//============  Tribute Values  =============

//Land 1 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_1_CHOOSE_CREATURE		= 0
define GLOBAL_VALUE_TRIBUTE_LAND_1_ELOI					= 1000	//tribute amount mentioned in dialogue, DONT CHANGE!!!
define GLOBAL_VALUE_TRIBUTE_LAND_1_HANDTUTORIAL			= 0
define GLOBAL_VALUE_TRIBUTE_LAND_1_VILLAGERTUTORIAL		= 1000	//tribute amount mentioned in dialogue, DONT CHANGE!!!
define GLOBAL_VALUE_TRIBUTE_LAND_1_FOLLOWCREATURE		= 0
define GLOBAL_VALUE_TRIBUTE_LAND_1_PICKUP				= 1000	//tribute amount mentioned in dialogue, DONT CHANGE!!!
define GLOBAL_VALUE_TRIBUTE_LAND_1_ROCKMAN				= 5000
define GLOBAL_VALUE_TRIBUTE_LAND_1_WATERFALL			= 5000

//Land 2 tribute
define GLOBAL_VALUE_TRIBUTE_LAND2_WALL_VILLAGER			= 5000
define GLOBAL_VALUE_TRIBUTE_LAND2_RING_OF_FIRE			= 5000
define GLOBAL_VALUE_TRIBUTE_LAND2_BARREL_RUN			= 5000
define GLOBAL_VALUE_TRIBUTE_LAND2_HAY_BALES				= 5000
define GLOBAL_VALUE_TRIBUTE_LAND2_DONE_LAND				= 0

//Land 3 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_3_BUILDTABTUTORIAL1 = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_3_BUILDTABTUTORIAL2 = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_3_BUILDTABTUTORIAL3 = 3000
define GLOBAL_VALUE_TRIBUTE_LAND_3_BUILDTABTUTORIAL4 = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_3_CREATURETUTORIAL = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_3_ROADTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_3_TIMEOFDAYTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_3_FEEDVILLAGERSTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_3_DESCIPLEFARMERTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_3_ADDWOODTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_3_DESCIPLEFORESTERTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_3_DESCIPLEBUILDERTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_3_BUILDHOUSESTUTORIAL = 3000
define GLOBAL_VALUE_TRIBUTE_LAND_3_DESCIPLEBREEDERTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_3_INCREASEPOPULATION = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_3_DARKDISCIPLES = 20000
define GLOBAL_VALUE_TRIBUTE_LAND_3_ORPHANS_STOLEN = 5000 //no longer in the game
define GLOBAL_VALUE_TRIBUTE_LAND_3_ORPHANS_LOST = 5000 //no longer in the game
define GLOBAL_VALUE_TRIBUTE_LAND_3_ORPHANS_JAIL = 5000 //no longer in the game
define GLOBAL_VALUE_TRIBUTE_LAND_3_PATERNITY_SUIT = 20000
define GLOBAL_VALUE_TRIBUTE_LAND_3_ROOSTER1 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_3_ROOSTER2 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_3_MINORTOWN1 = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_3_MINORTOWN2 = 8000
define GLOBAL_VALUE_TRIBUTE_LAND_3_MINORTOWN3 = 8000
define GLOBAL_VALUE_TRIBUTE_LAND_3_MINORTOWN4 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_3_COMPLETE = 30000
define GLOBAL_LAND_3_MINIMUM_AMOUNT_OF_ORE_TO_BUILD_AN_ARMY = 250

//Land 4 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_4_BUILDALTARTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_4_CASTWATERTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_4_SACRIFICETUTORIAL = 1000
define GLOBAL_VALUE_TRIBUTE_LAND_4_BUILDWALL = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_4_CREATUREGATHERTUTORIAL1 = 1000
define GLOBAL_VALUE_TRIBUTE_LAND_4_CREATUREGATHERTUTORIAL2 = 1000
define GLOBAL_VALUE_TRIBUTE_LAND_4_CREATUREFREEWILLTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_4_CREATUREBUILDINGTUTORIAL = 1000
define GLOBAL_VALUE_TRIBUTE_LAND_4_CREATUREENTERTAINTUTORIAL = 1000
define GLOBAL_VALUE_TRIBUTE_LAND_4_CREATURESOLDIERTUTORIAL = 2000
define GLOBAL_VALUE_TRIBUTE_LAND_4_KIDNAPPERS_KILLED = 40000 //gone
define GLOBAL_VALUE_TRIBUTE_LAND_4_KIDNAPPERS_FED = 10000 //gone
define GLOBAL_VALUE_TRIBUTE_LAND_4_NUTOIL_HIGH = 20000	// only one used
define GLOBAL_VALUE_TRIBUTE_LAND_4_SINGINGPENGUINS = 30000 //gone
define GLOBAL_VALUE_TRIBUTE_LAND_4_UNDEADLEGION = 20000
define GLOBAL_VALUE_TRIBUTE_LAND_4_THROWBLOKE_1 = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_4_THROWBLOKE_2 = 10000 //one of these three - max is 20000
define GLOBAL_VALUE_TRIBUTE_LAND_4_THROWBLOKE_3 = 20000
define GLOBAL_VALUE_TRIBUTE_LAND_4_CAPITAL = 50000
define GLOBAL_VALUE_TRIBUTE_LAND_4_HILLDALE = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_4_THANOSPASS = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_4_IRONFIST = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_4_BIERTOWN = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_4_METALMOUNTAIN = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_4_SPIRITHAVEN = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_4_WOODVALE = 10000

//Land 6 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_6_CHOPSUEY = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_6_FORESTAMBUSH = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_6_PATERNITYBIRTH = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_6_SETTLEMENT = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_6_TOWN_OKI = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_6_TOWN_YUKI = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_6_TOWN_SEKKIO = 20000
define GLOBAL_VALUE_TRIBUTE_LAND_6_TOWN_MIDO = 15000
define GLOBAL_VALUE_TRIBUTE_LAND_6_TOWN_SAKATO = 15000
define GLOBAL_VALUE_TRIBUTE_LAND_6_POPULATION = 1000
define GLOBAL_VALUE_TRIBUTE_LAND_6_IMPRESS = 1000
define GLOBAL_VALUE_TRIBUTE_LAND_6_COMPLETED = 100000

//Land 7 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_7_ARCHEOLOGISTS = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_7_NUTOIL2 = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_7_SEVENSAMURAI = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_7_SICKTOWN = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_7_EASTTOWN = 15000
define GLOBAL_VALUE_TRIBUTE_LAND_7_WESTTOWN = 15000
define GLOBAL_VALUE_TRIBUTE_LAND_7_TEMPLE = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_7_SETLEMENT_LOW = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_7_SETLEMENT_MED = 8000
define GLOBAL_VALUE_TRIBUTE_LAND_7_SETLEMENT_HIGH = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_7_JAPANCAPITAL = 25000
define GLOBAL_VALUE_TRIBUTE_LAND_7_COMPLETED = 120000

//Land 8 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_8_CHICKENWOLFGRAIN = 50000 //gone
define GLOBAL_VALUE_TRIBUTE_LAND_8_DARKDISCIPLES = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_8_MONSTERMINE = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_8_MONSTERMINE_SHEPHERDBONUS_LOW = 1000
define GLOBAL_VALUE_TRIBUTE_LAND_8_MONSTERMINE_SHEPHERDBONUS_MED = 3000
define GLOBAL_VALUE_TRIBUTE_LAND_8_MONSTERMINE_SHEPHERDBONUS_HIGH = 5000
define GLOBAL_VALUE_TRIBUTE_LAND_8_MONSTERMINE_SHEPHERDBONUS_MAX = 6000
define GLOBAL_VALUE_TRIBUTE_LAND_8_OILBARON = 50000
define GLOBAL_VALUE_TRIBUTE_LAND_8_THROWBLOKE2_1 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_8_THROWBLOKE2_2 = 15000 //one fo three
define GLOBAL_VALUE_TRIBUTE_LAND_8_THROWBLOKE2_3 = 25000
define GLOBAL_VALUE_TRIBUTE_LAND_8_SETLEMENT = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_8_CITY1 = 40000
define GLOBAL_VALUE_TRIBUTE_LAND_8_CITY2 = 100000
define GLOBAL_VALUE_TRIBUTE_LAND_8_WINLAND = 150000

//Land 9 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_9_NYMPHS = 50000
define GLOBAL_VALUE_TRIBUTE_LAND_9_SUNDIAL = 50000
define GLOBAL_VALUE_TRIBUTE_LAND_9_SETTLEMENT = 5000 //gone
define GLOBAL_VALUE_TRIBUTE_LAND_9_CAPITAL = 15000 //gone
define GLOBAL_VALUE_TRIBUTE_LAND_9_RAINDANCE = 30000
define GLOBAL_VALUE_TRIBUTE_LAND_9_AZTEC_CAPITAL = 100000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN1 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN2 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN3 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN4 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN5 = 20000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN6 = 20000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN7 = 30000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN8 = 30000
define GLOBAL_VALUE_TRIBUTE_LAND_9_TOWN9 = 40000
// PLUS 150,000 for winning the land 9 needed

//Land 10 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_10_SMOKESIGNALS = 60000
define GLOBAL_VALUE_TRIBUTE_LAND_10_SETTLEMNT1 = 10000
define GLOBAL_VALUE_TRIBUTE_LAND_10_SETTLEMNT2 = 30000
define GLOBAL_VALUE_TRIBUTE_LAND_10_SETTLEMNT3 = 60000
define GLOBAL_VALUE_TRIBUTE_LAND_10_CAPITAL = 150000
// PLUS 200,000 for winning the land 10 needed

//Land 11 tribute
define GLOBAL_VALUE_TRIBUTE_LAND_11_SETTLEMNT1 = 150000
define GLOBAL_VALUE_TRIBUTE_LAND_11_SETTLEMNT2 = 150000
define GLOBAL_VALUE_TRIBUTE_LAND_11_CAPITAL = 500000



//============  Impressiveness Thresholds  =============

define GLOBAL_VALUE_THRESHOLD_UNREASONABLYHIGH = 250000
define GLOBAL_VALUE_THRESHOLD_LAND_3_SETTLEMENT1_TO_GREEK = 5000 //Fern? (tutorial - taken by impressiveness)
define GLOBAL_VALUE_THRESHOLD_LAND_3_SETTLEMENT2_TO_GREEK = 5500 //Rockridge?
define GLOBAL_VALUE_THRESHOLD_LAND_3_SETTLEMENT3_TO_GREEK = 8000 //Fallow? (tutorial - taken by force)
define GLOBAL_VALUE_THRESHOLD_LAND_3_SETTLEMENT4_TO_GREEK = 9000 //Stonepeak? - capital

define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT1_TO_GREEK = 13000   //Ironhad? (near enemy capital)
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT2_TO_GREEK = 12000   //Bier town? (mid left)
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT3_TO_GREEK = 15000   //Metal Mountain? (left of map)
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT4_TO_GREEK = 10000   //Thordal? (middle)
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT5_TO_GREEK = 8250    //Garnhaven? (furthest right)
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT6_TO_GREEK = 7000    //Hilldale? (in front of player)
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT7_TO_GREEK = 14000   //Helvale? (middle, just to the right)
define GLOBAL_VALUE_THRESHOLD_LAND_4_CAPITAL_TO_GREEK = 19000       //Valdir (enemy capital)

define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT1_TO_NORSE = 12000
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT2_TO_NORSE =	11000
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT3_TO_NORSE =	14000
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT4_TO_NORSE =	9000
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT5_TO_NORSE = 8000
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT6_TO_NORSE =	7000
define GLOBAL_VALUE_THRESHOLD_LAND_4_SETTLEMENT7_TO_NORSE =	13000
define GLOBAL_VALUE_THRESHOLD_LAND_4_L4GreekTown_TO_NORSE = 18000

define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_DANHAI_TO_GREEK = 8000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_NARUN_TO_GREEK = 6000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_TARANGA_TO_GREEK = 5000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_FENSEKU_TO_GREEK = 10000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_DENGARU_TO_GREEK = 11000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_SANAKA_TO_GREEK = 13000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_OKI_TO_GREEK = 10000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_YUKI_TO_GREEK = 13500
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_SEKKIO_TO_GREEK = 17000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_MIDO_TO_GREEK = 20000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_SAKATO_TO_GREEK = 22000
define GLOBAL_VALUE_THRESHOLD_LAND_6_CAPITAL_TO_GREEK = 16000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_DANHAI_TO_CAPITAL = 13000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_NARUN_TO_CAPITAL = 12000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_TARANGA_TO_CAPITAL = 10000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_FENSEKU_TO_CAPITAL = 2000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_DENGARU_TO_CAPITAL = 3000
define GLOBAL_VALUE_THRESHOLD_LAND_6_SETTLEMENT_SANAKA_TO_CAPITAL = 4000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_OKI_TO_CAPITAL = 14000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_YUKI_TO_CAPITAL = 12000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_SEKKIO_TO_CAPITAL = 11000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_MIDO_TO_CAPITAL = 7000
define GLOBAL_VALUE_THRESHOLD_LAND_6_TOWN_SAKATO_TO_CAPITAL = 5000
define GLOBAL_VALUE_THRESHOLD_LAND_6_GREEK_TO_CAPITAL = 10000

// Land 7
//Nutsu - Settlement
//Shiroku -Settlement
//Narata - Settlement
//Iga - Town
//Tokugawa - Town
//Nagoya - Town
//Yashenshima - Not actually sure with this. I think it's a settlement, but it looks like a town. It's that special "treasury" town up on the hill.
//Miyama - Town
//Hanshen - Player's town
define GLOBAL_VALUE_THRESHOLD_LAND_7_SETTLEMENT1_TO_GREEK = 16000  //Iga
define GLOBAL_VALUE_THRESHOLD_LAND_7_SETTLEMENT2_TO_GREEK = 12000  //Nutsu
define GLOBAL_VALUE_THRESHOLD_LAND_7_SETTLEMENT3_TO_GREEK = 10000  // Shiroku
define GLOBAL_VALUE_THRESHOLD_LAND_7_SETTLEMENT4_TO_GREEK = 6400 //Narata
define GLOBAL_VALUE_THRESHOLD_LAND_7_SETTLEMENT5_TO_GREEK = 12000 //INVALID?  But leaving in just in case
define GLOBAL_VALUE_THRESHOLD_LAND_7_TREASURY_TO_GREEK = 18000  //Yahenshima (20000)
define GLOBAL_VALUE_THRESHOLD_LAND_7_EASTTOWN_TO_GREEK = 20000 //Nagoya (23500)
define GLOBAL_VALUE_THRESHOLD_LAND_7_WESTTOWN_TO_GREEK = 22000 //Tokugawa (25000)
define GLOBAL_VALUE_THRESHOLD_LAND_7_CAPITAL_TO_GREEK = 37000 //Capital (30000)

// Land 8
// overview: towns should migrate in the following order (in a normal impressive play through)
// Denkusu to Player
// Irigo to Lamasu
// Samarita to Player
// long pause
// Kaidan to Player
// Tekashi to Player
// Lamasu to Player
// To Greeks
define GLOBAL_VALUE_THRESHOLD_LAND_8_WARCAPITAL_TO_GREEK = 28000//Tekashi - War Brother City
define GLOBAL_VALUE_THRESHOLD_LAND_8_CITYCAPITAL_TO_GREEK = 34000//Lamasu - Peace Brother City
define GLOBAL_VALUE_THRESHOLD_LAND_8_SETTLEMENT1_TO_GREEK = 10000//Denkusu - Between Peace Brother and Player
define GLOBAL_VALUE_THRESHOLD_LAND_8_SETTLEMENT2_TO_GREEK = 13000//Samarita - Between War Brother and Player
define GLOBAL_VALUE_THRESHOLD_LAND_8_SETTLEMENT3_TO_GREEK = 15000//Irigo - Between War Brother and Peace Brother
define GLOBAL_VALUE_THRESHOLD_LAND_8_SETTLEMENT4_TO_GREEK = 20000//Kaidan - In the Middle
// To Lamasu - Peace Brother City
define GLOBAL_VALUE_THRESHOLD_LAND_8_GREEK_TO_CITYCAPITAL = 30000//Player - Er... the player
define GLOBAL_VALUE_THRESHOLD_LAND_8_SETTLEMENT3_TO_CITYCAPITAL = 10000//Irigo - Between War Brother and Peace Brother

//Land 9
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT9_TO_GREEK = 2750 //Nuri - Settlement - 1
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT2_TO_GREEK = 4200 //el-Armana - Settlement, close. - 2
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT4_TO_GREEK = 5450//Mergissa - Settlement close to player - 3
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT3_TO_GREEK = 7100//Meydun - Settlement close to player - 4
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT6_TO_GREEK = 8500//Shalfak - Settlement - 5 (Butu?)
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT7_TO_GREEK = 9800//Meroe/Buto? - Settlement medium distance from player - 6?
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT1_TO_GREEK = 12750//Akaba - Town over the last land bridge
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT5_TO_GREEK = 21250//Ylarum  - Town, centre town that builds up
define GLOBAL_VALUE_THRESHOLD_LAND_9_SETTLEMENT8_TO_GREEK = 18250//Talita - Town, Catapult town; nearest to enemy capital
define GLOBAL_VALUE_THRESHOLD_LAND_9_CAPITAL_TO_GREEK = 40000    //Tezopanc - Town, Enemy capital

//Land 10
define GLOBAL_VALUE_THRESHOLD_LAND_10_SETTLEMENT1_TO_GREEK = 8000 //Motec's Retreat - minor settlement away from all
define GLOBAL_VALUE_THRESHOLD_LAND_10_SETTLEMENT2_TO_GREEK = 18000//Valsequillo - small town near enemy capital
define GLOBAL_VALUE_THRESHOLD_LAND_10_SETTLEMENT3_TO_GREEK = 35000//Tlaxcala - Huge town near to player
define GLOBAL_VALUE_THRESHOLD_LAND_10_CAPITAL_TO_GREEK = 50000	  //Tepexpan - Enemy capital
define GLOBAL_VALUE_THRESHOLD_LAND_10_SETTLEMENT1_TO_CAPITAL = 10000

//Land 11
//Greek Town  Mithros (centre)
//Aztec Town  Tlatopan (east)
//Aztec Town  Tlapacoya (west)
//Aztec Capital  Xochicalco (north)
define GLOBAL_VALUE_THRESHOLD_LAND_11_SETTLEMENT1_TO_GREEK = 23000//Xochicalco - 2nd largest town (25000)
define GLOBAL_VALUE_THRESHOLD_LAND_11_SETTLEMENT2_TO_GREEK = 33000//Thatopan - smallest town (35000)
define GLOBAL_VALUE_THRESHOLD_LAND_11_CAPITAL_TO_GREEK = 50000    //Tlapacoya - Aztec capital (from 60k, then 50k)


//================ Alignment rewards/changes =========================
define GLOBAL_VALUE_ALIGNMENT_LAND_3_ROOSTER_FIRST = 0.01			// for helping the man and shutting the rooster up
define GLOBAL_VALUE_ALIGNMENT_LAND_3_ROOSTER_SECOND = 0.01			// for carrying on and 'killing' the rooster
define GLOBAL_VALUE_ALIGNMENT_LAND_4_NUTOIL	= 0.02					// for completing the challenge once
define GLOBAL_VALUE_ALIGNMENT_LAND_4_SINGING_COWS = 0.01			// for completing the challenge
define GLOBAL_VALUE_LAND_4_KIDNAPPERS_ALIGNMENT_GOOD = 0.01			//Good
define GLOBAL_VALUE_LAND_4_KIDNAPPERS_ALIGNMENT_BAD = 0.01			//Minus if bad
define GLOBAL_VALUE_LAND_7_ARCHEOLOGISTS_ALIGNMENT_GOOD = 0.01		//Added if good
define GLOBAL_VALUE_LAND_7_ARCHEOLOGISTS_ALIGNMENT_BAD = 0.01		//Taken away if bad
define GLOBAL_VALUE_ALIGNMENT_CHANGE_LAND_8_DARKDISCIPLES = 0.2


//============== Global Earthquake values ================
define GLOBAL_VALUE_EARTHQUAKE_RESEAL_TIME_PLAYER = 300
define GLOBAL_VALUE_EARTHQUAKE_RESEAL_TIME_ENEMY = 120


//============== Global Gatehouse values ================
define GLOBAL_VALUE_GATEHOUSE_CLOSE_DISTANCE = 100
define GLOBAL_VALUE_GATEHOUSE_OPEN_DISTANCE = 150
define GLOBAL_VALUE_GATEHOUSE_CLOSE_DISTANCE_FOR_CREATURE = 200
define GLOBAL_VALUE_GATEHOUSE_OPEN_DISTANCE_FOR_CREATURE = 250



//===================  Other values  =========================

//Land 1 Waterfall
define GLOBAL_VALUE_LAND_1_WATERFALL_NUMHITSNEEDED = 1

//Land 4 Nutoil
define GLOBAL_VALUE_LAND_4_NUTOIL_HIGH = 5	// this is the high difficult to get no. of barrel throws (big tribute increase only given once)
define GLOBAL_VALUE_LAND_4_NUTOIL_MEDIUM = 10	// this is the medium difficult to get no. of barrel throws
define GLOBAL_VALUE_LAND_4_NUTOIL_RADIUS_AROUND_HOLE = 20 // how close the barrel needs to be before it is accepted by the next island

//Land 4 Armies
define GLOBAL_VALUE_ARMY_LAND_4_INITIAL_SETTLEMENT_GUARDING_PLATOON_SIZE = 10 //----These platoons are created as one offs at the begining and are made half way down the map----//
define GLOBAL_VALUE_ARMIES_LAND4_GUARD_RECRUITMENT_FREQUENCY = 600 //----This is the amount of seconds the script waits before replenishing the guard platoons----//
define GLOBAL_VALUE_ARMIES_LAND4_ATTACK_RECRUITMENT_FREQUENCY = 900 //----This is the amount of seconds the script waits before replenishing the attack platoons----//

//----Land 6 Alignment Attack----//
define GLOBAL_LAND_6_EVIL_THRESHOLD_FOR_ATTACK = 0.3

//----Land 6 Initial Japanese Capital Population----//
define GLOBAL_GLOBAL_VALUE_LAND_6_JAPANESE_CAPITAL_POPULATION = 50

//Land 7 SickTown
define GLOBAL_VALUE_LAND_7_SICKTOWN_WAFTTIMER = 3
define GLOBAL_VALUE_LAND_7_SICKTOWN_REACTIVATETIMER = 50
define GLOBAL_VALUE_LAND_7_SICKTOWN_REACTIVATETIMER2 = 18
define GLOBAL_VALUE_LAND_7_SICKTOWN_EVILDEADRATIO = 0.5 // 0 means that even if we don't kill anyone, we are evil. 1 means that only if we kill everyone are we evil.

//Land 7 Impressiveness attack thresholds - you are attacked when your impressiveness reaches these levels
define GLOBAL_VALUE_LAND_7_IMPRESSIVENESS_LEVEL_0 = 2000
define GLOBAL_VALUE_LAND_7_IMPRESSIVENESS_LEVEL_1 = 4000
define GLOBAL_VALUE_LAND_7_IMPRESSIVENESS_LEVEL_2 = 8000
define GLOBAL_VALUE_LAND_7_IMPRESSIVENESS_LEVEL_3 = 10000

//Timer for land 7 attacks - make this smaller to send more frequent attacks when general is on all out strategy (in seconds)
define GLOBAL_VALUE_ALIGNMENT_LAND_7_WAR_TIMER = 120

//Land 8 Armies
define GLOBAL_VALUE_LAND_8_WONDER_MAX_BUILD_TIME = 1800
define GLOBAL_VALUE_LAND_8_FIRE_WONDER_DELAY = 1200
define GLOBAL_VALUE_LAND_8_ENEMY_START_DELAY = 300
global constant GLOBAL_VALUE_LAND_8_PLAYER_MELEE_LEVEL = ARMY_UNIT_TYPE_MELEE_1
global constant GLOBAL_VALUE_LAND_8_PLAYER_RANGED_LEVEL = ARMY_UNIT_TYPE_RANGED_1
global constant GLOBAL_VALUE_LAND_8_PLAYER_CATAPULT_LEVEL = SIEGE_BALANCE_TYPE_CATAPULT_LEVEL_1
global constant GLOBAL_VALUE_LAND_8_ENEMY_MELEE_LEVEL = ARMY_UNIT_TYPE_MELEE_3
global constant GLOBAL_VALUE_LAND_8_ENEMY_RANGED_LEVEL = ARMY_UNIT_TYPE_RANGED_3
global constant GLOBAL_VALUE_LAND_8_ENEMY_CATAPULT_LEVEL = SIEGE_BALANCE_TYPE_CATAPULT_LEVEL_3
global constant GLOBAL_VALUE_LAND_8_ENEMY_MELEE_LEVEL_EXPLICIT = PLATOON_INFO_JAPANESE_MELEE_3
global constant GLOBAL_VALUE_LAND_8_ENEMY_RANGED_LEVEL_EXPLICIT = PLATOON_INFO_JAPANESE_RANGED_3

//Land 8 MonsterMine
define GLOBAL_VALUE_LAND_8_MONSTERMINE_MINEUSEBEFORESTART = 0.5 // how low a ratio of initial ore should the mine have before start
define GLOBAL_VALUE_LAND_8_MONSTERMINE_TIMETOGETHUNGRY_MIN = 10
define GLOBAL_VALUE_LAND_8_MONSTERMINE_TIMETOGETHUNGRY_MAX = 30
define GLOBAL_VALUE_LAND_8_MONSTERMINE_TIMETOEAT_MIN = 2
define GLOBAL_VALUE_LAND_8_MONSTERMINE_TIMETOEAT_MAX = 5

//Land 11 Capital Script
define GLOBAL_VALUE_LAND_11_INITIAL_FOOD = 2000
define GLOBAL_VALUE_LAND_11_INITIAL_WOOD = 2000
define GLOBAL_VALUE_LAND_11_INITIAL_ORE = 500
global constant GLOBAL_VALUE_LAND_11_ENEMY_CAPITAL_ARCHER_DEFENDER = PLATOON_INFO_AZTEC_RANGED_8
global constant GLOBAL_VALUE_LAND_11_ENEMY_CAPITAL_MELEE_DEFENDER = PLATOON_INFO_AZTEC_MELEE_7
