defines = { start_date = '1700.1.1', end_date = '1821.12.31', country = { YEARS_OF_NATIONALISM = 20, -- Years of Nationalism MONTHS_UNTIL_BROKEN = 3, -- OBSOLETE! (Months until rebel held capital results in broken country.) REBEL_ACCEPTANCE_MONTHS = 60, BASE_COUNTRY_TAX_EFFICIENCY = 0.2, -- Basic efficiency for taxes without 'crats and tech BASE_COUNTRY_ADMIN_EFFICIENCY = 0.2, GOLD_TO_CASH_RATE = 0.78, -- Amount of money generated per gold unit GOLD_TO_WORKER_PAY_RATE = 3.5, -- Multiplier for how much money gold pays to pops GREAT_NATIONS_COUNT = 8, GREATNESS_DAYS = 365, -- how many days until country risks losing status as great nation BADBOY_LIMIT = 25, MAX_BUREAUCRACY_PERCENTAGE = 0.015, -- More than max percent bureaucrats of poplation will give no additional benefits BUREAUCRACY_PERCENTAGE_INCREMENT = 0.001, -- For each social administrative reform level, this is added to MAX_BUREAUCRACY_PERCENTAGE MIN_CRIMEFIGHT_PERCENT = 0.2, MAX_CRIMEFIGHT_PERCENT = 0.99, ADMIN_EFFICIENCY_CRIMEFIGHT_PERCENT = 0.5, -- Crimefight depends on both state admin eff. and admin spending, admin spending percent effect is set to (1-ADMIN_EFFICIENCY_CRIMEFIGHT_PERCENT) CONSERVATIVE_INCREASE_AFTER_REFORM = 0.25, -- how many more conservatives in a upper house. CAMPAIGN_EVENT_BASE_TIME = 80, -- Roughly twice per campaign CAMPAIGN_EVENT_MIN_TIME = 21 ,-- never more often than 3 weeks between (NOT USED) CAMPAIGN_EVENT_STATE_SCALE = -3, -- every non-colonial state reduces by 3 days (NOT USED) CAMPAIGN_DURATION = 6, -- a campaign lasts these amount of months COLONIAL_RANK = 16, -- Minimum rank a nation must have to send colonists COLONY_TO_STATE_PRESTIGE_GAIN = 10, -- Prestige gain when turning colony to state COLONIAL_LIFERATING = 35, BASE_GREATPOWER_DAILY_INFLUENCE = 0.25, -- Influence value which is distributed each day AI_SUPPORT_REFORM = 0.05, -- At least this many % needs to support a reform for the AI to take it BASE_MONTHLY_DIPLOPOINTS = 0.3, -- Base value gain for diplomatic actions each month DIPLOMAT_TRAVEL_TIME = -1, PROVINCE_OVERSEAS_PENALTY = 0.005, -- Each province req. this many goods flagged as overseas penalty NONCORE_TAX_PENALTY = -0.05, -- -5% for each non-core in state BASE_TARIFF_EFFICIENCY = 0.2, -- baseline tariff efficiency COLONY_FORMED_PRESTIGE = 1, -- prestige from founding a colony. CREATED_CB_VALID_TIME = 18, -- how many months LOYALTY_BOOST_ON_PARTY_WIN = 0.1, MOVEMENT_RADICALISM_BASE = 25, MOVEMENT_RADICALISM_PASSED_REFORM_EFFECT = -2, MOVEMENT_RADICALISM_NATIONALISM_FACTOR = 1.0, SUPPRESSION_POINTS_GAIN_BASE = 170, -- monthly gain with max bureaucrats SUPPRESS_BUREAUCRAT_FACTOR = 0.5, WRONG_REFORM_MILITANCY_IMPACT = 1, SUPPRESSION_RADICALISATION_HIT = 10, -- % base added to a movements radicalness INVESTMENT_SCORE_FACTOR = 0.005, -- how much foreign investment money counts towards your industry score UNCIV_TECH_SPREAD_MAX = 1, UNCIV_TECH_SPREAD_MIN = 1, MIN_DELAY_BETWEEN_REFORMS = 6, -- months ECONOMIC_REFORM_UH_FACTOR = -0.40, MILITARY_REFORM_UH_FACTOR = -0.40, WRONG_REFORM_RADICAL_IMPACT = 15, TECH_YEAR_SPAN = 140, TECH_FACTOR_VASSAL = 0.5, -- cost reduction factor if overlord has research the tech MAX_SUPPRESSION = 100, PRESTIGE_HIT_ON_BREAK_COUNTRY = -0.20, -- percentage reduction when country gets taken by rebels MIN_MOBILIZE_LIMIT = 3, POP_GROWTH_COUNTRY_CACHE_DAYS = 30, -- period of cached pop growth (used for player) NEWSPAPER_PRINTING_FREQUENCY = 350, -- days frequency when the news attempt to be printed (may not print if not enough facts collected, and retry after another X days) NEWSPAPER_TIMEOUT_PERIOD = 890, -- the max period for news that may be printed. The probability is decreased with time. NEWSPAPER_MAX_TENSION = 750, -- when tension of printing gets this high, the newspaper will attempt to be printed immediately. NAVAL_BASE_SUPPLY_SCORE_BASE = 10, -- base value that is powered by level of naval base. Determines the naval supplying capabilities. NAVAL_BASE_SUPPLY_SCORE_EMPTY = 2, -- min value for coastal provinces with no naval base. NAVAL_BASE_NON_CORE_SUPPLY_SCORE = 0.3, -- modifier for supply score for naval bases that are not in core provinces. COLONIAL_POINTS_FROM_SUPPLY_FACTOR = 1, COLONIAL_POINTS_FOR_NON_CORE_BASE = 1, MOBILIZATION_SPEED_BASE = 0.12, -- Base speed for raising troops MOBILIZATION_SPEED_RAILS_MULT = 3.0, -- Speed modifier for raising troops. It's max value for max railways level in state. COLONIZATION_INTEREST_LEAD = 3, COLONIZATION_INFLUENCE_LEAD = 3, COLONIZATION_MONTHS_TO_COLONIZE = 6, COLONIZATION_DAYS_BETWEEN_INVESTMENT = 90, COLONIZATION_DAYS_FOR_INITIAL_INVESTMENT = 270, COLONIZATION_PROTECTORATE_PROVINCE_MAINTAINANCE = 4, COLONIZATION_COLONY_PROVINCE_MAINTAINANCE = 5, COLONIZATION_COLONY_INDUSTRY_MAINTAINANCE = 1, COLONIZATION_COLONY_RAILWAY_MAINTAINANCE = 0.1, COLONIZATION_INTEREST_COST_INITIAL = 100, COLONIZATION_INTEREST_COST_NEIGHBOR_MODIFIER = -20, COLONIZATION_INTEREST_COST = 20, COLONIZATION_INFLUENCE_COST = 20, COLONIZATION_EXTRA_GUARD_COST = 10, COLONIZATION_RELEASE_DOMINION_COST = 30, COLONIZATION_CREATE_STATE_COST = 300, COLONIZATION_CREATE_PROTECTORATE_COST = 5, COLONIZATION_CREATE_COLONY_COST = 4, -- per province COLONIZATION_COLONY_STATE_DISTANCE = 400, COLONIZATION_INFLUENCE_TEMPERATURE_PER_DAY = 0.08, COLONIZATION_INFLUENCE_TEMPERATURE_PER_LEVEL = 0.005, PARTY_LOYALTY_HIT_ON_WAR_LOSS = 0.95, -- Drops the ruling party loyalty if war is lost. RESEARCH_POINTS_ON_CONQUER_MULT = 360, -- multiplier to RP got by conquering as unciv when got enacted military reforms MAX_RESEARCH_POINTS = 25000, -- max RP you can store for uncivs }, economy = { MAX_DAILY_RESEARCH = 100, LOAN_BASE_INTEREST = 0.02, BANKRUPTCY_EXTERNAL_LOAN_YEARS = 10, BANKRUPTCY_FACTOR = 0.2, SHADOWY_FINANCIERS_MAX_LOAN_AMOUNT = 1500, MAX_LOAN_CAP_FROM_BANKS = 3, -- can loan max % of country tax base from single country GUNBOAT_LOW_TAX_CAP = 0.0, GUNBOAT_HIGH_TAX_CAP = 1.0, GUNBOAT_FLEET_SIZE_FACTOR = 100, PROVINCE_SIZE_DIVIDER = 50, CAPITALIST_BUILD_FACTORY_STATE_EMPLOYMENT_PERCENT = 0.7, -- Capis don't build factories if less than this percent is employed in existing factories GOODS_FOCUS_SWAP_CHANCE = 0, -- Percent increased chance that artisan wants to change goods independantly of how well he is doing presently NUM_CLOSED_FACTORIES_PER_STATE_LASSIEZ_FAIRE = 1, -- Number of closed factories allowed per state under Lassiez Faire MIN_NUM_FACTORIES_PER_STATE_BEFORE_DELETING_LASSIEZ_FAIRE = 2, -- Min number of factories per state before starting to delete under Lassiez Faire BANKRUPCY_DURATION = 2, -- Years til a bancrupcy clears all loans SECOND_RANK_BASE_SHARE_FACTOR = 0.5, CIV_BASE_SHARE_FACTOR = 0.75, UNCIV_BASE_SHARE_FACTOR = 1, FACTORY_PAYCHECKS_LEFTOVER_FACTOR = 0.25, -- % of how much we pay to the pops and capitalists, from the leftovers. MAX_FACTORY_MONEY_SAVE = 1000, -- how much money is stored maximum in a factory. SMALL_DEBT_LIMIT = 10000, FACTORY_UPGRADE_EMPLOYEE_FACTOR = 0.8, -- determines how close to the employee limit we need to be before "upgrade all" will upgrade/expand a given factory (1 = 100%). RGO_SUPPLY_DEMAND_FACTOR_HIRE_HI = 0.2, -- how fast pops are Hired when there is a high demand RGO_SUPPLY_DEMAND_FACTOR_HIRE_LO = 0.02, -- how fast pops are Hired when there is a medium demand RGO_SUPPLY_DEMAND_FACTOR_FIRE = 0.2, -- how fast pops are Fired when there is a low demand EMPLOYMENT_HIRE_LOWEST = 0.005, -- we Hire pops no slower then x% of total required per day EMPLOYMENT_FIRE_LOWEST = 0.005, -- we Fire pops no slower then x% of total required per day TRADE_CAP_LOW_LIMIT_LAND = 0.1, -- the lowest % the slider can go for land units TRADE_CAP_LOW_LIMIT_NAVAL = 0.8, -- the lowest % the slider can go for naval units TRADE_CAP_LOW_LIMIT_CONSTRUCTIONS = 0.1, -- the lowest % the slider can go for constructions FACTORY_PURCHASE_MIN_FACTOR = 0.75, -- the lowest % of its daily needs a factory will purchase FACTORY_PURCHASE_DRAWDOWN_FACTOR = 0.025 -- the % a factory will reduce its input purchases each day if it did not sell all its goods (also used for scaling up production if all goods are sold) }, military = { DIG_IN_INCREASE_EACH_DAYS = 5, REINFORCE_SPEED = 0.2, COMBAT_DIFFICULTY_IMPACT = 0.2, BASE_COMBAT_WIDTH = 30, POP_MIN_SIZE_FOR_REGIMENT = 1000, POP_SIZE_PER_REGIMENT = 3000, SOLDIER_TO_POP_DAMAGE = 0.2, LAND_SPEED_MODIFIER = 1, NAVAL_SPEED_MODIFIER = 2, EXP_GAIN_DIV = 0.05, LEADER_RECRUIT_COST = 20, SUPPLY_RANGE = 100, POP_MIN_SIZE_FOR_REGIMENT_PROTECTORATE_MULTIPLIER = 8, POP_MIN_SIZE_FOR_REGIMENT_COLONY_MULTIPLIER = 5, POP_MIN_SIZE_FOR_REGIMENT_NONCORE_MULTIPLIER = 3, -- VALUE * POP_MIN_SIZE_FOR_REGIMENT is min for noncores GAS_ATTACK_MODIFIER = 3, COMBATLOSS_WAR_EXHAUSTION = 3, -- base war exhastion in combat LEADER_MAX_RANDOM_PRESTIGE = 0.05, -- max percent of prestige, when randomizing stats for leaders. LEADER_AGE_DEATH_FACTOR = 4, -- higher value means leaders live longer LEADER_PRESTIGE_TO_MORALE_FACTOR = 1, -- f.ex. 100% of prestige = +20% morale LEADER_PRESTIGE_TO_MAX_ORG_FACTOR = 1.2, -- f.ex. 100% of prestige = +20 max org LEADER_TRANSFER_PENALTY_ON_COUNTRY_PRESTIGE = 0.00, -- country prestige penalty on unassign leader (f.ex if leader has 100% prestige, the country loose 4% of its prestige) LEADER_PRESTIGE_LAND_GAIN =0.4, -- extra speed gain on prestige for land combat LEADER_PRESTIGE_NAVAL_GAIN =0.4, -- extra speed gain on prestige for naval combat NAVAL_COMBAT_SEEKING_CHANCE = 0.5, -- base chance of picking a target (increased by leader reconaissance) NAVAL_COMBAT_SEEKING_CHANCE_MIN = 0.1, -- low cap for chance of picking the target NAVAL_COMBAT_SELF_DEFENCE_CHANCE = 2.0, -- scale up the chance of choosing the target that is already shooting at us. NAVAL_COMBAT_SHIFT_BACK_ON_NEXT_TARGET = 0.2, -- max shift back from center line when got new target NAVAL_COMBAT_SHIFT_BACK_DURATION_SCALE = 7, -- shifting back from center line on new target - scaled down as long the combat takes NAVAL_COMBAT_SPEED_TO_DISTANCE_FACTOR = 0.05, -- cast the ship speed to the "in combat" speed that moves it towards center line on the field range 0-1. NAVAL_COMBAT_CHANGE_TARGET_CHANCE = 0.03, -- chance of changing the target to another one NAVAL_COMBAT_DAMAGE_ORG_MULT = 0.4, -- scale the damage to ORG for balancing gameplay NAVAL_COMBAT_DAMAGE_STR_MULT = 0.2, -- scale the damage to STR for balancing gameplay NAVAL_COMBAT_DAMAGE_MULT_NO_ORG = 2.0, -- damage multiplier (to STR) when opponent has no ORG. NAVAL_COMBAT_RETREAT_CHANCE = 0.07, -- base chance for retreating when STR or ORG is low. Increased by leader experiance and speed. NAVAL_COMBAT_RETREAT_STR_ORG_LEVEL = 0.15, -- the retreating is available when STR or ORG % drops below this value (it's 0% to 100% value) NAVAL_COMBAT_RETREAT_SPEED_MOD = 0.4, -- slow down when retreating so there is a chance to hit the runner NAVAL_COMBAT_RETREAT_MIN_DISTANCE = 0.25, -- how close (in average) all alive ships must be to the center line to be able to retreat. NAVAL_COMBAT_DAMAGED_TARGET_SELECTION = 2.5, -- multiply chance of seleting target that has low average of STR/ORG NAVAL_COMBAT_STACKING_TARGET_CHANGE = 0.03, -- increase chance to change/drop target when suffering stacking penalty NAVAL_COMBAT_STACKING_TARGET_SELECT = 0.2, -- modifier for how much the stacking penalty affects the target selection. NAVAL_COMBAT_MAX_TARGETS = 6, -- max number of ships that may target the same enemy ship AI_BIGSHIP_PROPORTION = 0.4, -- fraction of ships in the navy that should be ships of the line AI_LIGHTSHIP_PROPORTION = 0.4, -- fraction of ships in the navy that should be cruisers, frigates etc AI_TRANSPORT_PROPORTION = 0.2, -- fraction of ships in the navy that should be should be transports AI_CAVALRY_PROPORTION = 0.15, -- fraction of brigades that should be cavalry AI_SUPPORT_PROPORTION = 0.3, -- fraction of brigades that should be artillery and other support units AI_SPECIAL_PROPORTION = 0.15, -- fraction of brigades that should be engineers and tanks AI_ESCORT_RATIO = 2.0, -- ratio of escorts to transports in invasion fleets AI_ARMY_TAXBASE_FRACTION = 0.3, -- max of tax base that AI will spend on army supply costs (based on peacetime costs) AI_NAVY_TAXBASE_FRACTION = 0.3, -- max of tax base that AI will spend on navy supply costs (based on peacetime costs) AI_BLOCKADE_RANGE = 200, -- max distance the AI will send out blockade fleets from their home base RECON_UNIT_RATIO = 0.1, -- the % of units in the army that must have a recon value to get the full bonus ENGINEER_UNIT_RATIO = 0.1, -- the % of units in the army that must have a fort attack value to get the full bonus SIEGE_BRIGADES_MIN = 4, -- the number of brigades needed for a siege to progress at normal speed SIEGE_BRIGADES_MAX = 16, -- the number of brigades above which you get no addition benefit in sieges SIEGE_BRIGADES_BONUS = 0.4, -- the bonus to siege speed from each brigade RECON_SIEGE_EFFECT = 0.4, -- multiplier to effect of recon on speeding up sieges SIEGE_ATTRITION = 2, -- fixed attrition on sieging units BASE_MILITARY_TACTICS = 1.5, -- base mil tactics before tech NAVAL_LOW_SUPPLY_DAMAGE_SUPPLY_STATUS = 0.45, -- how little supply is acceptable before getting damage to STR NAVAL_LOW_SUPPLY_DAMAGE_DAYS_DELAY = 20, -- delay in days before the STR will get damage due to no supplies. Sometimes supply status may jump bcoz of the market. NAVAL_LOW_SUPPLY_DAMAGE_MIN_STR = 3.0, -- when low supply, the navy will supply STR damage but no less then X% to avoid destruction (value from 0 to 100.0) NAVAL_LOW_SUPPLY_DAMAGE_PER_DAY = 0.25, -- damage to navies STR per day if totally 0% supplies (value from 0 to 100.0) }, diplomacy = { PEACE_COST_ADD_TO_SPHERE = 1, PEACE_COST_RELEASE_PUPPET = 1, PEACE_COST_MAKE_PUPPET = 55, PEACE_COST_DISARMAMENT = 1, PEACE_COST_DESTROY_FORTS = 1, PEACE_COST_DESTROY_NAVAL_BASES = 1, PEACE_COST_REPARATIONS = 1, PEACE_COST_TRANSFER_PROVINCES = 1, PEACE_COST_REMOVE_CORES = 0, PEACE_COST_PRESTIGE = 1, PEACE_COST_CONCEDE = 1, PEACE_COST_STATUS_QUO = 1, PEACE_COST_ANNEX = 85, PEACE_COST_DEMAND_STATE = 10, PEACE_COST_INSTALL_COMMUNIST_GOV_TYPE = 70, PEACE_COST_UNINSTALL_COMMUNIST_GOV_TYPE = 1, PEACE_COST_COLONY = 10, INFAMY_ADD_TO_SPHERE = 2, INFAMY_RELEASE_PUPPET = 0.5, INFAMY_MAKE_PUPPET = 5, INFAMY_DISARMAMENT = 5, INFAMY_DESTROY_FORTS = 2, INFAMY_DESTROY_NAVAL_BASES = 2, INFAMY_REPARATIONS = 5, INFAMY_TRANSFER_PROVINCES = 5, INFAMY_REMOVE_CORES = 0, INFAMY_PRESTIGE = 2, INFAMY_CONCEDE = 1, INFAMY_STATUS_QUO = 0, INFAMY_ANNEX = 10, INFAMY_DEMAND_STATE = 5, INFAMY_INSTALL_COMMUNIST_GOV_TYPE = 5, INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE = 5, INFAMY_COLONY = 0, PRESTIGE_ADD_TO_SPHERE_BASE = 5, PRESTIGE_RELEASE_PUPPET_BASE = 5, PRESTIGE_MAKE_PUPPET_BASE = 5, PRESTIGE_DISARMAMENT_BASE = 5, PRESTIGE_DESTROY_FORTS_BASE = 5, PRESTIGE_DESTROY_NAVAL_BASES_BASE = 5, PRESTIGE_REPARATIONS_BASE = 5, PRESTIGE_TRANSFER_PROVINCES_BASE = 2, PRESTIGE_REMOVE_CORES_BASE = 0, PRESTIGE_PRESTIGE_BASE = 5, PRESTIGE_CONCEDE_BASE = 1, PRESTIGE_STATUS_QUO_BASE = 5, PRESTIGE_ANNEX_BASE = 2, PRESTIGE_DEMAND_STATE_BASE = 2, PRESTIGE_CLEAR_UNION_SPHERE_BASE = 15, -- Prestige for asserting hegemony PRESTIGE_GUNBOAT_BASE = 1, -- Prestige for debt collection PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE_BASE = 2, PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE_BASE = 2, PRESTIGE_COLONY_BASE = 2, PRESTIGE_ADD_TO_SPHERE = 0.05, PRESTIGE_RELEASE_PUPPET = 0.05, PRESTIGE_MAKE_PUPPET = 0.05, PRESTIGE_DISARMAMENT = 0.05, PRESTIGE_DESTROY_FORTS = 0.05, PRESTIGE_DESTROY_NAVAL_BASES = 0.05, PRESTIGE_REPARATIONS = 0.05, PRESTIGE_TRANSFER_PROVINCES = 0.02, PRESTIGE_REMOVE_CORES = 0, PRESTIGE_PRESTIGE = 0.05, PRESTIGE_CONCEDE = 0.01, PRESTIGE_STATUS_QUO = 0.05, PRESTIGE_ANNEX = 0.02, PRESTIGE_DEMAND_STATE = 0.02, PRESTIGE_CLEAR_UNION_SPHERE = 0.15, PRESTIGE_GUNBOAT = 0.01, -- Prestige for debt collection PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE = 0.02, PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE = 0.02, PRESTIGE_COLONY = 0.02, BREAKTRUCE_INFAMY_ADD_TO_SPHERE = 1, BREAKTRUCE_INFAMY_RELEASE_PUPPET = 1, BREAKTRUCE_INFAMY_MAKE_PUPPET = 1, BREAKTRUCE_INFAMY_DISARMAMENT = 1, BREAKTRUCE_INFAMY_DESTROY_FORTS = 1, BREAKTRUCE_INFAMY_DESTROY_NAVAL_BASES = 1, BREAKTRUCE_INFAMY_REPARATIONS = 1, BREAKTRUCE_INFAMY_TRANSFER_PROVINCES = 1, BREAKTRUCE_INFAMY_REMOVE_CORES = 0, BREAKTRUCE_INFAMY_PRESTIGE = 1, BREAKTRUCE_INFAMY_CONCEDE = 1, BREAKTRUCE_INFAMY_STATUS_QUO = 1, BREAKTRUCE_INFAMY_ANNEX = 1, BREAKTRUCE_INFAMY_DEMAND_STATE = 1, BREAKTRUCE_INFAMY_INSTALL_COMMUNIST_GOV_TYPE = 1, BREAKTRUCE_INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE = 1, BREAKTRUCE_INFAMY_COLONY = 1, BREAKTRUCE_PRESTIGE_ADD_TO_SPHERE = -20, BREAKTRUCE_PRESTIGE_RELEASE_PUPPET = -20, BREAKTRUCE_PRESTIGE_MAKE_PUPPET = -20, BREAKTRUCE_PRESTIGE_DISARMAMENT = -20, BREAKTRUCE_PRESTIGE_DESTROY_FORTS = -20, BREAKTRUCE_PRESTIGE_DESTROY_NAVAL_BASES = -20, BREAKTRUCE_PRESTIGE_REPARATIONS = -20, BREAKTRUCE_PRESTIGE_TRANSFER_PROVINCES = -20, BREAKTRUCE_PRESTIGE_REMOVE_CORES = 0, BREAKTRUCE_PRESTIGE_PRESTIGE = -20, BREAKTRUCE_PRESTIGE_CONCEDE = -20, BREAKTRUCE_PRESTIGE_STATUS_QUO = -20, BREAKTRUCE_PRESTIGE_ANNEX = -20, BREAKTRUCE_PRESTIGE_DEMAND_STATE = -20, BREAKTRUCE_PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE = -20, BREAKTRUCE_PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE = -20, BREAKTRUCE_PRESTIGE_COLONY = -20, BREAKTRUCE_MILITANCY_ADD_TO_SPHERE = 2, BREAKTRUCE_MILITANCY_RELEASE_PUPPET = 2, BREAKTRUCE_MILITANCY_MAKE_PUPPET = 2, BREAKTRUCE_MILITANCY_DISARMAMENT = 2, BREAKTRUCE_MILITANCY_DESTROY_FORTS = 2, BREAKTRUCE_MILITANCY_DESTROY_NAVAL_BASES = 2, BREAKTRUCE_MILITANCY_REPARATIONS = 2, BREAKTRUCE_MILITANCY_TRANSFER_PROVINCES = 2, BREAKTRUCE_MILITANCY_REMOVE_CORES = 0, BREAKTRUCE_MILITANCY_PRESTIGE = 2, BREAKTRUCE_MILITANCY_CONCEDE = 2, BREAKTRUCE_MILITANCY_STATUS_QUO = 2, BREAKTRUCE_MILITANCY_ANNEX = 2, BREAKTRUCE_MILITANCY_DEMAND_STATE = 2, BREAKTRUCE_MILITANCY_INSTALL_COMMUNIST_GOV_TYPE = 2, BREAKTRUCE_MILITANCY_UNINSTALL_COMMUNIST_GOV_TYPE = 2, BREAKTRUCE_MILITANCY_COLONY = 2, GOODRELATION_INFAMY_ADD_TO_SPHERE = 1, GOODRELATION_INFAMY_RELEASE_PUPPET = 1, GOODRELATION_INFAMY_MAKE_PUPPET = 1, GOODRELATION_INFAMY_DISARMAMENT = 1, GOODRELATION_INFAMY_DESTROY_FORTS = 1, GOODRELATION_INFAMY_DESTROY_NAVAL_BASES = 1, GOODRELATION_INFAMY_REPARATIONS = 1, GOODRELATION_INFAMY_TRANSFER_PROVINCES = 1, GOODRELATION_INFAMY_REMOVE_CORES = 0, GOODRELATION_INFAMY_PRESTIGE = 1, GOODRELATION_INFAMY_CONCEDE = 1, GOODRELATION_INFAMY_STATUS_QUO = 1, GOODRELATION_INFAMY_ANNEX = 1, GOODRELATION_INFAMY_DEMAND_STATE = 1, GOODRELATION_INFAMY_INSTALL_COMMUNIST_GOV_TYPE = 1, GOODRELATION_INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE = 1, GOODRELATION_INFAMY_COLONY = 1, GOODRELATION_PRESTIGE_ADD_TO_SPHERE = -20, GOODRELATION_PRESTIGE_RELEASE_PUPPET = -20, GOODRELATION_PRESTIGE_MAKE_PUPPET = -20, GOODRELATION_PRESTIGE_DISARMAMENT = -20, GOODRELATION_PRESTIGE_DESTROY_FORTS = -20, GOODRELATION_PRESTIGE_DESTROY_NAVAL_BASES = -20, GOODRELATION_PRESTIGE_REPARATIONS = -20, GOODRELATION_PRESTIGE_TRANSFER_PROVINCES = -20, GOODRELATION_PRESTIGE_REMOVE_CORES = 0, GOODRELATION_PRESTIGE_PRESTIGE = -20, GOODRELATION_PRESTIGE_CONCEDE = -20, GOODRELATION_PRESTIGE_STATUS_QUO = -20, GOODRELATION_PRESTIGE_ANNEX = -20, GOODRELATION_PRESTIGE_DEMAND_STATE = -20, GOODRELATION_PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE = -20, GOODRELATION_PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE = -20, GOODRELATION_PRESTIGE_COLONY = -20, GOODRELATION_MILITANCY_ADD_TO_SPHERE = 2, GOODRELATION_MILITANCY_RELEASE_PUPPET = 2, GOODRELATION_MILITANCY_MAKE_PUPPET = 2, GOODRELATION_MILITANCY_DISARMAMENT = 2, GOODRELATION_MILITANCY_DESTROY_FORTS = 2, GOODRELATION_MILITANCY_DESTROY_NAVAL_BASES = 2, GOODRELATION_MILITANCY_REPARATIONS = 2, GOODRELATION_MILITANCY_TRANSFER_PROVINCES = 2, GOODRELATION_MILITANCY_REMOVE_CORES = 0, GOODRELATION_MILITANCY_PRESTIGE = 2, GOODRELATION_MILITANCY_CONCEDE = 2, GOODRELATION_MILITANCY_STATUS_QUO = 2, GOODRELATION_MILITANCY_ANNEX = 2, GOODRELATION_MILITANCY_DEMAND_STATE = 2, GOODRELATION_MILITANCY_INSTALL_COMMUNIST_GOV_TYPE = 2, GOODRELATION_MILITANCY_UNINSTALL_COMMUNIST_GOV_TYPE = 2, GOODRELATION_MILITANCY_COLONY = 2, WAR_PRESTIGE_COST_BASE = 100, WAR_PRESTIGE_COST_HIGH_PRESTIGE = 1, WAR_PRESTIGE_COST_NEG_PRESTIGE = 1, WAR_PRESTIGE_COST_TRUCE = 100, WAR_PRESTIGE_COST_HONOR_ALLIANCE = -100, WAR_PRESTIGE_COST_HONOR_GUARNATEE = -50, WAR_PRESTIGE_COST_UNCIVILIZED = -50, WAR_PRESTIGE_COST_CORE = -50, WAR_FAILED_GOAL_MILITANCY = 2, WAR_FAILED_GOAL_PRESTIGE_BASE = -10, WAR_FAILED_GOAL_PRESTIGE = -0.1, DISCREDIT_DAYS = 180, DISCREDIT_INFLUENCE_COST_FACTOR = 2, DISCREDIT_INFLUENCE_GAIN_FACTOR = -0.75, BANEMBASSY_DAYS = 365, DECLAREWAR_RELATION_ON_ACCEPT = -50, DECLAREWAR_DIPLOMATIC_COST = 0, ADDWARGOAL_RELATION_ON_ACCEPT = 0, ADDWARGOAL_DIPLOMATIC_COST = 0, ADD_UNJUSTIFIED_GOAL_BADBOY = 0, PEACE_RELATION_ON_ACCEPT = 5, PEACE_RELATION_ON_DECLINE = -10, PEACE_DIPLOMATIC_COST = 0, ALLIANCE_RELATION_ON_ACCEPT = 100, ALLIANCE_RELATION_ON_DECLINE = -50, ALLIANCE_DIPLOMATIC_COST = 0, CANCELALLIANCE_RELATION_ON_ACCEPT = -20, CANCELALLIANCE_DIPLOMATIC_COST = 0, CALLALLY_RELATION_ON_ACCEPT = 20, CALLALLY_RELATION_ON_DECLINE = -20, CALLALLY_DIPLOMATIC_COST = 0, ASKMILACCESS_RELATION_ON_ACCEPT = 30, ASKMILACCESS_RELATION_ON_DECLINE = -10, ASKMILACCESS_DIPLOMATIC_COST = 0, CANCELASKMILACCESS_RELATION_ON_ACCEPT = 0, CANCELASKMILACCESS_DIPLOMATIC_COST = 0, GIVEMILACCESS_RELATION_ON_ACCEPT = 10, GIVEMILACCESS_RELATION_ON_DECLINE = 0, GIVEMILACCESS_DIPLOMATIC_COST = 0, CANCELGIVEMILACCESS_RELATION_ON_ACCEPT = -10, CANCELGIVEMILACCESS_DIPLOMATIC_COST = 0, WARSUBSIDY_RELATION_ON_ACCEPT = 20, WARSUBSIDY_DIPLOMATIC_COST = 0, CANCELWARSUBSIDY_RELATION_ON_ACCEPT = 0, CANCELWARSUBSIDY_DIPLOMATIC_COST = 0, DISCREDIT_RELATION_ON_ACCEPT = -5, DISCREDIT_INFLUENCE_COST = 25, EXPELADVISORS_RELATION_ON_ACCEPT = -5, EXPELADVISORS_INFLUENCE_COST = 50, CEASECOLONIZATION_RELATION_ON_ACCEPT = 20, CEASECOLONIZATION_RELATION_ON_DECLINE = -20, CEASECOLONIZATION_DIPLOMATIC_COST = 0, BANEMBASSY_RELATION_ON_ACCEPT = -10, BANEMBASSY_INFLUENCE_COST = 65, INCREASERELATION_RELATION_ON_ACCEPT = 15, INCREASERELATION_RELATION_ON_DECLINE = 0, INCREASERELATION_DIPLOMATIC_COST = 2, DECREASERELATION_RELATION_ON_ACCEPT = -25, DECREASERELATION_DIPLOMATIC_COST = 1, ADDTOSPHERE_RELATION_ON_ACCEPT = 0, ADDTOSPHERE_INFLUENCE_COST = 100, REMOVEFROMSPHERE_RELATION_ON_ACCEPT = -10, REMOVEFROMSPHERE_INFLUENCE_COST = 100, REMOVEFROMSPHERE_PRESTIGE_COST = 0, -- only applied if removing country is sphere leader REMOVEFROMSPHERE_INFAMY_COST = 0, -- only applied if removing country is sphere leader INCREASEOPINION_RELATION_ON_ACCEPT = 20, INCREASEOPINION_INFLUENCE_COST = 50, DECREASEOPINION_RELATION_ON_ACCEPT = -10, DECREASEOPINION_INFLUENCE_COST = 50, CEASECOLONIZATION_DIPLOMATIC_COST = 0, MAKE_CB_DIPLOMATIC_COST = 1, MAKE_CB_RELATION_ON_ACCEPT = 0, DISARMAMENT_ARMY_HIT = 0.5, REPARATIONS_TAX_HIT = 0.25, PRESTIGE_REDUCTION_BASE = 25, PRESTIGE_REDUCTION = 0.1, -- Base value + % of recipient's prestige REPARATIONS_YEARS = 5, -- No longer used: -- PO_CONCEDE_DEFEAT_PRESTIGE = 1, -- PO_ANNEX_PRESTIGE = 1, -- PO_DEMAND_STATE_PRESTIGE = 1, -- PO_ADD_TO_SPHERE_PRESTIGE = 1, -- PO_DISARMAMENT_PRESTIGE = 1, -- PO_DESTROY_FORTS_PRESTIGE = 1, -- PO_DESTROY_NAVAL_BASES_PRESTIGE = 1, -- PO_REPARATIONS_PRESTIGE = 1, -- PO_TRANSFER_PROVINCES_PRESTIGE = 1, -- PO_REDUCE_PRESTIGE_PRESTIGE = 1, -- PO_CONCEDE_DEFEAT_BADBOY = 1, -- PO_ANNEX_BADBOY = 1, -- PO_DEMAND_STATE_BADBOY = 1, -- PO_ADD_TO_SPHERE_BADBOY = 1, -- PO_DISARMAMENT_BADBOY = 1, -- PO_DESTROY_FORTS_BADBOY = 1, -- PO_DESTROY_NAVAL_BASES_BADBOY = 1, -- PO_REPARATIONS_BADBOY = 1, -- PO_TRANSFER_PROVINCES_BADBOY = 1, -- PO_REDUCE_PRESTIGE_BADBOY = 1, MIN_WARSCORE_TO_INTERVENE = -1, MIN_MONTHS_TO_INTERVENE = 0, MAX_WARSCORE_FROM_BATTLES = 25, GUNBOAT_DIPLOMATIC_COST = 1, GUNBOAT_RELATION_ON_ACCEPT = 1, WARGOAL_JINGOISM_REQUIREMENT = 0.00, LIBERATE_STATE_RELATION_INCREASE = 50, DISHONORED_CALLALLY_PRESTIGE_PENALTY = -3, BASE_TRUCE_MONTHS = 0, MAX_INFLUENCE = 100, WARSUBSIDIES_PERCENT = 0.20, -- How many percent of imports you are going to pay each day(mil. constructions and mil. maintainence) NEIGHBOUR_BONUS_INFLUENCE_PERCENT = 0.50, -- Bonus to neighbouring countries when influencing SPHERE_NEIGHBOUR_BONUS_INFLUENCE_PERCENT = 0.2, -- Bonus to countries in your sphere neighbouring when influencing OTHER_CONTINENT_BONUS_INFLUENCE_PERCENT = -0.50, -- Bonus to neighbouring countries when influencing PUPPET_BONUS_INFLUENCE_PERCENT = 1.0, -- bonus if they are our puppet -- effects of manually releasing a nation RELEASE_NATION_PRESTIGE = 0, RELEASE_NATION_INFAMY = -2, INFAMY_CLEAR_UNION_SPHERE = 0, -- Infamy for asserting hegemony BREAKTRUCE_INFAMY_CLEAR_UNION_SPHERE = 1, -- Infamy for breaking truce for asserting hegemony BREAKTRUCE_PRESTIGE_CLEAR_UNION_SPHERE = -20, -- Prestige for breaking truce for asserting hegemony BREAKTRUCE_MILITANCY_CLEAR_UNION_SPHERE = 2, -- Militancy for breaking truce for asserting hegemony GOODRELATION_INFAMY_CLEAR_UNION_SPHERE = 1, -- Militancy for asserting hegemony with good relations GOODRELATION_PRESTIGE_CLEAR_UNION_SPHERE = -20, -- Prestige for asserting hegemony with good relations GOODRELATION_MILITANCY_CLEAR_UNION_SPHERE = 2, -- Prestige for asserting hegemony with good relations PEACE_COST_CLEAR_UNION_SPHERE = 0.6, -- Peace cost to assert hegemony per affected country GOOD_PEACE_REFUSAL_MILITANCY = 1.0, --Militancy hit from refusing a good peace offer GOOD_PEACE_REFUSAL_WAREXH = 5.0, --War exhaustion hit from refusing a good peace offer PEACE_COST_GUNBOAT = 1000, -- Cost of forcing a defaulting country to pay its debt INFAMY_GUNBOAT = 0, -- Infamy cost for debt collection BREAKTRUCE_INFAMY_GUNBOAT = 0, -- Truce breaking penalty for debt collection BREAKTRUCE_PRESTIGE_GUNBOAT = 0, BREAKTRUCE_MILITANCY_GUNBOAT = 0, GOODRELATION_INFAMY_GUNBOAT = 0, GOODRELATION_PRESTIGE_GUNBOAT = 0, GOODRELATION_MILITANCY_GUNBOAT = 0, CB_GENERATION_BASE_SPEED = 0.5, CB_GENERATION_SPEED_BONUS_ON_COLONY_COMPETITION = 1.0, -- speed bonus when 2 countries compete for colony province CB_GENERATION_SPEED_BONUS_ON_COLONY_COMPETITION_TROOPS_PRESENCE = 1.0, -- even bigger bonus when having MAKE_CB_RELATION_LIMIT = 100, CB_DETECTION_CHANCE_BASE = 15, -- chance out of 1000 every day INVESTMENT_INFLUENCE_DEFENSE = 0.5, -- maximum defense factor in sphere of having invested in a country RELATION_INFLUENCE_MODIFIER = 1000, -- divisor for relation ON_CB_DETECTED_RELATION_CHANGE = -50, -- relations decreased when CB detected. GW_INTERVENE_MIN_RELATIONS = 100, -- minimum relations required to intervene in great war GW_INTERVENE_MAX_EXHAUSTION = 1, -- max war exhaustion required to intervene in great war GW_JUSTIFY_CB_BADBOY_IMPACT = 0.33, -- % deduction of infamy cost for justify CB in great war GW_CB_CONSTRUCTION_SPEED = 0.25, -- faster CB construction against enemies while at great war GW_WARGOAL_JINGOISM_REQUIREMENT_MOD = 0.00, -- % deduction of required jingoists in country GW_WARSCORE_COST_MOD = 0.75, -- cost reduction factor on warscore needed to fulfill goal if great war GW_WARSCORE_COST_MOD_2 = 0.65, -- cost reduction factor on warscore needed to fulfill goal if late game great war GW_WARSCORE_2_THRESHOLD = 50, -- warscore threshold where a GW turns into a world war for winner side TENSION_DECAY = -0.08, TENSION_FROM_CB = 0.04, TENSION_FROM_MOVEMENT = 0.02, -- tension per 1000 in nationalist movement TENSION_FROM_MOVEMENT_MAX = 1.2, -- max total value no matter the size of the movement AT_WAR_TENSION_DECAY = -0.12, -- for each potentially interested GP at war (value is if all possible GPs are at war) TENSION_ON_CB_DISCOVERED = 20, TENSION_ON_REVOLT = 50, TENSION_WHILE_CRISIS = -1.0, CRISIS_COOLDOWN_MONTHS = 60, CRISIS_BASE_CHANCE = 0.1, -- removed for AoE CRISIS_TEMPERATURE_INCREASE = 0.05, CRISIS_OFFER_DIPLOMATIC_COST = 0, CRISIS_OFFER_RELATION_ON_ACCEPT = 0, CRISIS_OFFER_RELATION_ON_DECLINE = 0, CRISIS_DID_NOT_TAKE_SIDE_PRESTIGE_FACTOR_BASE = -0.1, CRISIS_DID_NOT_TAKE_SIDE_PRESTIGE_FACTOR_YEAR = -0.002, CRISIS_WINNER_PRESTIGE_FACTOR_BASE = 10, CRISIS_WINNER_PRESTIGE_FACTOR_YEAR = 0.4, CRISIS_WINNER_RELATIONS_IMPACT = 25, -- negative for losers and backers with unfulfilled goals BACK_CRISIS_DIPLOMATIC_COST = 0, BACK_CRISIS_RELATION_ON_ACCEPT = 0, BACK_CRISIS_RELATION_ON_DECLINE = 0, CRISIS_TEMPERATURE_ON_OFFER_DECLINE = 0, CRISIS_TEMPERATURE_PARTICIPANT_FACTOR = 10, -- How much faster a crisis heats up if all interested parties have taken sides (linear, multiplied) CRISIS_TEMPERATURE_ON_MOBILIZE = 10, -- added temperature if a participant mobilizes CRISIS_WARGOAL_INFAMY_MULT = 1, -- Applied to all infamy from adding wargoals in a crisis CRISIS_WARGOAL_PRESTIGE_MULT = 1, -- Applied to all prestige effects on wargoals in a crisis CRISIS_WARGOAL_MILITANCY_MULT = 0, -- Applied to all militancy from failed wargoals in a crisis CRISIS_INTEREST_WAR_EXHAUSTION_LIMIT = 20, -- GPs with WE above this will not get invited to a crisis RANK_1_TENSION_DECAY = -0.5, -- extra flashpoint tension decay for GPs RANK_2_TENSION_DECAY = -0.4, RANK_3_TENSION_DECAY = -0.3, RANK_4_TENSION_DECAY = -0.2, RANK_5_TENSION_DECAY = -0.08, RANK_6_TENSION_DECAY = -0.06, RANK_7_TENSION_DECAY = -0.04, RANK_8_TENSION_DECAY = -0.02, TWS_FULFILLED_SPEED = 0.1, -- Ticking War Score grows up with this speed daily once CB is fulfilled TWS_NOT_FULFILLED_SPEED = 0.1, -- Ticking War Score falls down when CB is not fulfilled (or after grace period) TWS_GRACE_PERIOD_DAYS = 730, -- Ticking War Score delay before it starts falling down for not fulfilling CB. TWS_CB_LIMIT_DEFAULT = 50, TWS_FULFILLED_IDLE_SPACE = 0.75, -- How much % the CB fulfillment must done, so TWS starts ticking. TWS_BATTLE_MIN_COUNT = 5, -- At least X battles before the aspect of wins will count TWS_BATTLE_MAX_ASPECT = 8.0, -- Max allowed battle wins aspect for TWS LARGE_POPULATION_INFLUENCE_PENALTY = -0.2, LONE_BACKER_PRESTIGE_FACTOR = 0.05 -- prestige boost for being only defender backer in crisis }, pops = { BASE_CLERGY_FOR_LITERACY = 0.005, MAX_CLERGY_FOR_LITERACY = 0.04, LITERACY_CHANGE_SPEED = 0.1, ASSIMILATION_SCALE = 0.004, CONVERSION_SCALE = 0.01, IMMIGRATION_SCALE = 0.003, PROMOTION_SCALE = 0.002, PROMOTION_ASSIMILATION_CHANCE = 1.0, LUXURY_THRESHOLD = 500, BASE_GOODS_DEMAND = 0.8, BASE_POPGROWTH = 0.0001, MIN_LIFE_RATING_FOR_GROWTH = 30, LIFE_RATING_GROWTH_BONUS = 0.0001, LIFE_NEED_STARVATION_LIMIT = 0.5, MIL_LACK_EVERYDAY_NEED = 0.1, MIL_HAS_EVERYDAY_NEED = -0.1, MIL_HAS_LUXURY_NEED = -0.2, MIL_NO_LIFE_NEED = 0.2, MIL_REQUIRE_REFORM = 0.2, MIL_IDEOLOGY = -0.1, MIL_RULING_PARTY = -0.1, MIL_REFORM_IMPACT = 2, MIL_WAR_EXHAUSTION = 0.005, MIL_NON_ACCEPTED = 0.05, CON_LITERACY = 0.1, CON_LUXURY_GOODS = 0.1, CON_POOR_CLERGY = -2.5, CON_MIDRICH_CLERGY = -1.25, CON_REFORM_IMPACT = -50, CON_COLONIAL_FACTOR = 0.5, RULING_PARTY_HAPPY_CHANGE = -1, RULING_PARTY_ANGRY_CHANGE = 2, PDEF_BASE_CON = 20.0, -- so half'ed effect. NATIONAL_FOCUS_DIVIDER = 100000.0, POP_SAVINGS = 0.018, STATE_CREATION_ADMIN_LIMIT = 0.01, MIL_TO_JOIN_REBEL = 7, -- Rebels over this will join a faction MIL_TO_JOIN_RISING = 8, -- Rebels over this will join a general rising MIL_TO_AUTORISE = 9, -- Rebels over this rise no matter what REDUCTION_AFTER_RISEING = 0.0, -- After a pop spawns a rebellion, its militancy will be reduced this much REDUCTION_AFTER_DEFEAT = 3.0, -- After a rebellion is being defeated in combat, its pop militancy will be divided by this number. -- (if value < 1.0, the MIL will be increased) (Beware! value must be > 0) POP_TO_LEADERSHIP = 0.0001, -- how much leadership every 1000 officers gives each day. ARTISAN_MIN_PRODUCTIVITY = 5, -- Minimum efficieny of an artisan SLAVE_GROWTH_DIVISOR = 1, -- Slaves have N times lower growth MIL_HIT_FROM_CONQUEST = 4, -- how much militancy grows in a province if taken without being core. LUXURY_CON_CHANGE = 0.001, -- con boost from over-buying luxuary goods INVENTION_IMPACT_ON_DEMAND = 0.005, -- how much each invention in a country increases demand for a product in percent ARTISAN_SUPPRESSED_COLONIAL_GOODS_CATEGORY = 0, -- Goods category index not produced in colonies ISSUE_MOVEMENT_JOIN_LIMIT = 8, ISSUE_MOVEMENT_LEAVE_LIMIT = 7, MOVEMENT_CON_FACTOR = 0.05, MOVEMENT_LIT_FACTOR = 0.3, MIL_ON_REB_MOVE = 8, POPULATION_SUPPRESSION_FACTOR = 0.0, -- controls base pop size for factor of supression/radicalness cost. zero disables the feature and jsut uses radicalness POPULATION_MOVEMENT_RADICAL_FACTOR = 300, NATIONALIST_MOVEMENT_MIL_CAP = 3.0, MOVEMENT_SUPPORT_UH_FACTOR = 3, -- 3x means 30% country support equals full UH support REBEL_OCCUPATION_STRENGTH_BONUS = 0.01, -- the amount of strength given to rebel movements when they occupy a province LARGE_POPULATION_LIMIT = 9000000, LARGE_POPULATION_INFLUENCE_PENALTY_CHUNK = 250000, }, ai = { COLONY_WEIGHT = 15.0, -- ai weight for colonising ADMINISTRATOR_WEIGHT = 10.0, -- ai weight for new bureaucrat INDUSTRYWORKER_WEIGHT = 10.0, -- ai weight for new industry workers EDUCATOR_WEIGHT = 10.0, -- ai weigth for new clergy SOLDIER_WEIGHT = 35.0, -- ai weight for soldiers SOLDIER_FRACTION = 0.05, -- max amount of population AI wants to be soldiers CAPITALIST_FRACTION = 0.001, -- max amount of population AI wants to be capis PRODUCTION_WEIGHT = 0.05, -- ai weight for new production SPAM_PENALTY = 25, -- makes certain diplomatic action less common ONE_SIDE_MAX_WARSCORE = 150, -- don't add too many wargoals to one side in a war POP_PROJECT_INVESTMENT_MAX_BUDGET_FACTOR = 0.25, -- how much % of our current budget can be spend on the pop project investments. RELATION_LIMIT_NO_ALLIANCE_OFFER = 0, -- if relation lower then this value, AI will not ally NAVAL_SUPPLY_PENALTY_LIMIT = 0.2, -- AI will allow to have max X% of supply penalty (when too little naval bases) CHANCE_BUILD_RAILROAD = 0.2, -- chances in % of AI decisions (max value 1.0) CHANCE_BUILD_NAVAL_BASE = 0.75, CHANCE_BUILD_FORT = 0.5, CHANCE_INVEST_POP_PROJ = 0.16, CHANCE_FOREIGN_INVEST = 0.16, TWS_AWARENESS_SCORE_LOW_CAP = 0.2, -- AI will always add CBs if current warscore is less then that number (including TWS) TWS_AWARENESS_SCORE_ASPECT = 0.5, -- AI will not add any more CBs when TWS is more then X% of total WS. (to not destroy the progress) PEACE_BASE_RELUCTANCE = 20, -- AI base stubbornness to refuse peace (always applied) PEACE_TIME_MONTHS = 30, -- months of additional AI stubbornness in a war PEACE_TIME_FACTOR = 0.6, -- after months of stubbornness the effect of time passed is multiplied by this PEACE_TIME_FACTOR_NO_GOALS = 2.0, -- this extra time factor is applied after PEACE_TIME_FACTOR if we ahve no wargoals PEACE_WAR_EXHAUSTION_FACTOR = 0.5, -- AI willingness to peace based on war exhaustion PEACE_WAR_DIRECTION_FACTOR = 1.0, -- 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 = 0.3, -- AI willingness to peace based on strength estimation of both sides PEACE_ALLY_BASE_RELUCTANCE_MULT = 2.0, -- Multiplies PEACE_BASE_RELUCTANCE for allies in a war PEACE_ALLY_TIME_MULT = 0, -- Multiplies PEACE_TIME_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 AGGRESSION_BASE = 5, -- general AI aggression AGGRESSION_UNCIV_BONUS = 10, -- additional AI civ aggression against uncivs FLEET_SIZE = 30, -- AI will attempt to keep fleets of roughly this size (fewer fleets generally results in more competent naval AI) MIN_FLEETS = 1, -- Minimum amount of main fleets the AI will divide its navy into (does not include specialized fleets such as blockades and naval invasions) MAX_FLEETS = 10, -- Maximal amount of main fleets the AI will divide its navy into (does not include specialized fleets such as blockades and naval invasions) MONTHS_BEFORE_DISBAND = 6, -- Months from start date before AI will disband armies/navies (to avoid disbands because of early economic turmoil) }, graphics = { CITIES_SPRAWL_OFFSET = 2, CITIES_SPRAWL_WIDTH = 52, CITIES_SPRAWL_HEIGHT = 52, CITIES_SPRAWL_ITERATIONS = 30, CITIES_MESH_POOL_SIZE_FOR_COUNTRY = 64, CITIES_MESH_POOL_SIZE_FOR_CULTURE = 64, CITIES_MESH_POOL_SIZE_FOR_GENERIC = 256, CITIES_MESH_TYPES_COUNT = 3, CITIES_MESH_SIZES_COUNT = 3, CITIES_SPECIAL_BUILDINGS_POOL_SIZE = 64, CITIES_SIZE_MAX_POPULATION_K = 1000 -- When province population reach 1mln, the city will get it's maximum size. } }