NDefines = { NGame = { START_DATE = "1444.11.11", END_DATE = "9999.9.9", MAX_RANDOM_NEW_WORLD = "1492.1.1" }, NDiplomacy = { 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, 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 = 9999, -- 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 WARNING_YEARS = 20, -- Years before warning expire ANNUL_TREATIES_YEARS = 5, -- Years before annul treaties expire COALITION_YEARS = 20, -- Years before coalition expire GUARANTEE_YEARS = 20, -- Years before guarantee expire MONARCH_GOV_CHANGE_LEGITIMACY_PENALTY = 0.5, -- Penalty on the legitimacy when changing gov type to the monarchy BASE_SPY_DISCOVERY_CHANCE = 0.25, AE_OTHER_CONTINENT = 10, AE_SAME_CULTURE = 0.5, AE_SAME_CULTURE_GROUP = 0.25, AE_SAME_RELIGION = 0.5, AE_SAME_RELIGION_GROUP = 0, AE_DIFFERENT_RELIGION = -0.5, AE_HRE_INTERNAL = 0.5, AE_ATTACKER_PROVINCE = 0.1, AE_DISTANCE_BASE = 1, AE_SAME_OVERLORD = 1.0, AE_FABRICATE_CLAIM = 10, -- Peace Option Effects, base values for the winner. The loser gets the inverse. PO_ANNEX_BADBOY = 15, -- _DDEF_PO_ANNEX_BADBOY = 10, (No effect on loser :) PO_DEMAND_PROVINCES_BADBOY = 15, -- _DDEF_PO_DEMAND_PROVINCES_BADBOY = 10, (Per province) PO_REVOKE_CORES_BADBOY = 0, -- _DDEF_PO_REVOKE_CORES_BADBOY = 10, (Per core, Not applied to the winner) PO_RETURN_CORES_BADBOY = 0, -- (Per core, Not applied to the 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 province, 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 = 30, -- _DDEF_PO_FORM_PU_BADBOY = 10, (Not applied to the winner) PO_GOLD_BADBOY = 0, -- _DDEF_PO_GOLD_BADBOY = 10, (Per month of income, not applied to the winner) PO_BECOME_VASSAL_BADBOY = 15, -- _DDEF_PO_BECOME_VASSAL_BADBOY = 10, PO_BECOME_PROTECTORATE_BADBOY = 15, -- _DDEF_PO_BECOME_VASSAL_BADBOY = 10, PO_CONCEDE_DEFEAT_BADBOY = 0, -- _DDEF_PO_CONCEDE_DEFEAT_BADBOY = 10, (Not applied to the winner) PO_ANNUL_TREATY_BADBOY = 0, -- _DDEF_PO_ANNUL_TREATY_BADBOY = 10, PO_ANNEX_PRESTIGE = 2, -- _DDEF_PO_ANNEX_PRESTIGE = 10, (No effect on loser :) PO_DEMAND_PROVINCES_PRESTIGE = 2, -- _DDEF_PO_DEMAND_PROVINCES_PRESTIGE = 10, (Per province) PO_REVOKE_CORES_PRESTIGE = 2, -- _DDEF_PO_REVOKE_CORES_PRESTIGE = 10, (Per core) PO_RETURN_CORES_PRESTIGE = 3, -- (Per core) PO_RELEASE_VASSAL_PRESTIGE = 5, -- _DDEF_PO_RELEASE_VASSAL_PRESTIGE = 10, PO_RELEASE_ANNEXED_PRESTIGE = 2, -- _DDEF_PO_RELEASE_ANNEXED_PRESTIGE = 10, (Per released province) PO_CHANGE_RELIGION_PRESTIGE = 5, -- _DDEF_PO_CHANGE_RELIGION_PRESTIGE = 10, PO_FORM_PU_PRESTIGE = 10, -- _DDEF_PO_FORM_PU_PRESTIGE = 10, PO_GOLD_PRESTIGE = 0.0, -- _DDEF_PO_GOLD_PRESTIGE = 10, (Per month of income) PO_BECOME_VASSAL_PRESTIGE = 5, -- _DDEF_PO_BECOME_VASSAL_PRESTIGE = 10, PO_BECOME_PROTECTORATE_PRESTIGE = 5, PO_CONCEDE_DEFEAT_PRESTIGE = 10, -- _DDEF_PO_CONCEDE_DEFEAT_PRESTIGE_ 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, 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 = 1.0, -- 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 = 30, -- Peace cost for demanding trade power PEACE_COST_INDEPENDANCE = 30, -- Peace cost for breaking free of union 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) 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 = 0.2, -- 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 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 DIPLOMAT_SPEED = 10.0, -- 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 }, NCountry = { MAX_WAR_EXHAUSTION = 20, FOREIGN_REBEL_SUPPORT = 3, COUNTRIES_GETTING_SCORE = 10, WESTERNISATION_THRESHOLD = 8, -- techs behind to be allowed to westernize. WESTERN_POWER_TICK = 10, -- max power to transfer every month. WESTERN_NEEDED_BASE_POWER = 2000, -- needed for full westernisation WESTERN_NEEDED_MAX_POWER = 5000, -- needed for full westernisation 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. 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 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 IDEA_TO_TECH = -0.007, -- percentage on tech reduction per idea. TECH_TIME_COST = 0.2, -- tech grow with 20% cost over time. PS_BUY_IDEA = 400, PS_BUY_NATIVE_ADVANCEMENT = 500, PS_ADVANCE_TECH = 600, PS_BOOST_STABILITY = 100, PS_BUY_LEADER = 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_REPLACE_RIVAL = 10, PS_SEIZE_COLONY = 25, PS_BURN_COLONY = 5, PS_ATTACK_NATIVES = 5, PS_SCORCH_EARTH = 25, 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 = 10, PS_REDUCE_WAREXHAUSTION = 75, PS_FACTION_BOOST = 10, PS_RAISE_TARIFFS = 25, PS_RAISE_WAR_TAXES = 50, FACTION_BOOST_SIZE = 10, WAREXHAUSTION_REDUCTION = 2, HARSH_TREATMENT_IN_MONTHS = 120, 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 NEIGHBOURBONUS = -0.05, -- _CDEF_NEIGHBOURBONUS_ NEIGHBOURBONUS_CAP = -0.25, -- _CDEF_NEIGHBOURBONUS_CAP_ POPULATION_GROWTH = 0.03, -- _CDEF_POPULATION_GROWTH_; Base population growth. COLONIAL_GROWTH = 50, -- _CDEF_COLONIAL_GROWTH_; Base colonial growth (people per year) 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 = 5, -- How many years until you can choose a new mission after a cancel CORE_TIME_SIZE_MODIFIER = 0.0001, -- % longer per province owned. MONTHS_TO_CORE_MAXIMUM = 240, MONTHS_TO_CORE = 36, -- How many months it will take to core a province. MONTHS_TO_CHANGE_CULTURE = 12, -- How many months it will take to change culture in a province, per basetax. 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. 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 = 0.05, -- Liberty increase for each tariff step LIBERTY_CAN_DECLARE_INDEPENDANCE = 0.5, -- Limit for when a colonial state may declare independance LIBERTY_AUTO_INDEPENDANCE = -1.0, -- Limit for when a colonial state automatically declares independace HIGH_LIBERTY_ALERT = 0.5, -- Limit for when the overlord gets an alert for a colony having a high liberty desire LOST_INDEPENDANCE_WAR_LIBERTY_DESIRE = -0.25, -- How much liberty desire is decreased when an independance war ends MAX_CROWN_COLONIES = 4, -- How many province a country can hold in a colonial region before creating a colonial nation }, NEconomy = { 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_ INFLATION_FROM_LOAN = 0.1, -- increase per loan INFLATION_FROM_PEACE_GOLD = 0.02, -- inflation per month of income taken in peace 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 = 2000, -- _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 = 10.0, -- MERCHANT_SPEED MERCHANT_MAX_POWER_BONUS = 2.0, -- MERCHANT_MAX_POWER_BONUS TRADE_BASIC_SHIP_POWER = 3.0, -- TRADE_BASIC_SHIP_POWER 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? }, NMilitary = { 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_ 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. 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 = 1.5, -- SCORCHED_EARTH_MONTHS = 12, -- _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 }, NAI = { PS_SHORT_TERM_POOL = 100, -- Max power AI will store in its short-term spending pool AGGRESSIVENESS = 200, -- 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 = 400, -- 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 = 0.25, -- Ratio of artillery to infantry AI will build FORCE_COMPOSITION_CHANGE_TECH_LEVEL = 10, -- 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 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 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 = 1.0, 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_CONCEDE_DEFEAT_BASE_MULT = 1.0, 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_TRADE_POWER_VALUE_MULT = 0.02, -- 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 = 0.25, -- AI desire for transfering trade power is multiplied by this if they don't have at least 3 merchants or are not a 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_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 DIPLOMATIC_ACTION_RANDOM_FACTOR = 1.0, -- How much of the AI diplomatic action scoring is randomly determined 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 = 100, -- 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_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 = 10, -- 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 }, 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 = 1, 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, }, 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, }, }