// Name used to refer to the race in the code and scripts.
name = "forerunner"

// Name displayed in the interface for this race.
displayKey = "Forerunner"

// Instant action slot, negative means not playable
instantActionSlot = 8

// the borg cannot play collect latinum games!
canPlayCollectLatinum = 0

// Label for admirals log creation
creationLabel = "ADM_ASSEMBLED"
recycledLabel = "ADM_RECYCLED"

// Name of the interface configuration and sprite files.
interfaceConfiguration = "gui_bor.cfg"
interfaceSprites = "gui_borg.spr"

// Music play list.
singlePlayerMusic = "Halo_TotalAudio.wav"
multiPlayerMusic = "Halo_TotalAudio.wav"

// Transporter sprite
transportSprite = "btransport"

// How quickly this race repairs. Bigger is slower
repairStrength = 0.2f

// How strong this race is when fighting as a boarding party or
// against a boarding party.
boardingStrength = 2.5f

// When this race will retreat from battle
retreatStrength = 0.25f	//shield percentage
crewRetreatRatio = 0.0f //crew percentage

//number of crew added to the team per second per starbase
//also base used for planet civilian rate
crewAccumulationRate = 4.0

//the modifier for the crewAccumulationRate for a starbase if it is close to a planet
planetCrewAccumulationModifier = 1.5

// Name of the city texture, "" means none
cityTextureName = "BORG"

// atmosphere tint (dirty gray)
//atmosphereTint = 0.5 0.5 0.4
atmosphereTint = 1.0 1.0 1.0

// # of cities in the city texture
numCities = 35.0

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The percentage at which the crew enters yellow status (ex. 0.75f)
crewYellowStatus = 0.5f

//The percentage at which the crew enters red status (ex. 0.25f)
crewRedStatus = 0.25f

//The multiplier for the repair time while in yellow status
repairYellow = 1.0f

//The multiplier for the repair time while in red status
repairRed = 1.0f

//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 5.0f
//**********************************************************************

//ODF for officer upgrade for starbases
officerUpgradeODF = "borgoff"

// the things you get when you ask for minimal default units (instead of the map units)
minimalUnits1 = "monitor.odf"	// construction ship

// the things you get when you ask for standard default units (instead of the map units)
standardUnits1 = "monitor.odf"	// construction ship
standardUnits2 = "senconst.odf"	// construction ship
standardUnits3 = "senconst.odf"	// starbase
standardUnits4 = "Senbase.odf"	// A single scoutship to explore the loneliness of space

// the things you get when you ask for superside units (instead of the map units)
superUnits1 = "bconst.odf"	// borg construction ship
superUnits2 = "fconst.odf"	// federation construction ship
superUnits3 = "kconst.odf"	// klingon construction ship
superUnits4 = "rconst.odf"	// romulan construction ship

//things you get when you ask for capture the flag map.
ctfUnits1 = "ctf_bconst.odf"
ctfUnits2 = "ctf_bconst.odf"
ctfUnits3 = "ctf_bbase.odf"
ctfUnits4 = "bscout.odf"

// for the computer voice
computerShipConstructionBegin1 = "bc25.wav"
computerShipConstructionBegin2 = "bc26.wav"
computerShipConstructionComplete1 = "bc27.wav"
computerFacilityConstructionBegin1 = "bc25.wav"
computerFacilityConstructionBegin2 = "bc26.wav"
computerFacilityConstructionComplete1 = "bc27.wav"
computerWeaponsOffline1 = "bc14.wav"
computerEnginesOffline1 = "bc15.wav"
computerShieldGeneratorOffline1 = "bc17.wav"
computerLifeSupportOffline1 = "bc19.wav"
computerSensorsOffline1 = "bc16.wav"
computerUnderAttack1 = ""

// Multiplayer AI behavior
// Do we transport to help our friends when not on easy
transportToFriendsOnNotEasy = 1
transportToEnemyOnHard = 1

// The borg are George W! 
// Recycling efficiency
recycleDilithiumFraction = .6
recycleMetalFraction = .6

// How relatively fast we mine any resource
miningRateModifier = 1.5

// Borg don't trade, so don't even try.
canTrade = 0;

// what event should we use when we run out of officers?
insufficientOfficersEvent = "InsufficientBorgOfficers"

// for normal and lots of resource games, we need to specify how much
// of each resource this race should get

// NORMAL
normalDilithium = 3750
normalMetal = 2250
normalLatinum = 0
normalCrew = 0

// LOTS
lotsDilithium = 25000
lotsMetal = 25000
lotsLatinum = 0
lotsCrew = 0
