text: addLayer("i", {
      name: "Infection", // This is optional, only used in a few places, If absent it just uses the layer id.
      symbol: "I", // This appears on the layer's node. Default is the id with the first letter capitalized
      position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
      startData() { return {
          unlocked: true,
  		points: new Decimal(0),
      }},
      color: "#ff4d4d",
      requires: new Decimal(10), // Can be a function that takes requirement increases into account
      resource: "Ad coins", // Name of prestige currency
      bars: {
          bigBar: {
              direction: RIGHT,
              width: 200,
              height: 50,
              progress() { return ((new Decimal()/7,925,219,603)/100) },
              display() { return ((new Decimal()/7,925,219,603)/100) },
          },
      },
      upgrades: {
          11: {
              title: "",
              description: "Double your point gain.",
              cost: new Decimal(1),
          },
      },
  
      baseResource: "dollars", // Name of resource prestige is based on
      baseAmount() {return player.points}, // Get the current amount of baseResource
      type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
      exponent: 0.5, // Prestige currency exponent
      gainMult() { // Calculate the multiplier for main currency from bonuses
          mult = new Decimal(1)
          return mult
      },
      gainExp() { // Calculate the exponent on main currency from bonuses
          return new Decimal(1)
      },
      row: 0, // Row the layer is in on the tree (0 is the first row)
      hotkeys: [
          {key: "b", description: "B: Reset for Ad coins", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
      ],
      layerShown(){return true}
  })
  