple islands required. Same as Basic
    # unless the Seeds of Change DLC is enabled.
    # 
    # Hacienda and Upgraded: The dirt road, paved street or any of the two hacienda streets must be available. Same as
    # Upgraded unless the Seeds of Change DLC is enabled.
    basic: 50
    upgraded: 0
    hacienda: 0
    hacienda_and_upgraded: 0

  allow_hacienda_residences_upon_unlock:
    # Per default, Hacienda residences must not only be unlocked, but their corresponding regular residence also has to be
    # built at least once first. By turning this on, they will be buildable as soon as they are unlocked. This often
    # results in skipping most of the New World goods as these residences allow the randomizer to progress without
    # fulfilling the needs of the New World populations.
    'false': 50
    'true': 0

  incident_difficulty:
    # Select how challenging incidents (fire, riots, illness) should be. Can be combined indepoendently with the ingame
    # setting to adjust difficulty to your liking.
    # 
    # Easy: Incidents unlock once you have unlocked the responder building and had enough materials to build them in 
    # storage at least once. They are guaranteed to be available before upgrading to the tier of population after the
    # one they would unlock with in vanilla.
    # 
    # Normal: Incidents unlock once you have unlocked the responder building. They are guaranteed to be available before
    # upgrading to the tier of population after the one they would unlock with in vanilla.
    # 
    # Challenging: Incidents unlock once you reach the local incident requirement. They are guaranteed to be available
    # before upgrading to the tier of population after the one they would unlock with in vanilla.
    # 
    # Brutal: Incidents unlock once you reach the local incident requirement. There are no guarantees about ever
    # unlocking the responder building.
    easy: 0
    normal: 50
    challenging: 0
    brutal: 0

  free_goods_and_ships:
    # Determines what goods and ships and how many you receive for free at game start and when entering sessions for the
    # first time.
    # 
    # Minimal: Close to the minimum required to beat the game (only game start wood and Enbesa starting goods)
    # 
    # In Logic: Only receive goods and ships that are in logic. If you started with a flagship and didn't unlock any ships
    # yet, you may end up empty-handed. Otherwise, unavailable goods are replace with timber and ships are downgraded to
    # the next-largest option available (min. Schooner for Enbesa).
    # 
    # In Logic Generous: As 'In Logic', but with more goods and ships.
    # 
    # Vanilla: No change to vanilla Anno 1800. May allow skipping some logic.
    # 
    # Generous: As 'Vanilla', but with more goods and ships.
    minimal: 0
    in_logic: 50
    in_logic_generous: 0
    vanilla: 0
    generous: 0

  ######################
  # Victory Conditions #
  ######################
  required_population:
    # This many citizens of each population must be reached to win the randomizer.
    # If a population's required amount is 0, the population will not be required.
    # Populations that are not available in the DLCs selected in 'Enabled DLCs' will be ignored.
    # Ignore the numbers in front, they are there to make sure this is sorted properly.
    # 
    # If you are using the options creator, remove all entries you don't want as it will otherwise save 1 instead of 0.
    00-farmers: 0
    01-workers: 0
    02-artisans: 0
    03-engineers: 0
    04-investors: 5000
    05-jornaleros: 0
    06-obreros: 1500
    07-artistas: 6000
    08-explorers: 0
    09-technicians: 750
    10-shepherds: 0
    11-elders: 0
    12-scholars: 7000
    13-tourists: 4000

  required_skyscrapers:
    # This many buildings of each skyscraper type must be built to win the randomizer.
    # If a building's required amount is 0, the building will not be required.
    # Amounts greater than 1 will be treated as 1 for the Skyline Tower as it is a unique building.
    # Has no effect unless The High Life DLC is enabled.
    # Ignore the numbers in front, they are there to make sure this is sorted properly.
    # 
    # If you are using the options creator, remove all entries you don't want as it will otherwise save 1 instead of 0.
    00-engineer-level-1: 0
    01-engineer-level-2: 0
    02-engineer-level-3: 0
    03-investor-level-1: 0
    04-investor-level-2: 0
    05-investor-level-3: 0
    06-investor-level-4: 0
    07-investor-level-5: 15
    08-skyline-tower: 0

  required_monuments:
    # Each of the monuments in this list must be built to win the randomizer.
    # Monuments that are not available in the DLCs selected in 'Enabled DLCs' will be ignored.
    # Find the Skyline Tower under 'Required Skyscrapers' instead as it is also a residence.
    # 
    # Valid keys: 'worlds-fair', 'research-institute', 'arctic-airship-hangar', 'the-iron-tower',
    # 'ow-rigid-airship-hangar', 'nw-rigid-airship-hangar', 'dam', 'grand-stadium'
    []

  ###############
  # Mod Support #
  ###############
  enable_mine_slot_unification:
    # Enables support for the mod 'Mine Slot Unification (Taludas)'.
    # 
    # Removes the requirement for settling other islands from mines in the Old World.
    '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.
    []
