# 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 Wargroove 2 Template

game: Wargroove 2
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Wargroove 2: 1.1.5 # Version of the world required for this yaml to work as expected.

Wargroove 2:
  ################
  # 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

  ###################
  # General Options #
  ###################
  victory_locations:
    # How many checks are sent per level completed.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    2: 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

  objective_locations:
    # How many checks are sent per side objective completed.
    #
    # 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

  level_shuffle_seed:
    # What seed to use for level shuffling. 0 uses the world seed.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 4294967295
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-4294967295: 0 # random value between 0 and 4294967295

  commander_choice:
    # How the player's commander is selected for missions.
    # 
    # - Locked Random: The player's commander is randomly predetermined for each level.
    # 
    # - Unlockable Factions: The player starts with Mercival and can unlock playable factions.
    # 
    # - Random Starting Faction:  The player starts with a random starting faction and can unlock the rest.
    # 
    # When playing with unlockable factions, faction items are added to the pool.
    locked_random: 50
    unlockable_factions: 0
    random_starting_faction: 0

  enabled_commanders:
    # The commanders available to the player and the AI.
    # If no commanders are enabled, Mercival will be the only available commander.
    # 
    # Format as a comma-separated list of commander names: ["Mercia", "Valder"]
    ['Mercival', 'Sigrid', 'Vesper', 'Lytra', 'Wulfar', 'Ryota', 'Ragna', 'Greenfinger', 'Sabah', 'Valder', 'Nadia', 'Mercia', 'Twins', 'Sedge', 'Tenri', 'Elodie', 'Rhomb', 'Pistil', 'Caesar', 'Emeric', 'Dark Mercia', 'Nuru', 'Koji']

  final_levels:
    # How many final levels to beat before victory is achieved.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4

  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    'false': 50
    'true': 0

  ##################
  # Filler Options #
  ##################
  income_boost:
    # How much extra income the player gets per turn per boost received.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  commander_defense_boost:
    # How much extra defense the player's commander gets per boost received.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-8: 0 # random value between 0 and 8

  groove_boost:
    # How much extra groove the player's commander gets per boost received.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  ################################
  # Sacrifice and Summon Options #
  ################################
  player_sacrifice_limit:
    # How many times the player can sacrifice a unit at the Stronghold per level attempt.
    # Sacrificed units are stored in the multiworld for other players to summon.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  player_summon_limit:
    # How many times the player can summon a unit at the Stronghold per level attempt.
    # Summoned units are from the multiworld which were sacrificed by other players.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  ai_sacrifice_limit:
    # How many times the AI can sacrifice a unit at the Stronghold per level attempt.
    # Sacrificed units are stored in the multiworld for other AIs to summon.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  ai_summon_limit:
    # How many times the AI can summon a unit at the Stronghold per level attempt.
    # Summoned units are from the multiworld which were sacrificed by other AIs.
    # If a level becomes impossible, use /sacrifice_summon in the client to toggle sacrifices and summons on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  #############################
  # Dynamic Unit Cost Options #
  #############################
  player_barracks_early_sphere:
    # The cost multiplier of units purchased from the player's barracks in earlier spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_barracks_late_sphere:
    # The cost multiplier of units purchased from the player's barracks in later spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_barracks_early_distance:
    # The cost multiplier of units purchased from the player's barracks closer to the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_barracks_late_distance:
    # The cost multiplier of units purchased from the player's barracks farther from the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_barracks_random_low_cost:
    # The cost multiplier of units purchased from the player's barracks determined at random.
    # This multiplier will be the lowest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_barracks_random_high_cost:
    # The cost multiplier of units purchased from the player's barracks determined at random.
    # This multiplier will be the highest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_tower_early_sphere:
    # The cost multiplier of units purchased from the player's tower in earlier spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_tower_late_sphere:
    # The cost multiplier of units purchased from the player's tower in later spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_tower_early_distance:
    # The cost multiplier of units purchased from the player's tower closer to the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_tower_late_distance:
    # The cost multiplier of units purchased from the player's tower farther from the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_tower_random_low_cost:
    # The cost multiplier of units purchased from the player's tower determined at random.
    # This multiplier will be the lowest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_tower_random_high_cost:
    # The cost multiplier of units purchased from the player's tower determined at random.
    # This multiplier will be the highest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_hideout_early_sphere:
    # The cost multiplier of units purchased from the player's hideout in earlier spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_hideout_late_sphere:
    # The cost multiplier of units purchased from the player's hideout in later spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_hideout_early_distance:
    # The cost multiplier of units purchased from the player's hideout closer to the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_hideout_late_distance:
    # The cost multiplier of units purchased from the player's hideout farther from the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_hideout_random_low_cost:
    # The cost multiplier of units purchased from the player's hideout determined at random.
    # This multiplier will be the lowest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_hideout_random_high_cost:
    # The cost multiplier of units purchased from the player's hideout determined at random.
    # This multiplier will be the highest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_port_early_sphere:
    # The cost multiplier of units purchased from the player's port in earlier spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_port_late_sphere:
    # The cost multiplier of units purchased from the player's port in later spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_port_early_distance:
    # The cost multiplier of units purchased from the player's port closer to the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_port_late_distance:
    # The cost multiplier of units purchased from the player's port farther from the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_port_random_low_cost:
    # The cost multiplier of units purchased from the player's port determined at random.
    # This multiplier will be the lowest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  player_port_random_high_cost:
    # The cost multiplier of units purchased from the player's port determined at random.
    # This multiplier will be the highest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_barracks_early_sphere:
    # The cost multiplier of units purchased from the AI's barracks in earlier spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_barracks_late_sphere:
    # The cost multiplier of units purchased from the AI's barracks in later spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_barracks_early_distance:
    # The cost multiplier of units purchased from the AI's barracks closer to the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_barracks_late_distance:
    # The cost multiplier of units purchased from the AI's barracks farther from the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_barracks_random_low_cost:
    # The cost multiplier of units purchased from the AI's barracks determined at random.
    # This multiplier will be the lowest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_barracks_random_high_cost:
    # The cost multiplier of units purchased from the AI's barracks determined at random.
    # This multiplier will be the highest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_tower_early_sphere:
    # The cost multiplier of units purchased from the AI's tower in earlier spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_tower_late_sphere:
    # The cost multiplier of units purchased from the AI's tower in later spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_tower_early_distance:
    # The cost multiplier of units purchased from the AI's tower closer to the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_tower_late_distance:
    # The cost multiplier of units purchased from the AI's tower farther from the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_tower_random_low_cost:
    # The cost multiplier of units purchased from the AI's tower determined at random.
    # This multiplier will be the lowest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_tower_random_high_cost:
    # The cost multiplier of units purchased from the AI's tower determined at random.
    # This multiplier will be the highest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_hideout_early_sphere:
    # The cost multiplier of units purchased from the AI's hideout in earlier spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_hideout_late_sphere:
    # The cost multiplier of units purchased from the AI's hideout in later spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_hideout_early_distance:
    # The cost multiplier of units purchased from the AI's hideout closer to the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_hideout_late_distance:
    # The cost multiplier of units purchased from the AI's hideout farther from the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_hideout_random_low_cost:
    # The cost multiplier of units purchased from the AI's hideout determined at random.
    # This multiplier will be the lowest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_hideout_random_high_cost:
    # The cost multiplier of units purchased from the AI's hideout determined at random.
    # This multiplier will be the highest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_port_early_sphere:
    # The cost multiplier of units purchased from the AI's port in earlier spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_port_late_sphere:
    # The cost multiplier of units purchased from the AI's port in later spheres.
    # The map's victory item determines the sphere number.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_port_early_distance:
    # The cost multiplier of units purchased from the AI's port closer to the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_port_late_distance:
    # The cost multiplier of units purchased from the AI's port farther from the center.
    # North levels will have a closer distance, then East levels, then South levels and
    # West levels will have the farthest. North 2A will have a further distance than West 1.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_port_random_low_cost:
    # The cost multiplier of units purchased from the AI's port determined at random.
    # This multiplier will be the lowest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ai_port_random_high_cost:
    # The cost multiplier of units purchased from the AI's port determined at random.
    # This multiplier will be the highest random multiplier.
    # If a level becomes impossible, use /toggle_costs in the client to toggle dynamic unit costs on and off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 150
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-150: 0 # random value between 50 and 150

  ###################
  # Level Playlists #
  ###################
  custom_early_level_playlist:
    # A list of levels available after the first level.
    # Removing levels from this list prevents them from showing up in the game.
    # If the number of levels removed is less than the available levels, then filler levels will be in their place.
    # Filler levels do not contain items and automatically provide a victory.
    # 
    # Format as a comma-separated list of early level names: ["Swimming at the Docks", "Floran Trap"]
    ['Swimming at the Docks', 'Ancient Discoveries', 'Floran Trap', 'Observation Isle', 'Majestic Mountain']

  custom_main_level_playlist:
    # A list of levels available after the early levels.
    # Removing levels from this list prevents them from showing up in the game.
    # If the number of levels removed is less than the available levels, then filler levels will be in their place.
    # Filler levels do not contain items and automatically provide a victory.
    # 
    # Format as a comma-separated list of main level names: ["Wagon Freeway", "Operation Seagull"]
    ['Spire Fire', 'Sunken Forest', 'Kraken Strait', 'Bridge Brigade', 'Slippery Bridge', 'Riflemen Blockade', 'Fortification', 'Portal Peril', 'Beached', "Nuru's Vengeance", 'Precarious Cliffs', 'Operation Seagull', 'Cherrystone Landing', 'Split Valley', 'Enmity Cliffs', 'Terrible Tributaries', "Tenri's Mistake", 'Den-Two-Away', 'Gold Rush', 'Grand Theft Village', 'Gnarled Mountaintop', 'A Ribbitting Time', 'Frantic Inlet', 'Skydiving', 'Wagon Freeway', 'Finishing Blow', 'Air Support', 'Towers of the Abyss']

  custom_final_level_playlist:
    # A list of final levels available.
    # Removing levels from this list prevents them from showing up in the game.
    # If the number of levels removed is less than the available levels, then filler levels will be in their place.
    # Filler levels will automatically provide a victory.
    # 
    # Format as a comma-separated list of final level names: ["Doomed Metropolis", "Dark Mirror"]
    ['Dark Mirror', 'Doomed Metropolis', 'Dementia Castle', "Requiem's Power", 'Disastrous Crossing']

  ###########################
  # 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_inventory_from_pool:
    # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1"
    # 
    # The game decides what the replacement items will be.
    {}

  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.
    []
