1541 lines
95 KiB
Text
1541 lines
95 KiB
Text
NGame = {
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END_DATE = "3100.1.1"
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GAME_SPEED_TICKS = { # how many seconds should a day take in every game speed
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2
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1
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0.5
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0.2
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0.0
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}
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LAG_DECREASE_SPEED_DAYS = 15 # how many days of client lag will cause a speed decrease
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LAG_PAUSE_DAYS = 30 # how many days should pass will cause a pause
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MULTIPLAYER_EVENT_TIME_OUT = 90 # how many days an event in multiplayer will be around before auto-selecting an option
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COURT_EVENT_TIME_OUT = 180 # how many days a court event will be around before auto-selecting an option, applies to single and multi player
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BENCHMARK_TEST_DURATION = 135 # How long, in seconds, should a benchmark test using "-benchmark" last?
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BENCHMARK_INTERFACE_INTERVAL = 5.0 # How long, in seconds, should the benchmark wait before changing the open UI window?
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BENCHMARK_OBSERVE_CHARACTER = k_england # Which character should be observed?
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# Where should we pan the camera?
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BENCHMARK_WAYPOINTS = {
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# First number is x
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# Second is y
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# Third is zoom level
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# Fourth is how much time to spend traveling between the waypoint and the next
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700 3000 2 5
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1000 2500 7 5
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1000 2300 2 5
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700 2000 5 1
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1200 2000 30 1
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1500 1800 7 5
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1900 2200 5 5
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1500 2400 7 5
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2200 2700 7 5
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2500 3500 2 4
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1850 3700 2 4
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1650 3200 2 1
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}
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}
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NSetup = {
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# chance that a courtless character is sent to a court as a guest instead of a regular courtier on game start (0..1)
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COURTLESS_CHARACTER_GUEST_CHANCE = 0
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# Random range for number of characters per pool (duchy) generated at the start of the game
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GENERATED_POOL_CHARACTERS = { 6 10 }
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# Templates used for the pool character. The weights correspond to the template names at the same index.
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# The scope of the template is a random ruler whose capital is in that pool.
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GENERATED_POOL_CHARACTER_TEMPLATES = {
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"pool_repopulate_spouse"
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"pool_repopulate_prowess"
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"pool_repopulate_diplomacy"
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"pool_repopulate_martial"
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"pool_repopulate_stewardship"
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"pool_repopulate_intrigue"
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"pool_repopulate_learning"
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"pool_repopulate_local_flavor"
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}
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GENERATED_POOL_CHARACTER_TEMPLATE_WEIGHTS = {
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2
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5
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1
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1
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1
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1
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1
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5
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}
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DESIRED_NEIGHBOR_POOLS = 4 # How many pools should we try to consider bordering? Pools bordering the sea will consider pools further removed by sea neighboring until this number is hit, or MAX_POOL_NEIGHBOR_DISTANCE is hit
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MAX_POOL_NEIGHBOR_DISTANCE = 3 # How many sea zones away can we search at most?
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}
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NJominiMap = {
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WORLD_EXTENTS_X = 8191
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WORLD_EXTENTS_Y = 51
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WORLD_EXTENTS_Z = 4095
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WATERLEVEL = 3.8
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}
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NCharacter = {
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# values for randomly generated characters they'll be set to BASE + random within SPAN
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MALE_RANDOM_AGE_BASE = 16
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MALE_RANDOM_AGE_SPAN = 20
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FEMALE_RANDOM_AGE_BASE = 16
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FEMALE_RANDOM_AGE_SPAN = 16
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RANDOM_PERSONALITY_TRAITS_BASE = 3
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RANDOM_PERSONALITY_TRAITS_SPAN = 0
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RANDOM_CHARACTER_DIPLOMACY_MIN = 0
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RANDOM_CHARACTER_DIPLOMACY_MAX = 10
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RANDOM_CHARACTER_MARTIAL_MIN = 0
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RANDOM_CHARACTER_MARTIAL_MAX = 10
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RANDOM_CHARACTER_STEWARDSHIP_MIN = 0
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RANDOM_CHARACTER_STEWARDSHIP_MAX = 10
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RANDOM_CHARACTER_INTRIGUE_MIN = 0
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RANDOM_CHARACTER_INTRIGUE_MAX = 10
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RANDOM_CHARACTER_LEARNING_MIN = 0
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RANDOM_CHARACTER_LEARNING_MAX = 10
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RANDOM_CHARACTER_PROWESS_MIN = 0
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RANDOM_CHARACTER_PROWESS_MAX = 10
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RANDOM_CHARACTER_MIN_FERTILITY = 0.5
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RANDOM_CHARACTER_MAX_FERTILITY = 0.6
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RANDOM_CHARACTER_MIN_HEALTH = 4.0
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RANDOM_CHARACTER_MAX_HEALTH = 5.0
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RANDOM_CHARACTER_AGE_MIN_HEALTH = 2.5 # This is the minimum starting base health characters get after adjustments for age
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MAX_STRESS_LEVEL = 3 # The maximum stress level
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STRESS_PER_LEVEL = 100 # Stress per level
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STRESS_MONTHLY_CHANGE = 0 # stress is drifiting changing by this value towards character's base stability each month
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MAX_DREAD = 100
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BASE_DREAD = 0
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DREAD_MONTHLY_CHANGE = 0.5 # dread is drifiting changing by this value towards character's base dread value each month
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BOLD_LEVEL_COWED = 45 # A boldness level above this value will be considered as cowed.
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BOLD_LEVEL_INTIMIDATED = 20 # A boldness level above this value will be considered as intimidated.
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MAX_TYRANNY = 1000 # maximum tyranny value a character can have
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TYRANNY_MONTHLY_CHANGE = -0.25 # tyranny is changing by this value each month
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MAX_PROVISIONS = 2500 # maximum provisions value a character can have
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PROVISIONS_LOW_WARNING = 500 # when travel planner should warn about provisions running low
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MAX_STRIFE_OPINION = 100 # maximum strife opinion value a character can have
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STRIFE_OPINION_MONTHLY_CHANGE = -0.2 # strife opinion is changing by this value each month
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BASE_FERTILITY = 0.5
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BASE_HEALTH = 5.0
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# experience needed for piety/prestige/influence levels - first/negative level requires 1000, then 350 etc.
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# evety character by default starts at respective ZERO_LEVEL with enough experience for it
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LEVELS_PIETY = { 1000 1500 2500 4500 8500 }
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LEVELS_PRESTIGE = { 1000 2000 5000 10000 25000 }
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LEVELS_INFLUENCE = { 1000 2000 4000 8000 16000 }
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# when characters drop a level in piety/prestige/influence, they retain progress toward new level, capped by these values
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LEVEL_DROP_MAX_RETAINED_PROGRESS_PIETY = 0.5
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LEVEL_DROP_MAX_RETAINED_PROGRESS_PRESTIGE = 0.5
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LEVEL_DROP_MAX_RETAINED_PROGRESS_INFLUENCE = 0.5
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# how many steps for the graphical level changes
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LEVELS_PIETY_GRAPHICAL_STEP = 1
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LEVELS_PRESTIGE_GRAPHICAL_STEP = 1
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LEVELS_INFLUENCE_GRAPHICAL_STEP = 1
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# what level is considered to be the "zero" level
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PIETY_ZERO_LEVEL = 1
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PRESTIGE_ZERO_LEVEL = 1
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INFLUENCE_ZERO_LEVEL = 1
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TODDLER_AGE = 3
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CHILDHOOD_AGE = 6
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ADOLESCENCE_AGE = 12
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MALE_ADULT_AGE = 16
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FEMALE_ADULT_AGE = 16
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MALE_ELDERLY_AGE = 50
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FEMALE_ELDERLY_AGE = 50
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BETROTHAL_TIMEOUT_AGE = 17
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MALE_ATTRACTION_CUTOFF_AGE = 65 # After this age, the attraction of traits no longer have any effect
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FEMALE_ATTRACTION_CUTOFF_AGE = 50 # After this age, the attraction of traits no longer have any effect
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#Health levels and descriptions for every level
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HEALTH_STATE_LEVELS_VALUES = {
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0.0
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1.0
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3.0
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5.0
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7.0
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}
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HEALTH_STATE_LEVELS_TEXTS = {
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"HEALTH_DYING"
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"HEALTH_NEAR_DEATH"
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"HEALTH_POOR"
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"HEALTH_FINE"
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"HEALTH_GOOD"
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"HEALTH_EXCELLENT"
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}
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#Skill levels and descriptions for every level
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#Skill levels in loc are defined in 00_basic_values.txt, due to current script limitations. DO NOT UPDATE THESE WITHOUT CHANGING THOSE, and vice versa.
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SKILL_LEVELS_VALUES = {
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4 #poor
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8 #avg
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12 #good
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16 #exc
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68 #nice
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69 #exc
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}
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SKILL_LEVELS_TEXTS = {
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"SKILL_TERRIBLE"
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"SKILL_POOR"
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"SKILL_AVERAGE"
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"SKILL_GOOD"
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"SKILL_EXCELLENT"
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"SKILL_NICE"
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"SKILL_EXCELLENT"
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}
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SKILL_MODIFIER_OFFSET = -8 # skill modifiers with offset add this from skill value (see common/modifiers/00_basic_modifiers.txt)
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#Character window info
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MAX_RELATIONS_TO_SHOW = 3
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PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_FACTOR = 0.1
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PRESTIGE_FROM_DYNASTY_ON_BORN_FACTOR = 0.2
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MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100
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# Multiplied with distance
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CHARACTER_TRAVEL_TIME = 0.1
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FOCUS_CHILD_MIN_AGE = 6
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FOCUS_CHILD_MAX_CHANGES = 1
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FOCUS_ADULT_COOLDOWN_MONTHS = 60
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SKILL_SCALE_AGE = 16
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MAX_HEIR_TO_SHOWN = 4 # How many "Heir To" titles should we show?
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MAX_PARENT_STEPS_FOR_HEIR = 6 # If we can't find enough descendants, how many steps upwards can we try to search?
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MIN_HEIR_TO_FIND = 20 # How many heirs should we find before we stop finding more? Note that a higher number here can worsen performance
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MAX_HEIRS_IN_LINE_OF_SUCCESSION_TOOLTIP = 5 # How many heirs should we show in [LandedTitle.GetLineOfSuccessionDesc]
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MAX_POTENTIAL_SPOUSES = 100000 #Number of entries shown in the marry off-interaction
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MONTHS_OF_INCOME_AT_START = 36 # Rulers will start with this many months worth of income
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# Note that when mixing prestige and gold MaA, it'll stop buying more once one reaches the goal
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# By spending, we mean that it'll try to match the maintenance when unraised and fully reinforced to this portion of their monthly balance
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# Newly landed rulers (except those that should inherit MaA if they're landed by inheritance) also get MaA based on this
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MAA_STARTING_EXPENSE_MIN = 0.2 # Rulers at game start will start out spending this much (or a bit more, as it'll overshoot) on men at arms
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MAA_STARTING_EXPENSE_MAX = 0.35 # Rulers will never start out spending more than this on men at arms. For poor rulers this can mean they end up under MAA_STARTING_EXPENSE_MIN if one more MaA would put them above the max
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MAA_STARTING_PRESTIGE_EXPENSE_MIN = 0.4 # Rulers at game start will start out spending this much prestige (or a bit more, as it'll overshoot) on men at arms
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MAA_STARTING_PRESTIGE_EXPENSE_MAX = 0.55 # Rulers will never start out spending more than this much prestige on men at arms. For prestige-poor rulers this can mean they end up under MAA_STARTING_PRESTIGE_EXPENSE_MIN if one more MaA would put them above the max
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MAXIMUM_DIPLOMATIC_RANGE = 1000
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MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 750 # Used if a game rule with the restricted_diplomatic_range flag is used
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HOOK_COOLDOWN_DURATION_YEARS = 5 # How many years do strong hooks go on cooldown when used?
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MAX_COUNTIES_IN_REALM_AS_DUKE = 30 # As a duke or below, the player (but not the AI) will suffer penalties when they go beyond this # of counties in their realm. They can form a kingdom to get the penalties to go away
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INCOME_PENALTY_PER_COUNTY_ABOVE_LIMIT = 0.05 # For each county above MAX_COUNTIES_IN_REALM_AS_DUKE, you get 10% less income
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FORCED_SUCCESSION_ELECTION_YEARS = 100 # For how long someone is forced to vote with another elector when using the force_vote_in_succession_election interaction
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MINIMUM_VALUE_FOR_PERSONALITY_DESCRIPTION = 25 # AI personality values ( ai_greed, etc) less than this are ignored when trying to build personality descriptions
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STRONG_VALUE_FOR_PERSONALITY_DESCRIPTION = 75 # AI personality values with higher values than this are getting the strong version in the personality descriptions
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MINIMUM_TIER_FOR_REGNAL_NUMBERING = 2 # What tier does someone have to be in order to use regnal numbering? 1 is baron, 5 is emperor
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PERCENTAGE_HOMOSEXUAL = 5.0 # chance (0-100%) of a randomly created character being homosexual
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PERCENTAGE_BISEXUAL = 5.0 # chance (0-100%) of a randomly created character being bisexual
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PERCENTAGE_ASEXUAL = 1.0 # chance (0-100%) of a randomly created character being asexual
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DESIGNATE_HEIR_DISPLAY_COST = 1000 # Prestige cost for designating heir. Actual cost is handled by the scripter interaction 'designate_heir'
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PRETENDERS_TO_TITLE = 5 # Max number of character stored to be the pretenders of a title (includes heir)
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PARTITION_SCORE_PER_OWN_COUNTY = 2 # How much score does a county you own contribute in Partition when selecting a title? The higher this is, the more we encourage getting a title you've already got land in
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PARTITION_SCORE_PER_OTHER_COUNTY = 1 # How much score does a county another heir owns take away in Partition when selecting a title? The higher this is, the more we encourage getting a title that other heirs don't have land in
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# How many concubines does a ruler of a given tier desire if their faith allows concubines
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DESIRED_CONCUBINES_PER_TIER = { 0 0 0 1 2 3 }
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PRESTIGE_LOSS_PER_MISSING_CONCUBINE = 0.1 # Monthly prestige loss per missing (fertile) concubine
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DEBT_MODIFIER_THRESHOLDS = { # When do the debt modifiers kick in, by months of income of debt
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# Match to the modifier debt_level_i and combat_debt_level_i. Starts with 0
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0 12 24 36 48 60 120 300 600 1200
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}
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COURT_GRANDEUR_MONTHLY_CHANGE = 0.2
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GENDER_PREFERENCE_PROBABILITY = 0.75 # chance (0-1) of a character created from pool being from prefered gender of gender preference law
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OBESE_WEIGHT_VALUE = 50 # Greater than or equal to this and a character is considered obese
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MALNOURISHED_WEIGHT_VALUE = -50 # Less than or equal to this and a character is considered malnourished
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# On succession how much of the old ruler's legitimacy should be applied to their heir
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# Only applied if the title they inherit is a greater tier than their old title, a king inheriting
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# a duchy has their own legitimacy they already care about
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LEGITIMACY_INHERITED = 0.25
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MONTHLY_INFLUENCE_GAIN_ALLIED_TO_TOP_LIEGE = 1.5 # Monthly influence gained for admin rulers in admin realm if you are allied to your top liege
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MONTHLY_INFLUENCE_GAIN_ALLIED_TO_HOUSE_HEAD = 1 # Monthly influence gained for admin rulers when are allied to admin ruler house head
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MONTHLY_INFLUENCE_GAIN_BEING_GOVERNOR = 1 # Monthly influence gained in admin realm from being a governor
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}
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NOldAge = {
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LOWER_HEALTH_START_AGE = 25 # At this age characters start getting the chance to lose health each year
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LOWER_HEALTH_BASE_CHANCE = 0.075 # This is the base chance of losing health at the START_AGE
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LOWER_HEALTH_YEARLY_INCREASE = 0.022 # This is the yearly increase of the chance to lose health
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LOWER_HEALTH_AMOUNT = -0.125 # This is the health change on each failed yearly health roll
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HEALTH_PENALTY_PER_YEAR_IN_POOL = 0.1 # For each year in the pool, your effective health is this much lower. This disappears entirely when you leave the pool
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# This DIE values are used with a quadratic chance.
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DIE_HEALTH_TRESHOLD = 3.0 # Characters have a chance to die each month they have less health than this
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DIE_HEALTH_CHANCE_ZERO = 0.25 # This is the month chance that a character dies at zero health (or lower)
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DEATH_MINIMUM_DELAY = 15 # If marked for death, they will die at least this many days after the check
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DEATH_MAXIMUM_DELAY = 20 # If marked for death, they will die no more than this many days after the check. With these numbers, that means if someone becomes deathly ill, they have a high chance of dying between 7 and 40 days (30 days from the death check) after contracting the health penalty
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LOWER_PROWESS_START_AGE = 45 # At this age characters start getting the chance to lose prowess each year
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LOWER_PROWESS_BASE_CHANCE = 0.1 # This is the base chance of losing prowess at the START_AGE
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LOWER_PROWESS_YEARLY_INCREASE = 0.015 # This is the yearly increase of the chance to lose prowess
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LOWER_PROWESS_MAX_CHANCE = 0.75 # This is the maximum chance to lose prowess
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LOWER_PROWESS_FACTOR = 0.1 # This is the prowess change mutliplier on each failed yearly roll
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}
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NChildbirth = {
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MIN_REPRODUCTION_AGE_IN_HISTORY_DB = 12 # If a historical parent is younger than this when their child is born, we log an error
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MIN_FEMALE_REPRODUCTION_AGE = 16
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MAX_FEMALE_REPRODUCTION_AGE = 45
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MIN_MALE_REPRODUCTION_AGE = 16
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BASE_NR_OF_CHILDREN_PER_COUPLE = { 1 1 2 3 5 5 } # Based on tier of character or parents; whichever is higher Unlanded, Baron, Count, ..., Emperor
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CHANCE_OF_LOWERED_CHILD_LIMIT = 0.5 # Chance that the child limit is lowered by 1
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EXTRA_CHILDREN_FOR_RULERS = 2 # If either character is a ruler, they get extra children
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CHARACTER_IN_POOL_CHILD_LIMIT = -1 # If in the pool, child limit is modified by this
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CHILD_BIRTH_TO_PREGNANCY_WAIT = 3
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MALE_FERTILITY_MULTIPLIER_LIMITS = { 70 60 50 40 35 } # Ages where fertility multiplier is applied 25 means up to 25, needs to be sorted in descending order
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MALE_FERTILITY_MULTIPLIER = { 0.5 0.6 0.7 0.8 0.9 1.0 } # Multiplier values based on age limits from FERTILITY_MULTIPLIER_LIMITS should have an extra value at the beginning for characters older than first limit
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FEMALE_FERTILITY_MULTIPLIER_LIMITS = { 45 40 35 30 25 } # Ages where fertility multiplier is applied 25 means up to 25, needs to be sorted in descending order
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FEMALE_FERTILITY_MULTIPLIER = { 0.1 0.33 0.5 0.7 0.9 1.0 } # Multiplier values based on age limits from FERTILITY_MULTIPLIER_LIMITS should have an extra value at the beginning for characters older than first limit
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MOTHER_FERTILITY_REDUCTION_PER_PREVIOUS_CHILD = 0.05
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LOW_FERTILITY = 0.1
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PRIMARY_SPOUSE_FERTILITY_MULTIPLIER = 1
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SECONDARY_SPOUSE_FERTILITY_MULTIPLIER = 0.5
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CONCUBINE_FERTILITY_MULTIPLIER = 0.5
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NOT_SPOUSE_FERTILITY_MULTIPLIER = 1
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NON_RULER_FERTILITY_MULTIPLIER = 0.85 # If neither parent is a ruler, resulting fertility gets multiplied by this
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FERTILITY_CHANCE_MULTIPLIER = 4.75 # Fertility is an average between the father and the mother (if the mother has 0.3 and the father 0.5, the average is 0.4), this number is then multiplied by this multiplier to produce the percentage chance of impregnation. Impregnation is checked every month.
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MIN_FERTILITY_CHANCE = 1
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MAX_FERTILITY_CHANCE = 25
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TWIN_BASE_CHANCE = 0.02
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TWIN_BONUS_MAX_AGE = 35
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TWIN_BONUS_MIN_AGE = 25
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TWIN_BONUS_CHANCE = 0.02
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TWIN_MOTHER_HAD_TWINS_BONUS = 0.05
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TWIN_GRANDMOTHER_HAD_TWINS_BONUS = 0.03
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IDENTICAL_TWIN_CHANCE = 0.013
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PREGNANCY_DAYS = 280
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DAYS_TO_PREGNANCY_REVEAL = 60
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FEMALE_CHANCE = 49
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NEWBORN_HEALTH_BASE = 4.5
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NEWBORN_HEALTH_SPAN = 0.5
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NEWBORN_HEALTH_FEMALE_BONUS = 0.5
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INHERIT_RECESSIVE_GENE_CHANCE = 0.25 # Probability of a recessive gene being picked as a child's dominant/recessive gene. Only used for portraits
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# Note that the recessive chance is checked only if inheriting it outright fails
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# Chances are in %. Values above 100% work and can make sense if there's modifiers that might reduce the chance
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ACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 80 # Chance of outright inheriting a genetic trait if both parents have it
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ACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 50 # Chance of outright inheriting a genetic trait if one parent has it, and one is carrying it recessively
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ACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 25 # Chance of outright inheriting a genetic trait if one parent has it
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ACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 10 # Chance of outright inheriting a genetic trait if both parents are carrying it
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ACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 2 # Chance of outright inheriting a genetic trait if one parent is carrying it
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INACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 150 # Chance of recessively inheriting a genetic trait if both parents have it. Deliberately over 100% so even if it is a bad trait, the modifiers to inheritance won't let you avoid it
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INACTIVE_TRAIT_CHANCE_ACTIVE_INACTIVE = 100 # Chance of recessively inheriting a genetic trait if one parent has it, and one is carrying it recessively
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INACTIVE_TRAIT_CHANCE_ACTIVE_NONE = 75 # Chance of recessively inheriting a genetic trait if one parent has it
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INACTIVE_TRAIT_CHANCE_INACTIVE_INACTIVE = 50 # Chance of recessively inheriting a genetic trait if both parents are carrying it
|
|
INACTIVE_TRAIT_CHANCE_INACTIVE_NONE = 25 # Chance of recessively inheriting a genetic trait if one parent is carrying it
|
|
|
|
# General logic for tiered trait inheritance:
|
|
# 1. Start from highest trait
|
|
# 2. Calc active chance. Lower tiers ( including inactive ) count as inactive of the tier. Each level down beyond the first multiplies chance by a define
|
|
# 3. If active, use it; DONE
|
|
# 4. Otherwise, go down a tier, if inactive pretend 1 more parent has that tier active, otherwise 1 more parent has it inactive.GOTO 2
|
|
MATCHED_TRAIT_DIFFERENCE_MULT = 0.2 # When trying to inherit a tiered genetic trait, and the other person has one of lower tier, we pretend that means they've got the higher tier one recessively, and reduce the chance of inheritance by this much per tier further down than 1 the other parent's trait is
|
|
TIER_TRAIT_REDUCTION_MULT = 0.4 # When going down a tier, add this chance
|
|
|
|
FERTILITY_LEVELS = {
|
|
0.0
|
|
0.2
|
|
0.6
|
|
0.8 } # The thresholds for each fertility level
|
|
|
|
INBREEDING_ANCESTOR_GENERATIONS = 4 # How many generations are checked for common ancestors of the both parents (including the parents) for the purposes of getting the inbreeding trait and the pure-blooded trait
|
|
INBRED_RELATEDNESS_MULT = 0.3 # How much relatedness factors into the inbred chance. Relatedness specifies how much DNA is shared between two characters (See: https://relatednesscalculator.nolanlawson.com/ )
|
|
PUREBLOODED_INBRED_RELATEDNESS_MULT = 0.03 # Same as INBRED_RELATEDNESS_MULT, but for the "pure-blooded" trait.
|
|
TRAIT_REINFORCEMENT_CHANCE = 0.5 # The chance that a trait that gets inherited from both parents will get reinforced to a higher level.
|
|
|
|
EXTRA_CHILDREN_FOR_PLAYERS = 2 # Num of extra children players can have before reaching living child limit
|
|
EXTRA_CHILDREN_PER_EXTRA_SPOUSE = 2 # Num of extra children per spouse above one before reaching living child limit
|
|
EXTRA_CHILDREN_PER_EXTRA_CONCUBINE = 2 # Num of extra children per concubine above one before reaching living child limit
|
|
EXTRA_FERTILITY_FOR_FIRST_CHILD = 0.0 # Extra fertility if the couple are primary spouses and have no children together
|
|
EXTRA_FERTILITY_FOR_FIRST_RULER_CHILD = 0.3 # Extra fertility if the couple are primary spouses and have no children together, and at least one of them is a ruler
|
|
DIVINE_MARRIAGE_FERTILITY_MULTIPLIER = 1 # Multiplier if the couple is close or extended family and their faith allows divine marriage
|
|
CLOSE_FAMILY_FERTILITY_MULTIPLIER = 0.9 # Multiplier if the couple is close family and their faith does not allow divine marriage
|
|
EXTENDED_FAMILY_FERTILITY_MULTIPLIER = 1 # Multiplier if the couple is extended family and their faith does not allow divine marriage
|
|
FERTILITY_IN_POOL_MULTIPLIER = 0.25 # Characters in the pool will have their fertility multiplied by this
|
|
}
|
|
|
|
NMarriage = {
|
|
AGE_OF_MARRIAGE_MALE = 16
|
|
AGE_OF_MARRIAGE_FEMALE = 16
|
|
MAX_ALLIANCE_FAMILY_DISTANCE_SUM = 4 # How far can the married characters be related (a sum of both distances) to the arrangers in order for the arrangers to get alliances.
|
|
LANDED_AI_DESCENDANTS_CANT_MARRY_YEARS = 10 # For how many years can't same-subrealm players' children and grandchildren marry after when they're landed
|
|
|
|
SPOUSE_FINDER_RELEVANCE_PRESTIGE_GAIN_MULTIPLIER = 1 # How much the prestige gain is valued for the relevance sorting of a marriage
|
|
SPOUSE_FINDER_RELEVANCE_ALLIANCE_POWER_MULTIPLIER = 1.3 # How much the alliance power is valued for the relevance sorting of a marriage
|
|
SPOUSE_FINDER_RELEVANCE_GENERAL_SKILL_MULTIPLIER = 1.3 # How much the total general skill is valued for the relevance sorting of a marriage
|
|
SPOUSE_FINDER_RELEVANCE_INFERTILE_MODIFIER = -50000 # Modifier applied to relevance sorting of a marriage if they are visibly infertile
|
|
SPOUSE_FINDER_RELEVANCE_INFERTILE_MODIFIER_FEMALE_AGE = 35 # At this age females will be considered old enough for the infertile modifier even if they are younger than the actual too old for children define, so we sort out those close to that define earlier
|
|
SPOUSE_FINDER_RELEVANCE_AGE_DIFFERENCE_MULTIPLIER = -10 # Multiplier on age difference applied to relevance sorting of a marriage if the age difference is greater than or equal to the below
|
|
SPOUSE_FINDER_RELEVANCE_AGE_DIFFERENCE_CUTOFF = 5 # The age difference between the two parties for the above modifier to be applied per year of difference
|
|
}
|
|
|
|
NCharacterOpinion = {
|
|
CONVERGENCE_DELAY = 31 # opinion modifiers will start to decay/grow after this many days
|
|
|
|
MAX_OPINION = 100
|
|
MIN_OPINION = -100
|
|
|
|
MOTHER = 50
|
|
FATHER = 50
|
|
SIBLING = 25
|
|
CHILD = 50
|
|
SPOUSE = 25
|
|
CONCUBINE = 0
|
|
CONCUBINIST = 0
|
|
|
|
# What penalty to give when at zero culture acceptance. Scales down to 0 at 100% acceptance. So -10 would be -10 at 0%, -5 at 50%, 0 at 100%
|
|
ZERO_CULTURE_ACCEPTANCE_SAME_REALM = -30
|
|
ZERO_CULTURE_ACCEPTANCE = -15
|
|
CULTURE_ACCEPTANCE_MULT_KNOWS_LANGUAGE = 0.5 # The penalty is multiplied by this amount if the target knows the lanauge of the opinion haver's culture
|
|
|
|
SAME_TRAIT = 5
|
|
OPPOSITE_TRAIT = -5
|
|
|
|
SAME_DYNASTY = 5
|
|
|
|
PIOUS = { -10 0 5 10 20 30 }
|
|
PRESTIGIOUS = { -10 0 5 10 20 30 }
|
|
PIOUS_MAGNIFICENCE = { -5 0 3 5 10 15 }
|
|
|
|
SKILL_DIPLOMACY_MULT = 1 # opinion = round( ( <diplo skill> - SKILL_MODIFIER_OFFSET ) * SKILL_DIPLOMACY_MULT )
|
|
|
|
# _MAX/_MIN is checked after all multipliers
|
|
SHORT_REIGN_OPINION_MIN = -10000
|
|
SHORT_REIGN_OPINION_MAX = 0 # We don't allow positive short reign opinion - mods can tweak this if they want
|
|
LONG_REIGN_OPINION_MIN = 0 # We don't allow negative long reign opinion - mods can tweak this if they want
|
|
LONG_REIGN_OPINION_MAX = 10000
|
|
|
|
SHORT_REIGN_YEARS = 10
|
|
LONG_REIGN_YEARS = 10
|
|
SHORT_REIGN_MULTIPLIER = -2
|
|
LONG_REIGN_MULTIPLIER = 1
|
|
|
|
# The offensive war opinion penalty is applied to all direct vassals
|
|
# It ticks up if you lead an offensive war that isn't a Great Holy War or a civil war
|
|
OFFENSIVE_WAR_PENALTY_GRACE_PERIOD = 6 # How many months do you need to be at war before you start getting the offensive war opinion penalty? If you've already got the penalty, the grace period is ignored (E.G., if you go to war for a few years, are at peace for a few months, then go to war again it will immediately start ticking up)
|
|
OFFENSIVE_WAR_PENALTY_PER_MONTH = 0.5 # How much of a penalty gets added each month?
|
|
OFFENSIVE_WAR_PENALTY_DECAY_PER_MONTH = 0.5 # How much of a penalty decays each month when no longer gaining it?
|
|
|
|
AT_PEACE_PENALTY_GRACE_PERIOD = 6 # How many months do you need to be at peace before you start getting the at peace opinion penalty? If you've already got the penalty, the grace period is ignored
|
|
AT_PEACE_PENALTY_PER_MONTH = 0.5 # How much of a penalty gets added each month?
|
|
AT_PEACE_PENALTY_CAP = 30 # The penalty will be capped to this value (the opinion will be at worst -AT_PEACE_PENALTY_CAP)
|
|
|
|
TYRANNY_MULTIPLIER = -1
|
|
|
|
HOLDS_CLAIMED_TITLE = -20
|
|
|
|
DEFENDING_ME_IN_CLAIM_WAR = 100
|
|
|
|
POWERFUL_VASSAL_WITHOUT_COUNCIL_POSITION = -40
|
|
|
|
IS_ON_THE_COUNCIL = 10
|
|
|
|
DOMAIN_OVERRUN = 10
|
|
|
|
VIRTUOUS_TRAIT = 10
|
|
SINFUL_TRAIT = -10
|
|
|
|
DE_JURE_COUNTY = -25
|
|
DE_JURE_DUCHY = -25
|
|
DE_JURE_KINGDOM = -30
|
|
EMPIRE_IS_VALID_DE_JURE_LIEGE_FOR_DUCHY = yes # Dukes won't be upset as the vassal of their dejure emperor
|
|
PARTIALLY_NON_RIGHTFUL_LIEGE_TAX_MULT = 0.75 # Tax mult when partially non-rightful liege (liege doesn't hold dejure liege title of the vassal's primary, or empire for a duke if EMPIRE_IS_VALID_DE_JURE_LIEGE_FOR_DUCHY)
|
|
PARTIALLY_NON_RIGHTFUL_LIEGE_LEVY_MULT = 0.75 # Tax mult when partially non-rightful liege
|
|
NON_RIGHTFUL_LIEGE_TAX_MULT = 0.5 # Tax mult when non-rightful liege (liege doesn't hold *any* dejure liege title)
|
|
NON_RIGHTFUL_LIEGE_LEVY_MULT = 0.5 # Tax mult when non-rightful liege
|
|
PARTIALLY_NON_RIGHTFUL_LIEGE_OPINION = -5 # Opinion penalty for being non-rightful liege
|
|
NON_RIGHTFUL_LIEGE_OPINION = -5 # Opinion penalty for being partially non-rightful liege
|
|
MAX_DUCHIES_BEFORE_PENALTY = 2 # How many duchies are vassals fine with you having? If you're a duke, they don't care; only if you're king or above
|
|
TOO_MANY_DUCHIES_OPINION = -15 # Penalty per duchy too many
|
|
COUNT_LIEGE_HOLDS_MY_DUCHY = -25 # Penalty with count vassals for whom you hold their dejure duchy (and you're above duchy tier)
|
|
VASSAL_SIZE_ANGER_THRESHOLD = 0.3 # Ratio of counties in vassal's realm (duke or above) compared to liege's full realm in order for the vassal to get angry at liege
|
|
VASSAL_SIZE_ANGER_MIN = -5 # Opinion penalty applied at exact threshold
|
|
VASSAL_SIZE_ANGER_MULT = -100 # Opinion penalty applied for going 100 percentage points over the threshold (impossible unless the threshold is 0, but makes for simple math)
|
|
|
|
PREDECESSOR_OPINION_SCALE_POSITIVE = 0.25 # How we scale the current opinion if positive for calculating predecessor opinion
|
|
PREDECESSOR_OPINION_SCALE_NEGATIVE = 0.5 # How we scale the current opinion if negative for calculating predecessor opinion
|
|
|
|
ACTIVE_ACCLAIMED_KNIGHT = 15 # Opinion bonus for making someone the Acclaimed Knight of an active Accolade
|
|
}
|
|
|
|
NCharacterInteraction = {
|
|
CHARACTER_INTERACTION_EXPIRATION_DAYS = 60 # non-answered interactions expire after this time
|
|
RECENT_TITLE_FILTER_MONTHS = 12 # if the checkbox is selected only titles adquired during the defines months are shown
|
|
NEARBY_DOMICILE_RANGE = 500 # How close does a domicile have to be for it to be considered "nearby". Uses same distance units as diplomatic range.
|
|
}
|
|
|
|
NActionPoints = {
|
|
MONTHLY_GAIN_THRESHOLD = 999
|
|
BASE_MONTHLY_GAIN = 3
|
|
MONTHLY_GAIN_FACTOR = 0.5
|
|
}
|
|
|
|
NCombat = {
|
|
UNRAISED_LEVY_REGIMENTS_SPEED = 40.0 # How many distance units do unraised regiments travel per day when gathering
|
|
COMBAT_ROLL_DAYS = 3 # How many days are there between rolls?
|
|
COMBAT_EVENT_DAYS = 5 # How many days are there between knight events?
|
|
|
|
DEVIATION_FALLOFF = 0.1 # If the mean was clamped to ACTION_LEVELS, the standard deviation is decreased using this factor (the higher the value the faster the decrease)
|
|
WAR_ATTACKER_COMBAT_SCORE_SCALE = 50 # Scale factor for how much war score battles give to the war attacker. Can be overriden by CB
|
|
WAR_DEFENDER_COMBAT_SCORE_SCALE = 50 # Scale factor for how much war score battles give to the war defender. Can be overriden by CB
|
|
WAR_ATTACKER_COMBAT_MAX_SCORE = 50 # The maximum amount of warscore gained from a single battle by the war attacker
|
|
WAR_DEFENDER_COMBAT_MAX_SCORE = 50 # The maximum amount of warscore gained from a single battle by the war attacker
|
|
MANEUVER_PHASE_DAYS = 3 # How many days should the maneuver phase last
|
|
LEVY_TOUGHNESS = 10 # How much toughness does each levy soldier have
|
|
LEVY_ATTACK = 10 # How much attack does each levy soldier have
|
|
LEVY_SIEGE = 0 # How much siege bonus does each levy soldier have
|
|
LEVY_PURSUIT = 0 # How much pursuit does each levy soldier have
|
|
LEVY_SCREEN = 0 # How much screen does each levy soldier have
|
|
DAMAGE_SCALING_FACTOR = 0.03 # Scaling factor for dealing damage in combat
|
|
BASE_RATIO_CASUALTIES_CONVERSION = 0.3 # How many of the soft casualties should be converted to hard casualties during the main phase
|
|
PURSUIT_PHASE_DAYS = 3 # How many days should the pursuit phase be
|
|
ADVANTAGE_DAMAGE_SCALING_FACTOR = 5 # How much should the advantage affect damage given
|
|
BASE_WIDTH_RATIO = 1 # The base combat width is set by multiplying the size of the defender by this ratio
|
|
COMMANDER_MIN_ROLL = 0
|
|
COMMANDER_MAX_ROLL = 10
|
|
MEN_AT_ARMS_MAX_COUNTER = 0.9 # When RATIO_FOR_MAX_COUNTER is hit, the damage output for the MaA will be reduced by this much. For values lower, it'll be linear between 0 and this value
|
|
RATIO_FOR_MAX_COUNTER = 2.0 # You need this many effective regiment chunks to counter a single regiment chunk. Modified by counter effectiveness (E.G., = 2.0 in the MaA's counter section means twice as effective countering). So if stack size is 100, 50 men from a regiment with 2x counter will produce one point of countering. Thus if the ratio for max counter is 1.0, they'd fully counter a full-strength MaA chunk, or halfway counter two, etc.
|
|
MEN_AT_ARMS_COUNTER_MODIFICATION = 6 # A countered men at arms base type get this modification to all of their rolls
|
|
MIN_DAYS_BEFORE_MANUAL_RETREAT = 14 # Number of days before a retreat can be ordered
|
|
|
|
MINIMUM_COMBAT_WIDTH = 100 # Combat width cannot be smaller than this
|
|
BASE_RATIO_CASUALTIES_CONVERSION_PURSUIT = 1 # How many of the hard casualties inflicted on the retreating side should be converted to hard casualties during retreat. Interacts with BASE_TOUGHNESS_TO_PURSUIT and such
|
|
PURSUIT_STAT_TO_PURSUIT_DAMAGE = 0.5 # The pursuit stat is multiplied by this before being turned into actual damage
|
|
BASE_TOUGHNESS_TO_PURSUIT = 0.05 # This many % of the toughness of the retreater's soft casualties will turn into pursuit (during the full pursuit, not per day). Essentially, this means if neither side has screen or pursuit, 5% of the soft casualties will become hard casualties. More if the pursuer has more pursuit than the defender has screen, and vice versa
|
|
MINIMUM_PURSUIT_DAMAGE = 0.01 # High screen can't bring casualties below 1% in the pursuit phase
|
|
DISEMBARK_PENALTY_DAYS = 30 # How long does an army have a penalty after disembarking?
|
|
KNIGHT_DAMAGE_PER_PROWESS = 100 # How much "Damage" stat does a knight get per prowess?
|
|
KNIGHT_TOUGHNESS_PER_PROWESS = 10 # How much "Toughness" stat does a knight get per prowess?
|
|
|
|
### Brief: KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION ( int32 )
|
|
# How much prowess do we assume a knight to have for the purpose
|
|
# of simple base power calculations. Base power is what the AI uses
|
|
# to estimate a ruler's military might, where Power is the sum of
|
|
# a Regiment's Power and Toughness, in case of knights
|
|
# KNIGHT_DAMAGE_PER_PROWESS and KNIGHT_TOUGHNESS_PER_PROWESS,
|
|
# multiplied by the number of troops.
|
|
#
|
|
# With game defaults this means an AI will evaluate a ruler's
|
|
# knight's military power at 1100 per knight.
|
|
#
|
|
KNIGHT_AVERAGE_PROWESS_FOR_AI_POWER_CALCULATION = 10
|
|
COMBAT_RESULT_MONTHS_TO_TIMEOUT = 12 # Combat results timeout after this many months
|
|
}
|
|
|
|
NArmy = {
|
|
MOVEMENT_SPEED_RETREAT = 4.5 # Movement speed while retreating
|
|
MOVEMENT_SPEED = 3 # Normal movement speed
|
|
MOVEMENT_SPEED_BONUS_FRIENDLY_AREA = 0.2 # In friendly areas you get a 20% speed bonus
|
|
REGIMENT_MONTHLY_REINFORCE_SPEED = 0.03 # Monthly reinforcement percentage of unraised chunks [0-1]
|
|
REGIMENT_MONTHLY_MAA_REINFORCE_SPEED = 0.1 # Monthly reinforcement percentage of unraised MAA chunks [0-1]
|
|
GOLD_COST_PER_SOLDIER = 0.003 # Gold maintenance cost per soldier
|
|
RAID_ARMY_COST_MULT = 0.5 # Maintenance of raid armies is multiplied by this
|
|
MOVEMENT_LOCKED = 0.5 # Percentage after which movement is locked
|
|
COUNTY_MOVEMENT_ATTRITION_PERCENTAGE = 0.05
|
|
MINIMUM_COUNTY_MOVEMENT_ATTRITION = 100
|
|
REGIMENT_DEFAULT_STACK_SIZE = 100
|
|
REGIMENT_DEFAULT_MAX_SIZE = 3 # Number of regiment chunks
|
|
REGIMENT_MAA_CAP_BY_TIER = { 0 1 2 3 4 5 }
|
|
REGIMENT_MAA_EXTRA_BY_CAP = 0.2 # Percentage [0-1] applied to each MAA regiment by each regiment above the cap
|
|
REGIMENT_MAA_SHOW_INFO_PERCENTAGE = 0.3
|
|
REGIMENT_MAA_STARTING_COUNT = 5
|
|
|
|
FULL_SUPPLY = 100 # Fully supplied units' supply value
|
|
SUPPLY_LOSS_AT_SEA = 8 # This is the supply loss at sea after the ATTRITION_AFTER_DAYS grace period
|
|
SUPPLY_LOSS_PER_SOLDIER_ABOVE_LIMIT = 0.001 # Each check's supply loss per every soldier over the province's supply limit
|
|
SUPPLY_LOSS_MINIMUM = 5 # This is the minimum supply limit loss (before commander effects)
|
|
SUPPLY_LOSS_MAXIMUM = 10 # This is the maximum supply limit loss (after commander effects)
|
|
SUPPLY_GAIN_BELOW_LIMIT = 20 # Each check's supply gain under or at the province's supply limit
|
|
SUPPLY_OWN_REALM = 0.15 # Extra supply within top realm
|
|
SUPPLY_OWN_SUB_REALM = 0.3 # Extra supply within subrealm
|
|
MINIMUM_SUPPLY_LIMIT = 1000 # Supply limit will never ever be lower than this
|
|
NO_SUPPLY_LOSS_DAYS = 30 # After gathering, armies won't lose supplies for this number of days
|
|
|
|
SUPPLY_STATE_LEVELS = {
|
|
60
|
|
10
|
|
0
|
|
}
|
|
|
|
SUPPLY_STATE_NAMES = {
|
|
"SUPPLY_STATE_0"
|
|
"SUPPLY_STATE_1"
|
|
"SUPPLY_STATE_2"
|
|
}
|
|
|
|
SUPPLY_STATE_ATTRITION = {
|
|
0.0
|
|
0.0
|
|
0.05
|
|
}
|
|
|
|
MAA_PRESTIGE_BUY_COST_MULT = 2 # If using prestige as gold for MaA, multiply buy cost by this
|
|
MAA_PRESTIGE_LOW_COST_MULT = 0.7 # If using prestige as gold for MaA, multiply basic maintenance cost by this
|
|
MAA_PRESTIGE_HIGH_COST_MULT = 0.7 # If using prestige as gold for MaA, multiply raised/reinforce cost by this
|
|
REGIMENT_MAX_SIZE = 1000 # The game will avoid making regiments larger than this. Can still happen if a province provides more levies than the cap
|
|
REGIMENT_MAX_SIZE_PERCENT = 0.2 # The game will avoid making regiments larger than this compared to the max troops you can raise
|
|
MINIMUM_HIRING_COST_MULTIPLIER = 0.1 # The cost of hiring after modifiers are applied can't go below this multiplier of the original value. To prevent negative costs, and therefore getting paid for hiring.
|
|
MIN_PERSONAL_MAA_MAINTENANCE_RATIO = 0.4 # Relevant for characters with theme armies. Out of your total MaA maintenance, at least this much should go towards your personal MaA.
|
|
LANDLESS_RAISE_TROOPS_MAX_DISTANCE = 500 # Max diatance for landless rulers to raise their troops if their capital location is blocked by hostilities
|
|
}
|
|
|
|
NFleet = {
|
|
FLEET_SPEED = 15 # Fleet speed
|
|
EMBARK_GOLD_COST_PER_HUNDRED = 1 # Embark cost for every hundred units
|
|
GOLD_COST_MAINTENANCE_MULT = 0.25 # Increase in the gold maintenance for armies that are embarked
|
|
ATTRITION_AFTER_DAYS = 30 # After embarking the army can expend this time without getting attrition
|
|
}
|
|
|
|
NRetreat = {
|
|
SHATTERED_RETREAT_PREFERRED_PROVINCES = 7
|
|
SHATTERED_RETREAT_MAX_PREFERRED_OFFSET_PENALTY = 7
|
|
SHATTERED_RETREAT_OWN_REALM = 340
|
|
SHATTERED_RETREAT_OWN_SUBREALM = 60
|
|
SHATTERED_RETREAT_OWN_CAPITAL = 100
|
|
SHATTERED_RETREAT_WAR_FRIEND = 200
|
|
SHATTERED_RETREAT_ENEMY = -250
|
|
SHATTERED_RETREAT_SAME_RELIGION = 30
|
|
SHATTERED_RETREAT_SAME_CULTURE = 10
|
|
SHATTERED_RETREAT_COASTAL = 10
|
|
SHATTERED_RETREAT_OCCUPIED = -60
|
|
SHATTERED_RETREAT_DISTANCE_MULTIPLIER = -50
|
|
SHATTERED_RETREAT_MAX_PROVINCES = 15
|
|
SHATTERED_RETREAT_NEIGHBOUR_UNIT_MULTIPLIER = 0.5
|
|
SHATTERED_RETREAT_OWN_UNIT_MULTIPLIER = 0.05
|
|
SHATTERED_RETREAT_ENEMY_UNIT_MULTIPLIER = -0.2
|
|
SHATTERED_RETREAT_DISTANCE_FROM_CAPITAL = -0.01
|
|
}
|
|
|
|
NWar = {
|
|
ATTACKER_TICKING_WAR_SCORE = 0.055 # Default ticking war score per day for attackers. Can be overwritten by CB. Set to 0 to disable
|
|
ATTACKER_TICKING_WAR_SCORE_DELAY_DAYS = 0 # Default delay in days before applying ticking war score for attackers. Can be overwritten by CB
|
|
DEFENDER_TICKING_WAR_SCORE = 0.055 # Default ticking war score per day for defenders. Can be overwritten by CB. Set to 0 to disable
|
|
DEFENDER_TICKING_WAR_SCORE_DELAY_DAYS = 365 # Default delay in days before applying ticking war score for defenders. Can be overwritten by CB
|
|
ATTACKER_OCCUPATION_SCORE_SCALE = 90 # War score from occupation by the attacker is given by occupied territory ratio (0.0 ... 1.0) multiplied by this value. Can be overriden by CB
|
|
DEFENDER_OCCUPATION_SCORE_SCALE = 90 # War score from occupation by the defender is given by occupied territory ratio (0.0 ... 1.0) multiplied by this value. Can be overriden by CB
|
|
MAX_ATTACKER_BATTLES_WAR_SCORE = 50 # How much war score is it possible for the attacker to get from battles. Can be overriden by CB
|
|
MAX_DEFENDER_BATTLES_WAR_SCORE = 100 # How much war score is it possible for the defender to get from battles. Can be overriden by CB
|
|
MILITARY_RATIO_LEVELS = 5 # How many military ratio levels are there
|
|
OCCUPIED_CAPITAL_WAR_SCORE = 10 # Bonus war score from occupying the enemy capital
|
|
CAPTURED_VASSAL_WAR_SCORE = 0 # War Score for each direct vassal of the war leader
|
|
CAPTURED_SPOUSE_WAR_SCORE = 0 # War Score from capturing one or more spouses
|
|
CAPTURED_HEIR_WAR_SCORE = { 50 25 10 } # War Score in order of succession
|
|
BATTLE_WAR_CONTRIBUTION_MULTIPLIER = 0.2 # War contribution from battles are multiplied with this value
|
|
SIEGE_WAR_CONTRIBUTION_MULTIPLIER = 10 # War contribution from sieges are multiplied with this value
|
|
OCCUPATION_WAR_CONTRIBUTION_MONTHLY = 2 # War contribution from monthly occupation of provinces
|
|
OCCUPATION_SCORE_PER_BARONY_SCALE = 0.04 # Extra occupation score (before scaling) from each individual barony. 0.01 is equivalent to 1% per barony. So 10 baronies occupied out of 20 total, would mean 50% + 10% = 60% occupation score (before scaling)
|
|
MINIMUM_CONTRIBUTION_FOR_REWARD = 100 # You need at least this amount of contribution points in order to get a reward
|
|
WAR_RESULT_MONTHS_TO_TIMEOUT = 12 # War results time out after this many months
|
|
AI_USE_VASSAL_OF_VASSAL_CLAIMS = no # If this is set to "no", the AI will never push the claims of vassals of vassals
|
|
}
|
|
|
|
NScheme = {
|
|
SCHEMES_PER_TYPE = 1 # How many simultaneous schemes per type are allowed for a character
|
|
SCHEME_AGENT_INVITE_MAX_PROPOSAL_OPTIONS = 3 # The maximum number of options (tested bottom up) to use when checking from the UI if a potential agent "Can be convinced"
|
|
DAYS_BETWEEN_MONTHLY_CHECK = 30 # Schemes get their "monthly" update this often
|
|
DAYS_BETWEEN_SEMIYEARLY_CHECK = 180 # Schemes get this update twoice every year
|
|
SECRECY_REVEAL_CHANCE = 0.1 # The reveal chance is computed by multiplying the secrecy by this value
|
|
DEFAULT_OWNER_DISCOVERY_CHANCE = 0.5 # Default chance of the scheme owner being discovered (vs. one of the agents) unless scripted otherwise in the scheme type
|
|
SCHEME_MIN_SUCCESS_GROWTH = 1 # The absolut minimum growth of success chance
|
|
HOSTILE_SCHEME_MAX_SUCCESS_CHANCE = 95 # The absolute max success chance a hostile scheme can have
|
|
PERSONAL_SCHEME_MAX_SUCCESS_CHANCE = 95 # The absolute max success chance a personal scheme can have
|
|
POLITICAL_SCHEME_MAX_SUCCESS_CHANCE = 95 # The absolute max success chance a political scheme can have
|
|
CONTRACT_SCHEME_MAX_SUCCESS_CHANCE = 100 # The absolute max success chance a contract scheme can have
|
|
|
|
SCHEME_MAX_OPPORTUNITIES = 20 # The maximum number of saved opportunities a schmeme can have
|
|
SCHEME_PHASE_DURATION_MINIMUM = 10 # The minimum amount of days per scheme speed
|
|
SCHEME_PHASE_DURATION_TIER_BARONY = 5 # Characters whose highest title is a barony title adds this amount of speed to schemes targeting them
|
|
SCHEME_PHASE_DURATION_TIER_COUNTY = 10 # Characters whose highest title is a county title adds this amount of speed to schemes targeting them
|
|
SCHEME_PHASE_DURATION_TIER_DUCHY = 20 # Characters whose highest title is a duchy title adds this amount of speed to schemes targeting them
|
|
SCHEME_PHASE_DURATION_TIER_KINGDOM = 40 # Characters whose highest title is a kingdom title adds this amount of speed to schemes targeting them
|
|
SCHEME_PHASE_DURATION_TIER_EMPIRE = 80 # Characters whose highest title is an empire title adds this amount of speed to schemes targeting them
|
|
|
|
DEFAULT_ODDS_PREDICTION_LEVEL_BREAKPOINTS = { 10 20 30 40 } # Breakpoints between odds descriptions presented to the player when starting a scheme.
|
|
|
|
AGENT_SPEED_RELATION_MULTIPLIER_SPYMASTER = 2.0 # The agents relation to the target
|
|
AGENT_SPEED_RELATION_MULTIPLIER_SPOUSE = 2.0 # The agents relation to the target
|
|
AGENT_SPEED_RELATION_MULTIPLIER_COUNCILLOR = 2.0 # The agents relation to the target
|
|
AGENT_SPEED_RELATION_MULTIPLIER_REGENT = 2.0 # The agents relation to the target
|
|
AGENT_SPEED_RELATION_MULTIPLIER_GUARDIAN = 2.0 # The agents relation to the target
|
|
AGENT_SPEED_RELATION_MULTIPLIER_LOVER = 2.0 # The agents relation to the target
|
|
AGENT_SPEED_RELATION_MULTIPLIER_FRIEND = 2.0 # The agents relation to the target
|
|
}
|
|
|
|
NPowerfulVassal = {
|
|
# The number of vassals that are considered 'powerful' depending on the primary title tier (unlanded, baron, count, duke, king, emperor)
|
|
NUM_PER_TIER = { 0 0 3 4 5 5 }
|
|
|
|
# To calculate the value (rank):
|
|
VALUE_FACTOR = 1.25 # Rubber banding value for current powerful vassals
|
|
VALUE_MILITARY_MULT = 1 # Multiplier applied to the military strength of the vassal
|
|
VALUE_TIER_MULT = 100 # Multiplier applied to the tier of the vassal
|
|
VALUE_INCOME_MULT = 50 # Multiplier applied to the income of the vassal
|
|
}
|
|
|
|
NReligion = {
|
|
DEFAULT_FERVOR = 50 # Default fervor
|
|
TIME_AT_PEACE_FOR_PIETY = 730 # For faiths with a doctrine with piety_from_long_peace, how long do they need to be at peace (in days)
|
|
|
|
# Hostility levels start at 0 (same faith or equivalent to same faith)
|
|
HOSTILITY_OPINION_EFFECTS = { # The opinion effects of each hostility level
|
|
0
|
|
-10
|
|
-20
|
|
-30
|
|
}
|
|
|
|
HOSTILITY_COUNTY_OPINION_EFFECTS = { # The opinion effects of each hostility level on counties. Modified by fervor of the county's faith divided by 100
|
|
0
|
|
-15
|
|
-30
|
|
-45
|
|
}
|
|
|
|
HOSTILITY_COMBAT_MOD_MULT = { # Multiplier to how big of an effect tolerance_advantage_mod has. The higher it is, the greater the effect
|
|
0
|
|
0
|
|
0.5
|
|
1
|
|
}
|
|
|
|
HOSTILITY_LEVEL_NAMES = { # Localization for each hostility level. See _doctrines.info for more info
|
|
"FAITH_HOSTILITY_RIGHTEOUS"
|
|
"FAITH_HOSTILITY_ASTRAY"
|
|
"FAITH_HOSTILITY_HOSTILE"
|
|
"FAITH_HOSTILITY_EVIL"
|
|
}
|
|
PIETY_LOSS_PER_MISSING_SPOUSE = 0.5 # If you have fewer spouses than expected in a polygamous faith, you'll lose this much piety for each spouse you fall short.
|
|
DESIRED_SPOUSES_PER_TIER = { 0 1 1 2 3 4 } # Number of spouses you are expected to have per tier, starging with unlanded, then baron and ending with emperor
|
|
FAITH_CONVERSION_PIETY_MINIMUM = 250 # The minimum amount of piety converting faith costs
|
|
FAITH_CREATION_FERVOR_DISCOUNT_PER_MISSING_FERVOR = 1 # How much cheaper does creating a faith get per fervor below 100%? 1 means 1% per point
|
|
FAITH_CREATION_FERVOR_DISCOUNT_MAX = 50 # What percentage does the discount cap out at? With these numbers, 0-50 fervor means a 50% discount. Above 50 means between 0% and 50% discount
|
|
MINIMUM_MODIFIED_PARTICIPATION_TO_GET_PART_OF_GHW_POT = 100 # How much GHW participation (after multiplying by ghw_score_mult) is necessary in order to receive part of the pot?
|
|
PART_OF_GHW_POT_DESIGNATED_FOR_KINGDOM_RECIPIENT = 10 # How many percent of the pot will be reserved for the person receiving the kingdom?
|
|
GHW_HOSTILITY_MIN_LEVEL = 2 # Any independent ruler within the target kingdom at least this hostile to the caller faith will be a forced defender
|
|
PREFERRED_GENDER_CHANCE = 3 # When deciding if clergy characters should be male or female a 3 here means that the preferred gender will be three times as likely
|
|
GHW_DAYS_LIMIT_CAN_CHANGE_TARGET = 30 # is GHW starts sooner than this number, you can no longer change target
|
|
GHW_COST_PIETY_CHANGE_TARGET = 250 # cost to chagne GHW target. Grows linearly with each change
|
|
MAX_FERVOR = 100 # Max amount of fervor
|
|
HEAD_OF_FAITH_PIETY_GAIN = 1.0 # Monthly piety gain for heads of faith
|
|
MINIMUM_FAITH_SIZE_FERVOR_MODIFIER = 10 # Adjusts the size modifier for monthly fervor gain for a faith according to the following formula: 1/squareroot(max(define_value, faith_size)/define_value) where define value is the value of MINIMUM_FAITH_SIZE_FERVOR_MODIFIER and faith_size is the current amount of provinces that follows the faith.
|
|
FERVOR_CHANGELOG_DURATION = 10 # After how many years do fervor changelog entries get deleted?
|
|
|
|
FAITH_COLOR_DEVIATION = { 0.25 0.35 } # How much should generated colors differ from the faith they're based on? Distance within the HSV colorspace
|
|
}
|
|
|
|
NTitle = {
|
|
CREATE_TITLE_OR_TIER_EMPIRE = { -1 -1 -1 -1 2 1 }
|
|
CREATE_TITLE_OR_TIER_KINGDOM = { -1 -1 -1 2 1 1 }
|
|
CREATE_TITLE_PRESTIGE_GAIN = { 0 0 0 300 400 500 }
|
|
CREATE_TITLE_LEGITIMACY_GAIN = { 0 0 0 25 50 75 }
|
|
CREATE_TITLE_GOLD_COST = { 0 0 0 250 500 1000 } # remember to update values in create_duchy_title_value etc. in 01_dynamic_values.txt!
|
|
CREATE_TITLE_MIN_COST_FACTOR = 0.2 # creating a title will always cost at least this much in percent of the base cost, ex. 20% of 250 for a duchy
|
|
DESTROY_TITLE_PRESTIGE_COST = { 0 0 0 400 800 1200 }
|
|
DESTROY_TITLE_LEGITIMACY_LOSS = { 0 0 0 25 50 75 } # Legitimacy lost when destroying titles of certain ranks (still allowed if you do not have enough legitimacy)
|
|
DESTROY_TITLE_CLEAR_LAW_MULT = 1 # when destroying a title with title-specifc laws, the cost for clearing laws must be payed, multiplied by this value
|
|
USURP_TITLE_GOLD_COST = { 0 0 0 250 500 1000 } # remember to update action_can_usurp_title in 00_title_actions.txt!
|
|
USURP_TITLE_PRESTIGE_GAIN = { 0 0 0 300 400 500 }
|
|
USURP_FAITH_HOSTILITY = 2 # If at or above this level of faith hostility, usurpation can only be done if the holder has no land in the title
|
|
TAKE_TITLE_PRESTIGE_MULT = { 0 0.5 1 5 15 50 }
|
|
VASSALIZE_PRESTIGE_MULT = { 0 0.5 1 5 15 50 }
|
|
DRIFT_MONTHLY_PROGRESS_INCREASE = 1
|
|
DRIFT_MONTHLY_PROGRESS_DECREASE = 0.5
|
|
DRIFT_PROGRESS_LIMIT = 1200
|
|
DRIFT_ADJACENT_ACROSS_WATER_DISTANCE = 2
|
|
REVOKE_LAWS_COST_SCALE = { 0 0 0.1 0.25 0.5 1 }
|
|
DYNAMIC_TITLE_MAP_COLOR_S_V = { 0.8 1.0 } # What is the Saturation and Value of dynamic title map colors? (via HSV color - Hue is fully randomized)
|
|
}
|
|
|
|
NSiege = {
|
|
ACTIONS_TO_REMEMBER = 4 # How many previous siege actions are remembered
|
|
ACTION_WEIGHTS = { # How likely are the the actions to be picked. The probability is given by the ratio of the weights.
|
|
30 # breach
|
|
15 # starvation
|
|
15 # disease
|
|
20 # desertion
|
|
20 # stalemate
|
|
}
|
|
|
|
BASE_DEFENDER_MORALE = 100 # Defender morale with no buildings, garrison etc
|
|
DEFENDER_MORALE_PER_FORT_LEVEL = 75 # Defender morale added to the base per for level
|
|
BASE_DAILY_MORALE_LOSS = 1 # How much morale is lost every day of the siege
|
|
MIN_DAILY_MORALE_LOSS = 0.5 # Minimum daily morale loss for the defenders
|
|
DAILY_MORALE_LOSS_FROM_RELATIVE_ATTACKER_MEN = 0.01 # How much morale is lost every day of the siege for extra stack of men defined in RELATIVE_ATTACKER_MEN_STACK_SIZE
|
|
RELATIVE_ATTACKER_MEN_STACK_SIZE = 200 # Extra stack size of men to start getting daily morale loss
|
|
MONTHLY_ATTRITION = 0.01 # Monthly attrition during siege
|
|
BASE_SIEGE_PHASE_LENGTH = 20 # Base length of a siege phase (time between picking new actions) in days
|
|
BREACH_PHASE_TIMER_LEVELS = { # How many levels of breach are there and how much (as percentage) is the phase timer reduced by these levels.
|
|
-0.1
|
|
-0.3
|
|
}
|
|
BREACH_WEIGHT_PER_FORT_TIER = 2.0 # How much breach weight does each level of fort remove? Siege weight is the ACTION_WEIGHT, times the max siege tier in the attacking army, minus fort level * BREACH_WEIGHT_PER_FORT_TIER
|
|
BREACH_ASSAULT_TICK_PERCENTAGE_CASULATIES = { # How many casualties will the assaultin armies receive based on the breach level
|
|
2.5
|
|
1
|
|
}
|
|
BREACH_ASSAULT_PROGRESS_CHUNK = 100 # How many mens take an impact in the assault (rounds up)
|
|
BREACH_ASSAULT_PROGRESS_PER_CHUNK = 0.2 # How much impact in assault will have every chunk
|
|
STARVATION_MORALE_LEVELS = { # How many levels of starvation are there, and how much morale does the defender lose (as a percentage of total morale)
|
|
0.05
|
|
0.15
|
|
}
|
|
DISEASE_MORALE_LOSS_LEVELS = { # How many levels of disease are there and how much (as percentage) is the defender morale loss increased by these levels.
|
|
0.1
|
|
0.2
|
|
}
|
|
DESERTION_MORALE_LOSS = 5 # How much defender morale is lost on desertion
|
|
SIEGE_FORT_THRESHOLDS = { # At what levels is another level of siege tier needed to avoid reduced siege speed?
|
|
4
|
|
6
|
|
11
|
|
16
|
|
31
|
|
}
|
|
SIEGE_FORT_THRESHOLD_IMPACT = 0.7 # What is the impact of not having enough siege tier? Siege speed is multiplied for this for each missing tier. E.G., if siege tier is 0, and fort level is 4, siege speed is multiplied by 0.5 * 0.5
|
|
|
|
SIEGE_LOOOT_MULTIPLIER = 40 # The income of the holding multiplied by this number is how much loot the besieging army will get for occupying it.
|
|
DEFENDER_OVERESTIMATION_FOR_SPLIT = 1.5 # Multiply number of defenders with this when splitting of a siege army to account for troops lost by the attacker to attrition during the remainder of the siege
|
|
SIEGE_ASSAULT_SPEED_MULT_WITH_ZERO_GARRISON_SIZE = 5 # How fast siege is speeding up when holding has min garrison size. The assault speed is multiplied by a value between 1 and N depending on the ratio of the garrison
|
|
}
|
|
|
|
NChild = {
|
|
ADOLESCENCE_SKILL_BASE_CHANCE = 15
|
|
CHILDHOOD_SKILL_BASE_CHANCE = 3
|
|
UNKNOWN_PARENT_SKILL = 5
|
|
BASE_MAX_SKILL = 10
|
|
INHERITED_SKILL_CHANCE = 1.3
|
|
LOWER_THAN_PARENT_BONUS = 20
|
|
MIN_SKILL_CHANCE = 10
|
|
EDUCATION_FOCUS_PROGRESS_YEAR = 1.0
|
|
HISTORY_CHILD_PERSONALITY_TRAITS = { 9 11 13 } # Ages where the children will gain each of the historical traits
|
|
}
|
|
|
|
NImprisonment = {
|
|
RANSOM_COST_BY_TIER = {
|
|
20 # Unlanded
|
|
30 # Baron
|
|
50 # Count
|
|
100 # Duke
|
|
200 # King
|
|
500 # Emperor
|
|
}
|
|
RANSOM_MIN_COST = 10
|
|
RANSOM_MULTIPLIER_PRIMARY_HEIR = 1.0
|
|
RANSOM_MULTIPLIER_SPOUSE = 0.5
|
|
RANSOM_MULTIPLIER_CLOSE_FAMILY = 0.25
|
|
RANSOM_MULTIPLIER_OTHER = 0.1
|
|
RANSOM_ROUNDED_TO = 5
|
|
}
|
|
|
|
NCounty = {
|
|
DEVELOPMENT_SPREAD_NEIGHBOUR_FACTOR = 0.1
|
|
DEVELOPMENT_SPREAD_USES_HIGHEST_NEIGHBOUR = yes # "yes" means only the difference from the highest dev neighbor will be used. "no" means that all higher-dev neighbors will be used
|
|
LEVELS_DEVELOPMENT = { 100 200 300 400 500 600 700 800 900 }
|
|
LEVEL_DROP_MAX_RETAINED_PROGRESS_DEVELOPMENT = 0.5
|
|
DEFAULT_COUNTY_CONTROL = 100
|
|
DEFAULT_COUNTY_DEVELOPMENT = 0
|
|
# What penalty to give when at zero culture acceptance. Scales down to 0 at 100% acceptance. So -10 would be -10 at 0%, -5 at 50%, 0 at 100%
|
|
COUNTY_OPINION_ZERO_ACCEPTANCE = -15
|
|
COUNTY_CONTROL_LOSS_ON_HOSTILE_OWNER_CHANGE = 75 # County control is reduced by this amount when the county changes hands due to conquest
|
|
ABSOLUTE_COUNTRY_CONTROL = 110
|
|
CULTURAL_ACCEPTANCE_AUTO_GRANT_COUNTY_SCRIPT_VALUE = "auto_grant_county_cultural_acceptance_impact"
|
|
}
|
|
|
|
NProvince = {
|
|
BASE_SUPPLY_LIMIT = 2000 # The unmodified base supply limit of a province
|
|
BARONY_BUILDING_SLOTS = 2
|
|
COUNTY_BUILDING_SLOTS = 3
|
|
SUPPLY_PER_DEVELOPMENT = 150 # Each development adds this much sto the supply limit
|
|
ACROSS_WATER_PROVINCE_MAX_DISTANCE = 2 # Maximum number of (traversable) water provinces between provinces to be considered "connected across water"
|
|
WINTER_LEVEL_THRESHOLD_MILD = 0.2 # Determines when the mild winter level takes effect, should be a value between 0.0 .. 1.0
|
|
WINTER_LEVEL_THRESHOLD_NORMAL = 0.5 # Determines when the normal winter level takes effect, which ranges between WINTER_LEVEL_THRESHOLD_MILD .. 1.0
|
|
WINTER_LEVEL_THRESHOLD_HARSH = 0.9 # Determines when the harsh winter level takes effect, which ranges between WINTER_LEVEL_THRESHOLD_NORMAL .. 1.0
|
|
WINTER_EFFECTS_MINIMAL_DAY_COUNT = 10 # The target effects of winter are determined on a monthly basis, it will take a number of days to reach this target between this minimum and 27 (days in February - 1)
|
|
WINTER_EFFECTS_FACTOR_MILD = 0.45 # Bias that offsets the newly added value for winter (on a monthly basis) while a province has no or mild winter
|
|
WINTER_EFFECTS_FACTOR_NORMAL = 0.3 # Bias that offsets the newly added value for winter (on a monthly basis) while a province has normal winter
|
|
WINTER_EFFECTS_FACTOR_HARSH = 0.15 # Bias that offsets the newly added value for winter (on a monthly basis) while a province has harsh winter
|
|
WINTER_SEVERITY_DEFAULT_BIAS = 0.1 # Default bias used when determining winter on a province that doesn't have a bias set explicitely
|
|
WINTER_SEVERITY_RANDOM_MIN = 0.5 # Sets the lower bound of the random value that is used when determining the next winter severity
|
|
WINTER_SEVERITY_RANDOM_MAX = 1.0 # Sets the upper bound of the random value that is used when determining the next winter severity
|
|
}
|
|
|
|
NText = {
|
|
DURATION_SHOW_YEARS_THRESHOLD = 24 # Duration will show as years if it's at least this many months
|
|
DURATION_SHOW_MONTHS_THRESHOLD = 60 # Duration will show as months if it's at least this many days
|
|
}
|
|
|
|
NCouncil = {
|
|
COUNCIL_MAX_SLOTS = 3 #Max number of slots of free positions to show for positions with max_amount
|
|
}
|
|
|
|
NDynasty = {
|
|
MONTHLY_PRESTIGE_GAIN_PER_MEMBER = 0.02 # Was 0.2 per year, should be then 0.016 recurring but that is ugly so round to 0.015
|
|
MAX_MONTHLY_PRESTIGE_GAIN_FROM_ALIVE_MEMBERS = 2 # Cap the above number
|
|
MONTHLY_PRESTIGE_GAIN_PER_TITLE_TIER = { 0 0.125 0.25 0.5 1 2 } # When per year was { 0 2 4 6 8 10 }
|
|
MONTHLY_PRESTIGE_GAIN_MULT_FOR_VASSALS_OF_SAME_DYNASTY = 0 # Dynasty members who are vassal of below of someone of the same dynasty have their prestige contribution multiplied with this. 0 disables their prestige contribution entirely
|
|
MONTHLY_PRESTIGE_GAIN_PER_TITLE_TIER_SPOUSE = { 0 0.1 0.2 0.4 0.8 1.6 } # When per year was { 0 2 4 6 8 10 }
|
|
MONTHLY_PRESTIGE_GAIN_MULT_FOR_VASSALS_OF_SAME_DYNASTY_SPOUSE = 0 # Dynasty members whose spouse are vassal of below of someone of the same dynasty have their prestige contribution multiplied with this. 0 disables their prestige contribution entirely
|
|
LEVELS_PRESTIGE = { 300 1000 2000 4000 7000 11000 16000 22000 29000 37000 }
|
|
LEVEL_DROP_MAX_RETAINED_PROGRESS_PRESTIGE = 0.5
|
|
LEVELS_PRESTIGE_GRAPHICAL_STEP = 2
|
|
PRESTIGE_ZERO_LEVEL = 0
|
|
MARRIAGE_PRESTIGE = { -100 0 100 200 300 400 500 600 700 800 900 }
|
|
BIRTH_PRESTIGE = { 0 100 200 300 400 500 600 700 800 900 1000 }
|
|
MAX_LONG_REIGN = { 5 10 15 20 25 30 35 40 45 50 55 }
|
|
HEAD_MONTHLY_PRESTIGE_GAIN_PER_TITLE_TIER = { 0 0.01 0.02 0.03 0.04 0.05 }
|
|
HEAD_MONTHLY_PRESTIGE_GAIN_PER_MEMBER = 0.01
|
|
HEAD_MONTHLY_PRESTIGE_GAIN_CAP = 3
|
|
CURRENT_DYNAST_EXTRA_POWER = 0.1 # For determining who should by dynast, the current dynast is considered to be this much more powerful than reality so that it doesn't bounce back and forth. 0.1 means 10%
|
|
|
|
NAMING_CHANCE_CULTURE = 25
|
|
NAMING_CHANCE_TITLE = 50
|
|
|
|
CADET_COA_BASE_PATTERN = "pattern_solid.dds" # Pattern used for in the background of a tiled cadet branch CoA
|
|
|
|
PERK_COST_BASE = 250 # Used to determine what the cost of the next legacy perk is going to be. It's calculated as: COST = PERK_COST_BASE + (Number of Unlocked Perks * PERK_COST_MULTIPLIER)
|
|
PERK_COST_MULTIPLIER = 500 # Used to determine what the cost of the next legacy perk is going to be. It's calculated as: COST = PERK_COST_BASE + (Number of Unlocked Perks * PERK_COST_MULTIPLIER)
|
|
}
|
|
|
|
NHouse = {
|
|
HEAD_MONTHLY_PRESTIGE_GAIN_PER_TITLE_TIER = { 0 0.02 0.04 0.06 0.08 0.1 }
|
|
HEAD_MONTHLY_PRESTIGE_GAIN_PER_MEMBER = 0.02
|
|
HEAD_MONTHLY_PRESTIGE_GAIN_CAP = 5
|
|
RENAME_MOTTO_MAX_LENGTH = 120 # How long can a motto be when custom renaming
|
|
POWERFUL_HOUSE_MINIMUM_POWER = 40 # Miminum house power values for the house to be considered powerful
|
|
POWERFUL_HOUSE_MAX_COUNT = 5 # Max number of powerful houses in an admin realm (not counting the top liege house)
|
|
HOUSE_POWER_BONUS_COOLDOWN_DAYS = 9125 # Cooldown days unable to change family attribute
|
|
}
|
|
|
|
NDreadEffectOnBoldness = {
|
|
# values below stack
|
|
MULT_BASE = 1 # base multiplier for dread (0..inf). Set to 0 to disable dread effect on boldness
|
|
MULT_OUTSIDE_REALM = 0.5 # reduce dread if I am not in the same realm as the dreaded character (0..1)
|
|
MULT_NOT_DIRECT_LIEGE = 0.7 # reduce dread if the dreaded character is not my direct liege (0..1)
|
|
MULT_DIPLOMATIC_DISTANCE_FALLOFF = 1 # reduce dread with diplomatic distance: dread *= 1 - ( distance * MULT_DIPLOMATIC_DISTANCE_FALLOFF ) / NAI::MAX_DIPLO_DISTANCE
|
|
}
|
|
|
|
NDomain = {
|
|
ABOVE_LIMIT_LEVY_PENALTY = 0.2 # How much levies are reduced per holding over the limit
|
|
ABOVE_LIMIT_MAX_LEVY_PENALTY = 1 # How much levies can be reduced at most
|
|
ABOVE_LIMIT_TAX_INCOME_PENALTY = 0.2 # How much tax income from domain is reduced per holding over the limit
|
|
ABOVE_LIMIT_MAX_TAX_INCOME_PENALTY = 1 # How much tax income from domain can be reduced at most
|
|
HOLDING_GRACE_PERIOD = 365 # How many days do newly gained holdings not count towards the domain size for the purposes of penalties (but also not produce any levies)
|
|
STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE = 6 # domain limit += floor( <stewardship skill> / STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE )
|
|
LEVIES_AT_ZERO_COUNTY_CONTROL = 0.5 # How many % levies do you get at 0 county control? Interpolated between this value and 100% when between 0 and 100
|
|
TAX_AT_ZERO_COUNTY_CONTROL = 0.0 # How much % tax do you get at 0 county control? Interpolated between this value and 100% when between 0 and 100
|
|
LEVIES_AT_MAX_COUNTY_DEVELOPMENT = 0.5 # How many % levies bonus do you get at 100 county development? Interpolated between this value and 0% when between 0 and 100
|
|
TAX_AT_MAX_COUNTY_DEVELOPMENT = 0.5 # How much % tax bonus do you get at 100 county development? Interpolated between this value and 0% when between 0 and 100
|
|
HOLDING_MIN_GARRISON_COUNT = 25 # The minimal amount of garrisons a holding should have if it should have garrisons
|
|
}
|
|
|
|
NFaction =
|
|
{
|
|
UPDATE_INTERVAL_DAYS = 30 # How often does the faction updates
|
|
COUNTY_CREATE_MIN_SCORE = 10 # Minimum score to necessary to even consider create a faction
|
|
COUNTY_JOIN_MIN_SCORE = 15 # Minimum score to necessary to even consider join a faction
|
|
COUNTY_LEAVE_SCORE_THRESHOLD = 5 # If the join score goes below this value the member leaves the faction
|
|
MAX_POWER = 200 # Max power reachable
|
|
MONTHS_IDLE_DEMAND = 12 # After accepting or losing a war the faction will stay this time without enforcing any demands
|
|
COUNTY_INCOME_POWER_FACTOR = 100 # Strength per income for the counties
|
|
DISCONTENT_THRESHOLD = 100 # The discontent threshold at which the faction can send demands.
|
|
DEFAULT_POWER_THRESHOLD = 80 # The default power threshold if there no one defined.
|
|
MAX_DEMAND_DELAY_DAYS = 90 # The faction is guaranteed to send demands on the next update after this number of days has passed since it started being able to send demands.
|
|
|
|
POTENTIAL_FORCE_JOIN_HOOK_TYPE = "strong" # The type of hook that means the UI will show a member as potentially joining
|
|
}
|
|
|
|
NPathFinding = {
|
|
EMBARK_COST = 30 # This value will be set as pathfinding cost if it goes from land to sea
|
|
DISEMBARK_COST = 10 # This value will be set as pathfinding cost if it goes from sea to land
|
|
}
|
|
|
|
NCulture = {
|
|
MINIMUM_INNOVATIONS_TO_NEXT_ERA = 0.5 # Percentage of innovations to be able to go to the next era
|
|
ERA_PROGRESS_GAIN_BASE_MONTHLY = 0.1 # Base percentage gain every month for era exposure
|
|
ERA_PROGRESS_GAIN_MONTHLY_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.05 # How much extra per average development level
|
|
FIRST_ERA_START_YEAR = 476 # When did the first era start?
|
|
|
|
# Regional exposure will start with the minimum number of regions from any of the next percentages
|
|
INNOVATION_REGIONAL_PERCENTAGE = 0.1 # Minimum percentage of region for regional innovations to get regional exposure
|
|
INNOVATION_CULTURE_PERCENTAGE_IN_REGION = 0.4 # Minimum percentage for a culture in a region to be exposed to get regional exposure
|
|
|
|
# Chance (0..100) to advance with the innovation each month:
|
|
# base + from exposure + from fascination
|
|
INNOVATION_PROGRESS_CHANCE_BASE = 5
|
|
INNOVATION_PROGRESS_CHANCE_FROM_EXPOSURE = 40 # if there is any exposure
|
|
# from fascination = base + max( 0, head learning skill - HEAD_LEARNING_BASE ) * PER_LEARNING_LEVEL
|
|
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 20
|
|
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_LEARNING_BASE = 0
|
|
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_PER_LEARNING_LEVEL = 1
|
|
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_LEARNING = 10 # used as the skill value if there is no cultural head
|
|
|
|
# If the random roll succeeds, the innovation will progress by:
|
|
# base + from development + from eras ahead
|
|
INNOVATION_PROGRESS_GAIN_BASE = 0.3
|
|
INNOVATION_PROGRESS_GAIN_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.02
|
|
INNOVATION_PROGRESS_GAIN_PER_ERA_AHEAD = 0.2
|
|
MINIMUM_DYNASTY_NAMES = 2 # We'll log an error for any culture with less dynasty names than this. Dynasty names from the culture group will count
|
|
|
|
# This counts the # of border counties. So if culture A has a county that borders a single county of culture B, that's 2 border counties. If it bordered 2, it'd be 3 border counties, as each individual county can only get counted once
|
|
YEARLY_ACCEPTANCE_PER_BORDER_COUNTY = 0.05
|
|
MAX_YEARLY_ACCEPTANCE_PER_BORDER_COUNTY = 1
|
|
MAX_ACCEPTANCE_FROM_SHARED_REALMS = 0.5 # If 100% of both cultures are in the same realm, acceptance will increase by this much each year. For each realm with both cultures we take the % of each culture that's present in the realm and multiply them with one another. E.G., if a realm has 50% of all Norwegian counties and 40% of all Swedish cultures, that'll contribute 50% * 40% * MAX_ACCEPTANCE_FROM_SHARED_REALMS to acceptance each year
|
|
# Acceptance per year per vassal of each tier
|
|
# This is then divided by the size of the smaller of the two cultures, or by MIN_CULTURE_SIZE_FOR_VASSAL_ACCEPTANCE if that's bigger
|
|
# So a king vassal gives the same gain for a small culture as two king vassals for one that's twice as big
|
|
# We don't support baron vassals for this
|
|
YEARLY_ACCEPTANCE_FROM_TIER = { 0 0 1 3 10 0 }
|
|
MAX_YEARLY_ACCEPTANCE_FROM_VASSALS = 0.5 # We don't give more than this from vassalage
|
|
MIN_CULTURE_SIZE_FOR_VASSAL_ACCEPTANCE = 5 # We pretend neither culture involved is smaller than this
|
|
ACCEPTANCE_REDUCTION_FROM_NO_INTERACTION = 0.5 # If two cultures gain no acceptance at all from bordering, vassals, or shared realm, their acceptance will go down by this amount each year. Cultures with the same heritage are exempt
|
|
ACCEPTANCE_REGRESSION_TOWARDS_BASELINE = 1 # At 100% past the baseline it ticks down at this rate per year. Scaled from 0 to 100%, so at 50% it'd be half this value
|
|
MIN_ACCEPTANCE_REGRESSION_TOWARDS_BASELINE = 0.1 # Regression towards zero can't go below this (except to avoid overshooting the baseline)
|
|
ACCEPTANCE_DIMINISHING_RETURNS = 0.5 # At 100%, increases are reduced by this much. Scaled from 0 to 100%, ignores baseline
|
|
CULTURE_ACCEPTANCE_CHANGELOG_DURATION = 10 # After how many years do fervor changelog entries get deleted?
|
|
DEFAULT_MAX_TRADITIONS = 5 # How many traditions can a culture have by default?
|
|
CULTURE_COLOR_DEVIATION = { 0.1 0.15 } # How much should generated colors differ from the culture they're based on? Distance within the HSV colorspace
|
|
HYBRID_GFX_CHANCE = 0.666 # What's the chance that a GFX culture that can be made into a hybrid will be? Used for the AI, the default selection, and when making a culture through script
|
|
HYBRID_NAMING_CHANCE = 0.666 # What's the chance hybrid name lists will be used? Used for the AI, the default selection, and when making a culture through script
|
|
|
|
REFORMATION_PROGRESS_GAIN_BASE = 1.66 # The base monthly progress gain when reforming. Finished at 100. Base speed at 1.66 results in minimum 5 years.
|
|
REFORMATION_PROGRESS_SLOWDOWN_PER_COUNTY_WITH_CULTURE = 0.2 # How much slower is the reformation per county with the culture. The final progress is calculated: (TotalGain) / (NrCounties * SlowdownFactor)
|
|
REFORMATION_PROGRESS_REPLACE_TRADITION_MULT = 0.75 # A multiplier to the total progress when replacing traditions.
|
|
REFORMATION_MAX_YEARS = 30 # The slowdown per county will be capped at a value that limits the max years a reformation can take to this value. Replacing traditions will go over this limit.
|
|
}
|
|
|
|
NMercenary = {
|
|
LEVELS = { 0 7 14 } # Defines how many different sizes of mercenary companies are there and how many are spawned for a given culture
|
|
# The numbers correspond to numbers of counties of the culture. No company exists if the number is lower than the first value specified here.
|
|
HIRE_RANGE = 500 # The maximum distance of mercenaries that can be hired (capital to mercenary location)
|
|
HIRE_RANGE_SAME_CULTURE = 1500 # The maximum distance of mercenaries with the same culture that can be hired (capital to mercenary location)
|
|
LEVIES = { 400 800 1200 } # The base numbers of levies for levels of mercenary bands
|
|
MAA_REGIMENTS = { 1 2 3 } # The number of MAA regiments for levels of mercenary bands
|
|
NUM_KNIGHTS = { 2 3 4 } # The number of knights for levels of mercenary bands
|
|
MAA_REGIMENT_SIZES = { 3 3 3 } # The base sizes of MAA regiments for levels of mercenary bands, in number of sub-regiments
|
|
|
|
SIZE_INNOVATIONS_RATIO = 1.0 # How much are mercenary companies growing with the ratio of discovered to all cultural innovations of the culture. 1.0 means +100%
|
|
# if SIZE_INNOVATIONS_RATIO = 2, the mercenaries will be 3x their original size if all innovations are discovered
|
|
|
|
HIRE_MONTHS = 36 # The length of the period mercenaries are hired for in months
|
|
|
|
LEVY_COST_PER_100_SOLDIERS = 12.0 # The cost of the levy regiment part of mercenary companies, per 100 soldiers for better precision
|
|
MAA_COST_RATIO = 0.5 # The cost of the MAA regiments of mercenary companies as a fraction of what those regiments cost when buying them
|
|
REALM_SIZE_MULT = 0.05 # The cost will increase by this many percent multiplied by the square root of the hirer's realm size (# of counties)
|
|
|
|
ALLOWED_DEBT_MONTHS = 24 # How many months of monthly income in dept are characters allowed to have before being blocked from hiring mercenaries
|
|
|
|
REINFORCEMENT_FACTOR = 3.0 # How much faster do mercenary regiments reinforce than regular regiments
|
|
|
|
COUNTY_REMOVAL_FACTOR = 1.2 # When removing mercenaries from shrinking cultures, first multiply culture size with this
|
|
}
|
|
|
|
NHolyOrder = {
|
|
# In addition to the holding levies, a holy order has levies according to this formula:
|
|
# NUM_LEVIES_BASE + <num holdings> * NUM_LEVIES_PER_HOLDING
|
|
NUM_LEVIES_BASE = 500
|
|
NUM_LEVIES_PER_HOLDING = 200
|
|
|
|
# The holy order starts out with NUM_MAA_BASE Men-At-Arms sub-regiments. These will always try to use the holy_order_maa defined in the religion, if any are available.
|
|
NUM_MAA_BASE = 2
|
|
|
|
# The holy order also gets NUM_MAA_PER_HOLDING additional Men-At-Arms sub-regiments for each holding leased to it.
|
|
NUM_MAA_PER_HOLDING = 1
|
|
# The MaA from this many holdings will all go into the same regiment
|
|
NUM_HOLDINGS_PER_MAA_REGIMENT = 3
|
|
# The regiment type of these additional Men-At-Arms has a chance of RELIGION_MAA_RATIO % (multiplied by 100) to use a religious type, like NUM_MAA_BASE.
|
|
# Otherwise it will use a random type with the holy_order_fallback = yes flag.
|
|
RELIGION_MAA_RATIO = 0.7
|
|
|
|
PATRON_MIN_TIER = 4 # minimum tier for a ruler to be a patron of a holy order
|
|
|
|
LEVY_COST_PER_100_SOLDIERS = 5.0 # The piety cost of the levy regiment part of holy orders, per 100 soldiers for better precision
|
|
MAA_COST_RATIO = 0.2 # The piety cost of the MAA regiments of holy orders as a fraction of what those regiments cost when buying them
|
|
REALM_SIZE_MULT = 0.05 # The cost will increase by this many percent multiplied by the square root of the hirer's realm size (# of counties)
|
|
PATRON_HIRE_COST_MULT = 0 # The patron pays only a fraction for hiring a holy order. Set to 0 to make it free.
|
|
PATRON_STEAL_COST_MULT = 1 # But if someone's already hired it, they do have to pay still
|
|
|
|
# One character can hire up to this many holy orders. Set to -1 to disable the limit.
|
|
HIRE_LIMIT = 1
|
|
|
|
# Must be at war with someone with at least this hostility level to be able to hire holy orders. Once hired hey can be used against all enemies, though.
|
|
ENEMY_MIN_HOSTILITY_LEVEL = 2
|
|
|
|
BASE_NUM_KNIGHTS = 2 # How many knights do holy orders have?
|
|
EXTRA_KNIGHTS_PER_HOLDING = 0.5 # How many knights do holy orders get for each holding? Rounds down
|
|
|
|
COAT_OF_ARMS_LIST = "religious_title"
|
|
}
|
|
|
|
NCourt = {
|
|
# Number of spouses and commanders that should be available in a court.
|
|
# Characters will be spawned at game start and on succession, if no matching characters are available.
|
|
GENERATED_SPOUSES_BARONY_PER_HOLDING_KEYS = {}
|
|
GENERATED_SPOUSES_BARONY_PER_HOLDING_VALUES = {}
|
|
GENERATED_SPOUSES_COUNTY = 0
|
|
GENERATED_SPOUSES_DUCHY = 0
|
|
GENERATED_SPOUSES_KINGDOM = 0
|
|
GENERATED_SPOUSES_EMPIRE = 0
|
|
GENERATED_COMMANDERS_BARONY_PER_HOLDING_KEYS = {}
|
|
GENERATED_COMMANDERS_BARONY_PER_HOLDING_VALUES = {}
|
|
GENERATED_COMMANDERS_COUNTY = 0
|
|
GENERATED_COMMANDERS_DUCHY = 0
|
|
GENERATED_COMMANDERS_KINGDOM = 0
|
|
GENERATED_COMMANDERS_EMPIRE = 0
|
|
|
|
# When a courtier has decided to leave, they will stay this much longer to give the liege the opportunity to make them stay
|
|
COURTIER_MOVE_TO_POOL_DELAY_MONTHS = 2
|
|
|
|
# Guests stay this long before they consider leaving. From then on there is a monthly chance they will decide to leave (monthly_leave_chance_x10).
|
|
GUEST_STAY_DURATION_MONTHS = 36
|
|
SETUP_GUEST_MIN_STAY_DURATION_MONTHS = 6 # guests filled into courts at game start will stay between SETUP_GUEST_MIN_STAY_DURATION_MONTHS and GUEST_STAY_DURATION_MONTHS
|
|
# Same as COURTIER_MOVE_TO_POOL_DELAY_MONTHS, but for guests
|
|
GUEST_MOVE_TO_POOL_DELAY_MONTHS = 2
|
|
|
|
# Maximum number of adult courtiers and guests, per ruler tier. While it won't throw anyone out if the limit is exceeded, no new guests will arrive while at or above the cap. See also: MIN_GUESTS_PER_TIER.
|
|
MAX_COURTIERS_AND_GUESTS_PER_TIER = { 0 0 6 8 12 20 }
|
|
# Minimum number of adult guests, per ruler tier. Overrides MAX_COURTIERS_AND_GUESTS_PER_TIER to make sure there are always some guests even if the courtiers have reached the cap.
|
|
MIN_GUESTS_PER_TIER = { 0 0 0 1 2 3 }
|
|
|
|
# If the pools are empty and guests need to be generated, generate at most this many per month
|
|
MAX_GUESTS_TO_GENERATE = 2
|
|
}
|
|
|
|
NVassalContract = {
|
|
OPINION_OF_LIEGE_UPDATE_INTERVAL = 30 # Interval in days - how often should the vassal's opinion of liege update for vassal contracts which use it
|
|
|
|
CHECK_OBLIGATION_VALIDITY_INTERVAL = 30 # Interval in days - how often should the selected obligation levels be validated for contracts with obligation level
|
|
|
|
# Only count vassals and above count towards the limit
|
|
ABOVE_LIMIT_LEVY_PENALTY = 0.05 # How much levies are reduced per vassal over the limit
|
|
ABOVE_LIMIT_MAX_LEVY_PENALTY = 0.95 # How much levies can be reduced at most
|
|
ABOVE_LIMIT_TAX_INCOME_PENALTY = 0.05 # How much tax income from domain is reduced per vassal over the limit
|
|
ABOVE_LIMIT_MAX_TAX_INCOME_PENALTY = 0.95 # How much tax income from domain can be reduced at most
|
|
}
|
|
|
|
NGUI = {
|
|
REALM_VIEW_NUM_HEIRS = 5
|
|
REALM_VIEW_CONTROL_THRESHOLD = 35
|
|
CHARACTER_LIST_TEXT_SEARCH_MIN_LENGTH = 3 # min text string lenght to start matching
|
|
CHARACTER_LIST_MATCH_CUTOFF = 25 # lowest match score for text filter
|
|
CHARACTER_LIST_MATCH_COUNT = 15 # text filter options limit
|
|
CHARACTER_LIST_NAME_MATCH_COUNT = 100 # match by name character limit
|
|
CHARACTER_LIST_PARALLEL_JOB_CHUNK = 1000 # internal option for parallel character processign
|
|
HEALTH_FINE_LEVEL = 3 # value for health filter
|
|
VALUE_LIMIT_SHOW_K = 100000 # army values greater that this will be shown as 50K
|
|
WAR_OVERVIEW_MAIN_PARTICIPANTS = 2 # how many participants show as separate portraits
|
|
TUTORIAL_STEP_INSTRUCTION_BUTTON_ID = "next"
|
|
RENAME_MAX_LENGTH = 40 # How long can names and such be when renaming things (E.G., characters, titles, dynasties)
|
|
EXIT_SAVE_NAME = "autosave_exit"
|
|
MAX_BREAKDOWN_ENTRIES = 10 # Used to limit the number of entries in some breakdowns (E.G., tax from vassals)
|
|
BATTLE_SUMMARY_MINOR_BATTLE = 1000 # max soldiers for a battle to be skirmish
|
|
BATTLE_SUMMARY_BIG_LOSSES = 0.6 # ration of survivors when a battle is a slaughter
|
|
DEFAULT_FRONT_END_BACKGROUND = "main_menu/frontend_west.dds" # relative to the illustrations folder
|
|
DYNASTY_TREE_MAX_SIZE = 200 # Limit initial number of character in single dynasty tree
|
|
PRISONER_MASS_ACTION_REASONS = 5 # maximum number of reasons why a mass prisoner action cannot be done that we want to show in tooltips
|
|
}
|
|
|
|
NSuggestions = {
|
|
NUM_OF_SUGGESTIONS = 0 # How many suggestions should show up maximum in the interface (currently disabled until suggestion definitions are reworked for better quality)
|
|
GLOBAL_SPAN_MONTHS = 6 # How frequently new suggestions should be created
|
|
PLAYER_SUGGESTION_MONTHS_UPDATE = 2 # How frequently existing updates should be checked if they're still valid
|
|
}
|
|
|
|
NModifier = {
|
|
HEALTH_VALUE_FORMAT_THRESHOLDS = { -6 -4.5 -3 -1 -0.75 -0.5 -0.25 0 0.25 0.5 0.75 1 2 } # Thresholds to select the key in HEALTH_VALUE_FORMAT_KEYS
|
|
HEALTH_VALUE_FORMAT_KEYS = {
|
|
"HEALTH_VALUE_FORMAT_ALREADY_DEAD"
|
|
"HEALTH_VALUE_FORMAT_CATASTROPHIC_PENALTY"
|
|
"HEALTH_VALUE_FORMAT_CRITICAL_PENALTY"
|
|
"HEALTH_VALUE_FORMAT_SEVERE_PENALTY"
|
|
"HEALTH_VALUE_FORMAT_MAJOR_PENALTY"
|
|
"HEALTH_VALUE_FORMAT_MODERATE_PENALTY"
|
|
"HEALTH_VALUE_FORMAT_MINOR_PENALTY"
|
|
"HEALTH_VALUE_FORMAT_TINY_PENALTY"
|
|
"HEALTH_VALUE_FORMAT_SMALL_BOOST"
|
|
"HEALTH_VALUE_FORMAT_MEDIUM_BOOST"
|
|
"HEALTH_VALUE_FORMAT_SIGNIFICANT_BOOST"
|
|
"HEALTH_VALUE_FORMAT_HUGE_BOOST"
|
|
"HEALTH_VALUE_FORMAT_MASSIVE_BOOST"
|
|
"HEALTH_VALUE_FORMAT_GODLIKE_BOOST"
|
|
}
|
|
STANDARD_MINIMUM_VALUE = 0.1 # Some modifiers are not allowed to reduce whatever they're affecting to below 10%
|
|
}
|
|
NPortrait = {
|
|
GENE_DATABASE_VERSION = 3 # If the version saved in a file does not match this number, the portrait DNAs will get regenerated. Increase this number when making gene database changed that would break old portraits.
|
|
GRACEFUL_AGING_START = 25 # After this age, added life expectancy will make a character look younger than they are; the effect grows the further past this point one goes
|
|
GRACEFUL_AGING_END = 70 # This is the apparent age at which life expectancy stops slowing down visual aging (each year onwards ages you visually 1 year)
|
|
MAX_AGE = 100.0 # At this age portraits will use the special age gene at full strength
|
|
PORTRAIT_MALE_ADULT_AGE = 18 # The boy -> male portrait change happens at this age
|
|
PORTRAIT_FEMALE_ADULT_AGE = 18 # The girl -> female portrait change happens at this age
|
|
CUSTOM_HAIR_COLORS_RGB = { # Hair colors available for use in the barber shop
|
|
0.949 0.900 0.867
|
|
0.886 0.725 0.584
|
|
0.827 0.592 0.423
|
|
0.741 0.474 0.302
|
|
0.592 0.314 0.176
|
|
0.329 0.263 0.196
|
|
0.341 0.227 0.149
|
|
0.286 0.137 0.066
|
|
0.145 0.086 0.050
|
|
0.086 0.059 0.035
|
|
}
|
|
DEFAULT_ANIMATION = "idle" # Default portrait animation, used as a fallback in places where portrait animations can be specified
|
|
SAVE_GAME_ANIMATION_GROUP_MAIN = "frontend_center_idle" # Which animation group to use for the main menu main character taken from saves
|
|
SAVE_GAME_ANIMATION_GROUP_HEIR = "frontend_right_idle" # Which animation group to use for the main menu heir character taken from saves
|
|
SAVE_GAME_ANIMATION_GROUP_SECONDARY = "frontend_left_idle" # Which animation group to use for the main menu secondary character taken from saves
|
|
BOOKMARK_ANIMATION_GROUP = "idle" # Which animation group to use for the bookmark character
|
|
HYBRIDIZATION_ANIMATION_GROUP = "idle" # Which animation group to use for culture hybridization previews
|
|
WEIGHT_UPDATE_YEAR_INTERVAL = 3 # Years in between portrait updating their current weight towards their target weight
|
|
WEIGHT_UPDATE_YEAR_INTERVAL_PLAYER = 1 # Years in between portrait updating their current weight towards their target weight (for player characters)
|
|
WEIGHT_UPDATE_PLAYER_LERP_SCALAR = 0.30 # Scalar for the liner interoplation of the weight update to trend current weight towards target weight, for the player
|
|
WEIGHT_UPDATE_LERP_SCALAR = 0.40 # Scalar for the liner interoplation of the weight update to trend current weight towards target weight
|
|
DEFAULT_BASE_WEIGHT_MIN = -35 # Min for starting random base weight inclusive
|
|
DEFAULT_BASE_WEIGHT_MAX = 35 # Max for starting random base weight inclusive
|
|
IGNORED_WEIGHT_DEVIATION_FOR_DEAD_WITHOUT_DNA = 10 # Characters that die at between -10 and 10 weight, and have no DNA generated, will get their weight set to 0 to save storage in the save game
|
|
MAX_PORTRAIT_GENERATION_DEPTH = 8 # When generating someone's portrait, generate up to this many generations of missing portraits
|
|
}
|
|
|
|
NPlayer = {
|
|
RALLY_POINT_LIMIT = 10 # Rally point number limit for players
|
|
MIN_PATH_COST_SAVINGS_TO_CONSIDER_WATER_PATH = 45 # Number of travel days saved before right-clicking considers going through water instead
|
|
}
|
|
|
|
NRaid = {
|
|
RAID_LOOT_PER_SOLDIER = 0.1 # How much loot can a single soldier carry? Minimum increment is 0.001
|
|
MIN_SOLDIERS_TO_RAID = 200 # How small can a raid army be and still be able to loot?
|
|
MONTHLY_ATTRITION = 0.01 # How much attrition do you take while looting a province? 0.01 = 1% per month
|
|
MONTHS_OF_RAID_LOOT = 12 # How many months of holding income (with owner effects discounted) does raiding provide?
|
|
|
|
# Progress cannot be lower than 1/day (except when interrupted by combat)
|
|
BASE_PROGRESS = 20 # How much base raid action progress do you get per day?
|
|
PROGRESS_PER_SOLDIER = 0.01 # How much raid action progress do you get per day per soldier? Minimum resolution is 0.001
|
|
BASE_DIFFICULTY = 350 # How much base progress is needed?
|
|
DIFFICULTY_PER_FORT_LEVEL = 350 # How much progress is needed per fort level in the holding?
|
|
DIFFICULTY_PER_COUNTY_FORT_LEVEL = 250 # How much progress is needed per fort level in the county *outside* the holding?
|
|
DAYS_OF_HOSTILITY = 180 # How long after raiding do hostilities last?
|
|
DAYS_OF_IMMUNITY = 1825 # How long does raid immunity after defeating a raid army last?
|
|
RAID_REALM_AI_COOLDOWN = 1 # How many years the AI should wait before considering raiding again, after any AI raiders have been defeated previously
|
|
RAID_MINIMUM_ATTRITON = 0 # How low can the attrition go for raiders in particular?
|
|
}
|
|
|
|
NCharacterGlow = {
|
|
TINT_COLOR_DEFAULT = { 0.9 0.8 0.6 0.6 }
|
|
TINT_COLOR_PLAYER_CHARACTER = { 0.9 0.8 0.6 0.6 }
|
|
TINT_COLOR_PLAYER_HEIR = { 0.9 0.8 0.6 0.6 }
|
|
TINT_COLOR_ALLY = { 0.9 0.8 0.6 0.6 }
|
|
TINT_COLOR_ENEMY_IN_WAR = { 0.9 0.8 0.6 0.6 }
|
|
TINT_COLOR_OTHER_PLAYER_MULTI = { 0.9 0.8 0.6 0.6 }
|
|
}
|
|
|
|
NGraphics = {
|
|
# At how much VRAM (in MB) should the setting presets kick in?
|
|
QUALITY_SETTING_NAMES = { "low" "medium" "high" }
|
|
VRAM_FOR_QUALITY_SETTING_DEFAULT = { 0 2000 3000 }
|
|
|
|
# When to enable a graphics setting by default
|
|
VRAM_FOR_ADVANCED_SHADERS_DEFAULT_ON = 1000
|
|
VRAM_FOR_LOW_PRIO_COURT_SCENE_CHARACTERS_DEFAULT_ON = 2000
|
|
|
|
# If we can't find how much VRAM is available then
|
|
QUALITY_SETTING_DEFAULT_IF_VRAM_UNKNOWN_DISCRETE = "medium" # Use this setting if the GPU is from AMD or nVIDIA
|
|
QUALITY_SETTING_DEFAULT_IF_VRAM_UNKNOWN_INTEGRATED = "low" # Use this setting if the GPU *isn't* from AMD or nVIDIA
|
|
ADVANCED_SHADERS_DEFAULT_ON_IF_VRAM_UNKNOWN_INTEGRATED = no # Set the use of advanced shaders to this if the GPU *isn't* from AMD or nVIDIA
|
|
LOW_PRIO_COURT_SCENE_CHARACTERS_DEFAULT_ON_IF_VRAM_UNKNOWN_INTEGRATED = no # Set use of low priority court scene characters if the he GPU *isn't* from AMD or nVIDIA
|
|
|
|
# How many layers exist, and where are they found?
|
|
CULTURE_TRADITION_LAYER_PATHS = {
|
|
"gfx/interface/icons/culture_tradition/0-background"
|
|
"gfx/interface/icons/culture_tradition/1-pattern"
|
|
"gfx/interface/icons/culture_tradition/2-support"
|
|
"gfx/interface/icons/culture_tradition/3-stroke"
|
|
"gfx/interface/icons/culture_tradition/4-items"
|
|
}
|
|
CULTURE_TRADITION_LAYER_DIFFERENCES = 2 # How different do we want each icon to be. 2 means we'll try to ensure that all icons have at least 2 layers that are different. If you don't have enough assets, it mimght be reduced to 1 or even 0. debug.log will have a note if that happens
|
|
}
|
|
|
|
NRulerDesigner = {
|
|
IRONMAN_POINT_MAX = 400 # Above this value achievements are not allowed
|
|
AGE_LEVELS = { 10 16 18 20 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 60 70 } # Index into below if <= age
|
|
AGE_LEVEL_MULTIPLIERS = { 2 2.25 2.5 2.7 2.9 3 2.9 2.8 2.7 2.6 2.5 2.4 2.3 2.2 2.1 2 1.9 1.8 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1 0.9 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0 } # Multiplier on age for points used
|
|
DEFAULT_SKILL_VALUE = 5
|
|
GENERATED_SONS_MULTIPLIER = 10
|
|
GENERATED_DAUGHTERS_MULTIPLIER = 10
|
|
GENERATED_SPOUSE = 0
|
|
DEFAULT_EDUCATION_TRAIT = "education_intrigue_1"
|
|
BASE_HEALTH = 5.0
|
|
}
|
|
|
|
NInventory = {
|
|
ARTIFACT_DEFAULT_MAX_DURABILITY = 60.0
|
|
ARTIFACT_DEFAULT_MAX_DURABILITY_MASTERWORK = 75.0
|
|
ARTIFACT_DEFAULT_MAX_DURABILITY_FAMED = 100.0
|
|
ARTIFACT_DEFAULT_MAX_DURABILITY_ILLUSTRIOUS = 150.0
|
|
ARTIFACT_LOW_DURABILITY = 20.0
|
|
ARTIFACT_VERY_LOW_DURABILITY = 5.0
|
|
# The below are the base durability; this is further modified by owner modifiers (artifact_decay_reduction_mult)
|
|
ARTIFACT_DURABILITY_DECAY_STORAGE = 1.0 # yearly decay, unequipped
|
|
ARTIFACT_DURABILITY_DECAY_EQUIPPED = 1.0 # yearly decay, equipped to person
|
|
ARTIFACT_DURABILITY_DECAY_DISPLAY = 0.0 # yearly decay, on display in court
|
|
ARTIFACT_HOUSE_CLAIM_YEARS = 50 # Number of years a house member must hold an artifact before a house artifact claim is generated
|
|
ARTIFACT_COLOR_COMMON = { 0.745 0.458 0.192 0.8 }
|
|
ARTIFACT_COLOR_MASTERWORK = { 0.184 0.615 0.027 0.8 }
|
|
ARTIFACT_COLOR_FAMED = { 0.125 0.454 0.894 0.8 }
|
|
ARTIFACT_COLOR_ILLUSTRIOUS = { 0.721 0.321 0.894 0.8 }
|
|
|
|
ARTIFACT_RARITY_AI_SCORE_MULT = 10 # factor by which an artifacts rarity is multiplied when scoring the artifact for the AI to use
|
|
|
|
# combined quality and wealth ( 0 - 100 each ) scores determine rarity based on these thresholds
|
|
ARTIFACT_THRESHOLD_MASTERWORK = 50
|
|
ARTIFACT_THRESHOLD_FAMED = 130
|
|
ARTIFACT_THRESHOLD_ILLUSTRIOUS = 180
|
|
|
|
ARTIFACT_IMMINENT_CLAIM_THRESHOLD = 5 # a house is considered to have an "imminent claim" on an artifact if there is no more than this many years left until one is generated
|
|
}
|
|
|
|
NRoyalCourt = {
|
|
MIN_ROYAL_COURT_TIER = "kingdom" # Min tier for a character to have a royal court if their government allows it
|
|
|
|
COURT_GRANDEUR_MIN = 0 # Minimum court grandeur value
|
|
COURT_GRANDEUR_MAX = 100 # Maximum court grandeur value
|
|
COURT_GRANDEUR_STARTING_DEFAULT = 25 # Default starting current grandeur
|
|
|
|
COURT_GRANDEUR_LEVELS = { 10 15 20 30 40 50 60 70 80 90 }
|
|
LEVEL_CHANGE_GRACE_PERIOD_MONTHS = 6 # Number of months your old court grandeur level will remain in effect in terms of modifiers when going down a level
|
|
|
|
COURT_LANGUAGE_ADOPTION_COOLDOWN = 1825 # Number of days in between able to adopt a new court language
|
|
|
|
GRANDEST_COURT_LANGUAGE_MULTIPLIER = 0.5 # We are the grandest court using our language, multiplier on number of other courts using our language eg: 25 other courts * 0.4 = 10
|
|
COURT_LANGUAGE_COUNTY_SHARES_MULTIPLIER = 0.05 # Court language is known personally to us, multiplier for every county in realm that's culture speaks that language
|
|
|
|
SHARES_COURT_LANGUAGE_WITH_GRANDEST_DIFF_MULTIPLIER = 0.2 # We share court language with the grandest court using it, multiplier on difference between our grandeur and theirs eg: ( 75 grandest - 25 us ) * 0.4 = 20, so at 100 - 0 you get 40
|
|
SHARES_COURT_LANGUAGE_WITH_GRANDEST_DIFFERENT_RELIGION_MULTIPLIER = -0.5 # Reduce by 50% if grandest court and us are of different religions
|
|
SHARES_COURT_LANGUAGE_WITH_GRANDEST_DIFFERENT_GOVERNMENT_MULTIPLIER = -0.25 # Reduce by 25% if grandest court and us are of different governments
|
|
|
|
COURT_LANGUAGE_NATIVELY_KNOWN_MULTIPLIER = 0.25 # If your court language is natively known then multipliy the impact of the above with this
|
|
|
|
MIN_MONTHS_BETWEEN_COURT_EVENTS = 48 # How many months must pass at a minimum before a new court can be triggered/added as pending
|
|
RANDOM_MONTHS_BETWEEN_COURT_EVENTS = 16 # Random extra months that must pass before a new court event can be triggered/added as pending
|
|
MAX_NUM_PENDING_COURT_EVENTS = 3 # How many court events can be added and pending to be triggered
|
|
MONTHS_FOR_ABSENT_FROM_COURT = 100 # How many months must you have not visited your court to be considered absent
|
|
}
|
|
|
|
NInspiration = {
|
|
MAX_PROGRESS = 10 # Max amount of progress an inspiration can hit, once hit it is completed and deleted, must be >= 1
|
|
}
|
|
|
|
NCourtPositions = {
|
|
MAX_NUMBER_IN_COURT_POSITION = 5 # Max number of positions that a court position can have.
|
|
DEFAULT_APTITUDE_LEVEL_BREAKPOINTS = { 20 40 60 80 } # Breakpoints to increase aptitude by 1.
|
|
}
|
|
|
|
NStruggle = {
|
|
# How much points need to be accumulated during point-based phase in order to trigger the transition to a new phase
|
|
POINT_BASED_PHASE_DEFAULT_DURATION = 1000
|
|
# Sound effect played when change animation for struggle button
|
|
PHASE_TRANSITION_SOUND_EFFECT_PATH = "event:/DLC/FP2/SFX/UI/fp2_struggle_button_state_change"
|
|
YEARLY_DEFAULT_PHASE_POINTS = 0 # How many points are given to the default phase every year
|
|
PHASE_TRANSITION_DURATION = 90 # How many days before the new phase starts once the threshold is reached
|
|
NUM_CATALYST_HISTORIES_DISPLAYED = 5 # How many catalyst histories that should be shown in the struggle tooltip
|
|
NOTIFICATION_MESSAGE_RELATIONS = { "friend", "rival", "nemesis" }
|
|
|
|
}
|
|
|
|
NHouseUnity = {
|
|
CHANGELOG_DURATION = 5 # After how many years do changelog entries get deleted?
|
|
}
|
|
|
|
NMemories = {
|
|
DEFAULT_MEMORY_DURATION_YEARS = 10 # Default nr of years until a memory expires
|
|
DEATH_MEMORY_RETENTION_YEARS_PER_TIER = { -1 -1 -1 -1 0 0 } # We can keep or extend memories of dead characters by tier. (-1 forgets characters' memories on death, 0 keeps, and X positive adds X years)
|
|
DEATH_MEMORY_RETENTION_YEARS_PLAYED_CHARACTER = 1000 # Any character that was played by a player retains their memories, adding X years
|
|
}
|
|
|
|
# Settings for character based travel (not army travel)
|
|
NTravel = {
|
|
TRAVEL_SPEED_BASE = 0 # Travel speed base score value
|
|
TRAVEL_SPEED_BASE_LEADERLESS = 15 # Travel speed base score for characters that cannot have a travel leader
|
|
|
|
TRAVEL_SAFETY_BASE = 0
|
|
TRAVEL_SAFETY_BASE_LEADERLESS = 30 # Travel safety base score for characters that cannot have a travel leader (usually not needed because they don't get events)
|
|
|
|
BASE_TRAVEL_SPEED_LAND = 5 # The base speed used when traveling from a land province
|
|
BASE_TRAVEL_SPEED_WATER = 7 # The base speed used when traveling from a water province
|
|
|
|
TRAVEL_EMBARK_COST = 15 # The cost in days added to traveling from a land province to a water province
|
|
TRAVEL_DISEMBARK_COST = 5 # The cost in days added to traveling from a water province to a land province
|
|
|
|
MIN_PATH_COST_SAVINGS_TO_CONSIDER_WATER_PATH = 45 # Number of travel days saved before before considering a water route
|
|
|
|
MAX_SELECTABLE_TRAVEL_OPTIONS = 2
|
|
|
|
COUNTY_CONTROL_DANGER_MULTIPLIER = 0.6 # Multiplier for each point of county control below 100
|
|
COUNTY_OPINION_DANGER_MULTIPLIER = 0.5 # Multiplier for each point of county opinion above/below 0, -10 opinion -> 5 danger, 10 opinion -> -5 danger
|
|
PROVINCE_OWNER_OPINION_DANGER_MULTIPLIER = 0.5 # Multiplier for each point of province owner opinion abive/below 0, -10 opinion -> 5 danger, 10 opinion -> -5 danger
|
|
|
|
TRAVEL_DANGER_MINIMUM = 1 # The minimum chance of danger happening in any province
|
|
|
|
# How high to priorities the danger type as being the one set in a given province
|
|
# Terrain types also give a score which if higher will be picked
|
|
# For tied values in this define the definition order breaks the tie
|
|
DANGER_TYPE_SCORES = {
|
|
1 # Default - some bandits
|
|
85 # Ongoing battle
|
|
70 # Raid
|
|
60 # Siege
|
|
50 # Army in province
|
|
50 # Occupied
|
|
70 # Epidemic
|
|
40 # Country control
|
|
40 # County opinion
|
|
30 # Province owner opinion
|
|
}
|
|
}
|
|
|
|
NDiarchy = {
|
|
DIARCHY_SUCCESSION_SIZE = 5 # How many people are in diarchy line of succession. Active or designated diarch takes 1st spot there
|
|
DIARCHY_MONTHLY_POWER_CHANGE = 0.25 # How much scales of power level changes each months towards balance value
|
|
DIARCH_APTITUDE_LEVELS = { 20 40 60 80 } # diarchy aptitude value cutoff points
|
|
DESIGNATE_DIARCH_INTERVAL_DAYS = 3650 # Length of the cooldown after designating a diarch
|
|
}
|
|
|
|
NActivity = {
|
|
# Number of days until a completed activity involving a player is destroyed, will be destroyed earlier if all players involved close the activity window, must be greater than or equal to MULTIPLAYER_EVENT_TIME_OUT
|
|
ACTIVITY_DESTROY_AFTER_COMPLETE_WAIT_DAYS = 90
|
|
|
|
MAX_PHASE_YEARS_ACTIVE = 1 # Maximum amount of years allowed in an active phase state until the phase gets invalidated
|
|
MAX_PHASE_YEARS_PASSIVE = 10 # Maximum amount of years allowed in passive phase state until the phase gets invalidated
|
|
MAX_PHASE_DELAY_DAYS = 90 # Max number of days to delay starting a phase by for not-required special guests (we delay forever for hosts and required special guests )
|
|
|
|
SPECIAL_BAR_SEGMENTS = { 0 25 50 75 100 } # Display segments for the activity special bar
|
|
|
|
INVITE_RESPOND_RATE = 4 # Every X days we will handle a portion of invited guests responding
|
|
INVITE_RESPOND_BATCH_SIZE = 0.25 # What % of invited guests should respond each day
|
|
INVITE_RESPOND_BATCH_MINIMUM = 25 # Minimum number of guests that respond each day, ensures we always have everyone respond before activity starts
|
|
|
|
MAX_ROUTE_DEVIATION_MULTIPLIER_DEFAULT = 2.0 # Default max route deviation - see _activity_type.info `max_route_deviation_mult`
|
|
|
|
PLAYER_ACTIVITY_INVITE_GRACE_TIME = 14 # Number of extra days a player invited to an activity is allowed arrive in (so players always have at least this nr of days to consider accepting an invite)
|
|
}
|
|
|
|
NVassalStance = {
|
|
NUM_HEIRS_TO_SCORE = 5 # How many heirs in the line of succession to check the heir score for
|
|
PREFERRED_HEIR_LEGITIMACY_EXPECTATION_YEARS = 10 # How many years the preferred heir status lasts
|
|
}
|
|
|
|
NAccolade = {
|
|
SUCCESSION_GLORY_LOSS_SMALL = 0.15 # how much glory is lost, in percent, upon accolade succession
|
|
SUCCESSION_GLORY_LOSS_LARGE = 0.30 # how much glory is lost, in percent, upon accolade succession if the successor only fulfils the requirement of one attribute
|
|
|
|
ACCOLADE_BADGE_COLORS = {
|
|
"badge_color1.dds"
|
|
"badge_color2.dds"
|
|
"badge_color3.dds"
|
|
"badge_color4.dds"
|
|
"badge_color5.dds"
|
|
"badge_color6.dds"
|
|
"badge_color7.dds"
|
|
"badge_color8.dds"
|
|
"badge_color9.dds"
|
|
}
|
|
|
|
STARTING_GLORY = 100 # how much glory does each created accolade start out with? 100 is default to unlock rank 1
|
|
POTENTIAL_ACCLAIMED_KNIGHT_UPDATE_TIME = 0.5 # Time between potential acclaimed knights window updates, in seconds
|
|
}
|
|
|
|
NHostage = {
|
|
PRESTIGE_LEVEL = { 0 20 50 } # Threshold values that determine how much prestige is given per hostage
|
|
PRESTIGE_GAIN_PER_LEVEL = { 0.1 0.5 1 } # Prestige gain per hostage level
|
|
PIETY_LEVEL = { 0 20 50 } # Threshold values that determine how much piety is given per hostage
|
|
PIETY_GAIN_PER_LEVEL = { 0.1 0.5 1} # Piety gain per hostage level
|
|
RENOWN_LEVEL = { 0 20 50 } # Threshold values that determine how much renown is given per hostage
|
|
RENOWN_GAIN_PER_LEVEL = { 0.0 0.25 0.5 } # Renown gain per hostage level. Only hostages from other dynasty give renown
|
|
|
|
GAIN_REDUCTION_PER_HOSTAGE = 0.2 # Income from every subsequent hostage is relatively reduced by this value. More valuable hostages are evaluated first
|
|
MIN_GAIN_PER_HOSTAGE = 0.05 # Minimum possible fraction of income the hostage can give
|
|
}
|
|
|
|
NTaxSlot = {
|
|
TAX_DECREE_COOLDOWN = 5 # number of years you have to wait before changing a jurisdictions tax decree again
|
|
}
|
|
|
|
NEpidemic = {
|
|
# How many steps from a province should we search for having an infection to apply the reduction muliplier
|
|
# Be careful raising this number too high, it will have performance impacts
|
|
OUTBREAK_NEIGBHOR_CHECK_STEPS = 12
|
|
|
|
# Multiplier on outbreak chance in a province which an existing epidemic could have spread into
|
|
OUTBREAK_NEIGBHOR_INFECTED_MULTIPLIER = 0.02
|
|
|
|
# If a county has less provinces than this when infected we multiply the infection as if the county had this number
|
|
# of provinces so that counties with low number of provinces don't get much reduced impact applied
|
|
# eg: 1 province in a county, will act as if it being infected is the same as 3 provinces in a 3 province county
|
|
# eg: 2 province county, each province infected will act as if it is 1.5 provinces in a 3 province county
|
|
# >= 3 will be clamped to just acting like 1 infected province
|
|
MIN_COUNTY_SIZE_TO_MULTIPLY_TO = 3
|
|
|
|
# Default message to run when a player province is infected, from minor to apocalyptic
|
|
DEFAULT_HOLDER_INFECTION_NOTIFICATION = { "" "" "" }
|
|
DEFAULT_LIEGE_INFECTION_NOTIFICATION = { "msg_epidemic_infection" "" "" }
|
|
DEFAULT_REALM_INFECTION_NOTIFICATION = { "msg_epidemic_infection" "msg_epidemic_infection" "msg_epidemic_infection" }
|
|
|
|
# Default event to run when a player province is infected, from minor to apocalyptic
|
|
DEFAULT_HOLDER_INFECTION_EVENT = { "epidemic_events.1100" "epidemic_events.1100" "epidemic_events.1101" }
|
|
DEFAULT_LIEGE_INFECTION_EVENT = { "" "epidemic_events.1100" "epidemic_events.1101" }
|
|
DEFAULT_REALM_INFECTION_EVENT = { "" "" "" }
|
|
}
|
|
|
|
NLegend = {
|
|
UNOWNED_DECLINE_MINIMUM = 2 # Minimum number of provinces to be removed from the legend spread if it is unowned
|
|
UNOWNED_DECLINE_PERCENTAGE = 0 # Percentage of total nr of provinces that should decline per month (0.0 - 1.0). Minimum is determined by UNOWNED_DECLINE_MINIMUM.
|
|
|
|
DAYS_UNTIL_CAN_COMPLETE = 1825 # Minimum number of days until you get the option to complete your legend
|
|
|
|
DURATION_UNTIL_DOWNGRADE = { 25 years } # How long before an unmaintained legend loses a quality level
|
|
DURATION_UNTIL_DELETION = { 100 years } # How long until a legend is deleted after being completed
|
|
|
|
AI_TAKE_UNOWNED_GRACE_PERIOD = 180 # Minimum number of days before AI will take over an unowned legend
|
|
}
|
|
|
|
NDomicile = {
|
|
NEARBY_HIREABLE_RULERS = 500 # Allowed distance domicile owners can be hired from
|
|
TEMPERAMENT_THRESHOLD_LOW = -30 # Follower opinion of domicile owner is less than or equal to x, resulting in a negative domicile effect
|
|
TEMPERAMENT_THRESHOLD_HIGH = 60 # Follower opinion of domicile owner is greater than or equal to x, resulting in a positive domicile effect
|
|
}
|
|
|
|
NTaskContract = {
|
|
LOW_TASK_CONTRACT_TIER = 0
|
|
MEDIUM_TASK_CONTRACT_TIER = 3
|
|
HIGH_TASK_CONTRACT_TIER = 4
|
|
ADVENTURER_DISTANCE_RESTRICTION = 22500 # Squared radius distance from adventurer camp to contract location (rough illustrations can be found in 00_distance_values.txt)
|
|
}
|
|
|
|
NAdministrative = {
|
|
AI_MIN_INFLUENCE_FOR_APPOINTMENT = 100 # AI ruler needs to have at least this much influence to start using appointment interactions
|
|
AI_MAX_AGE_FOR_APPOINTMENT = 50 # AI won't support candidates above this age for new appointments
|
|
AI_MAX_TITLES_FOR_APPOINTMENT = 10 # This many titles are considered for new appointment support per attempt. Randomized each time
|
|
|
|
BASE_REASSIGN_COST = 100 # Base value used in the scripted cost for reassigning title troops
|
|
DISCOUNTED_THRESHOLD_FACTOR = 0.9 # If the final reassign cost <= BASE_REASSIGN_COST * DISCOUNTED_THRESHOLD_FACTOR, we consider the title "discounted"
|
|
}
|