[config]

CHEAT_MAXLIGHTS = 0
CHEAT_VIDEOSCREEN = 0
CHEAT_LASERS = 0
CHEAT_SMOKEMACHINE = 0
CHEAT_SMALLPYRO = 0
CHEAT_LARGEPYRO = 0
CHEAT_COMPUTERLIGHTS = 0
CHEAT_STONEHENGE = 0
CHEAT_SKULL = 0
CHEAT_BACKDROPTOOL = 0

//defaults to five years, the length of time before the game says it's all over
GAME_DURATION_YEARS = 5

//what fraction of normal merchandise sales you achieve at a charity gig
RS_CHARITY_GIG_MULTIPLIER = 0.5

//number of 'free' songs you start the game with
RS_INITIAL_SONGS = 3

//beyond this level of tiredness, musicians will not contribute anything to PR events,
RS_PUBLICITY_TOOTIRED = 0.51

//percentage of a gigs expenses that are charged anyway if the gig ends up being cancelled.
RS_GIG_CANCEL_EXPENSES_PERCENTAGE = 0.75

//amount that learning an instrument is maintained over time.
RS_ABILITY_DEGRADE = 0.997

//amount tirendess changes by on a day off.
RS_RELAX_TIREDNESS = -0.12

//base chance of someone buying a cd a a gig, assuming 100% quality gig and new album
RS_CHANCE_BUY_CD_AT_GIG = 0.1

//percenatge of usual CD sales we get at gigs when album is mroe than 10 weeks old
RS_CHANCE_BUY_CD_OLD = 0.25

//amount by which motivation can be affected by how a CD is mixed
RS_DEMOCD_HAPPINESS = 0.18

//below this, any performance characteristic will have a disproportionate negative effect on gig quality
RS_PERFORMANCE_CRISISLEVEL = 0.123

//this is what a performance characteristic is set to if below the crisis level
RS_PERFORMANCE_PENALTY = -0.2

//amount everyone else cheers up after someone miserable resigns
RS_RESIGNATION_MORALE_BOOST = 0.15

//maximum effect that resentment of lack of possesions (relative to fame) has on a musicians motivation
RS_POSSESION_MULTIPLIER = 0.50

//blind childlike optimism that people join the band width
RS_STARTING_INNOCENCE = 0.18

//decay per day
RS_INNOCENCE_DEGRADE = 0.0026

//amount innocence can affect motivation
RS_INNOCENCE_MULTIPLIER = 0.22

//days in the band before cynicism fits it
RS_CYNICISM_START = 225

//cynicisim climb per day after that point
RS_CYNICISM_INCREMENT = 0.01

//amount cynicism can affect motivation
RS_CYNICISM_MULTIPLIER = 0.22

//degrade rate for the neagtive impact of endorsing an untrendy product.
RS_ENDORSEMENT_FAMEHIT_DEGRADE = 0.9

//effect that masseuse has onr educing tiredness
RS_MASSEUSE_TIREDNESS_REDUCTION = 0.21

//positive or negative effect that a better/worse studio has during rehersals.
RS_MOTIVE_EFFECT_REHEARSAL = 0.08

//maximum positve rehearsal effect on motivation
RS_MOTIVE_EFFECT_REHEARSAL_MAX = 0.25

//minimum positve rehearsal effect on motivation
RS_MOTIVE_EFFECT_REHEARSAL_MIN = -0.25

//general mutliplier for how well your merchadise sells.
RS_MERCHANDISE_SCALAR = 0.5

//amount by which musicians get broed each day
RS_BOREDOM_PER_DAY = 0.055
RS_BOREDOM_REDUCT_GIG = 0.7
RS_BOREDOM_REDUCT_DAMAGE = 0.35
RS_BOREDOM_REDUCT_REHEARSAL = 0.44
RS_BOREDOM_REDUCT_PR = 0.22

//beyond this possesion resentment affects motivation
RS_RESENTMENT_THRESHOLD = 0.6
RS_RESENTMENT_CRISIS = 0.85

//beyond this, boredom affects motivation
RS_BOREDOM_THRESHOLD = 0.6
RS_BOREDOM_CRISIS = 0.85

//point above which tiredness will affect motivation
RS_TIRED_THRESHOLD = 0.6
RS_TIRED_CRISIS = 0.85

//above this level, and musiicans may comment on a songs boredom.
COMMENT_SONG_BOREDOM = 0.2

//comment if motivation is above this value
RS_HIGH_MOTIVE_COMMENT = 0.75

//comment if inspiration this high
RS_COMMENT_INSPIRE_HIGH = 0.75

//if hype is below this and gigs are booked, comment on it.
HYPE_LOW_COMMENT = 0.3

//inspiration from each night listening to music
RS_LISTEN_ALBUM_INSPIRATION = 0.06

//and degrade rate for above.
RS_LISTEN_ALBUM_INSPIRATION_DEGRADE = 0.975

//limit to the effect that jealousy can have on a relationship.
RS_JEALOUSY_LIMIT = 0.35

//how much relationships are affected as a scalar (in either direction) during a gig
RS_MEETSCALAR_GIG = 0.75

//and at publicity events
RS_MEETSCALAR_PUBLICITY = 0.25

//when recording
RS_MEETSCALAR_STUDIO = 1.0

//and rehearsing
RS_MEETSCALAR_REHEARSE = 0.85

//comment on motivation if below this
RS_LOW_MOTIVE_COMMENT = 0.25

//above this, and we comment on the relationship
RS_RELATE_HIGH_COMMENT = 0.25

//below this, and we comment on the state of the relationship
RS_RELATE_LOW_COMMENT = -0.25

//draw relationship gui if its below this
RS_RELATE_DRAW_LOW = -0.3

//...or above this
RS_RELATE_DRAW_HIGH = 0.3

//damage done to relationship if I shopw up to a rehearsal and you don't.
RS_REHEARSAL_NOSHOW_RELATE_DAMAGE = -0.13

//base chance of a destructive person trashing backstage
RS_DESTROY_BACKSTAGE_CHANCE = 0.25

//boost to stge show when someone smashes up their instrument on stage
RS_DESTRUCTION_STAGESHOW_BOOST = 0.10

//chance of wrecking your instrument per gig if you are destructive
RS_DESTROY_INSTRUMENT_CHANCE = 0.25

//below this point, motivation will make relationships worse when we meet our enemies.
RS_LOW_MOTIV_RELATIONSHIP = 0.3

//general multiplier for how severely relationships are affected
RS_RELATIONSHIP_MULTIPLIER = 0.06

//daily degrade rate for all relationship effects
RS_RELATIONSHIP_DEGRADE = 0.95

//point above which this relationship will affect motivation
RS_RELATIONSHIP_HIGH_TRIGGER = 0.4

//point below which this  relationship will affect his motivation
RS_RELATIONSHIP_LOW_TRIGGER = -0.2

//amount by which fame takes a knock (as a fraction of 1) when someone resigns from the band
RS_RESIGN_FAME_REDUCTION_PERCENTAGE = 0.22

//degrade value for fame reduction after resignation
RS_RESIGN_FAME_DEGRADE = 0.99

//minimum number of days musician must be depressed before they quit.
RS_MUSICIAN_RESIGN_MINDAYS = 5

//prevents saying the same thing twice in a row
RS_COMMENT_REPETITION_KNOCKBACK = 0.8

//amount prevention decays per day
RS_COMMENT_REPETITION_DECAY = 0.25

//base chance per day, of being offered a charity gig
RS_CHARITY_GIG_CHANCE = 0.02

//days ahead that your gigs are booked.
RS_GIGS_DAYS_AHEAD = 8

//amount of weight that the roadie can carry in terms of stage equipment.
RS_ROADIE_CARRYING_ABILITY = 50

//tiredness of musicians degrade over time.
RS_TIREDNESS_DEGRADE = 0.87

//maximum tiredness the band getfrom carrying their own stuff
RS_TIREDNESS_FROM_ENCUMBERENCE = 0.4

//tiredness applied to all musicians for each gig
RS_TIREDNESS_PER_GIG = 0.2

//point above whcih they may complain
RS_TIRED_RESENT_COMMENT_MIN = 0.55

//amount by which boredom value of songs increases every gig.
RS_SONG_BOREDOM_INCREASE = 0.009

//amount to set boredom at a venue to at each gig to prevent us gigging again there soon
RS_VENUE_BOREDOM = 0.8

//amount venue boredom decreases on each day
RS_VENUE_BOREDOM_DECREASE = 0.1

//record company talent scouts will not visit venues equal or below this capacity
RS_COMPANY_SCOUT_MINCAPACITY = 100

//base chance of a visit from a record company scout.
RS_COMPANY_SCOUT_BASECHANCE = 0.1

//base chance of getting an offer from a record company.
RS_COMPANY_OFFER_BASECHANCE = 0.1

//modifier to chances of record deal based on fame of band
RS_DEAL_FAME_MODIFIER = 0.35

//modifier to chances of record deal based on percentage of sell out for gig.
RS_DEAL_ATTENDENCE_MODIFIER = 0.30

//modifier to chances of record deal based on total quality of the gig.
RS_DEAL_QUALITY_MODIFIER = 0.25

//amount of song quality boost for each link between 2 matching song elements (same note colors)
RS_SONG_QUAL_PER_LINK = 0.05

//band chemistry data
RS_CHEMISTRY_CLASH_THRESHOLD = 0.75
RS_CHEMISTRY_MATCH_THRESHOLD = 0.25
RS_DISRUPTOR_EFFECT = 0.12
RS_PEACEMAKER_EFFECT = 0.12

//amount by which a musician builds up resentment for each day that he thinks he should be getting better treatment than he gets (scaled by ego)
RS_MUSICIAN_RESENTMENT_GROWTHRATE = 0.004

//amount by which resentment falls once he has all the fancy things he reckons he deserves.
RS_MUSICIAN_RESENTMENT_LOWERRATE = 0.05

//rate at which financial and material expectations are multiplied by ego.
RS_EGO_POSSESION_RESENTMENT_MULTIPLIER = 1.0

//boost to tiredness for lazy people as a percentage
RS_LAZY_TIREDNESS_MULTIPLIER = 0.18

//reduction to tiredness effect for energetic people
RS_ENERGETIC_TIREDNESS_MULTIPLIER = 0.19

//chance per day of a rival gig happening
RS_OTHER_BAND_CHANCE = 0.25

//time in advance at which gigs by rival bands are generated
RS_OTHERGIG_DAYSAHEAD = 3

//effects of playing a gig on your live experience
RS_LIVE_EXPERIENCE_BOOST = 0.10
RS_LIVE_EXPERIENCE_DEGRADE = 0.97

//effect of playing a gig on your rehearsal state (treat a gig as a rehearsal)
RS_LIVE_REHEARSAL_BOOST = 0.14
RS_LIVE_REHEARSAL_DEGRADE = 0.9

//motivation levels that affect rehearsal summary text
RS_REHEARSAL_LOWMOTIV = 0.3
RS_REHEARSAL_HIGHMOTIV = 0.75

//thresholds at which band members comment on rehearsal state
RS_REHEARSAL_NOTENOUGH = 0.4
RS_REHEARSAL_TOOMUCH = 0.9

//minimum num of songs before people complain in rehearsals
REHEARSE_MINSONGS = 4

//chance of a lazy musician not making it to rehearsal
RS_LAZY_REHEARSAL_CHANCE = 0.14

//motivational effect of a cancelled rehearsal
REHEARSAL_CANCELLED_DEMOTIVATION = -0.24

//degrading of rehearsal effects 
_REHEARSAL_DEGRADE = 0.94

//degrade rate for inspiration you gain from seeing rival bands perform
RS_OTHERBAND_INSPIRE_DEGRADE = 0.86

//multiplier for the extent to which fame is boosted or knocked back by performing a good or bad gig
RS_GIG_FAMEEFFECT = 1.0
RS_GIG_FAME_DEGRADE = 0.998

//when your band plays a gig, a good gig will boost inspiration, and a bad gig will drop it by these amounts:
RS_GIG_INSPIRE_BOOST = 0.15
RS_GIG_INSPIRE_BOOST_DEGRADE = 0.95
RS_GIG_INSPIRE_CUT = -0.09
RS_GIG_INSPIRE_CUT_DEGRADE = 0.92

//boost to inspiration given by getting someone new in the band, regardless of personality
RS_NEWMEMBER_INSPIRATION = 0.10
RS_NEWMEMBER_INSPIRATION_DEG = 0.98

//degrade value for the main characters singing ability,
RS_SINGING_DEGRADE = 0.995

//fraction by which a musican closes in from his current ability to his maximum ability when he practices 
MUSICIAN_PRACTICE_PROGRESS = 0.05
//(and for ambitious people)
MUSICIAN_PRACTICE_PROGRESS_AMBITIOUS = 0.075

//rate at which hype wears off (lower == faster)
_HYPE_DEGRADE = 0.93

//number of songs you need before booking a gig
RS_SONGS_REQ_FOR_GIG = 6

//percentage discount per businessman
RS_BUSINESS_DISCOUNT = 5

//general purpose degrade rate
RS_MOTIVATION_DEGRADE = 0.9

//quality below which a gig demotivates the band
RS_GIG_POOR_DEMOTIVATE_THRESHOLD = 0.25

//demotivation amount after a bad gig
RS_GIG_POOR_DEMOTIVATE_AMOUNT = -0.2

//quality above which gig motivates band
RS_GIG_GOOD_MOTIVATE_THRESHOLD = 0.7

//motivation amount after a good gig
RS_GIG_GOOD_MOTIVATE_AMOUNT = 0.2

//perceived gig attendence below which we are demotivated
RS_GIG_LOWATTENDENCE_THRESHOLD = 0.2

//amount of demotivation if gig turnout is low
RS_GIG_LOWATTENDENCE_DEMOTIVATE_AMOUNT = 0.12

//above this, the band are motivated by a sell-out
RS_GIG_HIGHATTENDENCE_THRESHOLD = 0.8

//boost to motivation by a high attendence gig
RS_GIG_HIGHATTENDENCE_MOTIVATE_AMOUNT = 0.21

//amount by which motivational effects are exxagerated for optimistic people
RS_OPTIMISTIC_MOTIVATION_MULTIPLIER = 0.25

//amount by which demotivational effects are exxagerated for pessimistic people
RS_PESSIMISTIC_MOTIVATION_MULTIPLIER = 0.25

//boost to stage chemistry per charismatic band member
RS_CHARISMA_BOOST = 0.12

//consider resigning if motivation below this
RS_RESIGN_CONSIDER_THRESHOLD = 0.1

//amount it costs to hold an audition
AUDITION_COST = 12

//amount per day by which a perfectly motivated band closes the gap between current album quality, and its maximum quality
RS_STUDIO_QUALITY_PERDAY = 0.25

//below this level, motivation will reduce how well we record an album
RS_STUDIO_MIN_MOTIVATION = 0.3

//percentage of studio improvement applied if we are low motivated
RS_STUDIO_LOW_MOTIVATION_EFFECT = 0.75

//above this tiredness, our studio output suffers
RS_STUDIO_MAX_TIREDNESS = 0.65

//percentage of studio improvement applied if we are tired
RS_STUDIO_TIREDNESS_EFFECT = 0.75

//amount by which you multiply song quality on an album to get the maximum (theoretical) album quality.
RS_SONGQUALITY_ALBUM_MULTIPLIER = 1.5

//scales the overall royalty income (max royalty per album)
RS_ALBUM_ROYALTY_ADJUSTER =  = 1.0

//scale of this weeks album sales, to last weeks
RS_ALBUM_ROYALTY_SUSTAIN = 0.9

//album price! this is the raw price charged in the store
RS_ALBUM_PRICE = 11.99

//this defines the net earnings as a chunk of the album price, before advances are paid back or record company royalties deducted
RS_ALBUM_ARTIST_SHARE = 0.78

//amount of possesion resentment above which musicians may comment.
RS_POSSESION_RESENT_COMMENT_MIN = 0.06

//permenant inspiration boost whilst an imaginitive person is in the band
RS_IMAGINITIVE_INSPIRATION_BOOST = 0.22

//amount our songwriting skill goes up each time we write one (affects chance of a classic song)
RS_SONGWRITING_PER_SONG = 0.1

//minimum value above which a song *may* be considered a classic, and never get boring.
RS_MIN_QUALITY_CLASSIC_SONG = 0.7

//max number of non-boring classic songs we can have active
RS_MAX_CLASSIC_SONGS = 4

//chance that a song that meets the requirements is declared a classic
RS_CLASSIC_SONG_CHANCE = 0.38

RS_STARTINGCASH = 33.00
GV_UNEMPLOYMENT_BENEFIT = 1.00
SLEEP_DURATION = 15.00
PB_MARGINOFERROR = 0.1
PB_MAXDIFF = 0.35


