<?xml version="1.0"?>
<CitizenFunctionConfig xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <!--   市民属性配置说明：  Description of Configuration of Citizens’ Attributes:
       人口压力配置  Population Pressure Configuration
     计算方式：人口压力值=市民/N-K-其他  Formula: Population pressure value = citizens number / N-K-Other
  PressureAllCitizen    int          人口压力系数 被全体市民人数除以（N）  Population pressure coefficient, divided by the number of citizens (N)
  PressureReduceValue   int          人口压力基础值（K）  Basic value of population pressure (K)
  PressureHappy     int          幸福度对应的压力值系数（当前幸福度/配置值）  Pressure coefficient corresponding to happiness (current happiness/configuration value)
  PressureHealth      int          健康度对应的压力值系数（当前幸福度/配置值）  Pressure coefficient corresponding to health (current happiness/configuration value)
  PressureNoHome      int          没有房子增加的压力值  Increased pressure without a house
       市民日常配置  Daily configuration of citizens
  HealthRecover     int          每天回复的生命值（没有异常状态下才会回复）  Daily vitality (HP) recovered (when not having abnormal status)
  FoodConsume       int          每天降低的饱食度  Daily reduced satiety
  GetFoodTrigger      int          触发取食行为的饱食度  The satiety triggering the eating behavior
  HungryTrigger     int          触发饥饿图标的饱食度  The satiety triggering the starvation icon
  GetWarmTrigger      int          触发取暖的保暖值  The warmth value triggering warming up behavior.
  ReduceWarmTmcTrigger  int          触发降低保暖度的温度（华氏度，在此温度以上不会降低保暖值）  Temperature and below that will lower the warmth (Fahrenheit. Warmth will not be reduced above this temperature) 
  CoolTrigger       int          触发寒冷图标的保暖值  The warmth that will trigger the freezing icon
  WarmConsume       int          保暖度的基础消耗值  Basic Consumption value of warmth
  AffectWarmTmcParameter  float        影响保暖度的温度参数  Temperature parameters that affect the warmth
  【   保暖值扣除计算方式：温度差值 = 减少保暖度的温度（0度） - 当前温度  How to deduct warmth: Temperature difference = Warmth reducing temperature (0 degree) - current temperature
   保暖度基础消耗* （1+温度差值 * 影响保暖度的温度参数） / （1 + 当前衣服系数）】  The base consumption of warmth* (1+ temperature difference * temperature parameter affecting the warmth) / (1+ current clothing coefficient)]
  RecoverWarm       int          取暖恢复的保暖度  The warmth recovered through heating
  RestTrigger       int          触发休息的体力值  The stamina triggering rest behavior
  TiredEnergy       int          触发疲劳的体力值  The stamina triggering fatigue
  GetDrinkTrigger     int          触发饮水的干渴值  The thirst triggering drinking behavior
  DrinkConsume      int          干渴值每日消耗的值  The thirst consumed daily 
  ThirstyTrigger      int          触发干渴图标的干渴值  The thirst triggering the thirst icon
  ToolComsume       int          工具每日消耗的耐久度  Tool durability consumed daily
  HomeTransportLoad   int          市民搬家时临时增加的负重  The temporarily increased inventory weight when the citizens are moving their homes 
  TradeTransportLoad    int          贸易者临时增加的负重  The temporarily increased inventory weight for traders
  MarketTransportLoad   int          小贩临时增加的负重  The temporarily increased inventory weight for vendors
  ImmuneLenght      int          市民患病后的免疫周期（月份）  Immunization cycle for citizens after illness (months)
  PregnancyRate     int          生育概率（百分比）  Probability of giving birth (%)
  StudentStudyTimes   int          学生受教育转变成成人的次数  The required education times for students to become adults
  IdlerStudyTimes     int          成人转变成受教育成人的次数  The required education times for adults to become educated adults
  StandRestToWork     int         通过站立或者闲逛 恢复大于一定的体力值才能再次工作  Citizens can only work again after restoring to a certain amount of stamina by standing or wandering
  FixerOneTimeAddDurability int        维修工每次维修增加的建筑耐久度  The durability increased when maintained by building repairers each time
  FixerNeedByBuildingNum  int          一个建筑工可以维修多少个房子  The number of houses a builder can repair
  BuildingNeedRepair    int          触发建筑修复的最小建筑耐久度  Minimum building durability triggering building repairing behavior
  BuildingBroken      int          触发建筑破损状态的建筑耐久度 减少收益  The durability of the buildings triggering damaged building status, lowering their effect
  EquipUpdateInMonths   int          衣服消耗周期（月）  Clothing consumption cycle (months)
  ClothesComsume      int          衣服每个月消耗的耐久度  The durability that clothes consume every month
  EquipBagUpdateInMonths  Config2Int       背包消耗周期 （Int1月份，Int2消耗的值）   Backpack consumption cycle (Int1 is for months and Int2 for consumption value) 
  EquipShoeUpdateInMonths Config2Int       鞋子消耗周期 （Int1月份，Int2消耗的值）  Shoe consumption cycle (Int1 is for months and Int2 for consumption value)
     幸福健康相关配置  Happiness and health-related configuration
  CleanWarning      int          清洁宽容警告值  Cleaning tolerance warning value
  SickWarning       int          疾病宽容警告值  Disease tolerance Warning Value
  NoHealthValue     int          亚健康值  Sub-health value
  HappyUpdateInMonths   int          幸福度刷新周期（月）  Refresh cycle of happiness (months)
  HappyTrigger      int          触发补充幸福度下限  The minimum happiness triggering supplementing happiness buff
  HappyDailyReduce    ConfigLowerUpper   幸福度日常扣减范围（日常扣减的上下限）  Daily deduction range of happiness (upper and lower limits of daily deduction)
     幸福度健康度根据人口每个月额外扣减值=（当前人数-ReduceBaseCitizen）/Division  Happiness and health is additionally deducted per month according to the population = (current number of people - ReduceBaseCitizen)/Division
     健康度同上  Health is the same as above
  Division        int          人口相关系数  除法  Demographic correlation coefficient Division method
  ReduceBaseCitizen   int          人口相关系数  减法    Demographic correlation coefficient Subtraction method  
  HappyMaxReduce      int          人口系数扣减幸福度的最大值 填写负数   Population coefficient minus the maximum value of happiness. Fill in a negative number 
  HealthMaxReduce     int          人口系数扣减健康度的最大值 填写负数   Population coefficient minus the maximum value of health. Fill in a negative number 
  HappyDeadFamilyReduce int          家庭成员死亡没有墓地扣减  Decreased happiness  when no cemetery to bury the family members
  HappyAddNewBirth    int          家庭出生新生儿增加幸福度  Increased happiness when the newborns come
  CrimeTrriger      int          触发犯罪的幸福度  Happiness triggering crimes
  CrimeUpdateInDays   int          触发犯罪周期（月）  Cycle of triggering crimes (months)
  CrimeMinNum       int          触发犯罪的最少人数  Minimum number of people triggering crimes
  CrimeRate       int          触发犯罪的概率（百分比）  Probability of triggering crimes (%)
  HappyAccident     Config2Int       幸福特殊事件（Int1年限，Int2下降数值 负数 ）  Special happiness events (Int1 is for year and Int2 for drop value, negative number)
  WorkEffectList                 工作效率受幸福影响列表  List of Work Efficiency Impacted by Happiness
    WorkEffect       
      Range       ConfigLowerUpper     幸福度区间（Lower对应最小值包含等于， Upper对应最大值）  Happiness range (Lower is the minimum value and upper is the maximum)
      AddPerTimes     float          工作效率增加（工作时间减少） 百分比  Increased productivity (decreased working hours) %
  HealthUpdateInMonths  int          健康的刷新你周期（月）  Health refresh cycle (months)
  HealthTrigger     int          触发补充健康度下限  the minimun health triggering health supplementing behavior
  HealthDailyReduce   ConfigLowerUpper   健康度日常扣减范围  Daily deduction range of health level
  HealthNoClothes     int          没有衣服扣减的健康值  Deducted health without clothes
  HealthHungry      int          触发饥饿状态扣减的健康值  Deducted health when hunger icon triggered
  HealthNoHome      int          没有房子扣减的健康值    Deducted health without a house  
  HealthNoEnoughFood    int          没有足够种类的食物扣减的健康值  Deducted health without enough food types
  HealthCreatePlague    int          低于该值触发瘟疫  Plague will be triggered when the health value is lower than this number
  HealthLowAddPlague    Config2Int       低健康获得瘟疫（Int1时间，Int2概率 ）  Plague of citizens with low health (Int1 time, Int2 probability)
  HealthReduceSpeed   int          低于该值降低移动速度  movement speed reduced When the value is lower than this number
  HealthWorkAndReduce   ConfigLowerUpper   工作概率扣减健康度（Int1概率，Int2扣减数字 负数 ）  Probability of deducting health while working (Int1 probability, int2 deduction number, negative number)
  HealthWorkEffectList             作时长受健康影响列表  List of Work Duration Impacted by Health
    HealthWorkEffect       
      Range       ConfigLowerUpper     健康的区间（Lower对应最小值包含等于， Upper对应最大值）  Health range (Lower is the minimum value and upper is the maximum)
      AddPerTimes     float          工作时间增加（体力值增加） 百分比  Increased in working time (Increasing Strength) %
     年龄相关的配置（此处的配置优先级低于hardmode中的配置）  Age related configuration (the configuration here has priority lower than that in hardmode)
  AdultDays       int          成年天数  Number of days of adulthood
  FindHomeDays      int          寻找新家天数  Number of days to find a new home
  AgeEffect       int         一岁的天数  Number of days of age 1
  SchoolRange       ConfigLowerUpper    上学的天数范围（Lower对应最小值 Upper对应最大值）  The range of the number of schooling days (Lower is the minimum value and upper is the maximum)
  DeathDaysRange      ConfigLowerUpper    死亡的天数范围（Lower对应最小值 Upper对应最大值）  The range of the number of death days (Lower is the minimum value and upper is the maximum)
  PregnancyRange      ConfigLowerUpper    生育的天数范围（Lower对应最小值 Upper对应最大值）  The range of the number of childbirth days (Lower is the minimum value and upper is the maximum)
  PregnancyInterval   ConfigLowerUpper    生育天数间隔（Lower对应最小值 Upper对应最大值）    Interval of days of childbirth (Lower is the minimum value and upper is the maximum)  
     弃用配置汇总：  Deprecated Configuration Summary:
  HealthCleanReduce   int          市民清洁健康度度（弃用配置）  Health degree of citizen’s cleanliness (deprecated configuration)
  HealthSickReduce    int          市民草药健康度（弃用配置）  Health degree of citizen’s herbal medicines (deprecated configuration)
  CitizenAverageNoHealth  int          市民平均疾病健康度（弃用配置）  Average health degree of citizen’s disease (deprecated configuration)
  RecoverEnergyByRest   int          休息回复的体力值（弃用配置）  Strength value for recovery from rest (deprecated configuration)
  RecoverEnergy     int          休息回复的体力值（弃用配置）  Strength value for recovery from rest (deprecated configuration)
  WarmTrigger       int          触发取暖行为的保暖值（弃用配置）  The warmth triggering heating behavior (deprecated configuration)
  FoodGetTypeNum      int          进食种类的数量（弃用配置）  Number of types of food intake (deprecated configuration)
  FoodTypeRickFoodHealth  int          进食种类不够时扣减的值（弃用配置）  Deduction when the food types are not enough (deprecated configuration)

				

  备注：  Remarks:
  int        整型，只能填整数  Integer. Only integers can be filled in
  string       字符串类型，字母或者文字  String type, letter or text
  bool         布尔类型，true或者false  Boolean type, true or false
  Param2Int    自定义双整数类型（Int1间隔天数， Int2对应每次扣减的值）  Customize the double integer type (Int1 is for interval of days and Int2 for each deduction value)
  Config2Int     自定义双整数类型（Int1对应物品类型 Int2对应随机权重）  Custom double integer type (Int1 is for item type and Int2 is for random weight)
  ConfigLowerUpper    自定义双整数类型（Lower对应最小值 Upper对应最大值）  Custom double integer type (Lower is the minimum value and Upper is the maximum)

     实例：  Instance:
     见下方  See below
-->   


 <!--健康度比重
  Health Related Factors (%)-->
  <!--食物
  Food-->
	<FoodHealthWeight>35</FoodHealthWeight>
	<!--清洁
  Cleanness-->
  <CleanHealthWeight>30</CleanHealthWeight>
	<!--疾病
  Disease-->
  <SickHealthWeight>35</SickHealthWeight>
	<!--幸福度比重
  Happiness Related Factors (%)-->
  <!--食物
  Food-->
  <FoodHappinessWeight>30</FoodHappinessWeight>
  <!--住房
  House-->
  <HomeHappinessWeight>30</HomeHappinessWeight>
  <!--场所娱乐
  Recreational places-->
  <PlaceHappinessWeight>40</PlaceHappinessWeight>
  
  <!--人口压力值= 参数A *（当前人口数量 + 参数B）/ (当前人口数量 + 参数C)-->
  <!--压力计算 人口压力公式系数-->
  <PressureCitizenParamsList>
  <PressureCitizenParams>550</PressureCitizenParams><!--参数A-->
  <PressureCitizenParams>-180</PressureCitizenParams><!--参数B-->
  <PressureCitizenParams>1100</PressureCitizenParams><!--参数C-->
  </PressureCitizenParamsList>
  <!--幸福健康压力值=(压力计算最大值-实际值)/系数-->
  <!--压力计算 最大幸福度-->
  <PressureMaxHappy>1333</PressureMaxHappy>
  <!--压力计算 最大健康度-->
  <PressureMaxHealth>1333</PressureMaxHealth>
  <!--幸福度系数Float X
  Happiness coefficient-->
  <PressureHappy>40</PressureHappy>
  <!--健康度系数Float Y
  Health coefficent-->
  <PressureHealth>40</PressureHealth>

  <!--计算压力时健康度上限 实际值超过上限则以上限值计算-->
  <PressureLimitHappy>2000</PressureLimitHappy>
  <!--计算压力时健康度上限 实际值超过上限则以上限值计算-->
  <PressureLimitHealth>2000</PressureLimitHealth>

  <!--人口压力 没有房子系数Int Z
  Population pressure coefficient without houses-->
  <PressureNoHome>-10</PressureNoHome>
  

    <!--衣服鞋子背包
    Clothes, shoes, backpack-->
    <!--衣物耐久度消耗根据刷新月份减少
    The durability of clothes reduces according to refresh months-->
  <ClothesComsume>-30</ClothesComsume>
    <!--衣服扣减耐久刷新月份
    refresh months of clothes durability reduction -->
  <EquipUpdateInMonths>1</EquipUpdateInMonths>
    <!--背包消耗周期
    Consumption cycle of backpack-->
  <EquipBagUpdateInMonths>
    <Int1>1</Int1>
    <Int2>-30</Int2>
  </EquipBagUpdateInMonths>
      <!--鞋子消耗周期
      Consumption cycle of shoes-->
  <EquipShoeUpdateInMonths>
    <Int1>1</Int1>
    <Int2>-30</Int2>
  </EquipShoeUpdateInMonths>
  

  <!--成年的天数
  Days required to become adult-->
  <AdultDays>900</AdultDays>
  <!--寻找住所年纪（目前与生育年纪下限相同）
  Age required a new house (same as the reproduction age below)-->
  <FindHomeAge>900</FindHomeAge>
  <!--每一岁的天数
  Days required to increase age-->
  <AgeEffect>90</AgeEffect>
  <!--上学的天数范围
  Days range required to be school age students-->
  <SchoolRange>
        <Lower>720</Lower>
        <Upper>900</Upper>
  </SchoolRange>
  <!--小贩的负重
  carry weight of venders-->
  <DealerLoad>100</DealerLoad>
  <!--市民搬运家居物资临时增加的负重
  Temporarily increased weight when citizens transfering their home resources-->
  <HomeTransportLoad>100</HomeTransportLoad>
  <!--贸易站工人搬运物资临时增加的负重
  Temporarily increased weight when Trading Post workers transfering resources-->
  <TradeTransportLoad>100</TradeTransportLoad>
  <!--市场工人搬运物资临时增加的负重
  Temporarily increased weight when Marketplace workers transfering resources-->
  <MarketTransportLoad>100</MarketTransportLoad>        
  <!--市民免疫时常 月份
  Immunization cycle for citizens after illness (months)-->
  <ImmuneLenght>12</ImmuneLenght>
  <!--每天的生命恢复回复
  Daily recovered Vitality (HP)-->
  <HealthRecover>1</HealthRecover>
  <!--每天的饱食度消耗
  Daily deducted hunger-->
  <FoodConsume>-1</FoodConsume>
  <!--取食的饱食度
  hunger value triggering eating behavior-->
  <GetFoodTrigger>30</GetFoodTrigger>
  <!--饥饿状态的饱食度
  hunger value triggering starving status-->
  <HungryTrigger>0</HungryTrigger>
  <!--每天的干渴度消耗
  Daily consumed thirst value-->
  <DrinkConsume>-1</DrinkConsume>
  <!--取水的干渴度
  Thirst value triggering drinking behavior-->
  <GetDrinkTrigger>20</GetDrinkTrigger>
  <!--干渴状态的干渴度
  Thirst value triggering state of thirst-->
  <ThirstyTrigger>0</ThirstyTrigger>
  <!--取暖的保暖度
  Warmth value triggering warmingup behavior-->
  <GetWarmTrigger>35</GetWarmTrigger>
  <!--开始消耗保暖度的温度（华氏）
  Temperature that starts to consume warmth (Fahrenheit)-->
  <ReduceWarmTmcTrigger>50</ReduceWarmTmcTrigger>
  <!--取暖的保暖度
  Increased warmth value after warming up-->
  <WarmTrigger>20</WarmTrigger>
  <!--寒冷的保暖度
  Warmth value entering state of freezing-->
  <CoolTrigger>0</CoolTrigger>
  <!--保暖度消耗基础值
  Warmth consumption basic value-->
  <WarmConsume>-2</WarmConsume>
  <!--温度对保暖度的影响参数
  The influence parameter of temperature on warmth-->
  <AffectWarmTmcParameter>0.2</AffectWarmTmcParameter>
  <!--每次保暖恢复点数
  Recovered warmth after getting warm-->
  <RecoverWarm>500</RecoverWarm>
  <!--工具耐久度消耗
  Tool durability consumption-->
  <ToolComsume>-1</ToolComsume>
  <!--触发休息时的体力值
  Stamina triggering resting behavior-->
  <RestTrigger>10</RestTrigger>
  <!--通过休息恢复的体力值
  Recovered stamina after rest-->
  <RecoverEnergyByRest>500</RecoverEnergyByRest>
  <!--疲劳的体力值
  Stamina triggering state of fatigue-->
  <TiredEnergy>0</TiredEnergy>
  <!--食物丰富种类
  Food type-->
  <FoodGetTypeNum>3</FoodGetTypeNum>
  <!--食物丰富的健康度
  Health provided by rich food-->
  <FoodTypeRickFoodHealth>20</FoodTypeRickFoodHealth>
  <!--清洁宽容警告值
  Cleanness warning-->
  <CleanWarning>40</CleanWarning>
  <!--疾病宽容警告值
  Disease warning-->
  <SickWarning>40</SickWarning>
  <!--亚健康值
  Health issue warning-->
  <NohealthValue>40</NohealthValue>
  <!--生育幸福度
  Minimun Happiness for citizens to have kids-->
  <PregnancyHappiness>40</PregnancyHappiness>
  <!--生育概率
  Possibility of giving birth successfully-->
  <PregnancyRate>100</PregnancyRate>
  <!--每次休息体力恢复值
  Stamina recovered everytime taking a rest-->
  <RecoverEnergy>100</RecoverEnergy>
  <!--学生受教育次数
  Education times for students to be educated-->
  <StudentStudyTimes>300</StudentStudyTimes>
  <!--成人受教育次数
  Education times for adults to be educated-->
  <IdlerStudyTimes>300</IdlerStudyTimes>
  <!--房屋维修阈限值
  Durability value when the house needs repairing-->
  <BuildingNeedRepair>50</BuildingNeedRepair>
  <!--房屋破损阈限值
  Durability value when the house is broken-->
  <BuildingBroken>20</BuildingBroken>



  
   <!--根据刷新周期清洁健康度降低值
  Reduced cleanness after a refresh cycle-->
  <HealthCleanReduce>-3</HealthCleanReduce>
  <!--根据刷新周期疾病健康度降低值
  Reduced health after a refresh cycle-->
  <HealthSickReduce>-15</HealthSickReduce>
  <CitizenAverageNoHealth>40</CitizenAverageNoHealth>
  <!--维修工一次维修增加耐久
  Durability increased everytime repairman maintains the structure-->
  <FixerOneTimeAddDurability>60</FixerOneTimeAddDurability>
  <!--多少个维修房子需要一个建筑工-->
  <FixerNeedByBuildingNum>8</FixerNeedByBuildingNum>
  <!--通过站立或者闲逛恢复大于一定的体力值才能再次工作
  Stamina required for citizens to work again (Citizens can only work again after restoring to a certain amount of stamina by standing or wandering)-->
  <StandRestToWork>80</StandRestToWork>
  <!--总市民幸福度刷新周期
  City happiness refresh cycle (months)-->
  <AllCitizenHappniessUpdateInMonths>1</AllCitizenHappniessUpdateInMonths>
  <!--总市民健康度刷新周期
  City health refresh cycle (months)-->
  <AllCitizenHealthUpdateInMonths>1</AllCitizenHealthUpdateInMonths>
  
  <!--幸福度配置
  Happiness configuration-->
  <!--幸福度刷新周期
  Happiness refresh cycle (months)-->
  <HappyUpdateInMonths>1</HappyUpdateInMonths>
  <!--触发补充幸福度行为
  Initial minimum happiness that triggers happiness boosting behavior (will increase when minimum happiness increases) -->
  <HappyTrigger>400</HappyTrigger>
  <!--日常扣减
  Daily deduction range-->
  <HappyDailyReduce>
    <Lower>-60</Lower>
    <Upper>-90</Upper>
  </HappyDailyReduce>
  
   <!--幸福度与健康度相同算法
   Same formula as the health one-->
    <!--人口相关系数 除以
    Population pressure coefficent 1, divided by the citizens number-->
  <Division>80</Division>
    <!--人口相关系数 减法
    population coefficient-->
  <ReduceBaseCitizen>10</ReduceBaseCitizen> 
  
  <!--扣减最大数值 负数
  max reduce happiness-->
  <HappyMaxReduce>-60</HappyMaxReduce>
  <!--家庭死亡人
  reduced happiness when family member dies-->
  <HappyDeadFamilyReduce>-50</HappyDeadFamilyReduce>
  <!--新生儿同增加幸福度
  Increased happiness when family having a child-->
  <HappyAddNewBirth>50</HappyAddNewBirth>
  <!--犯罪
  Happiness that will trigger crime-->
  <CrimeTrriger>200</CrimeTrriger>
  <!--触发犯罪最少人数
  Minimum population that activates crime-->
  <CrimeMinNum>50</CrimeMinNum>
  <!--犯罪概率
  Possibility of commiting crime-->
  <CrimeRate>2000</CrimeRate>
  <!--不能生育
  Unable to giving birth-->
  <CannotNewBirth>200</CannotNewBirth>
  <!--幸福度工作效率
  Work efficiency influenced by happiness-->
  <WorkEffectList>
    <WorkEffect>
      <Range>
	    <!--最小值取小于等于
      Minimum work efficiency when happiness is equal or lower then-->
        <Lower>0</Lower>
		<!--最大值取小于
    Maximum work efficiency when happiness is at-->
        <Upper>600</Upper>
      </Range>
      <AddPerTimes>0.15</AddPerTimes>
    </WorkEffect>
    <WorkEffect>
      <Range>
        <Lower>800</Lower>
        <Upper>1000</Upper>
      </Range>
      <AddPerTimes>-0.1</AddPerTimes>
    </WorkEffect>
    <WorkEffect>
      <Range>
        <Lower>1000</Lower>
        <Upper>1250</Upper>
      </Range>
      <AddPerTimes>-0.2</AddPerTimes>
    </WorkEffect>
    <WorkEffect>
      <Range>
        <Lower>1250</Lower>
        <Upper>1500</Upper>
      </Range>
      <AddPerTimes>-0.3</AddPerTimes>
    </WorkEffect>
    <WorkEffect>
      <Range>
        <Lower>1500</Lower>
        <Upper>1750</Upper>
      </Range>
      <AddPerTimes>-0.4</AddPerTimes>
    </WorkEffect>
    <WorkEffect>
      <Range>
        <Lower>1750</Lower>
        <Upper>2001</Upper>
      </Range>
      <AddPerTimes>-0.5</AddPerTimes>
    </WorkEffect>
  </WorkEffectList>
  <!--幸福度随机事件
  Happiness random events-->
  <HappyAccident>
    <Int1>5</Int1>
    <Int2>-50</Int2>
  </HappyAccident>
  <!--触发犯罪周期
  Crime triggering cycle-->
  <CrimeUpdateInDays>180</CrimeUpdateInDays>
  
  
  
  <!--健康度配置
  Health Configuration-->
  <!--健康度刷新周期
  Health refresh cycle-->
  <HealthUpdateInMonths>1</HealthUpdateInMonths>
  <!--触发补充健康度下限
  Minimum health that will trigger health boosting behavior-->
  <HealthTrigger>400</HealthTrigger>
  <!--日常扣减
  Daily deduction range of health-->
  <HealthDailyReduce>
    <Lower>-3</Lower>
    <Upper>-7</Upper>
  </HealthDailyReduce>
  <!--扣减最大数值 负数
  Maximum deducted health (negative)-->
  <HealthMaxReduce>-70</HealthMaxReduce>
  <!--没有衣服扣减
  deducted health without clothes-->
  <HealthNoClothes>-50</HealthNoClothes>
  <!--处于饥饿状态扣减
  Deducted health at starving state-->
  <HealthHungry>-50</HealthHungry>
   <!--没有房子扣减
   Deducted health without house-->
  <HealthNoHome>-50</HealthNoHome> 
   <!--没有足够种类的食物扣减
   Deducted health without enough types of food (more than 3 types)-->
  <HealthNoEnoughFood>-200</HealthNoEnoughFood>   
  <!--工作有概率扣减
  Possible deducted health during work-->
  <HealthWorkAndReduce>
  <!--百分比
  Deducted health percentage-->
    <Int1>10</Int1>
    <Int2>-15</Int2>
  </HealthWorkAndReduce>
    <!--触发瘟疫的健康值
    Health that triggers plague-->
  <HealthCreatePlague>200</HealthCreatePlague>
    <!--降低移动速度健康值
    Health that lowers movement speed-->
  <HealthReduceSpeed>400</HealthReduceSpeed>   
   <!--低健康获得瘟疫
   Possibility of citizens getting plague-->
  <HealthLowAddPlague>
    <Int1>30</Int1>
    <Int2>10</Int2>
  </HealthLowAddPlague>
  <!--健康度工作效率
  Influence of health on work efficiency-->
  <HealthWorkEffectList>
    <HealthWorkEffect>
      <Range>
        <Lower>0</Lower>
        <Upper>600</Upper>
      </Range>
      <AddPerTimes>0.2</AddPerTimes>
    </HealthWorkEffect>
    <HealthWorkEffect>
      <Range>
        <Lower>800</Lower>
        <Upper>1000</Upper>
      </Range>
      <AddPerTimes>-0.1</AddPerTimes>
    </HealthWorkEffect>
    <HealthWorkEffect>
      <Range>
        <Lower>1001</Lower>
        <Upper>1250</Upper>
      </Range>
      <AddPerTimes>-0.2</AddPerTimes>
    </HealthWorkEffect>
    <HealthWorkEffect>
      <Range>
        <Lower>1250</Lower>
        <Upper>1500</Upper>
      </Range>
      <AddPerTimes>-0.3</AddPerTimes>
    </HealthWorkEffect>
    <HealthWorkEffect>
      <Range>
        <Lower>1500</Lower>
        <Upper>1750</Upper>
      </Range>
      <AddPerTimes>-0.4</AddPerTimes>
    </HealthWorkEffect>
    <HealthWorkEffect>
      <Range>
        <Lower>1750</Lower>
        <Upper>2001</Upper>
      </Range>
      <AddPerTimes>-0.5</AddPerTimes>
    </HealthWorkEffect>
  </HealthWorkEffectList>
  <HealthCreatePlague>200</HealthCreatePlague>
  <!--最大拾取物品最大距离2.5一格
  Maximum range for picking up items (2.5 per grid)-->
  <MaxPickItemDistance>200</MaxPickItemDistance>
  <!--挨饿天数
  Days that citizens can survive without food-->
  <StandStarveDays>30</StandStarveDays>
   <!--忽略杀人的职业
   Ignore those profession that will kill others-->
	<IgnoreKillOtherCareerList>
		<IgnoreKillOtherCareer>17</IgnoreKillOtherCareer>
		<IgnoreKillOtherCareer>99</IgnoreKillOtherCareer>
		<IgnoreKillOtherCareer>100</IgnoreKillOtherCareer>
	</IgnoreKillOtherCareerList>
   <!--忽略被杀的职业
   Ignore profession that will be killed-->
	<IgnoreBeKillCareerList>
		<IgnoreBeKillCareer>17</IgnoreBeKillCareer>
		<IgnoreBeKillCareer>99</IgnoreBeKillCareer>
		<IgnoreBeKillCareer>100</IgnoreBeKillCareer>
	</IgnoreBeKillCareerList>
</CitizenFunctionConfig>