Professional Documents
Culture Documents
Defines Lua
Defines Lua
NDiplomacy = {
PRESTIGE_LOSS_ON_SEND_GIFT_DECLINE = 10,
-- OBSOLETE
PIETY_FROM_CHURCH_GIFTS = 3,
-- OBSOLETE
BREAK_TRUCE_PRESTIGE_PERC_COST = 0.5,
-- Percent of current pr
estige lost before the base prestige cost (below)
BREAK_TRUCE_PRESTIGE_COST = 200,
-- Base Prestige
cost for breaking a truce
MONTHS_PER_SUCCESSION_CB = 60,
-- Number of mon
ths a succession CB lasts
ATTACKING_SOMEONE_CRUSADING_PIETY_COST = 40, -- Piety hit for attacking
someone crusading
ATTACKING_SOMEONE_DEFENDING_AGAINST_OTHER_RELIGIOUS_GROUP_PIETY_COST = 1
00,
-- Piety hit for attacking someone who is defending against othe
r religious group
ATTACKER_CALL_DECLINE_COST = 25,
-- Prestige cost
for refusing to join an offensive war
DEFENDER_CALL_DECLINE_COST = 100,
-- Prestige cost
for refusing to join a defensive war
TRIBAL_VASSAL_CALL_DECLINE_COST_FACTOR = 3.0, -- Prestige cost multiplie
r for tribal vassals
PAPAL_INVEST_PIETY_COST_MULT = 0.5,
-- The effect of Papal i
nvestiture on the piety cost of the special Papal actions
SHORT_REIGN_YEARS_END = 9,
LONG_REIGN_YEARS_START = 10,
SHORT_REIGN_OPINION_MULT = 2,
-- Opinion penal
ty multiplier to short reign years
DOW_ON_ALLY_PRESTIGE_COST = 50,
MINIMUM_SEND_GIFT_COST = 20,
SEND_GIFT_INCOME_SCALEFACTOR = 24,
RELEASE_PRISONER_PIETY = 5,
USURP_TITLE_PRESTIGE_MULT = 0.25,
-- Multiplier on
Creation Prestige
DEMESNE_BASE_MAX_SIZE = 1.0,
-- Base Max Deme
sne Size
DEMESNE_MAX_SIZE_BARON_MULT = 1.0,
-- Extra Max Dem
esne Size from the ruler's rank
DEMESNE_MAX_SIZE_COUNT_MULT = 1.0,
-- Extra Max Dem
esne Size from the ruler's rank
DEMESNE_MAX_SIZE_DUKE_MULT = 1.0,
-- Extra Max Dem
esne Size from the ruler's rank
DEMESNE_MAX_SIZE_KING_MULT = 3.0,
-- Extra Max Dem
esne Size from the ruler's rank
DEMESNE_MAX_SIZE_EMPEROR_MULT = 4.0,
-- Extra Max Demesne Siz
e from the ruler's rank
DEMESNE_MAX_SIZE_GREAT_DUKE_BONUS = 1.0,
-- Extra Max Demesne Siz
e for Dukes with more than one Duchy
DEMESNE_MAX_SIZE_STEWARDSHIP_MULT = 0.15,
-- Extra Max Demesne Siz
e from ruler and spouse stewardship
DEMESNE_MAX_SIZE_PATRICIAN = 1.0,
-- Extra Max Dem
esne Size for Patricians (Tier effects do no not apply to Patricians!)
DEMESNE_MAX_SIZE_PATRICIAN_DOGE = 1.0,
-- Extra Max Demesne Siz
e for a Patrician Doge (Tier effects do no not apply to Patricians!)
GAVELKIND_MAX_SIZE_BONUS = 0.30,
-- Max demesne s
ize bonus from Gavelkind
DEMESNE_MAX_SIZE_JAIN_BONUS = 3,
-- Followers of
the Jain religion have extra demesne
DEMESNE_MAX_SIZE_TRIBAL_BONUS = 2,
-- All rulers wi
EXECUTE_IMPRISONED_INTERACTION_PIETY = 20,
EXECUTE_IMPRISONED_INTERACTION_PRESTIGE = 0,
EXECUTE_IMPRISONED_INTERACTION_THRESHOLD_FOR_NO = 0,
EXECUTE_IMPRISONED_INTERACTION_THRESHOLD_FOR_YES = 0,
EXECUTE_IMPRISONED_INTERACTION_MUST_HAVE_COST = 0,
-- Is having prestige/piety >= cost required for this action?
EXECUTE_IMPRISONED_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
EXILE_IMPRISONED_INTERACTION_MONEY = 0,
EXILE_IMPRISONED_INTERACTION_PIETY = 10,
EXILE_IMPRISONED_INTERACTION_PRESTIGE = 0,
EXILE_IMPRISONED_INTERACTION_THRESHOLD_FOR_NO = 0,
EXILE_IMPRISONED_INTERACTION_THRESHOLD_FOR_YES = 0,
EXILE_IMPRISONED_INTERACTION_MUST_HAVE_COST = 0,
-- Is having prestige/piety >= cost required for this action?
EXILE_IMPRISONED_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
RETIRE_TO_MONASTERY_INTERACTION_MONEY = 0,
RETIRE_TO_MONASTERY_INTERACTION_PIETY = 0,
RETIRE_TO_MONASTERY_INTERACTION_PRESTIGE = 0,
RETIRE_TO_MONASTERY_INTERACTION_THRESHOLD_FOR_NO = 0,
RETIRE_TO_MONASTERY_INTERACTION_THRESHOLD_FOR_YES = 0,
RETIRE_TO_MONASTERY_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
RETIRE_TO_MONASTERY_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_MONEY = 0,
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_PIETY = 0,
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_PRESTIGE = 0,
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_THRESHOLD_FOR_NO = 0,
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_THRESHOLD_FOR_YES = 0,
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
DEMAND_RELIGIOUS_CONVERSION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
INVITE_TO_COURT_INTERACTION_MONEY = 0,
INVITE_TO_COURT_INTERACTION_PIETY = 0,
INVITE_TO_COURT_INTERACTION_PRESTIGE = 0,
INVITE_TO_COURT_INTERACTION_THRESHOLD_FOR_NO = 0,
INVITE_TO_COURT_INTERACTION_THRESHOLD_FOR_YES = 0,
INVITE_TO_COURT_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
INVITE_TO_COURT_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
TRANSFER_VASSAL_INTERACTION_MONEY = 0,
TRANSFER_VASSAL_INTERACTION_PIETY = 0,
TRANSFER_VASSAL_INTERACTION_PRESTIGE = 0,
TRANSFER_VASSAL_INTERACTION_THRESHOLD_FOR_NO = 0,
TRANSFER_VASSAL_INTERACTION_THRESHOLD_FOR_YES = 0,
TRANSFER_VASSAL_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
TRANSFER_VASSAL_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
CLAIM_TITLE_INTERACTION_MONEY = 0,
CLAIM_TITLE_INTERACTION_PIETY = 0,
CLAIM_TITLE_INTERACTION_PRESTIGE = 0,
CLAIM_TITLE_INTERACTION_THRESHOLD_FOR_NO = 0,
CLAIM_TITLE_INTERACTION_THRESHOLD_FOR_YES = 0,
CLAIM_TITLE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
CLAIM_TITLE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
REVOKE_TITLE_INTERACTION_MONEY = 0,
REVOKE_TITLE_INTERACTION_PIETY = 0,
REVOKE_TITLE_INTERACTION_PRESTIGE = 0,
REVOKE_TITLE_INTERACTION_THRESHOLD_FOR_NO = 25,
REVOKE_TITLE_INTERACTION_THRESHOLD_FOR_YES = 75,
REVOKE_TITLE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
REVOKE_TITLE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
AWARD_HONORARY_TITLE_INTERACTION_MONEY = 0,
AWARD_HONORARY_TITLE_INTERACTION_PIETY = 0,
AWARD_HONORARY_TITLE_INTERACTION_PRESTIGE = 0,
AWARD_HONORARY_TITLE_INTERACTION_THRESHOLD_FOR_NO = 0,
AWARD_HONORARY_TITLE_INTERACTION_THRESHOLD_FOR_YES = 0,
AWARD_HONORARY_TITLE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
AWARD_HONORARY_TITLE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
REVOKE_HONORARY_TITLE_INTERACTION_MONEY = 0,
REVOKE_HONORARY_TITLE_INTERACTION_PIETY = 0,
REVOKE_HONORARY_TITLE_INTERACTION_PRESTIGE = 0,
REVOKE_HONORARY_TITLE_INTERACTION_THRESHOLD_FOR_NO = 0,
REVOKE_HONORARY_TITLE_INTERACTION_THRESHOLD_FOR_YES = 0,
REVOKE_HONORARY_TITLE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
REVOKE_HONORARY_TITLE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
SEND_ASSASSIN_INTERACTION_MONEY = 50,
SEND_ASSASSIN_INTERACTION_PIETY = 0,
SEND_ASSASSIN_INTERACTION_PRESTIGE = 0,
SEND_ASSASSIN_INTERACTION_THRESHOLD_FOR_NO = 0,
SEND_ASSASSIN_INTERACTION_THRESHOLD_FOR_YES = 0,
SEND_ASSASSIN_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
SEND_ASSASSIN_INTERACTION_ENABLED = 0,
-- Should this action be used at all?
DECLARE_WAR_INTERACTION_MONEY = 0,
DECLARE_WAR_INTERACTION_PIETY = 0,
DECLARE_WAR_INTERACTION_PRESTIGE = 0,
DECLARE_WAR_INTERACTION_THRESHOLD_FOR_NO = 0,
DECLARE_WAR_INTERACTION_THRESHOLD_FOR_YES = 0,
DECLARE_WAR_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
DECLARE_WAR_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
OFFER_PEACE_INTERACTION_MONEY = 0,
OFFER_PEACE_INTERACTION_PIETY = 0,
OFFER_PEACE_INTERACTION_PRESTIGE = 0,
OFFER_PEACE_INTERACTION_THRESHOLD_FOR_NO = 0,
OFFER_PEACE_INTERACTION_THRESHOLD_FOR_YES = 0,
OFFER_PEACE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
OFFER_PEACE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
SEND_GIFT_INTERACTION_MONEY = 0,
SEND_GIFT_INTERACTION_PIETY = 0,
SEND_GIFT_INTERACTION_PRESTIGE = 0,
SEND_GIFT_INTERACTION_THRESHOLD_FOR_NO = 0,
SEND_GIFT_INTERACTION_THRESHOLD_FOR_YES = 0,
SEND_GIFT_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
SEND_GIFT_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
OFFER_VASSALIZATION_INTERACTION_MONEY = 0,
OFFER_VASSALIZATION_INTERACTION_PIETY = 0,
OFFER_VASSALIZATION_INTERACTION_PRESTIGE = 0,
OFFER_VASSALIZATION_INTERACTION_THRESHOLD_FOR_NO = 0,
OFFER_VASSALIZATION_INTERACTION_THRESHOLD_FOR_YES = 0,
OFFER_VASSALIZATION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
OFFER_VASSALIZATION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_FOR_VASSALIZATION_INTERACTION_MONEY = 0,
ASK_FOR_VASSALIZATION_INTERACTION_PIETY = 0,
ASK_FOR_VASSALIZATION_INTERACTION_PRESTIGE = 0,
ASK_FOR_VASSALIZATION_INTERACTION_THRESHOLD_FOR_NO = 0,
ASK_FOR_VASSALIZATION_INTERACTION_THRESHOLD_FOR_YES = 0,
ASK_FOR_VASSALIZATION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_FOR_VASSALIZATION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ARRANGE_BETROTHAL_INTERACTION_MONEY = 0,
ARRANGE_BETROTHAL_INTERACTION_PIETY = 0,
ARRANGE_BETROTHAL_INTERACTION_PRESTIGE = 0,
ARRANGE_BETROTHAL_INTERACTION_THRESHOLD_FOR_NO = 0,
ARRANGE_BETROTHAL_INTERACTION_THRESHOLD_FOR_YES = 0,
ARRANGE_BETROTHAL_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ARRANGE_BETROTHAL_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
BREAK_BETROTHAL_INTERACTION_MONEY = 0,
BREAK_BETROTHAL_INTERACTION_PIETY = 0,
BREAK_BETROTHAL_INTERACTION_PRESTIGE = 0,
BREAK_BETROTHAL_INTERACTION_THRESHOLD_FOR_NO = 0,
BREAK_BETROTHAL_INTERACTION_THRESHOLD_FOR_YES = 0,
BREAK_BETROTHAL_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
BREAK_BETROTHAL_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
OFFER_SUCCESSION_MARRIGE_INTERACTION_MONEY = 0,
OFFER_SUCCESSION_MARRIGE_INTERACTION_PIETY = 0,
OFFER_SUCCESSION_MARRIGE_INTERACTION_PRESTIGE = 0,
OFFER_SUCCESSION_MARRIGE_INTERACTION_THRESHOLD_FOR_NO = 0,
OFFER_SUCCESSION_MARRIGE_INTERACTION_THRESHOLD_FOR_YES = 0,
OFFER_SUCCESSION_MARRIGE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
OFFER_SUCCESSION_MARRIGE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
OFFER_MARRIGE_INTERACTION_MONEY = 0,
OFFER_MARRIGE_INTERACTION_PIETY = 0,
OFFER_MARRIGE_INTERACTION_PRESTIGE = 0,
OFFER_MARRIGE_INTERACTION_THRESHOLD_FOR_NO = 0,
OFFER_MARRIGE_INTERACTION_THRESHOLD_FOR_YES = 0,
OFFER_MARRIGE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
OFFER_MARRIGE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
RANSOM_CHARACTER_INTERACTION_MONEY = 0,
RANSOM_CHARACTER_INTERACTION_PIETY = 0,
RANSOM_CHARACTER_INTERACTION_PRESTIGE = 0,
RANSOM_CHARACTER_INTERACTION_THRESHOLD_FOR_NO = 0,
RANSOM_CHARACTER_INTERACTION_THRESHOLD_FOR_YES = 0,
RANSOM_CHARACTER_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
RANSOM_CHARACTER_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
EDUCATE_CHARACTER_INTERACTION_MONEY = 0,
EDUCATE_CHARACTER_INTERACTION_PIETY = 0,
EDUCATE_CHARACTER_INTERACTION_PRESTIGE = 0,
EDUCATE_CHARACTER_INTERACTION_THRESHOLD_FOR_NO = 0,
EDUCATE_CHARACTER_INTERACTION_THRESHOLD_FOR_YES = 0,
EDUCATE_CHARACTER_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
EDUCATE_CHARACTER_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ABANDON_AMBITION_INTERACTION_MONEY = 0,
ABANDON_AMBITION_INTERACTION_PIETY = 0,
ABANDON_AMBITION_INTERACTION_PRESTIGE = 0,
ABANDON_AMBITION_INTERACTION_THRESHOLD_FOR_NO = 0,
ABANDON_AMBITION_INTERACTION_THRESHOLD_FOR_YES = 0,
ABANDON_AMBITION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ABANDON_AMBITION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
STOP_BACKING_AMBITION_INTERACTION_MONEY = 0,
STOP_BACKING_AMBITION_INTERACTION_PIETY = 0,
STOP_BACKING_AMBITION_INTERACTION_PRESTIGE = 0,
STOP_BACKING_AMBITION_INTERACTION_THRESHOLD_FOR_NO = 25,
STOP_BACKING_AMBITION_INTERACTION_THRESHOLD_FOR_YES = 75,
STOP_BACKING_AMBITION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
STOP_BACKING_AMBITION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
JOIN_AMBITION_INTERACTION_MONEY = 0,
JOIN_AMBITION_INTERACTION_PIETY = 0,
JOIN_AMBITION_INTERACTION_PRESTIGE = 0,
JOIN_AMBITION_INTERACTION_THRESHOLD_FOR_NO = 0,
JOIN_AMBITION_INTERACTION_THRESHOLD_FOR_YES = 0,
JOIN_AMBITION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
JOIN_AMBITION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
GRANT_LANDED_TITLE_INTERACTION_MONEY = 0,
GRANT_LANDED_TITLE_INTERACTION_PIETY = 0,
GRANT_LANDED_TITLE_INTERACTION_PRESTIGE = 0,
GRANT_LANDED_TITLE_INTERACTION_THRESHOLD_FOR_NO = 0,
GRANT_LANDED_TITLE_INTERACTION_THRESHOLD_FOR_YES = 0,
GRANT_LANDED_TITLE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
GRANT_LANDED_TITLE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
GRANT_VICE_ROYALTY_INTERACTION_MONEY = 0,
GRANT_VICE_ROYALTY_INTERACTION_PIETY = 0,
GRANT_VICE_ROYALTY_INTERACTION_PRESTIGE = 0,
GRANT_VICE_ROYALTY_INTERACTION_THRESHOLD_FOR_NO = 0,
GRANT_VICE_ROYALTY_INTERACTION_THRESHOLD_FOR_YES = 0,
GRANT_VICE_ROYALTY_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
GRANT_VICE_ROYALTY_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
APPOINT_TO_OFFICE_INTERACTION_MONEY = 0,
APPOINT_TO_OFFICE_INTERACTION_PIETY = 0,
APPOINT_TO_OFFICE_INTERACTION_PRESTIGE = 0,
APPOINT_TO_OFFICE_INTERACTION_THRESHOLD_FOR_NO = 0,
APPOINT_TO_OFFICE_INTERACTION_THRESHOLD_FOR_YES = 0,
APPOINT_TO_OFFICE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
APPOINT_TO_OFFICE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
RESIGN_FROM_OFFICE_INTERACTION_MONEY = 0,
RESIGN_FROM_OFFICE_INTERACTION_PIETY = 0,
RESIGN_FROM_OFFICE_INTERACTION_PRESTIGE = 0,
RESIGN_FROM_OFFICE_INTERACTION_THRESHOLD_FOR_NO = 0,
RESIGN_FROM_OFFICE_INTERACTION_THRESHOLD_FOR_YES = 0,
RESIGN_FROM_OFFICE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
RESIGN_FROM_OFFICE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_FOR_INVASION_INTERACTION_MONEY = 0,
ASK_FOR_INVASION_INTERACTION_PIETY = 500,
ASK_FOR_INVASION_INTERACTION_PRESTIGE = 0,
ASK_FOR_INVASION_INTERACTION_THRESHOLD_FOR_NO = 50,
ASK_FOR_INVASION_INTERACTION_THRESHOLD_FOR_YES = 150,
ASK_FOR_INVASION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_FOR_INVASION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_FOR_DIVORCE_INTERACTION_MONEY = 0,
ASK_FOR_DIVORCE_INTERACTION_PIETY = 100,
ASK_FOR_DIVORCE_INTERACTION_PRESTIGE = 0,
ASK_FOR_DIVORCE_INTERACTION_THRESHOLD_FOR_NO = 35,
ASK_FOR_DIVORCE_INTERACTION_THRESHOLD_FOR_YES = 75,
ASK_FOR_DIVORCE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_FOR_DIVORCE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
DIVORCE_INTERACTION_MONEY = 1.0,
-- Multiplier of yearly income
DIVORCE_INTERACTION_PIETY = 0,
DIVORCE_INTERACTION_PRESTIGE = 0,
DIVORCE_INTERACTION_THRESHOLD_FOR_NO = 0,
DIVORCE_INTERACTION_THRESHOLD_FOR_YES = 0,
DIVORCE_INTERACTION_MUST_HAVE_COST = 1,
ving prestige/piety >= cost required for this action?
DIVORCE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_FOR_EXCOMMUNICATION_INTERACTION_MONEY = 0,
ASK_FOR_EXCOMMUNICATION_INTERACTION_PIETY = 100,
ASK_FOR_EXCOMMUNICATION_INTERACTION_PRESTIGE = 0,
ASK_FOR_EXCOMMUNICATION_INTERACTION_THRESHOLD_FOR_NO = 60,
ASK_FOR_EXCOMMUNICATION_INTERACTION_THRESHOLD_FOR_YES = 150,
ASK_FOR_EXCOMMUNICATION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_FOR_EXCOMMUNICATION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
CALL_ALLY_INTERACTION_MONEY = 0,
CALL_ALLY_INTERACTION_PIETY = 0,
CALL_ALLY_INTERACTION_PRESTIGE = 0,
CALL_ALLY_INTERACTION_THRESHOLD_FOR_NO = 0,
CALL_ALLY_INTERACTION_THRESHOLD_FOR_YES = 75,
CALL_ALLY_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
CALL_ALLY_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_MONEY = 0,
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_PIETY = 50,
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_PRESTIGE = 0,
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_THRESHOLD_FOR_NO = 50,
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_THRESHOLD_FOR_YES = 150,
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_TO_RANSOM_CHARACTER_INTERACTION_MONEY = 0,
ASK_TO_RANSOM_CHARACTER_INTERACTION_PIETY = 0,
ASK_TO_RANSOM_CHARACTER_INTERACTION_PRESTIGE = 0,
ASK_TO_RANSOM_CHARACTER_INTERACTION_THRESHOLD_FOR_NO = 0,
ASK_TO_RANSOM_CHARACTER_INTERACTION_THRESHOLD_FOR_YES = 0,
ASK_TO_RANSOM_CHARACTER_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_TO_RANSOM_CHARACTER_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
-- Is ha
ASK_TO_JOIN_WAR_INTERACTION_MONEY = 0,
ASK_TO_JOIN_WAR_INTERACTION_PIETY = 0,
ASK_TO_JOIN_WAR_INTERACTION_PRESTIGE = 0,
ASK_TO_JOIN_WAR_INTERACTION_THRESHOLD_FOR_NO = 0,
ASK_TO_JOIN_WAR_INTERACTION_THRESHOLD_FOR_YES = 0,
ASK_TO_JOIN_WAR_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_TO_JOIN_WAR_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
RELEASE_VASSAL_INTERACTION_MONEY = 0,
RELEASE_VASSAL_INTERACTION_PIETY = 0,
RELEASE_VASSAL_INTERACTION_PRESTIGE = 0,
RELEASE_VASSAL_INTERACTION_THRESHOLD_FOR_NO = 0,
RELEASE_VASSAL_INTERACTION_THRESHOLD_FOR_YES = 0,
RELEASE_VASSAL_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
RELEASE_VASSAL_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_TO_EMBARGO_INTERACTION_MONEY = 0,
ASK_TO_EMBARGO_INTERACTION_PIETY = 0,
ASK_TO_EMBARGO_INTERACTION_PRESTIGE = 0,
ASK_TO_EMBARGO_INTERACTION_THRESHOLD_FOR_NO = 0,
ASK_TO_EMBARGO_INTERACTION_THRESHOLD_FOR_YES = 0,
ASK_TO_EMBARGO_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_TO_EMBARGO_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
PREPARE_INVASION_INTERACTION_MONEY = 0,
PREPARE_INVASION_INTERACTION_PIETY = 0,
PREPARE_INVASION_INTERACTION_PRESTIGE = 500,
PREPARE_INVASION_INTERACTION_THRESHOLD_FOR_NO = 0,
PREPARE_INVASION_INTERACTION_THRESHOLD_FOR_YES = 0,
PREPARE_INVASION_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
PREPARE_INVASION_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
MAKE_CONSORT_INTERACTION_MONEY = 0,
MAKE_CONSORT_INTERACTION_PIETY = 0,
MAKE_CONSORT_INTERACTION_PRESTIGE = 0,
MAKE_CONSORT_INTERACTION_THRESHOLD_FOR_NO = 0,
MAKE_CONSORT_INTERACTION_THRESHOLD_FOR_YES = 0,
MAKE_CONSORT_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
MAKE_CONSORT_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
DISMISS_CONSORT_INTERACTION_MONEY = 0,
DISMISS_CONSORT_INTERACTION_PIETY = 0,
DISMISS_CONSORT_INTERACTION_PRESTIGE = 0,
DISMISS_CONSORT_INTERACTION_THRESHOLD_FOR_NO = 0,
DISMISS_CONSORT_INTERACTION_THRESHOLD_FOR_YES = 0,
DISMISS_CONSORT_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
DISMISS_CONSORT_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
RETRACT_VASSAL_INTERACTION_MONEY = 0,
RETRACT_VASSAL_INTERACTION_PIETY = 0,
RETRACT_VASSAL_INTERACTION_PRESTIGE = 0,
RETRACT_VASSAL_INTERACTION_THRESHOLD_FOR_NO = 25,
RETRACT_VASSAL_INTERACTION_THRESHOLD_FOR_YES = 75,
RETRACT_VASSAL_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
RETRACT_VASSAL_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_FOR_MONEY_INTERACTION_MONEY = 0,
ASK_FOR_MONEY_INTERACTION_PIETY = 100,
ASK_FOR_MONEY_INTERACTION_PRESTIGE = 0,
ASK_FOR_MONEY_INTERACTION_THRESHOLD_FOR_NO = 50,
ASK_FOR_MONEY_INTERACTION_THRESHOLD_FOR_YES = 150,
ASK_FOR_MONEY_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_FOR_MONEY_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_FOR_CLAIM_INTERACTION_MONEY = 0,
ASK_FOR_CLAIM_INTERACTION_PIETY = 100,
ASK_FOR_CLAIM_INTERACTION_PRESTIGE = 0,
ASK_FOR_CLAIM_INTERACTION_THRESHOLD_FOR_NO = 50,
ASK_FOR_CLAIM_INTERACTION_THRESHOLD_FOR_YES = 150,
ASK_FOR_CLAIM_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_FOR_CLAIM_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
ASK_FOR_CRUSADE_INTERACTION_MONEY = 0,
ASK_FOR_CRUSADE_INTERACTION_PIETY = 500,
ASK_FOR_CRUSADE_INTERACTION_PRESTIGE = 0,
ASK_FOR_CRUSADE_INTERACTION_THRESHOLD_FOR_NO = 50,
ASK_FOR_CRUSADE_INTERACTION_THRESHOLD_FOR_YES = 150,
ASK_FOR_CRUSADE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
ASK_FOR_CRUSADE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
NOMINATE_BISHOP_TO_POPE_INTERACTION_MONEY = 50,
NOMINATE_BISHOP_TO_POPE_INTERACTION_PIETY = 30,
NOMINATE_BISHOP_TO_POPE_INTERACTION_PRESTIGE = 0,
NOMINATE_BISHOP_TO_POPE_INTERACTION_THRESHOLD_FOR_NO = 50,
NOMINATE_BISHOP_TO_POPE_INTERACTION_THRESHOLD_FOR_YES = 150,
NOMINATE_BISHOP_TO_POPE_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
NOMINATE_BISHOP_TO_POPE_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
LANDED_SIBLING_PRESTIGE_BONUS = 5,
-- For religions with landed win prestige bonus. Is multiplied with the percenta
ge of how many of your realm they own.
LANDED_HALF_SIBLING_PRESTIGE_BONUS = 5,
-- For religions with landed win prestige bonus. Is multiplied with the percenta
ge of how many of your realm they own.
LANDED_NIECE_PRESTIGE_BONUS = 2,
-- For religions with landed win prestige bonus. Is multiplied with the percenta
ge of how many of your realm they own.
LANDED_CHILD_PRESTIGE_BONUS = 5,
BANISH_TAKE_WEALTH_PERCENTAGE_LANDED = 0,
BANISH_TAKE_WEALTH_PERCENTAGE_COURTIER = 1,
BANISH_REALM_SIZE_CHANCE_RATIO_MODIFIER = 2,
},
NCharacter = {
MAX_AGE_BEFORE_BETROTHAL_BREAKS = 20,
NOMINATE_CROWN_BISHOP_PIETY_COST = 15,
-- OBSOL
ETE
NOMINATE_CROWN_BISHOP_REL_AUTHORITY_CHANGE = -0.01, -- OBSOLETE
WRONG_GOV_FORM_TAX_MOD = -0.75,
WRONG_GOV_FORM_LEVY_MOD = -0.75,
TRIBAL_WRONG_RELIGION_REFORM_MOD = -0.10,
TRIBAL_WRONG_RELIGION_MOD = -0.15,
TRIBAL_WRONG_RELIGION_GROUP_MOD = -0.25,
TRIBAL_WRONG_CULTURE_MOD = -0.15,
TRIBAL_WRONG_CULTURE_GROUP_MOD = -0.25,
CHANGE_SUCC_LAW_YEARS = 10,
-- Rulers must have reigned this long before they can change succession laws
CHANGE_AMBITION_YEARS = 3,
-- Delay between being able to pick a new ambition of plot after cancelling
PRESTIGE_FROM_DYNASTY_ON_BIRTH_DIV = 5,
-- Newly born ch
aracters get the dynasty prestige of their mother and father divided by this as
their starting prestige
PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_DIV = 10,
-- Characters get the dy
nasty prestige of the spouse divided by this on marriage
NEED_GUARDIAN_AT_AGE = 6,
-- The age at which children should be appointed a mentor/guardian
ASSIGN_ACTION_DAYS = 183,
-- Days before a Councillor can be assigned a new job in a county
MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100,
-- Prestige mult
iplier from marrying below or above your rank.
CONSORT_TIER_PRESTIGE_MULT = 25,
-- Prest
ige multiplier for rank of consort
RAISED_TROOPS_VASSAL_OPINION_DAYS = 61,
-- After 61 days
of having their troops raised, vassals will get -1 opinion more of you
MAX_GENERATED_TRAITS_FOR_HISTORICAL = 4,
-- Generate rand
om traits up this number for adult historical characters
MUSLIM_NUM_WIVES_MONTHLY_PRESTIGE = 0.4,
-- The prestige
NATURAL_DEATH_CHANCE_AGE_10 = 1,
-- Natur
al deaths per decade out of 10000 people: Age 10-19
NATURAL_DEATH_CHANCE_AGE_20 = 15,
-- Natur
al deaths per decade out of 10000 people: Age 20-29
NATURAL_DEATH_CHANCE_AGE_30 = 20,
-- Natur
al deaths per decade out of 10000 people: Age 30-39
NATURAL_DEATH_CHANCE_AGE_40 = 51,
-- Natur
al deaths per decade out of 10000 people: Age 40-49
NATURAL_DEATH_CHANCE_AGE_50 = 100,
-- Natur
al deaths per decade out of 10000 people: Age 50-59
NATURAL_DEATH_CHANCE_AGE_60 = 400,
-- Natur
al deaths per decade out of 10000 people: Age 60-69
NATURAL_DEATH_CHANCE_AGE_70 = 1400,
-- Natur
al deaths per decade out of 10000 people: Age 70-79
NATURAL_DEATH_CHANCE_AGE_80 = 3500,
-- Natur
al deaths per decade out of 10000 people: Age 80-90
NATURAL_DEATH_CHANCE_AGE_90 = 7000,
-- Natur
al deaths per decade out of 10000 people: Age 90-99
NATURAL_DEATH_CHANCE_AGE_100 = 9000,
-- Natural death
s per decade out of 10000 people: Age 100+
FERTILITY_BASE_MULT = 0.50,
-- Base fertility multiplier to adjust the base chance of impregnation
SECONDARY_SPOUSE_FERTILITY_MULT = 0.50,
-- Applied to fe
rtility of secondary spouses and concubines
NOT_SPOUSE_FERTILITY_MULT = 0.25,
-- Appli
ed to fertility when the two characters are not married
MARRIED_LOVERS_FERTILITY_MULT = 1.5,
-- Applied to fe
rtility when lovers are married
INFANT_DEATH_CHANCE = 0.0,
-- Chance of stillbirth / death at birth
EARLY_PORTRAIT_AND_UNIT_BEFORE_YEAR = 950,
-- Before this d
ate, early versions of Units and Portraits will be used if available
LATE_PORTRAIT_AND_UNIT_AFTER_YEAR = 1250,
-- After this da
te, late versions of Units and Portraits will be used if available
TRIBAL_EMPTY_HOLDING_LEVY_MULTIPLIER = 0.5,
TRIBAL_EMPTY_HOLDING_GARRISON_MULTIPLIER = 0.5,
TRIBAL_EMPTY_HOLDING_TAX_MULTIPLIER = 0.5,
MALE_ATTRACTION_CUTOFF = 65,
-- After
this age, the sex appeal of traits no longer have any effect
FEMALE_ATTRACTION_CUTOFF = 45
-- After
this age, the sex appeal of traits no longer have any effect
},
NTitle = {
-- Monthly prestige from vassals
BARON_AS_VASSAL_PRESTIGE = 0.025,
COUNT_AS_VASSAL_PRESTIGE = 0.1,
DUKE_AS_VASSAL_PRESTIGE = 0.4,
KING_AS_VASSAL_PRESTIGE = 1.6,
EMPEROR_AS_VASSAL_PRESTIGE = 3.2,
ere
BARON_LANDLESS_SON_PRESTIGE = 0.025,
COUNT_LANDLESS_SON_PRESTIGE = 0.1,
DUKE_LANDLESS_SON_PRESTIGE = 0.4,
KING_LANDLESS_SON_PRESTIGE = 0.8,
EMPEROR_LANDLESS_SON_PRESTIGE = 1.0,
-- Dynasty Prestige is the sum of current and previous holdings of all living an
d dead members of a dynasty
BARON_TITLE_DYNASTY_PRESTIGE = 1,
COUNT_TITLE_DYNASTY_PRESTIGE = 5,
DUKE_TITLE_DYNASTY_PRESTIGE = 10,
KING_TITLE_DYNASTY_PRESTIGE = 20,
EMPEROR_TITLE_DYNASTY_PRESTIGE = 40,
-- Piety from giving titles to the Church or Holy Orders
BARON_GRANT_TO_CHURCH_PIETY = 25,
COUNT_GRANT_TO_CHURCH_PIETY = 50,
DUKE_GRANT_TO_CHURCH_PIETY = 0,
KING_GRANT_TO_CHURCH_PIETY = 0,
EMPEROR_GRANT_TO_CHURCH_PIETY = 0,
-- Title Creation Cost
BARON_CREATION_COST = 1, -- Unused, impossible
COUNT_CREATION_COST = 100, -- Unused, impossible
DUKE_CREATION_COST = 200,
KING_CREATION_COST = 400,
EMPEROR_CREATION_COST = 600,
-- Title Creation Prestige Gain
BARON_CREATION_PRESTIGE = 50, -- Granted when building a new settlement
COUNT_CREATION_PRESTIGE = 100, -- Unused, impossible
DUKE_CREATION_PRESTIGE = 200,
KING_CREATION_PRESTIGE = 400,
EMPEROR_CREATION_PRESTIGE = 800,
-- Title Destruction Prestige Cost
BARON_DESTRUCTION_PRESTIGE_COST = 0, -- Unused, impossible
COUNT_DESTRUCTION_PRESTIGE_COST = 0, -- Unused, impossible
DUKE_DESTRUCTION_PRESTIGE_COST = 200,
KING_DESTRUCTION_PRESTIGE_COST = 400,
EMPEROR_DESTRUCTION_PRESTIGE_COST = 800,
-- Title Claiming Prestige Cost
BARON_CLAIM_PRESTIGE_COST = 150,
COUNT_CLAIM_PRESTIGE_COST = 300,
DUKE_CLAIM_PRESTIGE_COST = 600,
KING_CLAIM_PRESTIGE_COST = 1200, -- Unused, impossible
EMPEROR_CLAIM_PRESTIGE_COST = 2400, -- Unused, impossible
-- Title Revokation Prestige Cost
BARON_REVOKE_PRESTIGE_COST = 25,
COUNT_REVOKE_PRESTIGE_COST = 50,
DUKE_REVOKE_PRESTIGE_COST = 100,
KING_REVOKE_PRESTIGE_COST = 200,
EMPEROR_REVOKE_PRESTIGE_COST = 400, -- Unused, impossible
-- Title Grant Decadence Reduction (Multiplied with current decadence)
BARON_GRANT_DECADENCE_RED = 0.01,
COUNT_GRANT_DECADENCE_RED = 0.02,
DUKE_GRANT_DECADENCE_RED = 0.04,
KING_GRANT_DECADENCE_RED = 0.1,
EMPEROR_GRANT_DECADENCE_RED = 0.2,
CLAIM_VASSAL_TITLE_COST_MOD = 0.75,
CLAIM_DE_JURE_TITLE_COST_MOD = 0.5,
NORMAL_LAW_CHANGE_MONTHS = 60,
MAX_CROWN_LAW_CHANGES = 5,
TITLE_USURP_COOLDOWN_MONTHS = 60,
DE_JURE_ASSIMILATION_YEARS = 100,
-- Duchies a und
er the de facto control of another kingdom will change de jure liege after this
many years
EMPIRE_DE_JURE_ASSIMILATION_YEARS = 100,
-- Kingdoms under the de
facto control of another empire will change de jure liege after this many years
ALLOW_DE_JURE_ASSIMILATION_ANYWHERE = 1,
-- If set to 0, will onl
y assimilate duchy titles which contain the assimilating Kingdom's capital or bo
rder existing de jure land of that title
REQ_DUCHIES_FOR_KINGDOM_CREATION = 2,
-- Number of held duchie
s required to create a kingdom (for rulers who are not already kings or emperors
)
REQ_KINGDOMS_FOR_EMPIRE_CREATION = 2,
-- Number of held kingdo
ms required to create an Empire (for rulers who are not already emperors)
TITULAR_TITLE_CREATION_COST_MULT = 2,
-- Titular titles are mo
re expensive to create
ENFORCE_ONE_OF_EACH_HOLDING = 1,
-- Require playe
rs to build at least one City, Temple and Castle in each province
MAX_REPUBLIC_COUNTIES_IN_REALM = 0.1,
-- 10% of a feudal realm
is allowed to be under vassal republics (affects title grants)
MAX_THEOCRACY_COUNTIES_IN_REALM = 0.1,
-- 10% of a feudal realm
is allowed to be under vassal theocracies/bishoprics (affects title grants)
THEOCRACY_COUNTIES_CAN_BORDER = 1,
-- Can feudal lo
rds create neighboring theocracy counties?
REPUBLIC_COUNTIES_CAN_BORDER = 1,
-- Can f
eudal lords create neighboring republic counties?
MIN_REVOKE_MONTHS_AFTER_GRANT = 12,
-- Months that m
ust pass before you can revoke the title off someone you granted it to
-- Title creation and usurpation requirements
DEJURE_COUNTY_LIMIT_TO_CREATE = 0.51,
-- Fraction
e jure counties that you must control to create a non-imperial title
DEJURE_COUNTY_LIMIT_TO_USURP = 0.51,
-- Fraction
e jure counties that you must control to usurp a non-imperial title
EMPIRE_DEJURE_COUNTY_LIMIT_TO_CREATE = 0.8,
-- Fraction
e jure counties that you must control to create an imperial title
EMPIRE_DEJURE_COUNTY_LIMIT_TO_USURP = 0.8,
-- Fraction
e jure counties that you must control to usurp an imperial title
CUSTOM_TITLE_COLOR_OFFSET = 0.35
-- The offset from the base title color when creating a new title
},
NReligion = {
AUTHORITY_FROM_CROWN_LOYALIST = -0.01,
AUTHORITY_FROM_CHURCH_LOYALIST = 0.005,
CREATE_ANTIPOPE_PRESTIGE_COST = 500,
CREATE_ANTIPOPE_AUTHORITY_LOSS = 0.2,
POPE_DIPLO_TO_AUTHORITY_DIV = 10000,
EXCOM_MIN_AUTHORITY = 0.4,
INVASION_MIN_AUTHORITY = 0.5,
KINGDOM_CREATION_PIETY_COST = 200,
EMPIRE_CREATION_PIETY_COST = 400,
of d
of d
of d
of d
CRUSADE_AUTHORITY_COST = 0.05,
REFORM_RELIGION_MIN_AUTHORITY = 0.5,
-- Moral authori
ty required to reform a pagan faith
REFORM_RELIGION_MIN_HOLY_SITES = 3,
-- Numbe
r of holy sites you must control to reform a pagan faith
REFORM_RELIGION_PIETY_COST = 750,
-- Piety
cost of reforming a pagan faith
AUTHORITY_FROM_HOLY_SITE = 0.1,
-- Autho
rity from each holy site held
AUTHORITY_FROM_ANTIPOPE = -0.3,
-- Autho
rity from each antipope
AUTHORITY_FROM_RELHEAD_PIETY = 0.02,
-- Authority fro
m each 100 piety of religious head
AUTHORITY_FROM_IMMORAL_HEAD = -0.1,
-- Autho
rity from having an immoral religious head
AUTHORITY_FROM_RELHEAD_DIPLOMACY = 0.05,
-- Authority fro
m each 10 diplomacy of religious head
AUTHORITY_FROM_RELHEAD_HOLY_SITE = 0.05,
-- Authority fro
m religious head controlling a holy site (does not stack)
AUTHORITY_FROM_ORG_RELIGION = 0.2,
-- Autho
rity from being an organized religionki
DIVINE_BLOOD_FERTILITY_MULT = 0.25,
-- Ferti
lity multiplier in a religious close kin marriage
ELECTOR_TITLE_CAMPAIGN_FUND_FACTOR = 1,
-- The effect of
money in the Campaign Fund when the Pope is choosing a new Cardinal (money * fa
ctor)
ELECTOR_TITLE_OPINION_FACTOR = 3.5,
ELECTOR_TITLE_REALM_POWER_FACTOR = 0.1,
ELECTOR_TITLE_CULTURE_GROUP_FACTOR = 50,
ELECTOR_TITLE_CULTURE_FACTOR = 200,
ELECTOR_TITLE_LEARNING_FACTOR = 2,
ELECTOR_TITLE_PIETY_FACTOR = 0.1,
ELECTOR_TITLE_AGE_FACTOR = 2,
ELECTOR_TITLE_AT_CAPITAL_FACTOR = 100,
ELECTOR_FAMOUS_DYNASTY_FACTOR = 0.025,
ELECTOR_TRAITS_FACTOR = 1.0,
-- Effec
t of personality traits that the church likes
HERESY_TAKEOVER_PROVINCES = 5,
-- The n
umber of provinces a heresy needs MORE than the current norm for it to become th
e new Orthodoxy
PAPAL_SUCCESSION_PASS_ON_HOLDINGS = 1,
-- Set to zero i
f holdings shouldn't be passed on
PAPAL_SUCCESSION_LOSE_MINOR_TITLES = 1
-- Set to zero i
f minor religious titles should be lost
},
NEconomy = {
HOLDING_SLOT_BUILD_COST_MOD = 0.2,
REPUBLIC_CITY_TAX_BONUS = 0.15,
-- Repub
lics (at least Count tier) receive a tax bonus for all cities in their realm
REPUBLIC_COASTAL_CITY_TAX_BONUS = 0.25,
-- Republics (at
least Count tier) receive a tax bonus for all coastal cities in their realm
REPUBLIC_CAPITAL_CITY_TAX_BONUS = 1.0,
-- Duke or above
tier Republics receive a tax bonus for their capital city
BISHOP_TAX_TO_POPE_FACTOR = 0.1,
-- Bisho
ps only pay half the tax to the Pope if they are loyal to him
BISHOP_TAX_TO_ANTI_POPE_FACTOR = 0.05,
-- Bishops only
pay a quarter taxes to an Anti-Pope if they are loyal to him
DECADENCE_MODIFIER = 0.2,
-- Maximum effect of decadence, positive for low dec, negative for high
DECADENCE_PER_WEEK_OF_COMBAT = -0.04,
-- Decadence los
t per 7 days of combat, for each participant in the combat
DECADENCE_PER_WEEK_OF_SIEGE = -0.008,
-- Decadence los
t per 7 days of siege, for each participant in the siege
MUSLIM_MUSLIM_PROVINCE_TAX_MOD = -0.1,
-- Muslims get l
ess tax from muslim provinces
MUSLIM_NONMUSLIM_PROVINCE_TAX_MOD = 0.25,
-- Muslims get m
ore tax from non-muslim provinces
MAX_TRIBAL_LIEGE_TAX = 0.2,
-- Default max tribal liege tax income if any
TRADEZONE_VALUE_MULT = 0.5,
-- Multiple on trade zone value in tradezone bonus to trade posts and cities
TRADE_ZONE_BONUS_MULTIPLIER = 0.01,
-- Trade
posts get the trade zone value * 0.1 * this as a bonus
TRADE_ZONE_BONUS_MULT_CITY = 0.005,
-- Citie
s gain similar bonus for a tradepost being in the province
TRADE_CONNECTED_TO_CAPITAL_BONUS = 0.4,
-- Bonus to trad
e post income when connected to capital
TRADE_POST_COST_INC_DIST = 0.003,
-- The %
increase in cost due to distance to closest connected province
TRADE_POST_OPINION_EFFECT = 0.4,
-- The b
onus or penalty depending on topliege opinion
MAX_TRADE_POSTS_BASE = 1,
MIN_TRADE_POSTS = 4,
-- Minimum number of max trade posts per patrician
MIN_TRADETECH_LEVEL_FOR_TPS = 1,
-- Minim
um tech level needed to build trade posts
TRADETECH_LEVEL_FOR_BASE_TPS = 3,
PATRICIAN_CAMPAIGN_FUND_FACTOR = 5,
-- The e
ffect of money in the Campaign Fund on Doge elections (money * factor)
PATRICIAN_PRESTIGE_RESPECT_FACTOR = 2,
-- The effect of
Prestige on the Respect value for Doge elections (prestige * factor)
PATRICIAN_AGE_RESPECT_FACTOR = 1,
-- The e
ffect of Age on the Respect value for Doge elections (age * age * factor)
DOGE_SUCC_RANDOM_FACTOR = 500,
-- The r
andom Respect factor on actual Doge succession
MERCHANT_REPUBLIC_SALARY_MULT = 3,
-- Counc
illor salaries in Merchant Republics are multiplied by this
TRADE_POST_RAISE_LOOT_MULT = 5.0,
PATRICIAN_FAMILY_SHARES_HEAD = 50,
-- Month
ly Patrician Income, number of shares for the Patrician himself
PATRICIAN_FAMILY_SHARES_REST = 5,
-- Month
ly Patrician Income, number of shares for adult male dynasty members in the Patr
ician's court
PATRICIAN_INHERITANCE_FROM_RELATIVE_MULT = 0.5, -- When a Patrician inhe
rits the wealth of a non-Patrician relative, this multiplier determines the part
he actually gets
PATRICIAN_GOLD_TO_MONTHLY_PRESTIGE = 0.0005,
-- Prestige that Patrici
ans get each month from their treasury (CFixedPoint64 to support such small numb
ers)
PATRICIAN_CITY_TAX_MULT = 0.5,
-- Patri
cians don't pay normal City Tax to their liege... (CFixedPoint64)
OVER_MAX_DEMESNE_TAX_PENALTY = 0.20,
-- Percent penal
ty per county over the limit
TAX_TO_LOOT_MULTIPLIER = 1.0,
-- Loota
ble gold per tax
FORT_LOOT_DEFENCE_MULTIPLIER = 4.0,
-- Loot
protected gold per fortlevel
LOOTABLE_GOLD_REGROWTH = 0.015,
-- Perce
nt of max lootable gold that regrows every month
LOOT_PERCENT_PER_LOOTTICK = 0.04,
-nt of max lootable gold that is looted each loot tick
TPC_TO_LOOT_MULTIPLIER = 0.1,
-oot in a navy is max troops * this
LOOTER_SHIP_MAINT_MULT = 0.1,
-ions that have looting have lower ship maintenance costs
LOOT_PRESTIGE_MULT = 1.0,
-- Whenever you gain loot you also get prestige related to the loot
LOOT_EVERY_X_DAYS = 4,
-- Loot every this many days
LOOT_IDEAL_MIN_TROOPS = 500,
-um troops for maximum loot, less than this scales down the amount looted
BUILDING_COST_MULT = 0.5,
-- Increases build cost of all buildings
},
Perce
Max l
Relig
Minim
NDecadence = {
BASE_EMPEROR_GAIN = 0.45,
BASE_KING_GAIN = 0.36,
BASE_DUKE_GAIN = 0.24,
BASE_COUNT_GAIN = 0.18,
BASE_BARON_GAIN = 0.09,
BASE_UNLANDED_GAIN = 0.045,
REALM_SIZE_MULTIPLIER = 0.005,
DEMESNE_FRACTION_MULT_POS = 0.5,
DEMESNE_FRACTION_MULT_NEG = -0.8,
},
NMilitary = {
CONTROLLER_MONTHS_BEFORE_OWNER_CHANGE = 120,
-- Number of months befo
re ownership change of province, for certain cb:s that have contested titles
MORALE_COLLAPSE_THRESHOLD = 0.25,
-- Thres
hold before unit runs away
TROOP_KILL_FACTOR = 0.015,
-- Affects the death rate in combats(higher gives bigger losses)
MORALELOSS_FACTOR = 6,
-- Affects the morale loss rate in combats(higher gives bigger losses)
MIN_COMBAT_DAYS = 8,
-- Minimum number of days in combat
NUMBER_OF_RETREAT_DAYS = 4,
-- Number of days before you retreat successfully
NUMBER_OF_TROOPS_PER_GALLEY = 100,
-- Numbe
r of men each galley can hold
FRIENDLY_TERRITORY_LEVY_RETURN_PERCENT = 1.0, -- Percent of subunit th
at returns to levy when unit is disbanded in friendly territory
OTHER_TERRITORY_LEVY_RETURN_PERCENT = 0.5,
-- Percent of su
bunit that returns to levy when unit is disbanded in non-friendly territory
LEVY_MAINTENANCE_FACTOR = 1.5,
-- Gener
al maintenance factor for levy troops
HOLDING_LEVY_SIZE_OWNER_MARTIAL_BASE = 0.50,
HOLDING_LEVY_SIZE_OWNER_MARTIAL_MULT = 0.05,
-- Levy size modifier: E
ach point of the holding owner's Martial skill is multiplied with this and added
to HOLDING_LEVY_SIZE_OWNER_MARTIAL_BASE
MERCENARY_MAINTENANCE_FACTOR = 3.0,
-- Maint
enance factor for NORMAL mercenary units
MERCENARY_VASSAL_MAINTENANCE_FACTOR = 0.5,
-- Maintenance f
actor for VASSALIZED mercenary units
MERCENARY_HIRE_COST_FACTOR = 0.1,
-- Hire
cost factor for mercenary units
HOLY_ORDER_HIRE_COST_FACTOR = 0.25,
-- Conve
rsion of nominal gold cost to piety cost when hiring Holy Orders
HOLY_ORDER_DYNASTY_HIRE_COST_FACTOR = 0.25,
-- Reduction of
cost if the Holy Order is controlled by a dynasty member
VASSAL_MERC_HIRE_COST_FACTOR = 0.125,
-- Fraction of n
ominal hire cost when hiring vassal mercenaries OR Holy Orders
MERCENARY_HIRE_DISTANCE_THRESHOLD = 600,
-- Mercs will no
t be available if the province of origin is more distant from your capital
OPINION_WHEN_MARSHAL_INSTEAD_OF_SELF = 25,
-- Below this op
inion value a vassal tends to use his marshal instead of himself when someone as
ks to raise his troops
OPINION_WHEN_NO_LEADER = 0,
-- Below this opinion a vassal will not supply a leader for subunits at all
BATTLE_WARSCORE_WORTH = 75,
-- Warscore from battles are multiplied with this value
BATTLE_WARSCORE_DEFENDER_MULTIPLIER = 1.5,
-- Defenders win
s are multiplied with this value, which also means they get more prestige for a
win
BATTLE_MINIMUM_WARSCORE = 0.2,
-- Battl
es below this value(in actual percentage) are removed from warscore calculations
MIN_LEVY_RAISE_OPINION_THRESHOLD = 0,
-- Below this op
inion value you'll get the least amount of troops possible
MAX_LEVY_RAISE_OPINION_THRESHOLD = 100,
-- Above this op
inion value you'll get the max amount of troops possible
MIN_LEVIES_ABOVE_OPINION_THRESHOLD = 0,
-- The minimum p
ercentage of levies that will be provided if opinion is above threshold
MAX_TRIBAL_LIEGE_LEVY = 0.6,
-- Defau
lt max tribal liege levy if any
LEVY_PERCENT_BEFORE_CAN_RAISE = 0.2,
-- Needs at leas
t this much % of full levy before we can raise it
SIEGE_DAMAGE = 0,
-- Siege attack values are multiplied by this value(when not doing a sally)
PERCENT_OF_GARRISON_DETACHED = 0.1,
-- This
percent of the garrison is detached from the winning unit of a siege
NUM_DAYS_BETWEEN_SIEGE_MORALE_LOSS = 12,
-- Number of day
s between morale loss for defender in a siege
SIEGE_MORALE_LOSS = 0.2,
-- Monthly morale loss in a siege
DAYS_BETWEEN_COMBAT_EVENTS = 10,
-- Comba
t events will happen every this many days
BATTLE_PRESTIGE_MULTIPLIER = 10,
-- Total
prestige gained in the battle will be this * ( losers losses ) / 1000
BATTLE_TECH_MULTIPLIER = 0.5,
-- Milit
ary tech gain from battles multiplier.
MAINLEADER_PRESTIGE_PART = 0.35,
-- The %
of the total prestige gained in the battle that the center flank leader will ge
t
FLANKLEADER_PRESTIGE_PART = 0.125,
-- The %
of the total prestige gained in the battle that each other flank leader will ge
t
BATTLE_UNIT_OWNER_PRESTIGE_MULT = 0.5,
-- The % of the
total prestige gained in the battle that will be divided among the participating
unit owners
BATTLE_UNIT_OWNER_PIETY_MULT = 0.5,
-- The %
of the total piety gained in the battle that will be divided among the particip
ating unit owners
REINFORCE_RATE = 0.05,
-- Reinforce rate per year
MERC_REINFORCE_RATE = 0.015,
-- The r
ate at which mercenaries and holy orders reinforce in the field
MERC_REINFORCE_RATE_WHEN_IDLE = 0.03,
-- The rate at w
NAVAL_ATTRITION = 0.0,
-- Attrition taken monthly by units loaded on ships
ARMY_MOVEMENT_SPEED = 3,
-- Base movement speed of land units
NAVY_MOVEMENT_SPEED = 15,
-- Base movement speed of naval units
ARMY_LOAD_MOVE_COST = 20.0,
-- Movement cost for moving armies onto fleets at sea.
ARMY_UNLOAD_MOVE_COST = 20.0,
-- Movem
ent cost for moving armies off fleets at sea.
OVERRUN_RATIO = 25,
-- Ratio needed for total extermination of enemy units
DAYS_BEFORE_DEFENDER_SALLY = 7,
-- Numbe
r of days before defenders sally in a siege where they have superior numbers
TOTAL_OCCUPATION_SCALE = 0.8,
-- The %
of occupation which gives you 100% warscore
ATTACKER_ASSULT_DAMAGE_FACTOR = 15,
-- Attac
ker damage scale factor when assaulting
DEFENDER_ASSULT_DAMAGE_FACTOR = 0.6,
-- Defender dama
ge scale factor when assaulting
DAYS_PER_FORTLEVEL_BEFORE_ASSAULT = 30,
-- Number of day
s until attacker can assault
FLANKING_DAMAGE_BONUS = 0.3,
-- Perce
ntage bonus when flanking in combat
LEADER_MARTIAL_DAMAGE_BONUS = 0.05,
-- Perce
ntage bonus to damage for each point of martial the flank leader has
WAR_CONTRIBUTION_OCCUPATION_PER_DAY = 10,
-- Occupying a H
olding gives this Contribution score per day
WAR_CONTRIBUTION_BATTLE_PER_DAY = 0.20,
-- Every day in
battle, a participant gets this. (My Troops / Total Friendly Troops) * Total Ene
my Troops * WAR_CONTRIBUTION_BATTLE_PER_DAY. Max is [My Troops].
LOW_DECADENCE_MORALE_MOD = 0.5,
-- Extra
Morale defence when at 0% decadence
HIGH_DECADENCE_MORALE_MOD = 2.0,
-- Extra
Morale damage taken when at 100% decadence
CAPTURED_CLOSE_MALE_RELATIVE_WAR_SCORE = 5.0, -- War score for holding
a close male relative prisoner
CAPTURED_HEIR_WAR_SCORE = 50.0,
-- War s
core for holding the heir prisoner
EVENT_TROOPS_SIZE_MULT = 1.0,
-- Applied to match_mult to determine size of troops spawned from events & histo
ry
OCCUPATION_PENALTY_MONTHS = 12,
-- This
and below are different modifier lengths applied to settlements upon conquest
OCCUPATION_PENALTY_MONTHS_DIFFERENT_RELIGION = 90,
OCCUPATION_PENALTY_MONTHS_DIFFERENT_RELIGIONGROUP = 180,
OCCUPATION_PENALTY_MONTHS_DIFFERENT_CULTURE = 60,
OCCUPATION_PENALTY_MONTHS_DIFFERENT_CULTUREGROUP = 120,
LOOTED_MODIFIER_MONTHS = 36,
-- How l
ong pagan looting lasts
LOOT_TAX_MULTIPLIER = 1.5,
-- Base gold looted from raided holdings is (tax * LOOT_TAX_MULTIPLIER) + (total
building value * LOOT_BUILDING_MULTIPLIER)
LOOT_BUILDING_MULTIPLIER = 0.02,
-- Extra
gold looted from raided holdings, from buildings (LOOT_BUILDING_MULTIPLIER * bu
ilding built cost)
LOOT_HOLDING_DEST_MIN_SAFE = 4,
-- there
PIKEMEN_MORALE = 6,
PIKEMEN_MAINTENANCE = 2,
PIKEMEN_PHASE_SKIRMISH_ATTACK = 0.1,
PIKEMEN_PHASE_MELEE_ATTACK = 5,
PIKEMEN_PHASE_PURSUE_ATTACK = 0.2,
PIKEMEN_PHASE_SKIRMISH_DEFENSE = 3,
PIKEMEN_PHASE_MELEE_DEFENSE = 6,
PIKEMEN_PHASE_PURSUE_DEFENSE = 2,
PIKEMEN_GRAPHICAL_FACTOR = 1.5,
LIGHT_CAVALRY_MORALE = 3,
LIGHT_CAVALRY_MAINTENANCE = 3,
LIGHT_CAVALRY_PHASE_SKIRMISH_ATTACK = 2.5,
LIGHT_CAVALRY_PHASE_MELEE_ATTACK = 3,
LIGHT_CAVALRY_PHASE_PURSUE_ATTACK = 10,
LIGHT_CAVALRY_PHASE_SKIRMISH_DEFENSE = 5,
LIGHT_CAVALRY_PHASE_MELEE_DEFENSE = 3,
LIGHT_CAVALRY_PHASE_PURSUE_DEFENSE = 8,
LIGHT_CAVALRY_GRAPHICAL_FACTOR = 1,
KNIGHTS_MORALE = 10,
KNIGHTS_MAINTENANCE = 6,
KNIGHTS_PHASE_SKIRMISH_ATTACK = 0.5,
KNIGHTS_PHASE_MELEE_ATTACK = 10,
KNIGHTS_PHASE_PURSUE_ATTACK = 6,
KNIGHTS_PHASE_SKIRMISH_DEFENSE = 8,
KNIGHTS_PHASE_MELEE_DEFENSE = 8,
KNIGHTS_PHASE_PURSUE_DEFENSE = 4,
KNIGHTS_GRAPHICAL_FACTOR = 3,
ARCHERS_MORALE = 1,
ARCHERS_MAINTENANCE = 1,
ARCHERS_PHASE_SKIRMISH_ATTACK = 5,
ARCHERS_PHASE_MELEE_ATTACK = 1,
ARCHERS_PHASE_PURSUE_ATTACK = 2,
ARCHERS_PHASE_SKIRMISH_DEFENSE = 3,
ARCHERS_PHASE_MELEE_DEFENSE = 1,
ARCHERS_PHASE_PURSUE_DEFENSE = 2,
ARCHERS_GRAPHICAL_FACTOR = 1,
SPECIAL_TROOPS_MORALE = 5,
SPECIAL_TROOPS_MAINTENANCE = 2,
SPECIAL_TROOPS_PHASE_SKIRMISH_ATTACK = 4,
SPECIAL_TROOPS_PHASE_MELEE_ATTACK = 3,
SPECIAL_TROOPS_PHASE_PURSUE_ATTACK = 7,
SPECIAL_TROOPS_PHASE_SKIRMISH_DEFENSE = 4,
SPECIAL_TROOPS_PHASE_MELEE_DEFENSE = 4,
SPECIAL_TROOPS_PHASE_PURSUE_DEFENSE = 7,
SPECIAL_TROOPS_GRAPHICAL_FACTOR = 20.0,
GALLEYS_MORALE = 1,
GALLEYS_MAINTENANCE = 300,
GALLEYS_PHASE_SKIRMISH_ATTACK = 1,
GALLEYS_PHASE_MELEE_ATTACK = 1,
GALLEYS_PHASE_PURSUE_ATTACK = 1,
GALLEYS_PHASE_SKIRMISH_DEFENSE = 1,
GALLEYS_PHASE_MELEE_DEFENSE = 1,
GALLEYS_PHASE_PURSUE_DEFENSE = 1,
GALLEYS_GRAPHICAL_FACTOR = 1,
COMMAND_MODIFIER_MARTIAL_MULTIPLIER = 0.05,
MAX_RIVER_MOVEMENT_FORT_LEVEL = 10.0,
BOTTLENECK_SIZE_MODIFIER = 1.0,
BOTTLENECK_DEFENDER_MARTIAL_MODIFIER = 1.0,
BOTTLENECK_ATTACKER_MARTIAL_MODIFIER = 1.0,
BOTTLENECK_CHANCE_LEADER_CAP = 95,
BOTTLENECK_CHANCE_MAX = 100,
BOTTLENECK_CHOKE_TROOP_CAP = 300,
-- THIS IS SPARTAAAAAAAA
A!!!!
REBEL_LEADER_MINIMUM_LIEGE_LEVY_MULT = 1,
-- Leader of a civil war
will always get at least this multiplier of levies from fellow rebels
CAPITAL_COUNTY_VASSAL_COUNT_LEVY_MULT = 1,
-- Used instead of CAPIT
AL_COUNTY_LEVY_MULT for vassal counts
CAPITAL_COUNTY_VASSAL_LEVY_MULT = 1.25,
-- Used instead of CAPIT
AL_COUNTY_LEVY_MULT for non-count vassals
CAPITAL_COUNTY_LEVY_MULT = 1.5,
-- Multiplier to
direct levies in the capital county
CAPITAL_COUNTY_LIEGE_LEVY_MULT = 1,
-- Multiplier to
liege levies in the capital county
CAPITAL_DUCHY_VASSAL_LEVY_MULT = 1.15,
-- Used instead of CAPIT
AL_DUCHY_LEVY_MULT for non-count vassals
CAPITAL_DUCHY_LEVY_MULT = 1.25,
CAPITAL_DUCHY_LIEGE_LEVY_MULT = 0.75,
CAPITAL_KINGDOM_LEVY_MULT = 1,
CAPITAL_KINGDOM_LIEGE_LEVY_MULT = 0.5,
CAPITAL_EMPIRE_LEVY_MULT = 1,
CAPITAL_EMPIRE_LIEGE_LEVY_MULT = 0.35,
OUTSIDE_LEVY_MULT = 1,
-- Multi
plier to direct levies outside all capital regions
OUTSIDE_LIEGE_LEVY_MULT = 0.25,
-- Multiplier to
liege levies outside all capital regions
SUPPLY_CAPACITY = 31,
-- Amoun
t of days of worth supply that a unit can hold.
OUT_OF_SUPPLY_ATTRITION_BASE = 0.001,
-- The attrition a unit
that is out of supply takes.
OUT_OF_SUPPLY_ATTRITION_INCREASE = 0.0001,
-- The increase per tick
of attrition a unit that is out of supply takes.
OUT_OF_SUPPLY_ATTRITION_TICK = 1,
-- The amount of
days per tick for increase of attrition.
FORAGING_PILLAGE_MODIFIER = 0.15,
-- Modifies how
much loot the army takes when re-supplying itself in enemy territory},
MONTHS_OF_UNDECIDED_WAR = 36,
-- Number of mon
ths before a war can be won by an attacker unless a major battle is won
MAJOR_BATTLE_WARSCORE = 5.0
-- The m
inium warscore gain needed for a battle to be considered major
},
NTechnology = {
DONT_EXECUTE_TECH_BEFORE = 769,
our earliest starting year
POINTS_PER_ATTRIBUTE = 0.04,
BASE_NEIGHBOUR_SPREAD_BONUS = 0.03,
our with the tech
NEIGHBOUR_SAME_RELIGON_GROUP_MULT = 2.0,
ve bonus if neighbour is of your religious group
-- Set this to y
BASE_DEMESNE_SPREAD_BONUS = 0.06,
h other province in demesne with the tech
MAX_DEMESNE_BONUS = 0.3,
um bonus from demesne
FOCUS_BONUS = 2.0,
-- bonus for the tech in each group set as the focus
TRADEPOST_SPREAD_BONUS = 0.002,
rade posts
SPYACTION_SPREAD_BONUS = 0.006,
he target of the study technology spymaster action
-- Spread from t
-- Spread from t
IDEAL_YEAR_LEVEL_0 = 700,
-- the c
hance to get a progress to this level will increase after this date and decrease
before it
IDEAL_YEAR_LEVEL_8 = 1500,
IDEAL_YEAR_AHEAD_PENALTY = -0.2,
-- UNUSED
IDEAL_YEAR_AHEAD_PENALTY_INVEST = 0.6,
-- Percent increase in c
ost pre level ahead of ideal date
PAGAN_HOME_ATTRITION_REMOVAL_LEVEL = 4.0,
},
NDisease = {
SMALL_TOWN_INCOME = 11.0, -- A coastal town with this income has no chan
ce of starting an outbreak
BIG_TOWN_INCOME = 30.0, -- A coastal town with this income is always a c
anditate for starting an outbreak
MIN_OUTBREAK_CHANCE = 0.1, -- Min chance that an outbreak will happen in
a particular town
},
NGraphics = {
PORT_SHIP_OFFSET = 3.0,
CITY_SPRAWL_SHRINK_DISTANCE = 150.0, -- Start shrinking at this distance
CITY_SPRAWL_DRAW_DISTANCE = 200.0, -- Remove at this distance
CITY_SPRAWL_AMOUNT = 1, -- 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 thi
s distance
MILD_WINTER_VALUE = 90,
NORMAL_WINTER_VALUE = 145,
SEVERE_WINTER_VALUE = 255
},
NEngine = {
EVENT_PROCESS_OFFSET = 20,
-- Events are checked every X day per ch
aracter or province (1 is ideal, but CPU heavy)
},
NAI =
{
INTERACTION_THRESHOLD_FOR_NO = 25,
-- Interactions with chance below this will always be declined
INTERACTION_THRESHOLD_FOR_YES = 25,
-- Interactions with chance above this will always be accepted
INTERACTION_MIN_DAYS_REJECTED = 365,
-- AI will remember a rejection at least this time
INTERACTION_DAYS_REJECTED_RANDOM = 730,
-- Max random extra days AI will reject offer
INTERACTION_OPINION_CHANGE_TO_DISCARD_REJECTION = 20, -- AI will reeva
lute offers if opinion has changed by at least this amount, regardless of time l
eft
PEACEAI_INITIAL_WARSCORE_RELUCTANCE = -50,
-- Initial (warscore) reluctance for accepting whitepeace
PEACEAI_STALLED_WAR_WARSCORE_INCREMENT = 70,
-- Warsc
ore reluctance decrease over time
PEACEAI_STALLED_WAR_WARSCORE_MONTHS = 120,
-- Months until total warscore decrease takes full effect(linear)
PEACEAI_INITIAL_DEFENDER_WARSCORE_RELUCTANCE = -10,
-- Initi
al defender (warscore) reluctance for accepting whitepeace
MIL_AI_COUNTER_INVADE_DISTANCE_THRESHOLD = 120,
-- Defen
ders in wars will not counter invade past this distance
CRUSADE_CREATION_MONTH_DELAY = 360,
-- Months from the end of one Crusade before the AI will call a new one
NAVAL_INVASION_RANGE = 100,
-- Factor which increase AI invasion range if set higher
DOW_AGGRESSION_FACTOR = 0.5,
-- General aggressiveness declarations of war
REVOLT_AGGRESSION_FACTOR = 0.75,
-- General aggressiveness for revolts against the liege
REVOLT_DISTANCE_FACTOR = 1.0,
-- Multiplier for how much distance from capital affects independence minded rev
olters
REVOLT_OTHER_INDEP_RISK = 10,
-- Each ongoing other independence revolt increases revolt risk by this amount f
or all independence-minded revolters
REVOLT_OTHER_INDEP_RISK_CAP = 50,
-- Cap to the total risk from the above
MARRIAGE_AI_PRESTIGE_VALUE = 0.33,
-- Multiplier for how highly AI values prestige when arranging marriages and eva
luating marriage offers
MAX_KING_TITLES_TO_CREATE = 0,
-- AI will not seek to create/usurp more King-level titles than this (0 for unli
mited)
MAX_EMPIRE_TITLES_TO_CREATE = 0,
-- AI will not seek to create/usurp more Empire-level titles than this (0 for un
limited)
AI_EMPEROR_CREATES_KINGDOMS = 0,
-- If set to 1, AI Emperors will create King-level titles
AI_EMPEROR_CREATES_VICE_ROYALTY_KINGDOMS = 1,
-- If se
t to 1, AI Emperors with the kingdom viceroyalty law will create King-level titl
es regardless of the setting above
AI_ALWAYS_CREATES_DUCHIES = 0,
-- If set to 1, AI will always create Duchy titles even if it has Gavelkind etc
AI_ASSAULT_RATIO = 10,
-- AI will launch assaults at this ratio of attackers to defenders
HARD_DIFF_AI_ATTRITION = 0.5,
-- AI attrition multiplier at Hard difficulty
V_HARD_DIFF_AI_ATTRITION = 0.25,
-- AI attrition multiplier at Very Hard difficulty
MINIMUM_IMPRISONED_YEARS = 2,
-- AI will keep a newly imprisoned character locked up at least this long before
releasing them (reduced for important characters)
BASE_AI_ARMY_SIZE = 10000,
-- Base size that AI will use when forming armies (multiplied by supply tech)
DESIRED_CONSORTS = 0,
-- AI will always want at least this many concubines, if they lack sons
RAID_MAX_REALM_SIZE = 24,
-- Realms with more holdings than this will never go on Raids
RAID_AGGRESSION = 18,
DYN8_SCORE = 30000,
DYN8_ID = 487,
DYN9_SCORE = 20000,
DYN9_ID = 155,
DYN10_SCORE = 15000,
DYN10_ID = 650,
DYN11_SCORE = 10000,
DYN11_ID = 100239,
DYN12_SCORE = 7500,
DYN12_ID = 261,
DYN13_SCORE = 5000,
DYN13_ID = 4003,
DYN14_SCORE = 2000,
DYN14_ID = 756,
DYN15_SCORE = 1000,
DYN15_ID = 7290,
},
NRulerDesigner =
{
BASE_ATTRIB = 5,
BASE_AGE = 16,
BASE_FERTILITY = 0.5,
BASE_HEALTH = 5.0,
COST_ATTRIB = 1.0,
COST_SON = 3.0,
COST_DAUGHTER = 2.0,
COST_MARRIED = 2.0,
COST_FERTILITY = 20.0,
COST_HEALTH = 10.0,
COST_MONTHLY_PRESTIGE = 10.0,
COST_MONTHLY_PIETY = 20.0,
COST_MONTHLY_WEALTH = 10.0,
COST_GLOBAL_TAX = 50.0,
COST_CHURCH_OPINION = 0.5,
COST_SPOUCE_OPINION = 0.5,
COST_SEXAPPEAL_OPINION = 0.5,
COST_DYNASTY_OPINION = 0.5,
COST_VASSAL_OPINION = 1.0,
COST_LIEGE_OPINION = 0.0,
COST_INFIDEL_OPINION = 0.0,
COST_OPPOSITE_TRAIT_OPINION = 0.5,
COST_SAME_TRAIT_OPINION = 0.5,
COST_SAME_RELIGION_OPINION = 0.5,
COST_AMBITION_OPINION = 0.0,
COST_TRIBAL_OPINION = 0.0,
COST_GENERAL_OPINION = 1.0,
COST_MUSLIM_OPINION = 0.25,
COST_JEWISH_OPINION = 0.25,
COST_CHRISTIAN_OPINION = 0.25,
COST_ZOROASTRIAN_OPINION = 0.25,
COST_MORALE_OFFENCE = 50.0,
COST_MORALE_DEFENCE = 50.0,
COST_DEFENCE = 50.0,
MAX_AGE = 50
},
NLearningScenario =
{
START_YEAR = 1066,
START_MONTH = 8,
START_DAY = 14,
START_CHARACTER = 108500,
FIRST_EVENT = 107000,
HAS_WIFE_EVENT = 107100,
ANGRY_VASSAL = 108510,
REVOLT_PROVINCE = 192,
REVOLT_EVENT = 107201,
TOG_REVOLT_EVENT = 107200,
COMBAT_EVENT = 107202,
AFTER_REVOLT_EVENT = 107250,
FABRICATE_CLAIM_EVENT = 913,
HAS_CLAIM_EVENT = 107300,
WAR_EVENT = 107301,
SIEGE_EVENT = 107306,
CAN_PEACE_EVENT = 107310,
PEACE_TRETIES_EVENT = 107311,
AFTER_PEACE_EVENT = 107320,
FIRST_INTRIGUE_CHARACTER = 107500,
FIRST_INTRIGUE_EVENT = 107340,
SECOND_INTRIGUE_CHARACTER = 109500,
SECOND_INTRIGUE_EVENT = 107343,
AFTER_INTRIGUE_EVENT = 107344,
FACTION_CHARACTER = 108501,
FACTION_EVENT = 107345,
OVER_DEMESNE_LIMIT_EVENT = 107325,
OVER_VASSAL_LIMIT_EVENT = 107326,
TECHNOLOGY_EVENT = 107332,
HAS_SON_EVENT = 107330,
HAS_DAUGHTER_EVENT = 107331,
HAS_SON_AFTER_DAUGHTER_EVENT = 107333,
DEATH_AGE = 40,
DEATH_EVENT = 107350,
INCAPABLE_EVENT = 107360,
CAN_EDUCATE_HEIR_EVENT = 107334
}
}