Defines

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Defines defines a number of constants and toggles used by the game. They can be edited by modders to change the balance of the game, some of the actions of the AI, certain graphical elements, and so on.

Defines overriding[edit]

When you want to override one of the definitions found within the /Europa Universalis IV/common/defines.lua, it is best to use the /Europa Universalis IV/common/defines/ folder to override the definition rather than directly editing them.

Override example

A simple example is extending the end date to 9999. To do so you need to:

  1. Add a common/defines folder into your mod structure.
  2. Copy the /Europa Universalis IV/common/defines/00_dummy.lua file from the base game into the common/defines folder within your mod.
  3. To increase compatibility, rename 00_dummy.lua to 00_yourmodname.lua. Note that any name is valid.
  4. The definition for the end date is ‘END_DATE’. To add this as an override to your 00_yourmodname.lua, you'll need to modify the string.
  5. Each override definition needs to be prepended with the definition's group and NDefines, hence: NDefines.NGame.END_DATE = "9999.12.12"
  6. Note the , comma that is found at the end of the definitions in the /Europa Universalis IV/common/defines.lua is not present here. Remember to remove them when copying definitions over.
  7. You have added an override definition. See image 'Override example'.

Defines[edit]

NGame[edit]

Define Default Accepted values Notes
START_DATE "1444.11.11" "1.1.1" to "9999.12.12" Sets the start date for the game.
END_DATE "1821.1.2" "1.1.1 to 9999.12.12" Sets the end date for the game. Must be at least one day bigger than the start date.
MAX_RANDOM_NEW_WORLD "1492.1.1" "1.1.1" to "9999.12.12" Sets the latest date the player can use the Random New World generator option.
GREAT_POWER_FRENZY_START "1700.1.1" Latest date for the start of the Great Power Frenzy (struggle).
GREAT_POWER_FRENZY_WARMUP_MONTHS 600 How many months does it take for the Great Power Frenzy to reach full potency after starting.
GREAT_POWER_FRENZY_QUICKSTART 0 0 or 1 Can the Great Power Frenzy start early due to one alliance block becoming too powerful?
AGE_USHER_IN_TIME 120 How many months progress for a new age needs.
MAX_COLONIAL_NATIONS 75 max is 100
MAX_CLIENT_STATES 100 max is 100
MAX_ESTATE_COUNTRIES 50 max is 100
MAX_TRADING_CITIES 75 max is 100
MAX_CUSTOM_COUNTRIES 75 max is 100
MAX_OBSERVERS 10 max is 100

NDiplomacy[edit]

Define Default Notes
CHANGE_RIVAL_YEARS 25
CONDOTTIERI_MIN_DURATION 18 Minimum duration for Condottieri agreements that must be paid for in advance and that cannot be cancelled.
UNCONDITIONAL_SURRENDER_MONTHS 2 Months before unconditional surrender starts having an effect on Call for Peace. Set to negative values to disable feature.
SHAREMAP_PRESTIGE_TRANSFER_LOSE -15 Prestige transferred for the Request to Share Maps diplomatic action.
SHAREMAP_PRESTIGE_TRANSFER_GAIN 10 Prestige transferred for the Request to Share Maps diplomatic action.
TRADE_LEAGUE_MIN_PRESTIGE_OLD_LEADER -50 Minimum required prestige to stay leader of a Trade League.
TRADE_LEAGUE_MIN_PRESTIGE_NEW_LEADER 20 Minimum required prestige to become the new leader of a Trade League when the old one is resigned.
TRADE_LEAGUE_BREAK_OPINION -50 AI will leave a Trade League if their opinion of you falls below this value.
PRESS_SAILORS_FRACTION 0.2
TREASURE_FLEET_OPINION_HIT -25 Opinion hit from pirating treasure fleet max (scaled by gold pirated / 50).
DISHONORABLE_PEACE_MONTHS 12 See DISHONORABLE_PEACE_WARSCORE. Set to 0 to entirely disable the feature.
DISHONORABLE_PEACE_WARSCORE -10 If you have more than this amount of individual warscore, peacing out within DISHONORABLE_PEACE_MONTHS of war start counts as a dishonorable act and incurs a CALL_ALLY_DECLINE_PRESTIGE_PENALTY hit.
DAYS_TO_DECLARE_WA 30 Days from start of game before you can DOW anyone
INCREASE_TRUST_COST 10 Cost in favors to increase trust.
INCREASE_TRUST_AMOUNT 5 Amount of trust per increase.
PREPARE_FOR_WAR_COST 10 Cost in favors to ask AI to prepare for war.
PREPARE_FOR_WAR_MONTHS 12 Number of months AI will prepare for war.
CALL_TO_ARMS_COST 10 Cost in favors to call ally to arms when you're not promising them territory.
FAVORS_LAND_DIVIDER 2 How many favors do you get for giving other countries land? (divider on development).
DISHONOR_CALL_TRUST_CALLER 20 How much trust is lost from dishonoring a call to arms (with caller).
DISHONOR_CALL_TRUST 5 How much trust is lost from dishonoring a call to arms (with everyone else).
EXCOMMUNICATE_TRUST 10 How much trust is lost from excommunication (with caller).
INSULT_TRUST 5 How much trust is lost from an insult (with caller).
CLAIM_THRONE_TRUST 25 How much trust is lost from claiming a throne (with caller).
BROKE_LAND_PROMISE_YEARS 30 How much trust is lost from failing to give an ally land in a war (with caller).
FAVOR_GAIN_WARSCORE_FACTOR 20 Favors gained for giving land is scaled relative to this actual warscore cost (so more favors for bigger chunks of land).
FAVOR_GAIN_FOR_LAND 10 Favors gained for giving land (scales with how much they actually got relative to participation).
FAVOR_GAIN_FOR_HELP 20 Amount of favors gained for helping allies in wars (based on war contribution relative to their power).
TRUST_PENALTY_FOR_NO_LAND 20 Trust penalty for not being given as much land as they expected in peace deal (scales with how much they actually got relative to participation).
TRUST_PENALTY_FOR_SEPARATE_PEACE 10 Trust penalty for signing a separate peace.
OFFENSIVE_WAR_COOLDOWN 10 Years between when you can call a country into an offensive war on your behalf.
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_DEVELOPMENT_CAP 100 Countries with more total development than this cannot be vassalized.
MARCH_BASE_DEVELOPMENT_CAP 200 Countries with more total development than this cannot be made into a march.
MARCH_DEVELOPMENT_FRACTION 0.25 Multiply by 100% to determine the maximum development a march can have versus its overlord and still receive military bonuses.
PEACE_IMPACT_ADM_SCORE 0.25 How much impact being at peace has on score accumulation within the Administrative category.
PEACE_IMPACT_DIP_SCORE 0.25 How much impact being at peace has on score accumulation within the Diplomatic category.
PEACE_IMPACT_MIL_SCORE 0.25 How much impact being at peace has on score accumulation within the Military category.
AUTONOMY_WARSCORE_COST_MODIFIER 0.33 How much autonomy reduces score by (at 1, 50% autonomy = 50% reduction)
NUM_POSSIBLE_RIVALS 3 Number of rival slots made available to countries.
RIVAL_PRESTIGE_BONUS 0.25 Bonus Prestige gain from defeating a rival in a battle. Percentage.
RIVAL_SPY_OFFENCE 0.25 Bonus on spy network construction against a rival.
SPY_NETWORK_DISTANCE_EFFECT 0.1 Mutiplied by distance between capitals to get penalty
OVEREXTENSION_THRESHOLD 1.0 Threshold at which Overextension events occur. 1 is equal to 100%.
OVEREXTENSTION_POLL_BASE 365 days between at lower.
OVEREXTENSTION_POLL_CHANGE 0.05 each % reduces with this.
RIVAL_PEACE_COST_REDUCTION -0.33 Reduction in Diplomatic Power cost when demanding provinces from a rival.
MAX_PEACE_TREATY_COST 200 Maximum Diplomatic Power cost of a peace treaty.
DESIRED_NUM_OF_ELECTORS 7 Desired number of electors within the Holy Roman Empire.
MAX_FREE_CITIES 8 Maximum number of Free Cities within the Holy Roman Empire.
MIN_NUM_ELECTORS_FOR_REMOVE_ELECTORATE 2 Limit is inclusive.
HRE_PRINCE_AUTHORITY_THRESHOLD 25 Threshold below which you lose Imperial Authority, and above which you gain it.
IMPERIAL_AUTHORITY_FROM_PRINCES 0.1 Scales to threshold.
HRE_FOREIGN_CONTROL_PENALTY -0.005 Each foreign-controlled province in the empire (owned or vassalised) lowers Imperial Authority by this amount.
HRE_HERETIC_PENALTY -0.01 Per heretic prince (halved by Peace of Westphalia).
LACK_OF_ELECTORS_HIT -0.1 Also applied to vassalized electors.
IMPERIAL_REFORM_COST 50 Minium Cost of enacting a new reform.
CELESTIAL_EMPIRE_REFORM_COST 70 Mandate cost of enacting a new reform for the Emperor of China.
CELESTIAL_EMPIRE_REFORM_STABILITY_COST 1 Stability cost of enacting a new reform for the Emperor of China.
CELESTIAL_EMPIRE_REFORM_MIN_VALUE 80 Minimum value of Mandate above which new reforms can be enacted.
DEFENDER_OF_FAITH_COST 500 Ducat cost to take the Defender of Faith title.
DEFENDER_OF_FAITH_MONTHS 24 Minimum months before the Defender of Faith title 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).
WE_IMPACT_ON_ANNEX_INTEGRATE -0.05 War exhaustion impact upon integration/annexation. Multiplied with current war exhaustion.
EMPEROR_VOTE_DAYS 60 "Cooldown" until Electors can change their vote again.
TRUCE_YEARS 5 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.
REVANCHISM_MONTHLY_DECAY 0.833 Decay for the Revanchism modifier. About 20 years to decay all of it by default.
MONARCH_GOV_CHANGE_LEGITIMACY_PENALTY 0.0 Penalty(%) on the legitimacy when changing gov type to the monarchy.
BASE_SPY_DISCOVERY_CHANCE 0.25 Base spy discovery chance.
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 Penalty to prestige if your agent gets discovered while justifying a trade conflict.
MIN_ASKED_TRADE_POWER 10 Minimum % of someone's trade power can be asked for with the diplomatic action.
MAX_ASKED_TRADE_POWER 50 Maximum % of someone's trade power can be asked for with the diplomatic action.
HRE_VOTE_ENEMY -200 HRE voting modifier for being at war.
HRE_VOTE_LEGUE_ENEMY -200 HRE voting modifier for being a member of the opposing religious league.
HRE_VOTE_LEAGUE_LEADER 100 HRE voting modifier for being the leader of a religious league.
HRE_VOTE_LEAGUE_LEADER_FRIEND 200 HRE voting modifier for being the leader of the same religious league.
HRE_VOTE_HERETIC -50 HRE voting modifier for being of a heretical religion.
HRE_VOTE_OVERLORD 50 HRE voting modifier towards an overlord by the subject.
HRE_VOTE_VASSAL_ELECTOR -50 HRE voting modifier towards those with electors as subjects.
HRE_VOTE_TOO_SMALL -25 HRE voting modifier for those under 50 development.
HRE_VOTE_BIG_COUNTRY 25 HRE voting modifier based on development.
HRE_VOTE_VERY_BIG_COUNTRY 50 HRE voting modifier based on development.
HRE_VOTE_NON_MEMBER -50 HRE voting modifier for a non-HRE member.
HRE_VOTE_SAME_CULTURE_GROUP 5 HRE voting modifier for being a member of the same culture group.
HRE_VOTE_ALLIANCE 30 HRE voting modifier for allies.
HRE_VOTE_ROYAL_MARRIAGE 10 HRE voting modifier for having a royal marriage.
HRE_VOTE_CORE_CLAIM -50 HRE voting modifier for having a core of or subject to a claim by the voter.
COUNTERESPIONAGE_DISCOVER_CHANCE 0.33
COUNTERESPIONAGE_NETWORK_IMPACT -0.50
BUILD_SPY_DISCOVERED_PENALTY -10.0
BUILD_SPY_NETWORK_SPEED 1.5
SPY_NETWORK_DECAY 1
SPY_NETWORK_SIEGE_EFFECT 0.2
SPY_NETWORK_AE_EFFECT -0.1
SPY_NETWORK_TECH_EFFECT -0.05
SPY_NETWORK_TECH_EFFECT_MAX -0.3
DETECTED_SPY_NETWORK_DAMAGE_MIN 10
DETECTED_SPY_NETWORK_DAMAGE_MAX 30
SPY_NETWORK_DISCOVER_WAR 50
SUPPORT_REBELS_EFFECT 10
SUPPORT_REBELS_MONEY_FACTOR 0.5
FABRICATE_CLAIM_COST 20
FABRICATE_CLAIM_COST_MODIFIER_PER_CLAIM 0.25
CLAIM_STATE_MODIFIER 0.5
JUSTIFY_TRADE_CONFLICT_COST 10
INFILTRATE_ADMINISTRATION_COST 40
SABOTAGE_REPUTATION_COST 60
STEAL_MAPS_COST 50
SUPPORT_REBELS_COST 60
SOW_DISCONTENT_COST 80
AGITATE_FOR_LIBERTY_COST 90
SABOTAGE_RECRUITMENT_COST 80
SLANDER_MERCHANTS_COST 70
CORRUPT_OFFICIALS_COST 25
INFILTRATE_ADMINISTRATION_DURATION 60
SABOTAGE_REPUTATION_DURATION 1825 days
CORRUPT_OFFICIALS_DURATION 1825 days
SUPPORT_REBELS_DURATION 5 in years
SOW_DISCONTENT_DURATION 1825 days
AGITATE_FOR_LIBERTY_DURATION 60
SABOTAGE_RECRUITMENT_DURATION 60
SLANDER_MERCHANTS_DURATION 60
AE_OTHER_CONTINENT 10 Affects Aggressive Expansion gain with other countries on a different continent.
AE_SAME_CULTURE 0.5 Affects Aggressive Expansion gain with other countries with the same culture.
AE_SAME_CULTURE_GROUP 0.25 Affects Aggressive Expansion gain with other countries with the same culture group.
AE_INFIDEL_CONQUEST 0.25 Affects Aggressive Expansion gain with other countries when different religion group conquered same religion province.
AE_SAME_RELIGION 0.5 Affects Aggressive Expansion gain with other countries with the same religion.
AE_SAME_RELIGION_GROUP 0.0 Affects Aggressive Expansion gain with other countries with the same religious group.
AE_DIFFERENT_RELIGION -0.5 Affects Aggressive Expansion gain with other countries with a different religion.
AE_HRE_INTERNAL 0.5 Affects Aggressive Expansion gain with other countries within the Holy Roman Empire.
AE_ATTACKER_DEVELOPMENT 0.01 Affects Aggressive Expansion gain with other countries for the attacker upon taking a province. Scales with development, +50% cap (at 1000 development)
AE_DEFENDER_DEVELOPMENT 0.01 Affects Aggressive Expansion gain with other countries for the defender upon taking a province. Scales with development, +50% cap (at 1000 development)
AE_DISTANCE_BASE 0.75 Affects Aggressive Expansion gain with other countries based on the distance they are from the actor.
AE_SAME_OVERLORD 0.5 Affects Aggressive Expansion gain with other countries with the same overlord.
AE_PROVINCE_CAP 30 Province development above this will not count for AE (also used for warscore cost cap).
AE_FABRICATE_CLAIM 2.5 Aggressive Expansion gained upon the discovery of a Fabricate Claim action.
AE_THREATEN_WAR 1.0 Aggressive Expansion gained upon the taking a province with the Threaten War action. Scales per development.
PO_DEMAND_PROVINCES_AE 0.75 (Per development)
PO_RETURN_CORES_AE 0.75 (Per development, only applied if returning cores to vassals of winner)
PO_FORM_PU_AE 0.1 (Per development)
PO_CONCEDE_COLONIAL_AE 0.25
PO_BECOME_VASSAL_AE 0.5 (Per development)
PO_TRANSFER_VASSAL_AE 0.33
PO_ANNEX_PRESTIGE 0.25 (No effect on loser :)
PO_DEMAND_PROVINCES_PRESTIGE 0.25 (Per development)
PO_REVOKE_CORES_PRESTIGE 0.1 (Per development)
PO_RETURN_CORES_PRESTIGE 0.25 (Per development)
PO_RELEASE_VASSAL_PRESTIGE 0.25
PO_TRANSFER_VASSAL_PRESTIGE 0.25
PO_RELEASE_ANNEXED_PRESTIGE 0.25 (Per released province)
PO_CHANGE_RELIGION_PRESTIGE 5
PO_FORM_PU_PRESTIGE 0.25
PO_BECOME_VASSAL_PRESTIGE 0.25
PO_CONCEDE_DEFEAT_PRESTIGE 10
PO_DISMANTLE_REVOLUTION_PRESTIGE 25
PO_CHANGE_HRE_RELIGION_PRESTIGE 25
PO_ANNUL_TREATY_PRESTIGE 1
PO_REVOKE_ELECTOR_AE 25
PO_REVOKE_ELECTOR_PRESTIGE 5
PO_TRADE_POWER_PRESTIGE 2
PO_CONCEDE_COLONIAL_PRESTIGE 2
PO_GIVE_UP_CLAIM_PRESTIGE 2
PO_HUMILIATE_RIVAL_PRESTIGE 5
PO_FORCE_MIGRATION_PRESTIGE 2
PO_ENFORCE_REBEL_DEMANDS_PRESTIGE 2
PO_TAKE_MANDATE_PRESTIGE 25
PO_TAKE_MANDATE_AE 0
PO_ENFORCE_FLEET_BASING_PRESTIGE 2
PO_ENFORCE_MIL_ACCESS_PRESTIGE 2
PO_WAR_REPARATIONS_PRESTIGE 2
PO_END_RIVALRY_PRESTIGE 5
PEACE_COST_DEMAND_PROVINCE 1 Demand a province (scales by province wealth, also used for annex)
PEACE_COST_CONCEDE_PROVINCE 1 Demand colonial area province concession.
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 Peace cost for forming a personal union
PEACE_COST_CONVERSION 1 scaled with countrysize for forced conversion in peace.
PEACE_COST_RELEASE 2 Peace cost for releasing an annexed country (also increases with nr of provinces)
PEACE_COST_CONCEDE 10 Base Peace cost for conceding defeat
PEACE_COST_GOLD_STEP 1 Peace Cost for 1 month of income
PEACE_COST_ANNUL 10 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_FORCE_MIGRATION 100.0
PEACE_COST_ENFORCE_REBEL_DEMANDS 50
PEACE_COST_END_RIVALRY 30
PEACE_COST_TAKE_MANDATE 50
MAX_PEACE_COST_TRIBUTARY_STATE 80
MAX_PEACE_COST_CANCEL_SUBJECT 100
MAX_PEACE_TREATY_PRESTIGE 100
MAX_PEACE_TREATY_AE 50
PEACE_COST_DEMAND_NON_OCCUPIED_PROVINCE_MULT 1.1
PEACE_COST_DEMAND_CAPITAL_MULT 1.2
PO_TRADE_POWER_AMOUNT 0.5 Transfer 50% of trade power on peace option
PO_HUMILIATE_PRESTIGE_HIT 20
PO_HUMILIATE_POWER_GAIN 100
MAX_ANNEX_SIZE 10000 (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
ALLY_AE_MULT 1.5 Taking things from allies that are not fully called into the war generates this much more AE
ANNEX_DIP_COST_PER_DEVELOPMENT 8 per development
DEFENDER_AE_MULT 0.75 (Infamy multiplied by this for defenders in peace treaties, unless the CB is "mutual" )
PO_REVOKE_REFORM_PRESTIGE 10
PO_REVOKE_REFORM_PEACE_COST 100
DIP_PORT_FEES 0.1
IMPROVE_RELATION_MAX 25
IMPROVE_RELATION_SPEED 1
STABHIT_FOR_BREAKING_ALLIANCE_IN_WAR 2
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_COOLDOWN_TIME 1 DIPLOMATIC ACTION COOLDOWN IN MONTHS
MIN_RELATIONS_TO_ALLY -25 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
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 Minimum trade power needed for a country that won a war to block privateer from the country that lost the war
MINIMUM_TRADE_POWER_SHARE_FOR_PRIVATEER_OPINION_HIT 0.1 Minimum share of total trade power in a node for a country to get an opinion hit towards the privateer.
MAX_NUMBER_OF_CB_ITEMS 15 Max number of country shields to display in Diplomacy View for CB
CB_ITEM_COUNTRY_SCORE_LIMIT 20 Any country below the score limit is relevant in the CB list in Diplomacy View
SPY_DISCOVERY_COOLDOWN_MONTHS 12 Can't make another spy action against a certain country within this many months of failing with another one.
DIPLOANNEX_LIBERTY_THRESHOLD 50 If a vassal has >= this much liberty desire, there will be zero diploannexation progress.
CELESTIAL_EMPIRE_DEFAULT_INFLUENCE 60 Starting value for Mandate value of a new Chinese Emperor.
CELESTIAL_EMPIRE_MODIFIER_THRESHOLD 50 Value of Mandate above which the positive Mandate Modifier is used instead of the negative one.
CELESTIAL_EMPIRE_MANDATE_PER_STABILITY 0.24 Yearly change of Mandate for each point of positive stability.
CELESTIAL_EMPIRE_MANDATE_PER_STATE_WITH_PROSPERITY 0.03 Yearly change of Mandate for each State with prosperity.
CELESTIAL_EMPIRE_MANDATE_PER_HUNDRED_DEVASTATION -10.0 Yearly change of Mandate for each hundred devastated development (scaled to devastation).
CELESTIAL_EMPIRE_MANDATE_PER_HUNDRED_TRIBUTARY_DEV 0.15 Yearly change of Mandate for each hundred development tributary state.
CELESTIAL_EMPIRE_MANDATE_PER_HUNDRED_NONTRIBUTARY_DEV 0.0 Yearly change of Mandate for each hundred development of neighboring states that are not the Emperor's tributaries.
CELESTIAL_EMPIRE_MANDATE_FROM_DEFENDING 5 How much Mandate is gained when successfully defending the Emperor title.
CELESTIAL_EMPIRE_MANDATE_PER_5_LOANS -0.36 Yearly change of Mandate for every 5 loans.
REMOVE_ELECTORATE_INFLUENCE_COST 10 The amount of IA Remove Electorate costs.
GRANT_ELECTORATE_INFLUENCE 0 The amount of AI Grant Electorate gives.
GRANT_FREECITY_INFLUENCE 0 The amount of IA Grant Free Gity gives.
REMOVE_FREECITY_INFLUENCE_COST 5 The amount of IA Grant Free Gity costs.
IMPERIAL_CITY_IA 0.005 Monthly per imperial free city
AGITATE_FOR_LIBERTY_DESIRE 25 Liberty Desire gained due to ongoing agitation.
AGITATE_FOR_LIBERTY_RATE 1 Monthly rate at which Liberty Desire rises towards the maximum during agitation, or otherwise falls towards zero.
STUDY_TECHNLOGY_CATEGORY_CAP 1 Max number of monarch points possible to gain in a category.
STUDY_TECHNOLOGY_MIN_TECHS_AHEAD 2 Target must be at least this number of techs ahead of you to get power
THREATEN_WAR_PRESTIGE 10 Prestige lost due to complying with Threaten War.
THREATEN_WAR_TRUCE_YEARS 5 Length of truce imposed by Threaten War.
THREATEN_WAR_ALLIANCE_OFFSET 1.5 If relative alliance strength is above this threshold, start applying gradient.
THREATEN_WAR_ALLIANCE_GRADIENT 20 Relative alliance strength to acceptance value, capped at +100.
THREATEN_WAR_COALITION_GRADIENT -50 Relative coalition strength to acceptance value, capped at -1000.
BREAK_ALLIANCE_STRENGTH_OFFSET 2 If relative alliance strength is above this threshold start applying gradient.
BREAK_ALLIANCE_STRENGTH_GRADIENT 25 Relative alliance strength to acceptance value capped at +100.
BREAK_ALLIANCE_DISTANCE_FACTOR -0.15 AI acceptance factor depending on distance.
BREAK_ALLIANCE_WAREXHAUST_FACTOR 2 AI acceptance scoring depending on war exhaustion.
BREAK_ALLIANCE_DEBT_FACTOR 0.5 AI acceptance scoring depending on debt:income ratio.
BREAK_ALLIANCE_PENALTY_MONTHS 120 Break Alliance causes resentment for this many months.
BREAK_ALLIANCE_PENALTY_SCALER -0.85 Break Alliance resentment is scaled by this value but is capped at -100.
BREAK_ALLIANCE_DIPLOREP_FACTOR 3 AI acceptance factor per diplomatic reputation.
ABANDON_UNION_PRESTIGE -25 The change in prestige for the overlord when abandoning a personal union.
PAY_SUBJECT_DEBT_LIBERTY_DESIRE_REDUCTION 5 Amount of liberty desire the subject loses per paid loan.
NUM_OF_GREAT_POWERS 8 The number of ordinary (i.e. non-leaving) Great Powers if RightsOfManDLC is enabled.
LEAVING_GREAT_POWER_YEARS 5 The number of years a Great Power can remain after being removed from the top (8).
GREAT_POWER_SUBJECT_CONTRIBUTION 0.5 Share of subjects' development that will count towards overlord's Great Power score.
FORCE_BREAK_ALLIANCE_TRUCE_YEARS 10 Length of truce imposed by Break Alliance.
FORCE_END_RIVALRY_YEARS 15 Years until you can re-add a Rival after being forced to remove them by peace treaty.
TRIBUTE_BASE_CASH 0.125 Tributary State: Part of yearly income given in tribute.
TRIBUTE_BASE_ADM 0.03 Tributary State: Part Adm tribute multiplied by total development.
TRIBUTE_BASE_DIP 0.03 Tributary State: Part Dip tribute multiplied by total development.
TRIBUTE_BASE_MIL 0.03 Tributary State: Base Mil tribute multiplied by total development.
TRIBUTE_MAX_MONARCH_POWER 12.0 Tributary State: Max Adm/Dip/Mil per Tributary.
TRIBUTE_BASE_MANPOWER 0.25 Tributary State: Part of yearly manpower given in tribute.
TRIBUTE_SENT_TRUST 1 Tributary State: Bilateral Trust if tribute sent.
TRIBUTE_REFUSED_TRUST -15 Tributary State: Trust hit if no tribute sent.
DECLINED_TRIBUTARY_TRUST -15 Tributary State: Trust hit if declining or cancelling a Tributary relation as subject.
TRIBUTARY_OVERLORD_LOW_TRUST 30 Tributary State: If Tributary Overlord's trust falls below this bad things happen.
REFUSED_CALL_FROM_TRIBUTARY_MANDATE_LOSS 10 Mandate lost when Celestial Emperor refuses CtA from a tributary subject.
AUTODIPLO_TARGET_NEIGHBOURS_HOPELESS_LIMIT -150 Limit at which automatic diplomats won't even try to improve relations.
AUTODIPLO_TARGET_NEIGHBOURS_IMPROVECAP 80 Automated diplomats will skip an otherwise country if relations with them have already been improved by this much.
AUTODIPLO_TARGET_SUBJECTS_HOPELESS_LIMIT -200
AUTODIPLO_TARGET_SUBJECTS_IMPROVECAP 160
AUTODIPLO_TARGET_COALITION_HOPELESS_LIMIT -100
AUTODIPLO_TARGET_COALITION_IMPROVECAP 80
AUTODIPLO_TARGET_ALLIES_HOPELESS_LIMIT -75
AUTODIPLO_TARGET_ALLIES_IMPROVECAP 80
AUTODIPLO_TARGET_THREATS_HOPELESS_LIMIT -100
AUTODIPLO_TARGET_THREATS_IMPROVECAP 80

NCountry[edit]

Define Default Notes
EXPLOIT_ADM_INCOME 60 months of income
EXPLOIT_DIP_SAILORS 6
EXPLOIT_MIL_MANPOWER 6
EXPLOIT_COOLDOWN_MONTHS 240
SIBERIAN_FRONTIER_DAILY_BASE 5 monthly..
SIBERIAN_FRONTIER_DAILY_RANGE 11
CONTRIBUTE_TO_CAPITAL_MIN_DEV_RATIO 0.5 Overlord's development times this value must be smaller than Subject's development.
FORCE_SEPPUKU_POWER_MULTIPLIER 5 Times victim's stats
SHOGUN_INTERACTIONS_DURATION 10 Years
SHOGUN_INTERACTIONS_LEGITIMACY -20
GOLDEN_ERA_YEARS 50
SPLENDOR_ABILITY_COST 800
PROSPERITY_MONTHLY_DECLINE -2 monthly tick
PROSPERITY_INCREASE_SIZE 1 if diceroll of d20< monarch stat while possible to increase
CORRUPTION_FROM_BANNERS 5
MONARCH_MIN_SKILL 0 Probably bad idea to reduce this.
MONARCH_MAX_SKILL 6 Monarch skills will be chosen between MONARCH_MIN_SKILL and MONARCH_MAX_SKILL.
ELECTIVE_LOCAL_MONARCH_MIN_BONUS 0 The minimum change that is applied to non-foreign heirs in elective monarchy.
ELECTIVE_LOCAL_MONARCH_MAX_BONUS 1 The maximum change that is applied to non-foreign heirs in elective monarchy.
ELECTIVE_FOREIGN_MONARCH_MIN_BONUS 0 The minimum change that is applied to foreign heirs in elective monarchy.
ELECTIVE_FOREIGN_MONARCH_MAX_BONUS 0 The maximum change that is applied to foreign heirs in elective monarchy.
ABDICATE_LEGITIMACY_THRESHOLD 50
ABDICATE_AGE_THRESHOLD 60
ABDICATE_RULING_LENGTH_THRESHOLD 20
ABDICATE_LEGITIMACY_HIT -20
ABDICATE_PRESTIGE_HIT -50
DISINHERIT_PRESTIGE_HIT -50
DISINHERIT_PRESTIGE_THRESHOLD 0
INSTITUTION_BONUS_FROM_IMP_DEVELOPMENT 5
INSTITUTION_CAP_IMP_DEVELOPMENT 10
INSTITUTION_BASE_IMP_DEVELOPMENT 30
EMBRACE_INSTITUTION_COST 2.5 2.5 per development (autonomy modified)
MAXIMUM_CONDOTTIERI 20 Base number of units you can rent out
CORRUPTION_COST 0.05 cost for monthly combat per development
STATE_MAINTENANCE_DEV_FACTOR 0.007 per dev
STATE_MAINTENANCE_DISTANCE_FACTOR 0.001 distance
STATE_MAINTENANCE_CONTINENT_FACTOR 0.25 different continent
STATE_MAINTENANCE_CULTURE_FACTOR 0.25 non accepted culture
ALLOW_ZERO_BASE_VALUES 0 Affects base tax base manpower and base production.
ALLOW_ESTATE_AND_PARLIAMENT_SEAT_IN_PROVINCE 0 Whether or not a province can have both an estate and a parliament seat.
ALLOW_ESTATE_IN_CAPITAL 0 Whether or not the capital can be assigned to an estate.
NOMAD_DEVELOPMENT_SCALE 600
OVERSEAS_CLIENT_STATES 0 Allow overseas client states?
ESTATE_ANGRY_THRESHOLD 40
ESTATE_HAPPY_THRESHOLD 60
ESTATE_LOYALTY_DECAY_BASE_MIN 1.0 Loyalty change per year at middle level.
ESTATE_LOYALTY_DECAY_BASE_MAX 2.0 Loyalty change per year at most extreme levels.
ESTATE_INFLUENCE_LEVEL_1 20
ESTATE_INFLUENCE_LEVEL_2 40
ESTATE_INFLUENCE_LEVEL_3 60
ESTATE_PROVINCE_HAPPINESS_INCREASE 1.0 Per % of relative development granted to the estate.
ESTATE_PROVINCE_HAPPINESS_DECREASE 2.0 Per % of relative development revoked from the estate.
ESTATE_PROVINCE_HAPPINESS_CHANGE_MAX_POS 20 Loyalty cannot change more than this from a single province add.
ESTATE_PROVINCE_HAPPINESS_CHANGE_MAX_NEG 30 Loyalty cannot change more than this from a single province revoke.
ESTATE_PROVINCE_POWER 1.5 Per % of non overseas development in the country they manage.
ESTATE_PROVINCE_POWER_MAX 40
ESTATE_DANGER_THRESHOLD 80 Estates with more influence than this become a danger to the state.
ESTATE_GRANT_PROVINCE_COOLDOWN 1 A province cannot be revoked for this amount of years after being granted to an estate.
ESTATE_LACK_OF_TERRITORY_EFFECT -0.25 Monthly loyalty loss from having too little territory.
CULTURAL_UNION_MIN_DEV 1000 Minimum development to get cultural union effect without Common Sense or if CULTURAL_UNION_MIN_RANK is set to negative value.
CULTURAL_UNION_MIN_RANK 3 Minimum rank to get cultural union effect with Common Sense.
PRIMARY_NATION_BLOCK_CONVERT_CULTURE 0 Does primary nation of a tag existing block converting culture?
MIN_DEV_FOR_FREE_CITY 10 Capital must have at least this much development to be a free city.
MAX_PROVINCES_FOR_FREE_CITY 1 A free city cannot have more provinces than this.
HRE_RANK 3 Emperor of the HRE is displayed as this rank (for ruler title only).
HRE_MAX_RANK 1 for members
HRE_MAX_RANK_ELECTOR 2 for electors
PRESTIGE_GAIN_FOR_GOV_RANK_2 10 Prestige gained on upgrading to government rank 2.
PRESTIGE_GAIN_FOR_GOV_RANK_3 25 Prestige gained on upgrading to government rank 3.
MIN_PRESTIGE_FOR_GOV_RANK_2 50 Required prestige to to upgrade to government rank 2.
MIN_PRESTIGE_FOR_GOV_RANK_3 75 Required prestige to to upgrade to government rank 3.
MIN_DEVELOPMENT_FOR_GOV_RANK_2 300 Need at least this much development to upgrade to government rank 2.
MIN_DEVELOPMENT_FOR_GOV_RANK_3 1000 Need at least this much development to upgrade to government rank 3.
PRESTIGE_GAIN_FOR_GOV_RANK_X 25 Prestige gained on upgrading to government rank above 3.
MIN_PRESTIGE_FOR_GOV_RANK_X 75 Required prestige to to upgrade to government above 3.
ADDITIONAL_MIN_DEVELOPMENT_FOR_GOV_RANK_X 500 ADDITIONAL development needed to upgrade to government rank above 3.
MAX_GOV_RANK 3 Max possible is 10.
PARLIAMENT_BACKING_PERCENTAGE 25 Average percent of seats backing an issue (0-100).
PARLIAMENT_ISSUE_DURATION 10 in years
PARLIAMENT_DEBATE_DURATION 5 in years
NUM_PARLIAMENT_ISSUES 5
PARLIAMENT_PRESTIGE_HIT -20 Penalty if failed debate.
PARLIAMENT_CHANCE_OF_DECISION 10 % Chance debate is ended after PARLIAMENT_DEBATE_DURATION.
ALLOW_FEMALE_GENERALS 0
FEMALE_ADVISOR_CHANCE 2 If Women in History is enabled chance of an advisor (or general if permitted) spawning as female.
MAX_IDEA_GROUPS_FROM_SAME_CATEGORY 0.5
RANDOM_LUCKY_BASE_WEIGHT 100 Base weight given to each nation when rolling for random lucky.
RANDOM_LUCKY_DEVELOPMENT_WEIGHT 0.4 Extra weight given for each base development 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).
PLAYER_CAN_MOVE_FIXED_CAPITAL 1 Controls whether player can move capital even if capital is fixed.
EXPLORE_COAST_EVENT_CHANCE 2 Chance (in %) of getting an event when exploring coasts.
MIN_TECH_FOR_CIRCUMNAVIGATE 9 Must have this level of dip tech to circumnavigate the globe.
CIRCUMNAVIGATION_PROVINCE_1 1468 Provinces for circumnavigation (Coast of Gambia).
CIRCUMNAVIGATION_PROVINCE_2 1539 Provinces for circumnavigation (Magellan strait).
CIRCUMNAVIGATION_PROVINCE_3 1697 Provinces for circumnavigation (Hawaii sea).
CIRCUMNAVIGATION_PROVINCE_4 1398 Provinces for circumnavigation (Hawaii sea).
CIRCUMNAVIGATION_PROVINCE_5 1446 Provinces for circumnavigation (Hawaii sea).
CIRCUMNAVIGATION_PROVINCE_6 1460 Provinces for circumnavigation (Cape of Good Hope).
MIN_DEV_FOR_OLD_GREAT_POWER 100 Countries with less development than this cannot be considered Great Powers.
SUPPORT_OWN_HEIR_PRESTIGE_COST 10
SUPPORT_OWN_HEIR_SUPPORT_BONUS 5
ELECTIVE_HEIR_CLAIM_STRENGTH 80
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
VICTORY_CARD_DECAY_MONTHS 120 Months to lose all score.
VICTORY_CARD_INCREASE_MONTHS 120 Months to gain all score.
VICTORY_CARD_START_YEAR 1450 First year for victory card.
VICTORY_CARD_START_OFFSET 100 How long until next level of victory card given.
VICTORY_CARD_BONUS_SCORE 1000 Score given per level.
COUNTRIES_GETTING_SCORE 10
LAND_FORCELIMIT_EXTRA_COST_FACTOR 2 Extra expense for being above forcelimit.
NAVAL_FORCELIMIT_EXTRA_COST_FACTOR 2 Extra expense for being above forcelimit.
REPUBLICAN_TRADITION_YEARLY_INCREASE 1 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 0.005 Yearly increase in price in percent.
SCRIPTED_ADVISOR_DISCOUNT 0.5 Multiplier on cost for advisors scripted with discount.
MINIMUM_ADVISOR_DURATION 10
MINIMUM_ADVISOR_DURATION_CHANCE_VALUE 15 Higher value here gives lower daily death chance after MINIMUM_ADVISOR_DURATION.
ADVISOR_CUT_OFF_AGE 30
MAXIMUM_ADVISOR_SKILL 5 Maximum advisor skill reachable through promotion.
PROMOTE_COST_MONTHS_ADVISOR_SALARY 60.0 Promote advisor cost in monthly salaries.
CULTURE_LOSS_THRESHOLD 0.10
CULTURE_GAIN_THRESHOLD 0.20
CULTURE_COST_DIFF_ORIGINAL -50 Difference in cost in percent to convert to original culture.
CULTURE_COST_DIFF_ADJACENT -25 Difference in cost in percent to convert to adjacent culture.
CULTURE_COST_DIFF_PRIMARY 0 Difference in cost in percent to convert to primary culture.
MONARCH_DEATH_STABILITY_PENALTY 1 Stab hit on monarch death.
MONARCH_DEATH_LEADER_STABILITY_PENALTY 1 Stab hit on monarch death when a leader.
MONARCH_DEATH 4
HEIR_DEATH 1 (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.
NAT_FOCUS_YEARS_RANK 5 How many years are removed from nat focus cooldown per gov rank .above 1
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.
CONVERSION_COOLDOWN_SECONDARY 120 Months before you can convert secondary religion again.
MERCHANT_REPUBLIC_SIZE_LIMIT 20
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_BUY_RELIGIOUS_REFORM 0
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_ASSAULT 5
PS_ARTILLERY_BARRAGE 50
PS_FORCE_MARCH 2
PS_DEMAND_NON_WARGOAL_PROVINCE 50
PS_DEMAND_NON_WARGOAL_PEACE 3
PS_DEMAND_NON_WARGOAL_PEACE_PRIMITIVES 0
PS_MAKE_PROVINCE_CORE 10
PS_REDUCE_INFLATION 75
PS_PROMOTE_MERCANTILISM 100
PS_MOVE_CAPITAL 200
PS_MOVE_CAPITAL_EXTRA 50 Per 100 country development.
PS_MOVE_TRADE_PORT 200
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 10
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 200 Max cost for harsh treatment (scales to revolt size).
PS_HARSH_TREATMENT_REDUCE 30
PS_GARRISON_SORTIES 10
PS_REDUCE_WAREXHAUSTION 75
PS_FACTION_BOOST 10
PS_RAISE_TARIFFS 50
PS_LOWER_TARIFFS 25
PS_RAISE_WAR_TAXES 50
PS_WAR_TAXES_LIMIT_MIN 0 Minimum value for the cost of war taxes.
PS_CREATE_TRADE_POST 50
PS_IMPROVE_PROVINCE_BASE 50
PS_IMPROVE_PROVINCE_MUL 0
PS_IMPROVE_PROVINCE_CAPITAL_DISCOUNT 0.05
PS_SET_PRIMARY_CULTURE 100
PS_ADD_ACCEPTED_CULTURE 100
PS_REMOVE_ACCEPTED_CULTURE 10
PS_REMOVE_ACCEPTED_CULTURE_UNREST_DURATION 5
PS_STRENGTHEN_GOVERNMENT 100
PS_BOOST_MILITARIZATION 50
PS_ESTABLISH_SIBERIAN_FRONTIER 20
STRENGTHEN_GOVERNMENT_LEGITIMACY 10
STRENGTHEN_GOVERNMENT_REPUBLICAN_TRADITION 3
STRENGTHEN_GOVERNMENT_HORDE_UNITY 10
STRENGTHEN_GOVERNMENT_DEVOTION 10
STRENGTHEN_GOVERNMENT_MERITOCRACY 10
MIL_SOCIETY_BOOST_SIZE 10
CORE_COLONY 0.5 Multiplied with development colonized by country or overseas.
CORE_OVERSEAS 0.5 Multiplied with development colonized by country or overseas.
CORE_SAME_REGION 0.25 Multiplied with development for colonial nations.
CORE_SAME_CONTINENT 0.75 Multiplied with development for colonial nations.
CORE_HAD_CLAIM 0.1 Impacts MODIFIER_CORE_CREATION.
CORE_HAD_PERMANENT_CLAIM 0.25 Impacts MODIFIER_CORE_CREATION.
FACTION_BOOST_SIZE 10
WAREXHAUSTION_REDUCTION 2
HARSH_TREATMENT_IN_MONTHS 180
RECENT_UPRISING_IN_MONTHS 120
UNREST_REVOLT_FACTOR 0.5 How much does each point of unrest contribute to chance of revolt uprising increasing (base).
UPRISING_INCREASE 10 Number of percent that the progress increases.
PROMOTE_MERCANTILISM_INCREASE 1
DISHONOURED_ALLIANCE_DURATION 1800
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.
FORM_MARRIAGE_HIGHER_PRESTIGE -2 Legitimacy Change when forming a royal marriage while having more Prestige than the other country.
FORM_MARRIAGE_HIGHER_LEGITIMACY -3 Legitimacy Change when forming a royal marriage while having more legitimacy than the other country.
ANNEX_OR_INTEGRATE_PRESTIGE 5.0 Prestige gain on diplomatic annex or integrate.
PROVINCE_DISCOVERY_PRESTIGE 0.1 Prestige change when first in tech group to discover first province in a region.
PROVINCE_DISCOVERY_YEARS_TECHNOLOGY 50 Years until discoveries spread within technology group.
PROVINCE_DISCOVERY_YEARS_RELIGION 100 Years until discoveries spread with religion.
START_YEARLY_INFLATION 0.0
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
NEIGHBOURBONUS_CAP -0.75
NEIGHBOURBONUS_CORRUPTION 0.0
LAGGINGTECH_CORRUPTION 0.1 Corruption increase/year. Multiplied by (highest - lowest) tech level.
LAGGINGTECH_CORRUPTION_MAX 0.5 Max increase/year.
POPULATION_GROWTH 0.03 Base population growth.
COLONIAL_GROWTH_PENALTY 100 Growth penalty for low colonial maintenance.
MAX_NATIONALISM 10
YEARS_OF_NATIONALISM 30 Years of separatism.
YEARS_UNTIL_BROKEN 2 Years until rebel held capital results in broken country.
BASE_HEIR_BIRTH 120
AGE_OF_ADULTHOOD 15
MAX_QUEEN_AGE 35 You can't get a queen/prince older than this.
MAX_EXTRA_PERSONALITIES 2 Number of personalities that can be gained except the one you get when turning 15.
FIRST_EXTRA_PERSONALITY 10 Number of years after inauguration that first extra personality is gained.
YEARS_PER_EXTRA_PERSONALITY 15 Number of years between new personalities after first one.
INITIAL_REGULAR_COLONY 10
REGULAR_COLONY_GROWTH 25
COLONIAL_CLAIM_BONUS 10
COLONIAL_CLAIM_VIOLATION -20
COLONY_VIOLAION_PAPAL_INFLUENCE_COST -10
COLONIAL_NATION_GROWTH_IMPACT 1 Colonies of colonial nations grow slower if desired.
OVEREXTENSION_FACTOR 1.0
OVEREXTENSION_OVERSEAS_FACTOR 0.5 Modifier to overextension from overseas provinces.
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 Maximum amount of months it will take to core a province after all modifiers.
MONTHS_TO_CORE_MINIMUM 6 Minimum amount of months it will take to core a province after all modifiers.
MONTHS_TO_CORE 36 How many months it will take to core a province.
MONTHS_TO_CHANGE_CULTURE 10 How many months it will take to change culture in a province per development.
RELEASED_NATION_ARMY_SIZE 0.5 Newly released nations get an army of this size.
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_DEVELOPMENT_MULTIPLIER 0.3 Multiplied with the province's development.
REVOLT_SIZE_BASE 4
REVOLT_TECH_IMPACT 0.03 % 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 0.05 Increase on each boost.
TARIFF_LIBERTY_INCREASE 1.0 Liberty increase for each % tariffs.
TARIFF_DECREASE_STEP -0.05 Decrease on each boost.
HIGH_LIBERTY_DESIRE 50 Limit for when a subject starts getting rebellious from liberty desire (also used for alert).
MONTHLY_LIBERTY_DECREASE 0.1 How much temporary liberty desire changes each month (towards 0 point).
LIBERTY_DESIRE_ENFORCE_PEACE 0.1 Liberty desire from Enforce Peace in vassal wars.
LIBERTY_DESIRE_WAR_EXHAUSTION 1 Liberty desire from overlord's war exhaustion (per WE).
LIBERTY_DESIRE_MERCANTILISM 0.25 Liberty desire from overlord's mercantilism (per Merc).
LIBERTY_DESIRE_RELATIVE_POWER 75 Liberty desire from relative power to liege.
LIBERTY_DESIRE_ADM_EFFICIENCY 0.2 Liberty desire per point of admistrative efficiency (colonies only).
LIBERTY_DESIRE_DIPLO_TECH 5 Liberty desire per point of diplo tech more than overlord.
LIBERTY_DESIRE_HISTORICAL_FRIEND -50 Liberty desire from being historical friends.
LIBERTY_DESIRE_HISTORICAL_RIVAL 50 Liberty desire from being historical rivals.
LIBERTY_DESIRE_TRUST -0.4 Liberty desire from trust.
LIBERTY_DESIRE_POSITIVE_OPINION -0.1 Liberty desire from positive opinion.
LIBERTY_DESIRE_NEGATIVE_OPINION 0.2 Liberty desire from negative opinion.
LIBERTY_DESIRE_ANNEXATION 0 Liberty desire from being annexed.
LIBERTY_DESIRE_DIPLOMATIC_REPUTATION -3 Liberty desire from diplomatic reputation.
LIBERTY_DESIRE_GREAT_POWER_VASSAL 50 Liberty desire from vassal having more than 300 development.
LIBERTY_DESIRE_HORDE 10 Liberty desire from vassal being a horde.
LIBERTY_DESIRE_ROYAL_MARRIAGE -5 Liberty desire from having RM with overlord.
LIBERTY_DESIRE_SCUTAGE_OFF 25 Liberty desire from turning off scutage.
LIBERTY_DESIRE_DEVELOPED_IN_SUBJECT -5 Liberty desire decrease from overlord developing province in subject.
LOST_INDEPENDANCE_WAR_LIBERTY_DESIRE -50 How much liberty desire is decreased when an independence 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.
OVERSEAS_DISTANCE 150 Provinces beyond this distance to capital are distant overseas.
TRADE_LEAGUE_TECH_LIMIT 2 Tech limit for joining a trade league.
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 50 If republican tradition is lower than this on death of ruler dictatorship turns into monarchy.
DICTATORSHIP_TRADITION_FOR_REPUBLIC 50 If republican tradition is this or higher on death of ruler dictatorship turns into republic.
REVOLUTION_TARGET_SCORE_BOOST 0.5
MIN_SHIPS_TO_EXPLORE 3
BESTOW_GIFTS_FRACTION 0.5 As share of target's yearly income.
SEND_ADDITIONAL_TROOPS_FRACTION 2 As share of target's yearly growth.
DEMAND_ARTIFACTS_PRESTIGE 5
DEMAND_ADDITIONAL_TRIBUTE_FRACTION 0.25 As share of target's yearly income.
PLACATE_RULERS_PRESTIGE -20
PLACATE_RULERS_LIBERTY -10
RELATIVE_ON_THRONE_LIBERTY 10
RELATIVE_ON_THRONE_NOT_REGENCY_LIBERTY 25
ENFORCE_RELIGION_LIBERTY_THRESHOLD 50
ENFORCE_CULTURE_LIBERTY 25
ENFORCE_CULTURE_LIBERTY_THRESHOLD 50
ENFORCE_CULTURE_TAX_MULTIPLIER 2
SIPHON_INCOME_FRACTION 0.5
SIPHON_INCOME_LIBERTY 10
DIVERT_TRADE_FRACTION 1
RETURN_LAND_LIBERTY_MULTIPLIER 2.5
SEIZE_TERRITORY_LIBERTY_MULTIPLIER 5
SEIZE_TERRITORY_LIBERTY_THRESHOLD 50
GRANT_PROVINCE_LIBERTY_MULTIPLIER 0.5
REPLACE_GOVERNOR_LIBERTY 10
REPLACE_GOVERNOR_LIBERTY_THRESHOLD 50
REPLACE_GOVERNOR_DELAY 12
SEND_SUBSIDIES_MANPOWER_FRACTION 0.1
SUPPORT_LOYALISTS_EXPENSE_MULTIPLIER 0.1
SEND_OFFICERS_MAINTENANCE_MULTIPLIER 0.33
EMBARGO_RIVALS_LIBERTY 5
SUPPORT_LOYALISTS_LIBERTY -20
SEND_OFFICERS_LIBERTY -10
DIVERT_TRADE_LIBERTY 30
PROMOTE_INVESTMENTS_TRADEPOWER 0.5
PROMOTE_INVESTMENTS_INFLATION 0.03
SCUTAGE_TAX_FRACTION 0.5
RAZE_UNREST_DURATION 10 Years of unrest. Also used for duration of neg. opinion modifier for previous owner.
RAZE_PROVINCE_DEVELOPMENT_DECREASE 0.33
RAZE_PROVINCE_POWER_PER_DEVELOPMENT 25.0
RAZE_TECH_BASE_LEVEL 3
RAZE_TECH_POWER_DECREASE 0.04 Per military tech above base level.
RAZE_TECH_POWER_DECREASE_MAX 0.2
RAZE_PROVINCE_COOLDOWN_YRS 20
RAZE_PROVINCE_CONQUERED_TIME_LIMIT_MONTHS 6
HORDE_UNITY_PER_LOOT 0.25 Horde unity gained per ducat looted.
HORDE_UNITY_PER_RAZE 0.5 Horde unity gained per development level razed.
NATIVE_UPRISING_COOLDOWN_MONTHS 12
NATIVE_UPRISING_CHANCE_PER_AGGRESSIVENESS 1.0
MIN_POPULATION_FOR_TRADEGOOD_ASSIGNMENT 400
DEBT_LIMIT_ADM -100 This is how far you can go into debt on ADM for actions that allow spending power you don't have.
DEBT_LIMIT_DIP -999 This is how far you can go into debt on DIP for actions that allow spending power you don't have.
DEBT_LIMIT_MIL -100 This is how far you can go into debt on MIL for actions that allow spending power you don't have.
MAX_FERVOR 100.0
BREAK_ALLIANCE_PRESTIGE_LOSS 10.0 This is the amount of Prestige you lose if someone declines your Break Alliance demand.
BREAK_ALLIANCE_TRUST_COST 5 This is the amount of trust the target of Break Alliance attempt loses with you.
NEW_HEIR_QUEEN_CHANCE 100 Chance to get a Queen when an Heir is created.
ROYAL_MARRIAGE_QUEEN_CHANCE 50 Chance to get a Queen when you enter a royal marriage.
CONSORT_TAKEOVER_LEGITIMACY_HIT -25 Legitimacy change when Consort-Regent assumes power for being the only one left.
NAVAL_ATTRITION_ALERT_ATTRITION 5 The value in % a ship has to have in attrition for the alert to pop up.
NAVAL_ATTRITION_ALERT_HULL 50 The value in % a ship's hull has to be down to for the alert to pop up.
BREAK_TRIBUTARY_STABILITY_PENALTY -1 Stability penalty when break Tributary.
MAX_ARMY_PROFESSIONALISM 1.0
LOW_ARMY_PROFESSIONALISM_MIN_RANGE 0.0
LOW_ARMY_PROFESSIONALISM_MAX_RANGE 0.5
HIGH_ARMY_PROFESSIONALISM_MIN_RANGE 0.0
HIGH_ARMY_PROFESSIONALISM_MAX_RANGE 1.0
ARMY_PROFESSIONALISM_PER_AGE 0.2
TRADING_POLICY_COOLDOWN_MONTHS 12 Cooldown until you can change Trading Policy after selecting.

NEconomy[edit]

Define Default Notes
EDICTS_COST_INCREASE 2.0 % increase on state maintenance.
EDICTS_DURATION_MONTHS 12 Months lasting at least.
DEBASE_MAX_STORED_MONTHS 60 Debase currency stores up to this many months of charges.
DEBASE_MONTHS_PER_CHARGE 12 Amount of months used for one debase charge.
DEBASE_MAX_CORRUPTION 90 Above this level of corruption you won't be able to Debase Currency.
DEBASE_ADDED_CORRUPTION 2 This amount of corruption added per standard sized bank loan worth of currency.
GOLD_MINE_SIZE 40 Base income from gold mines.
GOLD_MINE_DEPLETION_THRESHOLD 1 Gold mines above production level or above can be depleted.
GOLD_MINE_DEPLETION_CHANCE 0.1 Chance of gold mine being depleted (yearly per production above threshold) .
GOLD_MINE_SIZE_PRIMITIVES 4 Gold income for very slow techgroups.
TRADE_POWER_HOME_BONUS 0.1
TRADE_POWER_HOME_BONUS_MAX 1
AUTONOMY_AT_DIPLO_ANNEX 60 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 Colonial cores 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 0.01 % each tech increases it.
ADVISOR_COST 1.0 Advisor cost modifier.
GOLD_INFLATION_THRESHOLD 0.0
GOLD_INFLATION 0.5
TREASURE_FLEET_INFLATION 0.5
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 5
BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD 5 Bankruptcy will destroy building that have been build in the latest X amount of years. Set to zero to disable the destruction mechanic.
BANKRUPTCY_PROVINCE_DEVASTATION_GAIN 10 Devastation gained in country provinces after declaring bankrutcy.
WARTAXES_DURATION 2
MINIMUM_INTERESTS 0.25
BASE_INTERESTS 4.0 Base interest.
LAND_MAINTENANCE_FACTOR 0.25
HEAVY_SHIP_MAINT_FACTOR 0.10
LIGHT_SHIP_MAINT_FACTOR 0.03
GALLEY_MAINT_FACTOR 0.04
TRANSPORT_MAINT_FACTOR 0.04
COLONIAL_MAINTENANCE_FACTOR 8.0
MISSIONARY_MAINTENANCE_FACTOR 5
MERCHANT_TIME_DISTANCE 0.25
MERCHANT_CHANCE 0.35
MERCHANT_COMPETE 0.5
MAX_PROVINCE_SELL_PRICE 100
COLONIST_DISTANCE_DIVISOR 1000
COLONIST_TIME 0.3
COLONIST_CHANCE 0.05
MISSIONARY_TIME_BASE 1000
MISSIONARY_TIME_DISTANCE 0.2
TRADE_WIND_STRENGTH 0.5
MERCHANT_COMPETE_PERCENT_OWNED_BASE 0.25
TRADED_FRACTION_FOR_BONUS 0.20
OPEN_SEA_MODIFIER 1.7
COASTAL_MODIFIER 1.0
TRADE_CAPITAL_POWER 5.0
MERCHANT_SPEED 20.0
MERCHANT_MAX_POWER_BONUS 2.0
TRADE_SHIP_MAX_DAYS_IN_PORT 5.0
TRADE_SHIP_ORG_LIMIT 0.5
TRADE_NON_CAPITAL_OFFICE -0.50
TRADE_MERCHANT_PRESENT 0.1 Bonus on income if trade present.
EMBARGO_BASE_EFFICIENCY 0.5
EMBARGO_MERCANTILISM_EFFICIENCY 50 Percentage added to embargo efficiency modifier scaled by mercantilism.
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?
PIRATES_TRADE_POWER_FACTOR 1.5
PIRATES_MONOPOLY_BONUS 1 Factor of monopolization of node added to privateer power efficiency.
TRADE_COMPANY_CONTROL_LIMIT 0.6
TRADE_COMPANY_DAYS_TO_SWAP_LEADER 30
TRADE_COMPANY_STRONG_LIMIT 0.51
TRADE_COMPANY_COOLDOWN 60
LARGE_COLONIAL_NATION_LIMIT 10
PRIVATEER_INCOME_COLLECTION_EFF 0.5
MIN_ARMY_MAINTENANCE 0.1
MIN_NAVY_MAINTENANCE 0.1
CARAVAN_FACTOR 3.0 Development is divided by this factor do not set to zero!
CARAVAN_POWER_MAX 50
CARAVAN_POWER_MIN 2
MAX_BUILDING_SLOTS 12 Maximum number of buildings slots i.e. max buildings possible.
MAX_LD_FOR_CONSTRUCT_IN_SUBJECT 50 Maximum liberty desire at which an overlord can recruit regiments and build ships in a subject's glorious lands.
CONSTRUCT_IN_SUBJECT_TIME_MULTIPLIER 1.25

NMilitary[edit]

Define Default Notes
SLACKEN_AP_DROP 0.05
SLACKEN_MANPOWER_INCREASE 2.0
ARMY_DRILL_YEARLY_DECAY -2.5 Loss from not Drilling.
ARMY_DRILL_YEARLY_GAIN 10.0 Gain from Drilling.
ARMY_DRILL_MAX 100.0
ARMY_DRILL_MAX_MORALE 0.5
ARMY_DRILL_SKILL_MONTHS 120 The average number of months until you get a skill increase if drilling 100% of forcelimit. Set to 0 to disable.
COSSACKS_SHOCK_DAMAGE_BONUS 0.1
STRELTSY_FIRE_DAMAGE_BONUS 0.1
MAX_SAILOR_LACK_ATTRITION 1
SAILOR_MAINTAINANCE 0.02 Of build cost.
BANNER_DISCIPLINE_BONUS 0.1
BANNER_AGE_MULTIPLIER 0.50
FORT_DEVASTATION_IMPACT -10 Multiplied by fortlevel/max fortlevel in area per year.
REVANCHISM_DEVASTATION_IMPACT -0.02 100 revanchism is -2 a year.
SURRENDER_DEVASTATION_IMPACT -3.4
DEVASTATION_DEVELOPMENT_SCALE 5
PARTICIPATION_SCORE_BLOCKADE 0.001 Per development & ship once each month.
PARTICIPATION_SCORE_BATTLE 0.03 Per regiment or ship engaged in battle.
PARTICIPATION_SCORE_SIEGE 0.01 Per regiment engaged in sieges that are able to progress.
PARTICIPATION_SCORE_OVERSEAS_MULT 0.25 How much less participation do you get if fighting overseas from war leader?
PARTICIPATION_SCORE_MERC_MULT 0.5 How much less participation do you get from mercs?
PARTICIPATION_SCORE_UNFORTIFIED_MULT 0.1 How much less participation do you get from besieging unfortified provinces?
FORT_PER_DEV_RATIO 50 1 non-obsolete maintained fort per this amount of development = +1 AT.
MOVE_LOCK_PERCENTAGE 0.5 Unit movement is locked after this percentage of progress.
REGULAR_LEADER_POWER 1 Used for generals & admirals (affects total pips).
EXPLORER_LEADER_POWER 0.8 Used for conquistadors & explorers (affects total pips).
BASE_MP_TO_MANPOWER 0.25 250 men per manpower.
SIEGE_ATTRITION 1
SIEGE_DISEASE_IMPACT 0.05 Fraction of besieging soldiers lost in a disease outbreak.
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 11
SIEGE_MEMORY_SCALED 0.5 Per fort level.
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
SIEGE_FORCE_NEEDED_MULTIPLIER 3 Times garrison to be able to siege.
MAX_BREACH 3
ASSAULT_WIDTH_LIMIT 5 How many times the garrison size that can effectively assault at the same time.
ASSAULT_ATTACKER_LOSS 1.0
ASSAULT_DEFENDER_LOSS 0.05
ASSAULT_DICE_MODIFIER 5
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_SAILORS_COST 200 1 = 1 men in cost.
LIGHT_SHIP_SAILORS_COST 50 1 = 1 men in cost.
GALLEY_SHIP_SAILORS_COST 100 1 = 1 men in cost.
TRANSPORT_SHIP_SAILORS_COST 50 1 = 1 men in cost.
MAX_MANPOWER 10 Years in mp pool.
MIN_MONTHLY_MANPOWER 0.1 100 men/month is minimum.
MAX_SAILORS 10 Years in mp pool.
MIN_MONTHLY_SAILORS 5 5 sailors/month is minimum.
SLAVE_RAIDS_SAILOR_FACTOR 0.25
SLAVE_RAIDS_DURATION 3650
INFANTRY_SPEED 1.0
CAVALRY_SPEED 1.0
ARTILLERY_SPEED 1.0
HEAVY_SHIP_SPEED 6.0
LIGHT_SHIP_SPEED 10.0
GALLEY_SPEED 4.0
TRANSPORT_SPEED 6.0
INFANTRY_COST 10.0
CAVALRY_COST 25.0
ARTILLERY_COST 30.0
FORTRESS_COST 0.5 Base fort cost.
HEAVY_SHIP_COST 50
LIGHT_SHIP_COST 20
GALLEY_COST 10
TRANSPORT_COST 12
INFANTRY_TIME 60
CAVALRY_TIME 90
ARTILLERY_TIME 120
HEAVY_SHIP_TIME 730
LIGHT_SHIP_TIME 365
GALLEY_TIME 365
TRANSPORT_TIME 365
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 (as a multiplier of maintenance).
MERCENARY_REINFORCE_COST_MULTIPLIER 1.0 +100% extra cost for mercenaries being reinforced.
MERCENARY_BASE_COST 10.0 Base cost added for a mercenary regiment.
TRADITION_GAIN_LAND 20 Tradition gain base value from land combat.
TRADITION_GAIN_NAVAL 40 Tradition gain base value from naval combat.
CONDOTTIERI_TRADITION_BONUS 0.5 This modifies army tradition gained from fighting with condottieris.
MERCENARY_SUPPORT_LIMIT_BASE 20 Base (and thus minimum) value for mercenary support limit.
MERCENARY_SUPPORT_LIMIT_FRACTION 0.3 Fraction of regular army support/force limit that goes into mercenary support limit.
FRONT_LINE_MODIFIER 1.0
BACK_LINE_MODIFIER 0.5
BASE_COMBAT_WIDTH 15.0
MAX_COMBAT_WIDTH 40
FORCE_MARCH_FACTOR 0.5
LOOT_DEVASTATION_IMPACT 10 How much devastation full loot impacts.
SCORCHED_DEVASTATION_IMPACT 5 How much devastation scorching impacts.
SCORCHED_DURATION 60 Months.
LOOTED_DAYS 730 Time the "Looted" static modifier lasts.
LOOTED_SCALE 1 Scaling value from province development to number of ducats it contains.
LOOTED_MAX 5 Maximum amount of ducats (total) a province can be looted for each month.
LOOTED_RECOVERY 0.1 Speed at which a looted province recovers in fractional units per month (multiply by 100 for percentage).
NAVAL_SUPPLY_RANGE 150 Supply range for ships.
REBEL_TRADITION_GAIN 0.5 Factor of army/navy tradition gained from fighting rebels and pirates.
NOMAD_LOOT_TRADITION 0.01 Military tradition a horde gets from looting territory.
NOMAD_PLAINS_SHOCK_BONUS 0.25
NOMAD_NON_PLAINS_SHOCK_PENALTY -0.25
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.
DELIBERATE_RETREAT_MORALE_PENALTY 1 Penalty to morale for units remaining in battle when performing a deliberate retreat with a unit. This value * maximum morale * fraction of army that unit represents is the amount lost.
LOW_MORALE_THRESHOLD 0.50 Under this percentage of the morale the army will do a shattered retreat.
UNIT_TYPE_CHANGE_MAX_MORALE 0.51 Changing a unit type will reduce morale to min(UNIT_TYPE_CHANGE_MAX_MORALE current morale).
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_WARSCORE_THRESHOLD 10 Needed battle score 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 enthusiasm.
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 combatants. (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 sides the dice used in combat has.
BLOCKADE_FACTOR 3 (Total sail speed / blockade_factor) * blockade_efficiency / province development.
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.
REBEL_GARRISON_GROWTH 2 Rebel garrison growth is multiplied by this value.
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 mothballing 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 mothballing.
MIN_RECRUIT_TIME_MODIFIER 0.2 Recruit time cannot be lower than this * base.
PRESTIGE_FROM_LAND 10 Maximum base prestige from land battles (unmodified).
PRESTIGE_FROM_NAVAL 10 Maximum base prestige from naval battles (unmodified).
CONDOTTIERI_PRESTIGE_BONUS 0.5 Prestige from land battles are modified by this.
PRESTIGE_TO_TRIBAL_ALLEGIANCE_FACTOR 3 Multiplied with gained prestige when handing out tribal allegiance in a battle.
SEA_EXPLORE_SPEED 5 Can to some extent determine exploration speed of seas and coasts by specifying how long a ship pauses between exploration targets.
INF_LOOT 0.1 How many ducats/month will a single full strength infantry regiment loot?
CAV_LOOT 0.3 How many ducats/month will a single full strength cavalry regiment loot?
ART_LOOT 0.05 How many ducats/month will a single full strength artillery regiment loot?
MAX_REBEL_SUPPRESSION 5.0 Maximum amount of rebel suppression by troops in a province.
INF_SUPPRESSION 0.25 The amount of reduction to unrest for each friendly infantry regiment in a province.
CAV_SUPPRESSION 0.25 The amount of reduction to unrest for each friendly cavalry regiment in a province.
ART_SUPPRESSION 0.25 The amount of reduction to unrest for each friendly artillery regiment in a province.
FORT_FLIPPING_TIME 30 Number of days it takes an influencing fort to revert the control of a province if left unhindered.
STACKWIPE_MANPOWER_RETURN_FRACTION 0.5 Fraction of manpower that returns to pool when a stack is wiped.
SELECT_BUILD_PROVINCE_WEIGHT_GOLD 50.0
SELECT_BUILD_PROVINCE_WEIGHT_DISTANCE 0.7
SELECT_BUILD_PROVINCE_WEIGHT_TIME 50.0
ADMIRAL_BLOCKADE_BONUS_PER_SIEGE_PIP 0.1
NAVAL_TARGET_SELECT_ITERATIONS 12
NAVAL_BASE_ENGAGEMENT_WIDTH 25 Number of ships that can fire per round.
HEAVY_SHIP_COMBAT_WIDTH 3
LIGHT_SHIP_COMBAT_WIDTH 1
GALLEY_COMBAT_WIDTH 1
TRANSPORT_COMBAT_WIDTH 1
NAVAL_CASUALTY_MIN_MORALE_DAMAGE 0.2
CAPTURED_SHIP_STRENGTH 0.3
CAPTURED_SHIP_MORALE 0.3
NAVAL_MISSION_REGION_MIN_PROVINCES_IN_RANGE 5
LEADER_GAIN_PERSONALITY_BASE_CHANCE 20.0 Base chance in percent for leader to gain a trait after combat (modified by tradition gained).
SUPPLY_DEPOT_DURATION_MONTHS 24 Time until supply depot is removed.
SUPPLY_DEPOT_MIL_COST 20 Mil power cost to build a supply depot in an area.
RESERVE_TICK_DAMAGE 0.015
CREATE_JANISSARIES_MIL_COST 10 Cost to create janissaries (per unit).
JANISSARIES_HEATHEN_DEVELOPMENT_DIVISOR 10 How much development needed to raise one unit of janissaries.
JANISSARIES_COOLDOWN_DAYS 1825 How many days we cooldown on creating janissaries.

NAI[edit]

Define Default Notes
EDICT_VALUE_THRESHOLD 100 The higher this value the less the AI will use Edicts.
PRESS_THEM_FURTHER 0 This makes AI that has been promised land require that the enemy is pressed further if they think it is possible. Set to 1 to activate.
CALL_ACCEPTANCE_COALITION_VS_SUBJECT -60 Acceptance penalty when an AI's Tributary (or currently non-existing Subject type with similar mechanic) calls to war against someone who is in a coalition against them.
WANT_TRIBUTARY_LOST_MANDATE 10 How important it is for Celestial Emperor to make tributaries out of neighbors.
MIN_CAV_PERCENTAGE 5 AI will always try to have at least this many % of their army as cav regardless of time in the game.
MAX_CAV_PERCENTAGE 50 For modding actual ratio is dynamically computed but will be no higher than this.
FOG_OF_WAR_FORGET_CHANCE 1 Daily percentage chance of AI forgetting a unit that's hidden in Fog of War.
DIPLOMATIC_ACTION_ABANDON_UNION_BASE_FACTOR 60 AI scoring to abandoning Personal Union (given high enough LD and strength).
DIPLOMATIC_ACTION_ABANDON_UNION_STRENGTH_THRESHOLD 2.5 Threshold in relative strength for AI to give up on Personal Union.
DEVELOP_IN_SUBJECTS_PREFERENCE 0.75 At 1 AI likes developing subjects approximately the same as its own provinces (more or less depending on their Liberty Desire).
POWERBALANCE_DISABLE_VERSUS_AI 0 If set to 1 AI will never pick another AI nation as a powerbalance threat.
POWERBALANCE_DISABLE_VERSUS_PLAYER 0 If set to 1 AI will never (directly) pick a human player nation as a powerbalance threat.
GREAT_POWER_ACTIONS_DISABLE_VERSUS_PLAYER 0 If set to 1 AI will never perform Great Power actions (directly) hurting a human player.
DIPLOMATIC_ACTION_ALLIANCE_POWERBALANCE_FACTOR 50 AI scoring for alliance action is increased by this if a nation blocks a powerbalance threat.
DIPLOMATIC_ACTION_GUARANTEE_POWERBALANCE_FACTOR 80 AI scoring for guarantee action is increased by this if a nation blocks a powerbalance threat.
DIPLOMATIC_ACTION_GIFT_POWERBALANCE_FACTOR_AI 100 AI willingness to send gifts to AI nations fighting power balance threat is modulated by this.
DIPLOMATIC_ACTION_GIFT_POWERBALANCE_FACTOR_PLAYER 75 AI willingness to send gifts to human nations fighting power balance threat is modulated by this.
DIPLOMATIC_ACTION_SUBSIDIES_POWERBALANCE_FACTOR 40 AI scoring to give subsidies to nations blocking/fighting power balance threat.
DIPLOMATIC_ACTION_CRUSADE_POWERBALANCE_FACTOR 40 AI scoring for calling crusade on power balance threat.
DIPLOMATIC_ACTION_EXCOMMUNICATE_POWERBALANCE_FACTOR 40 AI scoring for excommunicating power balance threat.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_ONLY_MILITARY_RULERS 1 If set to 1 AI will only send Condottieri while having a militaristic ruler.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_ONLY_NEIGHBORS 1 If set to 1 AI will only send Condottieri to neighbors regardless of access.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_DISABLE_VERSUS_PLAYER_ENEMIES 0 If set to 1 AI will try avoid sending Condottieri having to fight against human player enemies.
DIPLOMATIC_ACTION_BREAK_ALLIANCE_BASE_FACTOR 1000 AI's will to remove allies of target it is declaring war on will however be divided by relative strength compared to them.
DIPLOMATIC_ACTION_TAKE_ON_DEBT_BASE_FACTOR 0 AI base scoring for Take on Foreign Debt (needs to be ally or block rival/power balance threat to even apply).
DIPLOMATIC_ACTION_TAKE_ON_DEBT_ALLY_FACTOR 30 AI additional scoring for Take on Foreign Debt with nations we are allied to.
DIPLOMATIC_ACTION_TAKE_ON_DEBT_POWERBALANCE_FACTOR 20 AI additional scoring for Take on Foreign Debt for targets that block powerbalance threat.
DIPLOMATIC_ACTION_TAKE_ON_DEBT_ANTI_RIVAL_FACTOR 30 AI additional scoring for Take on Foreign Debt for targets that block at least one rival.
DIPLOMATIC_ACTION_TAKE_ON_DEBT_MONTHLY_INCOME 12 Limit on number of months of income AI wants to spend on a single Take on Foreign Debt action.
DIPLOMATIC_ACTION_INFLUENCE_NATION_BASE_FACTOR 20 AI base scoring for Influence Nation (needs to be ally or block rival/power balance threat to even apply).
DIPLOMATIC_ACTION_INFLUENCE_NATION_ALLY_FACTOR 30 AI additional scoring for Influence Nation with nations we are allied to.
DIPLOMATIC_ACTION_INFLUENCE_NATION_POWERBALANCE_FACTOR 20 AI additional scoring for Influence Nation for targets that block powerbalance threat.
DIPLOMATIC_ACTION_INFLUENCE_NATION_ANTI_RIVAL_FACTOR 30 AI additional scoring for Influence Nation for targets that block at least one rival.
DIPLOMATIC_ACTION_INFLUENCE_NATION_MONTHLY_INCOME 6 Limit on number of months of income AI wants to spend on a single TInfluence Nation action.
DIPLOMATIC_ACTION_INFLUENCE_NATION_MAX_COST_PER_MP 0.4 Max number of ducats (as per initial cost) per monarch point (as per the maximum duration of Influence Nation) AI is willing to pay.
ONLY_INFANTRY_MERCS 1 Set to 0 to let AI hire artillery and cavalry mercenaries.
FORT_MAINTENANCE_CHEAT 0 Set to 0 to disable AI fort maintenance cheating. Warning: Will make AI suck.
AI_USES_HISTORICAL_IDEA_GROUPS 0 If set to 0 AI will use ai_will_do instead of historical ideagroups when picking ideagroups (AI never uses historical ideagroups in custom/random setup).
AI_CONVERT_CULTURES 1 If set to 0 AI will not convert cultures.
VASSAL_FABRICATE_CLAIMS 1 If set to 1 subjects 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 100 % 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 200 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 300 Added to aggressiveness if the war is against a weak or particularly hated enemy.
MISSION_PICK_CHANCE 33 Monthly chance of AI picking a mission if it lacks one (of 100).
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 0.5 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.
DESIRED_DEFICIT 0.01 AI will try to spend this fraction of their money above their target for long term savings.
MAX_SAVINGS 60 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.
CORRUPTION_BUDGET_FRACTION 0.25 AI will spend a maximum of this fraction of monthly income on rooting out corruption.
COLONY_BUDGET_FRACTION 0.4 AI will spend a maximum of this amount of monthly ducats for colonies.
ARMY_BUDGET_FRACTION 0.7 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).
FORT_BUDGET_FRACTION 0.4 AI will spend a maximum of this fraction of monthly income on forts.
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.
REGIMENTS_FOR_CONQUISTADOR 5 The maximum size of army AI will use for an exploring conquistador.
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 10000 AI will always try to force march units of at least this size (disabled).
MAX_BUILDING_COST_INCOME_MONTHS 100 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.
POWERFUL_ALLY_PENALTY 50 Penalty on alliance for them already having a powerful ally if much stronger.
RIVAL_ALLIANCE_PENALTY 50 Penalty on alliance chance for being allied to rivals.
DEVELOPMENT_CAP_BASE 10 AI will not develop provinces that have more development than this or DEVELOPMENT_CAP_MULT*original development (whichever is bigger).
DEVELOPMENT_CAP_MULT 2
PEACE_BASE_RELUCTANCE 0 AI base stubbornness to refuse peace (always applied).
PEACE_BATTLE_RELUCTANCE 60 Reluctance multiplied by fraction of support limit currently in an ongoing battle in this war (to encourage battle resolution before peacing).
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_INDEPENDENCE_FACTOR 50 Revolting AI's unwillingness to peace while between -5 and cost of independence wargoal in an independence war.
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_WARSCORE_MULT 0.5 How much extra war enthusiasm from overall warscore allies in a war get.
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_COALITION_FACTOR 30 AI unwillingness to peace based on being in a coalition war.
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_CALL_FOR_PEACE_FACTOR 3 How much AI wants peace based on having call for peace.
PEACE_TERMS_BASE_SCORE 10 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_MIN_SCORE 1 AI "does not want" peace treaties that get a lower score than this (modified by AI personality).
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 500.0 Only applied if the AI has vassalize priority.
PEACE_TERMS_TAKE_MANDATE_BASE_MULT 1000.0
PEACE_TERMS_CHANGE_GOVERNMENT_BASE_MULT 0.75 Only applied if CB is valid for it.
PEACE_TERMS_CHANGE_RELIGION_BASE_MULT 100.0 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 1.0
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_TRANSFER_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_GIVE_UP_CLAIM_PERMANENT 0.75
PEACE_TERMS_CONCEDE_DEFEAT_BASE_MULT 0.1
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_TRIBUTARY_BASE_MULT 5.0 Multiplies with strategic interest of making them our Tributary.
PEACE_TERMS_PROVINCE_IMPERIAL_LIBERATION_MULT 0.25 AI Emperor's desire for a province is multiplied by this if this is an Imperial Liberation CB war.
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 0.75 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 0.9 AI desire for a province if it is capital (costs a bit more to take).
PEACE_TERMS_PROVINCE_ALLY_MULT 0.5 AI desire for giving (non-core) provinces to its allies.
PEACE_TERMS_PROVINCE_IMPORTANT_ALLY_MULT 2 AI desire for giving provinces to allies that it has promised land.
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 AI desire for transfering trade power is multiplied by this if they are not a merchant 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_RETURN_CORES_IMPERIAL_LIBERATION_MULT 2.0 AI desire for returning core province is multiplied by this if it's a target of Imperial Liberation CB war.
PEACE_TERMS_ANNUL_TREATIES_NO_INTEREST_MULT 0 AI desire for annulling 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_EMPEROR_RELEASE_PRINCE 50.0 This is added not multiplied.
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_TRANSFER_VASSAL_SIZE_MULT 0.1 AI desire mult for releasing vassal increased by this for each province they hold.
PEACE_TERMS_TRANSFER_VASSAL_MAX_MULT 1.3 Max AI desire mult for releasing vassals.
PEACE_TERMS_TRANSFER_VASSAL_HRE_MULT 2.0 AI desire for releasing a vassal is multiplied by this if both are HRE members.
PEACE_TERMS_TRANSFER_VASSAL_ELECTOR_MULT 10.0 AI desire for releasing an elector is multiplied by this for Emperor.
PEACE_TERMS_TRANSFER_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_TRANSFER_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 0.01 AI desire mult for releasing countries is increased by this for each development they hold.
PEACE_TERMS_RELEASE_ANNEXED_MAX_MULT 1.3 Max AI desire mult for releasing countries.
PEACE_TERMS_RELEASE_ANNEXED_KARMA_LOW_MULT 1.5 AI desire mult when below karma bonus.
PEACE_TERMS_RELEASE_ANNEXED_KARMA_VERY_LOW_MULT 2.0 AI desire mult when karma low enough for penalty.
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 0.1 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_OFFER_CONDOTTIERI_BASE_MULT 33 AI scoring for offer condottieri base scale.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_MONTHLY_PARTICIPATION_RATE -0.1 Base monthly decay in participation. Related to multipliers for war participation (but doesn't depend on number of regiments so raw multiplier matters).
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_PARTICIPATION_BREAK -1.8 At this level of (lack of) participation from the player the AI will break the condottieri agreement and tell all their friends.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_PARTICIPATION_WARN -1.2 At this level of (lack of) participation from the player a warning alert will be displayed about impendent AI discontent.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_HIRING_MALUS_YEARS 15 Once AI has told all their friends about how mean a player is they will refuse to hire condottieri for cash this long.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_PARTICIPATION_FROM_CASUALTIES 0.5 Scaler for casulties caused by condottieri.
DIPLOMATIC_ACTION_ALLIANCE_ACCEPTANCE_MULT 3.0 AI scoring for alliance based on willingness to accept it if offered to them.
DIPLOMATIC_ACTION_SHAREMAP_REGION_SELF_VALUE_MULT 1.5 AI scoring for sharing maps based on "interests in region" for map sharing.
DIPLOMATIC_ACTION_SHAREMAP_PRESTIGE_FACTOR 0.5 AI scoring for sharing maps factor for current prestige.
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_JOIN_HRE_FACTOR 500 AI scoring for improve relations with the emperor is increased by this if they want to join the HRE.
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_DEVELOPMENT_FACTOR 20 AI scoring for vassalize is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_ANNEX_DEVELOPMENT_FACTOR 50 AI scoring for demand annexation is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_INTEGRATE_DEVELOPMENT_FACTOR 50 AI scoring for integrate is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_EXCOMMUNICATE_ANTAGONIZE_FACTOR 20 AI scoring for excommunicate is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_EXCOMMUNICATE_ANNEX_FACTOR 20 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 neighbors.
DIPLOMATIC_ACTION_EXCOMMUNICATE_RIVAL_FACTOR 35 AI scoring for excommunicate is increased by this if they are rivals.
DIPLOMATIC_ACTION_CRUSADE_DEVELOPMENT_FACTOR 1 AI scoring for crusade is increased by this for each development 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 neighbors.
DIPLOMATIC_ACTION_CRUSADE_RIVAL_FACTOR 10 AI scoring for crusade is increased by this if they are rivals.
DIPLOMATIC_ACTION_CLAIM_THRONE_MAX_DEVELOPMENT_DIFFERENCE 2.0 AI will not claim throne if target has more than their development * 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_DEVELOPMENT_FACTOR 1 AI scoring for claim throne is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_CLAIM_THRONE_DEVELOPMENT_MAX 100 Max amount of AI scoring for claim throne from province development.
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 0.5 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_AGITATE_FOR_LIBERTY_ANTAGONIZE_FACTOR 25 AI scoring for agitating for liberty is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_AGITATE_FOR_LIBERTY_RIVAL_FACTOR 25 AI scoring for agitating for liberty is increased by this if they are rivals.
DIPLOMATIC_ACTION_AGITATE_FOR_LIBERTY_DEVELOPMENT_FACTOR 0.25 AI scoring for agitate for liberty multiplied by development of subject agitated.
DIPLOMATIC_ACTION_AGITATE_FOR_LIBERTY_LD_FACTOR 2 AI scoring for agitate for liberty multiplied by liberty desire percentage of subject agitated.
DIPLOMATIC_ACTION_SABOTAGE_REPUTATION_ANTAGONIZE_FACTOR 25 AI scoring for sabotage reputation is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_SABOTAGE_REPUTATION_RIVAL_FACTOR 25 AI scoring for sabotage reputation is increased by this if they are rivals.
DIPLOMATIC_ACTION_STEAL_MAPS_ANTAGONIZE_FACTOR 25 AI scoring for map stealing is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_STEAL_MAPS_REGION_RIVAL_VALUE_MULT 0.25 AI scoring multiplier for map stealing is increased by this for region's value to rivals.
DIPLOMATIC_ACTION_STEAL_MAPS_REGION_SELF_VALUE_MULT 0.5 AI scoring multiplier for map stealing is increased by this for region's value to self.
DIPLOMATIC_ACTION_SLANDER_MERCHANTS_ANTAGONIZE_FACTOR 25 AI scoring for slander merchants is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_SLANDER_MERCHANTS_RIVAL_FACTOR 25 AI scoring for slander merchants is increased by this if they are rivals.
DIPLOMATIC_ACTION_SABOTAGE_RECRUITMENT_ANTAGONIZE_FACTOR 50 AI scoring for sabotage recruitment is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_SABOTAGE_RECRUITMENT_RIVAL_FACTOR 50 AI scoring for sabotage recruitment is increased by this if they are rivals.
DIPLOMATIC_ACTION_CORRUPT_OFFICIALS_ANTAGONIZE_FACTOR 25 AI scoring for slander merchants is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_CORRUPT_OFFICIALS_RIVAL_FACTOR 25 AI scoring for corrupt officials 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_FORCE_BALANCE_MULT 1 AI scoring for enforce peace is multiplied by this.
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 monthly 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 multiplied by this if the two countries have an alliance.
DIPLOMATIC_ACTION_SUPPORT_HEIR_DEVELOPMENT_FACTOR 2 AI scoring for support heir is increased by this for each development 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.
DIPLOMATIC_ACTION_BUILD_SPY_NETWORK_RIVAL_FACTOR 50 AI scoring to build spy network in neighboring rivals or overlord if disloyal subject.
AI_WANT_ACCEPT_CULTURES 100 How much the AI values having much development in accepted cultures.
DIPLOMATIC_ACTION_INFILTRATE_BASE_FACTOR 25 AI infiltrate administration base scoring.
DIPLOMATIC_ACTION_INFILTRATE_POWER_FACTOR 5 AI base scoring for infiltrate administration is multiplied by at most this proportion of relative military strength.
DIPLOMATIC_ACTION_INFILTRATE_RIVAL_FACTOR 25 AI scoring for infiltrate administration is increased by this if they are rivals.
DIPLOMATIC_ACTION_COUNTER_ESPIONAGE_SPY_PROPENSITY_FACTOR 0.4 AI scoring for counter espionage depending on how many spy network points they spent in recent years.
DIPLOMATIC_ACTION_COUNTER_ESPIONAGE_ENEMY_FACTOR 25 AI scoring for counter espionage against an active enemy (someone we're at war with antagonize or otherwise rival).
DIPLOMATIC_ACTION_TRIBUTARY_ACCEPTANCE_PER_DEVELOPMENT -0.5 AI scoring for accepting becoming a tributary state per raw development.
DIPLOMATIC_ACTION_TRIBUTARY_EMPIRE_FACTOR 10 AI scoring for establishing Tributary States is increased by this if actor is Celestial Emperor or has horde government with rank Empire.
ALLIANCE_DESIRE_TOO_MANY_RELATIONS -20 AI desire/acceptance for alliance when it has or will get too many relations. Multiplies with number of relations above limit.
SUPPORT_INDEPENDENCE_DESIRE_TOO_MANY_RELATIONS -20 AI desire/acceptance for supporting independence when it has or will get too many relations. Multiplies with number of relations above limit.
MARRIAGE_DESIRE_TOO_MANY_RELATIONS -50 AI desire/acceptance for royal marriage when it has or will get too many relations. Multiplies with number of relations above limit.
GUARANTEE_DESIRE_TOO_MANY_RELATIONS -50 AI desire for guaranteeing when it has or will get too many relations. Multiplies with number of relations above limit.
INVADING_BRAVERY 1.0 If (defender strength) / (invader strength) > INVADING_BRAVERY the AI won't attempt a naval invasion.
TRADE_POLICY_PROPAGATE_RELIGION_SCORE 50.0 Score for propagate religion trade policy (if selectable).
TRADE_POLICY_PREPARING_FOR_WAR_PER_PROVINCE_SCORE 6.0 Score per enemy province while preparing war for attack bonus trade policy (if selectable).
TRADE_POLICY_AT_WAR_PER_PROVINCE_SCORE 5.5 Score per enemy province while preparing war for attack bonus trade policy (if selectable).
TRADE_POLICY_MAXIMIZE_PROFITS_SCORE 9.0 Score for maximize profit trade policy.
TRADE_POLICY_IMPROVE_RELATIONS_PER_COUNTRY_SCORE 5.0 Score per country with merchant for improve relations policy.
TRADE_POLICY_SPY_OFFENCE_PER_COUNTRY_SCORE 5.0 Score per country with merchant for spy offence policy.
DRILL_BONUS_WAR_READINESS 0.08 Bonus for war readiness of drilled units.
MONTHS_STOP_DRILLING_BEFORE_WAR 3 Month before a prepared war to stop drilling.
DRILLING_BUDGET_OF_SURPLUS 0.75 Max amount of surplus to be used for drilling.
DRILLING_DEBT_SURPLUS_RATIO_THRESHOLD 0.025 AI will only consider drilling if Surplus / Debt ratio is above.
DRILLING_ACCEPTABLE_THREAT_REDUCTION 100 Acceptable threat reduction for drilling.
DANGEROUS_ESTATE_INFLUENCE_BUFFER 5.0 AI will assign estates up to ESTATE_DANGER_THRESHOLD minus this (See ai_territory_modifier).
ADVISOR_MIN_SKILL_RELUCTANT_FIRE 3 AI will be reluctant to fire advisors with skill above this (due to prior investment).
ADVISOR_PROMOTION_AGE_CUTOFF 40 AI will not promote advisors above this age.

NGraphics[edit]

Define Default Notes
COPTIC_FADE_R 0.55
COPTIC_FADE_G 0.4
COPTIC_FADE_B 0.4
SHIELD_GLOW_RANGE 0.28 Set to 0 to disable Great Power shield glow set to 1 for epileptic seizure.
MIN_PROVINCES_FOR_NAME_ON_MAP 2
MIN_PROVINCES_FOR_REGION 4
RIVER_MEMORY_BUFFER 250000 Increase this if you want to add more rivers to the game.
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.
CITY_SPRAWL_NUDGE_FORT_LEVEL 4 0: no fort; 1-4: fort_15th-fort_18th.
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 depends 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_BORDERS_CUTOFF 1600 Do not draw borders if the camera is above this height (currently unused in standard builds).
DRAW_MAP_NAMES_CUTOFF 1600 Do not draw map names if the camera is above this height (currently unused in standard builds).
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
BORDER_COLOR_TAP_SUCCESS_R 0.0
BORDER_COLOR_TAP_SUCCESS_G 0.61
BORDER_COLOR_TAP_SUCCESS_B 0.75
BORDER_COLOR_TAP_SUCCESS_A 1.0
BORDER_COLOR_TAP_FAIL_R 0.8
BORDER_COLOR_TAP_FAIL_G 0.0
BORDER_COLOR_TAP_FAIL_B 0.0
BORDER_COLOR_TAP_FAIL_A 0.8
BORDER_COLOR_TAP_NEUTRAL_R 0.8
BORDER_COLOR_TAP_NEUTRAL_G 0.8
BORDER_COLOR_TAP_NEUTRAL_B 0.0
BORDER_COLOR_TAP_NEUTRAL_A 0.8
BORDER_COLOR_RIVER_R 0.0
BORDER_COLOR_RIVER_G 0.1
BORDER_COLOR_RIVER_B 0.8
BORDER_COLOR_RIVER_A 1.0
BORDER_COLOR_CUSTOM_TEMP_HIGHLIGHT_R 0.61 For find province.
BORDER_COLOR_CUSTOM_TEMP_HIGHLIGHT_G 0.0
BORDER_COLOR_CUSTOM_TEMP_HIGHLIGHT_B 0.75
BORDER_COLOR_CUSTOM_TEMP_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
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_PLAYER_COLOR_R 90
MINIMAP_PLAYER_COLOR_G 190
MINIMAP_PLAYER_COLOR_B 0
MINIMAP_FRIENDLY_COLOR_R 0
MINIMAP_FRIENDLY_COLOR_G 180
MINIMAP_FRIENDLY_COLOR_B 255
MINIMAP_ENEMY_COLOR_R 255
MINIMAP_ENEMY_COLOR_G 0
MINIMAP_ENEMY_COLOR_B 0
MINIMAP_UNIT_COLOR_BASE_LERP 0.4
MINIMAP_WATER_COLOR_BASE_LERP 0.3
MAX_TRADE_NODE_FLAGS_SHOWN 5 -1 is unlimited.
SHOW_TRADE_MODIFIERS_IN_TRADE_MAP_MODE 1 1 = true; 0 = false.
END_OF_COMBAT_GFX 1

NGui[edit]

Define Default Notes
PROVINCE_FOCUS_ZOOM_HEIGHT 0.25
MACRO_BUILD_FOCUS_ZOOM_HEIGHT 0.149
MACRO_BUILD_BIG_SMALL_HEIGHT 0.15
DELAY_ACCEPT_EVENT 0.5 Seconds. Disables event option buttons for the duration if > 0.
DELAY_ACCEPT_CALL_TO_ARMS 0.5 Seconds. Disables Call to Arms accept button for the duration if > 0.

NEngine[edit]

Define Default Notes
EVENT_PROCESS_OFFSET 20 Events are checked every X days (1 is ideal, but CPU heavy).

NMacroBuildColors[edit]

Define Default Notes
NO_SLOTS_R 255
NO_SLOTS_G 185
NO_SLOTS_B 0
CANNOT_BUILD_R 200
CANNOT_BUILD_G 25
CANNOT_BUILD_B 15
CAN_BUILD_R 65
CAN_BUILD_G 165
CAN_BUILD_B 65
CAN_UPGRADE_R 20
CAN_UPGRADE_G 100
CAN_UPGRADE_B 120
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[edit]

Define Default Notes
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 Controls when rotation starts. When camera is close enough 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 delay 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 beginning 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[edit]

Define Default Notes
PIETY_CORRUPTION -2
PIETY_MANPOWER 2.0
PIETY_COST 0.50
PIETY_ABS_THRESHOLD 0.75
PIETY_ACTION_COOLDOWN 5
CONSECRATE_PATRIACH_AUTHORITY_BOOST 0.05 5% or so.
CONSECRATE_PATRIARCH_THRESHOLD 30 In development.
ORTHODOX_ICON_DURATION_MONTHS 240
ORTHODOX_ICON_AUTHORITY_COST 0.1
MAYA_COLLAPSE_PROVINCES 10 Maya collapses to this size on reform.
MAYA_COLLAPSE_PROVINCES_PER_REFORM 2 Maya keeps this many extra provinces per reform.
YEARLY_DOOM_INCREASE 1 Multiplied by number of provinces.
DOOM_REDUCTION_FROM_REFORMS 0.2 This much less monthly doom (as a fraction of whole) for each reform passed.
DOOM_REDUCTION_FROM_OCCUPATION 0.05 Multiplied by development.
DOOM_REDUCTION_FROM_BATTLE 1 Per 1000 men killed.
DOOM_REDUCTION_FROM_SACRIFICE 1 Multiplied by power.
SACRIFICE_COOLDOWN 3 Years before you can sacrifice a ruler/heir from same country.
SACRIFICE_LIBERTY_DESIRE 25 LD added from sacrifice (ruler).
SACRIFICE_LIBERTY_DESIRE_HEIR 20 LD added from sacrifice (heir).
AUTHORITY_FROM_DEVELOPMENT 0.02 Multiplied by development (affected by autonomy).
AUTHORITY_FROM_AUTONOMY 0.2 Authority loss from granting autonomy.
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.
CONVERSION_ZEAL_DURATION 10950 Amount of days in which you cannot convert the province back.
KARMA_FOR_CONVERSION 0.1
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 200.0 The maximum stored amount of papal influence for each country.
REFORM_DESIRE_PER_YEAR 0.005 Increase of reform desire for each year.
MINIMUM_DEVELOPMENT_ALLOWED 10.0 You will need a higher development than this for your province to be eligible for cardinal.
COUNTRY_DEVELOPMENT_DIVIDER 200.0 When a cardinal is chosen the formula is dividing a country's development 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.
MAX_CHURCH_POWER 200
ASPECT_ADD_COST 100 Cost in Church Power to remove an Aspect of Faith.
ASPECT_REMOVE_COST 0 Stabhit for removing an Aspect of Faith.
MAX_UNLOCKED_ASPECTS 3 Maximum number of Aspects of Faith the player can have unlocked at once. (Seems to be inoperable as of 1.23.1)
CHURCH_POWER_RATE_SCALE 0.1 Scaling value for rate at which church power is gained.
KARMA_FOR_OFFENSIVE_WAR -10
KARMA_FOR_DEFENSIVE_WAR 10
KARMA_FOR_HONORING_CTA 25
KARMA_PER_RELEASED_PROVINCE 1
KARMA_PER_TAKEN_PROVINCE -1
KARMA_TOO_HIGH 33
KARMA_TOO_LOW -33
KARMA_JUST_RIGHT_HIGH 33
KARMA_JUST_RIGHT_LOW -33
KARMA_RESTORE_ON_RULER_DEATH 25
CHANGE_SECONDARY_PRESTIGE_HIT -50
MIN_HARMONIZE_DEVELOPMENT 20
STARTING_HARMONY 50.0 Confucian countries start with this.
YEARLY_HARMONY_INCREASE 1.0
HARMONY_LOSS_PER_DEV_CONVERTED 1.0
YEARLY_HARMONY_INCREASE_WHEN_HARMONIZING -3.0
YEARLY_HARMONIZATION_PROGRESS 0.03 3%.
INITIAL_ISOLATIONISM 1 Level of isolationism for a newly shintoed country.
NOT_SAME_MUSLIM_SCHOOL_ALLIANCE_ACCEPTANCE 15 Alliance acceptance value (positive and negative) for different religious schools.
NOT_SAME_MUSLIM_SCHOOL_ROYAL_MARRIAGE_ACCEPTANCE 15 Royal marriage acceptance (positive and negative) for different religious schools.
SAME_MUSLIM_SCHOOL_ALLIANCE_ACCEPTANCE 15 Alliance acceptance value for same religious schools.
SAME_MUSLIM_SCHOOL_ROYAL_MARRIAGE_ACCEPTANCE 15 Royal marriage acceptance for same religious schools.
RELIGIOUS_CONVERSION_AUTONOMY_WEIGHT 0.05 How much autonomy affects selection of province to spread religion to (from e.g. Centers of Reformation).
RELIGIOUS_CONVERSION_DEVELOPMENT_WEIGHT 0.05 How much development affects selection of province to spread religion to (from e.g. Centers of Reformation).

NNationDesigner[edit]

Define Default Notes
POINTS_AVAILABLE 200
RULER_BASE_AGE 30 Creating a ruler with this age is free.
RULER_MIN_AGE 20
RULER_MAX_AGE 40
HEIR_BASE_AGE 15
HEIR_MIN_AGE 0
HEIR_MAX_AGE 30
CONSORT_MIN_AGE 20
CONSORT_MAX_AGE 40
RULER_BASE_SKILL 2 This ruler skill level is free.
RULER_MAX_SKILL 6
RULER_SKILL_COST_MODIFIER 2
ELECTION_SKILL_COST_MODIFIER 0.25 If government has elections apply this to cost of rulers.
CONSORT_COST_MULTIPLIER 0.25 Consort's cost is multiplied by this.
BASE_TAX_COST_MODIFIER 0.5
PRODUCTION_COST_MODIFIER 0.5
MANPOWER_COST_MODIFIER 0.5
GOLD_PROVINCE_COST_MULTIPLIER 3
TECH_GROUP_COST_MODIFIER 1
MEMBER_OF_HRE_COST 20 Cost for being part of the HRE (base).
MEMBER_OF_HRE_PROVINCE_COST 0.2 Cost for being part of the HRE (extra cost multiplier on provinces).
TECH_GROUP_NO_NEIGHBOUR_COST 20 If no neighbour of this tech group cost is increased by this amount.
IDEAS_PERCENTAGE_LIMIT 50 Max % from any one category to not get overstacking penalty.
IDEAS_LIMIT_PENALTY 5 All ideas are this much more expensive for overstacking (at 100% stacking).
IDEAS_LEVEL_COST_1 0 Can be overridden in script.
IDEAS_LEVEL_COST_2 5
IDEAS_LEVEL_COST_3 15
IDEAS_LEVEL_COST_4 30
IDEAS_LEVEL_COST_5 50
IDEAS_LEVEL_COST_6 75
IDEAS_LEVEL_COST_7 105
IDEAS_LEVEL_COST_8 140
IDEAS_LEVEL_COST_9 180
IDEAS_LEVEL_COST_10 225
IDEAS_MAX_LEVEL 4 Can be overridden in script.
FLAT_TAX_AMOUNT 4 How much tax per province in 'flat' option.
FLAT_MP_AMOUNT 3 How much manpower per province in 'flat' option.
MAX_DISTANCE_TO_OWNER_AREA 400
MAX_DISCOVERED_PROVINCE_DISTANCE 500
DEFAULT_MALE_CHANCE 75 Default chance for males if ruler and heir start genders aren't the same.
ALL_FEMALE_MALE_CHANCE 0 Chance for males if starting ruler and heir were both female.
ALL_MALE_MALE_CHANCE 100 Chance for females if starting ruler and heir were both male.
MAX_GOVERNMENT_RANK 3
GOVERNMENT_RANK_COST_1 -10
GOVERNMENT_RANK_COST_2 0
GOVERNMENT_RANK_COST_3 30
MANDATE_SUBCONTINENT_NAME "china_superregion" Name of the subcontinent where the Mandate will be given to the biggest nation by development when using random generated nations.

NGovernment[edit]

Define Default Notes
SELECT_HEIR_FROM_HAREM_AT_MONARCH_AGE 30 The age in years when an heir is selected if the government "has_harem" flag is set.
RUSSIAN_ABILITY_COST 100
RUSSIAN_ABILITY_POOL_SIZE 150
RUSSIAN_ABILITY_BASE_GAIN 3
RUSSIAN_ABILITY_SUDEBNIK_MIN_AUTONOMY 10
RUSSIAN_ABILITY_SUDEBNIK_AUTONOMY_CHANGE -10
RUSSIAN_ABILITY_OPRICHNINA_THRESHOLD 0.3
RUSSIAN_ABILITY_OPRICHNINA_AI_THRESHOLD 0.85 AI will use ability when revolt risk is 90% or when they have full power.
RUSSIAN_ABILITY_OPRICHNINA_CHANGE -0.3
RUSSIAN_ABILITY_STRELTSY_WE_CHANGE -2
RUSSIAN_ABILITY_STRELTSY_SPAWN_SIZE 0.2
IQTA_POLICY_COOLDOWN_YEARS 20
EFFICIENT_FARMING_DUCAT_MULTIPLIER 2
LAND_AQUISITION_MANPOWER_MULTIPLIER 0.05
SEIZE_CLERICAL_HOLDINGS_COST 50
INVITE_MINORITIES_COST 50
SANCTION_HOLY_WAR_COST 50
FEUDAL_THEOCRACY_INTERACTION_COOLDOWN_YEARS 5
MAMLUK_ABILITY_POOL_SIZE 150
MAMLUK_ABILITY_COST 100
MAMLUK_RECRUIT_MANPOWER_MULTIPLIER 50
MAMLUK_SELL_SLAVES_DUCATS_MULTIPLIER 2
PROMOTE_MAMLUK_CULTURE_DURATION_YEARS 1
TRAIN_HORSEMANSHIP_DURATION_YEARS 10
CONSCRIPT_FROM_TRIBES_AMOUNT 6
CONSCRIPT_FROM_TRIBES_TIME 0.25
TRIBAL_ALLEGIANCE_MAX 100
TRIBAL_ALLEGIANCE_HUMILIATE 30.0 TA gained from doing Humiliate or Show Strength in a war.
TRIBAL_FEDERATION_ABILITY_COST 30
ENLIST_GENERAL_TRADITION 40
SANCTION_HOLY_WAR_LIST_SIZE 7
INVITE_MINORITIES_GAIN 1
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