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Thread: Mod-Friendly game?

  1. #1
    Field Marshal videonfan's Avatar
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    Mod-Friendly game?

    Will Magna Mundi be as mod-friendly and easy to mod as europa universalis 3 ?
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  2. #2
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    According to Helius from the MM team, it'll be more mod-friendly and easier than EU3.

    The team has explained a lot about it in different threads, but the dev diary on the subject is here:
    http://forum.paradoxplaza.com/forum/...ary-26-SCRIPTS

    Have fun reading.
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  3. #3
    Field Marshal James The 1st's Avatar
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    Considering the game is made by modders, I'm sure they will make it mod friendly.

  4. #4
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    No, it'll be one huge encrypted binary, now that that has been made clear, stop with the questions already!

    The reason I'm getting all angry and sarcastic is that this stupid has been asked a million times and if one stops to think for even a second the answer is very obvious. It's like asking if the child of two cats will also be a cat.
    OP = original poster

    TS = transport stream

    Another thing, soldier have morale, clergy are moral, well hopefully at least.

    Hopefully this is cleared up now.

  5. #5
    Quote Originally Posted by ferrelas View Post
    No, it'll be one huge encrypted binary, now that that has been made clear, stop with the questions already!

    The reason I'm getting all angry and sarcastic is that this stupid has been asked a million times and if one stops to think for even a second the answer is very obvious. It's like asking if the child of two cats will also be a cat.
    It is not obvious, and it is not a stupid question. Making a mod friendly game is much more work than making everything hard coded, so you wouldn't normally expect an amateur team to make a mod friendly game.

  6. #6
    Sellsword Troll Descri's Avatar
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    Quote Originally Posted by ferrelas View Post
    No, it'll be one huge encrypted binary, now that that has been made clear, stop with the questions already!

    The reason I'm getting all angry and sarcastic is that this stupid has been asked a million times and if one stops to think for even a second the answer is very obvious. It's like asking if the child of two cats will also be a cat.
    Things that are obvious to you might not be so obvious to others, and you shouldn't be rude to people asking questions. Answer openly and politely - that's how game communities are built.
    You must unlearn what you have learned

  7. #7
    Captain ferrelas's Avatar
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    It's based on the clausewitz engine, made by modders, and it has been _explicitly_ stated that it will be what is probably the most mod friendly game ever, does it get more obvious than that? I might have gotten a little angrier than was needed, but I saw the question asked 3-4 times in a short period of time, and in threads it really didn't belong in. If it had just been in a thread of its own or 'questions to the devs' or somthing like that, it'd been ok, still a stupid question though, but ok since it saw where it belonged.
    OP = original poster

    TS = transport stream

    Another thing, soldier have morale, clergy are moral, well hopefully at least.

    Hopefully this is cleared up now.

  8. #8
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    Quote Originally Posted by videonfan View Post
    Will Magna Mundi be as mod-friendly and easy to mod as europa universalis 3 ?
    Probably the most mod friendly game ever.
    == MAGNA MUNDI ==

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    HISTORY IS YOURS!

  9. #9
    Quote Originally Posted by ubik View Post
    Probably the most mod friendly game ever.
    Hmmm. Will we be able to create new windows, buttons etc and tie them to a script? Or mod the AI? Or have dynamic modifiers?

    Probably no, so, it could be more modable. But it's ok, because it excels even though it has limitations.

  10. #10
    BL-logic
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    Nobody said it will be entirely modable, but the AI is partialy modable for instance, and many parts of usualy not modable (like diplomacy) are modable in MM.
    We're still flying

  11. #11
    Yea, I know. It's just that it won't be the most modable game ever. Will it be more than enough, SURE!

  12. #12
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    Quote Originally Posted by Kung Zog View Post
    Yea, I know. It's just that it won't be the most modable game ever. Will it be more than enough, SURE!
    You're thinking "the most modable game possible", ubik means "the most modable game created to this day".

  13. #13
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    Quote Originally Posted by myLAAN View Post
    You're thinking "the most modable game possible", ubik means "the most modable game created to this day".
    Yes, probably. I am not sure of that but for a game of this complexity it is remarkably moddable and can't remember any other more moddable.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  14. #14
    Quote Originally Posted by ubik View Post
    Yes, probably. I am not sure of that but for a game of this complexity it is remarkably moddable and can't remember any other more moddable.
    Sure, if you weight in complexity this might be the most modable, if not, it simply isn't. A good example would be good old Warcraft 3 which through modding have created completely new gameplay, not only modified gameplay. But, in the end, this discussion seems kind of unnecessary, as long as it's modable enough, there is nothing to complain about

  15. #15
    Sergeant Ellestar's Avatar
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    Quote Originally Posted by ubik View Post
    Probably the most mod friendly game ever.
    ***
    Yes, probably. I am not sure of that but for a game of this complexity it is remarkably moddable and can't remember any other more moddable.
    Civilization 4 allows users to compile a dll with entire game logic engine (all game logic and AI, C++ source code). You can't beat that kind of modability with scripts or text files with variables. So there is no way for Magna Mundi to be as mod-friendly as Civilization 4, i don't think you got a Paradox permission to open source code to public. They could have done it earlier with original EU3, for example, if they really wanted to do it.
    There is, for example, Fall From Heaven mod No unapproved links - RRW
    I'm suprised that someone from a strategy games modding community never heard about a Fall From Heaven.

    Also, Space Empires V exposes some of the game logic engine as scripts.

    The Battle For Wesnoth has extensive mod support, including servers that host additional campaigns (like in Civ 5, but it was made many years earlier). It's also open-source so game engine can be modded as well.

    There are some other well-known mods in the history of gaming, for example DotA (Defence of the Ancients) is a mod for Warcraft III. A lot of scripting was used to make that mod. But that's a different genre, of course.
    Last edited by Ellestar; 13-03-2012 at 17:45.

  16. #16
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    Quote Originally Posted by Ellestar View Post
    Civilization 4 allows users to compile a dll with entire game logic engine (all game logic and AI, C++ source code). You can't beat that kind of modability with scripts or text files with variables. So there is no way for Magna Mundi to be as mod-friendly as Civilization 4, i don't think you got a Paradox permission to open source code to public. They could have done it earlier with original EU3, for example, if they really wanted to do it.
    There is, for example, Fall From Heaven mod No unapproved links - RRW
    I'm suprised that someone from a strategy games modding community never heard about a Fall From Heaven.

    Also, Space Empires V exposes some of the game logic engine as scripts.

    The Battle For Wesnoth has extensive mod support, including servers that host additional campaigns (like in Civ 5, but it was made many years earlier). It's also open-source so game engine can be modded as well.

    There are some other well-known mods in the history of gaming, for example DotA (Defence of the Ancients) is a mod for Warcraft III. A lot of scripting was used to make that mod. But that's a different genre, of course.
    Don't know about Fall from Heaven, but I can tell you the modding capabilities of Magna Mundi are superior to the others you mention.
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

  17. #17
    The most modable game possible is a turing machine.

  18. #18
    Game Breaking Bug DanubianCossak's Avatar
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    Is there a chance we could have the definies (or equivalent) posted here / or screenshot at least showing the modable AI related parts? As a modder i would die to see those.
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  19. #19
    Quote Originally Posted by DanubianCossak View Post
    Is there a chance we could have the definies (or equivalent) posted here / or screenshot at least showing the modable AI related parts? As a modder i would die to see those.
    Basically, re: AI, you'll need to get used to working with formulas. In general it's something like, you'll have the ability to influence the AI's weighting via these formulas for many types of things, but the final decision about what to do is the AI's to make. Note for instance the ai_desirability logic below (created by Lars).

    Code:
    alliance = {
    	icon = 3
    	grants_primary_vision = yes
    	grants_secondary_vision = yes
    	asymmetric = no
    	revokable = yes
    	grants_primary_ally = yes
    
    	potential = {
    		condition = { id = japan_diplo FROM = FROM }
    	}
    	allow = {
    		NOT = { war_with = FROM }
    		OR = {
    			NOT = { condition = is_subject }
    			has_relation = { type = vassal who = FROM }
    			has_relation = { type = union who = FROM }
    		}
    	}
    
    	effect = { relation = { who = FROM value = 25 } FROM = { prestige = 0.02 } }
    	revoke_effect = { relation = { who = FROM value = -75 } }
    
    	revoke_potential = {	# always, unless they are our overlord; except when they are >1 BB
    		OR = {
    			NOT = { condition = is_subject }
    			NOT = { condition = { id = subject_of FROM = FROM } }
    			FROM = { badboy = 1 }
    		}
    	}
    	revoke_allow = {
    		OR = {
    			AND = {
    				war = no
    				FROM = { war = no }
    			}
    			war_with = FROM
    		}
    	}
    
    	first_to_second_transfer = { relations = 2 }
    
    	ai_desirability = {
    		multiply = {
    			factor = 4
    			influence = FROM
    		}
    		add = {
    			modifier = {	# keep your enemies close
    				factor = 50
    				has_casus_belli = FROM
    				num_of_cities = FROM
    			}
    			modifier = { #more likely to offer if there is a shared threat
    				factor = 75
    				any_known_country = {
    					is_threat = THIS
    					is_threat = FROM
    				}
    			}
    			modifier = {
    				factor = 50
    				NOT = { has_relation_count = { type = alliance which = any value = 1 } }
    			}
    			modifier = {
    				factor = 50
    				NOT = { has_relation_count = { type = alliance which = any value = 2 } }
    			}
    			modifier = {
    				factor = 100
    				has_relation = { type = establish_embassy who = FROM }
    			}
    			multiply = {
    				factor = -4
    				country_value = badboy
    			}
    			modifier = {
    				factor = -160
    				badboy = 1
    			}
    			modifier = {
    				factor = -200
    				war_with = FROM
    			}
    			modifier = {
    				factor = -100
    				is_rival = FROM
    			}
    			modifier = {
    				factor = -50
    				is_threat = FROM
    			}
    			modifier = {
    				factor = 25
    				NOT = { is_rival = FROM }
    				NOT = { is_threat = FROM }
    			}
    			modifier = {
    				factor = 100
    				rival_countries = { is_rival = FROM }
    			}
    			modifier = {
    				factor = 50
    				threat_countries = { is_threat = FROM }
    			}
    			modifier = {
    				factor = 100
    				condition = { id = subject_of FROM = FROM }
    			}
    			modifier = {
    				factor = -50
    				NOT = { religion_group = FROM }
    				FROM = { NOT = { idea = humanist_tolerance } }
    			}
    			modifier = {
    				factor = -50
    				NOT = { religion_group = FROM }
    				FROM = { idea = religious_dogmatism }
    			}
    			modifier = { 
    				factor = 25
    				OR = {
    					AND = {
    						government = theocracy
    						FROM = { government = theocracy }
    					}
    					AND = {
    						government = monarchy
    						FROM = { government = monarchy }
    					}
    					AND = {
    						government = republic
    						FROM = { government = republic }
    					}
    				}
    			}
    			modifier = { 
    				factor = -25
    				OR = {
    					AND = {
    						government = theocracy
    						FROM = { NOT = { government = theocracy } }
    					}
    					AND = {
    						government = monarchy
    						FROM = { NOT = { government = monarchy } }
    					}
    					AND = {
    						government = republic
    						FROM = { NOT = { government = republic } }
    					}
    				}
    			}
    			modifier = { 
    				factor = 50
    				religion = FROM
    			}
    			modifier = { 
    				factor = -25
    				NOT = { religion = FROM }
    				religion_group = FROM
    				FROM = { NOT = { idea = ecumenism } }
    			}
    			modifier = {
    				factor = -75
    				NOT = { religion = FROM }
    				religion_group = FROM
    				FROM = { idea = divine_supremacy }
    			}
    			modifier = { 
    				factor = 10
    				has_relation = { who = FROM type = royal_marriage }
    			}
    			modifier = {
    				NOT = { condition = { id = subject_of FROM = FROM } }
    				groupfactor = {
    					multiply = {
    						factor = -20
    						relation_count = { type = alliance }
    					}
    				}
    			}
    			max = {	# our prestige minus their prestige (less likely to offer, the lower ours and the higher theirs)
    				factor = -40	# never more impact than -40
    				add = {
    					multiply = {
    						factor = 100
    						FROM = { country_value = prestige }
    					}
    					modifier = {
    						prestige = 0
    						groupfactor = {
    							multiply = {
    								factor = 100
    								negate = { country_value = prestige }
    							}
    						}
    					}
    					modifier = {
    						NOT = { prestige = 0 }
    						groupfactor = {
    							multiply = { 
    								factor = 100
    								country_value = prestige
    							}
    						}
    					}
    				}
    			}
    #			modifier = {	# less likely to offer, if we are bigger than the target
    #				NOT = { has_relation = { type = vassal who = FROM } }
    #				NOT = { has_relation = { type = union who = FROM } }
    #				groupfactor = {
    #					add = {
    #						modifier = {
    #							factor = 10
    #							FROM = { NOT = { power_status_level = 2 } }
    #						}
    #						modifier = {
    #							factor = 10
    #							FROM = { NOT = { power_status_level = 3 } }
    #						}
    #						modifier = {
    #							factor = 10
    #							FROM = { NOT = { power_status_level = 4 } }
    #						}
    #						modifier = {
    #							factor = -10
    #							NOT = { power_status_level = 2 }
    #						}
    #						modifier = {
    #							factor = -10
    #							NOT = { power_status_level = 3 }
    #						}
    #						modifier = {
    #							factor = -10
    #							NOT = { power_status_level = 4 }
    #						}
    #					}
    #				}
    #			}
    			max = {
    				factor = -80
    				modifier = {	# less likely to offer, if we are bigger than the target
    					FROM = { num_of_cities = THIS }
    					NOT = { condition = { id = subject_of FROM = FROM } }
    					groupfactor = {
    						multiply = {
    							factor = 10
    							add = {
    								THIS = { country_value = num_of_cities }
    								negate = { FROM = { country_value = num_of_cities } }
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }

  20. #20
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    Quote Originally Posted by DanubianCossak View Post
    Is there a chance we could have the definies (or equivalent) posted here / or screenshot at least showing the modable AI related parts? As a modder i would die to see those.

    Not that up to date one...


    Code:
    start_date = {
    	year=1453
    	month=4
    	day=28
    }
    
    end_date = {
    	year=1815
    	month=5
    	day=8
    }
    
    # Economy
    advisor_cost = 0.1					# Advisor cost modifier
    anti_stagnation = -0.01				#_EDEF_MERCHANT_ANTI_STAGNATION_
    cot_stagnation_limit = 75			#_EDEF_COT_STAGNATION_LIMIT_
    cot_provs_per_center = 30			#_EDEF_COT_PROVS_PER_CENTER
    gold_inflation_threshold = 0.4		#_EDEF_GOLD_INFLATION_THRESHOLD_  only if (vGoldIncome / vBaseIncome) bigger than  VALUE
    gold_inflation = 25					#_EDEF_GOLD_INFLATION_  25%
    bankruptcy_duration = 5				#_EDEF_BANKRUPTCY_DURATION_
    wartaxes_duration =	12				#_EDEF_WARTAXES_DURATION_
    minimum_interests = 2				#_EDEF_MINIMUM_INTERESTS_
    land_maintenance_factor = 0.1		#_EDEF_LAND_MAINTENANCE_FACTOR
    naval_maintenance_factor = 0.04		#_EDEF_NAVAL_MAINTENANCE_FACTOR_
    colonial_maintenance_factor = 20	#_EDEF_COLONIAL_MAINTENANCE_FACTOR_
    missionary_maintenance_factor = 2	#_EDEF_MISSIONARY_MAINTENANCE_FACTOR_
    merchant_cost = 4					#_EDEF_MERCHANT_COST_
    merchant_time_distance = 0.2		#_EDEF_MERCHANT_TIME_DISTANCE_
    merchant_chance = 0.5				#_EDEF_MERCHANT_CHANCE_
    merchant_compete = 0.40				#_EDEF_MERCHANT_COMPETE_
    max_province_sell_price = 500		#_EDEF_MAX_PROVINCE_SELL_PRICE_
    colonist_time = 0.5					#_EDEF_COLONIST_TIME_,			
    missionary_cost = 60				#_EDEF_MISSIONARY_COST_,
    create_cot_threshold = 350			#_EDEF_CREATE_COT_THRESHOLD_,
    destroy_cot_threshold = 200			#_EDEF_DESTROY_COT_THRESHOLD_,
    create_cot_price = 3000				#_EDEF_CREATE_COT_PRICE_,
    tariff_base = 0.75					#_EDEF_TARIFF_BASE_
    minimum_percent_with_zero_merchant_marine = 0.50	#_EDEF_MINIMUM_PERCENT_WITH_ZERO_MERCHANT_MARINE_STATUS
    trader_battles_in_cot_multiplier = 30.0	#_EDEF_TRADERS_BATTLES_INCOT_MULTIPLIER_
    cot_percentage_for_declare_monopoly	= 0.5	#_EDEF_COT_PERCENTAGE_FOR_DECLARE_MONOPOLY_  [0..1] must be an histeresis
    cot_percentage_for_break_monopoly = 0.4		#_EDEF_COT_PERCENTAGE_FOR_BREAK_MONOPOLY_  [0..1]
    trade_leakage_minim_local = 1.0 	#_EDEF_TRADE_LEAKAGE_MINIM_LOCAL_  [0..N]
    trade_leakage_percentage = 0.5 		#_EDEF_TRADE_LEAKAGE_PERCENTAGE_  [0..1]
    maximum_number_bank_loans = 5.0 	#_EDEF_MAXIMUM_NUMBER_BANK_LOANS_  [1..N]
    extend_loan_plus_years = 5.0		#_EDEF_EXTEND_LOAN_PLUS_YEARS_ [1..N]
    extend_loan_plus_interest = 3.0		#_EDEF_EXTEND_LOAN_PLUS_INTEREST_ [1..N]
    mint_slider_inflation = 1 			#_EDEF_MINT_SLIDER_INFLATION_   1%
    mint_slider_income_scale = 0.75		#_EDEF_MINT_SLIDER_INCOME_SCALE_    * Income * mintSliderValue -> into treasury
    
    #Military
    garrison_size = 1000				#_GARRISON_SIZE
    max_garrison_fraction_when_occupied = 0.5	#_MDEF_MAX_GARRISON_FRACTION_WHEN_OCCUPIED_, when province is occupied by enemy, the enemy will garrison the province up to this fraction of normal maximum, ex: if 0.5 then occupied garrison is maximum 50% of normal garrison
    max_manpower = 2	#_MDEF_MAX_MANPOWER_ multiplies all the manpower income of all the provinces in a country, to calculate that country's maximum manpower
    mercenary_maintenance = 4.0	#_MDEF_MERCENARY_MAINTENANCE_ this is the extra maintenance cost required to maintain a mercenary regiment, compared with a normal regiment
    monthly_reinforce = 0.1	# _MDEF_MONTHLY_REINFORCE_ Amount of regiment strength reinforced each month.
    monthly_repair = 0.1	# _MDEF_MONTHLY_REPAIR_ Ship repair speed.
    tradition_gain_from_combat = 0.3	# _MDEF_TRADITION_GAIN_ Tradition gain base value from combats.  
    tradition_cost_per_leader = 0.2	# _MDEF_TRADITION_COST_ Tradition cost in percentage to recruit a leader.
    maximum_mercenary_pool = 12	# _MDEF_MAX_MERCENARY_POOL_ Maximum sized mercenary pool
    front_line_modifier = 1.0	# _MDEF_FRONT_LINE_MODIFIER_
    back_line_modifier = 0.5	# _MDEF_BACK_LINE_MODIFIER_
    scorched_earth_months = 24	# _MDEF_SCORCHED_EARTH_MONTHS_ Time the "Scorched Earth" static modifier lasts.
    looted_months = 6	# _MDEF_LOOTED_MONTHS_ Time the "looted" static modifier lasts.
    looted_badboy = 2	# _MDEF_LOOT_BAD_BOY_INCREASE_ When a province is looted (plundered), the country of the looting army increases its bad boy (infamy) by this amount
    looted_attacker_attrition = -0.25	# _MDEF_LOOTER_ATTRITION_MODIFIER_ Attacking units on a looted province will have their attrition modified; ex: -0.25 is 25% less attrition
    base_naval_range = 100	# _MDEF_BASE_NAVAL_RANGE_ Colonial range
    naval_supply_range = 0.25	# _MDEF_NAVAL_SUPPLY_RANGE_ Supply range from colonial range factor.
    annual_merc_probability_per_mil_ruler_rating = 0.05	# _MDEF_ANNUAL_PROBABILITY_PER_MIL_RULER_RATING_OF_MERCENARY_CAPACITY_
    days_per_naval_round = 5	# _MDEF_DAYS_PER_NAVAL_ROUND_, number of days for each naval round
    combat_base = 2	# _MDEF_COMBAT_BASE_, together with MDEF_COMBAT_MAX, used to determine combat damage using hardcoded table
    combat_max = 15	# _MDEF_COMBAT_MAX_, (for now the engine handles maximum of 25)
    days_per_die_roll = 7	# _MDEF_DAYS_PER_ROLL_DICE_, on combat dice are rerolled every few days
    min_days_scouting = 7	# _MDEF_MIN_DAYS_SCOUTING_PHASE_,
    min_days_skirmishing = 21	# _MDEF_MIN_DAYS_SKIRMISHING_PHASE_,
    daily_push_probability_against_same_odds = 2.5	# _MDEF_DAILY_PROBABILITY_PUSH_COMBAT_AGAINST_SAME_ODDS_, on land combat: for odds of 10 against 1, multiply this by 10 to get daily probability of combat pushed forward and not wait minimum durations
    minimum_relation_of_forces_to_push_combat = 2.5	# _MDEF_MINIMUM_RELATION_OF_FORCES_TO_PUSH_COMBAT_, on land combat: below this odds, combat will not get pushed forward at all and therefore will last its marked minimum durations; a value of 2.0 means that one side must be at least double so powerful as the other, to start considering the daily probability of pushing the combat forward
    scouting_phase_damage_factor = 0.03	# _MDEF_DAMAGE_FACTOR_SCOUTING_PHASE_, combat damage (casualties and morale) is multiplied by this during scouting phase
    skirmishing_phase_damage_factor = 0.30	# _MDEF_DAMAGE_FACTOR_SKIRMISHING_PHASE_, combat damage (casualties and morale) is multiplied by this during skirmishing phase
    decisive_phase_damage_factor = 5.0	# _MDEF_DAMAGE_FACTOR_DECISIVE_PHASE_, combat damage (casualties and morale) is multiplied by this during decisive phase
    damage_factor = 0.1	# _MDEF_DAMAGE_FUN_FACTOR_STRENGTH_, just an arbitrary modifier to make the combat impact on casualties bigger or smaller
    morale_factor = 1.0	# _MDEF_DAMAGE_FUN_FACTOR_MORALE_, just an arbitrary modifier to make the combat impact on morale bigger or smaller
    land_attrition_morale_loss_factor = 1.0	# _MDEF_LAND_ATTRITION_FACTOR_MORALE_, morale loss per each casualty point loss caused by attrition on land units
    naval_attrition_morale_loss_factor = 1.0	# _MDEF_NAVAL_ATTRITION_FACTOR_MORALE_, morale loss per each casualty point loss caused by attrition on naval units
    archer_knockout_probability = 10	# _MDEF_PROBABILITY_KNOCK_OUT_BY_ARCHERS_, when an archer hits during the ranged phase, the victim might be knocked out of melee combat with this probability
    musket_knockout_probability = 15	# _MDEF_PROBABILITY_KNOCK_OUT_BY_MUSKETS_, when a gunpowder unit hits during the ranged phase, the victim might be knocked out of melee combat with this probability
    artillery_knockout_probability = 25	# _MDEF_PROBABILITY_KNOCK_OUT_BY_ARTILLERY_, when an artillery hits during the ranged phase, the victim might be knocked out of melee combat with this probability
    army_retreat_speed_modifier = 1.25	# _MDEF_ARMY_RETREAT_SPEED_MODIFIER_, armies retreating will apply this modifier to their standard speed (multiplier, i.e. 1.25 = 25% faster)
    navy_retreat_speed_modifier = 1.25	# _MDEF_NAVY_RETREAT_SPEED_MODIFIER_, fleets retreating will apply this modifier to their standard speed (multiplier, i.e. 1.25 = 25% faster)
    army_speed_per_leader_maneuver_modifier = 1.05	# _MDEF_ARMY_SPEED_MODIFIER_PER_LEADER_MANEUVER_, armies' speed is improved by this amount per each general maneuver point over 1 (multiplier, i.e. 1.25 = 25% faster)
    navy_speed_per_leader_maneuver_modifier = 1.05	# _MDEF_NAVY_SPEED_MODIFIER_PER_LEADER_MANEUVER_, navies' speed is improved by this amount per each admiral maneuver point over 1 (multiplier, i.e. 1.25 = 25% faster)
    navy_patrol_speed_modifier = 0.50	# _MDEF_NAVY_PATROLLING_SPEED_MODIFIER_, armies retreating will apply this modifier to their standard speed (multiplier, i.e. 0.75 = 25% slower)
    morale_recovery_noncombat = 0.25	# _MDEF_ADJUST_MORALE_MODIFIER_NON_COMBAT_, when morale is increased (for example, at the end of each month), it is done by this factor of the maximum morale
    morale_recovery_naval_combat = 0	# _MDEF_ADJUST_MORALE_MODIFIER_NAVAL_COMBAT_, when morale is increased (for example, at the end of each month), it is done by this factor of the maximum morale
    morale_recovery_land_combat_scouting = 0.15	# _MDEF_ADJUST_MORALE_MODIFIER_LAND_COMBAT_SCOUTING_, when morale is increased (for example, at the end of each month), it is done by this factor of the maximum morale
    morale_recovery_land_combat_skirmishing = 0.10	# _MDEF_ADJUST_MORALE_MODIFIER_LAND_COMBAT_SKIRMISHING_, when morale is increased (for example, at the end of each month), it is done by this factor of the maximum morale
    morale_recovery_land_combat_occupation = 0		# _MDEF_ADJUST_MORALE_MODIFIER_LAND_COMBAT_OCCUPATION_, when morale is increased (for example, at the end of each month), it is done by this factor of the maximum morale
    morale_recovery_land_combat_offensive = 0		# _MDEF_ADJUST_MORALE_MODIFIER_LAND_COMBAT_OCCUPATION_MAJOR_OFFENSIVE_, when morale is increased (for example, at the end of each month), it is done by this factor of the maximum morale
    cavalry_superiority_factor = 2	# _MDEF_CAVALRY_SUPERIORITY_FACTOR_, when one side has this times more cavalry than the enemy, it will enjoy the +1 cavalry superiority roll bonus throughout the whole combat
    outnumber_1_factor = 0.5	# _MDEF_OUTNUMBER_1_FACTOR_, outnumber factor of one side compared to the enemy: -1 roll penalty during combat
    outnumber_2_factor = 0.25	# _MDEF_OUTNUMBER_2_FACTOR_, strongly outnumber factor of one side compared to the enemy: -2 roll penalty during combat
    outnumber_3_factor = 0.1	# _MDEF_OUTNUMBER_3_FACTOR_, heavily outnumber factor of one side compared to the enemy: -3 roll penalty during combat
    outnumber_1_morale_loss_factor = 0.1	# _MDEF_OUTNUMBER_1_MORALE_LOSS_FACTOR_, amount of morale from the total morale at combat start that an army loses if outnumbered
    outnumber_2_morale_loss_factor = 0.2	# _MDEF_OUTNUMBER_2_MORALE_LOSS_FACTOR_, amount of morale from the total morale at combat start that an army loses if strongly outnumbered
    outnumber_3_morale_loss_factor = 0.3	# _MDEF_OUTNUMBER_3_MORALE_LOSS_FACTOR_, amount of morale from the total morale at combat start that an army loses if heavily outnumbered
    scouting_phase_probability_win_factor = 0.5	# _MDEF_PROBABILITY_WINNING_SCOUTING_PHASE_FUN_FACTOR_, just an arbitrary modifier to make this scouting-phase-winning probability bigger or smaller
    army_join_probability_factor = 1.0	# _MDEF_PROBABILITY_ARMY_JOIN_COMBAT_FUN_FACTOR_, just an arbitrary modifier to make this late-reinforcement probability bigger or smaller
    attacker_roll_factor = 1.0	# _MDEF_PROVINCIAL_OCCUPATION_ATTACKER_ROLL_FUN_FACTOR_, just an arbitrary modifier to influence attacker-vs-defender die rolls on province occupation; > 1 gives hidden die roll advantage to attacker and < 1 to defender
    casualties_factor = 1.0	# _MDEF_PROVINCIAL_OCCUPATION_CASUALTIES_FUN_FACTOR_, just an arbitrary modifier to influence casualties during province occupation, for both attacker and defender
    occupation_progress_factor = 1.0	# _MDEF_PROVINCIAL_OCCUPATION_PROGRESS_FUN_FACTOR_, just an arbitrary modifier to influence the occupation progress speed on each round
    occupation_casualties_major_assault_factor = 1.0	# _MDEF_PROVINCIAL_OCCUPATION_CASUALTIES_MAJOR_ASSAULT_, modifier affecting the casualties of attacker during province occupation, when major assault has been started
    occupation_die_roll_interval = 7	# _MDEF_PROVINCIAL_OCCUPATION_DIE_ROLL_FREQ_DAYS_, during provincial occupation, each side rolls the dice every X days (action only happens then)
    major_offensive_die_roll_interval = 2	# _MDEF_PROVINCIAL_OCCUPATION_MAJOR_OFFENSIVE_DIE_ROLL_FREQ_DAYS_, during a provincial occupation MAJOR ASSAULT, each side rolls the dice every X days (action only happens then)
    provincial_occupation_invader_morale_loss_per_casualty = 10.0	# _MDEF_PROVINCIAL_OCCUPATION_INVADER_MORALE_LOSS_PER_CASUALTY_, the attacker during provincial occupation loses morale proportionally to its casualties, using this multiplier
    mercenary_reinforcement_multiplier = 0.25	# _MDEF_MERCENARY_REINFORCEMENT_MULTIPLIER_, mercenaries reinforce by this multiplier; if 0.0 => mercenaries do not reinforce; if 1.0 they reinforce as other units
    land_maintenance_slider_cost_exponent = 2.0	# _MDEF_LAND_MAINTENANCE_SLIDER_COST_EXPONENT_, the exponent to calculate the cost of land attrition (2.0 = quadratic - 1.0 = linear)
    land_maintenance_slider_cost_modifier = 2.0	# _MDEF_LAND_MAINTENANCE_SLIDER_COST_FUN_FACTOR_, arbitrary modifier for the cost of land maintenance slider (multiplier)
    naval_maintenance_slider_cost_exponent = 1.0	# _MDEF_NAVAL_MAINTENANCE_SLIDER_COST_EXPONENT_, the exponent to calculate the cost of naval attrition (2.0 = quadratic - 1.0 = linear)
    naval_maintenance_slider_cost_modifier = 1.0	# _MDEF_NAVAL_MAINTENANCE_SLIDER_COST_FUN_FACTOR_, arbitrary modifier for the cost of naval maintenance slider (multiplier)
    leader_killed_in_action_probability = 0.05# _MDEF_LEADER_KILLED_IN_ACTION_PROBABILITY_, probability (0.0 = 0% to 1.0 = 100%) of leader being killed when the battle simulation determines that he has been hit (assumed as one of the men of the first regiment)
    leader_killed_in_action_morale_hit = 0.20 # _MDEF_LEADER_KILLED_IN_ACTION_MORALE_HIT_, percentage (0.0 = 0% to 1.0 = 100%) of the maximum country morale that will be removed from all regiments of the side that just lost a leader in combat
    leader_stat_increase_probability = 0.02 # _MDEF_LEADER_INCREASE_STAT_MONTHLY_PROBABILITY_, percentage (0.0 = 0% to 1.0 = 100%) of the probability checked each month that a leader with a stat below its potential will increase it by one (max: the potential)
    leader_in_combat_stat_increase_probability = 0.25 # _MDEF_LEADER_INCREASE_STAT_MONTHLY_PROBABILITY_IF_COMBATING_, percentage (0.0 = 0% to 1.0 = 100%) of the probability checked each month that a leader with a stat below its potential will increase it by one (max: the potential), when in active combat (the number of days in combat is cumulative, so many short combats amount to a long combat with time)
    leader_first_command_preparation_min_days = 30 # _MDEF_LEADER_FIRST_COMMAND_PREPARATION_MIN_DAYS, a leader that has been just recruited can not be assigned immediately to command, as it needs time to prepare, learn, etc. This is the minimum days that always will be required.
    leader_first_command_preparation_random_days = 180 # _MDEF_LEADER_FIRST_COMMAND_PREPARATION_RANDOM_DAYS, a leader that has been just recruited can not be assigned immediately to command, as it needs time to prepare, learn, etc. This is the random amount of days on top of the minimum. 
    leader_current_command_preparation_min_days = 30  # _MDEF_LEADER_CURRENT_COMMAND_PREPARATION_MIN_DAYS, a leader that is changed from one command to another, needs some time to travel, prepare, train troops, etc; during this time the army/fleet is not fully taking advantage of its skills. This is the minimum days that always will be required.
    leader_current_command_preparation_random_days = 90  # _MDEF_LEADER_CURRENT_COMMAND_PREPARATION_RANDOM_DAYS,  a leader that is changed from one command to another, needs some time to travel, prepare, train troops, etc; during this time the army/fleet is not fully taking advantage of its skills. This is the random amount of days on top of the minimum. 
    naval_interception_probability_factor = 1.0	# _MDEF_NAVAL_INTERCEPTION_PROBABILITY_FUN_FACTOR_, arbitrary modifier to influence the daily probability of interception of enemy fleets on same sea areas
    naval_decisive_combat_max_rounds = 5	# _MDEF_MAX_ROUNDS_NAVAL_DECISIVE_COMBAT_, decisive naval combat happens in several rounds on the same day, usually it runs a few rounds until one side manages to disengage or is destroyed, this is the absolutely maximum; trafalgar lasted 5 hours (like 5 rounds)
    initial_naval_positioning = 35.0	# _MDEF_INITIAL_NAVAL_POSITIONING_, positioning goes from 0 (spotter wins) to 100 (spotted wins); the initial positioning closer to 0 reflects the natural advantage of the spotter
    daily_naval_positioning = 1.0	# _MDEF_DAILY_NAVAL_POSITIONING_FACTOR_, positioning moves back and forth depending on die roll and on several factors (strength, sail speed and side modifiers); each day there is a push by each side factored by this amount
    naval_positioning_doubling_threshold = 7.0	# _MDEF_NAVAL_POSITIONING_DOUBLES_AFTER_X_DAYS_, positioning pushes get stronger every day, this is a gameplay mechanism to avoid it lasting too long
    naval_wind_gauge_roll_with_strategic_initiative = 2	# _MDEF_BONUS_WIND_GAUGE_ROLL_IF_STRATEGIC_INITIATIVE_, one side gets the wind gauge, this is a random side whereby the side that won positioning (and therefore the strategic initiative) gets this bonus on this die roll
    naval_minimum_morale_for_engagement = 25	# _MDEF_MINIMUM_AVG_MORALE_PERCENTAGE_TO_ENGAGE_, in naval combat, each side will only consider engaging for another round if their average morale is at least this value (from 0 to 100, a percentage)
    naval_minimum_cannons_for_engagement = 2	# _MDEF_MINIMUM_CANNONS_FACTOR_TO_ENGAGE_, in naval combat, each side will only consider engaging for another round if the ratio of opposing cannons to our cannons is not higher than this value
    naval_speed_multiplier_with_wind_gauge = 1.25	# _MDEF_SPEED_MULTIPLIER_WITH_WIND_GAUGE_, the side that wins the wind gauge (if any) has a bonus on sail speed and thus on maneuvrability by this factor
    naval_advantage_factor_for_boarding = 2.0	# _MDEF_MIN_ADVANTAGE_FACTOR_FOR_BOARDING_, a ship only boards other ships if they are at least double so strong in several factors
    naval_combat_galley_on_ocean_modifier = -2.0	# _MDEF_NAVAL_COMBAT_MODIFIER_GALLEY_ON_OCEAN_, galleys have this modifier on ocean (should be negative, as galleys only excell on inner seas like baltic, mediterranean, etc)
    naval_combat_strategic_initiative_modifier = +1.0	# _MDEF_NAVAL_COMBAT_MODIFIER_STRATEGIC_INITIATIVE_, bonus for the side that won the interception phase and thus the strategic initiative
    naval_combat_wind_gauge_modifier = +2.0	# _MDEF_NAVAL_COMBAT_MODIFIER_WIND_GAUGE_, bonus for the side that won the wind gauge, if any
    naval_combat_failed_disengage = -1.0	# _MDEF_NAVAL_COMBAT_MODIFIER_FAILED_DISENGAGE_, penalty (if negative, which should be the case) after a side fails disengaging from combat
    naval_damage_factor = 1.5	#	_MDEF_NAVAL_DAMAGE_STRENGTH_FUN_FACTOR_, arbitrary factor applied to strength damage (of 0 ships will sink, if low a side will attempt disengage)
    naval_damage_morale_factor = 4.5	#	_MDEF_NAVAL_DAMAGE_MORALE_FUN_FACTOR_, arbitrary factor applied to morale (if low, a side will attempt disengage)
    hull_bonus_per_leader_maneuver = 0.03	# _MDEF_HULL_BONUS_FACTOR_PER_MANEUVER_, hull is affected by the maneuver skill of the admiral
    naval_combat_knocked_out_factor = 3.0	# _MDEF_NAVAL_COMBAT_KNOCKED_OUT_FACTOR_, after each round, a ship that has suffered damage has a chance of being knocked-out and will not be able to fight next round, the bigger the damage and this factor, the bigger the chances of knocked-out
    
    # Diplomacy
    defender_of_faith_cost = 2500	#_DDEF_DEFENDER_OF_FAITH_COST_
    cardinal_prestige_loss = -0.01	#_DDEF_FAILED_CARDINAL_PRESTIGE_LOSS_
    cardinal_prestige_gain = 0.005	#_DDEF_CARDINAL_PRESTIGE_GAIN_
    cardinal_cost = 5	#_DDEF_CARDINAL_COST_   Base price for a cardinal
    cardinal_discount = 1	#_DDEF_CARDINAL_COST_DISCOUNT_ #Home province discount for cardinal
    cardinal_price_increase = 2	#_DDEF_CARDINAL_COST_BADBOY_  Price increase per bribe
    curia_size = 10	# _DDEF_AMOUNT_OF_CARDINALS_  Number of Cardinals
    cardinal_bribe_cooldown = 12 	# _DDEF_BRIBE_CARDINAL_MONTHS_ Cardinal bribe "cooldown" (months)
    emperor_vote_cooldown = 10	# _DDEF_EMPEROR_VOTE_DAYS_; "Cooldown" until Electors can change their vote again.
    truce_years = 10	# _DDEF_TRUCE_YEARS_; Years of Truce
    
    # Characters
    new_cardinal_mean_age = 23725 # _DDEF_CARDINAL_AGE_MEAN_ Mean age of cardinal.
    new_cardinal_std_age = 5475 # _DDEF_CARDINAL_AGE_STD_ Std. dev. of ages of new cardinals.
    new_leader_mean_age = 10950 # Mean age of new leader
    new_leader_std_age = 1825 # Std. dev. of age of new leader
    new_monarch_mean_age = 16425 # Mean age of new monarch
    new_monarch_std_age = 5475 # Std. dev of age of new monarch
    new_monarch_after_regent_mean_age = 5840 # Mean age of new monarch after regency
    new_monarch_after_regent_std_age = 365 # Std. dev of age of new monarch after regency
    regent_min = 1095 # min regent duration
    regent_max = 2190 # max regent duration
    character_death_chance_per_year_of_age = 0.1 # character death chance per year
    character_max_age = 200 # max age of a character in years
    historical_advisor_cut_off = 50	#_CDEF_ADVISOR_CUT_OFF_AGE_, (cut off from history DB load in years, if still alive and no death date )
    historical_leader_cut_off = 50 # cut off from history DB load in years, if still alive and no death date
    character_death_chance_per_year_of_age = 0.1 # character death chance per year
    character_death_rate = 1.0
    
    
    
    
    #Country
    culture_loss_threshold = 0.001	#_CDEF_CULTURE_LOSS_THRESHOLD_,
    culture_gain_threshold = 0.33	#_CDEF_CULTURE_GAIN_THRESHOLD_,
    badboy_limit = 15	#_CDEF_BADBOY_LIMIT_,
    start_yearly_inflation = 0.0	#_CDEF_START_YEARLY_INFLATION_
    neighbor_bonus = 0.01	#_CDEF_NEIGHBOURBONUS_
    neighbor_bonus_cap = 0.10	#_CDEF_NEIGHBOURBONUS_CAP_
    years_of_nationalism = 30	# _CDEF_YEARS_OF_NATIONALISM_; Years of Nationalism
    years_until_broken = 3	# _CDEF_YEARS_UNTIL_BROKEN_; Years until rebel held capital results in broken country.
    rebel_acceptance_months = 60	# _CDEF_REBEL_ACCEPTANCE_MONTHS_; Minimum months between rebel negotiations.
    faction_furious_multiplier = 1	#_CDEF_FACTION_FURIOUS_MULTIPLIER_
    faction_unhappy_multiplier = 1	#_CDEF_FACTION_UNHAPPY_MULTIPLIER_
    faction_neutral_multiplier = 1	#_CDEF_FACTION_NEUTRAL_MULTIPLIER_
    faction_happy_multiplier = 1	#_CDEF_FACTION_HAPPY_MULTIPLIER_
    faction_delighted_multiplier = 1	#_CDEF_FACTION_DELIGHTED_MULTIPLIER_
    faction_very_weak_mission_probability = 0.01	#_CDEF_MISSION_PROBABILITY_VERYWEAK_PER_YEAR_
    faction_weak_mission_probability = 0.03	#_CDEF_MISSION_PROBABILITY_WEAK_PER_YEAR_
    faction_neutral_mission_probability	= 0.05	#_CDEF_MISSION_PROBABILITY_NEUTRAL_PER_YEAR_
    faction_influent_mission_probability = 0.07	#_CDEF_MISSION_PROBABILITY_INFLUENT_PER_YEAR_
    faction_very_influent_mission_probability = 0.09	#_CDEF_MISSION_PROBABILITY_VERYINFLUENT_PER_YEAR_
    faction_very_weak_demand_probability = 0.0	#_CDEF_MISSION_DEMAND_PROBABILITY_VERYWEAK_
    faction_weak_demand_probability = 0.0	#_CDEF_MISSION_DEMAND_PROBABILITY_WEAK_
    faction_neutral_demand_probability = 0.0	#_CDEF_MISSION_DEMAND_PROBABILITY_NEUTRAL_
    faction_influent_demand_probability = 0.02	#_CDEF_MISSION_DEMAND_PROBABILITY_INFLUENT_
    faction_very_influent_demand_probability = 0.05	#_CDEF_MISSION_DEMAND_PROBABILITY_VERYINFLUENT_
    faction_very_weak_income = 0.01	#_CDEF_FACTION_INCOME_PERYEAR_VERYWEAK_
    faction_weak_income = 0.03	#_CDEF_FACTION_INCOME_PERYEAR_WEAK_
    faction_neutral_income = 0.07	#_CDEF_FACTION_INCOME_PERYEAR_NEUTRAL_
    faction_influent_income = 0.1	#_CDEF_FACTION_INCOME_PERYEAR_INFLUENT_
    faction_very_influent_income = 0.15	#_CDEF_FACTION_INCOME_PERYEAR_VERYINFLUENT_
    min_chance_of_breakthrough = 0.01	#_CDEF_MIN_CHANCE_OF_BREAKTHROUGH
    ahead_of_time_penalty = 0.001	#_CDEF_AHEAD_OF_TIME_PENALTY
    yearly_breakthrough_chance_decay = 0.01	#_CDEF_YEARLY_BREAKTHROUGH_CHANCE_DECAY_
    
    # there are 4 values per level of influence/alignment ("level" means the level of influence, where 0-lowest, 4-highest)
    #The first parameter indicates the probability to decrease when the slider is at 0%
    #The second is the point of the discontinutiy where it pass from negative to positive.
    #The third parameter indicates how big is  the discontinuity (by default 10%)
    #The fourth parameter indicates the probability to increase mood when the slider is at 100%
    
    faction_min_influence_very_weak_decrease_probability = 0	#_CDEF_FACTION_MIN_PROBABILITY_LEVEL0_        % min negative percentage  on slider 0%
    faction_min_influence_very_weak_positive_break = 12	#_CDEF_FACTION_BREAK_POINT_LEVEL0_  	 %slider break where it begin positive (with 10%)
    faction_min_influence_very_weak_positive_probability = 1	#_CDEF_FACTION_BREAK_PROBABILITY_LEVEL0_   %slider break where it begin positive (with 10%)
    faction_min_influence_very_weak_max_positive_probability = 15	#_CDEF_FACTION_MAX_PROBABILITY_LEVEL0_		 % max positive  percentage  on slider 100%
    
    faction_min_influence_weak_decrease_probability = -4	#_CDEF_FACTION_MIN_PROBABILITY_LEVEL1_        % min negative percentage  on slider 0%
    faction_min_influence_weak_positive_break = 14	#_CDEF_FACTION_BREAK_POINT_LEVEL1_   	%slider break where it begin positive (with 10%)
    faction_min_influence_weak_positive_probability = 1	#_CDEF_FACTION_BREAK_PROBABILITY_LEVEL1_   %slider break where it begin positive (with 10%)	 
    faction_min_influence_weak_max_positive_probability = 12	#_CDEF_FACTION_MAX_PROBABILITY_LEVEL1_		 % max positive  percentage  on slider 100%
    
    faction_min_influence_neutral_decrease_probability = -8	#_CDEF_FACTION_MIN_PROBABILITY_LEVEL2_        % min negative percentage  on slider 0%
    faction_min_influence_neutral_positive_break = 16	#_CDEF_FACTION_BREAK_POINT_LEVEL2_   	%slider break where it begin positive (with 10%)
    faction_min_influence_neutral_positive_probability = 1	#_CDEF_FACTION_BREAK_PROBABILITY_LEVEL2_   %slider break where it begin positive (with 10%)	 
    faction_min_influence_neutral_max_positive_probability = 9	#_CDEF_FACTION_MAX_PROBABILITY_LEVEL2_		 % max positive  percentage  on slider 100%
    
    faction_min_influence_influent_decrease_probability = -12	#_CDEF_FACTION_MIN_PROBABILITY_LEVEL3_        % min negative percentage  on slider 0%
    faction_min_influence_influent_positive_break = 20	#_CDEF_FACTION_BREAK_POINT_LEVEL3_   	%slider break where it begin positive (with 10%)
    faction_min_influence_influent_positive_probability = 1	#_CDEF_FACTION_BREAK_PROBABILITY_LEVEL3_   %slider break where it begin positive (with 10%)	 
    faction_min_influence_influent_max_positive_probability = 6	#_CDEF_FACTION_MAX_PROBABILITY_LEVEL3_		 % max positive  percentage  on slider 100%
    
    faction_min_influence_very_influent_decrease_probability = -18	#_CDEF_FACTION_MIN_PROBABILITY_LEVEL4_        % min negative percentage  on slider 0%
    faction_min_influence_very_influent_positive_break = 24	#_CDEF_FACTION_BREAK_POINT_LEVEL4_   	%slider break where it begin positive (with 10%)
    faction_min_influence_very_influent_positive_probability = 1	#_CDEF_FACTION_BREAK_PROBABILITY_LEVEL4_   %slider break where it begin positive (with 10%)	 
    faction_min_influence_very_influent_max_positive_probability = 3	#_CDEF_FACTION_MAX_PROBABILITY_LEVEL4_		 % max positive  percentage  on slider 100%	 	 
    
    #Percentage to Quantity levels 
    faction_quantity_tiny_percentage = 1	#_CDEF_FACTION_QUANTITY_TINY_PERCENTAGE_THRESHOLD
    faction_quantity_small_percentage = 10	#_CDEF_FACTION_QUANTITY_SMALL_PERCENTAGE_THRESHOLD
    faction_quantity_medium_percentage = 20	#_CDEF_FACTION_QUANTITY_MEDIUM_PERCENTAGE_THRESHOLD
    faction_quantity_large_percentage = 30	#_CDEF_FACTION_QUANTITY_LARGE_PERCENTAGE_THRESHOLD
    faction_quantity_huge_percentage = 50	#_CDEF_FACTION_QUANTITY_HUGE_PERCENTAGE_THRESHOLD #ABOVE THIS IS QUANTITY_GARGANTUAN
    	
    yearly_corruption = 0.0	#CDEF_START_YEARLY_CORRUPTION
    base_stability_cost = 100	#_CDEF_BASE_STABILITY_COST_
    
    lost_cot_province_days = 3650	#_MMDEF_LOSTCOTPROVINCE_DAYS_
    lost_cot_country_days = 730	#_MMDEF_LOSTCOTCOUNTRY_DAYS_
    piracy_eval_freq_modifier = 1.0	#_MMDEF_PIRACY_EVAL_FREQ_MODIFIER_
    piracy_level_modifier = 1.2	#_MMDEF_PIRACY_LEVEL_MODIFIER_
    province_administrative_cost = 0.0     #_MMDEF_PROVINCE_ADMINISTRATIVE_COST_
    occupied_administrative_cost = 0.0 	#_MMDEF_OCCUPIED_ADMINISTRATIVE_COST_
    noncore_administrative_cost = 0.0 	#_MMDEF_NONCORE_ADMINISTRATIVE_COST_
    unaccepted_culture_administrative_cost = 0.0 	#_MMDEF_UNACCEPTEDCULTURE_ADMINISTRATIVE_COST_
    wrong_religion_administrative_cost = 0.0 	#_MMDEF_WRONGRELIGION_ADMINISTRATIVE_COST_
    colony_administrative_cost = 0.0 	#_MMDEF_COLONY_ADMINISTRATIVE_COST_
    revoltrisk_administrative_cost = 0.0		#_MMDEF_REVOLTRISK_ADMINISTRATIVE_COST_
    min_yearly_diplomats =	1.0	#_MMDEF_MIN_DIPLOMATS_PER_YEAR_
    min_yearly_merchants = 1.0	#_MMDEF_MIN_MERCHANTS_PER_YEAR_
    min_yearly_colonists = 0.0	#_MMDEF_MIN_COLONISTS_PER_YEAR_
    min_yearly_missionaries = 0.2	#_MMDEF_MIN_MISSIONARIES_PER_YEAR_
    min_yearly_spies = 0.0	#_MMDEF_MIN_SPIES_PER_YEAR_
    min_yearly_officials = 1.0	#_MMDEF_MIN_OFFICIALS_PER_YEAR_
    days_between_admiral_recruitment = 3650	#_MMDEF_DAYS_BETWEEN_ADMIRAL_RECRUITMENT_
    days_between_general_recruitment = 3650	#_MMDEF_DAYS_BETWEEN_GENERAL_RECRUITMENT_
    quorum = 0.5	#_MMDEF_QUORUM_
    loading_days_per_regiment = 6	#_MMDEF_LOADING_DAYS_PER_REGIMENT_
    leader_maintenance_cost = 0.05	#_MMDEF_LEADER_MAINTENANCE_COST_
    distance_multiplier = 0.05	#_MMDEF_DISTANCE_MULTIPLIER_ # For making distances sane with the new map
    
    ##################################################
    #
    # Vari Modifiers: Army limits
    #
    ##################################################
    
    light_infantry_threshold_1 = 0  # light_infantry_define_1 
    light_infantry_threshold_2 = 2 # light_infantry_define_2
    light_infantry_threshold_3 = 5 # light_infantry_define_3
    light_infantry_threshold_4 = 9 # light_infantry_define_4
    light_infantry_threshold_5 = 15 # light_infantry_define_5
    light_infantry_threshold_6 = 30 # light_infantry_define_6
    light_infantry_threshold_7 = 50 # light_infantry_define_7
    light_infantry_threshold_8 = 75 # light_infantry_define_8
    light_infantry_threshold_9 = 100 # light_infantry_define_9
    light_infantry_threshold_10 = 150 # light_infantry_define_10
    
    heavy_infantry_threshold_1 = 0  # heavy_infantry_define_1 
    heavy_infantry_threshold_2 = 2 # heavy_infantry_define_2
    heavy_infantry_threshold_3 = 5 # heavy_infantry_define_3
    heavy_infantry_threshold_4 = 9 # heavy_infantry_define_4
    heavy_infantry_threshold_5 = 15 # heavy_infantry_define_5
    heavy_infantry_threshold_6 = 30 # heavy_infantry_define_6
    heavy_infantry_threshold_7 = 50 # heavy_infantry_define_7
    heavy_infantry_threshold_8 = 75 # heavy_infantry_define_8
    heavy_infantry_threshold_9 = 100 # heavy_infantry_define_9
    heavy_infantry_threshold_10 = 150 # heavy_infantry_define_10
    
    light_cavalry_threshold_1 = 0  # light_cavalry_define_1 
    light_cavalry_threshold_2 = 2 # light_cavalry_define_2
    light_cavalry_threshold_3 = 5 # light_cavalry_define_3
    light_cavalry_threshold_4 = 9 # light_cavalry_define_4
    light_cavalry_threshold_5 = 15 # light_cavalry_define_5
    light_cavalry_threshold_6 = 30 # light_cavalry_define_6
    light_cavalry_threshold_7 = 50 # light_cavalry_define_7
    light_cavalry_threshold_8 = 75 # light_cavalry_define_8
    light_cavalry_threshold_9 = 100 # light_cavalry_define_9
    light_cavalry_threshold_10 = 150 # light_cavalry_define_10
    
    heavy_cavalry_threshold_1 = 0  # heavy_cavalry_define_1 
    heavy_cavalry_threshold_2 = 2 # heavy_cavalry_define_2
    heavy_cavalry_threshold_3 = 5 # heavy_cavalry_define_3
    heavy_cavalry_threshold_4 = 9 # heavy_cavalry_define_4
    heavy_cavalry_threshold_5 = 15 # heavy_cavalry_define_5
    heavy_cavalry_threshold_6 = 30 # heavy_cavalry_define_6
    heavy_cavalry_threshold_7 = 50 # heavy_cavalry_define_7
    heavy_cavalry_threshold_8 = 75 # heavy_cavalry_define_8
    heavy_cavalry_threshold_9 = 100 # heavy_cavalry_define_9
    heavy_cavalry_threshold_10 = 150 # heavy_cavalry_define_10
    
    artillery_threshold_1 =	0  # artillery_define_1 
    artillery_threshold_2 =	2 # artillery_define_2
    artillery_threshold_3 =	5 # artillery_define_3
    artillery_threshold_4 =	9 # artillery_define_4
    artillery_threshold_5 =	15 # artillery_define_5
    artillery_threshold_6 =	30 # artillery_define_6
    artillery_threshold_7 =	50 # artillery_define_7
    artillery_threshold_8 =	75 # artillery_define_8
    artillery_threshold_9 =	100 # artillery_define_9
    artillery_threshold_10 = 150 # artillery_define_10
    
    archers_threshold_1 = 0  # archers_define_1 
    archers_threshold_2 = 2 # archers_define_2
    archers_threshold_3 = 5 # archers_define_3
    archers_threshold_4 = 9 # archers_define_4
    archers_threshold_5 = 15 # archers_define_5
    archers_threshold_6 = 30 # archers_define_6
    archers_threshold_7 = 50 # archers_define_7
    archers_threshold_8 = 75 # archers_define_8
    archers_threshold_9 = 100 # archers_define_9
    archers_threshold_10 = 150 # archers_define_10
    
    militia_threshold_1 = 0  # militia_define_1 
    militia_threshold_2 = 2 # militia_define_2
    militia_threshold_3 = 5 # militia_define_3
    militia_threshold_4 = 9 # militia_define_4
    militia_threshold_5 = 15 # militia_define_5
    militia_threshold_6 = 30 # militia_define_6
    militia_threshold_7 = 50 # militia_define_7
    militia_threshold_8 = 75 # militia_define_8
    militia_threshold_9 = 100 # militia_define_9
    militia_threshold_10 = 150 # militia_define_10
    
    mercenary_threshold_1 = 0  # mercenary_define_1 
    mercenary_threshold_2 = 2 # mercenary_define_2
    mercenary_threshold_3 = 5 # mercenary_define_3
    mercenary_threshold_4 = 9 # mercenary_define_4
    mercenary_threshold_5 = 15 # mercenary_define_5
    mercenary_threshold_6 = 30 # mercenary_define_6
    mercenary_threshold_7 = 50 # mercenary_define_7
    mercenary_threshold_8 = 75 # mercenary_define_8
    mercenary_threshold_9 = 100 # mercenary_define_9
    mercenary_threshold_10 = 150 # mercenary_define_10
    
    # Power
    # basic logic -- percentile must first be matched e.g. < .15 for greater power
    # then rank and threshold parameters must be matched to stay in group, otherwise, drops down one ranking
    greater_power_percentile = 0.15 # POWERDEF GREATER POWER PERCENTILE 
    greater_power_threshold = 65.0     # POWERDEF GREATER POWER THRESHOLD 
    greater_power_rank = 7.0 	# POWERDEF GREATER POWER RANK 
    major_power_percentile = 0.35 	# POWERDEF MAJOR POWER PERCENTILE 
    major_power_threshold = 25.0 	# POWERDEF MAJOR POWER THRESHOLD 
    major_power_rank = 30.0 	# POWERDEF MAJOR POWER RANK 
    medium_power_percentile = 0.5 	# POWERDEF MEDIUM POWER PERCENTILE 
    medium_power_threshold = 10.0 	# POWERDEF MEDIUM POWER THRESHOLD 
    medium_power_rank = 100.0 	# POWERDEF MEDIUM POWER RANK 
    small_power_percentile = 0.8 	# POWERDEF SMALL POWER PERCENTILE,
    small_power_threshold = 2.00 	# POWERDEF SMALL POWER THRESHOLD 
    small_power_rank = 300.0 	# POWERDEF SMALL POWER RANK 
    
    
    relation_target_proportion_per_month = 0.0417 ### these all trend towards the target in 24 months (probably way too fast)
    rival_target_proportion_per_month = 0.0417
    threat_target_proportion_per_month = 0.0417
    tension_target_proportion_per_month = 0.0417
    
    
    # Wars
    
    war_aims_intervention_for_threshold = 3 # if cumulative war goals value > this, country will support offensive side
    war_aims_intervention_against_threshold = -3 # if cumulative war goals value < this, country will support defensive side
    warscore_land_battle_minimum_participants_per_side = 5.0 # applied per side -- i.e. at least 5k attackers / defenders to be counted
    warscore_land_battle_minimum_casualty_proportion = 0.1 # total proportion of casualties
    == MAGNA MUNDI ==

    PAY GOLD,
    SHED BLOOD,
    INSTILL FEAR,
    PROMISE HOPE


    HISTORY IS YOURS!

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