//========================================================================
//  SE5 Empire Setup - Neutral 009 - Captain Kwok's Balance Mod v125+
//========================================================================
//
// Uetron Assembly
// Ice + None, Collective + Berzerkers
//

#include Script_AI_GlobalResearch.txt

//------------------------------------------------------------------------
// Global Constants
//------------------------------------------------------------------------

//------------------------------------------------------------------------
// Global Variables
//------------------------------------------------------------------------

//------------------------------------------------------------------------
// Forward Declarations
//------------------------------------------------------------------------

//------------------------------------------------------------------------
// Main
//------------------------------------------------------------------------
function Main returns boolean
vars
  racial_pts:                long
  research_pts:              long
begin

  // Get our racial trait and starting research points
  set racial_pts := Sys_AI_Setup_Get_Racial_Points_Remaining(sys_long_Player_ID)
  set research_pts := Sys_AI_Setup_Get_Research_Points_Remaining(sys_long_Player_ID)

  // Neutral 009 setup preferences
  set bool_Race_Uses_Mines                                 := TRUE
  set bool_Race_Uses_Fighters                              := FALSE
  set bool_Race_Uses_Satellites                            := FALSE
  set bool_Race_Uses_Troops                                := TRUE
  set bool_Race_Uses_Weapon_Platforms                      := TRUE
  set bool_Race_Uses_Drones                                := TRUE
  set bool_Race_Uses_Kamikaze_Ships                        := FALSE
  set bool_Race_Uses_Boarding_Ships                        := FALSE
  set bool_Race_Uses_Bombardment_Ships                     := FALSE
  set bool_Race_Uses_Plague_Ships                          := FALSE
  set bool_Race_Uses_Normal_Armor                          := TRUE
  set bool_Race_Uses_Normal_Shields                        := TRUE
  set bool_Race_Uses_Cloaking_Devices                      := TRUE
  set bool_Race_Uses_Master_Computers                      := TRUE

  set bool_Race_Uses_Focused_Energy_Weapons                := TRUE
  set bool_Race_Uses_Torpedo_Weapons                       := TRUE
  set bool_Race_Uses_Weapon_Overloading_Weapons            := TRUE

  // Debug output
  call Sys_Debug_Print("Setup", "------------------------")
  call Sys_Debug_Print("Setup", "Racial Trait Selections:")
  call Sys_Debug_Print("Setup", "  - Starting Points = " + Sys_Convert_Long_To_String(racial_pts))

  // AI Assist
  if Sys_Are_We_Computer_Player(sys_long_Player_ID) then
    call Add_Racial_Trait("AI Assist") // 0
  endif

  // Neutral 009 Racial Traits
  // 2000 Pts
  call Add_Racial_Trait("Mechanoids") // 1,000
  call Add_Racial_Trait("Low Reproduction") // -500
  call Add_Racial_Trait("Emotionless") // 1,000
  call Add_Racial_Trait("Brave") // 500
  // 3000 Pts
  call Add_Racial_Trait("Farming Ineptness") // -500
  call Add_Racial_Trait("Builders") // 500
  call Add_Racial_Trait("Propulsion Experts") // 1,000
  // 5000 Pts
  call Add_Racial_Trait("Hardy Industrialists") // 1,000
  call Add_Racial_Trait("Advanced Power Conservation") // 1,000

  // Debug output
  call Sys_Debug_Print("Setup", "----------------------")
  call Sys_Debug_Print("Setup", "Technology Selections:")
  call Sys_Debug_Print("Setup", "  - Starting Points = " + Sys_Convert_Long_To_String(research_pts))
  
  // Neutral 009 starting technologies

  // Neutral 009 low tech start (5,000 Default)
  if (research_pts > 0) and (research_pts <= 5000) then
    call Add_Tech_Area("Sensors", 3, TRUE, FALSE) // 5,000
  endif

  // Neutral 009 medium tech start (50,000 Default; 25,000 = High Cost; 100,000 = Low Cost)
  if (research_pts > 5000) and (research_pts <= 100000) then
    call Add_Tech_Area("Military Science", 2, TRUE, FALSE) // 10,000
    // Sub-Total 10,000 (10,000)
    call Add_Tech_Area("Repair", 1, TRUE, FALSE) // 1,000
    call Add_Tech_Area("Sensors", 4, TRUE, FALSE) // 9,000
    // Sub-Total 10,000 (20,000)
    call Add_Tech_Area("Focused-Energy Weapons", 3, bool_Race_Uses_Focused_Energy_Weapons, FALSE) // 5,000
    // Sub-Total 5,000 (25,000)
    call Add_Tech_Area("Small Ship Construction", 3, TRUE, FALSE) // 10,000
    call Add_Tech_Area("Armor", 4, TRUE, FALSE) // 9,000
    call Add_Tech_Area("Defense Systems", 2, TRUE, FALSE) // 6,000
    // Sub-Total 25,000 (50,000)
    call Add_Tech_Area("Astrophysics", 2, TRUE, FALSE) // 12,000
    call Add_Tech_Area("Military Science", 3, TRUE, FALSE) // 15,000
    // Sub-Total 27,000 (77,000)
    call Add_Tech_Area("Mines", 1, TRUE, FALSE) // 4,000
    call Add_Tech_Area("Ion Engines", 3, TRUE, FALSE) // 10,000
    // Sub-Total 14,000 (91,000)
    call Add_Tech_Area("Focused-Energy Weapons", 4, bool_Race_Uses_Focused_Energy_Weapons, FALSE) // 4,000
    call Add_Tech_Area("Torpedo Weapons", 1, bool_Race_Uses_Torpedo_Weapons, FALSE) // 1,000
    call Add_Tech_Area("Weapon Overloading Weapons", 1, TRUE, FALSE) // 1,500
    call Add_Tech_Area("Troop Weapons", 3, TRUE, FALSE) // 2,500
    // Sub-Total 9,000 (100,000)
  endif

  // Neutral 009 high tech start (500,000 Default; 250,000 = High Cost; 1,000,000 = Low Cost)
  if (research_pts > 100000) then
    call Add_Tech_Area("Rock Planet Colonization", 1, TRUE, FALSE) // 50,000
    call Add_Tech_Area("Gas Giant Colonization", 1, TRUE, FALSE) // 50,000
    // Sub-Total 100,000 (100,000)
    call Add_Tech_Area("Construction", 2, TRUE, FALSE) // 12,000
    call Add_Tech_Area("Astrophysics", 2, TRUE, FALSE) // 12,000
    call Add_Tech_Area("Military Science", 3, TRUE, FALSE) // 25,000
    call Add_Tech_Area("Physics", 2, TRUE, FALSE) // 12,000
    // Sub-Total 61,000 (161,000)
    call Add_Tech_Area("Repair", 1, TRUE, FALSE) // 1,000
    call Add_Tech_Area("Small Ship Construction", 3, TRUE, FALSE) // 10,000
    call Add_Tech_Area("Mines", 1, TRUE, FALSE) // 4,000
    call Add_Tech_Area("Ion Engines", 3, TRUE, FALSE) // 10,000
    call Add_Tech_Area("Armor", 4, TRUE, FALSE) // 9,000
    call Add_Tech_Area("Shields", 1, TRUE, FALSE) // 2,000
    call Add_Tech_Area("Sensors", 4, TRUE, FALSE) // 9,000
    call Add_Tech_Area("Defense Systems", 1, TRUE, FALSE) // 2,000
    call Add_Tech_Area("Minerals Extraction", 2, TRUE, FALSE) // 8,000
    call Add_Tech_Area("Radioactives Extraction", 2, TRUE, FALSE) // 6,000
    // Sub-Total 61,000 (222,000)
    call Add_Tech_Area("Focused-Energy Weapons", 3, bool_Race_Uses_Focused_Energy_Weapons, FALSE) // 5,000
    call Add_Tech_Area("Torpedo Weapons", 3, bool_Race_Uses_Torpedo_Weapons, FALSE) // 6,000
    call Add_Tech_Area("Weapon Overloading Weapons", 2, bool_Race_Uses_Weapon_Overloading_Weapons, FALSE) // 4,500
    call Add_Tech_Area("Troop Weapons", 3, TRUE, FALSE) // 2,500
    call Add_Tech_Area("Point-Defense Weapons", 3, TRUE, FALSE) // 10,000
    // Sub-Total 28,000 (250,000)
    call Add_Tech_Area("Industry", 2, TRUE, FALSE) // 10,000
    call Add_Tech_Area("Construction", 3, TRUE, FALSE) // 18,000
    // Sub-Total 28,000 (278,000)
    call Add_Tech_Area("Small Ship Construction", 6, TRUE, FALSE) // 30,000
    call Add_Tech_Area("Medium Ship Construction", 1, TRUE, FALSE) // 6,000
    call Add_Tech_Area("Drones", 2, TRUE, FALSE) // 30,000
    call Add_Tech_Area("Computers", 4, TRUE, FALSE) // 50,000
    call Add_Tech_Area("Contra-Terrene Engines", 3, TRUE, FALSE) // 24,000
    call Add_Tech_Area("Robotics", 1, TRUE, FALSE) // 6,000
    // Sub-Total 146,000 (434,000)
    call Add_Tech_Area("Weapon Mounts", 1, TRUE, FALSE) // 1,000
    call Add_Tech_Area("Ship Weapon Mounts", 5, TRUE, FALSE) // 15,000
    call Add_Tech_Area("Focused-Energy Weapons", 8, bool_Race_Uses_Focused_Energy_Weapons, FALSE) // 30,000
    call Add_Tech_Area("Torpedo Weapons", 6, bool_Race_Uses_Torpedo_Weapons, FALSE) // 15,000
    call Add_Tech_Area("Smaller Weapons", 3, TRUE, FALSE) // 5,000
    // Sub-Total 66,000 (500,000)
    call Add_Tech_Area("Industry", 3, TRUE, FALSE) // 15,000
    // Sub-Total 15,000 (515,000)
    call Add_Tech_Area("Space Yards", 3, TRUE, FALSE) // 20,000
    call Add_Tech_Area("Medium Ship Construction", 4, TRUE, FALSE) // 54,000
    call Add_Tech_Area("Satellites", 3, TRUE, FALSE) // 25,000
    call Add_Tech_Area("Weapon Platforms", 3, TRUE, FALSE) // 30,000
    call Add_Tech_Area("Drones", 3, TRUE, FALSE) // 30,000
    call Add_Tech_Area("Armor", 9, TRUE, FALSE) // 35,000
    call Add_Tech_Area("Shields", 6, TRUE, FALSE) // 40,000
    call Add_Tech_Area("Sensors", 8, TRUE, FALSE) // 26,000
    call Add_Tech_Area("Defense Systems", 3, TRUE, FALSE) // 6,000
    call Add_Tech_Area("Applied Research", 3, TRUE, FALSE) // 30,000
    call Add_Tech_Area("Minerals Extraction", 3, TRUE, FALSE) // 12,000
    call Add_Tech_Area("Robotics", 3, TRUE, FALSE) // 30,000
    // Sub-Total 338,000 (853,000)
    call Add_Tech_Area("Unit Weapon Mounts", 3, TRUE, FALSE) // 12,000
    call Add_Tech_Area("Focused-Energy Weapons", 11, bool_Race_Uses_Focused_Energy_Weapons, FALSE) // 30,000
    call Add_Tech_Area("Torpedo Weapons", 11, bool_Race_Uses_Torpedo_Weapons, FALSE) // 45,000
    call Add_Tech_Area("Weapon Overloading Weapons", 6, bool_Race_Uses_Weapon_Overloading_Weapons, FALSE) // 27,000
    call Add_Tech_Area("Point-Defense Weapons", 6, TRUE, FALSE) // 30,000
    // Sub-Total 144,000 (997,000)
    call Add_Tech_Area("Cultural Studies", 1, TRUE, FALSE) // 3,000
    // Sub-Total 3,000 (1,000,000)
  endif

  // If there are setup points remaining, spend them
  if (Sys_AI_Setup_Get_Research_Points_Remaining(sys_long_Player_ID) > 1000) then
    call AI_Research_Selection()
  endif

  return TRUE
end

//------------------------------------------------------------------------