<commit_before>## HEALTH ###

##Damage multiplier, effects both weapons and healing on all mobs. For example, 1.25 would result in 25% higher damage.
DAMAGE_MULTIPLIER 1

## REVIVAL ###

## whether pod plants work or not
REVIVAL_POD_PLANTS

## whether cloning tubes work or not
REVIVAL_CLONING

## amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
REVIVAL_BRAIN_LIFE -1

## OOC DURING ROUND ###
## Comment this out if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results.
OOC_DURING_ROUND

## EMOJI ###
## Comment this out if you want to disable emojis
EMOJIS

## MOB MOVEMENT ###

## We suggest editing these variables ingame to find a good speed for your server.
## To do this you must be a high level admin. Open the 'debug' tab ingame.
## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.

## These values get directly added to values and totals ingame.
## To speed things up make the number negative, to slow things down, make the number positive.

## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
RUN_DELAY 1
WALK_DELAY 4

## The variables below affect the movement of specific mob types. THIS AFFECTS ALL SUBTYPES OF THE TYPE YOU CHOOSE!
## Entries completely override all subtypes. Later entries have precedence over earlier entries.
## This means if you put /mob 0 on the last entry, it will null out all changes, while if you put /mob as the first entry and
## /mob/living/carbon/human on the last entry, the last entry will override the first.
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/human 0
##MULTIPLICATIVE_MOVESPEED /mob/living/silicon/robot 0
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/monkey 0
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/alien 0
##MULTIPLICATIVE_MOVESPEED /mob/living/simple_animal/slime 0
MULTIPLICATIVE_MOVESPEED /mob/living/simple_animal 1


## NAMES ###
## If uncommented this adds a random surname to a player's name if they only specify one name.
#HUMANS_NEED_SURNAMES

## If uncommented, this forces all players to use random names !and appearances!.
#FORCE_RANDOM_NAMES


## ALERT LEVELS ###
ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
ALERT_BLUE_UPTO The station has received reliable information about potential threats to the station. Security staff may have weapons visible, random searches are permitted.
ALERT_BLUE_DOWNTO Significant confirmed threats have been neutralized. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still permitted.
ALERT_AMBER_UPTO There are signficant confirmed threats to the station. Security staff may have weapons unholstered at all times. Random searches are allowed and advised.
ALERT_AMBER_DOWNTO The immediate threat has passed. Security is no longer authorized to use lethal force, but may continue to have weapons drawn. Access requirements have been restored.
ALERT_RED_UPTO There is an immediate serious threat to the station. Security is now authorized to use lethal force. Additionally, access requirements on some machines have been lifted.
ALERT_RED_DOWNTO The station's destruction has been averted. There is still however an immediate serious threat to the station. Security is still authorized to use lethal force.
ALERT_DELTA Destruction of the station is imminent. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill.



## GAME MODES ###

## Uncomment to not send a roundstart intercept report. Gamemodes may override this.
#NO_INTERCEPT_REPORT

## Probablities for game modes chosen in 'secret' and 'random' modes.
## Default probablity is 1, increase to make that mode more likely to be picked.
## Set to 0 to disable that mode.

PROBABILITY TRAITOR 5
PROBABILITY TRAITORBRO 2
PROBABILITY TRAITORCHAN 4
PROBABILITY INTERNAL_AFFAIRS 3
PROBABILITY NUCLEAR 2
PROBABILITY REVOLUTION 2
PROBABILITY CULT 2
PROBABILITY CHANGELING 2
PROBABILITY WIZARD 4
PROBABILITY MONKEY 0
PROBABILITY METEOR 0
PROBABILITY EXTENDED 0
PROBABILITY SECRET_EXTENDED 0
PROBABILITY DEVIL 0
PROBABILITY DEVIL_AGENTS 0
PROBABILITY CLOWNOPS 0

## You probably want to keep sandbox off by default for secret and random.
PROBABILITY SANDBOX 0

## Percent weight reductions for three of the most recent modes

REPEATED_MODE_ADJUST 45 30 10

## Toggles for continuous modes.
## Modes that aren't continuous will end the instant all antagonists are dead.

CONTINUOUS TRAITOR
CONTINUOUS TRAITORBRO
CONTINUOUS TRAITORCHAN
CONTINUOUS INTERNAL_AFFAIRS
#CONTINUOUS NUCLEAR
#CONTINUOUS REVOLUTION
CONTINUOUS CULT
CONTINUOUS CLOCKWORK_CULT
CONTINUOUS CHANGELING
CONTINUOUS WIZARD
#CONTINUOUS MONKEY

##Note: do not toggle continuous off for these modes, as they have no antagonists and would thus end immediately!

CONTINUOUS METEOR
CONTINUOUS EXTENDED
CONTINUOUS SECRET_EXTENDED


## Toggles for allowing midround antagonists (aka mulligan antagonists).
## In modes that are continuous, if all antagonists should die then a new set of antagonists will be created.

MIDROUND_ANTAG TRAITOR
#MIDROUND_ANTAG TRAITORBRO
MIDROUND_ANTAG TRAITORCHAN
MIDROUND_ANTAG INTERNAL_AFFAIRS
#MIDROUND_ANTAG  NUCLEAR
#MIDROUND_ANTAG  REVOLUTION
MIDROUND_ANTAG CULT
MIDROUND_ANTAG CLOCKWORK_CULT
MIDROUND_ANTAG CHANGELING
MIDROUND_ANTAG WIZARD
#MIDROUND_ANTAG  MONKEY

## Uncomment these for overrides of the minimum / maximum number of players in a round type.
## If you set any of these occasionally check to see if you still need them as the modes
## will still be actively rebalanced around the SUGGESTED populations, not your overrides.
## Notes: For maximum number of players a value of -1 means no maximum. Setting minimums to
## VERY low numbers (< 5) can lead to errors if the roundtypes were not designed for that.

#MIN_POP TRAITOR 0
#MAX_POP TRAITOR -1

#MIN_POP TRAITORBRO 0
#MAX_POP TRAITORBRO -1

#MIN_POP TRAITORCHAN 15
#MAX_POP TRAITORCHAN -1

#MIN_POP DOUBLE_AGENTS 25
#MAX_POP DOUBLE_AGENTS -1

#MIN_POP NUCLEAR 0
#MAX_POP NUCLEAR -1

#MIN_POP REVOLUTION 20
#MAX_POP REVOLUTION -1

#MIN_POP CULT 24
#MAX_POP CULT -1

#MIN_POP CLOCKWORK_CULT 24
#MAX_POP CLOCKWORK_CULT -1

#MIN_POP CHANGELING 15
#MAX_POP CHANGELING -1

#MIN_POP WIZARD 20
#MAX_POP WIZARD -1

#MIN_POP MONKEY 20
#MAX_POP MONKEY -1

#MIN_POP METEOR 0
#MAX_POP METEOR -1

#MIN_POP DEVIL 0
#MAX_POP DEVIL -1

#MIN_POP DEVIL_AGENTS 25
#MAX_POP DEVIL_AGENTS -1

## Setting at least one mode to be playable at 0/1 players is required.
#MIN_POP EXTENDED 0
#MAX_POP EXTENDED -1



## The amount of time it takes for the emergency shuttle to be called, from round start.
SHUTTLE_REFUEL_DELAY 12000

## Variables calculate how number of antagonists will scale to population.
## Used as (Antagonists = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
TRAITOR_SCALING_COEFF 6
BROTHER_SCALING_COEFF 6
CHANGELING_SCALING_COEFF 6

## Variables calculate how number of open security officer positions will scale to population.
## Used as (Officers = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
SECURITY_SCALING_COEFF 8

## The number of objectives traitors get.
## Not including escaping/hijacking.
TRAITOR_OBJECTIVES_AMOUNT 2
BROTHER_OBJECTIVES_AMOUNT 2

## Uncomment to prohibit jobs that start with loyalty
## implants from being most antagonists.
#PROTECT_ROLES_FROM_ANTAGONIST

## Uncomment to prohibit assistants from becoming most antagonists.
#PROTECT_ASSISTANT_FROM_ANTAGONIST

## If non-human species are barred from joining as a head of staff
#ENFORCE_HUMAN_AUTHORITY

## If late-joining players have a chance to become a traitor/changeling
ALLOW_LATEJOIN_ANTAGONISTS

## Comment this out to disable the antagonist reputation system. This system rewards players who participate in the game instead of greytiding by giving them slightly higher odds to
## roll antagonist in subsequent rounds until they get it.
##
## For details See the comments for /datum/game_mode/proc/antag_pick in code/game/gamemodes/game_mode.dm
# USE_ANTAG_REP

## The maximum amount of antagonist reputation tickets a player can bank (not use at once)
ANTAG_REP_MAXIMUM 200

## The default amount of tickets all users use while rolling
DEFAULT_ANTAG_TICKETS 100

## The maximum amount of extra tickets a user may use from their ticket bank in addition to the default tickets
MAX_TICKETS_PER_ROLL 100

## Uncomment to allow players to see the set odds of different rounds in secret/random in the get server revision screen. This will NOT tell the current roundtype.
#SHOW_GAME_TYPE_ODDS

## RANDOM EVENTS ###
## Comment this out to disable random events during the round.
ALLOW_RANDOM_EVENTS

## Multiplier for earliest start time of dangerous events.
## Set to 0 to make dangerous events avaliable from round start.
EVENTS_MIN_TIME_MUL 1

## Multiplier for minimal player count (players = alive non-AFK humans) for dangerous events to start.
## Set to 0 to make dangerous events avaliable for all populations.
EVENTS_MIN_PLAYERS_MUL 1



### DYNAMIC MODE ###

## How many roundstart players required for high population override to take effect.
DYNAMIC_HIGH_POP_LIMIT 80 #80 instead of 55 because fewer robust players

## Pop range per requirement.
## If the value is five the range is:
## 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
## If it is six the range is:
## 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+
## If it is seven the range is:
## 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
## Options outside this range can be used, of course.
DYNAMIC_POP_PER_REQUIREMENT 9 # 9 instead of 6 because 1/3 of players are probably not doing much?

## 1 -> 9, probability for this rule to be picked against other rules.
## Note that requirements must also be met, and some requirements are impossible to meet.
DYNAMIC_WEIGHT TRAITOR 5
DYNAMIC_WEIGHT TRAITORBRO 4
DYNAMIC_WEIGHT CHANGELING 3
DYNAMIC_WEIGHT WIZARD 1
DYNAMIC_WEIGHT CULT 3
DYNAMIC_WEIGHT NUCLEAR 3
DYNAMIC_WEIGHT REVOLUTION 2
# All below are impossible-by-default
DYNAMIC_WEIGHT EXTENDED 3
DYNAMIC_WEIGHT CLOCKWORK_CULT 3
DYNAMIC_WEIGHT CLOWNOPS 3
DYNAMIC_WEIGHT DEVIL 3
DYNAMIC_WEIGHT MONKEY 3
DYNAMIC_WEIGHT METEOR 3

## Midround antags
DYNAMIC_WEIGHT MIDROUND_TRAITOR 7
DYNAMIC_WEIGHT MALF_AI 3
DYNAMIC_WEIGHT MIDROUND_WIZARD 1
DYNAMIC_WEIGHT MIDROUND_NUCLEAR 5
DYNAMIC_WEIGHT BLOB 4
DYNAMIC_WEIGHT XENOS 3
DYNAMIC_WEIGHT NIGHTMARE 3

## Latejoin antags
DYNAMIC_WEIGHT LATEJOIN_TRAITOR 7
DYNAMIC_WEIGHT LATEJOIN_REVOLUTION 2

## Threat cost. This is decreased from the mode's threat when the rule is executed.
DYNAMIC_COST TRAITOR 10
DYNAMIC_COST TRAITORBRO 10
DYNAMIC_COST CHANGELING 30
DYNAMIC_COST WIZARD 30
DYNAMIC_COST CULT 30
DYNAMIC_COST NUCLEAR 40
DYNAMIC_COST REVOLUTION 35
# All below are impossible-by-default
DYNAMIC_COST EXTENDED 0
DYNAMIC_COST CLOCKWORK_CULT 0
DYNAMIC_COST CLOWNOPS 40
DYNAMIC_COST DEVIL 0
DYNAMIC_COST MONKEY 0
DYNAMIC_COST METEOR 0

## Midround antags
DYNAMIC_COST MIDROUND_TRAITOR 10
DYNAMIC_COST MALF_AI 35
DYNAMIC_COST MIDROUND_WIZARD 20
DYNAMIC_COST MIDROUND_NUCLEAR 35
DYNAMIC_COST BLOB 10
DYNAMIC_COST XENOS 10
DYNAMIC_COST NIGHTMARE 10

## Latejoin antags
DYNAMIC_COST LATEJOIN_TRAITOR 5
DYNAMIC_COST LATEJOIN_REVOLUTION 20

## Rule will not be generated with threat levels below requirement at a pop value. Pop values are determined by dynamic's pop-per-requirement. 
## By default  it's 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+. 
## This means that 40 30 30 20 20 20 15 15 15 10 will not generate below 40 at 0-5, 30 at 6-11 etc.
DYNAMIC_REQUIREMENTS TRAITOR 10 10 10 10 10 10 10 10 10 10
DYNAMIC_REQUIREMENTS TRAITORBRO 40 30 30 20 20 15 15 15 10 10
DYNAMIC_REQUIREMENTS CHANGELING 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS WIZARD 90 90 70 40 30 20 10 10 10 10
DYNAMIC_REQUIREMENTS CULT 100 90 80 60 40 30 10 10 10 10
DYNAMIC_REQUIREMENTS NUCLEAR 90 90 90 80 60 40 30 20 10 10
DYNAMIC_REQUIREMENTS REVOLUTION 101 101 70 40 30 20 10 10 10 10
# All below are impossible-by-default
DYNAMIC_REQUIREMENTS EXTENDED 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS CLOCKWORK_CULT 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS CLOWNOPS 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS DEVIL 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS MONKEY 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS METEOR 101 101 101 101 101 101 101 101 101 101

## Midround antags
DYNAMIC_REQUIREMENTS MIDROUND_TRAITOR 50 40 30 20 10 10 10 10 10 10
DYNAMIC_REQUIREMENTS MALF_AI 101 101 80 70 60 60 50 50 40 40
DYNAMIC_REQUIREMENTS MIDROUND_WIZARD 90 90 70 40 30 20 10 10 10 10
DYNAMIC_REQUIREMENTS MIDROUND_NUCLEAR 90 90 90 80 60 40 30 20 10 10
DYNAMIC_REQUIREMENTS BLOB 101 101 101 80 60 50 30 20 10 10
DYNAMIC_REQUIREMENTS XENOS 101 101 101 70 50 40 20 15 10 10
DYNAMIC_REQUIREMENTS NIGHTMARE 101 101 101 70 50 40 20 15 10 10

## Latejoin antags
DYNAMIC_REQUIREMENTS LATEJOIN_TRAITOR 40 30 20 10 10 10 10 10 10 10
DYNAMIC_REQUIREMENTS LATEJOIN_REVOLUTION 101 101 70 40 30 20 20 20 20 20

## An alternative, static requirement used instead when pop is over mode's high_pop_limit.
DYNAMIC_HIGH_POPULATION_REQUIREMENT TRAITOR 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT TRAITORBRO 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT CHANGELING 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT WIZARD 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT CULT 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT NUCLEAR 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT REVOLUTION 10
# All below are impossible-by-default
DYNAMIC_HIGH_POPULATION_REQUIREMENT EXTENDED 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT CLOCKWORK_CULT 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT CLOWNOPS 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT DEVIL 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT MONKEY 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT METEOR 101

## Midround antags
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_TRAITOR 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT MALF_AI 35
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_WIZARD 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_NUCLEAR 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT BLOB 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT XENOS 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT NIGHTMARE 50

## Latejoin antags
DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_TRAITOR 10
DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_REVOLUTION 50

## AI ###

## Allow the AI job to be picked.<commit_msg>ton of unsolicited balance changes<commit_after>## HEALTH ###

##Damage multiplier, effects both weapons and healing on all mobs. For example, 1.25 would result in 25% higher damage.
DAMAGE_MULTIPLIER 1

## REVIVAL ###

## whether pod plants work or not
REVIVAL_POD_PLANTS

## whether cloning tubes work or not
REVIVAL_CLONING

## amount of time (in hundredths of seconds) for which a brain retains the "spark of life" after the person's death (set to -1 for infinite)
REVIVAL_BRAIN_LIFE -1

## OOC DURING ROUND ###
## Comment this out if you want OOC to be automatically disabled during the round, it will be enabled during the lobby and after the round end results.
OOC_DURING_ROUND

## EMOJI ###
## Comment this out if you want to disable emojis
EMOJIS

## MOB MOVEMENT ###

## We suggest editing these variables ingame to find a good speed for your server.
## To do this you must be a high level admin. Open the 'debug' tab ingame.
## Select "Debug Controller" and then, in the popup, select "Configuration". These variables should have the same name.

## These values get directly added to values and totals ingame.
## To speed things up make the number negative, to slow things down, make the number positive.

## These modify the run/walk speed of all mobs before the mob-specific modifiers are applied.
RUN_DELAY 1
WALK_DELAY 4

## The variables below affect the movement of specific mob types. THIS AFFECTS ALL SUBTYPES OF THE TYPE YOU CHOOSE!
## Entries completely override all subtypes. Later entries have precedence over earlier entries.
## This means if you put /mob 0 on the last entry, it will null out all changes, while if you put /mob as the first entry and
## /mob/living/carbon/human on the last entry, the last entry will override the first.
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/human 0
##MULTIPLICATIVE_MOVESPEED /mob/living/silicon/robot 0
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/monkey 0
##MULTIPLICATIVE_MOVESPEED /mob/living/carbon/alien 0
##MULTIPLICATIVE_MOVESPEED /mob/living/simple_animal/slime 0
MULTIPLICATIVE_MOVESPEED /mob/living/simple_animal 1


## NAMES ###
## If uncommented this adds a random surname to a player's name if they only specify one name.
#HUMANS_NEED_SURNAMES

## If uncommented, this forces all players to use random names !and appearances!.
#FORCE_RANDOM_NAMES


## ALERT LEVELS ###
ALERT_GREEN All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
ALERT_BLUE_UPTO The station has received reliable information about potential threats to the station. Security staff may have weapons visible, random searches are permitted.
ALERT_BLUE_DOWNTO Significant confirmed threats have been neutralized. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still permitted.
ALERT_AMBER_UPTO There are signficant confirmed threats to the station. Security staff may have weapons unholstered at all times. Random searches are allowed and advised.
ALERT_AMBER_DOWNTO The immediate threat has passed. Security is no longer authorized to use lethal force, but may continue to have weapons drawn. Access requirements have been restored.
ALERT_RED_UPTO There is an immediate serious threat to the station. Security is now authorized to use lethal force. Additionally, access requirements on some machines have been lifted.
ALERT_RED_DOWNTO The station's destruction has been averted. There is still however an immediate serious threat to the station. Security is still authorized to use lethal force.
ALERT_DELTA Destruction of the station is imminent. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill.



## GAME MODES ###

## Uncomment to not send a roundstart intercept report. Gamemodes may override this.
#NO_INTERCEPT_REPORT

## Probablities for game modes chosen in 'secret' and 'random' modes.
## Default probablity is 1, increase to make that mode more likely to be picked.
## Set to 0 to disable that mode.

PROBABILITY TRAITOR 5
PROBABILITY TRAITORBRO 2
PROBABILITY TRAITORCHAN 4
PROBABILITY INTERNAL_AFFAIRS 3
PROBABILITY NUCLEAR 2
PROBABILITY REVOLUTION 2
PROBABILITY CULT 2
PROBABILITY CHANGELING 2
PROBABILITY WIZARD 4
PROBABILITY MONKEY 0
PROBABILITY METEOR 0
PROBABILITY EXTENDED 0
PROBABILITY SECRET_EXTENDED 0
PROBABILITY DEVIL 0
PROBABILITY DEVIL_AGENTS 0
PROBABILITY CLOWNOPS 0

## You probably want to keep sandbox off by default for secret and random.
PROBABILITY SANDBOX 0

## Percent weight reductions for three of the most recent modes

REPEATED_MODE_ADJUST 45 30 10

## Toggles for continuous modes.
## Modes that aren't continuous will end the instant all antagonists are dead.

CONTINUOUS TRAITOR
CONTINUOUS TRAITORBRO
CONTINUOUS TRAITORCHAN
CONTINUOUS INTERNAL_AFFAIRS
#CONTINUOUS NUCLEAR
#CONTINUOUS REVOLUTION
CONTINUOUS CULT
CONTINUOUS CLOCKWORK_CULT
CONTINUOUS CHANGELING
CONTINUOUS WIZARD
#CONTINUOUS MONKEY

##Note: do not toggle continuous off for these modes, as they have no antagonists and would thus end immediately!

CONTINUOUS METEOR
CONTINUOUS EXTENDED
CONTINUOUS SECRET_EXTENDED


## Toggles for allowing midround antagonists (aka mulligan antagonists).
## In modes that are continuous, if all antagonists should die then a new set of antagonists will be created.

MIDROUND_ANTAG TRAITOR
#MIDROUND_ANTAG TRAITORBRO
MIDROUND_ANTAG TRAITORCHAN
MIDROUND_ANTAG INTERNAL_AFFAIRS
#MIDROUND_ANTAG  NUCLEAR
#MIDROUND_ANTAG  REVOLUTION
MIDROUND_ANTAG CULT
MIDROUND_ANTAG CLOCKWORK_CULT
MIDROUND_ANTAG CHANGELING
MIDROUND_ANTAG WIZARD
#MIDROUND_ANTAG  MONKEY

## Uncomment these for overrides of the minimum / maximum number of players in a round type.
## If you set any of these occasionally check to see if you still need them as the modes
## will still be actively rebalanced around the SUGGESTED populations, not your overrides.
## Notes: For maximum number of players a value of -1 means no maximum. Setting minimums to
## VERY low numbers (< 5) can lead to errors if the roundtypes were not designed for that.

#MIN_POP TRAITOR 0
#MAX_POP TRAITOR -1

#MIN_POP TRAITORBRO 0
#MAX_POP TRAITORBRO -1

#MIN_POP TRAITORCHAN 15
#MAX_POP TRAITORCHAN -1

#MIN_POP DOUBLE_AGENTS 25
#MAX_POP DOUBLE_AGENTS -1

#MIN_POP NUCLEAR 0
#MAX_POP NUCLEAR -1

#MIN_POP REVOLUTION 20
#MAX_POP REVOLUTION -1

#MIN_POP CULT 24
#MAX_POP CULT -1

#MIN_POP CLOCKWORK_CULT 24
#MAX_POP CLOCKWORK_CULT -1

#MIN_POP CHANGELING 15
#MAX_POP CHANGELING -1

#MIN_POP WIZARD 20
#MAX_POP WIZARD -1

#MIN_POP MONKEY 20
#MAX_POP MONKEY -1

#MIN_POP METEOR 0
#MAX_POP METEOR -1

#MIN_POP DEVIL 0
#MAX_POP DEVIL -1

#MIN_POP DEVIL_AGENTS 25
#MAX_POP DEVIL_AGENTS -1

## Setting at least one mode to be playable at 0/1 players is required.
#MIN_POP EXTENDED 0
#MAX_POP EXTENDED -1



## The amount of time it takes for the emergency shuttle to be called, from round start.
SHUTTLE_REFUEL_DELAY 12000

## Variables calculate how number of antagonists will scale to population.
## Used as (Antagonists = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
TRAITOR_SCALING_COEFF 6
BROTHER_SCALING_COEFF 6
CHANGELING_SCALING_COEFF 6

## Variables calculate how number of open security officer positions will scale to population.
## Used as (Officers = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
SECURITY_SCALING_COEFF 8

## The number of objectives traitors get.
## Not including escaping/hijacking.
TRAITOR_OBJECTIVES_AMOUNT 2
BROTHER_OBJECTIVES_AMOUNT 2

## Uncomment to prohibit jobs that start with loyalty
## implants from being most antagonists.
#PROTECT_ROLES_FROM_ANTAGONIST

## Uncomment to prohibit assistants from becoming most antagonists.
#PROTECT_ASSISTANT_FROM_ANTAGONIST

## If non-human species are barred from joining as a head of staff
#ENFORCE_HUMAN_AUTHORITY

## If late-joining players have a chance to become a traitor/changeling
ALLOW_LATEJOIN_ANTAGONISTS

## Comment this out to disable the antagonist reputation system. This system rewards players who participate in the game instead of greytiding by giving them slightly higher odds to
## roll antagonist in subsequent rounds until they get it.
##
## For details See the comments for /datum/game_mode/proc/antag_pick in code/game/gamemodes/game_mode.dm
# USE_ANTAG_REP

## The maximum amount of antagonist reputation tickets a player can bank (not use at once)
ANTAG_REP_MAXIMUM 200

## The default amount of tickets all users use while rolling
DEFAULT_ANTAG_TICKETS 100

## The maximum amount of extra tickets a user may use from their ticket bank in addition to the default tickets
MAX_TICKETS_PER_ROLL 100

## Uncomment to allow players to see the set odds of different rounds in secret/random in the get server revision screen. This will NOT tell the current roundtype.
#SHOW_GAME_TYPE_ODDS

## RANDOM EVENTS ###
## Comment this out to disable random events during the round.
ALLOW_RANDOM_EVENTS

## Multiplier for earliest start time of dangerous events.
## Set to 0 to make dangerous events avaliable from round start.
EVENTS_MIN_TIME_MUL 1

## Multiplier for minimal player count (players = alive non-AFK humans) for dangerous events to start.
## Set to 0 to make dangerous events avaliable for all populations.
EVENTS_MIN_PLAYERS_MUL 1



### DYNAMIC MODE ###

## How many roundstart players required for high population override to take effect.
DYNAMIC_HIGH_POP_LIMIT 80 #80 instead of 55 because fewer robust players

## Pop range per requirement.
## If the value is five the range is:
## 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
## If it is six the range is:
## 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+
## If it is seven the range is:
## 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
## Options outside this range can be used, of course.
DYNAMIC_POP_PER_REQUIREMENT 9 # 9 instead of 6 because 1/3 of players are probably not doing much?

## 1 -> 9, probability for this rule to be picked against other rules.
## Note that requirements must also be met, and some requirements are impossible to meet.
DYNAMIC_WEIGHT TRAITOR 5
DYNAMIC_WEIGHT TRAITORBRO 4
DYNAMIC_WEIGHT CHANGELING 1
DYNAMIC_WEIGHT WIZARD 1
DYNAMIC_WEIGHT CULT 3
DYNAMIC_WEIGHT NUCLEAR 3
DYNAMIC_WEIGHT REVOLUTION 2
# All below are impossible-by-default
DYNAMIC_WEIGHT EXTENDED 3
DYNAMIC_WEIGHT CLOCKWORK_CULT 3
DYNAMIC_WEIGHT CLOWNOPS 3
DYNAMIC_WEIGHT DEVIL 3
DYNAMIC_WEIGHT MONKEY 3
DYNAMIC_WEIGHT METEOR 3

## Midround antags
DYNAMIC_WEIGHT MIDROUND_TRAITOR 7
DYNAMIC_WEIGHT MALF_AI 3
DYNAMIC_WEIGHT MIDROUND_WIZARD 1
DYNAMIC_WEIGHT MIDROUND_NUCLEAR 5
DYNAMIC_WEIGHT BLOB 4
DYNAMIC_WEIGHT XENOS 3
DYNAMIC_WEIGHT NIGHTMARE 3

## Latejoin antags
DYNAMIC_WEIGHT LATEJOIN_TRAITOR 7
DYNAMIC_WEIGHT LATEJOIN_REVOLUTION 2

## Threat cost. This is decreased from the mode's threat when the rule is executed.
DYNAMIC_COST TRAITOR 10
DYNAMIC_COST TRAITORBRO 10
DYNAMIC_COST CHANGELING 30
DYNAMIC_COST WIZARD 30
DYNAMIC_COST CULT 35
DYNAMIC_COST NUCLEAR 45
DYNAMIC_COST REVOLUTION 40
# All below are impossible-by-default
DYNAMIC_COST EXTENDED 0
DYNAMIC_COST CLOCKWORK_CULT 0
DYNAMIC_COST CLOWNOPS 40
DYNAMIC_COST DEVIL 0
DYNAMIC_COST MONKEY 0
DYNAMIC_COST METEOR 0

## Midround antags
DYNAMIC_COST MIDROUND_TRAITOR 10
DYNAMIC_COST MALF_AI 35
DYNAMIC_COST MIDROUND_WIZARD 20
DYNAMIC_COST MIDROUND_NUCLEAR 35
DYNAMIC_COST BLOB 10
DYNAMIC_COST XENOS 10
DYNAMIC_COST NIGHTMARE 10

## Latejoin antags
DYNAMIC_COST LATEJOIN_TRAITOR 5
DYNAMIC_COST LATEJOIN_REVOLUTION 20

## Rule will not be generated with threat levels below requirement at a pop value. Pop values are determined by dynamic's pop-per-requirement. 
## By default  it's 0-8, 9-17, 18-26, 27-35, 36-44, 45-53, 54-60, 61-69, 70-78, 79+. 
## This means that 40 30 30 20 20 20 15 15 15 10 will not generate below 40 at 0-8, 30 at 9-17 etc.
DYNAMIC_REQUIREMENTS TRAITOR 40 30 20 15 15 15 15 15 15 15
DYNAMIC_REQUIREMENTS TRAITORBRO 50 40 30 20 20 15 15 15 15 15
DYNAMIC_REQUIREMENTS CHANGELING 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS WIZARD 100 90 70 40 30 20 15 15 15 15
DYNAMIC_REQUIREMENTS CULT 100 90 80 60 40 30 15 15 15 15
DYNAMIC_REQUIREMENTS NUCLEAR 100 90 90 80 60 40 30 20 15 15
DYNAMIC_REQUIREMENTS REVOLUTION 101 101 70 40 30 20 15 15 15 15
# All below are impossible-by-default
DYNAMIC_REQUIREMENTS EXTENDED 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS CLOCKWORK_CULT 100 90 80 60 40 30 15 15 15 15
DYNAMIC_REQUIREMENTS CLOWNOPS 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS DEVIL 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS MONKEY 101 101 101 101 101 101 101 101 101 101
DYNAMIC_REQUIREMENTS METEOR 101 101 101 101 101 101 101 101 101 101

## Midround antags
DYNAMIC_REQUIREMENTS MIDROUND_TRAITOR 50 40 30 20 15 15 15 15 15 15
DYNAMIC_REQUIREMENTS MALF_AI 101 101 80 70 60 60 50 50 40 40
DYNAMIC_REQUIREMENTS MIDROUND_WIZARD 90 90 70 40 30 20 15 15 15 15
DYNAMIC_REQUIREMENTS MIDROUND_NUCLEAR 90 90 90 80 60 40 30 20 15 15
DYNAMIC_REQUIREMENTS BLOB 101 101 101 80 60 50 30 20 15 15
DYNAMIC_REQUIREMENTS XENOS 101 101 101 70 50 40 20 15 15 15
DYNAMIC_REQUIREMENTS NIGHTMARE 101 101 101 70 50 40 20 15 15 15

## Latejoin antags
DYNAMIC_REQUIREMENTS LATEJOIN_TRAITOR 40 30 20 15 15 15 15 15 15 15
DYNAMIC_REQUIREMENTS LATEJOIN_REVOLUTION 101 101 70 40 30 20 20 20 20 20

## An alternative, static requirement used instead when pop is over mode's high_pop_limit.
DYNAMIC_HIGH_POPULATION_REQUIREMENT TRAITOR 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT TRAITORBRO 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT CHANGELING 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT WIZARD 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT CULT 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT NUCLEAR 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT REVOLUTION 15
# All below are impossible-by-default
DYNAMIC_HIGH_POPULATION_REQUIREMENT EXTENDED 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT CLOCKWORK_CULT 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT CLOWNOPS 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT DEVIL 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT MONKEY 101
DYNAMIC_HIGH_POPULATION_REQUIREMENT METEOR 101

## Midround antags
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_TRAITOR 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT MALF_AI 35
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_WIZARD 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_NUCLEAR 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT BLOB 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT XENOS 50
DYNAMIC_HIGH_POPULATION_REQUIREMENT NIGHTMARE 50

## Latejoin antags
DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_TRAITOR 15
DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_REVOLUTION 50

## AI ###

## Allow the AI job to be picked.
{'fraction_non_alphanumeric': 0.04171463398117424, 'fraction_numerical': 0.06267352881424798, 'mean_word_length': 5.126322339763535, 'pattern_counts': {'":': 0, '<': 5, '<?xml version=': 0, '>': 5, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 13, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '3183331', 'n_tokens_mistral': 12123, 'n_tokens_neox': 9927, 'n_words': 3989}