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Europa Universalis IV modified defines file (common/defines.lua) - remove colonial nations
NDefines = {
NGame = {
START_DATE = "1444.11.11",
END_DATE = "1821.1.2",
MAX_RANDOM_NEW_WORLD = "1492.1.1"
},
NDiplomacy = {
MAX_CLIENT_STATES = 10, -- Max client states for one country
ALLOW_LEADER_DEMAND_TOGGLE = 0, -- Whether or not player is allowed to set if warleader can negotiate for them
VASSALIZE_BASE_TAX_CAP = 40, -- Countries with more total base tax than this cannot be vassalized
MARCH_BASE_TAX_CAP = 60, -- Countries with more total base tax than this cannot be made into a march
PEACE_IMPACT_ADM_SCORE = 0.25,
PEACE_IMPACT_DIP_SCORE = 0.25,
PEACE_IMPACT_MIL_SCORE = 0.25,
AUTONOMY_WARSCORE_COST_MODIFIER = 0.5, -- How much autonomy reduces score by (at 1, 50% autonomy = 50% reduction)
RIVAL_PRESTIGE_BONUS = 0.25,
RIVAL_SPY_OFFENCE = 0.20,
OVEREXTENSION_THRESHOLD = 1.0, -- at which threshold you can get events
OVEREXTENSTION_POLL_BASE = 365, -- days between at lower.
OVEREXTENSTION_POLL_CHANGE = 0.05, -- each % reduces with this.
RIVAL_PEACE_COST_REDUCTION = -0.33,
DESIRED_NUM_OF_ELECTORS = 7,
LACK_OF_ELECTORS_HIT = -0.1, -- Also applied to vassalized electors
IMPERIAL_REFORM_COST = 50, -- Minium Cost of enacting a new reform.
DEFENDER_OF_FAITH_COST = 500, -- _DDEF_DEFENDER_OF_FAITH_COST_
DEFENDER_OF_FAITH_MONTHS = 24, -- _DDEF_DEFENDER_OF_FAITH_MONTHS_ (Minimum months before it can be taken from another country with less prestige)
AMOUNT_OF_ACTIVE_CARDINALS = 7, -- Number of active Cardinals
AMOUNT_OF_FUTURE_CARDINALS = 5, -- Number of future Cardinals
EXCOMMUNICATE_ACTION_MONTHS = 36, -- Excommunication "cooldown" (months)
CRUSADE_TIMEOUT_YEARS = 30, -- Crusade timeout (years)
END_OF_CRUSADES = 1650, -- End of Crusade/Excommunicate actions. AI might also befriend old religious enemies.
WE_IMPACT_ON_ANNEX_INTEGRATE = -0.05, -- multiplied with current WE
EMPEROR_VOTE_DAYS = 60, -- _DDEF_EMPEROR_VOTE_DAYS_; "Cooldown" until Electors can change their vote again.
TRUCE_YEARS = 5, -- _DDEF_TRUCE_YEARS_; Years of Truce
SCALED_TRUCE_YEARS = 10, -- Additional years of truce based on % of warscore taken in war (100% warscore = full scaled truce years)
WARNING_YEARS = 20, -- Years before warning expire
ANNUL_TREATIES_YEARS = 10, -- Years before annul treaties expire
COALITION_YEARS = 20, -- Years before coalition expire
GUARANTEE_YEARS = 20, -- Years before guarantee expire
MONARCH_GOV_CHANGE_LEGITIMACY_PENALTY = 0.0, -- Penalty(%) on the legitimacy when changing gov type to the monarchy
BASE_SPY_DISCOVERY_CHANCE = 0.25,
PRESTIGE_PENALTY_ON_DISCOVER_INFILTRATE = -15, -- Penalty to prestige if your agent gets discovered while infiltrating administration
JUSTIFY_TRADE_CONFLICT_LIMIT = 0.2, -- How big share of the trade power needed on the target to be able to justify a trade conflict
JUSTIFY_TRADE_CONFLICT_ACTOR_LIMIT = 0.1, -- How big share of the trade power needed on the actor to be able to justify a trade conflict
PRESTIGE_PENALTY_ON_DISCOVER_JTC = -5,
AE_OTHER_CONTINENT = 10,
AE_SAME_CULTURE = 0.5,
AE_SAME_CULTURE_GROUP = 0.25,
AE_INFIDEL_CONQUEST = 0.5, -- different religion group conquered same religion province
AE_SAME_RELIGION = 0.5,
AE_SAME_RELIGION_GROUP = 0.0,
AE_DIFFERENT_RELIGION = -0.5,
AE_HRE_INTERNAL = 0.5,
AE_ATTACKER_PROVINCE = 0.0,
AE_DISTANCE_BASE = 0.75,
AE_SAME_OVERLORD = 0.5,
AE_FABRICATE_CLAIM = 7.5,
AE_TRADE_CONFLICT = 7.5,
-- Peace Option Effects, base values for the winner. The loser gets the inverse.
PO_ANNEX_BADBOY = 2, -- _DDEF_PO_ANNEX_BADBOY = 10, (No effect on loser :)
PO_DEMAND_PROVINCES_BADBOY = 2, -- _DDEF_PO_DEMAND_PROVINCES_BADBOY = 10, (Per base tax)
PO_REVOKE_CORES_BADBOY = 0, -- _DDEF_PO_REVOKE_CORES_BADBOY = 10, (Per core, Not applied to the winner)
PO_RETURN_CORES_BADBOY = 1.5, -- (Per core, only applied if returning cores to vassals of winner)
PO_RELEASE_VASSAL_BADBOY = 0, -- _DDEF_PO_RELEASE_VASSAL_BADBOY = 10, (Not applied to the winner)
PO_RELEASE_ANNEXED_BADBOY = 0, -- _DDEF_PO_RELEASE_ANNEXED_BADBOY = 10, (Per base tax, not applied to the winner)
PO_CHANGE_RELIGION_BADBOY = 0, -- _DDEF_PO_CHANGE_RELIGION_BADBOY = 10, (Not applied to the winner)
PO_FORM_PU_BADBOY = 0.5, -- _DDEF_PO_FORM_PU_BADBOY = 10, (Per base tax)
PO_GOLD_BADBOY = 0, -- _DDEF_PO_GOLD_BADBOY = 10, (Per month of income, not applied to the winner)
PO_BECOME_VASSAL_BADBOY = 1.5, -- _DDEF_PO_BECOME_VASSAL_BADBOY = 10, (Per base tax)
PO_BECOME_PROTECTORATE_BADBOY = 0.5, -- _DDEF_PO_BECOME_VASSAL_BADBOY = 10, (Per base tax)
PO_CONCEDE_DEFEAT_BADBOY = 0, -- _DDEF_PO_CONCEDE_DEFEAT_BADBOY = 10, (Not applied to the winner)
PO_DISMANTLE_REVOLUTION_BADBOY = 0,
PO_CHANGE_HRE_RELIGION_BADBOY = 0,
PO_ANNUL_TREATY_BADBOY = 0, -- _DDEF_PO_ANNUL_TREATY_BADBOY = 10,
PO_ANNEX_PRESTIGE = 0.5, -- _DDEF_PO_ANNEX_PRESTIGE = 10, (No effect on loser :)
PO_DEMAND_PROVINCES_PRESTIGE = 0.5, -- _DDEF_PO_DEMAND_PROVINCES_PRESTIGE = 10, (Per base tax)
PO_REVOKE_CORES_PRESTIGE = 0.5, -- _DDEF_PO_REVOKE_CORES_PRESTIGE = 10, (Per base tax)
PO_RETURN_CORES_PRESTIGE = 0.5, -- (Per base tax)
PO_RELEASE_VASSAL_PRESTIGE = 0.5, -- _DDEF_PO_RELEASE_VASSAL_PRESTIGE = 10,
PO_RELEASE_ANNEXED_PRESTIGE = 0.5, -- _DDEF_PO_RELEASE_ANNEXED_PRESTIGE = 10, (Per released province)
PO_CHANGE_RELIGION_PRESTIGE = 5, -- _DDEF_PO_CHANGE_RELIGION_PRESTIGE = 10,
PO_FORM_PU_PRESTIGE = 0.5, -- _DDEF_PO_FORM_PU_PRESTIGE = 10,
PO_GOLD_PRESTIGE = 0.0, -- _DDEF_PO_GOLD_PRESTIGE = 10, (Per month of income)
PO_BECOME_VASSAL_PRESTIGE = 0.5, -- _DDEF_PO_BECOME_VASSAL_PRESTIGE = 10,
PO_BECOME_PROTECTORATE_PRESTIGE = 0.25,
PO_CONCEDE_DEFEAT_PRESTIGE = 10, -- _DDEF_PO_CONCEDE_DEFEAT_PRESTIGE_
PO_DISMANTLE_REVOLUTION_PRESTIGE = 20,
PO_CHANGE_HRE_RELIGION_PRESTIGE = 20,
PO_ANNUL_TREATY_PRESTIGE = 3, -- _DDEF_PO_ANNUL_TREATY_PRESTIGE = 10,
PO_REVOKE_ELECTOR_BADBOY = 25,
PO_REVOKE_ELECTOR_PRESTIGE = 5,
PO_TRADE_POWER_BADBOY = 0,
PO_TRADE_POWER_PRESTIGE = 2,
PO_GIVE_UP_CLAIM_BADBOY = 0.0,
PO_GIVE_UP_CLAIM_PRESTIGE = 2,
PO_HUMILIATE_RIVAL_BADBOY = 0,
PO_HUMILIATE_RIVAL_PRESTIGE = 5,
PO_ENFORCE_REBEL_DEMANDS_BADBOY = 0,
PO_ENFORCE_REBEL_DEMANDS_PRESTIGE = 2,
PO_ENFORCE_FLEET_BASING_BADBOY = 0,
PO_ENFORCE_FLEET_BASING_PRESTIGE = 2,
PO_ENFORCE_MIL_ACCESS_BADBOY = 0,
PO_ENFORCE_MIL_ACCESS_PRESTIGE = 2,
PO_WAR_REPARATIONS_BADBOY = 0,
PO_WAR_REPARATIONS_PRESTIGE = 2,
PEACE_COST_DEMAND_PROVINCE = 1, -- Demand a province (scales by province wealth, also used for annex)
PEACE_COST_BECOME_VASSAL = 1, -- Vassalize a country (scales by province wealth)
PEACE_COST_RETURN_CORE = 1, -- Return a core (scales by province wealth)
PEACE_COST_REVOKE_CORE = 0.5, -- Revoke a core (scales by province wealth)
PEACE_COST_RELEASE_ANNEXED = 1, -- Release annexed nation (scales by province wealth)
PEACE_COST_RELEASE_VASSAL = 0.5, -- Release vassal (scales by province wealth)
PEACE_COST_REVOKE_ELECTOR = 60, -- Revoke an elector title
PEACE_COST_UNION = 60, -- _DDEF_PEACE_COST_UNION_ Peace cost for forming a personal union
PEACE_COST_CONVERSION = 0.5, -- scaled with countrysize for forced conversion in peace.
PEACE_COST_RELEASE = 2, -- _DDEF_PEACE_COST_RELEASE_ Base Peace cost for releasing an annexed country (also increases with nr of provinces)
PEACE_COST_CONCEDE = 10, -- _DDEF_PEACE_COST_CONCEDE_ Base Peace cost for conceding defeat
PEACE_COST_GOLD_STEP = 1, -- _DDEF_PEACE_COST_GOLD_STEP_ Peace Cost for 1 month of income
PEACE_COST_ANNUL = 10, -- _DDEF_PEACE_COST_ANNUL_ Peace cost for annulment of treaties
PEACE_COST_CHANGE_GOVERNMENT = 50, -- _Peace cost for changing government form
PEACE_COST_TRADE_POWER = 60, -- Peace cost for demanding trade power
PEACE_COST_INDEPENDANCE = 30, -- Peace cost for breaking free of union
PEACE_COST_ENFORCED_FLEET_BASING_RIGHTS = 25, -- Peace cost for enforced fleet basing righs
PEACE_COST_ENFORCED_MILITARY_ACCESS = 15, -- Peace cost for enforced military access
PEACE_COST_WAR_REPARATIONS = 10, -- Peace cost for war reparations
PEACE_COST_GIVE_UP_CLAIM = 20, -- Peace cost for giving up all claims in a country
PEACE_COST_DISMANTLE_REVOLUTION = 100,
PEACE_COST_CHANGE_HRE_RELIGION = 100,
PEACE_COST_HUMILIATE_RIVAL = 40,
PEACE_COST_ENFORCE_REBEL_DEMANDS = 50,
PO_TRADE_POWER_AMOUNT = 0.5, -- Transfer 50% of trade power on peace option
PO_HUMILIATE_PRESTIGE_HIT = 20,
PO_HUMILIATE_POWER_GAIN = 20,
MAX_ANNEX_SIZE = 10000, -- _DDEF_MAX_ANNEX_SIZE_ (Max number of provinces that can be annexed at once)
ALLY_PEACE_COST_MULT = 2, -- Taking things from allies that are not fully called into the war costs this much more
ANNEX_DIP_COST_PER_BASE_TAX = 10,
DEFENDER_BADBOY_MULT = 0.75, -- _DDEF_DEFENDER_BADBOY_MULT_ (Infamy multiplied by this for defenders in peace treaties, unless the CB is "mutual" )
PO_REVOKE_REFORM_BADBOY = 0, -- _DDEF_PO_REVOKE_REFORM_BADBOY_
PO_REVOKE_REFORM_PRESTIGE = 10, -- _DDEF_PO_REVOKE_REFORM_PRESTIGE_
PO_REVOKE_REFORM_PEACE_COST = 100, -- _DDEF_PO_REVOKE_REFORM_PEACE_COST_
DIP_PORT_FEES = 0.1, -- DIP_PORT_FEES
IMPROVE_RELATION_MAX = 25, -- IMPROVE_RELATION_MAX
IMPROVE_RELATION_SPEED = 1, -- IMPROVE_RELATION_SPEED
DAYS_TO_FABRICATE_CLAIM = 365, -- DAYS_TO_FABRICATE_CLAIM
DAYS_TO_JUSTIFY_TRADE_CONFLICT = 270, -- DAYS_TO_JUSTIFY_TRADE_CONFLICT
STABHIT_FOR_BREAKING_ALLIANCE_IN_WAR = 2,
PENALTY_FABRICATE_DISCOVERED = 10,
WARGOAL_PEACE_FRACTION = 0.66, -- Fraction of warscore you need for wargoal
CLAIM_PEACE_COST_DIP_FRACTION = -0.1, -- Fraction of dipcost you pay for claims
CORE_PEACE_COST_DIP_FRACTION = -0.2, -- Fraction of dipcost you pay for cores
CANCEL_TRADE_TRANSFER_PRESTIGE_HIT = -5,
DIPLOMAT_SPEED = 20.0, -- DIPLOMAT_SPEED
DIPLOMAT_COOLDOWN_TIME = 1, -- DIPLOMATIC ACTION COOLDOWN IN MONTHS
MIN_RELATIONS_TO_ALLY = 0, -- Alliances not possible if either country has an opinion of the other lower than this
MIN_RELATIONS_TO_SUPPORT_INDEPENDENCE = -25, -- Support Independence not possible if either country has an opinion of the other lower than this
LACK_OF_RIVAL_SCORE_PENALTY = 0.25, -- Monthly score is changed by this for each rival short of expected amount
ELECTIVE_VICTORY_PRESTIGE = 25, -- Prestige for getting a heir from your country onto the throne of an elective nation
ELECTIVE_VICTORY_LEGITIMACY = 10, -- Legitimacy for getting a heir from your country onto the throne of an elective nation
INTEGRATE_UNION_MIN_YEARS = 50, -- Number of years before a union can be integrated
INTEGRATE_VASSAL_MIN_YEARS = 10, -- Number of years before a vassal can be integrated
MONTHS_BEFORE_TOTAL_OCCUPATION = 60, -- Before this many months have passed in the war, you cannot gain 100% warscore by just occupying the warleader
WAR_REPARATIONS_FACTOR = 0.1,
WAR_REPARATIONS_YEARS = 10,
MINIMUM_TRADE_POWER_TO_PREVENT_PRIVATEER = 0.2, -- Minimum trade power needed for a country that won a war to block privateer from the country that lost the war
MAX_NUMBER_OF_CB_ITEMS = 15, -- Max number of country shields to display in Diplomacy View for CB
CB_ITEM_COUNTRY_SCORE_LIMIT = 20, -- Any country below the score limit is relevant in the CB list in Diplomacy View
},
NCountry = {
RANDOM_LUCKY_BASE_WEIGHT = 100, -- Base weight given to each nation when rolling for random lucky
RANDOM_LUCKY_TAX_WEIGHT = 1, -- Extra weight given for each base tax when rolling for random luck
RANDOM_LUCKY_TECH_WEIGHT = 1, -- Multiplier on penalty given to slower tech group nations when rolling for random lucky (higher = more penalty)
RANDOM_LUCKY_SLOW_TECH_PENALTY = 0.33, -- Extra penalty on tech groups with more than 75% penalty when rolling for random lucky (lower = more penalty)
MIN_TAX_FOR_GREAT_POWER = 50, -- Countries with less base tax than this cannot be considered Great Powers
SUPPORT_OWN_HEIR_LEGITIMACY_COST = 5,
SUPPORT_OWN_HEIR_SUPPORT_BONUS = 5,
MAX_ACTIVE_POLICIES = 5, -- how many active policies at once.
MINIMUM_POLICY_TIME = 10, -- how many years minimum for a policy
POLICY_COST = 1, -- Monthly cost per policy
MIN_FEDERAL_AUTHORITY = -100, -- federal authority cannot go lower than -100
MAX_WAR_EXHAUSTION = 20,
FOREIGN_REBEL_SUPPORT = 4,
COUNTRIES_GETTING_SCORE = 10,
WESTERNISATION_THRESHOLD = 7, -- techs behind to be allowed to westernize.
WESTERN_POWER_TICK = 10, -- max power to transfer every month.
WESTERN_POWER_TICK_MIN = 5, -- min power to transfer every month.
WESTERN_NEEDED_BASE_POWER = 2000, -- needed for full westernisation
WESTERN_NEEDED_MAX_POWER = 5000, -- needed for full westernisation
WESTERN_POWER_TICK_REDUCTION_FACTOR = 15, -- reduce max power transfer by 1 for each multiplication of this in total monthly income.
NAVAL_FORCELIMIT_PORTS = 0.5, -- factor for basetax on ports impact on forcelimit
LAND_FORCELIMIT_TAX = 0.25, -- factor on basetax on provs for forcelimits
NAVAL_FORCELIMIT_MERCHANTS = 5, -- increase per merchant above base_value merchants.
LAND_FORCELIMIT_EXTRA_COST_FACTOR = 2, -- extra expense for being above forcelimit
NAVAL_FORCELIMIT_EXTRA_COST_FACTOR = 1, -- extra expense for being above forcelimit
REPUBLICAN_TRADITION_YEARLY_INCREASE = 0.01, -- how much it increases each year.
PIETY_PERCENTAGE_AT_NEW_RULER = 0.25, -- percentage of piety kept at new ruler.
PIETY_INCREASE_AT_GOOD_WAR = 0.25,
PIETY_DECREASE_AT_BAD_WAR = -0.33,
ADVISOR_COST_INCREASE_PER_YEAR = 0.01, -- yearly increase in price in percent,
MINIMUM_ADVISOR_DURATION = 10, -- _CDEF_MINIMUM_ADVISOR_DURATION_
MINIMUM_ADVISOR_DURATION_CHANCE_VALUE = 15, -- Higher value here gives lower daily death chance after MINIMUM_ADVISOR_DURATION
ADVISOR_CUT_OFF_AGE = 30, -- _CDEF_ADVISOR_CUT_OFF_AGE = 10,
CULTURE_LOSS_THRESHOLD = 0.10, -- _CDEF_CULTURE_LOSS_THRESHOLD = 10,
CULTURE_GAIN_THRESHOLD = 0.20, -- _CDEF_CULTURE_GAIN_THRESHOLD = 10,
MONARCH_DEATH = 4, -- _CDEF_MONARCH_DEATH_
HEIR_DEATH = 1, -- _CDEF_HEIR_DEATH_ (Only applies for heirs older than 20, and the chance increases with age.)
LEGITIMACY_DYNASTY_CHANGE = 20, -- Legitimacy a new dynasty starts out with
BASE_POWER_INCREASE = 3, -- monthly base increase
NAT_FOCUS_DECREASE = -1, -- power taken away from non national focus power
NAT_FOCUS_INCREASE = 2, -- extra power given to national focus power
NAT_FOCUS_YEARS = 25, -- years before you can change focus again
POWER_MAX = 999, -- how much power can be stored at maximum.
DISMANTLE_HRE_PRESTIGE = 100, -- Prestige gain on dismantling HRE
FREE_IDEA_GROUP_COST = 3, -- modifier on cheapness of "free" idea group
MAX_TOLERANCE_HERETIC = 3, -- maximum tolerance towards heretics
MAX_TOLERANCE_HEATHEN = 3, -- maximum tolerance towards heathens
CONVERSION_COOLDOWN = 120, -- months before you can convert again.
IDEA_TO_TECH = -0.02, -- percentage on tech reduction per idea.
TECH_TIME_COST = 0.3, -- tech grow with 20% cost over time.
TECH_AHEAD_OF_TIME = 0.1, -- per year ahead.
PS_BUY_IDEA = 400,
PS_BUY_NATIVE_ADVANCEMENT = 500,
PS_ADVANCE_TECH = 600,
PS_BOOST_STABILITY = 100,
PS_BUY_GENERAL = 50,
PS_BUY_ADMIRAL = 50,
PS_BUY_CONQUISTADOR = 50,
PS_BUY_EXPLORER = 50,
PS_BUILD_BUILDING = 10,
PS_ASSAULT = 5,
PS_FORCE_MARCH = 2,
PS_DEMAND_NON_WARGOAL_PROVINCE = 50,
PS_DEMAND_NON_WARGOAL_PEACE = 25,
PS_DEMAND_NON_WARGOAL_PEACE_PRIMITIVES = 0,
PS_MAKE_PROVINCE_CORE = 20,
PS_REDUCE_INFLATION = 75,
PS_MOVE_CAPITAL = 200,
PS_MOVE_TRADE_PORT = 300,
PS_REPLACE_RIVAL = 100,
PS_SEIZE_COLONY = 25,
PS_BURN_COLONY = 5,
PS_ATTACK_NATIVES = 5,
PS_SCORCH_EARTH = 5,
PS_CHANGE_GOVERNMENT = 100,
PS_CHANGE_CULTURE = 25,
PS_CHANGE_CULTURE_OVERSEAS_RELIGION_MOD = -0.8, -- Modifier how much cheaper it is to change culture in overseas province if same religion
PS_HARSH_TREATMENT_COST = 200, -- Max cost for harsh treatment (scales to revolt size)
PS_HARSH_TREATMENT_REDUCE = 30,
PS_GARRISON_SORTIES = 10,
PS_REDUCE_WAREXHAUSTION = 75,
PS_FACTION_BOOST = 10,
PS_RAISE_TARIFFS = 25,
PS_LOWER_TARIFFS = 75,
PS_RAISE_WAR_TAXES = 50,
PS_CREATE_TRADE_POST = 50,
CORE_COLONY = 0.5, -- Multiplied with base tax, colonized by country or overseas
CORE_SAME_REGION = 0.25, -- Multiplied with base tax, for colonial nations
CORE_SAME_CONTINENT = 0.75, -- Multiplied with base tax, for colonial nations
CORE_HAD_CLAIM = 0.25, -- Impacts MODIFIER_CORE_CREATION
FACTION_BOOST_SIZE = 10,
WAREXHAUSTION_REDUCTION = 2,
HARSH_TREATMENT_IN_MONTHS = 180,
RECENT_UPRISING_IN_MONTHS = 120,
UNREST_REVOLT_FACTOR = 0.5, -- How much does each point of unrest contribute to chance of revolt uprising increasing (base)
UPRISING_INCREASE = 10, -- Number of percent that the progress increases
CALL_ALLY_DECLINE_PRESTIGE_PENALTY = -25.0, -- Prestige penalty for declining call for arms
CLAIM_THRONE_PRESTIGE_PENALTY = -20.0, -- Prestige penalty when claiming throne
BREAK_VASSAL_PRESTIGE_PENALTY = -25.0, -- Prestige penalty when break vassalisation
BREAK_MARRIAGE_PRESTIGE_PENALTY = -1, -- Prestige penalty when break royal marriage
BREAK_MARRIAGE_STABILITY_PENALTY = -1, -- Stability penalty when break royal marriage
ANNEX_OR_INTEGRATE_PRESTIGE = 5.0, -- Prestige gain on diplomatic annex or integrate
PROVINCE_DISCOVERY_PRESTIGE = 1.0, -- Prestige change when discovered province
START_YEARLY_INFLATION = 0.0, -- _CDEF_START_YEARLY_INFLATION_
CLAIM_LOSE = 25, -- how many years until a claim is lost.
CORE_LOSE = 50, -- how many years until a core is lost.
CORE_LOSE_CULTURE_GROUP = 150, -- how many years until a core in a country's culture group is lost.
CORE_LOSE_PRIMARY_CULTURE_TAG = -1, -- how many years until a core is lost for the primary tag of a country (-1 = never lost)
CORE_LOSE_PRESTIGE = -10.0, -- Prestige change when lost core
ABANDON_CORE_PRESTIGE = -10.0, -- The cost of abandoning a core that some other country owns.
ABANDON_IDEAGROUP_REFUND = 0.10, -- The part of the idea group spent that will be refunded upon abandonment.
NEIGHBOURBONUS = -0.05, -- _CDEF_NEIGHBOURBONUS_
NEIGHBOURBONUS_CAP = -0.75, -- _CDEF_NEIGHBOURBONUS_CAP_
POPULATION_GROWTH = 0.03, -- _CDEF_POPULATION_GROWTH_; Base population growth.
COLONIAL_GROWTH_PENALTY = 100, -- growth penalty for low colonial maintenance
YEARS_OF_NATIONALISM = 30, -- _CDEF_YEARS_OF_NATIONALISM_; Years of Nationalism
YEARS_UNTIL_BROKEN = 2, -- _CDEF_YEARS_UNTIL_BROKEN_; Years until rebel held capital results in broken country.
BASE_HEIR_BIRTH = 120, -- _CDEF_BASE_HEIR_BIRTH_
AGE_OF_ADULTHOOD = 15, -- _CDEF_AGE_OF_ADULTHOOD_
PROVINCE_BUILDING_LEVEL_THRESHOLD = 5, -- Level at which there can be only one of a building in each province
INITIAL_REGULAR_COLONY = 10,
REGULAR_COLONY_GROWTH = 25,
COLONIAL_NATION_GROWTH_IMPACT = 0.25, -- colonies of colonial nations grow slower if desired.
OVEREXTENSION_FACTOR = 4.0,
MISSIONARY_PROGRESS_ON_CHANCE = 1, -- How many % the progress will boost on daily lucky-roll.
MISSION_CANCEL_CHOOSE_NEXT_DELAY = 1, -- How many years until you can choose a new mission after a cancel
MONTHS_TO_CORE_MAXIMUM = 240,
MONTHS_TO_CORE = 36, -- How many months it will take to core a province.
MONTHS_TO_CHANGE_CULTURE = 24, -- How many months it will take to change culture in a province, per basetax.
STARTING_ARMY_SIZE = 0.75, -- Percentage of force limit
STARTING_ARMY_SIZE_AT_WAR = 1.0, -- Percentage of force limit
STARTING_ARMY_SIZE_REBEL_THREAT = 0.05, -- Percentage of rebel threat added to percentage of force limit
STARTING_FLEET_SIZE = 0.9, -- Starting fleet (as percentage of forcelimits)
GALLEY_INLAND_SEA_COAST_RATIO = 0.75, -- % of ports that need to be inland seas for galleys to be considered important
REBEL_BREAK_STABILITY_SET = 0, -- Stability will be set to this value when rebels break country.
REBEL_BREAK_EXHAUSTION_SET = 0, -- Exhaustion will be set to this value when rebels break country.
REVOLT_SIZE_BASETAX_MULTIPLIER = 0.33, -- Multiplied with the province's base tax
REVOLT_SIZE_MANPOWER_MULTIPLIER = 0.33, -- Multiplied with the province's manpower
REVOLT_SIZE_REVOLTRISK_MULTIPLIER = 0.00, -- Multiplied with the province's revolt risk
REVOLT_SIZE_BASE = 3,
REVOLT_TECH_IMPACT = 0.05, -- % each tech increases size of rebels by this percent.
REVOLT_TECH_MORALE = 0.01, -- 1% per tech level
REBEL_ARTILLERY_INCREASE_LEVEL_1_TECH = 11, -- Tech level at which REBEL_ARTILLERY_INCREASE_LEVEL_1_SIZE is applied
REBEL_ARTILLERY_INCREASE_LEVEL_1_SIZE = 0.1, -- The increase in artillery as fraction of total troops given to rebels
REBEL_ARTILLERY_INCREASE_LEVEL_2_TECH = 16, -- Tech level at which REBEL_ARTILLERY_INCREASE_LEVEL_2_SIZE is applied
REBEL_ARTILLERY_INCREASE_LEVEL_2_SIZE = 0.15, -- The increase in artillery as fraction of total troops given to rebels (does not stack with level 1)
MIGRATION_BOOST = 50, -- How many points given when migrating.
MIGRATION_COOLDOWN = 60, -- How many months until next migration is possible.
MIGRATION_DEPLETION_TIME = 7200, -- How many days a province needs to recover from migrants
BASE_TARIFF = 0.10, -- Basic part of colonies income that goes to tariffs
TARIFF_INCREASE_STEP = 0.025, -- Increase on each boost
TARIFF_BOOST_LIBERTY_INCREASE = 5, -- Liberty increase for each tariff step
TARIFF_DECREASE_STEP = -0.025, -- Decrease on each boost
TARIFF_LOWER_LIBERTY_DECREASE = -3, -- Liberty decrease for each tariff step
LIBERTY_CAN_DECLARE_INDEPENDANCE = 50, -- Limit for when a colonial state may declare independance
LIBERTY_AUTO_INDEPENDANCE = 100, -- Limit for when a colonial state automatically declares independace
HIGH_LIBERTY_ALERT = 50, -- Limit for when the overlord gets an alert for a colony having a high liberty desire
LOST_INDEPENDANCE_WAR_LIBERTY_DESIRE = -25, -- How much liberty desire is decreased when an independance war ends
MAX_CROWN_COLONIES = 100, -- How many province a country can hold in a colonial region before creating a colonial nation
RIVAL_TECH_THRESHOLD = 0.5, -- Difference in tech group cost modifiers
PROTECTORATE_TECH_THRESHOLD = 0.5, -- Difference in tech group cost modifiers
PROTECTORATE_LOWER_BOUND = 0.5, -- Lower limit for protectorates
OVERSEAS_DISTANCE = 150, -- Provinces beyond this distance to capital are distant overseas
NORMAL_ELECTION_CYCLE = 4, -- The normal election cycle at which 10 republican tradition is lost from 1 unit of scaled republican tradition
DICTATORSHIP_TRADITION_FOR_MONARCHY = 0.5, -- If republican tradition is lower than this on death of ruler, dictatorship turns into monarchy
DICTATORSHIP_TRADITION_FOR_REPUBLIC = 0.5, -- If republican tradition is this or higher on death of ruler, dictatorship turns into republic
REVOLUTION_TARGET_SCORE_BOOST = 0.5,
},
NEconomy = {
TRADE_POWER_HOME_BONUS = 0.1,
AUTONOMY_AT_DIPLO_ANNEX = 75, -- Autonomy added when diplo-annexing
AUTONOMY_AT_CONQUEST = 50, -- Autonomy added at conquest
AUTONOMY_AT_CONQUEST_CLAIM = 40, -- Autonomy added at conquest if you have a claim
AUTONOMY_AT_CONQUEST_CORE = 0, -- Autonomy added at conquest if you have a core
OVERSEAS_MIN_AUTONOMY = 75, -- Overseas provinces always have at least this much autonomy
COLONY_MIN_AUTONOMY = 0, -- Colonized provines always have at least this much autonomy
CAPITAL_MAX_AUTONOMY = 0, -- Capital province autonomy can never be above this
DECREASE_AUTONOMY_STEP = -25,
DECREASE_AUTONOMY_MIN = 10,
INCREASE_AUTONOMY_STEP = 25,
INCREASE_AUTONOMY_MAX = 75,
AUTONOMY_CHANGE_DURATION = 10950, -- about 30 years
LAND_TECH_MAINTENANCE_IMPACT = 0.025, -- % each tech increases it.
ADVISOR_COST = 1.0, -- Advisor cost modifier
GOLD_INFLATION_THRESHOLD = 0.0, -- _EDEF_GOLD_INFLATION_THRESHOLD_
GOLD_INFLATION = 0.5, -- _EDEF_GOLD_INFLATION_
BASE_YEARLY_INFLATION = 0, -- yearly inflation increase
INFLATION_FROM_LOAN = 0.1, -- increase per loan
INFLATION_FROM_PEACE_GOLD = 0.02, -- inflation per month of income taken in peace (also applied to province sales)
INFLATION_ACTION_REDUCTION = 2, -- amount per action
BANKRUPTCY_DURATION = 10, -- _EDEF_BANKRUPTCY_DURATION_
WARTAXES_DURATION = 2, -- _EDEF_WARTAXES_DURATION_
MINIMUM_INTERESTS = 0.25, -- _EDEF_MINIMUM_INTERESTS_
BASE_INTERESTS = 4.0, -- Base interests
LAND_MAINTENANCE_FACTOR = 0.25, -- _EDEF_LAND_MAINTENANCE_FACTOR
HEAVY_SHIP_MAINT_FACTOR = 0.10, -- _EDEF_HEAVY_SHIP_MAINT_FACTOR_
LIGHT_SHIP_MAINT_FACTOR = 0.05, -- _EDEF_LIGHT_SHIP_MAINT_FACTOR_
GALLEY_MAINT_FACTOR = 0.04, -- _EDEF_GALLEY_MAINT_FACTOR_
TRANSPORT_MAINT_FACTOR = 0.04, -- _EDEF_TRANSPORT_MAINT_FACTOR_
COLONIAL_MAINTENANCE_FACTOR = 8.0, -- _EDEF_COLONIAL_MAINTENANCE_FACTOR_
MISSIONARY_MAINTENANCE_FACTOR = 5, -- _EDEF_MISSIONARY_MAINTENANCE_FACTOR_
MERCHANT_TIME_DISTANCE = 0.25, -- _EDEF_MERCHANT_TIME_DISTANCE_
MERCHANT_CHANCE = 0.35, -- _EDEF_MERCHANT_CHANCE_
MERCHANT_COMPETE = 0.5, -- _EDEF_MERCHANT_COMPETE_
MAX_PROVINCE_SELL_PRICE = 200, -- _EDEF_MAX_PROVINCE_SELL_PRICE_
COLONIST_DISTANCE_DIVISOR = 1000, -- _EDEF_COLONIST_DISTANCE_DIVISOR_
COLONIST_TIME = 0.3, -- _EDEF_COLONIST_TIME_
COLONIST_CHANCE = 0.05, -- _EDEF_COLONIST_CHANCE_
MISSIONARY_TIME_BASE = 1000, -- _EDEF_MISSIONARY_TIME_BASE = 10,
MISSIONARY_TIME_DISTANCE = 0.2, -- _EDEF_MISSIONARY_TIME_DISTANCE = 10,
TRADE_WIND_STRENGTH = 0.5, -- _EDEF_TRADE_WIND_STRENGTH_
MERCHANT_COMPETE_PERCENT_OWNED_BASE = 0.25, -- _EDEF_MERCHANT_COMPETE_PERCENT_OWNED_BASE_
TRADED_FRACTION_FOR_BONUS = 0.20, -- _EDEF_TRADED_FRACTION_FOR_BONUS_
OPEN_SEA_MODIFIER = 1.7, -- _EDEF_OPEN_SEA_MODIFIER_
COASTAL_MODIFIER = 1.0, -- _EDEF_COASTAL_MODIFIER_
TRADE_CAPITAL_POWER = 5.0, -- TRADE_CAPITAL_POWER
MERCHANT_SPEED = 20.0, -- MERCHANT_SPEED
MERCHANT_MAX_POWER_BONUS = 2.0, -- MERCHANT_MAX_POWER_BONUS
TRADE_SHIP_MAX_DAYS_IN_PORT = 5.0, -- TRADE_SHIP_MAX_DAYS_IN_PORT
TRADE_SHIP_ORG_LIMIT = 0.5, -- TRADE_SHIP_ORG_LIMIT
TRADE_NON_CAPITAL_OFFICE = -0.50, -- TRADE_NON_CAPITAL_OFFICE
TRADE_MERCHANT_PRESENT = 0.1, -- bonus on income if trade present
EMBARGO_BASE_EFFICIENCY = 0.5, -- EMBARGO_BASE_EFFICIENCY
TRADE_ADDED_VALUE_MODIFER = 0.05,
TRADE_PROPAGATE_DIVIDER = 5,
TRADE_PROPAGATE_THRESHOLD = 2,
REGAIN_COST_BEFORE_PROGRESS = 0.1, -- Before what percentage will the full cost be regained
ALLOW_DESTROY_MANUFACTORY = 0, -- Should the player be permitted to destroy manufactories?
TRADE_POWER_INLAND_FACTOR = 100, -- Trade efficiency multiply by this value gives the trade power.
PIRATES_TRADE_POWER_FACTOR = 1.5,
TRADE_COMPANY_CONTROL_LIMIT = 0.6,
TRADE_COMPANY_DAYS_TO_SWAP_LEADER = 30,
TRADE_COMPANY_STRONG_LIMIT = 0.51,
PRIVATEER_INCOME_COLLECTION_EFF = 0.4,
MIN_ARMY_MAINTENANCE = 0.1,
MIN_NAVY_MAINTENANCE = 0.1,
},
NMilitary = {
TECH_IMPACT_ON_MANPOWER = 0.05,
SIEGE_ATTRITION = 1,
NATIVE_FEROCITY_IMPACT = 0.05, -- how many percentage each ferocity gives in combat bonus
GALLEY_BONUS_INLAND_SEA = 1.0,
INSUFFICIENT_SUPPORT = -0.25,
SIEGE_MEMORY = 12,
SIEGE_WIN = 20,
UNLOAD_COST_FRIENDLY = 12, -- cost to unload to friendly territory
UNLOAD_COST_ENEMY = 36, -- cost to hostile.
LEADER_MAINTENANCE_COST = 1, -- how much mil power each leader costs.
GARRISON_SIZE = 1000, -- GARRISON_SIZE
ASSAULT_ATTACKER_LOSS = 1.0, -- MDEF_ASSAULT_ATTACKER_LOSS = 10,
ASSAULT_DEFENDER_LOSS = 0.05, -- _MDEF_ASSAULT_DEFENDER_LOSS = 10,
ASSAULT_DICE_MODIFIER = 5, -- _MDEF_ASSAULT_DICE_MODIFIER_
INF_REGIMENT_MANPOWER_COST = 1.0, -- 1 = 1000 men in cost.
CAV_REGIMENT_MANPOWER_COST = 1.0, -- 1 = 1000 men in cost.
ART_REGIMENT_MANPOWER_COST = 1.0, -- 1 = 1000 men in cost.
HEAVY_SHIP_MANPOWER_COST = 0.0, -- 1 = 1000 men in cost.
LIGHT_SHIP_MANPOWER_COST = 0.0, -- 1 = 1000 men in cost.
GALLEY_SHIP_MANPOWER_COST = 0.0, -- 1 = 1000 men in cost.
TRANSPORT_SHIP_MANPOWER_COST = 0.0, -- 1 = 1000 men in cost.
MAX_MANPOWER = 10, -- years in mp pool
MIN_MONTHLY_MANPOWER = 0.1, -- 100 men/month is minimum
INFANTRY_SPEED = 1.0, -- _MDEF_INFANTRY_SPEED = 10,
CAVALRY_SPEED = 1.0, -- _MDEF_CAVALRY_SPEED = 10,
ARTILLERY_SPEED = 1.0, -- _MDEF_ARTILLERY_SPEED = 10,
HEAVY_SHIP_SPEED = 6.0, -- _MDEF_HEAVY_SHIP_SPEED = 10,
LIGHT_SHIP_SPEED = 10.0, -- _MDEF_LIGHT_SHIP_SPEED = 10,
GALLEY_SPEED = 4.0, -- _MDEF_GALLEY_SPEED = 10,
TRANSPORT_SPEED = 6.0, -- _MDEF_TRANSPORT_SPEED = 10,
INFANTRY_COST = 10.0, -- _MDEF_INFANTRY_COST = 10,
CAVALRY_COST = 25.0, -- _MDEF_CAVALRY_COST = 10,
ARTILLERY_COST = 30.0, -- _MDEF_ARTILLERY_COST = 10,
HEAVY_SHIP_COST = 50, -- _MDEF_HEAVY_SHIP_COST = 10,
LIGHT_SHIP_COST = 20, -- _MDEF_LIGHT_SHIP_COST = 10,
GALLEY_COST = 10, -- _MDEF_GALLEY_COST = 10,
TRANSPORT_COST = 12, -- _MDEF_TRANSPORT_COST = 10,
INFANTRY_TIME = 60, -- _MDEF_INFANTRY_TIME = 10,
CAVALRY_TIME = 90, -- _MDEF_CAVALRY_TIME = 10,
ARTILLERY_TIME = 120, -- _MDEF_ARTILLERY_TIME = 10,
HEAVY_SHIP_TIME = 365, -- _MDEF_HEAVY_SHIP_TIME = 10,
LIGHT_SHIP_TIME = 180, -- _MDEF_LIGHT_SHIP_TIME = 10,
GALLEY_TIME = 180, -- _MDEF_GALLEY_TIME = 10,
TRANSPORT_TIME = 180, -- _MDEF_TRANSPORT_TIME = 10,
MONTHLY_REINFORCE = 0.1, -- Amount of regiment strength reinforced each month.
MONTHLY_REPAIR = 0.1, -- Ship repair speed.
EXTRA_LAND_REINFORCE_COST = 2.00, -- extra cost for reinforcing land units (as a multiplier of maintenance).
TRADITION_GAIN = 0.1, -- Tradition gain base value from combats.
MAX_MERCENARY_POOL = 12, -- Maximum sized mercenary pool
FRONT_LINE_MODIFIER = 1.0, -- _MDEF_FRONT_LINE_MODIFIER_
BACK_LINE_MODIFIER = 0.5, -- _MDEF_BACK_LINE_MODIFIER_
BASE_COMBAT_WIDTH = 15.0, -- _MDEF_BASE_COMBAT_WIDTH_
FORCE_MARCH_FACTOR = 0.5, --
SCORCHED_EARTH_MONTHS = 60, -- _MDEF_SCORCHED_EARTH_MONTHS_; Time the "Scorched Earth" static modifier lasts.
LOOTED_DAYS = 180, -- Time the "Looted" static modifier lasts.
NAVAL_SUPPLY_RANGE = 150, -- Supply range for ships.
REBEL_TRADITION_GAIN = 0.5, -- _MDEF_REBEL_TRADITION_GAIN_; Factor of army/navy tradition gained from fighting rebels and pirates.
REBEL_SUPPORT_MODIFIER = 0.5,
NOMAD_LOOT_MULTIPLIER = 2.0, -- _MDEF_NOMAD_LOOT_MULTIPLIER_;How much more money the horde gets from looting
NOMAD_LOOT_TRADITION = 0.005, -- _MDEF_NOMAD_LOOT_TRADITION_;Military tradition a horde gets from looting territory
NOMAD_HOME_SHOCK_BONUS = 0.25, -- _MDEF_NOMAD_HOME_SHOCK_BONUS_; Shock damage multiplier for nomads on plains in home territory
SUPPLYLIMIT_BASE_MULTIPLIER = 6.0, --
WAR_LENGTH_DAMAGE_MODIFIER = 0.01, -- How much (by percentage) the damage dealt will be increased each day of the combat
MORALE_RECOVERY_SPEED = 0.15, -- How much (by percentage) of the maximum morale that the current morale will be recovered with at a time
MORALE_RECOVERY_SPEED_OWN_TERRITORY = 0.05, -- How much the recovery speed for morale will be modified if unit is in controlled territory
HOSTILE_TERRITORY_SPEED_MODIFIER = 0, -- speed modifier into hostile territory
SHATTERED_RETREAT_SPEED_MODIFIER = 0.5, -- How much (by percentage) the movement speed will be modified when doing a shattered retreat
LOW_MORALE_THRESHOLD = 0.50, -- Under this percentage of the morale, the army will do a shattered retreat
DEFAULT_WARGOAL_TICKINGWARSCORE_BONUS = 0.4, -- Amount of warscore per month since attacker/defender started getting the bonus for completing war goal
WARGOAL_MAX_BONUS = 25,
DEFAULT_WARGOAL_WARSCORE_BONUS = 5, -- Warscore bonus
DEFAULT_WARGOAL_BATTLESCORE_BONUS = 3, -- Battle score bonus from winning battles
SUPERIORITY_WARGOAL_WINRATIO = 0.8, -- Needed win ratio for getting ticking war score for war goal superiority
WARSCORE_MAX_FROM_BATTLES = 40, -- maximum amount to get from a battles .
WAR_ENTHUSIASM_HIGH_THRESHOLD = -20, -- desire for peace must be less than this for high war enthuasiasm
WAR_ENTHUSIASM_LOW_THRESHOLD = 0, -- desire for peace must be more than this for low war enthusiasm
EXPLORATION_TRAVEL_TIME = 3, -- Multiplier for travel time when exploring
OVERRUN_FACTOR = 10, -- How much stronger one side of a battle must be to cause the other side to be overrun (integer)
OVERRUN_FACTOR_CANNOT_LEAVE = 2, -- Same as OVERRUN_FACTOR, but when combat cannot be left by the combattants. (integer)
CANNOT_RETREAT_DAYS = 12, -- How many days combat has to last before one side can retreat
DAYS_PER_PHASE = 3, -- How many days each fire and shock phase lasts
DAYS_PER_SIEGE_PHASE = 30, -- How many days each siege phase lasts
COMBAT_DICE_SIDE = 10, -- How many side the dice used in combat has
BLOCKADE_FACTOR = 10, -- (Total sail speed / blockade_factor) * blockade_efficiency / province base tax
REBEL_RELOCATION_TIME = 2.0, -- How long time it takes for rebels to relocate from island
REBEL_RELOCATION_DISTANCE_MAX = 200, -- The maximum distance rebels will relocate to.
LEADER_MAX_PIPS = 6, -- Max general/admiral pips (per skill)
LEADER_MIN_PIPS = 1, -- Min general/admiral pips (total)
REBEL_LEADER_POWER = 20, -- The higher this value, the more pips rebel leaders will have on average
RIVER_CROSSING_PENALTY = -1, -- Dice roll penalty from river crossing
STRAIT_CROSSING_PENALTY = -2, -- Dice roll penalty from strait crossing
SEA_LANDING_PENALTY = -2, -- Dice roll penalty from sea invasion
MOTHBALLING_MONTHLY_DECREASE = 0.05, -- When mothballin is turned on, the units strength will lose this much each month
MOTHBALLING_MINIMUM_STRENGTH = 0.25, -- The minimum strength value the fleet will reach while mothballin
MIN_RECRUIT_TIME_MODIFIER = 0.2, -- Recruit time cannot be lower than this * base
},
NAI = {
AI_CONVERT_CULTURES = 1, -- If set to 0, AI will not convert cultures
VASSAL_FABRICATE_CLAIMS = 1, -- If set to 1, vassals will use fabricate claims on foreign powers
VASSAL_BUY_ANY_PROVINCE = 1, -- If set to 1, vassals will agree to buying a province from their overlord even if they lack an interest in it
AI_BUY_PROVINCE_MAX_OE = 50, -- % of OE (including OE from sold province) above which AI who is NOT a subject will not buy non-core provinces (Not used if OE is at 0)
AI_BUY_PROVINCE_SUBJECT_MAX_OE = 50, -- % of OE (including OE from sold province) above which AI who is a subject will not buy non-core provinces (Not used if OE is at 0)
SUBSIDY_YEARS = 20, -- Years AI will give subsidies for
MIN_INCOME_FOR_SUBSIDIES = 20, -- Minimum monthly income for AI to want to spend some on subsidies
PS_SHORT_TERM_POOL = 100, -- Max power AI will store in its short-term spending pool
AGGRESSIVENESS = 300, -- Base chance (out of 10000) of AI being willing to start a war each diplomatic tick (~1.5 times a month)
AGGRESSIVENESS_BONUS_EASY_WAR = 500, -- Added to aggressiveness if the war is against a weak or particularily hated enemy
MISSION_PICK_CHANCE = 33, -- Yearly chance of AI picking a mission if it lacks one
TRADE_INTEREST_THRESHOLD = 3, -- Number of merchants required to be a nation with trade interest
DEFICIT_SPENDING_MIN_MONTHS = 6, -- AI must have at least this many monthly deficits of savings to be willing to deficit spend
BIGSHIP_FRACTION = 0.4, -- The proportion of big ships in an AI navy of light ships and big ships (for coastal sea countries, this fraction is mostly galleys)
ARTILLERY_FRACTION = 0.35, -- Ratio of artillery to infantry AI will build
FORCE_COMPOSITION_CHANGE_TECH_LEVEL = 11, -- Tech level at which AI will double its artillery fraction
TRANSPORT_FRACTION = 0.3, -- Max fraction of naval forcelimit that should be transports
INCOME_SAVINGS_FRACTION = 0.25, -- AI will reserve this amount of their surplus for long-term savings
OVER_FORCELIMIT_AVOIDANCE_FACTOR = 10, -- The higher this number is, the less willing the AI will be to exceed forcelimits
DESIRED_SURPLUS = 0.1, -- AI will aim for having at least this fraction of their income as surplus when they don't have large savings
MAX_SAVINGS = 20, -- AI will keep a maximum of this * their monthly income in long-term savings
ADVISOR_BUDGET_FRACTION = 0.3, -- AI will spend a maximum of this fraction of monthly income on advisor maintenance
COLONY_BUDGET_AMOUNT = 8.0, -- AI will reserve a maximum of this amount of monthly ducats for colonies (multiplied by number of colonists)
ARMY_BUDGET_FRACTION = 0.6, -- AI will spend a maximum of this fraction of monthly income on army maintenance (based off wartime costs)
NAVY_BUDGET_FRACTION = 0.5, -- AI will spend a maximum of this fraction of monthly income on navy maintenance (based off wartime costs)
REGIMENTS_PER_GENERAL = 15, -- AI will want one general for every this number of regiments (will not exceed free leader pool)
MIN_SHIPS_FOR_ADMIRAL = 10, -- The minimum navy size for the AI to bother with an admiral
CANCEL_CONSTRUCTION_SIEGE_PROGRESS = 0, -- If chance of fort falling is at least this, AI will cancel constructions in the province
DIPLOMATIC_INTEREST_DISTANCE = 150, -- If border distance is greater than this, diplomatic AI will have less interest in the country
CONQUEST_INTEREST_DISTANCE = 100, -- Beyond this range, AI is less interested in conquest of provinces
FORCE_MARCH_MIN_SIZE = 5, -- AI will not force march units with less regiments than this
FORCE_MARCH_ALWAYS_SIZE = 30, -- AI will always try to force march units of at least this size
MAX_BUILDING_COST_INCOME_MONTHS = 50, -- AI will not save up for a building that costs more than their monthly income * this, if there are cheaper alternatives
PURSUE_DISTANCE = 100, -- AI will not pursue armies retreating to a province further away than this
CALL_IN_ALLIES_POWER_RATIO = 4.0, -- AI will only call in allies in an offensive war if their military power ratio to the enemy is less than this
NUM_GREAT_POWER_ALLIES_ALLOWED = 0, -- Number of Great Power allies allowed before a penalty is applied to alliance chance
GREAT_POWER_ALLIANCE_PENALTY = 50, -- Penalty on alliance chance for having more GP allies than allowed
PEACE_BASE_RELUCTANCE = 0, -- AI base stubbornness to refuse peace (always applied)
PEACE_EXCESSIVE_DEMANDS_FACTOR = 0.005, -- AI unwillingness to peace based on demanding more stuff than you have warscore
PEACE_EXCESSIVE_DEMANDS_THRESHOLD = 20, -- If you have less warscore than this, excessive demands will be factored in more highly
PEACE_TIME_MONTHS = 60, -- Months of additional AI stubbornness in a war
PEACE_TIME_MAX_MONTHS = 600, -- Max months applied to time factor in a war
PEACE_TIME_EARLY_FACTOR = 0.75, -- During months of stubbornness the effect of time passed is multiplied by this
PEACE_TIME_LATE_FACTOR = 1.0, -- After months of stubbornness the effect of time passed is multiplied by this (only applied to positive war enthusiasm)
PEACE_STALLED_WAR_TIME_FACTOR = 0.34, -- Applied to number of years war has been stalled to determine how much positive war enthusiasm is reduced
PEACE_STALLED_WAR_THRESHOLD = 3, -- If the warscore has changed by this amount or less in the last year, the war is stalled
PEACE_WAR_EXHAUSTION_FACTOR = 1.0, -- AI willingness to peace based on war exhaustion
PEACE_HIGH_WAR_EXHAUSTION_THRESHOLD = 10, -- Threshold for when PEACE_HIGH_WAR_EXHAUSTION_FACTOR is applied
PEACE_HIGH_WAR_EXHAUSTION_FACTOR = 2.0, -- Additional AI willingness to peace based on war exhaustion above the high threshold
PEACE_WAR_DIRECTION_FACTOR = 0.5, -- AI willingness to peace based on who's making gains in the war
PEACE_WAR_DIRECTION_WINNING_MULT = 5.0, -- Multiplies AI emphasis on war direction if it's the one making gains
PEACE_FORCE_BALANCE_FACTOR = 0.2, -- AI willingness to peace based on strength estimation of both sides
PEACE_WARGOAL_FACTOR = 0, -- AI unwillingness to peace based on holding the wargoal
PEACE_CAPITAL_FACTOR = 5, -- AI unwillingness to peace based on holding their own capital
PEACE_MILITARY_STRENGTH_FACTOR = 10, -- AI unwillingness to peace based on manpower & forcelimits
PEACE_ALLY_BASE_RELUCTANCE_MULT = 2.0, -- Multiplies PEACE_BASE_RELUCTANCE for allies in a war
PEACE_ALLY_TIME_MULT = 1.0, -- Multiplies PEACE_TIME_FACTOR for allies in a war
PEACE_ALLY_EXCESSIVE_DEMANDS_MULT = 2.0, -- Multiplies PEACE_EXCESSIVE_DEMANDS_FACTOR for allies in a war
PEACE_ALLY_WAR_EXHAUSTION_MULT = 1.0, -- Multiplies PEACE_WAR_EXHAUSTION_FACTOR for allies in a war
PEACE_ALLY_WAR_DIRECTION_MULT = 0, -- Multiplies PEACE_WAR_DIRECTION_FACTOR for allies in a war
PEACE_ALLY_FORCE_BALANCE_MULT = 0, -- Multiplies PEACE_FORCE_BALANCE_FACTOR for allies in a war
PEACE_ALLY_WARGOAL_MULT = 0, -- Multiplies PEACE_WARGOAL_FACTOR for allies in a war
PEACE_ALLY_CAPITAL_MULT = 1.0, -- Multiplies PEACE_CAPITAL_FACTOR for allies in a war
PEACE_ALLY_MILITARY_STRENGTH_MULT = 2.0, -- Multiplies PEACE_MILITARY_STRENGTH_FACTOR for allies in a war
PEACE_OTHER_WAR_FORCE_BALANCE_MULT = 0.5, -- Multiplies the force balance of other countries who are involved in a different war with either side
PEACE_INCONCLUSIVE_THRESHOLD = 10, -- no demands will be accepted by AI if under this warscore
PEACE_DESPERATION_FACTOR = 40, -- AI willingness to peace based on desperation from occupied homelands
PEACE_ALLY_DESPERATION_MULT = 1.0, -- Multiplies PEACE_DESPERATION_FACTOR for allies in a war
PEACE_REBELS_FACTOR = 20, -- AI willingness to peace based on number of revolts in their provinces
PEACE_ALLY_REBELS_MULT = 1.0, -- Multiplies PEACE_REBELS_FACTOR for allies in a war
PEACE_DESIRE_AI_PREFS_QUICK_PEACE = 100, -- How much AI wants to peace out when player enabled AI setting "Seek Quick Peace"
PEACE_TERMS_BASE_SCORE = 100, -- Base AI scoring for any peace demand
PEACE_RANDOM_FACTOR = 0.75, -- How much randomness is applied to AI weighting (as a fraction of the goal score)
PEACE_TERMS_CB_MULT = 2.0, -- AI desire for a wargoal is multiplied by this for having the right CB
PEACE_TERMS_STRATEGY_MULT = 0.5, -- AI desire for a wargoal is multiplied by this if it doesn't fit into their general strategy
PEACE_TERMS_REVOKE_ELECTOR_BASE_MULT = 1000.0, -- only applied if CB is valid for it
PEACE_TERMS_INDEPENDENCE_BASE_MULT = 1000.0, -- only applied if CB is valid for it
PEACE_TERMS_UNION_BASE_MULT = 1000.0, -- only applied if CB is valid for it
PEACE_TERMS_VASSAL_BASE_MULT = 1000.0, -- only applied if the AI has vassalize priority
PEACE_TERMS_PROTECTORATE_BASE_MULT = 1000.0, -- only applied if the AI has vassalize priority
PEACE_TERMS_CHANGE_GOVERNMENT_BASE_MULT = 0.75, -- only applied if CB is valid for it
PEACE_TERMS_CHANGE_RELIGION_BASE_MULT = 1000.0, -- only applied if CB is valid for it
PEACE_TERMS_ANNEX_BASE_MULT = 100.0,
PEACE_TERMS_PROVINCE_BASE_MULT = 1.0,
PEACE_TERMS_TRADE_POWER_BASE_MULT = 1.0,
PEACE_TERMS_HUMILIATE_BASE_MULT = 10.0,
PEACE_TERMS_REVOKE_CORES_BASE_MULT = 1.0,
PEACE_TERMS_REVOKE_REFORM_BASE_MULT = 1.0,
PEACE_TERMS_RETURN_CORES_BASE_MULT = 1.0,
PEACE_TERMS_RELEASE_VASSALS_BASE_MULT = 0.75,
PEACE_TERMS_RELEASE_ANNEXED_BASE_MULT = 0.75,
PEACE_TERMS_ANNUL_TREATIES_BASE_MULT = 0.75,
PEACE_TERMS_GOLD_BASE_MULT = 0.1,
PEACE_TERMS_GIVE_UP_CLAIM = 0.0,
PEACE_TERMS_CONCEDE_DEFEAT_BASE_MULT = 1.0,
PEACE_TERMS_DISMANTLE_REVOLUTION_BASE_MULT = 1000.0,
PEACE_TERMS_CHANGE_HRE_RELIGION_BASE_MULT = 1000.0,
PEACE_TERMS_HUMILIATE_RIVAL_BASE_MULT = 1.0,
PEACE_TERMS_ENFORCE_REBEL_DEMANDS_BASE_MULT = 1000.0,
PEACE_TERMS_PROVINCE_NO_CB_MULT = 0.5, -- AI desire for a province is multiplied by this if it doesn't have a valid cb for it (only used when annexing, not applied to cores)
PEACE_TERMS_PROVINCE_CORE_MULT = 3.0, -- AI desire for a province is multiplied by this if it has a core on it
PEACE_TERMS_PROVINCE_WARGOAL_MULT = 2.0, -- AI desire for a province is multiplied by this if it is the wargoal
PEACE_TERMS_PROVINCE_CLAIM_MULT = 2.0, -- AI desire for a province is multiplied by this if it has a claim on it
PEACE_TERMS_PROVINCE_NOT_CULTURE_MULT = 0.75, -- AI desire for a province is multiplied by this if it is not the same culture
PEACE_TERMS_PROVINCE_VASSAL_MULT = 0.75, -- AI desire for a province is multiplied by this if it would go to their vassal instead of themselves
PEACE_TERMS_PROVINCE_REAL_ADJACENT_MULT = 0.5, -- AI desire for a province is increased by this multiplier for each owned adjacent province
PEACE_TERMS_PROVINCE_NOT_ADJACENT_MULT = 0.5, -- AI desire for a province is multiplied by this if it is not adjacent at all (including vassals and other provinces being taken in peace)
PEACE_TERMS_PROVINCE_NO_INTEREST_MULT = 0, -- AI desire for a province is multiplied by this if it is not on their conquest list
PEACE_TERMS_PROVINCE_OVEREXTENSION_MIN_MULT = 0.5, -- AI desire for a province is multiplied by this if it has 99% overextension (not applied to cores)
PEACE_TERMS_PROVINCE_OVEREXTENSION_MAX_MULT = 1.5, -- AI desire for a province is multiplied by this if it has 0% overextension (not applied to cores)
PEACE_TERMS_PROVINCE_ISOLATED_CAPITAL_MULT = 0.75, -- AI desire for a province if it is an isolated capital
PEACE_TERMS_PROVINCE_ALLY_MULT = 0.5, -- AI desire for giving (non-core) provinces to its allies
PEACE_TERMS_PROVINCE_IMPORTANT_ALLY_MULT = 0.75, --AI desire for giving (non-core) provinces to its most important allies
PEACE_TERMS_TRADE_POWER_VALUE_MULT = 0.1, -- AI desire for transfering trade power is multiplied by this for each 0.1 trade value in shared nodes
PEACE_TERMS_TRADE_POWER_VALUE_MAX = 2.0, -- Max AI desire for transfering trade power from shared node value
PEACE_TERMS_TRADE_POWER_NO_TRADE_INTEREST_MULT = 0, -- AI desire for transfering trade power is multiplied by this if they are not a merchant republic
PEACE_TERMS_HUMILIATE_VALUE_MULT = 1, -- AI desire for humiliating is multiplied by this for each 1 prestige the enemy has
PEACE_TERMS_HUMILIATE_VALUE_MAX = 2.0, -- Max AI desire for humiliating its' enemy
PEACE_TERMS_REVOKE_CORE_VASSAL_MULT = 0.75, -- AI desire for revoking cores is multiplied by this if the cores are on their vassal instead of themselves
PEACE_TERMS_REVOKE_CORE_FEAR_MULT = 2.0, -- AI desire for revoking cores is multiplied by this if they are afraid of the other country
PEACE_TERMS_RETURN_CORES_VASSAL_MULT = 2.0, -- AI desire for returning core provinces is multiplied by this for their vassals
PEACE_TERMS_RETURN_CORES_NOT_FRIEND_MULT = 0.75, -- AI desire for returning core provinces is multiplied by this if they are not friends of the country core is being returned to
PEACE_TERMS_ANNUL_TREATIES_NO_INTEREST_MULT = 0, -- AI desire for annuling a treaty is multiplied by this if they have no strategic interests in doing so
PEACE_TERMS_PROVINCE_HRE_UNJUSTIFIED_MULT = 0, -- AI desire for a province is multiplied by this for HRE provinces if they are a member of the empire and don't have a CB, claim or core to it
PEACE_TERMS_MIN_MONTHS_OF_GOLD = 5, -- If they don't have at least this much warscore worth of gold, prefer concede defeat
PEACE_TERMS_PROVINCE_STRATEGY_THRESHOLD = 1, -- If province has at least this strategic priority, AI values it higher in peace deals
PEACE_TERMS_RETURN_PROVINCE_STRATEGY_MULT = 0.5, -- If we have strategic priority on a province, AI desire to release it to another nation is multiplied by this amount
PEACE_TERMS_RELEASE_VASSAL_SIZE_MULT = 0.1, -- AI desire mult for releasing vassal increased by this for each province they hold
PEACE_TERMS_RELEASE_VASSAL_MAX_MULT = 1.3, -- Max AI desire mult for releasing vassals
PEACE_TERMS_RELEASE_VASSAL_HRE_MULT = 2.0, -- AI desire for releasing a vassal is multiplied by this if both are HRE members
PEACE_TERMS_RELEASE_VASSAL_ELECTOR_MULT = 10.0, -- AI desire for releasing an elector is multiplied by this for Emperor
PEACE_TERMS_RELEASE_VASSAL_SAME_CULTURE_MULT = 0.65, -- AI desire for releasing a country is multiplied by this if they are the same culture group as releaser
PEACE_TERMS_RELEASE_VASSAL_SAME_CULTURE_GROUP_MULT = 0.75, -- AI desire for releasing a country is multiplied by this if they are the same culture group (but not same culture) as releaser
PEACE_TERMS_RELEASE_ANNEXED_SIZE_MULT = 0.1, -- AI desire mult for releasing countries is increased by this for each province they hold
PEACE_TERMS_RELEASE_ANNEXED_MAX_MULT = 1.3, -- Max AI desire mult for releasing countries
PEACE_TERMS_RELEASE_ANNEXED_HRE_MULT = 2.0, -- AI desire for releasing a country is multiplied by this if both are HRE members
PEACE_TERMS_RELEASE_ANNEXED_SAME_CULTURE_MULT = 0.65, -- AI desire for releasing a country is multiplied by this if they are the same culture group as releaser
PEACE_TERMS_RELEASE_ANNEXED_SAME_CULTURE_GROUP_MULT = 0.75, -- AI desire for releasing a country is multiplied by this if they are the same culture group (but not same culture) as releaser
PEACE_TERMS_MIL_ACCESS_BASE_MULT = 0, -- AI desire for mil access through peace
PEACE_TERMS_FLEET_BASING_BASE_MULT = 0, -- AI desire for fleet basing rights through peace
PEACE_TERMS_WAR_REPARATIONS_BASE_MULT = 0.5, -- AI desire for war reparations through peace
PEACE_TERMS_WAR_REPARATIONS_MIN_INCOME_RATIO = 0.5, -- AI only wants war reparations if other country has at least this % of their income
DIPLOMATIC_ACTION_RANDOM_FACTOR = 1.0, -- How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc)
DIPLOMATIC_ACTION_PROPOSE_SCORE = 50, -- AI must score a diplomatic action at least this highly to propose it themselves
DIPLOMATIC_ACTION_BREAK_SCORE = 30, -- AI must score a diplomatic action less than this to break it off
DIPLOMATIC_ACTION_PERSONALITY_MULT = 1.5, -- How much more the AI values a diplomatic action if it suits their personality (improve relations for diplomat, etc)
DIPLOMATIC_ACTION_ALLIANCE_ACCEPTANCE_MULT = 3.0, -- AI scoring for alliance based on willingness to accept it if offered to them
DIPLOMATIC_ACTION_FEDERATION_ACCEPTANCE_MULT = 3.0, -- AI scoring for alliance based on willingness to accept it if offered to them
DIPLOMATIC_ACTION_ROYAL_MARRIAGE_ACCEPTANCE_MULT = 2.0, -- AI scoring for royal marriage based on their willingness to accept it if offered to them
DIPLOMATIC_ACTION_ROYAL_MARRIAGE_NO_POWER_COST_RELATION_MULT = 0.25, -- AI scoring for royal marriage is multiplied by this if they currently lack a relation with a power cost
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_BEFRIEND_FACTOR = 50, -- AI scoring for improve relations is increased by this if they have an attitude with 'befriend' desire
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_ALLY_FACTOR = 50, -- AI scoring for improve relations is increased by this if they have an attitude with 'ally' desire
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_VASSALIZE_FACTOR = 150, -- AI scoring for improve relations is increased by this if they have an attitude with 'vassalize' desire (also applied to royal marriage desire)
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_SUPPORTING_HEIR_FACTOR = 50, -- AI scoring for improve relations is increased by this if they are also supporting a heir in the country
DIPLOMATIC_ACTION_GRANT_ELECTORATE_PROVINCE_PENALTY_THRESHOLD = 4, -- AI scoring for grant electorate is reduced if target has at least this many provinces
DIPLOMATIC_ACTION_GRANT_ELECTORATE_PROVINCE_PENALTY_MULT = 0.5, -- AI scoring for grant electorate is multiplied by this for each province above threshold
DIPLOMATIC_ACTION_EMBARGO_TRADE_INTEREST_FACTOR = 25, -- AI scoring for embargo is increased by this if they have trade interest
DIPLOMATIC_ACTION_EMBARGO_WAR_FACTOR = 50, -- AI scoring for embargo is increased by this if they are at war
DIPLOMATIC_ACTION_EMBARGO_TRADE_POWER_THRESHOLD = 1, -- AI will not embargo unless value of shared nodes is at least this high
DIPLOMATIC_ACTION_EMBARGO_TRADE_POWER_FACTOR = 25.0, -- AI scoring for embargo is increased by this for each 1.0 value in shared nodes
DIPLOMATIC_ACTION_EMBARGO_COALITION_TARGET_MULT = 2.0, -- AI scoring for embargo is multiplied by this against coalition target
DIPLOMATIC_ACTION_MILITARY_ACCESS_PEACE_MULT = 0.5, -- AI scoring for military access is multiplied by this if at peace
DIPLOMATIC_ACTION_MILITARY_ACCESS_EXISTING_RELATION_MULT = 2.0, -- AI scoring for military access is multiplied by this if it has an existing power cost relation
DIPLOMATIC_ACTION_MILITARY_ACCESS_ENEMY_REGIMENTS_FACTOR = 20.0, -- AI scoring for military access is increased by this for each enemy regiment they are sheltering
DIPLOMATIC_ACTION_VASSALIZE_BASE_TAX_FACTOR = 50, -- AI scoring for vassalize is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_ANNEX_BASE_TAX_FACTOR = 50, -- AI scoring for demand annexation is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_INTEGRATE_BASE_TAX_FACTOR = 50, -- AI scoring for integrate is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_EXCOMMUNICATE_ANTAGONIZE_FACTOR = 25, -- AI scoring for excommunicate is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_EXCOMMUNICATE_ANNEX_FACTOR = 50, -- AI scoring for excommunicate is increased by this if they have an attitude with 'annex' desire
DIPLOMATIC_ACTION_EXCOMMUNICATE_NEIGHBOUR_FACTOR = 25, -- AI scoring for excommunicate is increased by this if they are neighbours
DIPLOMATIC_ACTION_EXCOMMUNICATE_RIVAL_FACTOR = 50, -- AI scoring for excommunicate is increased by this if they are rivals
DIPLOMATIC_ACTION_CRUSADE_BASE_TAX_FACTOR = 2.5, -- AI scoring for crusade is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_CRUSADE_ANTAGONIZE_FACTOR = 25, -- AI scoring for crusade is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_CRUSADE_ANNEX_FACTOR = 50, -- AI scoring for crusade is increased by this if they have an attitude with 'annex' desire
DIPLOMATIC_ACTION_CRUSADE_NEIGHBOUR_FACTOR = 25, -- AI scoring for crusade is increased by this if they are neighbours
DIPLOMATIC_ACTION_CRUSADE_RIVAL_FACTOR = 10, -- AI scoring for crusade is increased by this if they are rivals
DIPLOMATIC_ACTION_CLAIM_THRONE_MAX_BASE_TAX_DIFFERENCE = 2.0, -- AI will not claim throne if target has more than their base tax * this value
DIPLOMATIC_ACTION_CLAIM_THRONE_MIN_PRESTIGE_DIFFERENCE = 20, -- AI will not claim throne if they don't have at least this much more prestige
DIPLOMATIC_ACTION_CLAIM_THRONE_MAX_DISTANCE = 100, -- AI will not claim throne if border distance is higher than this
DIPLOMATIC_ACTION_CLAIM_THRONE_VASSALIZE_FACTOR = 100, -- AI scoring for claim throne is increased by this if they have an attitude with 'vassalize' desire
DIPLOMATIC_ACTION_CLAIM_THRONE_BASE_TAX_FACTOR = 1, -- AI scoring for claim throne is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_CLAIM_THRONE_BASE_TAX_MAX = 100, -- Max amount of AI scoring for claim throne from province base tax
DIPLOMATIC_ACTION_CLAIM_THRONE_OUR_CLAIMS_FACTOR = -50, -- AI scoring for claim throne is changed by this for each other throne they are claiming
DIPLOMATIC_ACTION_CLAIM_THRONE_OTHER_CLAIMS_FACTOR = -25, -- AI scoring for claim throne is changed by this for each other country claiming the target's throne
DIPLOMATIC_ACTION_GUARANTEE_PROTECT_FACTOR = 50, -- AI scoring for guarantee is changed by this if they have an attitude with the 'protect' desire
DIPLOMATIC_ACTION_WARNING_MAX_DISTANCE = 50, -- AI will not warn if border distance is higher than this
DIPLOMATIC_ACTION_WARNING_WARN_FACTOR = 50, -- AI scoring for warning is changed by this if they have an attitude with the 'warn' desire (multiplied by number of common neighbors )
DIPLOMATIC_ACTION_INSULT_RELATIONS_THRESHOLD = 90, -- AI will only insult if relations are above this amount
DIPLOMATIC_ACTION_INSULT_ANTAGONIZE_FACTOR = 50, -- AI scoring for insults is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_INSULT_ANNEX_FACTOR = 50, -- AI scoring for insults is increased by this if they have an attitude with 'annex' desire
DIPLOMATIC_ACTION_INSULT_RIVAL_FACTOR = 10, -- AI scoring for insults is increased by this if they are rivals
DIPLOMATIC_ACTION_INSULT_PREPARING_WAR_FACTOR = 200, -- AI scoring for insults is increased by this if it is preparing for war with them
DIPLOMATIC_ACTION_FABRICATE_CLAIM_BASE_FACTOR = 25, -- AI scoring for fabricating claims is always increased by this as long as the province is a conquest priority
DIPLOMATIC_ACTION_FABRICATE_CLAIM_STRATEGY_FACTOR = 1.0, -- AI scoring for fabricating claims based on strategic conquest priorities
DIPLOMATIC_ACTION_FABRICATE_CLAIM_OTHER_CB_FACTOR = 0.0, -- AI scoring for fabricating claims if they already have another CB usable on the province
DIPLOMATIC_ACTION_FABRICATE_CLAIM_NOT_ADJACENT_FACTOR = 0.5, -- AI scoring for fabricating claims if the province is not adjacent
DIPLOMATIC_ACTION_FABRICATE_CLAIM_HRE_FACTOR = 0.75, -- AI scoring for fabricating claims if both parts are HRE
DIPLOMATIC_ACTION_FABRICATE_CLAIM_HRE_EMPEROR_FACTOR = 0.5, -- AI scoring for fabricating claims if province is HRE and they are emperor (does not stack with the above penalty)
DIPLOMATIC_ACTION_SOW_DISCONTENT_ANTAGONIZE_FACTOR = 25, -- AI scoring for sowing discontent is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_SOW_DISCONTENT_RIVAL_FACTOR = 25, -- AI scoring for sowing discontent is increased by this if they are rivals
DIPLOMATIC_ACTION_SABOTAGE_REPUTATION_ANTAGONIZE_FACTOR = 25, -- AI scoring for sowing discontent is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_SABOTAGE_REPUTATION_RIVAL_FACTOR = 25, -- AI scoring for sowing discontent is increased by this if they are rivals
DIPLOMATIC_ACTION_COALITION_DISTANCE_FACTOR = 100, -- AI scoring for joining/forming coalition based on distance
DIPLOMATIC_ACTION_COALITION_THREAT_FACTOR = 0.5, -- AI scoring for joining/forming coalition based on threat score
DIPLOMATIC_ACTION_COALITION_RELATIONS_FACTOR = 0.5, -- AI scoring for joining/forming coalition based on negative relations
DIPLOMATIC_ACTION_COALITION_SIZE_FACTOR = 1, -- AI scoring for joining/forming coalition based on number of cities
DIPLOMATIC_ACTION_COALITION_SIZE_FACTOR_MAX = 50, -- Size factor will not go above this regardless of number of cities
DIPLOMATIC_ACTION_ENFORCE_PEACE_ANNEX_FACTOR = 100, -- AI scoring for enforce peace on countries it wants to annex
DIPLOMATIC_ACTION_ENFORCE_PEACE_PROTECT_MULT = 2, -- AI scoring for enforce peace is multiplied by this if it wants to protect the war target
DIPLOMATIC_ACTION_ENFORCE_PEACE_FORCE_BALANCE_MULT = 1, -- AI scoring for enforce peace is multiplied by this for each 100% of enemy force strength it has
DIPLOMATIC_ACTION_SUBSIDIES_WAR_WITH_RIVAL_FACTOR = 30, -- AI scoring for giving subsidies to a country that is at war with its rival
DIPLOMATIC_ACTION_SUBSIDIES_RELATIVE_INCOME_FACTOR = 30, -- AI scoring for giving subsidies to a country based on its relative income to the AI nation (lower income = higher scoring)
DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_FACTOR = 0.3, -- AI scoring for giving subsidies to a country based on opinion of the other country
DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_MAX = 100, -- Relations above this will not be considered for DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_FACTOR
DIPLOMATIC_ACTION_SUBSIDIES_MAX_OCCUPIED = 0.5, -- Max fraction of a country that can be occupied/besieged for AI to consider it worth giving subsidies
DIPLOMATIC_ACTION_SUBSIDIES_MAX_RELATIVE_INCOME = 0.33, -- Max relative montly income that a country can have for the AI to consider it in need of subsidies
DIPLOMATIC_ACTION_SUBSIDIES_PREVIOUS_SUBSIDIES_FACTOR = -100, -- AI scoring for giving subsidies based on previous subsidies nation is receiving relative to income
DIPLOMATIC_ACTION_SUBSIDIES_INDEBTED_FACTOR = 20, -- AI scoring for giving subsidies to an ally in heavy debt
DIPLOMATIC_ACTION_SUBSIDIES_MIN_VALUE = 0.5, -- Minimum amount of subsidies that AI considers worthwhile
DIPLOMATIC_ACTION_TRADE_POWER_ACCEPTANCE_MULT = 3.0, -- AI scoring for transfer trade power based on willingness to accept it if offered to them
DIPLOMATIC_ACTION_TRADE_POWER_TRADE_INTEREST_FACTOR = 25, -- AI scoring for transfer trade power is increased by this if they have trade interest
DIPLOMATIC_ACTION_TRADE_POWER_THRESHOLD = 1.0, -- AI will not ask to transfer trade power unless value of shared nodes is at least this high
DIPLOMATIC_ACTION_TRADE_POWER_FACTOR = 25.0, -- AI scoring for transfer trade power is increased by this for each 1.0 value in shared nodes
DIPLOMATIC_ACTION_TRADE_POWER_ALLIANCE_FACTOR = 0.25, -- AI threshold for transfer trade power will be mulitplied by this if the two countries have an alliance
DIPLOMATIC_ACTION_SUPPORT_HEIR_BASE_TAX_FACTOR = 5, -- AI scoring for support heir is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_SUPPORT_HEIR_ALLIANCE_FACTOR = 2, -- AI scoring for support heir is multiplied by this if the two countries have an alliance
},
NGraphics = {
PORT_SHIP_OFFSET = 2.0,
SHIP_IN_PORT_SCALE = 0.25,
CITY_SPRAWL_SHRINK_DISTANCE = 150.0, -- Start shrinking at this distance
CITY_SPRAWL_DRAW_DISTANCE = 200.0, -- Remove at this distance
CITY_SPRAWL_AMOUNT = 3.0, -- Size of cities, higher gives larger cities
CITY_SPRAWL_NUDGE_TAX_VALUE = 50, -- Debug flag
PROVINCE_NAME_DRAW_DISTANCE = 500.0, -- Remove province names beyond this distance
DIRECTION_POINTER_DRAW_DISTANCE = 2700.0, -- Direction pointer arrow will not be drawn beyond this distance
DIRECTION_POINTER_INTERPOLATION_SPEED = 0.275, -- How fast the arrow is interpolating
DIRECTION_POINTER_SCREEN_AREA_MAX = 0.935, -- The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99
DIRECTION_POINTER_SCREEN_AREA_MIN = 0.910, -- The moment when the arrow starts getting closer to the target before it snaps.
DIRECTION_POINTER_SIZE_MIN = 0.9, -- Size of the arrow interpolated dependly on camera distance
DIRECTION_POINTER_SIZE_MAX = 10.0,
DIRECTION_POINTER_GROUND_OFFSET = 5.0, -- Offset Y above the ground for arrow to point at
LIGHT_DIRECTION_X = -1.0,
LIGHT_DIRECTION_Y = -1.0,
LIGHT_DIRECTION_Z = 0.5,
LIGHT_SHADOW_DIRECTION_X = -5.0,
LIGHT_SHADOW_DIRECTION_Y = -8.0,
LIGHT_SHADOW_DIRECTION_Z = 5.0,
MILD_WINTER_VALUE = 90,
NORMAL_WINTER_VALUE = 145,
SEVERE_WINTER_VALUE = 255,
BORDER_WIDTH = 1.5,
TRADE_GOODS_ROTATE_SPEED = 0.2, -- Higher values gives a faster speed
TRADE_GOODS_SPEED = 0.02, -- Higher values gives a faster speed
LAND_UNIT_MOVEMENT_SPEED = 12 ,
NAVAL_UNIT_MOVEMENT_SPEED = 12,
ARROW_MOVEMENT_SPEED = 2,
DRAW_DETAILED_CUTOFF = 400,
DRAW_TRADEROUTES_CUTOFF = 400,
DRAW_TRADEROUTES_CUTOFF_TRADE_MAPMODE = 3000,
UNIT_TURN_SPEED = 3,
WATER_MAP_MODE_COLOR_R = 0.27,
WATER_MAP_MODE_COLOR_G = 0.42,
WATER_MAP_MODE_COLOR_B = 0.64,
CAPITAL_INDICATOR_HEIGHT = 5.8,
CAPITAL_INDICATOR_HEIGHT_SCALE = 140.0,
BORDER_COLOR_SELECTION_R = 1.0,
BORDER_COLOR_SELECTION_G = 0.8,
BORDER_COLOR_SELECTION_B = 0.0,
BORDER_COLOR_SELECTION_A = 1.0,
BORDER_COLOR_CB_SELECT_R = 0.1,
BORDER_COLOR_CB_SELECT_G = 0.8,
BORDER_COLOR_CB_SELECT_B = 0.8,
BORDER_COLOR_CB_SELECT_A = 1.0,
BORDER_COLOR_WAR_TARGET_R = 1.0,
BORDER_COLOR_WAR_TARGET_G = 0.4,
BORDER_COLOR_WAR_TARGET_B = 0.0,
BORDER_COLOR_WAR_TARGET_A = 1.0,
BORDER_COLOR_WAR_R = 0.8,
BORDER_COLOR_WAR_G = 0.0,
BORDER_COLOR_WAR_B = 0.0,
BORDER_COLOR_WAR_A = 0.8,
BORDER_COLOR_CUSTOM_HIGHLIGHT_R = 0.0,
BORDER_COLOR_CUSTOM_HIGHLIGHT_G = 0.61,
BORDER_COLOR_CUSTOM_HIGHLIGHT_B = 0.75,
BORDER_COLOR_CUSTOM_HIGHLIGHT_A = 1.0,
DRAW_REFRACTIONS_CUTOFF = 250,
DRAW_SHADOWS_CUTOFF = 500,
AGGRESSIVE_EXPANSION_MAX_R = 1.0,
AGGRESSIVE_EXPANSION_MAX_G = 0.25,
AGGRESSIVE_EXPANSION_MAX_B = 0.0,
AGGRESSIVE_EXPANSION_MAX_A = 1.0,
AG_FOR_MAX_COLOR_IN_COALITION_MAPMODE = 150,
SHOW_MONTHLY_TAX_INCOME = 0,
COLONIAL_COLOR_INTERPOLATION_FACTOR = 0.35,
MINIMAP_LAND_COLOR_R = 2,
MINIMAP_LAND_COLOR_G = 15,
MINIMAP_LAND_COLOR_B = 0,
MINIMAP_LAND_COLOR_BASE_LERP = 0.4,
MINIMAP_WATER_COLOR_R = 38,
MINIMAP_WATER_COLOR_G = 124,
MINIMAP_WATER_COLOR_B = 200,
MINIMAP_WATER_COLOR_BASE_LERP = 0.3,
MAX_TRADE_NODE_FLAGS_SHOWN = 5, -- -1 is unlimited
SHOW_TRADE_MODIFIERS_IN_TRADE_MAP_MODE = 1, -- 1 = true, 0 = false
COLOR_WASTELANDS = 0, -- If set to 1, wastelands will be colored if a country owns all surrounding provinces
END_OF_COMBAT_GFX = 1
},
NEngine = {
EVENT_PROCESS_OFFSET = 20, -- Events are checked every X day per character or province (1 is ideal, but CPU heavy)
},
NMacroBuildColors = {
CANNOT_BUILD_R = 200,
CANNOT_BUILD_G = 25,
CANNOT_BUILD_B = 15,
CAN_BUILD_R = 65,
CAN_BUILD_G = 165,
CAN_BUILD_B = 65,
HAS_BUILDING_R = 25,
HAS_BUILDING_G = 25,
HAS_BUILDING_B = 200,
OTHER_R = 128,
OTHER_G = 128,
OTHER_B = 128,
STRIPES_MUTALY_EXCLUSIVE_R = 195,
STRIPES_MUTALY_EXCLUSIVE_G = 175,
STRIPES_MUTALY_EXCLUSIVE_B = 10,
STRIPES_MUTALY_EXCLUSIVE_A = 255,
STRIPES_CANNOT_AFFORD_R = 200,
STRIPES_CANNOT_AFFORD_G = 0,
STRIPES_CANNOT_AFFORD_B = 0,
STRIPES_CANNOT_AFFORD_A = 255,
STRIPES_HAS_MILITARY_R = 0,
STRIPES_HAS_MILITARY_G = 190,
STRIPES_HAS_MILITARY_B = 0,
STRIPES_HAS_MILITARY_A = 255,
},
NFrontend = {
CAMERA_LOOKAT_X = 2958.0, -- Rotation point in main menu
CAMERA_LOOKAT_Y = 0.0,
CAMERA_LOOKAT_Z = 1519.0,
CAMERA_LOOKAT_SETTINGS_X = 2958.0, -- Rotation point in settings
CAMERA_LOOKAT_SETTINGS_Y = 0.0, -- Y is height
CAMERA_LOOKAT_SETTINGS_Z = 1519.0,
CAMERA_START_X = 2958.0, -- Initial position in main menu
CAMERA_START_Y = 800, -- Y is height
CAMERA_START_Z = 1400.0,
CAMERA_END_X = 2958.0, -- Move to position in main menu
CAMERA_END_Y = 900.0,
CAMERA_END_Z = 1400.0,
CAMERA_MIN_DIST_FOR_ROTATE = 800.0, -- Controlls when rotation starts. When camera is close enought it starts
CAMERA_MIN_HEIGHT = 50.0, -- Minimum camera height
CAMERA_MAX_HEIGHT = 3000.0, -- Maximum camera height
TIME_FROZEN = 1.0, -- Time before initial animation starts (some deylay here so it should NOT be 0, then the animation starts before you can see it)
TIME_UNTIL_ROTATE = 1.5, -- Time when rotation start (from begining of time)
CAMERA_SPEED_START = 0.04, -- Initial animation speed
CAMERA_SPEED_ROTATE = 0.04, -- Rotation speed
GUI_MOVE_SPEED = 300, -- How fast sliding gui objects move ( pixels/s )
FADE_IN_DONE_TIME = 2.2,
GUI_START_MOVE_TIME = 1.4,
CAMERA_START_MOVE_TIME = 3.0,
CAMERA_SPEED_IN_MENUS = 0.1,
FRONTEND_POS_X = 2958.0,
FRONTEND_POS_Y = 900.0,
FRONTEND_POS_Z = 1500.0,
FRONTEND_LOOK_X = 2958.0,
FRONTEND_LOOK_Y = 0.0,
FRONTEND_LOOK_Z = 1519.0,
SETTINGS_POS_X = 2958.0,
SETTINGS_POS_Y = 551.0,
SETTINGS_POS_Z = 978.0,
SETTINGS_LOOK_X = 2998.0,
SETTINGS_LOOK_Y = 0.0,
SETTINGS_LOOK_Z = 1364.0,
MP_OPTIONS_POS_X = 2958.0,
MP_OPTIONS_POS_Y = 922.0,
MP_OPTIONS_POS_Z = 1048.0,
MP_OPTIONS_LOOK_X = 2958.0,
MP_OPTIONS_LOOK_Y = 0.0,
MP_OPTIONS_LOOK_Z = 1159.0,
TUTORIAL_POS_X = 2894.0,
TUTORIAL_POS_Y = 124.0,
TUTORIAL_POS_Z = 1319.0,
TUTORIAL_LOOK_X = 2881.0,
TUTORIAL_LOOK_Y = 21.0,
TUTORIAL_LOOK_Z = 1463.0,
CONTENT_POS_X = 2958.0,
CONTENT_POS_Y = 922.0,
CONTENT_POS_Z = 1308.0,
CONTENT_LOOK_X = 2958.0,
CONTENT_LOOK_Y = 0.0,
CONTENT_LOOK_Z = 1519.0,
CREDITS_POS_X = 3077.0,
CREDITS_POS_Y = 231.0,
CREDITS_POS_Z = 1508.0,
CREDITS_LOOK_X = 3080.0,
CREDITS_LOOK_Y = 19.0,
CREDITS_LOOK_Z = 1720.0,
},
NReligion = {
RELIGIOUS_LEAGUE_COOLDOWN = 5, -- Minimum years between joining/leaving religious league
RELIGIOUS_LEAGUE_WAR_BONUS_DURATION = 100, -- How many years the 'Joined League War' bonus lasts
MAX_CHRISTIAN_RELIGIOUS_CENTERS = 3, -- The number of spawned centers of reformation wont exceed this number
MAX_RELIGIOUS_CENTER_SPREAD_DISTANCE = 150.0, -- When spreading the religion to other provinces the distance wont exceed this number
MONTHLY_CONVERSION_SPEED = 5.0, -- How many percent the conversions of centers of reformation will tick each month.
CONVERSION_ZEAL_DURATION = 9001, -- Amount of days in which you cannot convert the province back.
MIN_CARDINALS = 7, -- Least amount of cardinals/ Starting cardinals
MAX_CARDINALS = 49, -- Max amount of cardinals
MAX_CARDINALS_PER_COUNTRY = 7, -- Max cardinals in a single country
YEARLY_PAPAL_INFLUENCE_CATHOLIC = 0.5, -- The amount of yearly papal influence you receive each year for being catholic
YEARLY_PAPAL_INFLUENCE_PER_CARDINAL = 0.5, -- The amount of yearly papal influence you receive each year for each cardinal you have active
YEARLY_POPE_INVESTED_INFLUENCE_PER_CARDINAL = 0.1, -- The amount of investment Papal state gets towards becoming Papal controller for each cardinal that exists
MAX_PAPAL_INFLUENCE = 100.0, -- The maximum stored amount of papal influence for each country.
REFORM_DESIRE_PER_YEAR = 0.005, -- Increase of reform descire for each year.
MINIMUM_BASETAX_ALLOWED = 5.0, -- You will need a higher basetax than this for your province to be eligible for cardinal
COUNTRY_BASE_TAX_DIVIDER = 30.0, -- When a cardinal is chosen the formula is diving a countrys base tax by this number.
INVEST_PAPAL_INFLUENCE = 10.0, -- The amount of papal influence you invest in becoming controller of the curia.
NUMBER_OF_POSSIBLE_CARDINALS = 10 -- Number of cardinals from said number of most successful provinces to be randomly picked from.
},
}
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