# 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 Empire Earth Template

game: Empire Earth
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Empire Earth: 0.1.0 # Version of the world required for this yaml to work as expected.

Empire Earth:
  ################
  # 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:
    # What completes the seed.
    # 
    # `reach_epoch` requires wonders_for_victory to be 0, and `wonder_victory`
    # requires it to be 1 or more. That pairing is deliberate — Empire Earth ends
    # the match the moment a wonder victory is achieved, so a seed that allows one
    # without Archipelago recognising it could be cut short with the goal
    # unreachable.
    reach_epoch: 0
    wonder_victory: 50

  starting_epoch:
    # The epoch your skirmish starts in.
    # 
    # The client sets this on the setup screen for you, and puts it back if you
    # change it: starting later than the seed expects would skip checks that can
    # then never be sent.
    prehistoric_age: 50
    stone_age: 0
    copper_age: 0
    bronze_age: 0
    dark_age: 0
    middle_ages: 0
    renaissance: 0
    imperial_age: 0
    industrial_age: 0
    atomic_age_ww1: 0
    atomic_age_ww2: 0
    atomic_age_modern: 0
    digital_age: 0
    nano_age: 0

  goal_epoch:
    # The epoch you must reach to win.
    # 
    # Every epoch up to and including this one becomes an unlock item and a
    # check; anything beyond it is left out of the pool entirely. Pick an early
    # epoch for a short game or Space Age for a full run.
    stone_age: 0
    copper_age: 0
    bronze_age: 0
    dark_age: 0
    middle_ages: 0
    renaissance: 0
    imperial_age: 0
    industrial_age: 0
    atomic_age_ww1: 0
    atomic_age_ww2: 0
    atomic_age_modern: 0
    digital_age: 0
    nano_age: 0
    space_age: 50

  building_unlocks:
    # Put most building types behind Archipelago items.
    # 
    # With this on, a building you have not found the unlock for is missing from
    # its build menu, and `Building: <name>` items are added to the pool. The
    # epoch requirement is unaffected: finding `Building: Siege Factory` in the
    # Copper Age does not let you build one until the Dark Age, because the game
    # checks the epoch separately.
    # 
    # This changes the shape of a run considerably — units are produced at
    # buildings, so a locked Stable means no cavalry — and it adds eighteen
    # progression items, so seeds take longer to finish.
    # 
    # Capitol is never locked: every match starts with one, and it is what makes
    # citizens. The Farm is not locked either — it has no build-menu entry the
    # client can hold shut.
    # 
    # Wonders have their own option. Turning this off and leaving `wonder_unlocks`
    # on leaves `Epoch:` and `Wonder:` as the only progression items in the seed,
    # because a `Building:` item is the only other thing any rule asks for.
    'false': 0
    'true': 50

  wonder_unlocks:
    # Put wonders behind Archipelago items.
    # 
    # A wonder you have not found the `Wonder: <name>` item for is missing from
    # your build menu, exactly as a locked building is. This was part of
    # `building_unlocks` and is its own option because the two do different jobs:
    # a locked building shapes the whole run, while a locked wonder is the reward
    # for finding it.
    # 
    # Under a wonder goal that matters more, because the wonder *is* the goal —
    # the item is what you were looking for and raising it is what you do with it,
    # rather than the same wonder paying out twice.
    # 
    # Building a wonder never sends a check either way.
    'false': 0
    'true': 50

  technology_checks:
    # Make researching a technology a check.
    # 
    # Adds one check per technology — a hundred of them across the full fourteen
    # epochs, at the Capitol, Temple, University, Hospital and Granary. Nothing
    # about researching changes: the buttons stay exactly where the game puts
    # them, cost the same, and give their usual benefit.
    # 
    # Only technologies up to your goal epoch are included, so a short seed gains
    # a handful rather than a hundred.
    'false': 0
    'true': 50

  map_size:
    # Map size. The client forces this on the skirmish setup screen.
    tiny: 0
    small: 0
    medium: 0
    large: 0
    huge: 0
    gigantic: 50

  resources:
    # Starting resources and gather rates, as on the setup screen.
    tournament_low: 0
    tournament_defensive: 0
    standard_low: 0
    standard_high: 50
    deathmatch: 0

  game_variant:
    # Standard or Tournament rules.
    tournament: 0
    standard: 50

  difficulty:
    # Computer player difficulty.
    easy: 50
    medium: 0
    hard: 0

  game_speed:
    # Simulation speed.
    slow: 0
    standard: 0
    fast: 0
    very_fast: 50

  unit_limit:
    # Population limit, rounded to the nearest 50 the game offers.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 1200
    1200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-1200: 0 # random value between 50 and 1200

  wonders_for_victory:
    # Wonders needed for a wonder victory. 0 turns wonder victory off.
    # 
    # This is the game's own victory condition and the Archipelago one at the
    # same time, so it has to agree with `goal` — 0 for `reach_epoch`, 1 or more
    # for `wonder_victory`.
    # 
    # Building a wonder sends no check. The count is what finishes the seed, and
    # wonders count when construction finishes rather than when the foundation
    # goes down.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 6
    6: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-6: 0 # random value between 0 and 6

  reveal_map:
    # Reveal the whole map at the start.
    'false': 50
    'true': 0

  use_custom_civs:
    # Allow custom civilizations.
    'false': 50
    'true': 0

  lock_teams:
    # Lock teams for the whole match.
    'false': 50
    'true': 0

  lock_speed:
    # Lock the game speed for the whole match.
    'false': 50
    'true': 0

  prevent_match_end:
    # Stop Empire Earth from ending the match on its own.
    # 
    # A skirmish needs at least one opponent, so a run can be cut short three ways
    # that have nothing to do with your goal: you wipe the AI out, the AI wipes
    # you out, or a wonder victory fires. With this on, the client holds the
    # game's "Victory Allowed" option off, so only Archipelago decides when you
    # are done. The wonder goal still works — the client counts wonders itself.
    # 
    # Turn it off if you would rather play with the game's own win and loss
    # conditions live. Your seed survives a match ending either way: checks are
    # already on the server, so you lose the match, not the run.
    'false': 0
    'true': 50

  opponents:
    # What the client does about the computer players.
    # 
    # Empire Earth won't start a skirmish without an opponent, won't let everyone
    # share a team, and won't let you remove one afterwards — they can't be
    # killed, eliminated, starved or switched off. So the only choice is how they
    # behave.
    # 
    # `hostile` leaves the game alone. The AI plays normally and can hurt you, but
    # it can't end your run, because `prevent_match_end` holds the victory
    # conditions off separately. The worst it manages is costing you buildings.
    # 
    # `allied` holds both sides at allied about half a second into the match, so
    # it never fights you. The catch is that allies share line of sight, so its
    # exploration uncovers your map. Pick it if you'd rather not be attacked than
    # keep the fog.
    allied: 0
    hostile: 50

  map_terrain:
    # What kind of map you intend to play. The seed builds its logic around it.
    # 
    # Empire Earth decides some of your build menu from the terrain, and this is
    # the one thing a seed cannot see for itself — map choice is left to you, so
    # you have to tell it. Pick the wrong one and checks in the seed may be
    # impossible to send, which can strand a run.
    # 
    # `land_and_water` is the ordinary case. Docks and Naval Yards exist, and so
    # does everything they build — frigates, transports, battleships, galleys,
    # submarines and carriers.
    # 
    # `land_only` is a map with no water at all. There is no Dock and no Navy
    # Yard, so no ship of any kind is buildable, and none of them appears in the
    # seed.
    # 
    # `space` is a Planets map. It substitutes rather than adds: a Space Dock
    # stands where the Dock would be, a Space Turret where the Naval Yard would,
    # and an Orbital Space Station where the Pharos Lighthouse would. The ships
    # are gone and the Space Dock's own craft take their place.
    # 
    # Start a match that matches what you picked. Nothing enforces it, because
    # the client does not choose your map — it only believes you.
    land_only: 0
    land_and_water: 50
    space: 0

  ingame_messages:
    # Show Archipelago messages on Empire Earth's own message line.
    # 
    # The same one-line display the game uses for things like "Player 'Babylon'
    # is victorious!", prefixed with `--AP--`.
    # 
    # This is the only place Archipelago messages appear, so turning it off means
    # you will only see them in the client window.
    # 
    # This is the one feature that runs code inside the game rather than only
    # reading and writing its memory. No game file is touched: a page is
    # allocated in the running process and disappears with it. Turn it off if you
    # would rather nothing was injected.
    'false': 0
    'true': 50

  bundle_size:
    # How much of a resource a single bundle item grants when received.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 10000
    3500: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-10000: 0 # random value between 50 and 10000

  ###########################
  # 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.
    []
