defines.lua
defines.lua
start_date = '1836.1.1',
end_date = '2300.1.1',
country = {
YEARS_OF_NATIONALISM = 20, -- Years of Nationalism
MONTHS_UNTIL_BROKEN = 1, -- OBSOLETE! (Months until rebel held
capital results in broken country.)
REBEL_ACCEPTANCE_MONTHS = 60,
BASE_COUNTRY_TAX_EFFICIENCY = 0.2, -- Basic efficiency for taxes without
'crats and tech
BASE_COUNTRY_ADMIN_EFFICIENCY = 0.2,
GOLD_TO_CASH_RATE = 0.5, -- Amount of money generated per gold unit
GOLD_TO_WORKER_PAY_RATE = 3.5, -- Multiplier for how much money gold pays to
pops
GREAT_NATIONS_COUNT = 8,
GREATNESS_DAYS = 172, -- how many days until country risks losing status
as great nation
BADBOY_LIMIT = 27.5,
MAX_BUREAUCRACY_PERCENTAGE = 0.01, -- More than max percent bureaucrats of
poplation will give no additional benefits
BUREAUCRACY_PERCENTAGE_INCREMENT = 0.001, -- For each social administrative
reform level, this is added to MAX_BUREAUCRACY_PERCENTAGE
MIN_CRIMEFIGHT_PERCENT = 0.2,
MAX_CRIMEFIGHT_PERCENT = 0.99,
ADMIN_EFFICIENCY_CRIMEFIGHT_PERCENT = 0.5, -- Crimefight depends on both
state admin eff. and admin spending, admin spending percent effect is set to (1-
ADMIN_EFFICIENCY_CRIMEFIGHT_PERCENT)
CONSERVATIVE_INCREASE_AFTER_REFORM = 0.25, -- how many more conservatives in
a upper house.
CAMPAIGN_EVENT_BASE_TIME = 80, -- Roughly twice per campaign
CAMPAIGN_EVENT_MIN_TIME = 21 ,-- never more often than 3 weeks between (NOT
USED)
CAMPAIGN_EVENT_STATE_SCALE = -3, -- every non-colonial state reduces by 3
days (NOT USED)
CAMPAIGN_DURATION = 6, -- a campaign lasts these amount of months
COLONIAL_RANK = 16, -- Minimum rank a nation must have to send colonists
COLONY_TO_STATE_PRESTIGE_GAIN = 10, -- Prestige gain when turning colony to
state
COLONIAL_LIFERATING = 35,
BASE_GREATPOWER_DAILY_INFLUENCE = 0.25, -- Influence value which is
distributed each day
AI_SUPPORT_REFORM = 0.05, -- At least this many % needs to support a reform
for the AI to take it
BASE_MONTHLY_DIPLOPOINTS = 0.3, -- Base value gain for diplomatic actions
each month
DIPLOMAT_TRAVEL_TIME = 14,
PROVINCE_OVERSEAS_PENALTY = 0.005, -- Each province req. this many goods
flagged as overseas penalty
NONCORE_TAX_PENALTY = -0.05, -- -5% for each non-core in state
BASE_TARIFF_EFFICIENCY = 0.2, -- baseline tariff efficiency
COLONY_FORMED_PRESTIGE = 1, -- prestige from founding a colony.
CREATED_CB_VALID_TIME = 12, -- how many months
LOYALTY_BOOST_ON_PARTY_WIN = 0.1,
MOVEMENT_RADICALISM_BASE = 25,
MOVEMENT_RADICALISM_PASSED_REFORM_EFFECT = -2,
MOVEMENT_RADICALISM_NATIONALISM_FACTOR = 1.0,
SUPPRESSION_POINTS_GAIN_BASE = 170, -- monthly gain with max bureaucrats
SUPPRESS_BUREAUCRAT_FACTOR = 0.5,
WRONG_REFORM_MILITANCY_IMPACT = 1,
SUPPRESSION_RADICALISATION_HIT = 10, -- % base added to a movements
radicalness
INVESTMENT_SCORE_FACTOR = 0.005, -- how much foreign investment money counts
towards your industry score
UNCIV_TECH_SPREAD_MAX = 0.60,
UNCIV_TECH_SPREAD_MIN = 0.15,
MIN_DELAY_BETWEEN_REFORMS = 6, -- months
ECONOMIC_REFORM_UH_FACTOR = -0.40,
MILITARY_REFORM_UH_FACTOR = -0.40,
WRONG_REFORM_RADICAL_IMPACT = 15,
TECH_YEAR_SPAN = 140,
TECH_FACTOR_VASSAL = 0.5, -- cost reduction factor if overlord has research
the tech
MAX_SUPPRESSION = 100,
PRESTIGE_HIT_ON_BREAK_COUNTRY = -0.20, -- percentage reduction when country
gets taken by rebels
MIN_MOBILIZE_LIMIT = 3,
POP_GROWTH_COUNTRY_CACHE_DAYS = 30, -- period of cached pop growth (used for
player)
NEWSPAPER_PRINTING_FREQUENCY = 350, -- days frequency when the news attempt
to be printed (may not print if not enough facts collected, and retry after another
X days)
NEWSPAPER_TIMEOUT_PERIOD = 890, -- the max period for news that may be
printed. The probability is decreased with time.
NEWSPAPER_MAX_TENSION = 750, -- when tension of printing gets this high, the
newspaper will attempt to be printed immediately.
NAVAL_BASE_SUPPLY_SCORE_BASE = 10, -- base value that is powered by level of
naval base. Determines the naval supplying capabilities.
NAVAL_BASE_SUPPLY_SCORE_EMPTY = 2, -- min value for coastal provinces with no
naval base.
NAVAL_BASE_NON_CORE_SUPPLY_SCORE = 0.3, -- modifier for supply score for
naval bases that are not in core provinces.
COLONIAL_POINTS_FROM_SUPPLY_FACTOR = 1,
COLONIAL_POINTS_FOR_NON_CORE_BASE = 1,
MOBILIZATION_SPEED_BASE = 0.20, -- Base speed for raising troops
MOBILIZATION_SPEED_RAILS_MULT = 3.0, -- Speed modifier for raising troops.
It's max value for max railways level in state.
COLONIZATION_INTEREST_LEAD = 3,
COLONIZATION_INFLUENCE_LEAD = 3,
COLONIZATION_MONTHS_TO_COLONIZE = 6,
COLONIZATION_DAYS_BETWEEN_INVESTMENT = 90,
COLONIZATION_DAYS_FOR_INITIAL_INVESTMENT = 270,
COLONIZATION_PROTECTORATE_PROVINCE_MAINTAINANCE = 4,
COLONIZATION_COLONY_PROVINCE_MAINTAINANCE = 5,
COLONIZATION_COLONY_INDUSTRY_MAINTAINANCE = 1,
COLONIZATION_COLONY_RAILWAY_MAINTAINANCE = 0.1,
COLONIZATION_INTEREST_COST_INITIAL = 100,
COLONIZATION_INTEREST_COST_NEIGHBOR_MODIFIER = -20,
COLONIZATION_INTEREST_COST = 20,
COLONIZATION_INFLUENCE_COST = 20,
COLONIZATION_EXTRA_GUARD_COST = 10,
COLONIZATION_RELEASE_DOMINION_COST = 30,
COLONIZATION_CREATE_STATE_COST = 300,
COLONIZATION_CREATE_PROTECTORATE_COST = 5,
COLONIZATION_CREATE_COLONY_COST = 4, -- per province
COLONIZATION_COLONY_STATE_DISTANCE = 400,
COLONIZATION_INFLUENCE_TEMPERATURE_PER_DAY = 0.08,
COLONIZATION_INFLUENCE_TEMPERATURE_PER_LEVEL = 0.005,
PARTY_LOYALTY_HIT_ON_WAR_LOSS = 0.95, -- Drops the ruling party loyalty if
war is lost.
RESEARCH_POINTS_ON_CONQUER_MULT = 360, -- multiplier to RP got by conquering
as unciv when got enacted military reforms
MAX_RESEARCH_POINTS = 25000, -- max RP you can store for uncivs
},
economy = {
MAX_DAILY_RESEARCH = 100,
LOAN_BASE_INTEREST = 0.02,
BANKRUPTCY_EXTERNAL_LOAN_YEARS = 10,
BANKRUPTCY_FACTOR = 0.2,
SHADOWY_FINANCIERS_MAX_LOAN_AMOUNT = 1500,
MAX_LOAN_CAP_FROM_BANKS = 3, -- can loan max % of country tax base from
single country
GUNBOAT_LOW_TAX_CAP = 0.0,
GUNBOAT_HIGH_TAX_CAP = 1.0,
GUNBOAT_FLEET_SIZE_FACTOR = 100,
PROVINCE_SIZE_DIVIDER = 50,
CAPITALIST_BUILD_FACTORY_STATE_EMPLOYMENT_PERCENT = 0.7, -- Capis don't build
factories if less than this percent is employed in existing factories
GOODS_FOCUS_SWAP_CHANCE = 0, -- Percent increased chance that artisan wants
to change goods independantly of how well he is doing presently
NUM_CLOSED_FACTORIES_PER_STATE_LASSIEZ_FAIRE = 1, -- Number of closed
factories allowed per state under Lassiez Faire
MIN_NUM_FACTORIES_PER_STATE_BEFORE_DELETING_LASSIEZ_FAIRE = 2, -- Min number
of factories per state before starting to delete under Lassiez Faire
BANKRUPCY_DURATION = 2, -- Years til a bancrupcy clears all loans
SECOND_RANK_BASE_SHARE_FACTOR = 0.5,
CIV_BASE_SHARE_FACTOR = 0.75,
UNCIV_BASE_SHARE_FACTOR = 1,
FACTORY_PAYCHECKS_LEFTOVER_FACTOR = 0.25, -- % of how much we pay to the pops
and capitalists, from the leftovers.
MAX_FACTORY_MONEY_SAVE = 1000, -- how much money is stored maximum in a
factory.
SMALL_DEBT_LIMIT = 10000,
FACTORY_UPGRADE_EMPLOYEE_FACTOR = 0.8, -- determines how close to the
employee limit we need to be before "upgrade all" will upgrade/expand a given
factory (1 = 100%).
RGO_SUPPLY_DEMAND_FACTOR_HIRE_HI = 0.2, -- how fast pops are Hired when
there is a high demand
RGO_SUPPLY_DEMAND_FACTOR_HIRE_LO = 0.02, -- how fast pops are Hired when
there is a medium demand
RGO_SUPPLY_DEMAND_FACTOR_FIRE = 0.4, -- how fast pops are Fired
when there is a low demand
EMPLOYMENT_HIRE_LOWEST = 0.001, -- we Hire pops no
slower then x% of total required per day
EMPLOYMENT_FIRE_LOWEST = 0.001, -- we Fire pops no
slower then x% of total required per day
TRADE_CAP_LOW_LIMIT_LAND = 0, -- the lowest % the
slider can go for land units
TRADE_CAP_LOW_LIMIT_NAVAL = 0.3, -- the lowest % the slider
can go for naval units
TRADE_CAP_LOW_LIMIT_CONSTRUCTIONS = 0, -- the lowest % the slider
can go for constructions
FACTORY_PURCHASE_MIN_FACTOR = 0.75, -- the lowest % of its daily
needs a factory will purchase
FACTORY_PURCHASE_DRAWDOWN_FACTOR = 0.025 -- the % a factory will
reduce its input purchases each day if it did not sell all its goods (also used for
scaling up production if all goods are sold)
},
military = {
DIG_IN_INCREASE_EACH_DAYS = 5,
REINFORCE_SPEED = 0.2,
COMBAT_DIFFICULTY_IMPACT = 0.2,
BASE_COMBAT_WIDTH = 30,
POP_MIN_SIZE_FOR_REGIMENT = 1000,
POP_SIZE_PER_REGIMENT = 3000,
SOLDIER_TO_POP_DAMAGE = 0.2,
LAND_SPEED_MODIFIER = 1,
NAVAL_SPEED_MODIFIER = 2,
EXP_GAIN_DIV = 0.05,
LEADER_RECRUIT_COST = 20,
SUPPLY_RANGE = 250,
POP_MIN_SIZE_FOR_REGIMENT_PROTECTORATE_MULTIPLIER = 8,
POP_MIN_SIZE_FOR_REGIMENT_COLONY_MULTIPLIER = 5,
POP_MIN_SIZE_FOR_REGIMENT_NONCORE_MULTIPLIER = 3, -- VALUE *
POP_MIN_SIZE_FOR_REGIMENT is min for noncores
GAS_ATTACK_MODIFIER = 3,
COMBATLOSS_WAR_EXHAUSTION = 3, -- base war exhastion in combat
LEADER_MAX_RANDOM_PRESTIGE = 0.05, -- max percent of prestige, when
randomizing stats for leaders.
LEADER_AGE_DEATH_FACTOR = 4, -- higher value means leaders live longer
LEADER_PRESTIGE_TO_MORALE_FACTOR = 0.8, -- f.ex. 100% of prestige = +10%
morale
LEADER_PRESTIGE_TO_MAX_ORG_FACTOR = 0.7, -- f.ex. 100% of prestige = +10 max
org
LEADER_TRANSFER_PENALTY_ON_COUNTRY_PRESTIGE = 0.05, -- country prestige
penalty on unassign leader (f.ex if leader has 100% prestige, the country loose 4%
of its prestige)
LEADER_PRESTIGE_LAND_GAIN =0.3, -- extra speed gain on prestige for land
combat
LEADER_PRESTIGE_NAVAL_GAIN =0.3, -- extra speed gain on prestige for naval
combat
NAVAL_COMBAT_SEEKING_CHANCE = 0.5, -- base chance of picking a target
(increased by leader reconaissance)
NAVAL_COMBAT_SEEKING_CHANCE_MIN = 0.1, -- low cap for chance of picking the
target
NAVAL_COMBAT_SELF_DEFENCE_CHANCE = 2.0, -- scale up the chance of choosing
the target that is already shooting at us.
NAVAL_COMBAT_SHIFT_BACK_ON_NEXT_TARGET = 0.2, -- max shift back from center
line when got new target
NAVAL_COMBAT_SHIFT_BACK_DURATION_SCALE = 7, -- shifting back from center line
on new target - scaled down as long the combat takes
NAVAL_COMBAT_SPEED_TO_DISTANCE_FACTOR = 0.05, -- cast the ship speed to the
"in combat" speed that moves it towards center line on the field range 0-1.
NAVAL_COMBAT_CHANGE_TARGET_CHANCE = 0.03, -- chance of changing the target to
another one
NAVAL_COMBAT_DAMAGE_ORG_MULT = 0.4, -- scale the damage to ORG for balancing
gameplay
NAVAL_COMBAT_DAMAGE_STR_MULT = 0.2, -- scale the damage to STR for balancing
gameplay
NAVAL_COMBAT_DAMAGE_MULT_NO_ORG = 2.0, -- damage multiplier (to STR) when
opponent has no ORG.
NAVAL_COMBAT_RETREAT_CHANCE = 0.07, -- base chance for retreating when STR or
ORG is low. Increased by leader experiance and speed.
NAVAL_COMBAT_RETREAT_STR_ORG_LEVEL = 0.15, -- the retreating is available
when STR or ORG % drops below this value (it's 0% to 100% value)
NAVAL_COMBAT_RETREAT_SPEED_MOD = 0.4, -- slow down when retreating so there
is a chance to hit the runner
NAVAL_COMBAT_RETREAT_MIN_DISTANCE = 0.25, -- how close (in average) all alive
ships must be to the center line to be able to retreat.
NAVAL_COMBAT_DAMAGED_TARGET_SELECTION = 2.5, -- multiply chance of seleting
target that has low average of STR/ORG
NAVAL_COMBAT_STACKING_TARGET_CHANGE = 0.03, -- increase chance to change/drop
target when suffering stacking penalty
NAVAL_COMBAT_STACKING_TARGET_SELECT = 0.2, -- modifier for how much the
stacking penalty affects the target selection.
NAVAL_COMBAT_MAX_TARGETS = 6, -- max number of ships that may target the same
enemy ship
AI_BIGSHIP_PROPORTION = 0.4, -- fraction of ships in the navy that should be
ships of the line
AI_LIGHTSHIP_PROPORTION = 0.4, -- fraction of ships in the navy that should
be cruisers, frigates etc
AI_TRANSPORT_PROPORTION = 0.2, -- fraction of ships in the navy that should
be should be transports
AI_CAVALRY_PROPORTION = 0.15, -- fraction of brigades that should be cavalry
AI_SUPPORT_PROPORTION = 0.3, -- fraction of brigades that should be artillery
and other support units
AI_SPECIAL_PROPORTION = 0.15, -- fraction of brigades that should be
engineers and tanks
AI_ESCORT_RATIO = 2.0, -- ratio of escorts to transports in invasion fleets
AI_ARMY_TAXBASE_FRACTION = 0.3, -- max of tax base that AI will spend on army
supply costs (based on peacetime costs)
AI_NAVY_TAXBASE_FRACTION = 0.3, -- max of tax base that AI will spend on navy
supply costs (based on peacetime costs)
AI_BLOCKADE_RANGE = 200, -- max distance the AI will send out blockade fleets
from their home base
RECON_UNIT_RATIO = 0.1, -- the % of units in the army that must have a recon
value to get the full bonus
ENGINEER_UNIT_RATIO = 0.1, -- the % of units in the army that must have a
fort attack value to get the full bonus
SIEGE_BRIGADES_MIN = 3, -- the number of brigades needed for a siege to
progress at normal speed
SIEGE_BRIGADES_MAX = 13, -- the number of brigades above which you get no
addition benefit in sieges
SIEGE_BRIGADES_BONUS = 0.5, -- the bonus to siege speed from each brigade
RECON_SIEGE_EFFECT = 0.5, -- multiplier to effect of recon on speeding up
sieges
SIEGE_ATTRITION = 2, -- fixed attrition on sieging units
BASE_MILITARY_TACTICS = 1.5, -- base mil tactics before tech
NAVAL_LOW_SUPPLY_DAMAGE_SUPPLY_STATUS = 0.25, -- how little supply is
acceptable before getting damage to STR
NAVAL_LOW_SUPPLY_DAMAGE_DAYS_DELAY = 30, -- delay in days before the STR will
get damage due to no supplies. Sometimes supply status may jump bcoz of the market.
NAVAL_LOW_SUPPLY_DAMAGE_MIN_STR = 5.0, -- when low supply, the navy will
supply STR damage but no less then X% to avoid destruction (value from 0 to 100.0)
NAVAL_LOW_SUPPLY_DAMAGE_PER_DAY = 0.25, -- damage to navies STR per day if
totally 0% supplies (value from 0 to 100.0)
},
diplomacy = {
PEACE_COST_ADD_TO_SPHERE = 1,
PEACE_COST_RELEASE_PUPPET = 1,
PEACE_COST_MAKE_PUPPET = 85,
PEACE_COST_DISARMAMENT = 1,
PEACE_COST_DESTROY_FORTS = 1,
PEACE_COST_DESTROY_NAVAL_BASES = 1,
PEACE_COST_REPARATIONS = 1,
PEACE_COST_TRANSFER_PROVINCES = 1,
PEACE_COST_REMOVE_CORES = 0,
PEACE_COST_PRESTIGE = 1,
PEACE_COST_CONCEDE = 1,
PEACE_COST_STATUS_QUO = 1,
PEACE_COST_ANNEX = 85,
PEACE_COST_DEMAND_STATE = 10,
PEACE_COST_INSTALL_COMMUNIST_GOV_TYPE = 70,
PEACE_COST_UNINSTALL_COMMUNIST_GOV_TYPE = 1,
PEACE_COST_COLONY = 10,
INFAMY_ADD_TO_SPHERE = 1.1,
INFAMY_RELEASE_PUPPET = 0.5,
INFAMY_MAKE_PUPPET = 2.2,
INFAMY_DISARMAMENT = 5,
INFAMY_DESTROY_FORTS = 2,
INFAMY_DESTROY_NAVAL_BASES = 2,
INFAMY_REPARATIONS = 5,
INFAMY_TRANSFER_PROVINCES = 5,
INFAMY_REMOVE_CORES = 1.3,
INFAMY_PRESTIGE = 8.1,
INFAMY_CONCEDE = 1,
INFAMY_STATUS_QUO = 0,
INFAMY_ANNEX = 10,
INFAMY_DEMAND_STATE = 3.6,
INFAMY_INSTALL_COMMUNIST_GOV_TYPE = 5,
INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE = 5,
INFAMY_COLONY = 0,
PRESTIGE_ADD_TO_SPHERE_BASE = 5,
PRESTIGE_RELEASE_PUPPET_BASE = 5,
PRESTIGE_MAKE_PUPPET_BASE = 5,
PRESTIGE_DISARMAMENT_BASE = 5,
PRESTIGE_DESTROY_FORTS_BASE = 5,
PRESTIGE_DESTROY_NAVAL_BASES_BASE = 5,
PRESTIGE_REPARATIONS_BASE = 5,
PRESTIGE_TRANSFER_PROVINCES_BASE = 2,
PRESTIGE_REMOVE_CORES_BASE = 0,
PRESTIGE_PRESTIGE_BASE = 5,
PRESTIGE_CONCEDE_BASE = 1,
PRESTIGE_STATUS_QUO_BASE = 5,
PRESTIGE_ANNEX_BASE = 2,
PRESTIGE_DEMAND_STATE_BASE = 2,
PRESTIGE_CLEAR_UNION_SPHERE_BASE = 15, -- Prestige for asserting hegemony
PRESTIGE_GUNBOAT_BASE = 1, -- Prestige for debt collection
PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE_BASE = 2,
PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE_BASE = 2,
PRESTIGE_COLONY_BASE = 2,
PRESTIGE_ADD_TO_SPHERE = 0.05,
PRESTIGE_RELEASE_PUPPET = 0.05,
PRESTIGE_MAKE_PUPPET = 0.05,
PRESTIGE_DISARMAMENT = 0.05,
PRESTIGE_DESTROY_FORTS = 0.05,
PRESTIGE_DESTROY_NAVAL_BASES = 0.05,
PRESTIGE_REPARATIONS = 0.05,
PRESTIGE_TRANSFER_PROVINCES = 0.02,
PRESTIGE_REMOVE_CORES = 0,
PRESTIGE_PRESTIGE = 0.05,
PRESTIGE_CONCEDE = 0.01,
PRESTIGE_STATUS_QUO = 0.05,
PRESTIGE_ANNEX = 0.02,
PRESTIGE_DEMAND_STATE = 0.02,
PRESTIGE_CLEAR_UNION_SPHERE = 0.15,
PRESTIGE_GUNBOAT = 0.01, -- Prestige for debt collection
PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE = 0.02,
PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE = 0.02,
PRESTIGE_COLONY = 0.02,
BREAKTRUCE_INFAMY_ADD_TO_SPHERE = 1,
BREAKTRUCE_INFAMY_RELEASE_PUPPET = 1,
BREAKTRUCE_INFAMY_MAKE_PUPPET = 1,
BREAKTRUCE_INFAMY_DISARMAMENT = 1,
BREAKTRUCE_INFAMY_DESTROY_FORTS = 1,
BREAKTRUCE_INFAMY_DESTROY_NAVAL_BASES = 1,
BREAKTRUCE_INFAMY_REPARATIONS = 1,
BREAKTRUCE_INFAMY_TRANSFER_PROVINCES = 1,
BREAKTRUCE_INFAMY_REMOVE_CORES = 0,
BREAKTRUCE_INFAMY_PRESTIGE = 1,
BREAKTRUCE_INFAMY_CONCEDE = 1,
BREAKTRUCE_INFAMY_STATUS_QUO = 1,
BREAKTRUCE_INFAMY_ANNEX = 1,
BREAKTRUCE_INFAMY_DEMAND_STATE = 1,
BREAKTRUCE_INFAMY_INSTALL_COMMUNIST_GOV_TYPE = 1,
BREAKTRUCE_INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE = 1,
BREAKTRUCE_INFAMY_COLONY = 1,
BREAKTRUCE_PRESTIGE_ADD_TO_SPHERE = -20,
BREAKTRUCE_PRESTIGE_RELEASE_PUPPET = -20,
BREAKTRUCE_PRESTIGE_MAKE_PUPPET = -20,
BREAKTRUCE_PRESTIGE_DISARMAMENT = -20,
BREAKTRUCE_PRESTIGE_DESTROY_FORTS = -20,
BREAKTRUCE_PRESTIGE_DESTROY_NAVAL_BASES = -20,
BREAKTRUCE_PRESTIGE_REPARATIONS = -20,
BREAKTRUCE_PRESTIGE_TRANSFER_PROVINCES = -20,
BREAKTRUCE_PRESTIGE_REMOVE_CORES = 0,
BREAKTRUCE_PRESTIGE_PRESTIGE = -20,
BREAKTRUCE_PRESTIGE_CONCEDE = -20,
BREAKTRUCE_PRESTIGE_STATUS_QUO = -20,
BREAKTRUCE_PRESTIGE_ANNEX = -20,
BREAKTRUCE_PRESTIGE_DEMAND_STATE = -20,
BREAKTRUCE_PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE = -20,
BREAKTRUCE_PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE = -20,
BREAKTRUCE_PRESTIGE_COLONY = -20,
BREAKTRUCE_MILITANCY_ADD_TO_SPHERE = 2,
BREAKTRUCE_MILITANCY_RELEASE_PUPPET = 2,
BREAKTRUCE_MILITANCY_MAKE_PUPPET = 2,
BREAKTRUCE_MILITANCY_DISARMAMENT = 2,
BREAKTRUCE_MILITANCY_DESTROY_FORTS = 2,
BREAKTRUCE_MILITANCY_DESTROY_NAVAL_BASES = 2,
BREAKTRUCE_MILITANCY_REPARATIONS = 2,
BREAKTRUCE_MILITANCY_TRANSFER_PROVINCES = 2,
BREAKTRUCE_MILITANCY_REMOVE_CORES = 0,
BREAKTRUCE_MILITANCY_PRESTIGE = 2,
BREAKTRUCE_MILITANCY_CONCEDE = 2,
BREAKTRUCE_MILITANCY_STATUS_QUO = 2,
BREAKTRUCE_MILITANCY_ANNEX = 2,
BREAKTRUCE_MILITANCY_DEMAND_STATE = 2,
BREAKTRUCE_MILITANCY_INSTALL_COMMUNIST_GOV_TYPE = 2,
BREAKTRUCE_MILITANCY_UNINSTALL_COMMUNIST_GOV_TYPE = 2,
BREAKTRUCE_MILITANCY_COLONY = 2,
GOODRELATION_INFAMY_ADD_TO_SPHERE = 1,
GOODRELATION_INFAMY_RELEASE_PUPPET = 1,
GOODRELATION_INFAMY_MAKE_PUPPET = 1,
GOODRELATION_INFAMY_DISARMAMENT = 1,
GOODRELATION_INFAMY_DESTROY_FORTS = 1,
GOODRELATION_INFAMY_DESTROY_NAVAL_BASES = 1,
GOODRELATION_INFAMY_REPARATIONS = 1,
GOODRELATION_INFAMY_TRANSFER_PROVINCES = 1,
GOODRELATION_INFAMY_REMOVE_CORES = 0,
GOODRELATION_INFAMY_PRESTIGE = 1,
GOODRELATION_INFAMY_CONCEDE = 1,
GOODRELATION_INFAMY_STATUS_QUO = 1,
GOODRELATION_INFAMY_ANNEX = 1,
GOODRELATION_INFAMY_DEMAND_STATE = 1,
GOODRELATION_INFAMY_INSTALL_COMMUNIST_GOV_TYPE = 1,
GOODRELATION_INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE = 1,
GOODRELATION_INFAMY_COLONY = 1,
GOODRELATION_PRESTIGE_ADD_TO_SPHERE = -20,
GOODRELATION_PRESTIGE_RELEASE_PUPPET = -20,
GOODRELATION_PRESTIGE_MAKE_PUPPET = -20,
GOODRELATION_PRESTIGE_DISARMAMENT = -20,
GOODRELATION_PRESTIGE_DESTROY_FORTS = -20,
GOODRELATION_PRESTIGE_DESTROY_NAVAL_BASES = -20,
GOODRELATION_PRESTIGE_REPARATIONS = -20,
GOODRELATION_PRESTIGE_TRANSFER_PROVINCES = -20,
GOODRELATION_PRESTIGE_REMOVE_CORES = 0,
GOODRELATION_PRESTIGE_PRESTIGE = -20,
GOODRELATION_PRESTIGE_CONCEDE = -20,
GOODRELATION_PRESTIGE_STATUS_QUO = -20,
GOODRELATION_PRESTIGE_ANNEX = -20,
GOODRELATION_PRESTIGE_DEMAND_STATE = -20,
GOODRELATION_PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE = -20,
GOODRELATION_PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE = -20,
GOODRELATION_PRESTIGE_COLONY = -20,
GOODRELATION_MILITANCY_ADD_TO_SPHERE = 2,
GOODRELATION_MILITANCY_RELEASE_PUPPET = 2,
GOODRELATION_MILITANCY_MAKE_PUPPET = 2,
GOODRELATION_MILITANCY_DISARMAMENT = 2,
GOODRELATION_MILITANCY_DESTROY_FORTS = 2,
GOODRELATION_MILITANCY_DESTROY_NAVAL_BASES = 2,
GOODRELATION_MILITANCY_REPARATIONS = 2,
GOODRELATION_MILITANCY_TRANSFER_PROVINCES = 2,
GOODRELATION_MILITANCY_REMOVE_CORES = 0,
GOODRELATION_MILITANCY_PRESTIGE = 2,
GOODRELATION_MILITANCY_CONCEDE = 2,
GOODRELATION_MILITANCY_STATUS_QUO = 2,
GOODRELATION_MILITANCY_ANNEX = 2,
GOODRELATION_MILITANCY_DEMAND_STATE = 2,
GOODRELATION_MILITANCY_INSTALL_COMMUNIST_GOV_TYPE = 2,
GOODRELATION_MILITANCY_UNINSTALL_COMMUNIST_GOV_TYPE = 2,
GOODRELATION_MILITANCY_COLONY = 2,
WAR_PRESTIGE_COST_BASE = 100,
WAR_PRESTIGE_COST_HIGH_PRESTIGE = 1,
WAR_PRESTIGE_COST_NEG_PRESTIGE = 1,
WAR_PRESTIGE_COST_TRUCE = 100,
WAR_PRESTIGE_COST_HONOR_ALLIANCE = -100,
WAR_PRESTIGE_COST_HONOR_GUARNATEE = -50,
WAR_PRESTIGE_COST_UNCIVILIZED = -50,
WAR_PRESTIGE_COST_CORE = -50,
WAR_FAILED_GOAL_MILITANCY = 2,
WAR_FAILED_GOAL_PRESTIGE_BASE = -10,
WAR_FAILED_GOAL_PRESTIGE = -0.1,
DISCREDIT_DAYS = 180,
DISCREDIT_INFLUENCE_COST_FACTOR = 2,
DISCREDIT_INFLUENCE_GAIN_FACTOR = -0.75,
BANEMBASSY_DAYS = 365,
DECLAREWAR_RELATION_ON_ACCEPT = -50,
DECLAREWAR_DIPLOMATIC_COST = 1,
ADDWARGOAL_RELATION_ON_ACCEPT = 0,
ADDWARGOAL_DIPLOMATIC_COST = 1,
ADD_UNJUSTIFIED_GOAL_BADBOY = 1,
PEACE_RELATION_ON_ACCEPT = 5,
PEACE_RELATION_ON_DECLINE = -10,
PEACE_DIPLOMATIC_COST = 1,
ALLIANCE_RELATION_ON_ACCEPT = 100,
ALLIANCE_RELATION_ON_DECLINE = -50,
ALLIANCE_DIPLOMATIC_COST = 1,
CANCELALLIANCE_RELATION_ON_ACCEPT = -20,
CANCELALLIANCE_DIPLOMATIC_COST = 1,
CALLALLY_RELATION_ON_ACCEPT = 20,
CALLALLY_RELATION_ON_DECLINE = -20,
CALLALLY_DIPLOMATIC_COST = 0,
ASKMILACCESS_RELATION_ON_ACCEPT = 30,
ASKMILACCESS_RELATION_ON_DECLINE = -10,
ASKMILACCESS_DIPLOMATIC_COST = 1,
CANCELASKMILACCESS_RELATION_ON_ACCEPT = 0,
CANCELASKMILACCESS_DIPLOMATIC_COST = 1,
GIVEMILACCESS_RELATION_ON_ACCEPT = 10,
GIVEMILACCESS_RELATION_ON_DECLINE = 0,
GIVEMILACCESS_DIPLOMATIC_COST = 1,
CANCELGIVEMILACCESS_RELATION_ON_ACCEPT = -10,
CANCELGIVEMILACCESS_DIPLOMATIC_COST = 1,
WARSUBSIDY_RELATION_ON_ACCEPT = 20,
WARSUBSIDY_DIPLOMATIC_COST = 1,
CANCELWARSUBSIDY_RELATION_ON_ACCEPT = 0,
CANCELWARSUBSIDY_DIPLOMATIC_COST = 0,
DISCREDIT_RELATION_ON_ACCEPT = -5,
DISCREDIT_INFLUENCE_COST = 25,
EXPELADVISORS_RELATION_ON_ACCEPT = -5,
EXPELADVISORS_INFLUENCE_COST = 50,
CEASECOLONIZATION_RELATION_ON_ACCEPT = 20,
CEASECOLONIZATION_RELATION_ON_DECLINE = -20,
CEASECOLONIZATION_DIPLOMATIC_COST = 1,
BANEMBASSY_RELATION_ON_ACCEPT = -10,
BANEMBASSY_INFLUENCE_COST = 65,
INCREASERELATION_RELATION_ON_ACCEPT = 15,
INCREASERELATION_RELATION_ON_DECLINE = 0,
INCREASERELATION_DIPLOMATIC_COST = 2,
DECREASERELATION_RELATION_ON_ACCEPT = -25,
DECREASERELATION_DIPLOMATIC_COST = 1,
ADDTOSPHERE_RELATION_ON_ACCEPT = 0,
ADDTOSPHERE_INFLUENCE_COST = 100,
REMOVEFROMSPHERE_RELATION_ON_ACCEPT = -10,
REMOVEFROMSPHERE_INFLUENCE_COST = 100,
REMOVEFROMSPHERE_PRESTIGE_COST = 10, -- only applied if removing country is
sphere leader
REMOVEFROMSPHERE_INFAMY_COST = 1, -- only applied if removing country is
sphere leader
INCREASEOPINION_RELATION_ON_ACCEPT = 20,
INCREASEOPINION_INFLUENCE_COST = 50,
DECREASEOPINION_RELATION_ON_ACCEPT = -10,
DECREASEOPINION_INFLUENCE_COST = 50,
CEASECOLONIZATION_DIPLOMATIC_COST = 1,
MAKE_CB_DIPLOMATIC_COST = 1,
MAKE_CB_RELATION_ON_ACCEPT = 0,
DISARMAMENT_ARMY_HIT = 0.5,
REPARATIONS_TAX_HIT = 0.25,
PRESTIGE_REDUCTION_BASE = 25,
PRESTIGE_REDUCTION = 0.1, -- Base value + % of recipient's prestige
REPARATIONS_YEARS = 5,
-- No longer used:
-- PO_CONCEDE_DEFEAT_PRESTIGE = 1,
-- PO_ANNEX_PRESTIGE = 1,
-- PO_DEMAND_STATE_PRESTIGE = 1,
-- PO_ADD_TO_SPHERE_PRESTIGE = 1,
-- PO_DISARMAMENT_PRESTIGE = 1,
-- PO_DESTROY_FORTS_PRESTIGE = 1,
-- PO_DESTROY_NAVAL_BASES_PRESTIGE = 1,
-- PO_REPARATIONS_PRESTIGE = 1,
-- PO_TRANSFER_PROVINCES_PRESTIGE = 1,
-- PO_REDUCE_PRESTIGE_PRESTIGE = 1,
-- PO_CONCEDE_DEFEAT_BADBOY = 1,
-- PO_ANNEX_BADBOY = 1,
-- PO_DEMAND_STATE_BADBOY = 1,
-- PO_ADD_TO_SPHERE_BADBOY = 1,
-- PO_DISARMAMENT_BADBOY = 1,
-- PO_DESTROY_FORTS_BADBOY = 1,
-- PO_DESTROY_NAVAL_BASES_BADBOY = 1,
-- PO_REPARATIONS_BADBOY = 1,
-- PO_TRANSFER_PROVINCES_BADBOY = 1,
-- PO_REDUCE_PRESTIGE_BADBOY = 1,
MIN_WARSCORE_TO_INTERVENE = -1,
MIN_MONTHS_TO_INTERVENE = 0,
MAX_WARSCORE_FROM_BATTLES = 50,
GUNBOAT_DIPLOMATIC_COST = 1,
GUNBOAT_RELATION_ON_ACCEPT = 1,
WARGOAL_JINGOISM_REQUIREMENT = 0.07,
LIBERATE_STATE_RELATION_INCREASE = 50,
DISHONORED_CALLALLY_PRESTIGE_PENALTY = -3,
BASE_TRUCE_MONTHS = 60,
MAX_INFLUENCE = 100,
WARSUBSIDIES_PERCENT = 0.20, -- How many percent of imports you are going to
pay each day(mil. constructions and mil. maintainence)
NEIGHBOUR_BONUS_INFLUENCE_PERCENT = 0.50, -- Bonus to neighbouring countries
when influencing
SPHERE_NEIGHBOUR_BONUS_INFLUENCE_PERCENT = 0.2, -- Bonus to countries in your
sphere neighbouring when influencing
OTHER_CONTINENT_BONUS_INFLUENCE_PERCENT = -0.50, -- Bonus to neighbouring
countries when influencing
PUPPET_BONUS_INFLUENCE_PERCENT = 1.0, -- bonus if they are our puppet
pops = {
BASE_CLERGY_FOR_LITERACY = 0.005,
MAX_CLERGY_FOR_LITERACY = 0.04,
LITERACY_CHANGE_SPEED = 0.1,
ASSIMILATION_SCALE = 0.004,
CONVERSION_SCALE = 0.01,
IMMIGRATION_SCALE = 0.004,
PROMOTION_SCALE = 0.002,
PROMOTION_ASSIMILATION_CHANCE = 1.0,
LUXURY_THRESHOLD = 500,
BASE_GOODS_DEMAND = 0.8,
BASE_POPGROWTH = 0.0001,
MIN_LIFE_RATING_FOR_GROWTH = 30,
LIFE_RATING_GROWTH_BONUS = 0.0001,
LIFE_NEED_STARVATION_LIMIT = 0.5,
MIL_LACK_EVERYDAY_NEED = 0.1,
MIL_HAS_EVERYDAY_NEED = -0.1,
MIL_HAS_LUXURY_NEED = -0.2,
MIL_NO_LIFE_NEED = 0.2,
MIL_REQUIRE_REFORM = 0.2,
MIL_IDEOLOGY = -0.1,
MIL_RULING_PARTY = -0.1,
MIL_REFORM_IMPACT = 2,
MIL_WAR_EXHAUSTION = 0.005,
MIL_NON_ACCEPTED = 0.05,
CON_LITERACY = 0.1,
CON_LUXURY_GOODS = 0.1,
CON_POOR_CLERGY = -2.5,
CON_MIDRICH_CLERGY = -1.25,
CON_REFORM_IMPACT = -50,
CON_COLONIAL_FACTOR = 0.5,
RULING_PARTY_HAPPY_CHANGE = -1,
RULING_PARTY_ANGRY_CHANGE = 2,
NATIONAL_FOCUS_DIVIDER = 400000.0,
POP_SAVINGS = 0.018,
STATE_CREATION_ADMIN_LIMIT = 0.01,
MIL_TO_JOIN_REBEL = 7, -- Rebels over this will join a faction
MIL_TO_JOIN_RISING = 8, -- Rebels over this will join a general rising
MIL_TO_AUTORISE = 9, -- Rebels over this rise no matter what
REDUCTION_AFTER_RISEING = 0.0, -- After a pop spawns a rebellion, its
militancy will be reduced this much
REDUCTION_AFTER_DEFEAT = 3.0, -- After a rebellion is being defeated in
combat, its pop militancy will be divided by this number.
-- (if value < 1.0, the MIL will be increased) (Beware! value must be >
0)
ai =
{
COLONY_WEIGHT = 5.0, -- ai weight for colonising
ADMINISTRATOR_WEIGHT = 10.0, -- ai weight for new bureaucrat
INDUSTRYWORKER_WEIGHT = 10.0, -- ai weight for new industry workers
EDUCATOR_WEIGHT = 10.0, -- ai weigth for new clergy
SOLDIER_WEIGHT = 30.0, -- ai weight for soldiers
SOLDIER_FRACTION = 0.03, -- max amount of population AI wants to be soldiers
CAPITALIST_FRACTION = 0.001, -- max amount of population AI wants to be capis
PRODUCTION_WEIGHT = 0.05, -- ai weight for new production
SPAM_PENALTY = 10, -- makes certain diplomatic action less common
ONE_SIDE_MAX_WARSCORE = 150, -- don't add too many wargoals to one side in a
war
POP_PROJECT_INVESTMENT_MAX_BUDGET_FACTOR = 0.25, -- how much % of our current
budget can be spend on the pop project investments.
RELATION_LIMIT_NO_ALLIANCE_OFFER = 0, -- if relation lower then this value,
AI will not ally
NAVAL_SUPPLY_PENALTY_LIMIT = 0.2, -- AI will allow to have max X% of supply
penalty (when too little naval bases)
CHANCE_BUILD_RAILROAD = 0.2, -- chances in % of AI decisions (max value 1.0)
CHANCE_BUILD_NAVAL_BASE = 0.75,
CHANCE_BUILD_FORT = 0.5,
CHANCE_INVEST_POP_PROJ = 0.16,
CHANCE_FOREIGN_INVEST = 0.16,
TWS_AWARENESS_SCORE_LOW_CAP = 0.2, -- AI will always add CBs if current
warscore is less then that number (including TWS)
TWS_AWARENESS_SCORE_ASPECT = 0.5, -- AI will not add any more CBs when TWS is
more then X% of total WS. (to not destroy the progress)
PEACE_BASE_RELUCTANCE = 20, -- AI base stubbornness to refuse peace (always
applied)
PEACE_TIME_MONTHS = 30, -- months of additional AI stubbornness in a war
PEACE_TIME_FACTOR = 0.6, -- after months of stubbornness the effect of time
passed is multiplied by this
PEACE_TIME_FACTOR_NO_GOALS = 2.0, -- this extra time factor is applied after
PEACE_TIME_FACTOR if we ahve no wargoals
PEACE_WAR_EXHAUSTION_FACTOR = 0.5, -- AI willingness to peace based on war
exhaustion
PEACE_WAR_DIRECTION_FACTOR = 1.0, -- 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 = 0.3, -- AI willingness to peace based on
strength estimation of both sides
PEACE_ALLY_BASE_RELUCTANCE_MULT = 2.0, -- Multiplies PEACE_BASE_RELUCTANCE
for allies in a war
PEACE_ALLY_TIME_MULT = 0, -- Multiplies PEACE_TIME_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
AGGRESSION_BASE = 5, -- general AI aggression
AGGRESSION_UNCIV_BONUS = 10, -- additional AI civ aggression against uncivs
FLEET_SIZE = 30, -- AI will attempt to keep fleets of roughly this size
(fewer fleets generally results in more competent naval AI)
MIN_FLEETS = 1, -- Minimum amount of main fleets the AI will divide its navy
into (does not include specialized fleets such as blockades and naval invasions)
MAX_FLEETS = 10, -- Maximal amount of main fleets the AI will divide its navy
into (does not include specialized fleets such as blockades and naval invasions)
MONTHS_BEFORE_DISBAND = 6, -- Months from start date before AI will disband
armies/navies (to avoid disbands because of early economic turmoil)
},
graphics =
{
CITIES_SPRAWL_OFFSET = 2,
CITIES_SPRAWL_WIDTH = 52,
CITIES_SPRAWL_HEIGHT = 52,
CITIES_SPRAWL_ITERATIONS = 30,
CITIES_MESH_POOL_SIZE_FOR_COUNTRY = 64,
CITIES_MESH_POOL_SIZE_FOR_CULTURE = 64,
CITIES_MESH_POOL_SIZE_FOR_GENERIC = 256,
CITIES_MESH_TYPES_COUNT = 3,
CITIES_MESH_SIZES_COUNT = 3,
CITIES_SPECIAL_BUILDINGS_POOL_SIZE = 64,
CITIES_SIZE_MAX_POPULATION_K = 1000 -- When province
population reach 1mln, the city will get it's maximum size.
}