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grandadmiralbob

Grand General
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Dec 11, 2012
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If I get it, they made it where you can get wastelands your nations color if you have all surrounding provinces. I'm not sure if this is something that's correct or if it has to be modded. Can someone answer the clarify this or point me what the mod's name is. Thanks!

Also, what impact does owning wastelands have? Do they give anything, access, any benefits at all?
 

ldevarga

First Lieutenant
2 Badges
Sep 10, 2013
204
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Couldn't get it to work. :(
Does anybody know of mods that already contain this?

NDefines = {

NGame = {
START_DATE = "1444.11.11",
END_DATE = "1821.1.2",
MAX_RANDOM_NEW_WORLD = "1492.1.1"
},

NDiplomacy = {
MAX_CLIENT_STATES = 10, -- Max client states for one country

ALLOW_LEADER_DEMAND_TOGGLE = 0, -- Whether or not player is allowed to set if warleader can negotiate for them
VASSALIZE_BASE_TAX_CAP = 40, -- Countries with more total base tax than this cannot be vassalized
MARCH_BASE_TAX_CAP = 60, -- Countries with more total base tax than this cannot be made into a march

PEACE_IMPACT_ADM_SCORE = 0.25,
PEACE_IMPACT_DIP_SCORE = 0.25,
PEACE_IMPACT_MIL_SCORE = 0.25,

AUTONOMY_WARSCORE_COST_MODIFIER = 1, -- How much autonomy reduces score by (at 1, 50% autonomy = 50% reduction)
RIVAL_PRESTIGE_BONUS = 0.25,
RIVAL_SPY_OFFENCE = 0.20,
OVEREXTENSION_THRESHOLD = 1.0, -- at which threshold you can get events
OVEREXTENSTION_POLL_BASE = 365, -- days between at lower.
OVEREXTENSTION_POLL_CHANGE = 0.05, -- each % reduces with this.
RIVAL_PEACE_COST_REDUCTION = -0.33,
DESIRED_NUM_OF_ELECTORS = 7,
LACK_OF_ELECTORS_HIT = -0.1, -- Also applied to vassalized electors
IMPERIAL_REFORM_COST = 50, -- Minium Cost of enacting a new reform.
DEFENDER_OF_FAITH_COST = 500, -- _DDEF_DEFENDER_OF_FAITH_COST_
DEFENDER_OF_FAITH_MONTHS = 24, -- _DDEF_DEFENDER_OF_FAITH_MONTHS_ (Minimum months before it can be taken from another country with less prestige)
AMOUNT_OF_ACTIVE_CARDINALS = 7, -- Number of active Cardinals
AMOUNT_OF_FUTURE_CARDINALS = 5, -- Number of future Cardinals
EXCOMMUNICATE_ACTION_MONTHS = 36, -- Excommunication "cooldown" (months)
CRUSADE_TIMEOUT_YEARS = 30, -- Crusade timeout (years)
END_OF_CRUSADES = 1650, -- End of Crusade/Excommunicate actions. AI might also befriend old religious enemies.
WE_IMPACT_ON_ANNEX_INTEGRATE = -0.05, -- multiplied with current WE
EMPEROR_VOTE_DAYS = 60, -- _DDEF_EMPEROR_VOTE_DAYS_; "Cooldown" until Electors can change their vote again.
TRUCE_YEARS = 5, -- _DDEF_TRUCE_YEARS_; Years of Truce
SCALED_TRUCE_YEARS = 10, -- Additional years of truce based on % of warscore taken in war (100% warscore = full scaled truce years)
WARNING_YEARS = 20, -- Years before warning expire
ANNUL_TREATIES_YEARS = 10, -- Years before annul treaties expire
COALITION_YEARS = 20, -- Years before coalition expire
GUARANTEE_YEARS = 20, -- Years before guarantee expire
MONARCH_GOV_CHANGE_LEGITIMACY_PENALTY = 0.0, -- Penalty(%) on the legitimacy when changing gov type to the monarchy
BASE_SPY_DISCOVERY_CHANCE = 0.25,
PRESTIGE_PENALTY_ON_DISCOVER_INFILTRATE = -15, -- Penalty to prestige if your agent gets discovered while infiltrating administration
JUSTIFY_TRADE_CONFLICT_LIMIT = 0.2, -- How big share of the trade power needed on the target to be able to justify a trade conflict
JUSTIFY_TRADE_CONFLICT_ACTOR_LIMIT = 0.1, -- How big share of the trade power needed on the actor to be able to justify a trade conflict
PRESTIGE_PENALTY_ON_DISCOVER_JTC = -5,

AE_OTHER_CONTINENT = 10,
AE_SAME_CULTURE = 0.5,
AE_SAME_CULTURE_GROUP = 0.25,
AE_INFIDEL_CONQUEST = 0.5, -- different religion group conquered same religion province
AE_SAME_RELIGION = 0.5,
AE_SAME_RELIGION_GROUP = 0.0,
AE_DIFFERENT_RELIGION = -0.5,
AE_HRE_INTERNAL = 0.5,
AE_ATTACKER_PROVINCE = 0.0,
AE_DISTANCE_BASE = 0.75,
AE_SAME_OVERLORD = 0.5,

AE_FABRICATE_CLAIM = 7.5,
AE_TRADE_CONFLICT = 7.5,

-- Peace Option Effects, base values for the winner. The loser gets the inverse.
PO_ANNEX_BADBOY = 2, -- _DDEF_PO_ANNEX_BADBOY = 10, (No effect on loser )
PO_DEMAND_PROVINCES_BADBOY = 2, -- _DDEF_PO_DEMAND_PROVINCES_BADBOY = 10, (Per base tax)
PO_REVOKE_CORES_BADBOY = 0, -- _DDEF_PO_REVOKE_CORES_BADBOY = 10, (Per core, Not applied to the winner)
PO_RETURN_CORES_BADBOY = 1.5, -- (Per core, only applied if returning cores to vassals of winner)
PO_RELEASE_VASSAL_BADBOY = 0, -- _DDEF_PO_RELEASE_VASSAL_BADBOY = 10, (Not applied to the winner)
PO_RELEASE_ANNEXED_BADBOY = 0, -- _DDEF_PO_RELEASE_ANNEXED_BADBOY = 10, (Per base tax, not applied to the winner)
PO_CHANGE_RELIGION_BADBOY = 0, -- _DDEF_PO_CHANGE_RELIGION_BADBOY = 10, (Not applied to the winner)
PO_FORM_PU_BADBOY = 0.5, -- _DDEF_PO_FORM_PU_BADBOY = 10, (Per base tax)
PO_GOLD_BADBOY = 0, -- _DDEF_PO_GOLD_BADBOY = 10, (Per month of income, not applied to the winner)
PO_BECOME_VASSAL_BADBOY = 1.5, -- _DDEF_PO_BECOME_VASSAL_BADBOY = 10, (Per base tax)
PO_BECOME_PROTECTORATE_BADBOY = 0.5, -- _DDEF_PO_BECOME_VASSAL_BADBOY = 10, (Per base tax)
PO_CONCEDE_DEFEAT_BADBOY = 0, -- _DDEF_PO_CONCEDE_DEFEAT_BADBOY = 10, (Not applied to the winner)
PO_DISMANTLE_REVOLUTION_BADBOY = 0,
PO_CHANGE_HRE_RELIGION_BADBOY = 0,
PO_ANNUL_TREATY_BADBOY = 0, -- _DDEF_PO_ANNUL_TREATY_BADBOY = 10,
PO_ANNEX_PRESTIGE = 0.5, -- _DDEF_PO_ANNEX_PRESTIGE = 10, (No effect on loser )
PO_DEMAND_PROVINCES_PRESTIGE = 0.5, -- _DDEF_PO_DEMAND_PROVINCES_PRESTIGE = 10, (Per base tax)
PO_REVOKE_CORES_PRESTIGE = 0.5, -- _DDEF_PO_REVOKE_CORES_PRESTIGE = 10, (Per base tax)
PO_RETURN_CORES_PRESTIGE = 0.5, -- (Per base tax)
PO_RELEASE_VASSAL_PRESTIGE = 0.5, -- _DDEF_PO_RELEASE_VASSAL_PRESTIGE = 10,
PO_RELEASE_ANNEXED_PRESTIGE = 0.5, -- _DDEF_PO_RELEASE_ANNEXED_PRESTIGE = 10, (Per released province)
PO_CHANGE_RELIGION_PRESTIGE = 5, -- _DDEF_PO_CHANGE_RELIGION_PRESTIGE = 10,
PO_FORM_PU_PRESTIGE = 10, -- _DDEF_PO_FORM_PU_PRESTIGE = 10,
PO_GOLD_PRESTIGE = 0.0, -- _DDEF_PO_GOLD_PRESTIGE = 10, (Per month of income)
PO_BECOME_VASSAL_PRESTIGE = 0.5, -- _DDEF_PO_BECOME_VASSAL_PRESTIGE = 10,
PO_BECOME_PROTECTORATE_PRESTIGE = 0.25,
PO_CONCEDE_DEFEAT_PRESTIGE = 10, -- _DDEF_PO_CONCEDE_DEFEAT_PRESTIGE_
PO_DISMANTLE_REVOLUTION_PRESTIGE = 20,
PO_CHANGE_HRE_RELIGION_PRESTIGE = 20,
PO_ANNUL_TREATY_PRESTIGE = 3, -- _DDEF_PO_ANNUL_TREATY_PRESTIGE = 10,
PO_REVOKE_ELECTOR_BADBOY = 25,
PO_REVOKE_ELECTOR_PRESTIGE = 5,
PO_TRADE_POWER_BADBOY = 0,
PO_TRADE_POWER_PRESTIGE = 2,
PO_GIVE_UP_CLAIM_BADBOY = 0.0,
PO_GIVE_UP_CLAIM_PRESTIGE = 2,
PO_HUMILIATE_RIVAL_BADBOY = 0,
PO_HUMILIATE_RIVAL_PRESTIGE = 5,
PO_ENFORCE_REBEL_DEMANDS_BADBOY = 0,
PO_ENFORCE_REBEL_DEMANDS_PRESTIGE = 2,

PO_ENFORCE_FLEET_BASING_BADBOY = 0,
PO_ENFORCE_FLEET_BASING_PRESTIGE = 2,
PO_ENFORCE_MIL_ACCESS_BADBOY = 0,
PO_ENFORCE_MIL_ACCESS_PRESTIGE = 2,
PO_WAR_REPARATIONS_BADBOY = 0,
PO_WAR_REPARATIONS_PRESTIGE = 2,

PEACE_COST_DEMAND_PROVINCE = 1, -- Demand a province (scales by province wealth, also used for annex)
PEACE_COST_BECOME_VASSAL = 1, -- Vassalize a country (scales by province wealth)
PEACE_COST_RETURN_CORE = 1, -- Return a core (scales by province wealth)
PEACE_COST_REVOKE_CORE = 0.5, -- Revoke a core (scales by province wealth)
PEACE_COST_RELEASE_ANNEXED = 1, -- Release annexed nation (scales by province wealth)
PEACE_COST_RELEASE_VASSAL = 0.5, -- Release vassal (scales by province wealth)
PEACE_COST_REVOKE_ELECTOR = 60, -- Revoke an elector title
PEACE_COST_UNION = 60, -- _DDEF_PEACE_COST_UNION_ Peace cost for forming a personal union
PEACE_COST_CONVERSION = 0.5, -- scaled with countrysize for forced conversion in peace.
PEACE_COST_RELEASE = 2, -- _DDEF_PEACE_COST_RELEASE_ Base Peace cost for releasing an annexed country (also increases with nr of provinces)
PEACE_COST_CONCEDE = 10, -- _DDEF_PEACE_COST_CONCEDE_ Base Peace cost for conceding defeat
PEACE_COST_GOLD_STEP = 1, -- _DDEF_PEACE_COST_GOLD_STEP_ Peace Cost for 1 month of income
PEACE_COST_ANNUL = 10, -- _DDEF_PEACE_COST_ANNUL_ Peace cost for annulment of treaties
PEACE_COST_CHANGE_GOVERNMENT = 50, -- _Peace cost for changing government form
PEACE_COST_TRADE_POWER = 60, -- Peace cost for demanding trade power
PEACE_COST_INDEPENDANCE = 30, -- Peace cost for breaking free of union
PEACE_COST_ENFORCED_FLEET_BASING_RIGHTS = 25, -- Peace cost for enforced fleet basing righs
PEACE_COST_ENFORCED_MILITARY_ACCESS = 15, -- Peace cost for enforced military access
PEACE_COST_WAR_REPARATIONS = 10, -- Peace cost for war reparations
PEACE_COST_GIVE_UP_CLAIM = 20, -- Peace cost for giving up all claims in a country
PEACE_COST_DISMANTLE_REVOLUTION = 100,
PEACE_COST_CHANGE_HRE_RELIGION = 100,
PEACE_COST_HUMILIATE_RIVAL = 40,
PEACE_COST_ENFORCE_REBEL_DEMANDS = 50,

PO_TRADE_POWER_AMOUNT = 0.5, -- Transfer 50% of trade power on peace option
PO_HUMILIATE_PRESTIGE_HIT = 20,
PO_HUMILIATE_POWER_GAIN = 20,
MAX_ANNEX_SIZE = 10000, -- _DDEF_MAX_ANNEX_SIZE_ (Max number of provinces that can be annexed at once)

ALLY_PEACE_COST_MULT = 2, -- Taking things from allies that are not fully called into the war costs this much more

ANNEX_DIP_COST_PER_BASE_TAX = 10,

DEFENDER_BADBOY_MULT = 0.75, -- _DDEF_DEFENDER_BADBOY_MULT_ (Infamy multiplied by this for defenders in peace treaties, unless the CB is "mutual" )
PO_REVOKE_REFORM_BADBOY = 0, -- _DDEF_PO_REVOKE_REFORM_BADBOY_
PO_REVOKE_REFORM_PRESTIGE = 10, -- _DDEF_PO_REVOKE_REFORM_PRESTIGE_
PO_REVOKE_REFORM_PEACE_COST = 100, -- _DDEF_PO_REVOKE_REFORM_PEACE_COST_

DIP_PORT_FEES = 0.1, -- DIP_PORT_FEES
IMPROVE_RELATION_MAX = 25, -- IMPROVE_RELATION_MAX
IMPROVE_RELATION_SPEED = 1, -- IMPROVE_RELATION_SPEED
DAYS_TO_FABRICATE_CLAIM = 365, -- DAYS_TO_FABRICATE_CLAIM
DAYS_TO_JUSTIFY_TRADE_CONFLICT = 270, -- DAYS_TO_JUSTIFY_TRADE_CONFLICT
STABHIT_FOR_BREAKING_ALLIANCE_IN_WAR = 2,
PENALTY_FABRICATE_DISCOVERED = 10,
WARGOAL_PEACE_FRACTION = 0.66, -- Fraction of warscore you need for wargoal
CLAIM_PEACE_COST_DIP_FRACTION = -0.1, -- Fraction of dipcost you pay for claims
CORE_PEACE_COST_DIP_FRACTION = -0.2, -- Fraction of dipcost you pay for cores
CANCEL_TRADE_TRANSFER_PRESTIGE_HIT = -5,

DIPLOMAT_SPEED = 20.0, -- DIPLOMAT_SPEED
DIPLOMAT_COOLDOWN_TIME = 1, -- DIPLOMATIC ACTION COOLDOWN IN MONTHS
MIN_RELATIONS_TO_ALLY = 0, -- Alliances not possible if either country has an opinion of the other lower than this
MIN_RELATIONS_TO_SUPPORT_INDEPENDENCE = -25, -- Support Independence not possible if either country has an opinion of the other lower than this
LACK_OF_RIVAL_SCORE_PENALTY = 0.25, -- Monthly score is changed by this for each rival short of expected amount

ELECTIVE_VICTORY_PRESTIGE = 25, -- Prestige for getting a heir from your country onto the throne of an elective nation
ELECTIVE_VICTORY_LEGITIMACY = 10, -- Legitimacy for getting a heir from your country onto the throne of an elective nation

INTEGRATE_UNION_MIN_YEARS = 50, -- Number of years before a union can be integrated
INTEGRATE_VASSAL_MIN_YEARS = 10, -- Number of years before a vassal can be integrated

MONTHS_BEFORE_TOTAL_OCCUPATION = 60, -- Before this many months have passed in the war, you cannot gain 100% warscore by just occupying the warleader

WAR_REPARATIONS_FACTOR = 0.1,
WAR_REPARATIONS_YEARS = 10,

MINIMUM_TRADE_POWER_TO_PREVENT_PRIVATEER = 0.2,
},

NCountry = {
RANDOM_LUCKY_BASE_WEIGHT = 100, -- Base weight given to each nation when rolling for random lucky
RANDOM_LUCKY_TAX_WEIGHT = 1, -- Extra weight given for each base tax when rolling for random luck
RANDOM_LUCKY_TECH_WEIGHT = 1, -- Multiplier on penalty given to slower tech group nations when rolling for random lucky (higher = more penalty)
RANDOM_LUCKY_SLOW_TECH_PENALTY = 0.33, -- Extra penalty on tech groups with more than 75% penalty when rolling for random lucky (lower = more penalty)

SUPPORT_OWN_HEIR_LEGITIMACY_COST = 5,
SUPPORT_OWN_HEIR_SUPPORT_BONUS = 5,
MAX_ACTIVE_POLICIES = 5, -- how many active policies at once.
MINIMUM_POLICY_TIME = 10, -- how many years minimum for a policy
POLICY_COST = 1, -- Monthly cost per policy
MIN_FEDERAL_AUTHORITY = -100, -- federal authority cannot go lower than -100
MAX_WAR_EXHAUSTION = 20,
FOREIGN_REBEL_SUPPORT = 4,
COUNTRIES_GETTING_SCORE = 10,
WESTERNISATION_THRESHOLD = 7, -- techs behind to be allowed to westernize.
WESTERN_POWER_TICK = 10, -- max power to transfer every month.
WESTERN_POWER_TICK_MIN = 5, -- min power to transfer every month.
WESTERN_NEEDED_BASE_POWER = 2000, -- needed for full westernisation
WESTERN_NEEDED_MAX_POWER = 5000, -- needed for full westernisation
WESTERN_POWER_TICK_REDUCTION_FACTOR = 15, -- reduce max power transfer by 1 for each multiplication of this in total monthly income.
NAVAL_FORCELIMIT_PORTS = 0.5, -- factor for basetax on ports impact on forcelimit
LAND_FORCELIMIT_TAX = 0.25, -- factor on basetax on provs for forcelimits
NAVAL_FORCELIMIT_MERCHANTS = 5, -- increase per merchant above base_value merchants.
LAND_FORCELIMIT_EXTRA_COST_FACTOR = 2, -- extra expense for being above forcelimit
NAVAL_FORCELIMIT_EXTRA_COST_FACTOR = 1, -- extra expense for being above forcelimit
REPUBLICAN_TRADITION_YEARLY_INCREASE = 0.01, -- how much it increases each year.
PIETY_PERCENTAGE_AT_NEW_RULER = 0.25, -- percentage of piety kept at new ruler.
PIETY_INCREASE_AT_GOOD_WAR = 0.25,
PIETY_DECREASE_AT_BAD_WAR = -0.33,
ADVISOR_COST_INCREASE_PER_YEAR = 0.01, -- yearly increase in price in percent,
MINIMUM_ADVISOR_DURATION = 10, -- _CDEF_MINIMUM_ADVISOR_DURATION_
MINIMUM_ADVISOR_DURATION_CHANCE_VALUE = 15, -- Higher value here gives lower daily death chance after MINIMUM_ADVISOR_DURATION
ADVISOR_CUT_OFF_AGE = 30, -- _CDEF_ADVISOR_CUT_OFF_AGE = 10,
CULTURE_LOSS_THRESHOLD = 0.10, -- _CDEF_CULTURE_LOSS_THRESHOLD = 10,
CULTURE_GAIN_THRESHOLD = 0.20, -- _CDEF_CULTURE_GAIN_THRESHOLD = 10,
MONARCH_DEATH = 4, -- _CDEF_MONARCH_DEATH_
HEIR_DEATH = 1, -- _CDEF_HEIR_DEATH_ (Only applies for heirs older than 20, and the chance increases with age.)
LEGITIMACY_DYNASTY_CHANGE = 20, -- Legitimacy a new dynasty starts out with
BASE_POWER_INCREASE = 3, -- monthly base increase
NAT_FOCUS_DECREASE = -1, -- power taken away from non national focus power
NAT_FOCUS_INCREASE = 2, -- extra power given to national focus power
NAT_FOCUS_YEARS = 25, -- years before you can change focus again
POWER_MAX = 999, -- how much power can be stored at maximum.
DISMANTLE_HRE_PRESTIGE = 100, -- Prestige gain on dismantling HRE
FREE_IDEA_GROUP_COST = 3, -- modifier on cheapness of "free" idea group
MAX_TOLERANCE_HERETIC = 3, -- maximum tolerance towards heretics
MAX_TOLERANCE_HEATHEN = 3, -- maximum tolerance towards heathens
CONVERSION_COOLDOWN = 120, -- months before you can convert again.

IDEA_TO_TECH = -0.02, -- percentage on tech reduction per idea.
TECH_TIME_COST = 0.3, -- tech grow with 20% cost over time.
TECH_AHEAD_OF_TIME = 0.1, -- per year ahead.

PS_BUY_IDEA = 400,
PS_BUY_NATIVE_ADVANCEMENT = 500,
PS_ADVANCE_TECH = 600,
PS_BOOST_STABILITY = 100,
PS_BUY_GENERAL = 50,
PS_BUY_ADMIRAL = 50,
PS_BUY_CONQUISTADOR = 50,
PS_BUY_EXPLORER = 50,
PS_BUILD_BUILDING = 10,
PS_ASSAULT = 5,
PS_FORCE_MARCH = 2,
PS_DEMAND_NON_WARGOAL_PROVINCE = 50,
PS_DEMAND_NON_WARGOAL_PEACE = 25,
PS_DEMAND_NON_WARGOAL_PEACE_PRIMITIVES = 0,
PS_MAKE_PROVINCE_CORE = 20,
PS_REDUCE_INFLATION = 75,
PS_MOVE_CAPITAL = 200,
PS_MOVE_TRADE_PORT = 300,
PS_REPLACE_RIVAL = 100,
PS_SEIZE_COLONY = 25,
PS_BURN_COLONY = 5,
PS_ATTACK_NATIVES = 5,
PS_SCORCH_EARTH = 5,
PS_CHANGE_GOVERNMENT = 100,
PS_CHANGE_CULTURE = 25,
PS_CHANGE_CULTURE_OVERSEAS_RELIGION_MOD = -0.8, -- Modifier how much cheaper it is to change culture in overseas province if same religion
PS_HARSH_TREATMENT_COST = 50,
PS_HARSH_TREATMENT_REDUCE = 25,
PS_GARRISON_SORTIES = 10,
PS_REDUCE_WAREXHAUSTION = 75,
PS_FACTION_BOOST = 10,
PS_RAISE_TARIFFS = 25,
PS_LOWER_TARIFFS = 75,
PS_RAISE_WAR_TAXES = 50,
PS_CREATE_TRADE_POST = 50,

CORE_SAME_CULTURE_OVERSEAS = 0.1, -- Multiplied with base tax, overseas province or colonized by country
CORE_SAME_REGION = 0.25, -- Multiplied with base tax, for colonial nations
CORE_SAME_CONTINENT = 0.75, -- Multiplied with base tax, for colonial nations
CORE_HAD_CLAIM = 0.25, -- Impacts MODIFIER_CORE_CREATION

FACTION_BOOST_SIZE = 10,
WAREXHAUSTION_REDUCTION = 2,
HARSH_TREATMENT_IN_MONTHS = 180,
RECENT_UPRISING_IN_MONTHS = 60,
UPRISING_INCREASE = 5, -- Number of percent that the progress increases

CALL_ALLY_DECLINE_PRESTIGE_PENALTY = -25.0, -- Prestige penalty for declining call for arms
CLAIM_THRONE_PRESTIGE_PENALTY = -20.0, -- Prestige penalty when claiming throne
BREAK_VASSAL_PRESTIGE_PENALTY = -25.0, -- Prestige penalty when break vassalisation
BREAK_MARRIAGE_PRESTIGE_PENALTY = -1, -- Prestige penalty when break royal marriage
BREAK_MARRIAGE_STABILITY_PENALTY = -1, -- Stability penalty when break royal marriage
ANNEX_OR_INTEGRATE_PRESTIGE = 5.0, -- Prestige gain on diplomatic annex or integrate
PROVINCE_DISCOVERY_PRESTIGE = 1.0, -- Prestige change when discovered province
START_YEARLY_INFLATION = 0.0, -- _CDEF_START_YEARLY_INFLATION_
CLAIM_LOSE = 25, -- how many years until a claim is lost.
CORE_LOSE = 50, -- how many years until a core is lost.
CORE_LOSE_CULTURE_GROUP = 150, -- how many years until a core in a country's culture group is lost.
CORE_LOSE_PRIMARY_CULTURE_TAG = -1, -- how many years until a core is lost for the primary tag of a country (-1 = never lost)
CORE_LOSE_PRESTIGE = -10.0, -- Prestige change when lost core
ABANDON_CORE_PRESTIGE = -10.0, -- The cost of abandoning a core that some other country owns.
ABANDON_IDEAGROUP_REFUND = 0.10, -- The part of the idea group spent that will be refunded upon abandonment.
NEIGHBOURBONUS = -0.05, -- _CDEF_NEIGHBOURBONUS_
NEIGHBOURBONUS_CAP = -0.75, -- _CDEF_NEIGHBOURBONUS_CAP_
POPULATION_GROWTH = 0.03, -- _CDEF_POPULATION_GROWTH_; Base population growth.
COLONIAL_GROWTH_PENALTY = 100, -- growth penalty for low colonial maintenance
YEARS_OF_NATIONALISM = 30, -- _CDEF_YEARS_OF_NATIONALISM_; Years of Nationalism
YEARS_UNTIL_BROKEN = 2, -- _CDEF_YEARS_UNTIL_BROKEN_; Years until rebel held capital results in broken country.
BASE_HEIR_BIRTH = 120, -- _CDEF_BASE_HEIR_BIRTH_
AGE_OF_ADULTHOOD = 15, -- _CDEF_AGE_OF_ADULTHOOD_
PROVINCE_BUILDING_LEVEL_THRESHOLD = 5, -- Level at which there can be only one of a building in each province
INITIAL_REGULAR_COLONY = 10,
REGULAR_COLONY_GROWTH = 25,
COLONIAL_NATION_GROWTH_IMPACT = 0.25, -- colonies of colonial nations grow slower if desired.
OVEREXTENSION_FACTOR = 4.0,
MISSIONARY_PROGRESS_ON_CHANCE = 1, -- How many % the progress will boost on daily lucky-roll.
MISSION_CANCEL_CHOOSE_NEXT_DELAY = 1, -- How many years until you can choose a new mission after a cancel
MONTHS_TO_CORE_MAXIMUM = 240,
MONTHS_TO_CORE = 36, -- How many months it will take to core a province.
MONTHS_TO_CHANGE_CULTURE = 24, -- How many months it will take to change culture in a province, per basetax.
STARTING_ARMY_SIZE = 0.75, -- Percentage of force limit
STARTING_ARMY_SIZE_AT_WAR = 1.0, -- Percentage of force limit
STARTING_ARMY_SIZE_REBEL_THREAT = 0.05, -- Percentage of rebel threat added to percentage of force limit
STARTING_FLEET_SIZE = 0.9, -- Starting fleet (as percentage of forcelimits)
GALLEY_INLAND_SEA_COAST_RATIO = 0.75, -- % of ports that need to be inland seas for galleys to be considered important
REBEL_BREAK_STABILITY_SET = 0, -- Stability will be set to this value when rebels break country.
REBEL_BREAK_EXHAUSTION_SET = 0, -- Exhaustion will be set to this value when rebels break country.
REVOLT_SIZE_BASETAX_MULTIPLIER = 0.33, -- Multiplied with the province's base tax
REVOLT_SIZE_MANPOWER_MULTIPLIER = 0.33, -- Multiplied with the province's manpower
REVOLT_SIZE_REVOLTRISK_MULTIPLIER = 0.00, -- Multiplied with the province's revolt risk
REVOLT_SIZE_BASE = 3,
REVOLT_TECH_IMPACT = 0.05, -- % each tech increases size of rebels by this percent.
REVOLT_TECH_MORALE = 0.01, -- 1% per tech level

REBEL_ARTILLERY_INCREASE_LEVEL_1_TECH = 11, -- Tech level at which REBEL_ARTILLERY_INCREASE_LEVEL_1_SIZE is applied
REBEL_ARTILLERY_INCREASE_LEVEL_1_SIZE = 0.1, -- The increase in artillery as fraction of total troops given to rebels
REBEL_ARTILLERY_INCREASE_LEVEL_2_TECH = 16, -- Tech level at which REBEL_ARTILLERY_INCREASE_LEVEL_2_SIZE is applied
REBEL_ARTILLERY_INCREASE_LEVEL_2_SIZE = 0.15, -- The increase in artillery as fraction of total troops given to rebels (does not stack with level 1)

MIGRATION_BOOST = 50, -- How many points given when migrating.
MIGRATION_COOLDOWN = 60, -- How many months until next migration is possible.
MIGRATION_DEPLETION_TIME = 7200, -- How many days a province needs to recover from migrants
BASE_TARIFF = 0.10, -- Basic part of colonies income that goes to tariffs
TARIFF_INCREASE_STEP = 0.025, -- Increase on each boost
TARIFF_BOOST_LIBERTY_INCREASE = 5, -- Liberty increase for each tariff step
TARIFF_DECREASE_STEP = -0.025, -- Decrease on each boost
TARIFF_LOWER_LIBERTY_DECREASE = -3, -- Liberty decrease for each tariff step
LIBERTY_CAN_DECLARE_INDEPENDANCE = 50, -- Limit for when a colonial state may declare independance
LIBERTY_AUTO_INDEPENDANCE = 100, -- Limit for when a colonial state automatically declares independace
HIGH_LIBERTY_ALERT = 50, -- Limit for when the overlord gets an alert for a colony having a high liberty desire
LOST_INDEPENDANCE_WAR_LIBERTY_DESIRE = -25, -- How much liberty desire is decreased when an independance war ends
MAX_CROWN_COLONIES = 4, -- How many province a country can hold in a colonial region before creating a colonial nation
RIVAL_TECH_THRESHOLD = 0.5, -- Difference in tech group cost modifiers
PROTECTORATE_TECH_THRESHOLD = 0.5, -- Difference in tech group cost modifiers
PROTECTORATE_LOWER_BOUND = 0.5, -- Lower limit for protectorates
OVERSEAS_DISTANCE = 150, -- Provinces beyond this distance to capital are distant overseas

NORMAL_ELECTION_CYCLE = 4, -- The normal election cycle at which 10 republican tradition is lost from 1 unit of scaled republican tradition
DICTATORSHIP_TRADITION_FOR_MONARCHY = 0.5, -- If republican tradition is lower than this on death of ruler, dictatorship turns into monarchy
DICTATORSHIP_TRADITION_FOR_REPUBLIC = 0.5, -- If republican tradition is this or higher on death of ruler, dictatorship turns into republic
REVOLUTION_TARGET_SCORE_BOOST = 0.5,
},

NEconomy = {
TRADE_POWER_HOME_BONUS = 0.1,
AUTONOMY_AT_DIPLO_ANNEX = 75, -- Autonomy added when diplo-annexing
AUTONOMY_AT_CONQUEST = 50, -- Autonomy added at conquest
AUTONOMY_AT_CONQUEST_CLAIM = 40, -- Autonomy added at conquest if you have a claim
AUTONOMY_AT_CONQUEST_CORE = 0, -- Autonomy added at conquest if you have a core
OVERSEAS_MIN_AUTONOMY = 75, -- Overseas provinces always have at least this much autonomy
COLONY_MIN_AUTONOMY = 50, -- Colonized provines always have at least this much autonomy
CAPITAL_MAX_AUTONOMY = 0, -- Capital province autonomy can never be above this
DECREASE_AUTONOMY_STEP = -25,
DECREASE_AUTONOMY_MIN = 10,
INCREASE_AUTONOMY_STEP = 25,
INCREASE_AUTONOMY_MAX = 75,
AUTONOMY_CHANGE_DURATION = 10950, -- about 30 years
LAND_TECH_MAINTENANCE_IMPACT = 0.025, -- % each tech increases it.
ADVISOR_COST = 1.0, -- Advisor cost modifier
GOLD_INFLATION_THRESHOLD = 0.0, -- _EDEF_GOLD_INFLATION_THRESHOLD_
GOLD_INFLATION = 0.5, -- _EDEF_GOLD_INFLATION_
BASE_YEARLY_INFLATION = 0, -- yearly inflation increase
INFLATION_FROM_LOAN = 0.1, -- increase per loan
INFLATION_FROM_PEACE_GOLD = 0.02, -- inflation per month of income taken in peace (also applied to province sales)
INFLATION_ACTION_REDUCTION = 2, -- amount per action
BANKRUPTCY_DURATION = 10, -- _EDEF_BANKRUPTCY_DURATION_
WARTAXES_DURATION = 2, -- _EDEF_WARTAXES_DURATION_
MINIMUM_INTERESTS = 0.25, -- _EDEF_MINIMUM_INTERESTS_
BASE_INTERESTS = 4.0, -- Base interests
LAND_MAINTENANCE_FACTOR = 0.25, -- _EDEF_LAND_MAINTENANCE_FACTOR
HEAVY_SHIP_MAINT_FACTOR = 0.10, -- _EDEF_HEAVY_SHIP_MAINT_FACTOR_
LIGHT_SHIP_MAINT_FACTOR = 0.05, -- _EDEF_LIGHT_SHIP_MAINT_FACTOR_
GALLEY_MAINT_FACTOR = 0.04, -- _EDEF_GALLEY_MAINT_FACTOR_
TRANSPORT_MAINT_FACTOR = 0.04, -- _EDEF_TRANSPORT_MAINT_FACTOR_
COLONIAL_MAINTENANCE_FACTOR = 8.0, -- _EDEF_COLONIAL_MAINTENANCE_FACTOR_
MISSIONARY_MAINTENANCE_FACTOR = 5, -- _EDEF_MISSIONARY_MAINTENANCE_FACTOR_
MERCHANT_TIME_DISTANCE = 0.25, -- _EDEF_MERCHANT_TIME_DISTANCE_
MERCHANT_CHANCE = 0.35, -- _EDEF_MERCHANT_CHANCE_
MERCHANT_COMPETE = 0.5, -- _EDEF_MERCHANT_COMPETE_
MAX_PROVINCE_SELL_PRICE = 200, -- _EDEF_MAX_PROVINCE_SELL_PRICE_
COLONIST_DISTANCE_DIVISOR = 1000, -- _EDEF_COLONIST_DISTANCE_DIVISOR_
COLONIST_TIME = 0.3, -- _EDEF_COLONIST_TIME_
COLONIST_CHANCE = 0.05, -- _EDEF_COLONIST_CHANCE_
MISSIONARY_TIME_BASE = 1000, -- _EDEF_MISSIONARY_TIME_BASE = 10,
MISSIONARY_TIME_DISTANCE = 0.2, -- _EDEF_MISSIONARY_TIME_DISTANCE = 10,
TRADE_WIND_STRENGTH = 0.5, -- _EDEF_TRADE_WIND_STRENGTH_
MERCHANT_COMPETE_PERCENT_OWNED_BASE = 0.25, -- _EDEF_MERCHANT_COMPETE_PERCENT_OWNED_BASE_
TRADED_FRACTION_FOR_BONUS = 0.20, -- _EDEF_TRADED_FRACTION_FOR_BONUS_
OPEN_SEA_MODIFIER = 1.7, -- _EDEF_OPEN_SEA_MODIFIER_
COASTAL_MODIFIER = 1.0, -- _EDEF_COASTAL_MODIFIER_
TRADE_CAPITAL_POWER = 5.0, -- TRADE_CAPITAL_POWER
MERCHANT_SPEED = 20.0, -- MERCHANT_SPEED
MERCHANT_MAX_POWER_BONUS = 2.0, -- MERCHANT_MAX_POWER_BONUS
TRADE_SHIP_MAX_DAYS_IN_PORT = 5.0, -- TRADE_SHIP_MAX_DAYS_IN_PORT
TRADE_SHIP_ORG_LIMIT = 0.5, -- TRADE_SHIP_ORG_LIMIT
TRADE_NON_CAPITAL_OFFICE = -0.50, -- TRADE_NON_CAPITAL_OFFICE
TRADE_MERCHANT_PRESENT = 0.1, -- bonus on income if trade present
EMBARGO_BASE_EFFICIENCY = 0.5, -- EMBARGO_BASE_EFFICIENCY
TRADE_ADDED_VALUE_MODIFER = 0.05,
TRADE_PROPAGATE_DIVIDER = 5,
TRADE_PROPAGATE_THRESHOLD = 2,
REGAIN_COST_BEFORE_PROGRESS = 0.1, -- Before what percentage will the full cost be regained
ALLOW_DESTROY_MANUFACTORY = 0, -- Should the player be permitted to destroy manufactories?
TRADE_POWER_INLAND_FACTOR = 100, -- Trade efficiency multiply by this value gives the trade power.
PIRATES_TRADE_POWER_FACTOR = 1.5,
TRADE_COMPANY_CONTROL_LIMIT = 0.6,
TRADE_COMPANY_DAYS_TO_SWAP_LEADER = 30,
TRADE_COMPANY_STRONG_LIMIT = 0.51,
PRIVATEER_INCOME_COLLECTION_EFF = 0.4,
MIN_ARMY_MAINTENANCE = 0.1,
MIN_NAVY_MAINTENANCE = 0.1,
},

NMilitary = {
TECH_IMPACT_ON_MANPOWER = 0.05,
SIEGE_ATTRITION = 1,
NATIVE_FEROCITY_IMPACT = 0.05, -- how many percentage each ferocity gives in combat bonus
GALLEY_BONUS_INLAND_SEA = 1.0,
INSUFFICIENT_SUPPORT = -0.25,
SIEGE_MEMORY = 12,
SIEGE_WIN = 20,
UNLOAD_COST_FRIENDLY = 12, -- cost to unload to friendly territory
UNLOAD_COST_ENEMY = 36, -- cost to hostile.
LEADER_MAINTENANCE_COST = 1, -- how much mil power each leader costs.
GARRISON_SIZE = 1000, -- GARRISON_SIZE
ASSAULT_ATTACKER_LOSS = 1.0, -- MDEF_ASSAULT_ATTACKER_LOSS = 10,
ASSAULT_DEFENDER_LOSS = 0.05, -- _MDEF_ASSAULT_DEFENDER_LOSS = 10,
ASSAULT_DICE_MODIFIER = 5, -- _MDEF_ASSAULT_DICE_MODIFIER_
INF_REGIMENT_MANPOWER_COST = 1.0, -- 1 = 1000 men in cost.
CAV_REGIMENT_MANPOWER_COST = 1.0, -- 1 = 1000 men in cost.
ART_REGIMENT_MANPOWER_COST = 1.0, -- 1 = 1000 men in cost.
HEAVY_SHIP_MANPOWER_COST = 0.0, -- 1 = 1000 men in cost.
LIGHT_SHIP_MANPOWER_COST = 0.0, -- 1 = 1000 men in cost.
GALLEY_SHIP_MANPOWER_COST = 0.0, -- 1 = 1000 men in cost.
TRANSPORT_SHIP_MANPOWER_COST = 0.0, -- 1 = 1000 men in cost.
MAX_MANPOWER = 10, -- years in mp pool
MIN_MONTHLY_MANPOWER = 0.1, -- 100 men/month is minimum
INFANTRY_SPEED = 1.0, -- _MDEF_INFANTRY_SPEED = 10,
CAVALRY_SPEED = 1.0, -- _MDEF_CAVALRY_SPEED = 10,
ARTILLERY_SPEED = 1.0, -- _MDEF_ARTILLERY_SPEED = 10,
HEAVY_SHIP_SPEED = 6.0, -- _MDEF_HEAVY_SHIP_SPEED = 10,
LIGHT_SHIP_SPEED = 10.0, -- _MDEF_LIGHT_SHIP_SPEED = 10,
GALLEY_SPEED = 4.0, -- _MDEF_GALLEY_SPEED = 10,
TRANSPORT_SPEED = 6.0, -- _MDEF_TRANSPORT_SPEED = 10,
INFANTRY_COST = 10.0, -- _MDEF_INFANTRY_COST = 10,
CAVALRY_COST = 25.0, -- _MDEF_CAVALRY_COST = 10,
ARTILLERY_COST = 30.0, -- _MDEF_ARTILLERY_COST = 10,
HEAVY_SHIP_COST = 50, -- _MDEF_HEAVY_SHIP_COST = 10,
LIGHT_SHIP_COST = 20, -- _MDEF_LIGHT_SHIP_COST = 10,
GALLEY_COST = 10, -- _MDEF_GALLEY_COST = 10,
TRANSPORT_COST = 12, -- _MDEF_TRANSPORT_COST = 10,
INFANTRY_TIME = 60, -- _MDEF_INFANTRY_TIME = 10,
CAVALRY_TIME = 90, -- _MDEF_CAVALRY_TIME = 10,
ARTILLERY_TIME = 120, -- _MDEF_ARTILLERY_TIME = 10,
HEAVY_SHIP_TIME = 365, -- _MDEF_HEAVY_SHIP_TIME = 10,
LIGHT_SHIP_TIME = 180, -- _MDEF_LIGHT_SHIP_TIME = 10,
GALLEY_TIME = 180, -- _MDEF_GALLEY_TIME = 10,
TRANSPORT_TIME = 180, -- _MDEF_TRANSPORT_TIME = 10,
MONTHLY_REINFORCE = 0.1, -- Amount of regiment strength reinforced each month.
MONTHLY_REPAIR = 0.1, -- Ship repair speed.
EXTRA_LAND_REINFORCE_COST = 2.00, -- extra cost for reinforcing land units.
TRADITION_GAIN = 0.1, -- Tradition gain base value from combats.
MAX_MERCENARY_POOL = 12, -- Maximum sized mercenary pool
FRONT_LINE_MODIFIER = 1.0, -- _MDEF_FRONT_LINE_MODIFIER_
BACK_LINE_MODIFIER = 0.5, -- _MDEF_BACK_LINE_MODIFIER_
BASE_COMBAT_WIDTH = 15.0, -- _MDEF_BASE_COMBAT_WIDTH_
FORCE_MARCH_FACTOR = 0.5, --
SCORCHED_EARTH_MONTHS = 60, -- _MDEF_SCORCHED_EARTH_MONTHS_; Time the "Scorched Earth" static modifier lasts.
LOOTED_DAYS = 180, -- Time the "Looted" static modifier lasts.
NAVAL_SUPPLY_RANGE = 150, -- Supply range for ships.
REBEL_TRADITION_GAIN = 0.5, -- _MDEF_REBEL_TRADITION_GAIN_; Factor of army/navy tradition gained from fighting rebels and pirates.
REBEL_SUPPORT_MODIFIER = 0.5,
NOMAD_LOOT_MULTIPLIER = 2.0, -- _MDEF_NOMAD_LOOT_MULTIPLIER_;How much more money the horde gets from looting
NOMAD_LOOT_TRADITION = 0.005, -- _MDEF_NOMAD_LOOT_TRADITION_;Military tradition a horde gets from looting territory
NOMAD_HOME_SHOCK_BONUS = 0.25, -- _MDEF_NOMAD_HOME_SHOCK_BONUS_; Shock damage multiplier for nomads on plains in home territory
SUPPLYLIMIT_BASE_MULTIPLIER = 6.0, --
WAR_LENGTH_DAMAGE_MODIFIER = 0.01, -- How much (by percentage) the damage dealt will be increased each day of the combat
MORALE_RECOVERY_SPEED = 0.15, -- How much (by percentage) of the maximum morale that the current morale will be recovered with at a time
MORALE_RECOVERY_SPEED_OWN_TERRITORY = 0.05, -- How much the recovery speed for morale will be modified if unit is in controlled territory
HOSTILE_TERRITORY_SPEED_MODIFIER = 0, -- speed modifier into hostile territory
SHATTERED_RETREAT_SPEED_MODIFIER = 0.5, -- How much (by percentage) the movement speed will be modified when doing a shattered retreat
LOW_MORALE_THRESHOLD = 0.50, -- Under this percentage of the morale, the army will do a shattered retreat
DEFAULT_WARGOAL_TICKINGWARSCORE_BONUS = 0.4, -- Amount of warscore per month since attacker/defender started getting the bonus for completing war goal
WARGOAL_MAX_BONUS = 25,
DEFAULT_WARGOAL_WARSCORE_BONUS = 5, -- Warscore bonus
DEFAULT_WARGOAL_BATTLESCORE_BONUS = 3, -- Battle score bonus from winning battles
SUPERIORITY_WARGOAL_WINRATIO = 0.8, -- Needed win ratio for getting ticking war score for war goal superiority
WARSCORE_MAX_FROM_BATTLES = 40, -- maximum amount to get from a battles .
WAR_ENTHUSIASM_HIGH_THRESHOLD = -20, -- desire for peace must be less than this for high war enthuasiasm
WAR_ENTHUSIASM_LOW_THRESHOLD = 0, -- desire for peace must be more than this for low war enthusiasm
EXPLORATION_TRAVEL_TIME = 3, -- Multiplier for travel time when exploring
OVERRUN_FACTOR = 10, -- How much stronger one side of a battle must be to cause the other side to be overrun (integer)
OVERRUN_FACTOR_CANNOT_LEAVE = 2, -- Same as OVERRUN_FACTOR, but when combat cannot be left by the combattants. (integer)
CANNOT_RETREAT_DAYS = 12, -- How many days combat has to last before one side can retreat
DAYS_PER_PHASE = 3, -- How many days each fire and shock phase lasts
DAYS_PER_SIEGE_PHASE = 30, -- How many days each siege phase lasts
COMBAT_DICE_SIDE = 10, -- How many side the dice used in combat has
BLOCKADE_FACTOR = 10, -- (Total sail speed / blockade_factor) * blockade_efficiency / province base tax
REBEL_RELOCATION_TIME = 2.0, -- How long time it takes for rebels to relocate from island
REBEL_RELOCATION_DISTANCE_MAX = 200, -- The maximum distance rebels will relocate to.
LEADER_MAX_PIPS = 6, -- Max general/admiral pips (per skill)
LEADER_MIN_PIPS = 1, -- Min general/admiral pips (total)
REBEL_LEADER_POWER = 20, -- The higher this value, the more pips rebel leaders will have on average
RIVER_CROSSING_PENALTY = -1, -- Dice roll penalty from river crossing
STRAIT_CROSSING_PENALTY = -2, -- Dice roll penalty from strait crossing
SEA_LANDING_PENALTY = -2, -- Dice roll penalty from sea invasion
MOTHBALLING_MONTHLY_DECREASE = 0.05, -- When mothballin is turned on, the units strength will lose this much each month
MOTHBALLING_MINIMUM_STRENGTH = 0.25, -- The minimum strength value the fleet will reach while mothballin
MIN_RECRUIT_TIME_MODIFIER = 0.2, -- Recruit time cannot be lower than this * base
},

NAI = {
AI_CONVERT_CULTURES = 1, -- If set to 0, AI will not convert cultures
VASSAL_FABRICATE_CLAIMS = 1, -- If set to 1, vassals will use fabricate claims on foreign powers
VASSAL_BUY_ANY_PROVINCE = 1, -- If set to 1, vassals will agree to buying a province from their overlord even if they lack an interest in it
AI_BUY_PROVINCE_MAX_OE = 50, -- % of OE (including OE from sold province) above which AI who is NOT a subject will not buy non-core provinces (Not used if OE is at 0)
AI_BUY_PROVINCE_SUBJECT_MAX_OE = 50, -- % of OE (including OE from sold province) above which AI who is a subject will not buy non-core provinces (Not used if OE is at 0)
SUBSIDY_YEARS = 20, -- Years AI will give subsidies for
MIN_INCOME_FOR_SUBSIDIES = 20, -- Minimum monthly income for AI to want to spend some on subsidies
PS_SHORT_TERM_POOL = 100, -- Max power AI will store in its short-term spending pool
AGGRESSIVENESS = 300, -- Base chance (out of 10000) of AI being willing to start a war each diplomatic tick (~1.5 times a month)
AGGRESSIVENESS_BONUS_EASY_WAR = 500, -- Added to aggressiveness if the war is against a weak or particularily hated enemy
MISSION_PICK_CHANCE = 33, -- Yearly chance of AI picking a mission if it lacks one
TRADE_INTEREST_THRESHOLD = 3, -- Number of merchants required to be a nation with trade interest
DEFICIT_SPENDING_MIN_MONTHS = 6, -- AI must have at least this many monthly deficits of savings to be willing to deficit spend
BIGSHIP_FRACTION = 0.4, -- The proportion of big ships in an AI navy of light ships and big ships (for coastal sea countries, this fraction is mostly galleys)
ARTILLERY_FRACTION = 0.35, -- Ratio of artillery to infantry AI will build
FORCE_COMPOSITION_CHANGE_TECH_LEVEL = 11, -- Tech level at which AI will double its artillery fraction
TRANSPORT_FRACTION = 0.3, -- Max fraction of naval forcelimit that should be transports
INCOME_SAVINGS_FRACTION = 0.25, -- AI will reserve this amount of their surplus for long-term savings
OVER_FORCELIMIT_AVOIDANCE_FACTOR = 10, -- The higher this number is, the less willing the AI will be to exceed forcelimits
DESIRED_SURPLUS = 0.1, -- AI will aim for having at least this fraction of their income as surplus when they don't have large savings
MAX_SAVINGS = 20, -- AI will keep a maximum of this * their monthly income in long-term savings
ADVISOR_BUDGET_FRACTION = 0.3, -- AI will spend a maximum of this fraction of monthly income on advisor maintenance
COLONY_BUDGET_AMOUNT = 8.0, -- AI will reserve a maximum of this amount of monthly ducats for colonies (multiplied by number of colonists)
ARMY_BUDGET_FRACTION = 0.6, -- AI will spend a maximum of this fraction of monthly income on army maintenance (based off wartime costs)
NAVY_BUDGET_FRACTION = 0.5, -- AI will spend a maximum of this fraction of monthly income on navy maintenance (based off wartime costs)
REGIMENTS_PER_GENERAL = 15, -- AI will want one general for every this number of regiments (will not exceed free leader pool)
MIN_SHIPS_FOR_ADMIRAL = 10, -- The minimum navy size for the AI to bother with an admiral
CANCEL_CONSTRUCTION_SIEGE_PROGRESS = 0, -- If chance of fort falling is at least this, AI will cancel constructions in the province
DIPLOMATIC_INTEREST_DISTANCE = 150, -- If border distance is greater than this, diplomatic AI will have less interest in the country
CONQUEST_INTEREST_DISTANCE = 100, -- Beyond this range, AI is less interested in conquest of provinces
FORCE_MARCH_MIN_SIZE = 5, -- AI will not force march units with less regiments than this
FORCE_MARCH_ALWAYS_SIZE = 30, -- AI will always try to force march units of at least this size
MAX_BUILDING_COST_INCOME_MONTHS = 50, -- AI will not save up for a building that costs more than their monthly income * this, if there are cheaper alternatives
PURSUE_DISTANCE = 100, -- AI will not pursue armies retreating to a province further away than this
CALL_IN_ALLIES_POWER_RATIO = 4.0, -- AI will only call in allies in an offensive war if their military power ratio to the enemy is less than this
NUM_GREAT_POWER_ALLIES_ALLOWED = 0, -- Number of Great Power allies allowed before a penalty is applied to alliance chance
GREAT_POWER_ALLIANCE_PENALTY = 50, -- Penalty on alliance chance for having more GP allies than allowed

PEACE_BASE_RELUCTANCE = 0, -- AI base stubbornness to refuse peace (always applied)
PEACE_EXCESSIVE_DEMANDS_FACTOR = 0.005, -- AI unwillingness to peace based on demanding more stuff than you have warscore
PEACE_EXCESSIVE_DEMANDS_THRESHOLD = 20, -- If you have less warscore than this, excessive demands will be factored in more highly
PEACE_TIME_MONTHS = 60, -- Months of additional AI stubbornness in a war
PEACE_TIME_MAX_MONTHS = 600, -- Max months applied to time factor in a war
PEACE_TIME_EARLY_FACTOR = 0.75, -- During months of stubbornness the effect of time passed is multiplied by this
PEACE_TIME_LATE_FACTOR = 1.0, -- After months of stubbornness the effect of time passed is multiplied by this (only applied to positive war enthusiasm)
PEACE_STALLED_WAR_TIME_FACTOR = 0.34, -- Applied to number of years war has been stalled to determine how much positive war enthusiasm is reduced
PEACE_STALLED_WAR_THRESHOLD = 3, -- If the warscore has changed by this amount or less in the last year, the war is stalled
PEACE_WAR_EXHAUSTION_FACTOR = 1.0, -- AI willingness to peace based on war exhaustion
PEACE_HIGH_WAR_EXHAUSTION_THRESHOLD = 10, -- Threshold for when PEACE_HIGH_WAR_EXHAUSTION_FACTOR is applied
PEACE_HIGH_WAR_EXHAUSTION_FACTOR = 2.0, -- Additional AI willingness to peace based on war exhaustion above the high threshold
PEACE_WAR_DIRECTION_FACTOR = 0.5, -- AI willingness to peace based on who's making gains in the war
PEACE_WAR_DIRECTION_WINNING_MULT = 5.0, -- Multiplies AI emphasis on war direction if it's the one making gains
PEACE_FORCE_BALANCE_FACTOR = 0.2, -- AI willingness to peace based on strength estimation of both sides
PEACE_WARGOAL_FACTOR = 0, -- AI unwillingness to peace based on holding the wargoal
PEACE_CAPITAL_FACTOR = 5, -- AI unwillingness to peace based on holding their own capital
PEACE_MILITARY_STRENGTH_FACTOR = 10, -- AI unwillingness to peace based on manpower & forcelimits
PEACE_ALLY_BASE_RELUCTANCE_MULT = 2.0, -- Multiplies PEACE_BASE_RELUCTANCE for allies in a war
PEACE_ALLY_TIME_MULT = 1.0, -- Multiplies PEACE_TIME_FACTOR for allies in a war
PEACE_ALLY_EXCESSIVE_DEMANDS_MULT = 2.0, -- Multiplies PEACE_EXCESSIVE_DEMANDS_FACTOR for allies in a war
PEACE_ALLY_WAR_EXHAUSTION_MULT = 1.0, -- Multiplies PEACE_WAR_EXHAUSTION_FACTOR for allies in a war
PEACE_ALLY_WAR_DIRECTION_MULT = 0, -- Multiplies PEACE_WAR_DIRECTION_FACTOR for allies in a war
PEACE_ALLY_FORCE_BALANCE_MULT = 0, -- Multiplies PEACE_FORCE_BALANCE_FACTOR for allies in a war
PEACE_ALLY_WARGOAL_MULT = 0, -- Multiplies PEACE_WARGOAL_FACTOR for allies in a war
PEACE_ALLY_CAPITAL_MULT = 1.0, -- Multiplies PEACE_CAPITAL_FACTOR for allies in a war
PEACE_ALLY_MILITARY_STRENGTH_MULT = 2.0, -- Multiplies PEACE_MILITARY_STRENGTH_FACTOR for allies in a war
PEACE_OTHER_WAR_FORCE_BALANCE_MULT = 0.5, -- Multiplies the force balance of other countries who are involved in a different war with either side
PEACE_INCONCLUSIVE_THRESHOLD = 10, -- no demands will be accepted by AI if under this warscore
PEACE_DESPERATION_FACTOR = 40, -- AI willingness to peace based on desperation from occupied homelands
PEACE_ALLY_DESPERATION_MULT = 1.0, -- Multiplies PEACE_DESPERATION_FACTOR for allies in a war
PEACE_REBELS_FACTOR = 20, -- AI willingness to peace based on number of revolts in their provinces
PEACE_ALLY_REBELS_MULT = 1.0, -- Multiplies PEACE_REBELS_FACTOR for allies in a war
PEACE_DESIRE_AI_PREFS_QUICK_PEACE = 100, -- How much AI wants to peace out when player enabled AI setting "Seek Quick Peace"

PEACE_TERMS_BASE_SCORE = 100, -- Base AI scoring for any peace demand
PEACE_RANDOM_FACTOR = 0.75, -- How much randomness is applied to AI weighting (as a fraction of the goal score)
PEACE_TERMS_CB_MULT = 2.0, -- AI desire for a wargoal is multiplied by this for having the right CB
PEACE_TERMS_STRATEGY_MULT = 0.5, -- AI desire for a wargoal is multiplied by this if it doesn't fit into their general strategy

PEACE_TERMS_REVOKE_ELECTOR_BASE_MULT = 1000.0, -- only applied if CB is valid for it
PEACE_TERMS_INDEPENDENCE_BASE_MULT = 1000.0, -- only applied if CB is valid for it
PEACE_TERMS_UNION_BASE_MULT = 1000.0, -- only applied if CB is valid for it
PEACE_TERMS_VASSAL_BASE_MULT = 1000.0, -- only applied if the AI has vassalize priority
PEACE_TERMS_PROTECTORATE_BASE_MULT = 1000.0, -- only applied if the AI has vassalize priority
PEACE_TERMS_CHANGE_GOVERNMENT_BASE_MULT = 0.75, -- only applied if CB is valid for it
PEACE_TERMS_CHANGE_RELIGION_BASE_MULT = 1000.0, -- only applied if CB is valid for it
PEACE_TERMS_ANNEX_BASE_MULT = 100.0,
PEACE_TERMS_PROVINCE_BASE_MULT = 1.0,
PEACE_TERMS_TRADE_POWER_BASE_MULT = 1.0,
PEACE_TERMS_HUMILIATE_BASE_MULT = 10.0,
PEACE_TERMS_REVOKE_CORES_BASE_MULT = 1.0,
PEACE_TERMS_REVOKE_REFORM_BASE_MULT = 1.0,
PEACE_TERMS_RETURN_CORES_BASE_MULT = 1.0,
PEACE_TERMS_RELEASE_VASSALS_BASE_MULT = 0.75,
PEACE_TERMS_RELEASE_ANNEXED_BASE_MULT = 0.75,
PEACE_TERMS_ANNUL_TREATIES_BASE_MULT = 0.75,
PEACE_TERMS_GOLD_BASE_MULT = 0.1,
PEACE_TERMS_GIVE_UP_CLAIM = 0.0,
PEACE_TERMS_CONCEDE_DEFEAT_BASE_MULT = 1.0,
PEACE_TERMS_DISMANTLE_REVOLUTION_BASE_MULT = 1000.0,
PEACE_TERMS_CHANGE_HRE_RELIGION_BASE_MULT = 1000.0,
PEACE_TERMS_HUMILIATE_RIVAL_BASE_MULT = 1.0,
PEACE_TERMS_ENFORCE_REBEL_DEMANDS_BASE_MULT = 1000.0,

PEACE_TERMS_PROVINCE_NO_CB_MULT = 0.5, -- AI desire for a province is multiplied by this if it doesn't have a valid cb for it (only used when annexing, not applied to cores)
PEACE_TERMS_PROVINCE_CORE_MULT = 3.0, -- AI desire for a province is multiplied by this if it has a core on it
PEACE_TERMS_PROVINCE_WARGOAL_MULT = 2.0, -- AI desire for a province is multiplied by this if it is the wargoal
PEACE_TERMS_PROVINCE_CLAIM_MULT = 2.0, -- AI desire for a province is multiplied by this if it has a claim on it
PEACE_TERMS_PROVINCE_NOT_CULTURE_MULT = 0.75, -- AI desire for a province is multiplied by this if it is not the same culture
PEACE_TERMS_PROVINCE_VASSAL_MULT = 0.75, -- AI desire for a province is multiplied by this if it would go to their vassal instead of themselves
PEACE_TERMS_PROVINCE_REAL_ADJACENT_MULT = 0.5, -- AI desire for a province is increased by this multiplier for each owned adjacent province
PEACE_TERMS_PROVINCE_NOT_ADJACENT_MULT = 0.5, -- AI desire for a province is multiplied by this if it is not adjacent at all (including vassals and other provinces being taken in peace)
PEACE_TERMS_PROVINCE_NO_INTEREST_MULT = 0, -- AI desire for a province is multiplied by this if it is not on their conquest list
PEACE_TERMS_PROVINCE_OVEREXTENSION_MIN_MULT = 0.5, -- AI desire for a province is multiplied by this if it has 99% overextension (not applied to cores)
PEACE_TERMS_PROVINCE_OVEREXTENSION_MAX_MULT = 1.5, -- AI desire for a province is multiplied by this if it has 0% overextension (not applied to cores)
PEACE_TERMS_PROVINCE_ISOLATED_CAPITAL_MULT = 0.75, -- AI desire for a province if it is an isolated capital
PEACE_TERMS_PROVINCE_ALLY_MULT = 0.5, -- AI desire for giving (non-core) provinces to its allies
PEACE_TERMS_PROVINCE_IMPORTANT_ALLY_MULT = 0.75, --AI desire for giving (non-core) provinces to its most important allies
PEACE_TERMS_TRADE_POWER_VALUE_MULT = 0.1, -- AI desire for transfering trade power is multiplied by this for each 0.1 trade value in shared nodes
PEACE_TERMS_TRADE_POWER_VALUE_MAX = 2.0, -- Max AI desire for transfering trade power from shared node value
PEACE_TERMS_TRADE_POWER_NO_TRADE_INTEREST_MULT = 0.25, -- AI desire for transfering trade power is multiplied by this if they don't have at least 3 merchants or are not a republic
PEACE_TERMS_HUMILIATE_VALUE_MULT = 1, -- AI desire for humiliating is multiplied by this for each 1 prestige the enemy has
PEACE_TERMS_HUMILIATE_VALUE_MAX = 2.0, -- Max AI desire for humiliating its' enemy
PEACE_TERMS_REVOKE_CORE_VASSAL_MULT = 0.75, -- AI desire for revoking cores is multiplied by this if the cores are on their vassal instead of themselves
PEACE_TERMS_REVOKE_CORE_FEAR_MULT = 2.0, -- AI desire for revoking cores is multiplied by this if they are afraid of the other country
PEACE_TERMS_RETURN_CORES_VASSAL_MULT = 2.0, -- AI desire for returning core provinces is multiplied by this for their vassals
PEACE_TERMS_RETURN_CORES_NOT_FRIEND_MULT = 0.75, -- AI desire for returning core provinces is multiplied by this if they are not friends of the country core is being returned to
PEACE_TERMS_ANNUL_TREATIES_NO_INTEREST_MULT = 0, -- AI desire for annuling a treaty is multiplied by this if they have no strategic interests in doing so
PEACE_TERMS_PROVINCE_HRE_UNJUSTIFIED_MULT = 0, -- AI desire for a province is multiplied by this for HRE provinces if they are a member of the empire and don't have a CB, claim or core to it
PEACE_TERMS_MIN_MONTHS_OF_GOLD = 5, -- If they don't have at least this much warscore worth of gold, prefer concede defeat
PEACE_TERMS_PROVINCE_STRATEGY_THRESHOLD = 1, -- If province has at least this strategic priority, AI values it higher in peace deals
PEACE_TERMS_RETURN_PROVINCE_STRATEGY_MULT = 0.5, -- If we have strategic priority on a province, AI desire to release it to another nation is multiplied by this amount
PEACE_TERMS_RELEASE_VASSAL_SIZE_MULT = 0.1, -- AI desire mult for releasing vassal increased by this for each province they hold
PEACE_TERMS_RELEASE_VASSAL_MAX_MULT = 1.3, -- Max AI desire mult for releasing vassals
PEACE_TERMS_RELEASE_VASSAL_HRE_MULT = 2.0, -- AI desire for releasing a vassal is multiplied by this if both are HRE members
PEACE_TERMS_RELEASE_VASSAL_ELECTOR_MULT = 10.0, -- AI desire for releasing an elector is multiplied by this for Emperor
PEACE_TERMS_RELEASE_VASSAL_SAME_CULTURE_MULT = 0.65, -- AI desire for releasing a country is multiplied by this if they are the same culture group as releaser
PEACE_TERMS_RELEASE_VASSAL_SAME_CULTURE_GROUP_MULT = 0.75, -- AI desire for releasing a country is multiplied by this if they are the same culture group (but not same culture) as releaser
PEACE_TERMS_RELEASE_ANNEXED_SIZE_MULT = 0.1, -- AI desire mult for releasing countries is increased by this for each province they hold
PEACE_TERMS_RELEASE_ANNEXED_MAX_MULT = 1.3, -- Max AI desire mult for releasing countries
PEACE_TERMS_RELEASE_ANNEXED_HRE_MULT = 2.0, -- AI desire for releasing a country is multiplied by this if both are HRE members
PEACE_TERMS_RELEASE_ANNEXED_SAME_CULTURE_MULT = 0.65, -- AI desire for releasing a country is multiplied by this if they are the same culture group as releaser
PEACE_TERMS_RELEASE_ANNEXED_SAME_CULTURE_GROUP_MULT = 0.75, -- AI desire for releasing a country is multiplied by this if they are the same culture group (but not same culture) as releaser
PEACE_TERMS_MIL_ACCESS_BASE_MULT = 0, -- AI desire for mil access through peace
PEACE_TERMS_FLEET_BASING_BASE_MULT = 0, -- AI desire for fleet basing rights through peace
PEACE_TERMS_WAR_REPARATIONS_BASE_MULT = 1.0, -- AI desire for war reparations through peace
PEACE_TERMS_WAR_REPARATIONS_MIN_INCOME_RATIO = 0.5, -- AI only wants war reparations if other country has at least this % of their income

DIPLOMATIC_ACTION_RANDOM_FACTOR = 1.0, -- How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc)
DIPLOMATIC_ACTION_PROPOSE_SCORE = 50, -- AI must score a diplomatic action at least this highly to propose it themselves
DIPLOMATIC_ACTION_BREAK_SCORE = 30, -- AI must score a diplomatic action less than this to break it off
DIPLOMATIC_ACTION_PERSONALITY_MULT = 1.5, -- How much more the AI values a diplomatic action if it suits their personality (improve relations for diplomat, etc)

DIPLOMATIC_ACTION_ALLIANCE_ACCEPTANCE_MULT = 3.0, -- AI scoring for alliance based on willingness to accept it if offered to them
DIPLOMATIC_ACTION_FEDERATION_ACCEPTANCE_MULT = 3.0, -- AI scoring for alliance based on willingness to accept it if offered to them
DIPLOMATIC_ACTION_ROYAL_MARRIAGE_ACCEPTANCE_MULT = 2.0, -- AI scoring for royal marriage based on their willingness to accept it if offered to them
DIPLOMATIC_ACTION_ROYAL_MARRIAGE_NO_POWER_COST_RELATION_MULT = 0.25, -- AI scoring for royal marriage is multiplied by this if they currently lack a relation with a power cost
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_BEFRIEND_FACTOR = 50, -- AI scoring for improve relations is increased by this if they have an attitude with 'befriend' desire
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_ALLY_FACTOR = 50, -- AI scoring for improve relations is increased by this if they have an attitude with 'ally' desire
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_VASSALIZE_FACTOR = 150, -- AI scoring for improve relations is increased by this if they have an attitude with 'vassalize' desire (also applied to royal marriage desire)
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_SUPPORTING_HEIR_FACTOR = 50, -- AI scoring for improve relations is increased by this if they are also supporting a heir in the country
DIPLOMATIC_ACTION_GRANT_ELECTORATE_PROVINCE_PENALTY_THRESHOLD = 4, -- AI scoring for grant electorate is reduced if target has at least this many provinces
DIPLOMATIC_ACTION_GRANT_ELECTORATE_PROVINCE_PENALTY_MULT = 0.5, -- AI scoring for grant electorate is multiplied by this for each province above threshold
DIPLOMATIC_ACTION_EMBARGO_TRADE_INTEREST_FACTOR = 25, -- AI scoring for embargo is increased by this if they have trade interest
DIPLOMATIC_ACTION_EMBARGO_WAR_FACTOR = 50, -- AI scoring for embargo is increased by this if they are at war
DIPLOMATIC_ACTION_EMBARGO_TRADE_POWER_THRESHOLD = 1, -- AI will not embargo unless value of shared nodes is at least this high
DIPLOMATIC_ACTION_EMBARGO_TRADE_POWER_FACTOR = 25.0, -- AI scoring for embargo is increased by this for each 1.0 value in shared nodes
DIPLOMATIC_ACTION_EMBARGO_COALITION_TARGET_MULT = 2.0, -- AI scoring for embargo is multiplied by this against coalition target
DIPLOMATIC_ACTION_MILITARY_ACCESS_PEACE_MULT = 0.5, -- AI scoring for military access is multiplied by this if at peace
DIPLOMATIC_ACTION_MILITARY_ACCESS_EXISTING_RELATION_MULT = 2.0, -- AI scoring for military access is multiplied by this if it has an existing power cost relation
DIPLOMATIC_ACTION_MILITARY_ACCESS_ENEMY_REGIMENTS_FACTOR = 20.0, -- AI scoring for military access is increased by this for each enemy regiment they are sheltering
DIPLOMATIC_ACTION_VASSALIZE_BASE_TAX_FACTOR = 50, -- AI scoring for vassalize is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_ANNEX_BASE_TAX_FACTOR = 50, -- AI scoring for demand annexation is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_INTEGRATE_BASE_TAX_FACTOR = 50, -- AI scoring for integrate is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_EXCOMMUNICATE_ANTAGONIZE_FACTOR = 25, -- AI scoring for excommunicate is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_EXCOMMUNICATE_ANNEX_FACTOR = 50, -- AI scoring for excommunicate is increased by this if they have an attitude with 'annex' desire
DIPLOMATIC_ACTION_EXCOMMUNICATE_NEIGHBOUR_FACTOR = 25, -- AI scoring for excommunicate is increased by this if they are neighbours
DIPLOMATIC_ACTION_EXCOMMUNICATE_RIVAL_FACTOR = 50, -- AI scoring for excommunicate is increased by this if they are rivals
DIPLOMATIC_ACTION_CRUSADE_BASE_TAX_FACTOR = 2.5, -- AI scoring for crusade is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_CRUSADE_ANTAGONIZE_FACTOR = 25, -- AI scoring for crusade is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_CRUSADE_ANNEX_FACTOR = 50, -- AI scoring for crusade is increased by this if they have an attitude with 'annex' desire
DIPLOMATIC_ACTION_CRUSADE_NEIGHBOUR_FACTOR = 25, -- AI scoring for crusade is increased by this if they are neighbours
DIPLOMATIC_ACTION_CRUSADE_RIVAL_FACTOR = 10, -- AI scoring for crusade is increased by this if they are rivals
DIPLOMATIC_ACTION_CLAIM_THRONE_MAX_BASE_TAX_DIFFERENCE = 2.0, -- AI will not claim throne if target has more than their base tax * this value
DIPLOMATIC_ACTION_CLAIM_THRONE_MIN_PRESTIGE_DIFFERENCE = 20, -- AI will not claim throne if they don't have at least this much more prestige
DIPLOMATIC_ACTION_CLAIM_THRONE_MAX_DISTANCE = 100, -- AI will not claim throne if border distance is higher than this
DIPLOMATIC_ACTION_CLAIM_THRONE_VASSALIZE_FACTOR = 100, -- AI scoring for claim throne is increased by this if they have an attitude with 'vassalize' desire
DIPLOMATIC_ACTION_CLAIM_THRONE_BASE_TAX_FACTOR = 1, -- AI scoring for claim throne is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_CLAIM_THRONE_BASE_TAX_MAX = 100, -- Max amount of AI scoring for claim throne from province base tax
DIPLOMATIC_ACTION_CLAIM_THRONE_OUR_CLAIMS_FACTOR = -50, -- AI scoring for claim throne is changed by this for each other throne they are claiming
DIPLOMATIC_ACTION_CLAIM_THRONE_OTHER_CLAIMS_FACTOR = -25, -- AI scoring for claim throne is changed by this for each other country claiming the target's throne
DIPLOMATIC_ACTION_GUARANTEE_PROTECT_FACTOR = 50, -- AI scoring for guarantee is changed by this if they have an attitude with the 'protect' desire
DIPLOMATIC_ACTION_WARNING_MAX_DISTANCE = 50, -- AI will not warn if border distance is higher than this
DIPLOMATIC_ACTION_WARNING_WARN_FACTOR = 50, -- AI scoring for warning is changed by this if they have an attitude with the 'warn' desire (multiplied by number of common neighbors )
DIPLOMATIC_ACTION_INSULT_RELATIONS_THRESHOLD = 90, -- AI will only insult if relations are above this amount
DIPLOMATIC_ACTION_INSULT_ANTAGONIZE_FACTOR = 50, -- AI scoring for insults is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_INSULT_ANNEX_FACTOR = 50, -- AI scoring for insults is increased by this if they have an attitude with 'annex' desire
DIPLOMATIC_ACTION_INSULT_RIVAL_FACTOR = 10, -- AI scoring for insults is increased by this if they are rivals
DIPLOMATIC_ACTION_INSULT_PREPARING_WAR_FACTOR = 200, -- AI scoring for insults is increased by this if it is preparing for war with them
DIPLOMATIC_ACTION_FABRICATE_CLAIM_BASE_FACTOR = 25, -- AI scoring for fabricating claims is always increased by this as long as the province is a conquest priority
DIPLOMATIC_ACTION_FABRICATE_CLAIM_STRATEGY_FACTOR = 1.0, -- AI scoring for fabricating claims based on strategic conquest priorities
DIPLOMATIC_ACTION_FABRICATE_CLAIM_OTHER_CB_FACTOR = 0.0, -- AI scoring for fabricating claims if they already have another CB usable on the province
DIPLOMATIC_ACTION_FABRICATE_CLAIM_NOT_ADJACENT_FACTOR = 0.5, -- AI scoring for fabricating claims if the province is not adjacent
DIPLOMATIC_ACTION_FABRICATE_CLAIM_HRE_FACTOR = 0.75, -- AI scoring for fabricating claims if both parts are HRE
DIPLOMATIC_ACTION_FABRICATE_CLAIM_HRE_EMPEROR_FACTOR = 0.5, -- AI scoring for fabricating claims if province is HRE and they are emperor (does not stack with the above penalty)
DIPLOMATIC_ACTION_SOW_DISCONTENT_ANTAGONIZE_FACTOR = 25, -- AI scoring for sowing discontent is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_SOW_DISCONTENT_RIVAL_FACTOR = 25, -- AI scoring for sowing discontent is increased by this if they are rivals
DIPLOMATIC_ACTION_SABOTAGE_REPUTATION_ANTAGONIZE_FACTOR = 25, -- AI scoring for sowing discontent is increased by this if they have an attitude with 'antagonize' desire
DIPLOMATIC_ACTION_SABOTAGE_REPUTATION_RIVAL_FACTOR = 25, -- AI scoring for sowing discontent is increased by this if they are rivals
DIPLOMATIC_ACTION_COALITION_DISTANCE_FACTOR = 100, -- AI scoring for joining/forming coalition based on distance
DIPLOMATIC_ACTION_COALITION_THREAT_FACTOR = 0.5, -- AI scoring for joining/forming coalition based on threat score
DIPLOMATIC_ACTION_COALITION_RELATIONS_FACTOR = 0.5, -- AI scoring for joining/forming coalition based on negative relations
DIPLOMATIC_ACTION_COALITION_SIZE_FACTOR = 1, -- AI scoring for joining/forming coalition based on number of cities
DIPLOMATIC_ACTION_COALITION_SIZE_FACTOR_MAX = 50, -- Size factor will not go above this regardless of number of cities
DIPLOMATIC_ACTION_ENFORCE_PEACE_ANNEX_FACTOR = 100, -- AI scoring for enforce peace on countries it wants to annex
DIPLOMATIC_ACTION_ENFORCE_PEACE_PROTECT_MULT = 2, -- AI scoring for enforce peace is multiplied by this if it wants to protect the war target
DIPLOMATIC_ACTION_ENFORCE_PEACE_FORCE_BALANCE_MULT = 1, -- AI scoring for enforce peace is multiplied by this for each 100% of enemy force strength it has
DIPLOMATIC_ACTION_SUBSIDIES_WAR_WITH_RIVAL_FACTOR = 30, -- AI scoring for giving subsidies to a country that is at war with its rival
DIPLOMATIC_ACTION_SUBSIDIES_RELATIVE_INCOME_FACTOR = 30, -- AI scoring for giving subsidies to a country based on its relative income to the AI nation (lower income = higher scoring)
DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_FACTOR = 0.3, -- AI scoring for giving subsidies to a country based on opinion of the other country
DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_MAX = 100, -- Relations above this will not be considered for DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_FACTOR
DIPLOMATIC_ACTION_SUBSIDIES_MAX_OCCUPIED = 0.5, -- Max fraction of a country that can be occupied/besieged for AI to consider it worth giving subsidies
DIPLOMATIC_ACTION_SUBSIDIES_MAX_RELATIVE_INCOME = 0.33, -- Max relative montly income that a country can have for the AI to consider it in need of subsidies
DIPLOMATIC_ACTION_SUBSIDIES_PREVIOUS_SUBSIDIES_FACTOR = -100, -- AI scoring for giving subsidies based on previous subsidies nation is receiving relative to income
DIPLOMATIC_ACTION_SUBSIDIES_INDEBTED_FACTOR = 20, -- AI scoring for giving subsidies to an ally in heavy debt
DIPLOMATIC_ACTION_SUBSIDIES_MIN_VALUE = 0.5, -- Minimum amount of subsidies that AI considers worthwhile
DIPLOMATIC_ACTION_TRADE_POWER_ACCEPTANCE_MULT = 3.0, -- AI scoring for transfer trade power based on willingness to accept it if offered to them
DIPLOMATIC_ACTION_TRADE_POWER_TRADE_INTEREST_FACTOR = 25, -- AI scoring for transfer trade power is increased by this if they have trade interest
DIPLOMATIC_ACTION_TRADE_POWER_THRESHOLD = 1.0, -- AI will not ask to transfer trade power unless value of shared nodes is at least this high
DIPLOMATIC_ACTION_TRADE_POWER_FACTOR = 25.0, -- AI scoring for transfer trade power is increased by this for each 1.0 value in shared nodes
DIPLOMATIC_ACTION_TRADE_POWER_ALLIANCE_FACTOR = 0.25, -- AI threshold for transfer trade power will be mulitplied by this if the two countries have an alliance
DIPLOMATIC_ACTION_SUPPORT_HEIR_BASE_TAX_FACTOR = 5, -- AI scoring for support heir is increased by this for each base tax in target's provinces
DIPLOMATIC_ACTION_SUPPORT_HEIR_ALLIANCE_FACTOR = 2, -- AI scoring for support heir is multiplied by this if the two countries have an alliance
},

NGraphics = {
PORT_SHIP_OFFSET = 2.0,
SHIP_IN_PORT_SCALE = 0.25,
CITY_SPRAWL_SHRINK_DISTANCE = 150.0, -- Start shrinking at this distance
CITY_SPRAWL_DRAW_DISTANCE = 200.0, -- Remove at this distance
CITY_SPRAWL_AMOUNT = 3.0, -- Size of cities, higher gives larger cities
CITY_SPRAWL_NUDGE_TAX_VALUE = 50, -- Debug flag
PROVINCE_NAME_DRAW_DISTANCE = 500.0, -- Remove province names beyond this distance
DIRECTION_POINTER_DRAW_DISTANCE = 2700.0, -- Direction pointer arrow will not be drawn beyond this distance
DIRECTION_POINTER_INTERPOLATION_SPEED = 0.275, -- How fast the arrow is interpolating
DIRECTION_POINTER_SCREEN_AREA_MAX = 0.935, -- The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99
DIRECTION_POINTER_SCREEN_AREA_MIN = 0.910, -- The moment when the arrow starts getting closer to the target before it snaps.
DIRECTION_POINTER_SIZE_MIN = 0.9, -- Size of the arrow interpolated dependly on camera distance
DIRECTION_POINTER_SIZE_MAX = 10.0,
DIRECTION_POINTER_GROUND_OFFSET = 5.0, -- Offset Y above the ground for arrow to point at
LIGHT_DIRECTION_X = -1.0,
LIGHT_DIRECTION_Y = -1.0,
LIGHT_DIRECTION_Z = 0.5,
LIGHT_SHADOW_DIRECTION_X = -5.0,
LIGHT_SHADOW_DIRECTION_Y = -8.0,
LIGHT_SHADOW_DIRECTION_Z = 5.0,
MILD_WINTER_VALUE = 90,
NORMAL_WINTER_VALUE = 145,
SEVERE_WINTER_VALUE = 255,
BORDER_WIDTH = 1.5,
TRADE_GOODS_ROTATE_SPEED = 0.2, -- Higher values gives a faster speed
TRADE_GOODS_SPEED = 0.02, -- Higher values gives a faster speed
LAND_UNIT_MOVEMENT_SPEED = 12 ,
NAVAL_UNIT_MOVEMENT_SPEED = 12,
ARROW_MOVEMENT_SPEED = 2,
DRAW_DETAILED_CUTOFF = 400,
DRAW_TRADEROUTES_CUTOFF = 400,
DRAW_TRADEROUTES_CUTOFF_TRADE_MAPMODE = 3000,
UNIT_TURN_SPEED = 3,
WATER_MAP_MODE_COLOR_R = 0.27,
WATER_MAP_MODE_COLOR_G = 0.42,
WATER_MAP_MODE_COLOR_B = 0.64,
CAPITAL_INDICATOR_HEIGHT = 5.8,
CAPITAL_INDICATOR_HEIGHT_SCALE = 140.0,
BORDER_COLOR_SELECTION_R = 1.0,
BORDER_COLOR_SELECTION_G = 0.8,
BORDER_COLOR_SELECTION_B = 0.0,
BORDER_COLOR_SELECTION_A = 1.0,
BORDER_COLOR_CB_SELECT_R = 0.1,
BORDER_COLOR_CB_SELECT_G = 0.8,
BORDER_COLOR_CB_SELECT_B = 0.8,
BORDER_COLOR_CB_SELECT_A = 1.0,
BORDER_COLOR_WAR_TARGET_R = 1.0,
BORDER_COLOR_WAR_TARGET_G = 0.4,
BORDER_COLOR_WAR_TARGET_B = 0.0,
BORDER_COLOR_WAR_TARGET_A = 1.0,
BORDER_COLOR_WAR_R = 0.8,
BORDER_COLOR_WAR_G = 0.0,
BORDER_COLOR_WAR_B = 0.0,
BORDER_COLOR_WAR_A = 0.8,
BORDER_COLOR_CUSTOM_HIGHLIGHT_R = 0.0,
BORDER_COLOR_CUSTOM_HIGHLIGHT_G = 0.61,
BORDER_COLOR_CUSTOM_HIGHLIGHT_B = 0.75,
BORDER_COLOR_CUSTOM_HIGHLIGHT_A = 1.0,
DRAW_REFRACTIONS_CUTOFF = 250,
DRAW_SHADOWS_CUTOFF = 500,
AGGRESSIVE_EXPANSION_MAX_R = 1.0,
AGGRESSIVE_EXPANSION_MAX_G = 0.25,
AGGRESSIVE_EXPANSION_MAX_B = 0.0,
AGGRESSIVE_EXPANSION_MAX_A = 1.0,
AG_FOR_MAX_COLOR_IN_COALITION_MAPMODE = 150,
SHOW_MONTHLY_TAX_INCOME = 1,
COLONIAL_COLOR_INTERPOLATION_FACTOR = 0.35,

MINIMAP_LAND_COLOR_R = 2,
MINIMAP_LAND_COLOR_G = 15,
MINIMAP_LAND_COLOR_B = 0,
MINIMAP_LAND_COLOR_BASE_LERP = 0.4,
MINIMAP_WATER_COLOR_R = 38,
MINIMAP_WATER_COLOR_G = 124,
MINIMAP_WATER_COLOR_B = 200,
MINIMAP_WATER_COLOR_BASE_LERP = 0.3,

MAX_TRADE_NODE_FLAGS_SHOWN = -1, -- -1 is unlimited
SHOW_TRADE_MODIFIERS_IN_TRADE_MAP_MODE = 1, -- 1 = true, 0 = false
COLOR_WASTELANDS = 1, -- If set to 1, wastelands will be colored if a country owns all surrounding provinces
END_OF_COMBAT_GFX = 1
},

NEngine = {
EVENT_PROCESS_OFFSET = 20, -- Events are checked every X day per character or province (1 is ideal, but CPU heavy)
},

NMacroBuildColors = {
CANNOT_BUILD_R = 200,
CANNOT_BUILD_G = 25,
CANNOT_BUILD_B = 15,
CAN_BUILD_R = 65,
CAN_BUILD_G = 165,
CAN_BUILD_B = 65,
HAS_BUILDING_R = 25,
HAS_BUILDING_G = 25,
HAS_BUILDING_B = 200,
OTHER_R = 128,
OTHER_G = 128,
OTHER_B = 128,
STRIPES_MUTALY_EXCLUSIVE_R = 195,
STRIPES_MUTALY_EXCLUSIVE_G = 175,
STRIPES_MUTALY_EXCLUSIVE_B = 10,
STRIPES_MUTALY_EXCLUSIVE_A = 255,
STRIPES_CANNOT_AFFORD_R = 200,
STRIPES_CANNOT_AFFORD_G = 0,
STRIPES_CANNOT_AFFORD_B = 0,
STRIPES_CANNOT_AFFORD_A = 255,
STRIPES_HAS_MILITARY_R = 0,
STRIPES_HAS_MILITARY_G = 190,
STRIPES_HAS_MILITARY_B = 0,
STRIPES_HAS_MILITARY_A = 255,
},

NFrontend = {
CAMERA_LOOKAT_X = 2958.0, -- Rotation point in main menu
CAMERA_LOOKAT_Y = 0.0,
CAMERA_LOOKAT_Z = 1519.0,
CAMERA_LOOKAT_SETTINGS_X = 2958.0, -- Rotation point in settings
CAMERA_LOOKAT_SETTINGS_Y = 0.0, -- Y is height
CAMERA_LOOKAT_SETTINGS_Z = 1519.0,
CAMERA_START_X = 2958.0, -- Initial position in main menu
CAMERA_START_Y = 800, -- Y is height
CAMERA_START_Z = 1400.0,
CAMERA_END_X = 2958.0, -- Move to position in main menu
CAMERA_END_Y = 900.0,
CAMERA_END_Z = 1400.0,
CAMERA_MIN_DIST_FOR_ROTATE = 800.0, -- Controlls when rotation starts. When camera is close enought it starts
CAMERA_MIN_HEIGHT = 50.0, -- Minimum camera height
CAMERA_MAX_HEIGHT = 3000.0, -- Maximum camera height
TIME_FROZEN = 1.0, -- Time before initial animation starts (some deylay here so it should NOT be 0, then the animation starts before you can see it)
TIME_UNTIL_ROTATE = 1.5, -- Time when rotation start (from begining of time)
CAMERA_SPEED_START = 0.04, -- Initial animation speed
CAMERA_SPEED_ROTATE = 0.04, -- Rotation speed
GUI_MOVE_SPEED = 300, -- How fast sliding gui objects move ( pixels/s )

FADE_IN_DONE_TIME = 2.2,
GUI_START_MOVE_TIME = 1.4,
CAMERA_START_MOVE_TIME = 3.0,

CAMERA_SPEED_IN_MENUS = 0.1,

FRONTEND_POS_X = 2958.0,
FRONTEND_POS_Y = 900.0,
FRONTEND_POS_Z = 1500.0,
FRONTEND_LOOK_X = 2958.0,
FRONTEND_LOOK_Y = 0.0,
FRONTEND_LOOK_Z = 1519.0,

SETTINGS_POS_X = 2958.0,
SETTINGS_POS_Y = 551.0,
SETTINGS_POS_Z = 978.0,
SETTINGS_LOOK_X = 2998.0,
SETTINGS_LOOK_Y = 0.0,
SETTINGS_LOOK_Z = 1364.0,

MP_OPTIONS_POS_X = 2958.0,
MP_OPTIONS_POS_Y = 922.0,
MP_OPTIONS_POS_Z = 1048.0,
MP_OPTIONS_LOOK_X = 2958.0,
MP_OPTIONS_LOOK_Y = 0.0,
MP_OPTIONS_LOOK_Z = 1159.0,

TUTORIAL_POS_X = 2894.0,
TUTORIAL_POS_Y = 124.0,
TUTORIAL_POS_Z = 1319.0,
TUTORIAL_LOOK_X = 2881.0,
TUTORIAL_LOOK_Y = 21.0,
TUTORIAL_LOOK_Z = 1463.0,

CONTENT_POS_X = 2958.0,
CONTENT_POS_Y = 922.0,
CONTENT_POS_Z = 1308.0,
CONTENT_LOOK_X = 2958.0,
CONTENT_LOOK_Y = 0.0,
CONTENT_LOOK_Z = 1519.0,

CREDITS_POS_X = 3077.0,
CREDITS_POS_Y = 231.0,
CREDITS_POS_Z = 1508.0,
CREDITS_LOOK_X = 3080.0,
CREDITS_LOOK_Y = 19.0,
CREDITS_LOOK_Z = 1720.0,
},

NReligion = {

RELIGIOUS_LEAGUE_COOLDOWN = 5, -- Minimum years between joining/leaving religious league
RELIGIOUS_LEAGUE_WAR_BONUS_DURATION = 100, -- How many years the 'Joined League War' bonus lasts
MAX_CHRISTIAN_RELIGIOUS_CENTERS = 3, -- The number of spawned centers of reformation wont exceed this number
MAX_RELIGIOUS_CENTER_SPREAD_DISTANCE = 150.0, -- When spreading the religion to other provinces the distance wont exceed this number
MONTHLY_CONVERSION_SPEED = 5.0, -- How many percent the conversions of centers of reformation will tick each month.
CONVERSION_ZEAL_DURATION = 9001, -- Amount of days in which you cannot convert the province back.
MIN_CARDINALS = 7, -- Least amount of cardinals/ Starting cardinals
MAX_CARDINALS = 49, -- Max amount of cardinals
MAX_CARDINALS_PER_COUNTRY = 7, -- Max cardinals in a single country

YEARLY_PAPAL_INFLUENCE_CATHOLIC = 0.5, -- The amount of yearly papal influence you receive each year for being catholic
YEARLY_PAPAL_INFLUENCE_PER_CARDINAL = 0.5, -- The amount of yearly papal influence you receive each year for each cardinal you have active
YEARLY_POPE_INVESTED_INFLUENCE_PER_CARDINAL = 0.1, -- The amount of investment Papal state gets towards becoming Papal controller for each cardinal that exists
MAX_PAPAL_INFLUENCE = 100.0, -- The maximum stored amount of papal influence for each country.
REFORM_DESIRE_PER_YEAR = 0.005, -- Increase of reform descire for each year.
MINIMUM_BASETAX_ALLOWED = 5.0, -- You will need a higher basetax than this for your province to be eligible for cardinal
COUNTRY_BASE_TAX_DIVIDER = 30.0, -- When a cardinal is chosen the formula is diving a countrys base tax by this number.
INVEST_PAPAL_INFLUENCE = 10.0, -- The amount of papal influence you invest in becoming controller of the curia.
NUMBER_OF_POSSIBLE_CARDINALS = 10 -- Number of cardinals from said number of most successful provinces to be randomly picked from.








},

}

not sure how to post a file or use the spolier thing...

put that in a text file save it as defines.lua (.lua being important).

put this:

name="color wasteland"
path="mod/ColorWasteland"
supported_version="1.8"

in another text file save it as wasteland.mod

put that file the the folder: C:\Users\q\Documents\Paradox Interactive\Europa Universalis IV\mod
make a new folder in that folder called ColorWasteland and put the defines.lua in another new folder called common (in ColorWasteland). That should work.

edit "path=" not "archive="

edit2: alternatively there's probably something on steam :)
 
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