<?xml version="1.0"?>
<EnumDefinition>
	<!-- Variables -->
	<Variable_Self>					</Variable_Self>
	<Variable_Location>				</Variable_Location>
	<Variable_Target>				</Variable_Target>
	<Variable_Enemy>				</Variable_Enemy>
	<Variable_Human>				</Variable_Human>

	<!-- Parameters -->
	<Parameter_Category>			</Parameter_Category>
	<Parameter_Attenuator>			</Parameter_Attenuator>
	<Parameter_Type>				</Parameter_Type>
	<Parameter_Hard_Point_Type>		</Parameter_Hard_Point_Type>
	<Parameter_Faction>				</Parameter_Faction>
	<Parameter_Level>				</Parameter_Level>
	<Parameter_Count>				</Parameter_Count>
	<Parameter_Name>				</Parameter_Name>
	<Parameter_Queue_Type>			</Parameter_Queue_Type>
	<Parameter_Script_String>		</Parameter_Script_String>
	<Parameter_Script_Number>		</Parameter_Script_Number>
	<Parameter_Range>				</Parameter_Range>
	<Parameter_Only_Consider_Complete/>
	<Parameter_Time>				</Parameter_Time>
	<Parameter_Difficulty_Level_Type/>

	<!-- Non-automatic root literals -->
	<Game>			</Game>

	<!-- Intermediate literals (cross-object) -->
	<Type>			</Type>
	<FriendlyForce> </FriendlyForce>
	<EnemyForce>	</EnemyForce>
	<Hints>			</Hints>

	<!-- Final literals -->	
	<Evaluate>					</Evaluate>
	<Token>						</Token>

	<Timeline>					</Timeline>
	<Markup>					</Markup>
	<Age>						</Age>
	<IsCampaignGame>			</IsCampaignGame>
	<InterventionsEnabled>		</InterventionsEnabled>
	<TimeSinceStoryPopup>		</TimeSinceStoryPopup>
	<ActiveStoryGoalCount>		</ActiveStoryGoalCount>
	<IsStoryCampaign>			</IsStoryCampaign>
	<PlanetsCorrupted>				</PlanetsCorrupted>
	<PlanetsCorruptedUnnormalized>	</PlanetsCorruptedUnnormalized>

	<!-- Misc planet final literals -->
	<TargetPoliticalControl>	</TargetPoliticalControl>
	<StarbaseLevel>				</StarbaseLevel>
	<GroundbaseLevel>			</GroundbaseLevel>
	<DistanceToNearestFriendly>	</DistanceToNearestFriendly>
	<OpenStructureSlots>		</OpenStructureSlots>
	<IsConnectedTo>				</IsConnectedTo>

	<FriendlyInternalConnectivity>	</FriendlyInternalConnectivity>
	<FriendlyExternalConnectivity>	</FriendlyExternalConnectivity>
	<EnemyInternalConnectivity>		</EnemyInternalConnectivity>
	<EnemyExternalConnectivity>		</EnemyExternalConnectivity>

	<Income>					</Income>
	<IncomeNBPTM>				</IncomeNBPTM>
	<IncomeNBTP>				</IncomeNBTP>
	<IncomeNBTD>				</IncomeNBTD>
	<BaseIncome>				</BaseIncome>
	<BaseIncomeNBTP>			</BaseIncomeNBTP>
	<BaseIncomeNBTD>			</BaseIncomeNBTD>

	<TradeRoutes>				</TradeRoutes>
	<ActiveTradeRoutes>			</ActiveTradeRoutes>
	<IsSurfaceAccessible>		</IsSurfaceAccessible>
	<RetainsResidualInfluence>	</RetainsResidualInfluence>
	<IsCorrupted>				</IsCorrupted>
	<IsCorruptionTransitionActive>	</IsCorruptionTransitionActive>
	<IsConnectedToCorruption>	</IsConnectedToCorruption>
	<BlackMarketAbilitiesAvailable>		</BlackMarketAbilitiesAvailable>
	<BlackMarketMinimumAbilityPrice>	</BlackMarketMinimumAbilityPrice>
	<BlackMarketPriceModifier>			</BlackMarketPriceModifier>
	<TimeSinceCorruptionChange>			</TimeSinceCorruptionChange>

	<!-- (planet) type final literals -->
	<MaxStarbaseLevel>			</MaxStarbaseLevel>
	<MaxGroundbaseLevel>		</MaxGroundbaseLevel>
	<ForceAlignment>			</ForceAlignment>
	<MaxStructureSlots>			</MaxStructureSlots>
	<IsType>					</IsType>
	<IsFaction>					</IsFaction>
	<IsNamedHero>				</IsNamedHero>

	<ConnectsIsolatedPlanetsByLength>	</ConnectsIsolatedPlanetsByLength>
	<ConnectsIsolatedPlanetsByForce>	</ConnectsIsolatedPlanetsByForce>
	<ConnectsLargestIslands>			</ConnectsLargestIslands>

	<HasCreditSiphon>			</HasCreditSiphon>
	<HasStructure>				</HasStructure>
	<HasIndigenousUnits>		</HasIndigenousUnits>
	<IsHumanControlled>			</IsHumanControlled>

	<!-- Force literals -->
	<GroundTotal>				</GroundTotal>
	<SpaceTotal>				</SpaceTotal>
	<NearbyGroundTotal>			</NearbyGroundTotal>
	<NearbySpaceTotal>			</NearbySpaceTotal>
	<AntiStealthEffectiveness>	</AntiStealthEffectiveness>
	<HasNearbyGroundForce>		</HasNearbyGroundForce>
	<HasNearbySpaceForce>		</HasNearbySpaceForce>

	<!-- NBTD = Normalized By Target Disposition -->
	<GroundTotalNBTD>			</GroundTotalNBTD>
	<SpaceTotalNBTD>			</SpaceTotalNBTD>

	<!-- NBPTM = Normalized By Per Target Max -->
	<GroundTotalNBPTM>			</GroundTotalNBPTM>
	<SpaceTotalNBPTM>			</SpaceTotalNBPTM>

	<!-- NBTT = Normalized By Target Total -->
	<GroundTotalNBTT>			</GroundTotalNBTT>
	<SpaceTotalNBTT>			</SpaceTotalNBTT>

	<!-- Quick checks for whether force are present.  Result is either 1.0 or 0.0 -->
	<HasSpaceForce>				</HasSpaceForce>
	<HasGroundForce>			</HasGroundForce>

	<!-- Maintenance cost normalized by income -->
	<Maintenance>				</Maintenance>
	<TechLevel>					</TechLevel>

	<!-- Income perceptions for players.  Net subtracts off maintenance costs
	(and is more expensive to evaluate as a result).  NBPTM normalizes by max
	income for the entire galaxy.  NBTF normalizes by max income for player's
	current planets -->
	<GrossIncomeNBPTM>			</GrossIncomeNBPTM>
	<NetIncomeNBPTM>			</NetIncomeNBPTM>
	<GrossIncomeNBTF>			</GrossIncomeNBTF>
	<NetIncomeNBTF>				</NetIncomeNBTF>

	<!-- Build perceptions for planets.  Depth and time are normalized by the
	largest depth/time across any planet belonging to this planet's owner.
	These are valid perceptions ONLY when the querying player owns the planet -->
	<BuildQueueDepth>			</BuildQueueDepth>
	<BuildQueueTime>			</BuildQueueTime>
	<BuildPercentRemaining>		</BuildPercentRemaining>
	<IsBuilding>				</IsBuilding>

	<OpenGroundCompanySlots>	</OpenGroundCompanySlots>
	<StoryTrigger>				</StoryTrigger>

	<!-- Various perceptions for players below -->
	<!-- Perception for the proportion of income devoted to a particular goal
	category.  REQUIRES the goal category as a parameter -->
	<BudgetAllocation>				</BudgetAllocation>

	<PlanetsControlled>				</PlanetsControlled>
	<AverageBuildQueueDepth>		</AverageBuildQueueDepth>
	<AverageBuildTime>				</AverageBuildTime>
	<AverageStarbase>				</AverageStarbase>
	<AverageGroundbase>				</AverageGroundbase>
	<SpaceDefendedPlanets>			</SpaceDefendedPlanets>
	<GroundDefendedPlanets>			</GroundDefendedPlanets>
	<AverageAgeOfGroundIntelligence/>
	<AverageAgeOfSpaceIntelligence>	</AverageAgeOfSpaceIntelligence>
	<HasStarbaseOfLevel>			</HasStarbaseOfLevel>
	<HasGroundbaseOfLevel>			</HasGroundbaseOfLevel>
	<NumStructure>					</NumStructure>
	<NumStarbaseOfLevel>			</NumStarbaseOfLevel>
	<NumGroundbaseOfLevel>			</NumGroundbaseOfLevel>
	<HomePlanet>					</HomePlanet>
	<BudgetFractionToBuild>			</BudgetFractionToBuild>
	<CanAdvanceTech>				</CanAdvanceTech>
	<HasBeenAttackedInSpace>		</HasBeenAttackedInSpace>
	<HasBeenAttackedOnGround>		</HasBeenAttackedOnGround>
	<TimeSinceSpaceDefender>		</TimeSinceSpaceDefender>
	<TimeSinceSpaceAttacker>		</TimeSinceSpaceAttacker>
	<TimeSinceGroundDefender>		</TimeSinceGroundDefender>
	<TimeSinceGroundAttacker>		</TimeSinceGroundAttacker>
	<WorstIslandFractionOfLargest>	</WorstIslandFractionOfLargest>
	<HasUnit>						</HasUnit>
	<StructureCount>				</StructureCount>
	<IsDifficulty>					</IsDifficulty>
	<HasTechToProduce>				</HasTechToProduce>	
	<ActiveGoals>					</ActiveGoals>
	<AnyCurrentThreats>				</AnyCurrentThreats>

	<!-- Proportion of a player's planets that have bases at their maximum level -->
	<MaxedGroundbases>				</MaxedGroundbases>
	<MaxedStarbases>				</MaxedStarbases>

	<!-- Can follow certain 'final' literals to determine when that literal was last genuinely observed -->
	<TimeLastSeen>				</TimeLastSeen>

	<TimeSinceSpaceConflict>	</TimeSinceSpaceConflict>
	<TimeSinceGroundConflict>	</TimeSinceGroundConflict>
	<TimeSinceConversion>		</TimeSinceConversion>

	<!-- Tactical mode tokens -->
	<Owner>							</Owner>
	<Location>						</Location>

	<Health>						</Health>
	<Shield>						</Shield>
	<Energy>						</Energy>
	<HardPointHealth>				</HardPointHealth>

	<Force>							</Force>
	<ForceNBTP>						</ForceNBTP>
	<ForceNBTD>						</ForceNBTD>
	<FriendlyForceNBTD>				</FriendlyForceNBTD>
	<EnemyForceNBTD>				</EnemyForceNBTD>
	<IsDefender>					</IsDefender>
	<ForceVisibility>				</ForceVisibility><!-- % of the enemies forces that are visible; always 1 with FOW off -->
	<IsEnemyStartLocation>			</IsEnemyStartLocation>
	<CanRetreat>					</CanRetreat>
	<EnemyUnitConcentration>		</EnemyUnitConcentration>
	<FriendlyUnitConcentration>		</FriendlyUnitConcentration>
	<EnemyUnitConcentrationNBTD>	</EnemyUnitConcentrationNBTD>
	<FriendlyUnitConcentrationNBTD>	</FriendlyUnitConcentrationNBTD>
	<IsBombingRunAvailable>			</IsBombingRunAvailable>
	<CashPointValue>				</CashPointValue>
	<IsCashPoint>					</IsCashPoint>
	<ContainsHero>					</ContainsHero>
	<AreEnginesOnline>				</AreEnginesOnline>
	<IsSetupPhase>					</IsSetupPhase>
	<IsBuildPad>					</IsBuildPad>
	<HasBuiltObject>				</HasBuiltObject>
	<NearbyOpenBuildPadCount>		</NearbyOpenBuildPadCount>
	<OpenBuildPadCount>				</OpenBuildPadCount>
	<TacticalBuiltStructureCount>	</TacticalBuiltStructureCount>
	<IsFriendlyStartLocation>		</IsFriendlyStartLocation>
	<HasTakenDamage>				</HasTakenDamage>
	<BaseLevel>						</BaseLevel>
	<IsRetreating>					</IsRetreating>
	<IsInsideFriendlyShield>		</IsInsideFriendlyShield>
	<IsInsideEnemyShield>			</IsInsideEnemyShield>
	<IsContestable>					</IsContestable>
	<ReinforcementsUnnormalized>	</ReinforcementsUnnormalized>
	<UnitSpaceAvailable>			</UnitSpaceAvailable>
	<IsValidBombingTarget>			</IsValidBombingTarget>
	<IsLandControlGame>				</IsLandControlGame>
	<GarrisonSlotsAvailable>		</GarrisonSlotsAvailable>
	<IsOrbitalBombardmentAvailable>	</IsOrbitalBombardmentAvailable>
	<AdditionalPopulationCapacity>	</AdditionalPopulationCapacity>

	<!-- INTERNAL ONLY.  DO NOT USE IN DATA. Mostly unnormalized perceptions that are used to calculate other perceptions. -->
	<GroundTotalUnnormalized>		</GroundTotalUnnormalized>
	<SpaceTotalUnnormalized>		</SpaceTotalUnnormalized>
	<IncomeUnnormalized>			</IncomeUnnormalized>
	<IncomePotentialUnnormalized>	</IncomePotentialUnnormalized>
	<BaseIncomeUnnormalized>		</BaseIncomeUnnormalized>
	<GrossIncomeUnnormalized>		</GrossIncomeUnnormalized>
	<NetIncomeUnnormalized>			</NetIncomeUnnormalized>

	<MaxAllPlanetsIncomeUnnormalized>		</MaxAllPlanetsIncomeUnnormalized>
	<MaxOwnedPlanetsIncomeUnnormalized>		</MaxOwnedPlanetsIncomeUnnormalized>

	<MaintenanceUnnormalized>		</MaintenanceUnnormalized>

	<PerTargetMaxGroundForce>		</PerTargetMaxGroundForce>
	<PerTargetMaxSpaceForce>		</PerTargetMaxSpaceForce>
	<PerTargetMaxIncome>			</PerTargetMaxIncome>
	<PerTargetMaxBaseIncome>		</PerTargetMaxBaseIncome>

	<MaxBuildQueueDepth>		</MaxBuildQueueDepth>
	<MaxBuildQueueTime>			</MaxBuildQueueTime>

	<HasSpaceUnitsBitfield>		</HasSpaceUnitsBitfield>
	<HasGroundUnitsBitfield>	</HasGroundUnitsBitfield>

	<TargetPlayerID>			</TargetPlayerID>

	<ForceUnnormalized>			</ForceUnnormalized>
	<FriendlyForceUnnormalized>	</FriendlyForceUnnormalized>
	<EnemyForceUnnormalized>	</EnemyForceUnnormalized>

	<CreditsUnnormalized>		</CreditsUnnormalized>

	<EnemyUnitConcentrationUnnormalized>	</EnemyUnitConcentrationUnnormalized>
	<FriendlyUnitConcentrationUnnormalized>	</FriendlyUnitConcentrationUnnormalized>

	<TimeLastSeenUnnormalized>	</TimeLastSeenUnnormalized>

	<GroundbaseTotalUnnormalized>	</GroundbaseTotalUnnormalized>
	<StarbaseTotalUnnormalized>		</StarbaseTotalUnnormalized>
	<StarbaseLevelUnnormalized>		</StarbaseLevelUnnormalized>
	<GroundbaseLevelUnnormalized>	</GroundbaseLevelUnnormalized>
	<MaxStarbaseLevelUnnormalized>	</MaxStarbaseLevelUnnormalized>
	<MaxGroundbaseLevelUnnormalized/>
	<OpenStructureSlotsUnnormalized/>
	<MaxStructureSlotsUnnormalized>	</MaxStructureSlotsUnnormalized>
	<PlanetsControlledUnnormalized>	</PlanetsControlledUnnormalized>

	<FriendlyUnitsBitfield>			</FriendlyUnitsBitfield>
	<EnemyUnitsBitfield>			</EnemyUnitsBitfield>
	<LandedForceUnnormalized>		</LandedForceUnnormalized>
	<DistanceToNearestEnemy>		</DistanceToNearestEnemy>
</EnumDefinition>
