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