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NDefines = {

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

th tribal holdings as their capital have larger demesnes


VASSAL_BASE_LIMIT = 1.0,
-- Base
Vassal Limit
VASSAL_LIMIT_DUKE_MULT = 10.0,
-- Extra Vassal
Limit from the ruler's rank
VASSAL_LIMIT_KING_MULT = 20.0,
-- Extra Vassal
Limit from the ruler's rank
VASSAL_LIMIT_EMPEROR_MULT = 30.0,
-- Extra Vassal
Limit from the ruler's rank
VASSAL_LIMIT_GREAT_DUKE_BONUS = 5.0,
-- Extra Vassal Limit fo
r Dukes with more than one Duchy
VASSAL_LIMIT_DIPLOMACY_MULT = 0.3,
-- Extra Vasal L
imit from ruler and spouse diplomacy
VASSAL_LIMIT_TRIBAL_BONUS = -10,
-- All rulers wi
th tribal holdings as their capital have smaller demesnes
VASSAL_LIMIT_DECADENCE_MULTIPLIER = 0.25,
-- Negative modifier, mu
ltiplied with the current decadence.
VASSAL_LIMIT_LEVY_MULTIPLIER = 1,
-- Used for levy
penalty calculation for being over vassal limit.
VASSAL_LIMIT_LEVY_BASE = 4,
-- Used
for levy penalty calculation for being over vassal limit.
VASSAL_LIMIT_TAX_MULTIPLIER = 1,
-- Used for tax
penalty calculation for being over vassal limit.
VASSAL_LIMIT_TAX_BASE = 4,
-- Used
for tax penalty calculation for being over vassal limit.
VASSAL_LIMIT_COUNT_BARONS = 0,
-- If set to 1,
baron-tier vassals will also count towards vassal limit.
DIPLO_FRIEND_OPINION_THRESHOLD = 40,
-- OBSOLETE
DIPLO_RIVAL_OPINION_THRESHOLD = -40,
-- OBSOLETE
OBJECTIVE_DISCARD_WEIGHT_THRESHOLD = 0.05,
-- AI will not pick ambi
tions or plots below this evaluated weight
CROWN_LAW_REVOLTRISK_INCREMENT = 10,
-- Revoltrisk reduction/
decrease due to crown laws
MAX_DUCHIES_LEGALLY_HELD = 2,
-- Max duchies t
hat a king or above can hold before vassals start getting angry
MAX_ELECTOR_TITLES_LEGALLY_HELD = 1,
-- Max elector titles th
at a king or above can hold before vassals start getting angry
ASSASSINATION_COST_RANK_MULT = 100,
-- Additional co
st for assassinations multiplied by rank (count = 1, emperor = 4). Also applies
to children of rulers.
WOMEN_INHERIT_PRESSED_CLAIMS = 1,
-- If set to 1,
they will get pressed claims on their parents' titles
BASTARDS_INHERIT_PRESSED_CLAIMS = 1,
-- If set to 1, they wil
l get pressed claims on their parents' titles
MUSLIM_LAW_CHANGE_PIETY_COST = 50,
-- Piety cost fo
r Muslims when changing normal demesne laws
MUSLIM_CROWN_LAW_CHANGE_PIETY_COST = 100,
-- Piety cost for Muslim
s when changing Crown laws
INTER_MUSLIM_WAR_MONTHLY_PIETY_COST = 2,
-- Monthly Piety cost fo
r Muslims who are primary attackers against a ruler of the same religion (not ci
vil wars)
MUSLIM_TEMPLE_HOLDING_MONTHLY_PIETY = 0.2,
-- Monthly Piety for Mus
lims for each Temple holding in the demesne
DOWRY_MULTIPLIER = 1.0,
-- The D
owry cost for a Patrician is prestige gain from marriage * this
PAGAN_PEACE_MONTHS = 24,
-- Month
s before the Peace Prestige loss kicks in for certain Pagan religions
PAGAN_PEACE_MONTHLY_PRESTIGE_LOSS = 2.0,
-- Prestige loss for bei

ng at peace, for certain Pagan religions


PRESTIGE_OPINION_DIV = 100,
-- Divid
er for prestige to vassal opinion (5x higher effect for negative prestige)
PRESTIGE_OPINION_MAX = 20,
-- Max o
pinion impact of prestige (positive OR negative)
PIETY_OPINION_DIV = 25,
-- Divid
er for piety to church opinion
PIETY_OPINION_MAX = 20,
-- Max o
pinion impact of piety (positive OR negative)
MIN_PREP_INV_TARGET_HOLDINGS = 9,
-- The target mu
st control at least this many holdings within the target kingdom to be a valid p
repared invasion target
MAX_PREP_INV_TARGET_HOLDINGS = 40,
-- The target mu
st control at the most this many holdings within the target kingdom to be a vali
d prepared invasion target
MAX_PREP_INV_ATTACKER_HOLDINGS = 40,
-- The attacker must hav
e fewer Holdings than this in the realm (disallow Prepared Invasions for rulers
who are already very powerful)
PREP_INV_REQ_PRESTIGE = 1000,
-- Need to have
this much Prestige to prepare an invasion
BASE_REVOLT_CHANCE_MOD = 500,
-- Pre Old Gods
rebel spawn chance modifier (fires on_rebel_revolt) : lower means fewer revolts.
MUST NOT BE ZERO.
TOG_REVOLT_CHANCE_MOD = 200,
-- Old Gods rebe
l spawn chance modifier (fires on_rebel_revolt) : lower means fewer revolts. MUS
T NOT BE ZERO.
JAIN_LIEGE_OPINION_BONUS = 30,
-- Jain Lieges G
et Vassal Opinion Bonus
MAX_DIPLO_DISTANCE = 700,
-- Most
diplomacy is disallowed if two rulers are too distant
MAX_DIPLO_DISTANCE_SAME_RELIGION = 100,
-- Bonus to max diplo di
stance for being of the same religion
MAX_DIPLO_DISTANCE_SAME_RELIGION_GROUP = 0, -- Bonus to max diplo distan
ce for being of the same religion group
MAX_DIPLO_DISTANCE_SAME_CULTURE = 100,
-- Bonus to max diplo di
stance for being of the same culture
MAX_DIPLO_DISTANCE_SAME_CULTURE_GROUP = 100, -- Bonus to max diplo dista
nce for being of the same culture group
IMPRISON_CHARACTER_INTERACTION_MONEY = 0,
IMPRISON_CHARACTER_INTERACTION_PIETY = 10,
IMPRISON_CHARACTER_INTERACTION_PRESTIGE = 0,
IMPRISON_CHARACTER_INTERACTION_THRESHOLD_FOR_NO = 0,
IMPRISON_CHARACTER_INTERACTION_THRESHOLD_FOR_YES = 0,
IMPRISON_CHARACTER_INTERACTION_MUST_HAVE_COST = 0,
-- Is having prestige/piety >= cost required for this action?
IMPRISON_CHARACTER_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
RELEASE_FROM_PRISON_INTERACTION_MONEY = 0,
RELEASE_FROM_PRISON_INTERACTION_PIETY = 0,
RELEASE_FROM_PRISON_INTERACTION_PRESTIGE = 0,
RELEASE_FROM_PRISON_INTERACTION_THRESHOLD_FOR_NO = 0,
RELEASE_FROM_PRISON_INTERACTION_THRESHOLD_FOR_YES = 0,
RELEASE_FROM_PRISON_INTERACTION_MUST_HAVE_COST = 1,
-- Is having prestige/piety >= cost required for this action?
RELEASE_FROM_PRISON_INTERACTION_ENABLED = 1,
-- Should this action be used at all?
EXECUTE_IMPRISONED_INTERACTION_MONEY = 0,

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,

-- For religions with landed win prestige bonus.


ge of how many of your realm they own.
LANDED_GRAND_CHILD_PRESTIGE_BONUS = 2,
-- For religions with landed win prestige bonus.
ge of how many of your realm they own.
LANDED_PARENT_PRESTIGE_BONUS = 5,
-- For religions with landed win prestige bonus.
ge of how many of your realm they own.
LANDED_UNCLE_AUNT_PRESTIGE_BONUS = 3,
-- For religions with landed win prestige bonus.
ge of how many of your realm they own.
LANDED_GRAND_PARENT_PRESTIGE_BONUS = 2,
-- For religions with landed win prestige bonus.
ge of how many of your realm they own.
LANDED_GREAT_GRAND_PARENT_PRESTIGE_BONUS
-- For religions with landed win prestige bonus.
ge of how many of your realm they own.
LANDED_COUSIN_PRESTIGE_BONUS = 3,
-- For religions with landed win prestige bonus.
ge of how many of your realm they own.

Is multiplied with the percenta


Is multiplied with the percenta
Is multiplied with the percenta
Is multiplied with the percenta
Is multiplied with the percenta
= 2,
Is multiplied with the percenta
Is multiplied with the percenta

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

effect from each extra or lacking expected wife


PAGAN_NUM_CONSORTS_MONTHLY_PRESTIGE = 0.2,
-- The monthly p
restige effect for pagans for each young Concubine
INBRED_TRAIT_CHANCE_FACTOR = 1.0,
-- Inbre
eding: Multiplier to the base chance
LUNATIC_TRAIT_CHANCE_FACTOR = 0.2,
-- Inbre
eding: Multiplier to the base chance
INBRED_DIVINE_BLOOD_TRAIT_CHANCE_FACTOR = 0.2, -- Inbreeding: Multiplie
r to the base chance
LUNATIC_DIVINE_BLOOD_TRAIT_CHANCE_FACTOR = 1.0, -- Inbreeding: Multiplie
r to the base chance
MAX_LED_FACTIONS = 2,
-- Maximum number of led Factions
MAX_JOINED_FACTIONS = 2,
-- Maximum number of Factions a character can be a member of (including led fact
ions)
PORTRAIT_ADULT_MALE_AGE_THRESHOLD = 16,
-- Male child to
adult age portrait switch
PORTRAIT_ADULT_FEMALE_AGE_THRESHOLD = 16,
-- Female child
to adult age portrait switch
PORTRAIT_MID_AGE_THRESHOLD = 30,
-- Middl
e age switch for character portraits
PORTRAIT_OLD_AGE_THRESHOLD = 50,
-- Old a
ge switch for character portraits
AGE_OF_ADULTHOOD_MALE = 16,
-- Male can rule at this age.
AGE_OF_ADULTHOOD_FEMALE = 16,
-- Femal
e can rule at this age.
AGE_OF_MARRIAGE_MALE = 16,
-- Male allowed to marry at this age.
AGE_OF_MARRIAGE_FEMALE = 16,
-- Femal
e allowed to marry at this age.
AGE_YOUNG = 20,
-- Non-child characters below this age have the 'teen' static modifier applied
AGE_ADULT = 30,
-- Non-child characters below this age have the 'young' static modifier applied
AGE_OLD = 50,
-- Non-child characters below this age have the 'adult' static modifier applied
AGE_VERY_OLD = 70,
-- Non-child characters below this age have the 'old' static modifier applied
MAX_CHILD_BIRTH_AGE = 45,
-- Female menopause age.
CHILD_BIRTH_TO_PREGNANCY_WAIT = 3,
BASE_NR_OF_CHILDREN_PER_COUPLE = 2,
EXTRA_NR_OF_CHILDREN_FOR_PLAYERS = 2,
COURT_SIZE_CHILD_PENALTY_THRESHOLD = 30,
DYNASTY_CONTROLS_HOLY_ORDER_PRESTIGE = 2,
-- Monthly Prest
ige from a dynasty member as head of a Holy Order (only for counts+ and if the s
ame religion)
DYNASTY_CONTROLS_HOLY_ORDER_PIETY = 1,
-- Monthly Piety
from a dynasty member as head of a Holy Order (only for counts+ and if the same
religion)
DYNASTY_CONTROLS_RELIGIOUS_HEAD_PRESTIGE = 2, -- Monthly Prestige from
a dynasty member as head of a religion (only for counts+ and if the same religi
on)
DYNASTY_CONTROLS_RELIGIOUS_HEAD_PIETY = 1,
-- Monthly Piety
from a dynasty member as head of a religion (only for counts+ and if the same r
eligion)
NATURAL_DEATH_CHANCE_AGE_0 = 5,
-- Natur
al deaths per decade out of 10000 people: Age 0-9

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

-- Impossible, but needs to be h

-- Monthly prestige from held titles


BARON_TITLE_PRESTIGE = 0.025,
COUNT_TITLE_PRESTIGE = 0.1,
DUKE_TITLE_PRESTIGE = 0.2,
KING_TITLE_PRESTIGE = 0.8,
EMPEROR_TITLE_PRESTIGE = 1.6,
-- Monthly prestige LOSS from each unlanded adult son

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

hich mercenaries and holy orders reinforce when not hired


GARRISON_REINFORCE_RATE_MULTIPLIER = 5,
-- The rate at w
hich the garrison reinforce
LEVY_RAISED_REINFORCE_RATE_MULTIPLIER = 0.5,
-- The rate at which the
garrison/levy reinforce when the levy is raised
BATTLE_PIETY_MULTIPLIER = 0.5,
-- Piety
gain/loss multiplier. This is based on the prestige value, so a value of 1 give
s a leader as much piety as he gains prestige from combat
SIEGE_PIETY_MULTIPLIER = 0.2,
-- Piety
gain/loss multiplier for sieges
SIEGE_WEALTH_MULTIPLIER = 1,
-- Wealt
h gain/loss multiplier for sieges
CAPITAL_WARSCORE_MULTIPLIER = 1,
-- Warsc
ore multiplier for capital(this is scaled with SETTLEMENT_WARSCORE_MULTIPLIER)
SETTLEMENT_WARSCORE_MULTIPLIER = 0.3,
-- Warscore wort
h for occupied private demesne
VASSAL_SETTLEMENT_WARSCORE_MULTIPLIER = 0.3,
-- Warscore worth for oc
cupied vassals
CONTESTED_TERRITORY_WARSCORE_MULTIPLIER = 1.75, -- Multiplier for contes
ted settlements
DAYS_UNTIL_HOLDER_GETS_WARSCORE = 365,
-- Days until th
e war score of the title owner starts increasing, if he controls the Holdings
DAYS_UNTIL_HOLDER_GETS_WARSCORE_INDEP = 0,
-- Days until th
e war score of the title owner starts increasing in Independence Wars, if he con
trols the Holdings
CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS = 15, -- Amount of warscore pe
r year since attacker/defender started getting the bonus
CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS_INDEP = 20,
-- Amount of war
score per year since attacker/defender started getting the bonus, for independen
ce and tyranny wars (can be overridden separately in religion scripts)
REVOLTRISK_REDUCTION_PER_YEAR = 1,
DIFFERENT_RELIGIONGROUP_SUPPLY_PENALTY = -0.5, -- Only 50% supply in pr
ovinces with different religios group
MONTHS_UNTIL_REBEL_WIN = 12,
-- Numbe
r of days until province is totally conquered by rebels
OWN_SETTLEMENT_SUPPLY_BONUS = 0.5,
-- Extra
supply from being in home realm
NEUTRAL_SETTLEMENT_SUPPLY_BONUS = 0.25,
-- Neutral suppl
y bonus
CONTROL_SETTLEMENT_SUPPLY_BONUS = 0.25,
-- Supply bonus
from occupied settlements
ENEMY_SETTLEMENT_SUPPLY_BONUS = -0.1,
-- Supply bonus
from enemy settlements(woot!)
HOSTILE_RELIGION_SUPPLY_MOD = -0.25,
-- Supply modifi
er from a hostile religion
NEARBY_SETTLEMENT_SINGLE_SUPPLY_BONUS = 0.75, -- Bonus for nearby sett
lement, if not controlling one yourself
MAX_ATTRITION_LEADER_REDUCTION = -0.1,
-- Center leader
reduces max attrition(reduction in actual percent)
ATTRITION_LEVEL_FACTOR = 0.5,
-- A gen
eral "attrition per month" multiplier
ATTRITION_LEVEL_FACTOR_50_OVER = 1.0,
-- A general "at
trition per month" multiplier when 50% over the supply limit
ATTRITION_LEVEL_FACTOR_100_OVER = 2.0,
-- A general "at
trition per month" multiplier when 100% over the supply limit
COASTAL_SUPPLY_BONUS = 0.5,
-- Supply bonus in coastal provinces
PAGAN_HOME_SUPPLY_MOD = 0.12,
-- Non P
agans suffer extreme attrition in some Pagan homelands (based on province religi
on)

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

is a 1 in LOOT_HOLDING_DESTRUCTION_ODDS chance that


LOOT_HOLDING_DESTRUCTION_ODDS = 20,
-- a hol
ding with less than LOOT_HOLDING_DEST_MIN_SAFE buildings will be destroyed by lo
oting
LOOT_HOLDING_BUILDING_DEST_ODDS = 10,
-- there is a 1
in this chance a random building is destroyed when looted
RETINUE_FROM_REALMSIZE = 2.0,
RETINUE_TITLE_MODIFIER = 0.5,
RETINUE_INCREASE_PER_TECH = 1.5,
RETINUE_HIRE_COST_MULTIPLIER = 0.14,
-- Retinues are
free to hire atm, but they cost alot to reinforce
RETINUE_REINFORCE_RATE = 0.025,
RETINUE_REINFORCE_COST = 3.0,
-- Retin
ues cost while reinforcing.
RETINUE_CONSTANT_COST = 0.25,
-- Retin
ues cost at all times.
MIN_RETINUE = 0,
-- Minimum retinue ( Disabled for now, can be enabled by mods )
TERRAIN_SPEC_BONUS = 0.2,
-- Bonus to fighting in this terrain if you have that terrain as your
-- terrain specialization ( gained through combat events in that terrrain )
MAX_LEADERSHIP_TRAITS = 2,
LIEGE_LEVY_REINF_RATE = 0.05,
LIEGE_LEVY_SIZE_MULTIPLIER = 0.5,
-- The S
ize of the liege levy will be the total troops in the vassal subrealm * this
LIEGE_FLEET_SIZE_MULTIPLIER = 1.0,
-- As ab
ove but for galleys
LIEGE_LEVY_COST_MULTIPLIER = 1.0,
-- The v
assal will pay regular maintenance * this for the liege levy
LIEGE_LEVY_SUBUNIT_SIZE_CUTOFF = 3000,
-- The max size
of each liege levy subunit.
LIEGE_LEVY_SUBUNIT_SIZE_MIN = 500,
-- The m
in size before liege levy subunits start splitting.
LIEGE_LEVY_VICE_ROYALTY_MULTIPLIER = 0.8,
-- Liege levy mu
ltiplier for viceroy vassals
LIGHT_INFANTRY_MORALE = 2,
LIGHT_INFANTRY_MAINTENANCE = 0.70,
LIGHT_INFANTRY_PHASE_SKIRMISH_ATTACK = 2,
LIGHT_INFANTRY_PHASE_MELEE_ATTACK = 3,
LIGHT_INFANTRY_PHASE_PURSUE_ATTACK = 3,
LIGHT_INFANTRY_PHASE_SKIRMISH_DEFENSE = 2.5,
LIGHT_INFANTRY_PHASE_MELEE_DEFENSE = 2,
LIGHT_INFANTRY_PHASE_PURSUE_DEFENSE = 3,
LIGHT_INFANTRY_GRAPHICAL_FACTOR = 1,
HEAVY_INFANTRY_MORALE = 4,
HEAVY_INFANTRY_MAINTENANCE = 3,
HEAVY_INFANTRY_PHASE_SKIRMISH_ATTACK = 0.25,
HEAVY_INFANTRY_PHASE_MELEE_ATTACK = 6,
HEAVY_INFANTRY_PHASE_PURSUE_ATTACK = 1,
HEAVY_INFANTRY_PHASE_SKIRMISH_DEFENSE = 3,
HEAVY_INFANTRY_PHASE_MELEE_DEFENSE = 4,
HEAVY_INFANTRY_PHASE_PURSUE_DEFENSE = 1,
HEAVY_INFANTRY_GRAPHICAL_FACTOR = 1.25,

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

-- bonus for each neighb


-- multiplier to the abo

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

-- bonus for eac


-- maxim

-- 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,

-- General frequency of raids. A LOWER number means more often!


RAID_PREP_INV_SPARE_SAME_CULTURE = 1,
-- AI of religions that allow prepared invasions will not raid provinces in thei
r own culture group (to prevent intra-Scandinavian raids)
RAID_SPARE_ACCEPTED_RELIGIONS = 1,
-- AI will not raid rulers of other religions in the same religion group, unless
heresy vs parent religion
TRIBAL_VASSAL_EXTRA_CALL_CHANCE = 40,
-- Extra AI willingness to join calls from their liege if they are tribal vassal
s
TRIBAL_REPUBLIC_THRESHOLD = 60,
-- Determines if AI chooses to become republic or not
TRIBAL_REPUBLIC_STEWARDSHIP_MODIFIER = 5,
-- How much each stewardship counts toward the threshold above
TRIBAL_REPUBLIC_GREEDY_MODIFIER = 10,
-- How much the greedy trait counts toward the threshold above
TRIBAL_REPUBLIC_CHARITABLE_MODIFIER = -10,
-- How much the charitable trait counts toward the threshold above
TRIBAL_REPUBLIC_INDULGENT_WASTREL_MODIFIER = 5,
-- How m
uch the indulgent wastrel trait counts toward the threshold above
TRIBAL_REPUBLIC_THRIFTY_CLERK_MODIFIER = 10,
-- How m
uch the thrifty clerk trait counts toward the threshold above
TRIBAL_REPUBLIC_FORTUNE_BUILDER_MODIFIER = 15,
-- How m
uch the fortune builder trait counts toward the threshold above
TRIBAL_REPUBLIC_MIDAS_TOUCHED_MODIFIER = 20,
-- How m
uch the midas touched trait counts toward the threshold above
TRIBAL_PRESTIGE_CALL_TRESHOLD = -100,
-- The treshold needed for the AI to start considering answering call to not tak
e the prestige hit
},
NFrontend =
{
CAMERA_LOOKAT_X = 790.0,
n menu
CAMERA_LOOKAT_Y = 0.0,
CAMERA_LOOKAT_Z = 1000.0,
CAMERA_LOOKAT_SETTINGS_X = 1400.0, -CAMERA_LOOKAT_SETTINGS_Y = 0.0,
CAMERA_LOOKAT_SETTINGS_Z = 648.0,
CAMERA_START_X = 790.0,
ain menu
CAMERA_START_Y = 150.0,
CAMERA_START_Z = 500.0,
CAMERA_END_X = 790.0,
ain menu
CAMERA_END_Y = 500.0,
CAMERA_END_Z = 600.0,
CAMERA_MIN_DIST_FOR_ROTATE = 800.0, -hen camera is close enought it starts
TIME_FROZEN = 1.0,
nimation starts (some deylay here so it should
ts before you can see it)
TIME_UNTIL_ROTATE = 1.5,
art (from begining of time)
CAMERA_SPEED_START = 0.04,
ed
CAMERA_SPEED_ROTATE = 0.04,
GUI_MOVE_SPEED = 300,

-- Rotation point in mai

Rotation point in settings


-- Y is height
-- Initial position in m
-- Y is height
-- Move to position in m

Controlls when rotation starts. W


-- Time before initial a
NOT be 0, then the animation star
-- Time when rotation st
-- Initial animation spe
-- Rotation speed
-- How fast sliding gui

objects move ( pixels/s )


FADE_IN_DONE_TIME = 2.2,
GUI_START_MOVE_TIME = 1.4,
CAMERA_START_MOVE_TIME = 3.0,
CAMERA_SPEED_IN_MENUS = 0.1,
FRONTEND_POS_X = 790.0,
FRONTEND_POS_Y = 500.0,
FRONTEND_POS_Z = 600.0,
FRONTEND_LOOK_X = 790.0,
FRONTEND_LOOK_Y = 0.0,
FRONTEND_LOOK_Z = 1000.0,
SETTINGS_POS_X = 790.0,
SETTINGS_POS_Y = 500.0,
SETTINGS_POS_Z = 400.0,
SETTINGS_LOOK_X = 1400.0,
SETTINGS_LOOK_Y = 0.0,
SETTINGS_LOOK_Z = 648.0,
MP_OPTIONS_POS_X = 360.0,
MP_OPTIONS_POS_Y = 200.0,
MP_OPTIONS_POS_Z = 848.0,
MP_OPTIONS_LOOK_X = 490.0,
MP_OPTIONS_LOOK_Y = 0.0,
MP_OPTIONS_LOOK_Z = 1200.0,
TUTORIAL_POS_X = 600.0,
TUTORIAL_POS_Y = 150.0,
TUTORIAL_POS_Z = 1248.0,
TUTORIAL_LOOK_X = 450.0,
TUTORIAL_LOOK_Y = 0.0,
TUTORIAL_LOOK_Z = 1398.0,
CREDITS_POS_X = 1000.0,
CREDITS_POS_Y = 200.0,
CREDITS_POS_Z = 1308.0,
CREDITS_LOOK_X = 900.0,
CREDITS_LOOK_Y = 0.0,
CREDITS_LOOK_Z = 1450.0,
},
NEndGame =
{
DYN1_SCORE = 100000,
DYN1_ID = 743,
DYN2_SCORE = 90000,
DYN2_ID = 51,
DYN3_SCORE = 80000,
DYN3_ID = 705,
DYN4_SCORE = 70000,
DYN4_ID = 681,
DYN5_SCORE = 60000,
DYN5_ID = 699,
DYN6_SCORE = 50000,
DYN6_ID = 634,
DYN7_SCORE = 40000,
DYN7_ID = 106,

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
}
}