[HEADER]
Title=大秦国际
Description=你刚刚在启动资金充足的情况下担任了公司的CEO。你必须为公司打造一坚实的管理团队。 ^^此方案采用了特殊的规则使得招聘管理人员的成本只有正常情况下的20％。 ^^你必须通过积极拓展你的业务，或者寻求其他更好的职业机会来展示你的领导能力，否则你的管理人\n员可能会失去对公司的信心。 
//Folder = <folder>
//Difficulty Rating=250

[ENVIRONMENT]
Number of Cities=5
// Number of Cities=<1 to 10>
// You will be able to create a game with a maximum of 10 cities using a game script.
//城市数量，最多10个

Your Start-up Capital=Very High
// Your Start-up Capital=<Very Low, Low, Moderate, High, Very High,Massive>
//初始资金，可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高
//If you prefer to customize the exact amount of start-up capital for your company, you may use the following line instead:
//Your Start-up Capital Amount=<1 to 10000> ($1 to $10000 million)
//如果您希望自定义公司的确切启动资金金额，您可以改用以下行：
//Your Start-up Capital= <1到10000>（1万到1亿美元）
//Your Start-up Capital=10000
Random Events=Seldom 
// Random Events=<Never, Seldom, Occasional, Frequent>
//随机事件，可以是Never 从不, Seldom 很少, Occasional 偶尔, Frequent 频繁

Game Starting Year=2000
// Game Starting Year=<1900 to 2100>
// You may set the game starting year to any year between 1900 and 2100.  
//游戏开始时间，可以使1900年到2100年

Retail Store Type=Many
// Retail Store Type=<One, Many>
//零售店类型，可以是One 只有一种, Many 多种

//
Retail Store Floors=Multiple
//Retail Store Floors=<One, Multiple>

Technology Disruption=NO
// Technology Disruption=<Yes, No>
//科技破坏，开了之后现有科技每年衰退10%，开了可以让科技领导者不再难以追赶

Stock Market=Yes
// Stock Market=<Yes, No>
//股票市场开关

Alternative Stock Sim=No
// Alternative Stock Sim=<Yes, No>
//替换股票模拟，打开的话股价不受经济影响，不允许子公司往母公司增发股票？没试过。

Macro Economy Realism=High
// Macro Economy Realism=<Low, High>
//宏观经济现实主义，开高的话游戏的宏观经济会与现实接近，应该是指的央行贷款供应量和利率随着经济环境的变化

Inflation=On
// Inflation=<Off, On, Inverse> 
//通货膨胀，可以是Off 关闭, On 开启, Inverse 反转

Inflation Strength=Normal
// Inflation Strength=<Normal, Reduced>
//通货膨胀强度，可以是Normal 一般, Reduced 减弱

Number of AI Persons=100
// Number of AI Persons=<number of competitors+8 to 85>
// This is the total number of AI persons in a game. You may customize it using the above line, allowing you to create a game with more persons 
// than a standard game. Please note that the game requires the number of AI persons to be at least equal to the number of competitors + 8. 
// If you set it lower than this value, the game will automatically reset it to the minimum allowed value. 
//游戏中AI人员的总数。您可以使用上面的行自定义它，允许您创建比标准游戏更多人的游戏。请注意，游戏要求AI人数至少等于竞争者的数量+ 8.如果您将其设置为低于此值，游戏将自动将其重置为允许的最小值。

//For Subsidiary DLC only:仅适用于城市经济模拟DLC：

//Subsidiaries=<0 to 3>
//The number of subsidiaries that your company owns at the beginning of the game. 贵公司在游戏开始时拥有的子公司数量。 

//Private Company=<Yes, No>
//If this is set to On, your company will start as a private company.  如果设置为开，则您的公司将作为私人公司开始。

Retail Store Floors= Multiple
//Set it to ‘Multiple’ to allow for setting up multiple floors in a single retail store. 将其设置为“Multiple”以允许在单个零售商店中设置多个楼层。
//For City Economic Simulation DLC only:

//Developed City=<Yes,No>
//Whether there is a developed city at the beginning or not. The game is more challenging if you have to start from scratch without a developed city.一开始是否有发达城市。如果你必须在没有发达城市的情况下从零开始，游戏将更具挑战性。

//First City Cash Level=<Low, Moderate, High>
//The first city’s cash level at the beginning of the game.  游戏开始时第一个城市的现金水平。

//Public Expenses Index=<10 to 200>
//This index determines the recurring expenses of public facilities, which affects the game’s difficulty playing as a mayor. When it is set to a high value, the same public facility will have higher operating expenses.
//该指数决定公共设施的经常性开支，这会影响游戏作为市长的难度。当它被设置为高价值时，相同的公共设施将具有更高的运营费用。
//Land Price Index=<10 to 200>
//This index determines the prices that the government sells its land and natural resource sites to corporations. 该指数决定了政府向公司出售其土地和自然资源地点的价格。

//City Setup Cost=<1 to 10000> (unit: $1 million)
//The default cost of setting up a new city is $100 million (it increases with inflation). You may override it by defining a new cost amount using the above statement. 
//单位：100万美元。设置新城市的默认成本是1亿美元（随着通货膨胀而增加）。您可以使用上述语句定义新的成本金额来覆盖它。 

[COMPETITORS]
   Number of Competitors=24
// Number of Competitors=<1 to 50>
// You may set the number of competitors to any number between 1 and 50. 
//竞争对手数量，1到50个

Competitor Start-up Capital=Very High
// Competitor Start-up Capital=<Very Low, Low, Moderate, High, Very High,Massive>
//竞争对手初始资金，可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

Competitor Aggressiveness=Very High
// Competitor Aggressiveness=<Very Low, Low, Moderate, High, Very High>
//竞争对手侵略性，可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高

  Competitor Expertise Level=High

// Competitor Expertise Level=<None, Low, Moderate, High>
//竞争对手专业水平，可以是Very Low 非常低, Low 低, Moderate 普通, High 高

  Show Competitor Trade Secrets=Yes
// Show Competitor Trade Secrets=<Yes, No>
//显示竞争对手商业机密

  AI Friendly Merger=On
// AI Friendly Merger=<On, Off>
//AI对手之间的友善兼并

  Competence of Local Competitors=Very High

// Competence of Local Competitors=<Very Low, Low, Moderate, High, Very High>
//本地竞争对手的竞争力（本地商品质量），可以是Very Low 非常低, Low 低, Moderate 普通, High 高, Very High 非常高。这个值决定了游戏的难度

// You may set the business focuses of the AI companies using the following script lines:
// (The total number of competitors defined here should not exceed the number  in the Number of Competitors line.)
//您可以使用以下脚本行设置AI公司的业务重点:(此处定义的竞争对手总数不应超过竞争对手数量中的数量。）
//下面的条目中你可以设置专营公司数量//
//Retail Focused Companies=2
//Stock Focused Companies=2
  Real Estate Focused Companies=5
//Tech Focused Companies=5
  Media Focused Companies=0
//Diversified Companies=10

//从上到下依次是零售、股票（前期只持有他人股票在经济危机时期收购他人的投资公司）、地产、科技、传媒公司、多元化专营公司//

// With the above statement, there will be 3 AI competitors possessing expertise in Apparel in the beginning of the game. 

// AI Product Expertise=<Expertise Product Class>, <Number of AI competitors> 
//可以用例如AI Product Expertise=apparel, 3来定义，游戏开始会有3个专精服装路线的AI公司

// Use this statement to assign a specified type of expertise to AI competitors. 
// <Expertise Product Class> is the expertise product class. For example, “apparel”
// <Number of AI competitors> is the number of AI competitors possessing this type of expertise. 
// Please note that this only applies to AI competitors with a diversified business strategy. (e.g. retail focused companies and companies with other focuses are not affected.)
//AI产品专业知识= <专业技术产品类>，<AI竞争对手数> 

//使用此语句为AI竞争对手分配指定类型的专业知识。 

//<专业产品类>  是专业产品类。例如，“服装”

//<AI竞争者的数量>  是拥有此类专业知识的AI竞争对手的数量。 

//示例：
//AI Product Expertise = Apparel，3

//根据上述声明，将有3名AI竞争者在游戏开始时拥有Apparel的专业知识，从而导致服装行业的激烈竞争。

//请注意，这仅适用于具有多元化业务战略的AI竞争对手。（例如，以零售为重点的公司和其他重点公司不受影响。）

//For Subsidiary DLC only:

//AI Private Companies Percent=<0 to 80>
//Percentage of competitors that are private companies.
//AI companies are randomly set up as private companies based on this preference. 
//AI私营公司百分比= <0到80>
//作为私营公司的竞争对手的百分比。
//AI公司根据此偏好随机设置为私人公司。 
//For City Economic Simulation DLC only:
//Donations to Rival Political Parties=<0 to 100>
//If you set this to a value greater than zero, then rival political parties will receive donations from the general public over time. This setting is mainly for increasing the difficulty level of the game if you are looking for a greater challenge.
//仅适用于城市经济模拟DLC：
//向竞争政党捐款= <0至100>
//如果将此值设置为大于零的值，那么竞争对手的政党将随着时间的推移接受公众的捐赠。如果您正在寻找更大的挑战，此设置主要用于提高游戏的难度级别。

[IMPORTS]
Consumer Goods Seaports=2
// Consumer Goods Seaports per City=<0-4>
//每个城市多少个消费品海港，范围0到4个。

Industrial Goods Seaports=1
// Industrial Goods Seaports per City=<0-4>
//每个城市多少个工业品海港，范围0到4个。

// Please note that you may create a game up with no seaport using a game script. But the AI companies’ performances will suffer and 
// this should only be used if you intend to create a game scenario with such characteristics.
//你可以利用脚本建立没有海港的城市，但是AI的公司的表现会遭受影响。

Constant Import Supply=No
// Constant Import Supply=<Yes,No>
//持续进口。开了的话会一直进口一样东西

Import Quality=Moderate 
// Import Quality=<Low,Moderate,High>
//进口质量，可以是Low 低,Moderate 中,High 高。这是影响游戏难度的次要因素，仅次于本地商品质量。
//如果进口商品质量次于本地商品质量，那你开局的选择就会非常艰难。
Randomly Disable Product Classes=0
//When this is set, the system will randomly disable a specific percentage of product classes in the new game. 

//Random Product Reinvention=<0-100>  
//When this is set, the system will randomly lock a specific percentage of product classes in the new game and require the player to “reinvent” them in R&D centers. 
//随机禁用产品类= <0-90>
//设置此项后，系统将在新游戏中随机禁用特定百分比的产品类。 

//随机产品重新发明= <0-100>  
//设置此项后，系统将随机锁定新游戏中特定百分比的产品类别，并要求玩家在研发中心“重新发明”它们。 
//将特定产品分配给海港 
//添加海港产品= <产品类型>以上行将特定产品分配给海港。 请注意，分配产品的海港始终是位于游戏第一个城市的海港。示例： 
//添加海港产品=牛仔裤以上行将牛仔裤添加到海港。您可以使用相同的语法分配多个产品，如下所示。示例：[产品] 
//添加海港产品=牛仔裤
//添加海港产品=手机
//添加海港产品=钢
//添加海港产品=木材
//添加海港产品= CCD
//产品可包括消费品，原材料和半成品。 
//Add Seaport Product=Jeans
//Add Seaport Product=Mobile Phone
//Add Seaport Product=Steel
//Add Seaport Product=Timber
//Add Seaport Product=CCD
//For Subsidiary DLC only:

Product Customization=On
//If this is set to On, you will find the Product Customization tool in the Manufacturer’s Guide. (“Technology Disruption” option is disabled when “Product Customization” is enabled.)

//Product Customization Range=<Low,Moderate,High>
//Low – product customization applies to your company only
// Medium – it applies to your company and your subsidiaries
// High – it applies to all companies. 
//仅适用于子公司DLC：
//产品定制= <开，关>
//如果将其设置为开，您将在制造商指南中找到产品定制工具。（启用“产品自定义”时禁用“技术中断”选项。）
//产品定制范围= <低，中，高>
//低 - 产品定制仅适用于贵公司
//中 - 它适用于您的公司和您的子公司
//高 - 它适用于所有公司。 

[CITIES]
//你可以在[cities]下面添加特定的城市。城市的列表在官网有个单独的页面，你也可以创建自己的城市。
// You may just specify the city name and Capitalism Lab will search it in its city database and use the pre-defined parameters for it if it can be found.
/ You may assign a specific map seed to your city and the city's map will be generated identically whenever a new game is created using the script. 
//你可以给你的城市分配一个特定的地图种子，当使用脚本创建一个新游戏时，城市的地图将以相同的方式生成。例如：
//City=Paris
//Map Seed=30198, 62336

//北京
City=Beijing
//Population=5000000
//人口，500万是上限，中国人多到它表现不了啊
//人口增长率
Population Growth Rate=55
//真实工资水平，穷城人民买东西更关注价格，富城人民更关注品质和品格。富城的市场规模也是成倍于穷城的。
Real Wage Rate=75

//上海，东京，香港，伦敦，纽约
City=Shanghai
Population Growth Rate=55
City=Tokyo
Population Growth Rate=55
City=Hong Kong
Population Growth Rate=55
City=London
Population Growth Rate=55
City=New York City
Population Growth Rate=55

//City=Sydney
//City=Frankfurt
//City=Zurich
//City=Los Angeles

//Please note that the above parameters are optional. If they are not defined in the script, the game will randomize them. 
//消费品海港= <0到4> 
//工业产品海港= <0到4> 
//请注意，以上参数是可选的。如果它们没有在脚本中定义，游戏将随机化它们。 
//Consumer Goods Seaports=<0 to 4> 
//Industrial Goods Seaports=<0 to 4> 

//LOCKING A CITY 
//Locked=yes
//If the above line is defined, the city will be locked and the player will not be able to build any business in the city until the city is unlocked. This happens when the player has achieved a goal with a reward that unlocks the city.
//(To see the script syntax about unlocking a locked city as a goal reward, click here)

//To define additional customized cities for the game, simply add another city definition block, starting with the City=<city name> line. 
//如果定义了上述行，则城市将被锁定，并且在城市解锁之前，玩家将无法在城市中建立任何业务。要为游戏定义其他自定义城市，只需添加另一个城市定义块，从City = <城市名称>行开始。

[SPECIAL RULES]
//[SPECIAL RULES]特殊规则；您可以使用以下规则来创建更具挑战性的游戏场景。
//恒定游戏速度= <1到5> 
//如果定义了此变量，则游戏将在整个游戏中以恒定的游戏速度运行，并且玩家将无法更改它。但是，如果启用了AI Advanced Start（请参阅下文），则在AI Advanced Start期间将不会保持恒定的游戏速度。
//Constant Game Speed=<1 to 5> 

//AI的高级启动年份= <0到100>，[允许购买股票]
//如果定义了此变量，则AI将具有高级启动。在AI高级启动期间，玩家将无法执行任何业务操作。 
//如果定义了可选参数[允许购买股票]，则玩家将能够在AI高级启动期间购买股票。如果未定义，默认情况下，在此期间不允许玩家购买股票，同样，在此期间也不允许AI公司购买玩家公司的股票。
//Years of Advanced Start for AI=<0 to 100>, [Stock Purchase Allowed]
//Years of Advanced Start for AI=1, Stock Purchase Allowed

//自动保存频率修改器
//您可以使用以下脚本函数来覆盖默认的自动保存间隔1年。自动保存间隔天数= <数字> 
//设置游戏天数的自动保存间隔。 示例： 自动保存间隔天数= 20 这将使游戏每20个游戏日写入一个新的自动保存文件。
//自动保存间隔分钟数= <数字> 
//这将设置实时分钟的自动保存间隔。（请注意，即使具有这些功能，也仅在启用游戏中的“自动保存”选项时才执行自动保存。）
//Auto Save Interval Days=<number>
//This sets the auto save interval in game days.
//Auto Save Interval Minutes=<number>

// Please note that this is a sample script that lists all variables under this section. Normally when you have defined "Years of Advanced Start for AI", 
// "Constant Game Speed" should not be defined as the player should be allowed to alter the game speed during the period of AI advance start. 

//Game Rule Modifiers
//游戏规则修改
//CEO薪金修改器= <1至200> 
//COO薪金修改器= <1至200> 
//CTO薪金修改器= <1至200> 
//CMO薪金修改器= <1至200>
//高级管理人员的薪金修改器。默认值为100。如果您分配的值小于100，则该职位的期望薪水将更低。另一方面，分配一个大于100的值将增加该职位的期望薪水。
//特殊规则，coo、cto、cmo的工资，取值范围1-200，这个值是百分比。
//比如COO Salary Modifier=10，就是coo只拿10%的工资
//CEO Salary Modifier=100
COO Salary Modifier=100
CTO Salary Modifier=100
CMO Salary Modifier=100

//技术成本修改器= <1至1000> 
//这是技术获取成本的修改器。默认值为100。如果您分配的值小于100，则将减少技术购置成本。另一方面，分配大于100的值将增加技术获取成本。
//科技获取难度，这是个百分比，取值范围1-1000，默认100。低于100意味着科技获取更容易，高于100等于研究更慢。
Tech Cost Modifier=100

//培训效果修改器= <1至1000> 
//您可以使用它来修改对员工的培训效果。默认值为100。如果您分配的值小于100，则受训人员的经验水平将降低。设置大于100的值将增强训练效果。
//训练效果调整，这是个百分比，取值范围1-1000，默认100。低于100意味着你训练员工的速度会相应变慢，高于100会变快。培训效果修改器= <1至1000> ；Training Effect Modifier=100
Training Effect Modifier=200

//无限的自然资源= <是，否>
//如果将其设置为“是”，则当自然资源公司（矿山/油井/伐木场）用完了其储备后，而不是停止其运营，它将继续以新的经常性成本生产自然资源。
//生产单一单位自然资源的经常性成本将等于获得自然资源场所的原始成本除以原始储备金，并根据当前的通货膨胀进行调整。
//Unlimited Natural Resources=<Yes,No>

//自然资源价格溢价=否
//使用此行禁用自然资源的价格溢价系统。
//Natural Resources Price Premium=No

//工厂产能修改器= <50至500>
//您可以使用此新的脚本命令来提高所有工厂的生产能力。如果您经常发现工厂的生产能力太低而必须设置多个工厂来生产相同的产品，则此脚本命令对您很有用。
//它修改了所有工厂的产能。默认值为100。分配大于100的值将增加所有工厂的产能。工厂的设立和运营成本也将相应增加。
Factory Capacity Modifier=200

//固定品牌策略= <企业品牌/范围品牌/独特品牌>
//通过此声明，播放器公司的品牌策略固定为指定的策略，并且不能更改。
//Fixed Brand Strategy=<Corporate Brand/Range Brand/Unique Brand>

//企业品牌等级= <品牌知名度等级>，<品牌忠诚度等级>
//在游戏开始时，将玩家的公司品牌等级初始化为特定值。请注意，值的-5至+5的随机性将自动应用。玩家必须使用公司品牌战略才能从中受益。
//Corporate Brand Rating=<brand awareness rating>,<brand loyalty rating>

//反剥削游戏规则=开启
//此行启用特殊的反剥削游戏规则。
//根据特殊的反剥削游戏规则，您的公司只能与直接拥有其大部分股份的另一家公司合并。
//这样可以防止母公司与第一子公司拥有的任何子公司合并。换句话说，只有第一家子公司可以与母公司合并。
//Anti-exploitation Game Rules=On


[PLAYER EXPERTISE]
//玩家专长，您可以使用以下脚本行设置玩家角色的专业知识。
//如果您希望您的玩家角色拥有特定产品类别的专业知识，则可以按以下方式定义它。 
//产品专业知识= <产品类别>，<专业等级，范围从0到100>
//产品类别的示例：服装，汽车，饮料等。您可以通过访问产品摘要报告来查看游戏中的所有产品类别，并查看报告左上方的产品类别列表。
// You may assign a value ranging from 0 to 100 to each type of player expertise.
// If you want your player character to possess expertise in a specific product class, you may define it as follows. 

//Product Expertise=Apparel, 100
// Product Expertise=<Product Class>, <Expertise Rating, which ranges from 0 to 100>
// Examples of product classes: Apparel, Automobile, Beverage and etc. 
// You may view all product classes in the game by accessing the Product Summary Report and look at the product class list at the top left of the report.
//CEO能力，零售，值为0到100
Retailing=100
//农业，值为0到100
Farming=100
//生产，值为0到100
Manufacturing=100
//科研，值为0到100
Research and Development=100
//原料加工，值为0到100
Raw Material Production=100
//营销，值为0到100
Marketing=100
//训练，值为0到100
Training=100

//产品专业知识= <产品类别>，<专业等级，范围从0到100>
//产品类别的示例：服装，汽车，饮料等。您可以通过访问产品摘要报告来查看游戏中的所有产品类别，并查看报告左上方的产品类别列表。
//专业领域，可以是Apparel 服装, Automobile 汽车, Beverage 饮料，Electronic Products 电子产品，Communication Devices通信产品,Computer计算机等等，后面的值可以是0-100。产品的具体类别可以在游戏里按P查看。
Product Expertise=Communication Devices, 100

//仅数字时代DLC：
//软件专长= <软件类名称或代码>，<1-100>：
//Software Expertise = <software class name or code>, <1-100>
//Software Expertise = <software class name or code>, <1-100>
Software Expertise=Operating System,100
//Software Expertise=Audio Software,100
//Software Expertise=Computer Security,100
//Software Expertise=Graphic Design Software,100
//Software Expertise=Office Software,100
//Software Expertise=Utility Software,100
//Software Expertise=Video Software,100

//Internet专长= <Internet公司类型>，<1-100>：
//Internet Expertise = <Internet company type>, <1-100>
//Internet Expertise= <Internet company type>, <1-100>
Internet Expertise=Search Engine,100
//Internet Expertise=Social Network,100
//Internet Expertise=E-eommerce,100
//Internet Expertise=Video-sharing,100
//Internet Expertise=Photo-sharing,100
//Internet Expertise=Microblogging,100
//Internet Expertise=News Website,100
//Internet Expertise=Online Auction,100
//Internet Expertise=Online Stock Trading,100
//Internet Expertise=Hotel Booking Site,100
//Internet Expertise=Car Rental Booking Site,100
//Internet Expertise=Video On Demand,100

//[CITY ECONOMIC SIMULATION DLC]
//[城市经济模拟DLC]或[CES DLC]
//是否有发达城市。如果您必须在没有发达城市的情况下从头开始，则游戏更具挑战性。
//Developed City=<Yes,No>

[DIGITAL AGE DLC]
//[数字时代DLC]
//软件收入指数= <10-400>
//如果该指数高于100，则该游戏中软件产品的需求和收入将高于正常水平。相反，如果该指数低于100，则软件业务的利润将减少。
Software Revenue Index=150

//互联网收入指数= <10-400>
//如果该指数高于100，则互联网公司产生的收入将高于正常水平。相反，如果该指数低于100，则互联网公司的利润将减少。
Internet Revenue Index=150

//电子商务= <是，否>
//如果启用此功能，公司将能够建立电子商务公司并通过电子商务销售产品。
E-Commerce=Yes

//AI收购私人公司= <从不，很少，偶尔>；<Never, Seldom, Occasionally>
//这决定了AI公司是否可以收购独立的私人公司。
//AI Acquires Private Companies=<Never, Seldom, Occasionally>

//AI Tech Companies IPO = <是，否> 或 AI Tech Companies IPO = <1-50> ,
//如果启用此功能，则Digital Age DLC的私人AI技术公司可能会在证券交易所上市。
//如果设置为数字，则AI公司将在指定的年限内公开发行。
//AI Tech Companies Go IPO=<Yes, No>
// OR AI Tech Companies Go IPO=<1-50> 
AI Tech Companies Go IPO=5

//最大的AI软件和互联网公司= <无，低，中，高>；<None, Low, Moderate, High>
//此选项限制了游戏中AI软件和互联网公司的最大数量。较低的值意味着更轻松的游戏。
//Max AI software and Internet companies=<None, Low, Moderate, High>

//您可以使用以下几行分别设置软件和Internet公司的限制：
//最多AI软件公司= <数量>  
//Max AI software companies = <number>
//最多AI OS公司= <数量>  
//Max AI OS companies = <number>
//最多AI Internet公司= <数量> 
//Max AI Internet companies = <number> 

//人才系统= <完整，简化，极大简化>；<Full, Simplified, Greatly Simplified>
//如果将其设置为“ 简化”，则所有人才的技能水平均为50。如果将其设置为“ 极大简化”，则人才系统的忠诚度和猎头功能也将被禁用。
Talent System = Full

//更多人才= <0-500>
//如果您使用具有大量产品类别的MOD，并且游戏中人才不足，则可以使用此选项使游戏重复人才数据以增加供应。例如，如果将其设置为50，则该游戏将在新游戏中增加50％的才能。
//More Talents = <0-500>
More Talents = 500

//对传统媒体的破坏= <无，低，中等，高>；<None, Low, Moderate, High>
//启用此功能后，传统媒体（电视，广播和报纸）将被Internet破坏。随着人们拥抱互联网，他们将在网上花费更多的时间，而在传统媒体上花费的时间更少。
//Disruption to Traditional Media=<None, Low, Moderate, High>

[Banking and Finance DLC]
//[银行和金融DLC]
//以下是“  新游戏设置”菜单上“ 竞争对手”页面上的设置：
//AI银行和保险公司的进取心 = <非常低，低，中等，高，非常高>；<Very Low, Low, Moderate, High, Very High>
//Aggressiveness of AI banks and insurance companies=<Very Low, Low, Moderate, High, Very High>

//专注于银行业务的AI公司数量 = <无，低，中，高，非常高>
//Number of AI Companies Focused on Banking=<None, Low, Moderate, High, Very High>

//专注于保险的AI公司数量 = <无，低，中，高，非常高>
//Number of AI Companies Focused on Insurance=<None, Low, Moderate, High, Very High>

//AI建立银行的趋势 = <无，低，中，高，非常高>
//Tendency of AI to Set Up Banks=<None, Low, Moderate, High, Very High>

//AI建立保险公司的趋势 = <无，低，中，高，非常高>
//Tendency of AI to Set Up Insurance Companies=<None, Low, Moderate, High, Very High>

//以下是“ 新游戏设置”菜单的“ 银行” 页面上的设置：
//银行功能 = <是，否>
Feature Bank=Yes

//实际贷款需求 = <是，否>
//Realistic Loan Demand=Yes

//储蓄率修改器 = <10-2000>
Savings Rate Modifier=2000

//基本贷款利率 = <非常低，低，中，高，非常高>；<Very Low, Low, Moderate, High, Very High>
Base Loan Interest Rate=Moderate

//初始净利差 = <0.5至10>
Initial Net Interest Spread=0.5

//最大贷款与资产比率 = <70至100>
Maximum Loans-to-Assets Ratio=70

//公司存款上限 = <1至100>
Corporate Deposit Cap=100

//所需银行资本比率 = <1至50>
//Required Bank Capital Ratio

//经济对贷款违约的影响 = <非常低，低，中，高，非常高>；<Very Low, Low, Moderate, High, Very High>
Economy Impact on Loan Defaults=High

//以下是在设置邦德 的新游戏设置菜单的页面：
//功能键 = <是，否>
Feature Bond=Yes

//债券资助的玩家资本百分比 = <0至80>
Percentage of Player Capital Funded by Bond=60

//债券信用标准 = <宽松，正常，紧缩>；<Loose, Normal, Tight>
Bond Credit Standard=Normal

//债券发行限额 = <1至40>
Bond Issue Limit=40

//以下是“ 新游戏设置”菜单的“ 保险” 页面上的设置：
//功能保险 = <是，否>
Feature Insurance=Yes

//保险费修改器 = <10至2000>
Insurance Premiums Modifier=2000

//保险索赔 = <非常低，低，中，高，非常高>；<Very Low, Low, Moderate, High, Very High>
Insurance Claims=Moderate

//以下是“ 新游戏设置”菜单的“ 全球股票” 页面上的设置：

//全球股票 = <是，否>
Feature Global Stock=Yes

//初始股价修改器 = <50至200>
Initial Stock Price Modifier=50

//以下是“ 新游戏设置”菜单的“ 其他” 页面上的设置：
//仓库楼层 = <一个，多个>
//Warehouse Floors=Multiple

//现实货币供应量 = <是，否>
//Realistic Money Supply=Yes

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

[MAIN GOAL]
Goal Title=最终任务 
Goal Description=在这个游戏中你的最终目标是实现企业收入十亿，年利润1亿美元，并让你的公司的财务业绩提振公司股价超\n过500美元。

Number of Game Years=80

[MAIN GOAL VALUES]
Player Wealth=500

Player Company Annual Revenue=200
Player Company Annual Profit=200
Player Company Net Worth=800
Player Company Market Cap=120

Controlled Companies Annual Revenue=500
Controlled Companies Annual Profit=50
Controlled Companies Net Worth=160
Controlled Companies Market Cap=250 

Number of Controlled Companies=2

Total number of Employees=95
Operating Profit Margin=10
Return on Equity=10
Stock Price=100
Ownership=60
Number of Product Classes Being Produced=2
Number of Product Types Being Produced=2

//---------------------------------------------------------------------------------------------//
// You may include any of the following industry dominance goals in this section:

[MAIN GOAL INDUSTRIES]
//Retail
//Manufacturing
//Farming
//Raw Material Production 
//Real Estate 
//Media 

//---------------------------------------------------------------------------------------------//
// You may include any of the following product market dominance goals in this section:
// You may view all product classes in the game by accessing the Product Summary Report and look at the product class list at the top left of the report.

[MAIN GOAL PRODUCTS]
//Apparel
//Automobile
//Beverage
//Computer
//Communication Devices 

//---------------------------------------------------------------------------------------------//
// You may optionally define rewards for the main goal and subgoals. A subgoal may be set to
// impose penalties when the player fails to achieve it within the time limit. 

[MAIN GOAL REWARDS] 
Score change=50
Corporate Cash change=50000
Personal Cash change=1000

// You may change either the person's skill based expertise or the person's product based expertise. 
// For skill based expertise, <expertise type> can be: retail, manufacturing, farming, research and development, raw material production, marketing, training
// For product based expertise, <product class> can be one of the product classes in the game, such as Apparel, Automobile, Beverage and etc. 

//Player expertise change=Computer, 50
//COO expertise change=Electronic Products, 50 
//CTO expertise change=research and development, 50
//CMO expertise change=marketing, 50

//Tech change=Notebook Computer, 50
// Tech change=<product type>, <change value -1000 to 1000>
// This will change your corporation's technology level of the specified product type when you have achieved the goal. 

//Instant invention=Smart Phone
// Instant invention=<product type>
// If this is defined, the product type will be invented instantly by your corporation when you have achieved the goal.

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


[SUBGOAL]
Goal Title=增长预期 1
Goal Description=股东和员工期望公司在你的领导下能迅速成长。证明你的能力，不要让他们失望！

Goal Achieved Text=干的漂亮！在你的领导下，公司业绩持续增长。你的高级管理人员对公司的前景充满信心。

Goal Failed Text=你的高级管理人员对公司的平淡业绩都非常失望，并决定辞职，寻求其他更好的职业机会。

Number of Game Years=10

[SUBGOAL VALUES]
Player Company Annual Revenue=100
Player Company Annual Profit=10
Stock Price=50

[SUBGOAL REWARDS] 
Score change=50
Player expertise change=Computer, 100
COO expertise change=Electronic Products, 80 
COO expertise change=Retail, 80 
COO expertise change=Farming, 80 
COO expertise change=manufacturing, 80 
COO expertise change=research and development, 80 
COO expertise change=Raw Material Production, 80 
COO expertise change=marketing, 80 
COO expertise change=Training, 80 
//
CMO expertise change=manufacturing, 80 
CMO expertise change=marketing, 80
//
CTO expertise change=research and development, 80
//
Instant invention=Smart Phone
Instant invention=HUD Glasses
Instant invention=Tablet Computer
Instant invention=Portable Media Player
Instant invention=Notebook Computer
//
Tech change=Smart Phone, 70
Tech change=HUD Glasses, 70
Tech change=Tablet Computer, 70
Tech change=Portable Media Player, 70
Tech change=Notebook Computer, 70
//
Tech change=CCD,70
Tech change=CPU,70
Tech change=Electronic Components,70
Tech change=Glass,70
Tech change=Plastic,70
Tech change=Steel,70
Tech change=Silicon,70

//
Corporate Cash change=10000
Personal Cash Change=500

[SUBGOAL PENALTIES] 
Staff resign=COO
Staff attitude change=COO, -100
COO salary modifier=50

Staff resign=CTO
Staff attitude change=CTO, -100
CTO salary modifier=50

Staff resign=CMO
Staff attitude change=CMO, -100
CMO salary modifier=50

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


[SUBGOAL]
Goal Title=增长预期 2
Goal Description=你必须不断地向股东和员工证明你来领导公司是正确的选择。

Goal Achieved Text=干的漂亮！在你的领导下，公司业绩持续增长。你的高级管理人员对公司的前景充满信心。 

Goal Failed Text=你的高级管理人员对公司的平淡业绩都非常失望，并决定辞职，寻求其他更好的职业机会。 

Number of Game Years=20

[SUBGOAL VALUES]
Player Company Annual Revenue=200
Player Company Annual Profit=20
Stock Price=100

[SUBGOAL REWARDS] 
Score change=75
COO expertise change=manufacturing, 20 
CTO expertise change=research and development, 20 
CMO expertise change=marketing, 20 
Corporate Cash change=5000
Personal Cash Change=500

[SUBGOAL PENALTIES] 
COO salary modifier=75
Staff attitude change=COO, -100
Staff resign=COO
CTO salary modifier=75
Staff attitude change=CTO, -100
Staff resign=CTO
CMO salary modifier=75
Staff attitude change=CMO, -100
Staff resign=CMO

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


[SUBGOAL]
Goal Title=增长预期 3
Goal Description=继续通过提供你令人印象深刻的表现达到股东和员工他们所期望的效果。

Goal Achieved Text=太棒了！在你的领导下，公司业绩持续增长。你的高级管理人员对公司的前景充满信心。 

Goal Failed Text=你的高级管理人员对公司的平淡业绩都非常失望，并决定辞职，寻求其他更好的职业机会。

Number of Game Years=30

[SUBGOAL VALUES]
Player Company Annual Revenue=400
Player Company Annual Profit=40
Stock Price=200

[SUBGOAL REWARDS] 
Score change=100
COO expertise change=manufacturing, 20 
CTO expertise change=research and development, 20 
CMO expertise change=marketing, 20 
Corporate Cash change=5000
Personal Cash Change=500

[SUBGOAL PENALTIES] 
COO salary modifier=100
Staff attitude change=COO, -100
Staff resign=COO
CTO salary modifier=100
Staff attitude change=CTO, -100
Staff resign=CTO
CMO salary modifier=100
Staff attitude change=CMO, -100
Staff resign=CMO


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

[SUBGOAL]
Goal Title=增长预期 4
Goal Description=继续通过提供你令人印象深刻的表现达到股东和员工他们所期望的效果。

Goal Achieved Text=太棒了！在你的领导下，公司业绩持续增长。你的高级管理人员对公司的前景充满信心。 

Goal Failed Text=你的高级管理人员对公司的平淡业绩都非常失望，并决定辞职，寻求其他更好的职业机会。

Number of Game Years=40

[SUBGOAL VALUES]
Player Company Annual Revenue=600
Player Company Annual Profit=60
Stock Price=500

[SUBGOAL REWARDS] 
Score change=100
COO expertise change=manufacturing, 20 
CTO expertise change=research and development, 20 
CMO expertise change=marketing, 20 
Corporate Cash change=5000
Personal Cash Change=500

[SUBGOAL PENALTIES] 
COO salary modifier=100
Staff attitude change=COO, -100
Staff resign=COO
CTO salary modifier=100
Staff attitude change=CTO, -100
Staff resign=CTO
CMO salary modifier=100
Staff attitude change=CMO, -100
Staff resign=CMO

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

[CHALLENGE GAME]
Number of Game Years=30
Ranking Method=Score
//-------------------------------------------------------------------//
[DIGITAL AGE DLC]
AI Tech Companies Go IPO=8
//如果启用此功能，Digital Age DLC的私人AI技术公司可能会在证券交易所上市。
Max AI software and Internet companies=12
//此选项限制游戏中AI软件和Internet公司的最大数量。较低的值意味着更轻松的游戏。
//您可以使用以下行分别设置软件和Internet公司的限制：Max AI OS companies = 1
Max AI software companies = 5
Max AI OS companies = 0
//Max AI Telecom companies = 0
Max AI Internet companies = 7
More Talents =120