Sans titre à Gauche C:\Users\Maxime\Desktop\Fifa 13 ini files\Vanilla version\moralesettings.ini C:\Users\Maxime\Desktop\Fifa 13 ini files\Maxdiati's version\moralesettings.ini
.     
  [MORALE_LOGGING]  [MORALE_LOGGING] 
  ENABLED = 0 ENABLED = 0
     
     
  [MORALE_MIN_MAX]  [MORALE_MIN_MAX] 
  MIN = 0 MIN = 0
  MAX = 100 MAX = 100
     
  [MORALE_LEVELS]  [MORALE_LEVELS] 
  VERY_HIGH   = 80     // so to be VERY_HIGH morale needs to be at least 80 VERY_HIGH   = 80     // so to be VERY_HIGH morale needs to be at least 80
  HIGH        = 60 HIGH        = 60
  NORMAL      = 45 NORMAL      = 45
  LOW     = 30 LOW     = 30
  VERY_LOW    = 0 VERY_LOW    = 0
     
  [CPU_MORALE]  [CPU_MORALE] 
  DEFAULT_MORALE  = 50        // initial CPU player morale DEFAULT_MORALE  = 50        // initial CPU player morale
  BASE_MOD    = 0        // initial CPU player morale modifier (added to DEFAULT_MORALE) BASE_MOD    = 0        // initial CPU player morale modifier (added to DEFAULT_MORALE)
  PLAYER_RANK_MOD = 1.0        // mod on the effect of player rank on BASE_MOD (ex. 1.0 means NO effect, 2.0 means that player rank effect is doubled) PLAYER_RANK_MOD = 1.0        // mod on the effect of player rank on BASE_MOD (ex. 1.0 means NO effect, 2.0 means that player rank effect is doubled)
     
     
  // //
  // TEAM PERFORMANCE // TEAM PERFORMANCE
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
     
  [TEAM_PERFORMANCE_RATIOS]  [TEAM_PERFORMANCE_RATIOS] 
  LEAGUE_EXPECTATION = 90 LEAGUE_EXPECTATION = 90
  LAST_MATCH = 10 LAST_MATCH = 10
     
  [TEAM_EXPECTATION]  [TEAM_EXPECTATION] 
  CLINCHED = 100 CLINCHED = 100
  PROBABLE = 80 PROBABLE = 80
  LIKELY = 65 LIKELY = 65
  POSSIBLE = 50 POSSIBLE = 50
  UNLIKELY = 20 UNLIKELY = 20
  IMPOSSIBLE = 0 IMPOSSIBLE = 0
  EARLY_SEASON_PERCENT = 30 EARLY_SEASON_PERCENT = 30
     
  [TEAM_PERFORMANCE_LAST_MATCH_SLACK]  [TEAM_PERFORMANCE_LAST_MATCH_SLACK] 
  UPPER = 20                    // SH - Amount Morale can go above or below 100 to give it memory of good bad team performance. Goes above MORALE_MIN_MAX/MAX by this much (but only MORALE_MIN_MAX/MAX counts towards total morale) UPPER = 20                    // SH - Amount Morale can go above or below 100 to give it memory of good bad team performance. Goes above MORALE_MIN_MAX/MAX by this much (but only MORALE_MIN_MAX/MAX counts towards total morale)
  LOWER = 20                    // Goes below MORALE_MIN_MAX/MIN by this much (but only MORALE_MIN_MAX/MIN counts towards total morale) LOWER = 20                    // Goes below MORALE_MIN_MAX/MIN by this much (but only MORALE_MIN_MAX/MIN counts towards total morale)
     
  [TEAM_PERFORMANCE_LAST_MATCH_MATCH_IMPORTANCE_RANK]  [TEAM_PERFORMANCE_LAST_MATCH_MATCH_IMPORTANCE_RANK] 
  LOW = 45                    // Match is low importance if rating is 0 -> LOW LOW = 45                    // Match is low importance if rating is 0 -> LOW
  MEDIUM = 85                    // Medium rating is LOW -> MEDIUM MEDIUM = 85                    // Medium rating is LOW -> MEDIUM
  HIGH = 100                    // High rating is MEDIUM -> HIGH HIGH = 100                    // High rating is MEDIUM -> HIGH
     
  [TEAM_PERFORMANCE_LAST_MATCH_WIN]  [TEAM_PERFORMANCE_LAST_MATCH_WIN] 
  LOW = 2                        // Happiness score for a low important win LOW = 2                        // Happiness score for a low important win
  MEDIUM = 5                    // Happiness score for a medium important win MEDIUM = 5                    // Happiness score for a medium important win
  HIGH = 15                    // Happiness score for a high important win HIGH = 15                    // Happiness score for a high important win
     
  [TEAM_PERFORMANCE_LAST_MATCH_LOSS]  [TEAM_PERFORMANCE_LAST_MATCH_LOSS] 
  LOW = -5                    // Happiness score for a low important loss LOW = -5                    // Happiness score for a low important loss
  MEDIUM = -7                    // Happiness score for a medium important loss MEDIUM = -7                    // Happiness score for a medium important loss
  HIGH = -15                    // Happiness score for a high important loss HIGH = -15                    // Happiness score for a high important loss
     
  [TEAM_PERFORMANCE_LAST_MATCH_DRAW]  [TEAM_PERFORMANCE_LAST_MATCH_DRAW] 
  LOW = -3                    // Happiness score for a low important draw LOW = -3                    // Happiness score for a low important draw
  MEDIUM = -1                    // Happiness score for a medium important draw MEDIUM = -1                    // Happiness score for a medium important draw
  HIGH = 1                    // Happiness score for a high important draw HIGH = 1                    // Happiness score for a high important draw
     
  [CPU_TEAM_EXPECTATION]    // [Simon July 23, 2011] These were set to be much lower than human, no idea why. So FYI [CPU_TEAM_EXPECTATION]    // [Simon July 23, 2011] These were set to be much lower than human, no idea why. So FYI
  CLINCHED = 100 CLINCHED = 100
  PROBABLE = 80 PROBABLE = 80
  LIKELY = 65 LIKELY = 65
  POSSIBLE = 50 POSSIBLE = 50
  UNLIKELY = 20 UNLIKELY = 20
  IMPOSSIBLE = 0 IMPOSSIBLE = 0
     
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
  // TEAM PERFORMANCE // TEAM PERFORMANCE
  // //
     
     
  // //
  // SQUAD ROLE // SQUAD ROLE
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
     
  [SQUAD_ROLE_RATIOS]  [SQUAD_ROLE_RATIOS] 
  STARTING_GAME_EXPECTATION = 50 STARTING_GAME_EXPECTATION = 50
  PLAY_TIME = 50 PLAY_TIME = 50
     
  [SQUAD_ROLE_SEASON_END_CULLING]  [SQUAD_ROLE_SEASON_END_CULLING] 
  REFERENCE = 50            // this is the value both morales (start11 and playtime) will gravitate towards after each season REFERENCE = 50            // this is the value both morales (start11 and playtime) will gravitate towards after each season
  STARTING11_CULL_RATIO = 20    // so after season end, start11morale = start11morale - (STARTING11_CULL_RATIO*(start11morale - REFERENCE) / 100) STARTING11_CULL_RATIO = 20    // so after season end, start11morale = start11morale - (STARTING11_CULL_RATIO*(start11morale - REFERENCE) / 100)
  PLAYTIME_CULL_RATIO = 20    // so after season end, playtimemorale = playtimemorale - (PLAYTIME_CULL_RATIO*(playtimemorale - REFERENCE) / 100) PLAYTIME_CULL_RATIO = 20    // so after season end, playtimemorale = playtimemorale - (PLAYTIME_CULL_RATIO*(playtimemorale - REFERENCE) / 100)
     
  [PLAYING_STARTING_POINT]  [PLAYING_STARTING_POINT] 
  MIN_RAND = 60            // The lower value to start happiness at ( between MORALE_MIN_MAX/MIN and MORALE_MIN_MAX/MAX ) MIN_RAND = 60            // The lower value to start happiness at ( between MORALE_MIN_MAX/MIN and MORALE_MIN_MAX/MAX )
  MAX_RAND = 70            // The upper value to start happiness at ( between MORALE_MIN_MAX/MIN and MORALE_MIN_MAX/MAX ) MAX_RAND = 70            // The upper value to start happiness at ( between MORALE_MIN_MAX/MIN and MORALE_MIN_MAX/MAX )
     
  [GAME_PLAYED_HAPPINESS]        // Increase per game [GAME_PLAYED_HAPPINESS]        // Increase per game
  FIRST_TEAM = 2.0        // First team FIRST_TEAM = 2.0        // First team
  FIRST_TEAM_CHALL = 2.0        // ...for first team challenger FIRST_TEAM_CHALL = 2.0        // ...for first team challenger
  BENCH = 2.3            // ...for Bench player BENCH = 2.3            // ...for Bench player
  BENCH_CHALL = 3.0        // ...for bench Challenger BENCH_CHALL = 3.0        // ...for bench Challenger
  RESERVES = 5.0            // ...for reserves RESERVES = 5.0            // ...for reserves
     
  [GAME_BENCH_HAPPINESS]  [GAME_BENCH_HAPPINESS] 
  FIRST_TEAM = -5.0        // Increase per game for being on bench, players get both this and the next section FIRST_TEAM = -5.0        // Increase per game for being on bench, players get both this and the next section
  FIRST_TEAM_CHALL = -3.0        // ...for first team challenger FIRST_TEAM_CHALL = -3.0        // ...for first team challenger
  BENCH = -2.0            // ...for Bench player BENCH = -2.0            // ...for Bench player
  BENCH_CHALL = -1.0        // ...for bench Challenger BENCH_CHALL = -1.0        // ...for bench Challenger
  RESERVES = 2.0            // ...for reserves RESERVES = 2.0            // ...for reserves
     
  [GAME_BENCH_UNHAPPINESS]  [GAME_BENCH_UNHAPPINESS] 
  FIRST_TEAM = -7.0        // Decrease missed game (not on bench) FIRST_TEAM = -7.0        // Decrease missed game (not on bench)
  FIRST_TEAM_CHALL = -5.0        // ...for first team challenger FIRST_TEAM_CHALL = -5.0        // ...for first team challenger
  BENCH = -3.0            // ...for Bench player BENCH = -3.0            // ...for Bench player
  BENCH_CHALL = -1.0        // ...for bench Challenger BENCH_CHALL = -1.0        // ...for bench Challenger
  RESERVES = -1.0            // ...for reserves RESERVES = -1.0            // ...for reserves
     
  [MINS_PLAYED]                  [MINS_PLAYED]                 
                  // LTV = Less than variance                 // LTV = Less than variance
                  // MTV = More than variance                 // MTV = More than variance
  MINUTE_VARIANCE = 10        // Was 5. Time variance on playing time. SH - Each player has an expectation of how long they play. This number sets the number of mins per morale change. e.g. if 5 then for each 5 mins more or less they play than their expected, they get a boost or drop. MINUTE_VARIANCE = 10        // Was 5. Time variance on playing time. SH - Each player has an expectation of how long they play. This number sets the number of mins per morale change. e.g. if 5 then for each 5 mins more or less they play than their expected, they get a boost or drop.
     
  FIRST_TEAM_MIN = 25        // Range for expectation. SH - Mins of the match they expect to play. FIRST_TEAM_MIN = 25        // Range for expectation. SH - Mins of the match they expect to play.
  FIRST_TEAM_MAX = 80 FIRST_TEAM_MAX = 80
  FIRST_TEAM_LTV = -1        // Was -3 Points awarded when playing less. SH - Change in morale if this player plays less than variance number per first_team_min value. FIRST_TEAM_LTV = -1        // Was -3 Points awarded when playing less. SH - Change in morale if this player plays less than variance number per first_team_min value.
  FIRST_TEAM_MTV = 1        // Points awarded when playing more FIRST_TEAM_MTV = 1        // Points awarded when playing more
             
  FIRST_TEAM_CHALL_MIN = 20    // Range for expectation FIRST_TEAM_CHALL_MIN = 20    // Range for expectation
  FIRST_TEAM_CHALL_MAX = 80 FIRST_TEAM_CHALL_MAX = 80
  FIRST_TEAM_CHALL_LTV = -1    // was -2 Points awarded when playing less FIRST_TEAM_CHALL_LTV = -1    // was -2 Points awarded when playing less
  FIRST_TEAM_CHALL_MTV = 1    // Points awarded when playing more FIRST_TEAM_CHALL_MTV = 1    // Points awarded when playing more
     
  BENCH_MIN = 15            // Range for expectation BENCH_MIN = 15            // Range for expectation
  BENCH_MAX = 45 BENCH_MAX = 45
  BENCH_LTV = -1            // was -1 Points awarded when playing less BENCH_LTV = -1            // was -1 Points awarded when playing less
  BENCH_MTV = 0.5            // Points awarded when playing more BENCH_MTV = 0.5            // Points awarded when playing more
     
  BENCH_CHALL_MIN = 10        // Range for expectation BENCH_CHALL_MIN = 10        // Range for expectation
  BENCH_CHALL_MAX = 45 BENCH_CHALL_MAX = 45
  BENCH_CHALL_LTV = -1        // was -1 Points awarded when playing less BENCH_CHALL_LTV = -1        // was -1 Points awarded when playing less
  BENCH_CHALL_MTV = 1        // Points awarded when playing more BENCH_CHALL_MTV = 1        // Points awarded when playing more
     
  RESERVE_MIN = 10        // Range for expectation RESERVE_MIN = 10        // Range for expectation
  RESERVE_MAX = 45 RESERVE_MAX = 45
  RESERVE_LTV = -1        // Points awarded when playing less RESERVE_LTV = -1        // Points awarded when playing less
  RESERVE_MTV = 1            // Points awarded when playing more RESERVE_MTV = 1            // Points awarded when playing more
     
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
  // SQUAD ROLE // SQUAD ROLE
  // //
     
     
  // //
  // CONTACT HAPPINESS // CONTACT HAPPINESS
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
     
  [CONTRACT_HAPPINESS_RATIOS]  [CONTRACT_HAPPINESS_RATIOS] 
  WAGE_RATIO = 66 WAGE_RATIO = 66
  CONTRACT_LENGTH_RATIO = 33 CONTRACT_LENGTH_RATIO = 33
     
  [EXPECTED_WAGE]  [EXPECTED_WAGE] 
  CURRENT_WAGE_MULTIPLIER = 1    // current wage bias CURRENT_WAGE_MULTIPLIER = 1    // current wage bias
  FUTURE_WAGE_MULTIPLIER = 2    // future wage bias FUTURE_WAGE_MULTIPLIER = 2    // future wage bias
     
  [FUTURE_WAGE_TIME_FRAME]  [FUTURE_WAGE_TIME_FRAME] 
  NUM_OF_YEARS = 2            // FB states 2-3 years NUM_OF_YEARS = 2            // FB states 2-3 years
     
  [EXPECTED_WAGE_DIFFERENCE]  [EXPECTED_WAGE_DIFFERENCE] 
  NUM_RANGE = 13                // How many range values are in use NUM_RANGE = 13                // How many range values are in use
  RANGE_1 = -50                // RANGE_1 = -50                //
  RANGE_2 = -40 RANGE_2 = -40
  RANGE_3 = -30 RANGE_3 = -30
  RANGE_4 = -20 RANGE_4 = -20
  RANGE_5 = -10 RANGE_5 = -10
  RANGE_6 = -5 RANGE_6 = -5
  RANGE_7 = 0 RANGE_7 = 0
  RANGE_8 = 5          RANGE_8 = 5         
  RANGE_9 = 10 RANGE_9 = 10
  RANGE_10 = 20 RANGE_10 = 20
  RANGE_11 = 30 RANGE_11 = 30
  RANGE_12 = 40 RANGE_12 = 40
  RANGE_13 = 50 RANGE_13 = 50
     
  VALUE_1 = 0                    // Happiness value associated with range VALUE_1 = 0                    // Happiness value associated with range
  VALUE_2 = 5 VALUE_2 = 5
  VALUE_3 = 10 VALUE_3 = 10
  VALUE_4 = 20 VALUE_4 = 20
  VALUE_5 = 30 VALUE_5 = 30
  VALUE_6 = 40 VALUE_6 = 40
  VALUE_7 = 50 VALUE_7 = 50
  VALUE_8 = 55 VALUE_8 = 55
  VALUE_9 = 65 VALUE_9 = 65
  VALUE_10 = 77 VALUE_10 = 77
  VALUE_11 = 83 VALUE_11 = 83
  VALUE_12 = 91 VALUE_12 = 91
  VALUE_13 = 100 VALUE_13 = 100
     
  [EXPECTED_WAGE_PERFORMANCE_MOD]  [EXPECTED_WAGE_PERFORMANCE_MOD] 
  PERFORMANCE_POINTS = 10        // # points > 50 to modify wage demand - this is not used now as Player Performance Morale has been cut PERFORMANCE_POINTS = 10        // # points > 50 to modify wage demand - this is not used now as Player Performance Morale has been cut
     
  [CONTRACT_LENGTH]  [CONTRACT_LENGTH] 
  NUM_RATING_RANGE = 5        // Number of range ratings   NUM_RATING_RANGE = 5        // Number of range ratings  
  PLAYER_RATING_RANGE_1 = 60    // 0 to PLAYER_RATING_RANGE_1 - 1 PLAYER_RATING_RANGE_1 = 60    // 0 to PLAYER_RATING_RANGE_1 - 1
  PLAYER_RATING_RANGE_2 = 70    // PLAYER_RATING_RANGE_1 to PLAYER_RATING_RANGE_2 - 1 PLAYER_RATING_RANGE_2 = 70    // PLAYER_RATING_RANGE_1 to PLAYER_RATING_RANGE_2 - 1
  PLAYER_RATING_RANGE_3 = 80  // PLAYER_RATING_RANGE_2 to PLAYER_RATING_RANGE_3 - 1 PLAYER_RATING_RANGE_3 = 80  // PLAYER_RATING_RANGE_2 to PLAYER_RATING_RANGE_3 - 1
  PLAYER_RATING_RANGE_4 = 90  // PLAYER_RATING_RANGE_3 to PLAYER_RATING_RANGE_4 - 1 PLAYER_RATING_RANGE_4 = 90  // PLAYER_RATING_RANGE_3 to PLAYER_RATING_RANGE_4 - 1
  PLAYER_RATING_RANGE_5 = 100    // PLAYER_RATING_RANGE_4 to PLAYER_RATING_RANGE_5 - 1 PLAYER_RATING_RANGE_5 = 100    // PLAYER_RATING_RANGE_4 to PLAYER_RATING_RANGE_5 - 1
     
  RANGE_1_SR25 = 3            // Star Rating below 2.5 RANGE_1_SR25 = 3            // Star Rating below 2.5
  RANGE_1_SR3 = 3                // Star Rating 2.5 to less than 3.0 RANGE_1_SR3 = 3                // Star Rating 2.5 to less than 3.0
  RANGE_1_SR35 = 2            // Star Rating 3.0 to less than 3.5 RANGE_1_SR35 = 2            // Star Rating 3.0 to less than 3.5
  RANGE_1_SR4 = 1                // Star Rating 3.5 to less than 4.0 RANGE_1_SR4 = 1                // Star Rating 3.5 to less than 4.0
  RANGE_1_SR45 = 0            // Star Rating 4.0 to less than 4.5 RANGE_1_SR45 = 0            // Star Rating 4.0 to less than 4.5
  RANGE_1_SR5 = 0                // Star Rating 4.5 to 5.0 RANGE_1_SR5 = 0                // Star Rating 4.5 to 5.0
     
  RANGE_2_SR25 = 2 RANGE_2_SR25 = 2
  RANGE_2_SR3 = 3 RANGE_2_SR3 = 3
  RANGE_2_SR35 = 2 RANGE_2_SR35 = 2
  RANGE_2_SR4 = 1 RANGE_2_SR4 = 1
  RANGE_2_SR45 = 0 RANGE_2_SR45 = 0
  RANGE_2_SR5 = 0 RANGE_2_SR5 = 0
     
  RANGE_3_SR25 = 0 RANGE_3_SR25 = 0
  RANGE_3_SR3 = 2 RANGE_3_SR3 = 2
  RANGE_3_SR35 = 3 RANGE_3_SR35 = 3
  RANGE_3_SR4 = 3 RANGE_3_SR4 = 3
  RANGE_3_SR45 = 2 RANGE_3_SR45 = 2
  RANGE_3_SR5 = 1 RANGE_3_SR5 = 1
     
  RANGE_4_SR25 = 0 RANGE_4_SR25 = 0
  RANGE_4_SR3 = 1 RANGE_4_SR3 = 1
  RANGE_4_SR35 = 2 RANGE_4_SR35 = 2
  RANGE_4_SR4 = 3 RANGE_4_SR4 = 3
  RANGE_4_SR45 = 3 RANGE_4_SR45 = 3
  RANGE_4_SR5 = 3 RANGE_4_SR5 = 3
     
  RANGE_5_SR25 = 0 RANGE_5_SR25 = 0
  RANGE_5_SR3 = 0 RANGE_5_SR3 = 0
  RANGE_5_SR35 = 1 RANGE_5_SR35 = 1
  RANGE_5_SR4 = 2 RANGE_5_SR4 = 2
  RANGE_5_SR45 = 3 RANGE_5_SR45 = 3
  RANGE_5_SR5 = 3 RANGE_5_SR5 = 3
     
  [CONTRACT_LENGTH_AGE_MODIFIERS]  [CONTRACT_LENGTH_AGE_MODIFIERS] 
  YOUNG = 18                    // Players under are considered young YOUNG = 18                    // Players under are considered young
  OLD = 38                    // Players over are considered old OLD = 38                    // Players over are considered old
  YOUNG_MOD = 1                // How much the above ratings are modded YOUNG_MOD = 1                // How much the above ratings are modded
  OLD_MOD = -1                // for old and young players OLD_MOD = -1                // for old and young players
     
  [CONTRACT_LENGTH_TEAM_EXPECTATION_MODIFIERS]  [CONTRACT_LENGTH_TEAM_EXPECTATION_MODIFIERS] 
  CLINCHED = 2 CLINCHED = 2
  PROBABLE = 1 PROBABLE = 1
  LIKELY = 0 LIKELY = 0
  POSSIBLE = -1 POSSIBLE = -1
  UNLIKELY = -2 UNLIKELY = -2
  IMPOSSIBLE = -3 IMPOSSIBLE = -3
     
  [CONTRACT_LENGTH_DIFF_HAPPINESS]  [CONTRACT_LENGTH_DIFF_HAPPINESS] 
  DIFF_RANGE = 11 DIFF_RANGE = 11
  RANGE_1 = -5 RANGE_1 = -5
  RANGE_2 = -4 RANGE_2 = -4
  RANGE_3 = -3 RANGE_3 = -3
  RANGE_4 = -2 RANGE_4 = -2
  RANGE_5 = -1 RANGE_5 = -1
  RANGE_6 = 0 RANGE_6 = 0
  RANGE_7 = 1 RANGE_7 = 1
  RANGE_8 = 2 RANGE_8 = 2
  RANGE_9 = 3 RANGE_9 = 3
  RANGE_10 = 4 RANGE_10 = 4
  RANGE_11 = 5 RANGE_11 = 5
     
  VALUE_1 = 0 VALUE_1 = 0
  VALUE_2 = 17 VALUE_2 = 17
  VALUE_3 = 32 VALUE_3 = 32
  VALUE_4 = 45 VALUE_4 = 45
  VALUE_5 = 56 VALUE_5 = 56
  VALUE_6 = 65 VALUE_6 = 65
  VALUE_7 = 56 VALUE_7 = 56
  VALUE_8 = 45 VALUE_8 = 45
  VALUE_9 = 32 VALUE_9 = 32
  VALUE_10 = 17 VALUE_10 = 17
  VALUE_11 = 0 VALUE_11 = 0
     
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
  // CONTRACT HAPPINESS // CONTRACT HAPPINESS
  // //
     
  // //
  // ADDON MORALE // ADDON MORALE
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
     
  [ADDON_MORALE]  [ADDON_MORALE] 
  DEFAULT_VALUE = 0 DEFAULT_VALUE = 0
  RANGE_UPPER = 100 RANGE_UPPER = 100
  RANGE_LOWER = -100 RANGE_LOWER = -100
     
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
  // ADDON MORALE // ADDON MORALE
  // //
     
     
  // //
  // TEAM CHEMISTRY // TEAM CHEMISTRY
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
     
  [TEAM_CHEMISTRY_LEVEL]  [TEAM_CHEMISTRY_LEVEL] 
  LEVEL_1 = 20                // Chem values of 0 -> LEVEL_1 LEVEL_1 = 20                // Chem values of 0 -> LEVEL_1
  LEVEL_2 = 40                // Chem values of ( LEVEL_1 + 1 ) -> LEVEL_2 LEVEL_2 = 40                // Chem values of ( LEVEL_1 + 1 ) -> LEVEL_2
  LEVEL_3 = 59                // Chem values of ( LEVEL_2 + 1 ) -> LEVEL_3 LEVEL_3 = 59                // Chem values of ( LEVEL_2 + 1 ) -> LEVEL_3
  LEVEL_4 = 60                // Chem values of ( LEVEL_3 + 1 ) -> LEVEL_4 LEVEL_4 = 60                // Chem values of ( LEVEL_3 + 1 ) -> LEVEL_4
  LEVEL_5 = 80                // Chem values of ( LEVEL_4 + 1 ) -> LEVEL_5 LEVEL_5 = 80                // Chem values of ( LEVEL_4 + 1 ) -> LEVEL_5
  LEVEL_6 = 100                // Chem values of ( LEVEL_5 + 1 ) -> LEVEL_6 LEVEL_6 = 100                // Chem values of ( LEVEL_5 + 1 ) -> LEVEL_6
     
  [TEAM_CHEMISTRY_WINNING_PERCENT_MOD]  [TEAM_CHEMISTRY_WINNING_PERCENT_MOD] 
  LEVEL_1 = -30 LEVEL_1 = -30
  LEVEL_2 = -20 LEVEL_2 = -20
  LEVEL_3 = -10 LEVEL_3 = -10
  LEVEL_4 = 0 LEVEL_4 = 0
  LEVEL_5 = 15 LEVEL_5 = 15
  LEVEL_6 = 25 LEVEL_6 = 25
     
  [TEAM_CHEMISTRY_SELFISH]  [TEAM_CHEMISTRY_SELFISH] 
  TEAM_PERFORMANCE = 20 TEAM_PERFORMANCE = 20
  SQUAD_ROLE = 80 SQUAD_ROLE = 80
  CONTRACT_HAPPINESS = 0 CONTRACT_HAPPINESS = 0
     
  //this does not exist //this does not exist
  [TEAM_CHEMISTRY_BIT_SELFISH]  [TEAM_CHEMISTRY_BIT_SELFISH] 
  TEAM_PERFORMANCE = 0 TEAM_PERFORMANCE = 0
  SQUAD_ROLE = 0 SQUAD_ROLE = 0
  CONTRACT_HAPPINESS = 0 CONTRACT_HAPPINESS = 0
     
  //this is the neutral category //this is the neutral category
  [TEAM_CHEMISTRY_BIT_TEAM_PLAYER]  [TEAM_CHEMISTRY_BIT_TEAM_PLAYER] 
  TEAM_PERFORMANCE = 50 TEAM_PERFORMANCE = 50
  SQUAD_ROLE = 50 SQUAD_ROLE = 50
  CONTRACT_HAPPINESS = 0 CONTRACT_HAPPINESS = 0
     
  [TEAM_CHEMISTRY_TEAM_PLAYER]  [TEAM_CHEMISTRY_TEAM_PLAYER] 
  TEAM_PERFORMANCE = 80 TEAM_PERFORMANCE = 80
  SQUAD_ROLE = 20 SQUAD_ROLE = 20
  CONTRACT_HAPPINESS = 0 CONTRACT_HAPPINESS = 0
     
  //////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
  // TEAM CHEMISTRY // TEAM CHEMISTRY
  // //