//========================================================================
//  SE5 AI Global Constants - Captain Kwok's Balance Mod v125+
//========================================================================
//  
// Balance Mod Changes:
// --------------------
// v1.29 Added   - New variables for control top/bottom component filling on designs
//       Added   - Extra option for filling a task force (concentrated)
// v1.27 Added   - New constants for task force fill strategy
// v1.25 Added   - New colony type "Storage Compound"
//       Added   - Constants for planet and atmosphere types
//       Added   - Constants for colonization settings
//       Added   - New constants for AI coordination
// v1.21 Added   - New constant for empire strategies (to seek peace)
// v1.20 Added   - Constants for turn-turn ship status tracking
//       Added   - Constants for overall empire and design strategies
//       Added   - Constants for combat performance tracking
// v1.19 Added   - Moved location constants from Script_AI_Lists (v1.19i)
//       Added   - Added fleet constants (v1.19i)
// v1.15 Changed - Modified constants for target priorities
// v1.13 Added   _ Constants for ship size preferences
// v1.12 Added   - Constants for target priorities
//       Added   - Constants for game difficulty level
//       Added   - Constants for AI fleet management
//       Added   - Constants for planet size
// v1.10 Added   - New construction priority constants
// v1.08 Added   - New AI Category Xenophobic
// v1.05 Added   - New colony type "Construction Yard"
//               - Research priority constants
// v1.04 Added   - New specific vehicle size constants
// v0.97 Added   - Mixed colony types
// v0.84 Added   - New colony type "Resource Colony"

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

  // AI Category Constants
  AI_CATEGORY_PEACEFUL:                long := 1
  AI_CATEGORY_NEUTRAL:                 long := 2
  AI_CATEGORY_AGGRESSIVE:              long := 3
  AI_CATEGORY_XENOPHOBIC:              long := 4

  AI_CATEGORY_NOT_VILLAIN:             long := 0
  AI_CATEGORY_VILLAIN:                 long := 1

  // AI Difficulty
  AI_DIFFICULTY_EASY:                  long := 1
  AI_DIFFICULTY_MEDIUM:                long := 2
  AI_DIFFICULTY_HARD:                  long := 3

  // AI State Constants
  AI_STATE_EXPLORE_AND_EXPAND:         long := 1
  AI_STATE_INFRASTRUCTURE:             long := 2
  AI_STATE_ATTACK:                     long := 3
  AI_STATE_DEFEND:                     long := 4
  AI_STATE_NOT_CONNECTED:              long := 5

  // AI Performance Constants
  AI_EMPIRE_OVERALL_TERRIBLE:          long := 1
  AI_EMPIRE_OVERALL_POOR:              long := 2
  AI_EMPIRE_OVERALL_OK:                long := 3
  AI_EMPIRE_OVERALL_GOOD:              long := 4
  AI_EMPIRE_OVERALL_EXCELLENT:         long := 5

  // AI Progress Constants
  AI_EMPIRE_PROGRESS_TERRIBLE:         long := 1
  AI_EMPIRE_PROGRESS_POOR:             long := 2
  AI_EMPIRE_PROGRESS_OK:               long := 3
  AI_EMPIRE_PROGRESS_GOOD:             long := 4
  AI_EMPIRE_PROGRESS_EXCELLENT:        long := 5

  // AI Strategy Constants
  AI_EMPIRE_STRATEGY_PEACEFUL:         long := 1
  AI_EMPIRE_STRATEGY_DEFEND:           long := 2
  AI_EMPIRE_STRATEGY_BUILDUP:          long := 3
  AI_EMPIRE_STRATEGY_WEAK_ATTACK:      long := 4
  AI_EMPIRE_STRATEGY_RIVAL_ATTACK:     long := 5
  AI_EMPIRE_STRATEGY_HUMAN_ATTACK:     long := 6
  AI_EMPIRE_STRATEGY_LAST_STAND:       long := 7
  AI_EMPIRE_STRATEGY_OUT_IN_FLAMES:    long := 8
  AI_EMPIRE_STRATEGY_SEEK_PEACE:       long := 9

  // Political Memory Constants
  MEMORY_ITEM_TYPE_LOG_EVENT:                    long := 1
  MEMORY_ITEM_TYPE_MESSAGE_RECEIVED:             long := 2
  MEMORY_ITEM_TYPE_POLITICAL_STATUS:             long := 3
  MEMORY_ITEM_TYPE_POLITICAL_STATUS_WITH_OTHERS: long := 4
  MEMORY_ITEM_TYPE_SHIPS_IN_TERRITORY:           long := 5

  // Political Status Constants
  POLITICAL_STATUS_HUMAN_PLAYER:       long := 5
  POLITICAL_STATUS_MEGA_EVIL:          long := 6

  // Treaty Non-Aggression Constants
  NON_AGGRESSION_NONE:                 long := 0
  NON_AGGRESSION_NEUTRAL:              long := 1
  NON_AGGRESSION_ALL_SYSTEMS:          long := 2
  NON_AGGRESSION_ALLOW_COLONIZATION:   long := 3

  // Cooperation Level Constants
  COOP_LEVEL_NONE:                     long := 0
  COOP_LEVEL_BASIC:                    long := 1
  COOP_LEVEL_LOW:                      long := 2
  COOP_LEVEL_MEDIUM:                   long := 3
  COOP_LEVEL_HIGH:                     long := 4
  COOP_LEVEL_PARTNER:                  long := 5

  // AI Cooperation Need Item Constants
  COOP_RESOURCES_MINERALS:             long := 1
  COOP_RESOURCES_ORGANICS:             long := 2
  COOP_RESOURCES_RADIOACTIVES:         long := 3
  COOP_RESOURCES_ALL:                  long := 4
  COOP_TECH_COLONIZATION:              long := 1
  COOP_TECH_ENGINES:                   long := 2
  COOP_TECH_SHIPS:                     long := 3
  COOP_TECH_UNITS:                     long := 4
  COOP_TECH_WEAPONS:                   long := 5
  COOP_TECH_ANY:                       long := 6
  COOP_SPEC_REQ_BREAK_TREATY:          long := 1
  COOP_SPEC_REQ_DECLARE_WAR:           long := 2
  COOP_SPEC_REQ_ATTACK:                long := 3
  COOP_SPEC_REQ_PEACE:                 long := 4

  // AI Design Constants
  AI_DESIGN_STRATEGY_DIRECTFIRE:       long := 1
  AI_DESIGN_STRATEGY_DIRECTFIRE_SMALL: long := 2
  AI_DESIGN_STRATEGY_MIXED:            long := 3
  AI_DESIGN_STRATEGY_MIXED_SMALL:      long := 4
  AI_DESIGN_STRATEGY_SEEKER:           long := 5
  AI_DESIGN_STRATEGY_SEEKER_SMALL:     long := 6

  // AI Task Force Fill Strategies
  AI_TASK_FORCE_FILL_SEQUENTIAL:       long := 1
  AI_TASK_FORCE_FILL_CONCENTRATED:     long := 2
  AI_TASK_FORCE_FILL_SPREAD_TWO:       long := 3
  AI_TASK_FORCE_FILL_SPREAD_THREE:     long := 4
  AI_TASK_FORCE_FILL_BY_TYPE:          long := 5

  // Combat performance Constants
  SPACE_COMBAT:                        long := 1
  GROUND_COMBAT:                       long := 2
  SPACE_COMBAT_WIN:                    long := 1
  SPACE_COMBAT_LOSS:                   long := 2
  SPACE_COMBAT_STALEMATE:              long := 3
  GROUND_COMBAT_WIN:                   long := 4
  GROUND_COMBAT_LOSS:                  long := 5
  GROUND_COMBAT_STALEMATE:             long := 6
  COLONY_LOST:                         long := 1

  // AI Location Constants
  LOCATION_TYPE_DEFENSE:               long := 1
  LOCATION_TYPE_ATTACK:                long := 2
  LOCATION_TYPE_NEARBY_ENEMY:          long := 3
  LOCATION_TYPE_REPAIR:                long := 4

  // AI Target Priority Constants
  TARGET_PRIORITY_LOW:                 long := 1
  TARGET_PRIORITY_MEDIUM:              long := 2
  TARGET_PRIORITY_HIGH:                long := 3

  // Unit Drop Location Priority
  LOCATION_PRIORITY_LOW:               long := 1
  LOCATION_PRIORITY_MEDIUM:            long := 2
  LOCATION_PRIORITY_HIGH:              long := 3

  // AI Research Priority Constants
  RESEARCH_PRIORITY_LOW:               long := 1
  RESEARCH_PRIORITY_MEDIUM:            long := 2
  RESEARCH_PRIORITY_HIGH:              long := 3
  RESEARCH_PRIORITY_CRITICAL:          long := 4

  // Planet Sizes
  PLANET_SIZE_TINY:                    long := 1
  PLANET_SIZE_SMALL:                   long := 2
  PLANET_SIZE_MEDIUM:                  long := 3
  PLANET_SIZE_LARGE:                   long := 4
  PLANET_SIZE_HUGE:                    long := 5
  PLANET_SIZE_RINGWORLD:               long := 6
  PLANET_SIZE_SPHEREWORLD:             long := 7

  // Planet Types
  PLANET_TYPE_ROCK:                    long := 1
  PLANET_TYPE_ICE:                     long := 2
  PLANET_TYPE_GAS_GIANT:               long := 3

  // Colonization Ability
  COLONIZE_ROCK:                       long := 1
  COLONIZE_ICE:                        long := 2
  COLONIZE_GAS:                        long := 3
  COLONIZE_ICE_AND_GAS:                long := 4
  COLONIZE_ROCK_AND_GAS:               long := 5
  COLONIZE_ROCK_AND_ICE:               long := 6
  COLONIZE_ALL:                        long := 7

  // Atmosphere Types
  ATMOSPHERE_TYPE_NONE:                long := 1
  ATMOSPHERE_TYPE_OXYGEN:              long := 2
  ATMOSPHERE_TYPE_METHANE:             long := 3
  ATMOSPHERE_TYPE_HYDROGEN:            long := 4
  ATMOSPHERE_TYPE_CARBON_DIOXIDE:      long := 5

  QUADRANT_LOCATION_CENTER:            long := 1
  QUADRANT_LOCATION_MIDDLE:            long := 2
  QUADRANT_LOCATION_EDGE:              long := 3
  QUADRANT_LOCATION_CORNER:            long := 4

  // Quadrant Density Thresholds
  QUADRANT_SYS_DENSITY_LOW:            long := 18
  QUADRANT_SYS_DENSITY_MEDIUM:         long := 10
  QUADRANT_SYS_DENSITY_HIGH:           long := 6

  // AI Construction Priority Constants
  VEHICLE_PRIORITY_LOW:                long := 1
  VEHICLE_PRIORITY_MEDIUM:             long := 2
  VEHICLE_PRIORITY_HIGH:               long := 3

  // AI Ship Status Constants
  SHIP_STATUS_ATTACK:                  long := 1
  SHIP_STATUS_PATROL:                  long := 2
  SHIP_STATUS_ESCORT:                  long := 3
  SHIP_STATUS_EXPLORE:                 long := 4
  SHIP_STATUS_SURVEY:                  long := 5
  SHIP_STATUS_RESUPPLY:                long := 6
  SHIP_STATUS_LOAD_CARGO:              long := 7
  SHIP_STATUS_DROP_CARGO:              long := 8
  SHIP_STATUS_LAUNCH:                  long := 9
  SHIP_STATUS_REMOTE_MINE:             long := 10
  SHIP_STATUS_RETROFIT:                long := 11
  SHIP_STATUS_SCRAP:                   long := 12
  SHIP_STATUS_ANALYZE:                 long := 13
  SHIP_STATUS_FLEET:                   long := 14
  SHIP_STATUS_REQUEST:                 long := 15

  // AI Fleet Designation Constants
  FLEET_TYPE_ATTACK:                   long := 1
  FLEET_TYPE_DEFENSE:                  long := 2

  // AI Fleet Size
  FLEET_SIZE_SMALL:                    long := 1
  FLEET_SIZE_MEDIUM:                   long := 2
  FLEET_SIZE_LARGE:                    long := 3

  // AI Fleet Status Constants
  FLEET_STATUS_WAITING_FOR_SHIPS:      long := 1
  FLEET_STATUS_REPLENISH_SHIPS:        long := 2
  FLEET_STATUS_RESUPPLY:               long := 3
  FLEET_STATUS_RETROFIT:               long := 4
  FLEET_STATUS_ACTIVE:                 long := 5

  // AI Vehicle Size Constants
  AI_VEHICLE_SIZE_FRIGATE:             long := 1
  AI_VEHICLE_SIZE_DESTROYER:           long := 2
  AI_VEHICLE_SIZE_LIGHT_CRUISER:       long := 3
  AI_VEHICLE_SIZE_CRUISER:             long := 4
  AI_VEHICLE_SIZE_BATTLESHIP:          long := 5
  AI_VEHICLE_SIZE_DREADNOUGHT:         long := 6
  AI_VEHICLE_SIZE_BASESHIP:            long := 7
  AI_VEHICLE_SIZE_LIGHT_CARRIER:       long := 8
  AI_VEHICLE_SIZE_CARRIER:             long := 9
  AI_VEHICLE_SIZE_HEAVY_CARRIER:       long := 10
  AI_VEHICLE_SIZE_COLONY_SHIP:         long := 11
  AI_VEHICLE_SIZE_SM_FREIGHTER:        long := 12
  AI_VEHICLE_SIZE_MD_FREIGHTER:        long := 13
  AI_VEHICLE_SIZE_LG_FREIGHTER:        long := 14
  AI_VEHICLE_SIZE_SPACE_STATION:       long := 15
  AI_VEHICLE_SIZE_STARBASE:            long := 16
  AI_VEHICLE_SIZE_SM_FIGHTER:          long := 17
  AI_VEHICLE_SIZE_LG_FIGHTER:          long := 18
  AI_VEHICLE_SIZE_SM_TROOP:            long := 19
  AI_VEHICLE_SIZE_MD_TROOP:            long := 20
  AI_VEHICLE_SIZE_LG_TROOP:            long := 21
  AI_VEHICLE_SIZE_SM_SATELLITE:        long := 22
  AI_VEHICLE_SIZE_LG_SATELLITE:        long := 23
  AI_VEHICLE_SIZE_SM_WEAP_PLATFORM:    long := 24
  AI_VEHICLE_SIZE_LG_WEAP_PLATFORM:    long := 25
  AI_VEHICLE_SIZE_SM_MINE:             long := 26
  AI_VEHICLE_SIZE_LG_MINE:             long := 27
  AI_VEHICLE_SIZE_SM_DRONE:            long := 28
  AI_VEHICLE_SIZE_LG_DRONE:            long := 29

  SPREAD_COMPONENTS_FROM_BOTTOM:       long := 1
  SPREAD_COMPONENTS_FROM_TOP:          long := 2
  SPREAD_COMPONENTS_RANDOMLY:          long := 3

  // AI Colony Type Constants
  AI_STR_COLONY_TYPE_HOMEWORLD:        string := "Homeworld"
  AI_STR_COLONY_TYPE_MINING:           string := "Mining Colony"
  AI_STR_COLONY_TYPE_FARMING:          string := "Farming Colony"
  AI_STR_COLONY_TYPE_REFINING:         string := "Refining Colony"
  AI_STR_COLONY_TYPE_MINING_FARMING:   string := "Mining & Farming Colony"
  AI_STR_COLONY_TYPE_MINING_REFINING:  string := "Mining & Refining Colony"
  AI_STR_COLONY_TYPE_FARMING_REFINING: string := "Farming & Refining Colony"
  AI_STR_COLONY_TYPE_RESOURCE:         string := "Resource Colony"
  AI_STR_COLONY_TYPE_RESEARCH:         string := "Research Compound"
  AI_STR_COLONY_TYPE_INTEL:            string := "Intelligence Compound"
  AI_STR_COLONY_TYPE_RESEARCH_INTEL:   string := "Research & Intel Compound"
  AI_STR_COLONY_TYPE_RESUPPLY:         string := "Resupply Base"
  AI_STR_COLONY_TYPE_CONSTRUCTION:     string := "Construction Yard"
  AI_STR_COLONY_TYPE_MILITARY:         string := "Military Installation"
  AI_STR_COLONY_TYPE_STORAGE:          string := "Storage Compound"

endglobalconst