Defines

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Defines are variables used by the engine. They regulate basic game behaviors and settings that are not opened to scripting (estate thresholds, camera field-of-view, etc.).

Defines are static and global: they apply to the whole game and cannot be changed dynamically.

Base game values are configured in the folder /Europa Universalis V/game/loading_screen/common/defines/, primarily in 00_defines.txt.

Each of the lists on this represents a section of the defines; in the defines files, these sections are all prefixed with N, for example NCountry.

Define modding[edit | edit source]

Defines can be modified individually or in batches without overwriting an entire defines file. This better preserves compatibility and makes it easier to keep up with changes in future patches.

To modify a define, create a new file in <mod>/loading_screen/common/defines/ that loads after the base game files such as 01_mod_defines.txt. In that file, add a block for each set of defines to be modified and include the modified defines in those blocks, for example

NCountry = {
	COUNTRIES_GETTING_SCORE = 12	# Base game 8; number of top countries that gain score
}

NDiplomacy = {
	CALL_FOR_PEACE_THRESHOLD_MONTHS = 120	# Base game 60
}

In the case of multiple mods modifying the same define, the mod with the last loaded filename determines the final value of the define.

List of defines[edit | edit source]

Sections are ordered alphabetically, rather than by their position in the file. Many of these are defined in 00_defines.txt with most graphic related defines in /graphic/00_graphics.txt or the files in /jomini/

AI[edit | edit source]

Define Default Value Dev Comment
USE_REGULARS_IN_WAR_WEIGHT_MULT 10
USE_LEVIES_IN_WAR_WEIGHT_MULT 5
USE_MERCENARIES_IN_WAR_WEIGHT_MULT 1
AI_HEAVY_DEBT_THRESHOLD 0.75 if total debt is >% of max debt
FOG_OF_WAR_FORGET_CHANCE 1 Chance of AI forgetting a unit in FoW.
OFFER_MINIMUM_MONTHS 18 Minimum months until AI may resend a similar offer to a human country.
PEACE_STALLED_WAR_THRESHOLD 3
PEACE_KNAPSACK_EXTRAS 0 Number of times knapsack algo is run by default with (different) pre-selected treaties
PEACE_KNAPSACK_EXTRAS_MAX 3 absolute max number of tries it will do if it can't find anything that works
WAR_ALLY_DISTANCE_BASE 200
WAR_BALANCE_MANPOWER_IMPORTANCE 0.5
WAR_BALANCE_LEVIES_IMPORTANCE 1
WAR_BALANCE_REGULARS_IMPORTANCE 2
WAR_BALANCE_SAILORS_IMPORTANCE 1
WAR_BALANCE_LEVY_BOATS_IMPORTANCE 10
WAR_BALANCE_TAXBASE_IMPORTANCE 0.05
WAR_WIN_CHANCE_SENSITIVITY 4
MARKET_FLIPPING_IMPORTANCE 0.1
LOCATION_CITY_RELIGION_PERCENTAGE_FACTOR 2
LOCATION_RELIGION_PERCENTAGE_FACTOR 5 utility of having your entire country be your primary religion
AI_UTILITY_PER_CAPITA_THRESHOLD 0.25 when a location has less than this amount of available peasants start favouring utility per capita
AI_UTILITY_PER_CAPITA_BASE_EMPLOYMENT 0.3 employment number to normalize against, employing more is penalized and employing less is encouraged
AI_CULTURE_CONVERSION_UTIL 0.5 score when converting pops in our cores
AI_CULTURE_CONVERSION_CORE_FACTOR 5 AI score for promoting primary culture to make a location into a core, normalized by tax base of location
AI_GLOBAL_ASSIMILATION_SPEED_UTIL 0.25 modifier score multiplied by inverse accepted culture ratio
AI_GLOBAL_ASSIMILATION_SPEED_MODIFIER_UTIL 0.25 modifier score multiplied by inverse accepted culture ratio
AI_INTEGRATION_IMPORTANCE_MULT 0.5 overall importance of integrating provinces
AI_INTEGRATION_ACCEPTED_CULTURE_MULT 1 bonus multiplier of importance for locations of accepted culture
AI_INTEGRATION_POPULATION_SHARE_MULT 2.5 importance factor of the population for integration
AI_INTEGRATION_TAXBASE_SHARE_MULT 1.5 importance factor of the taxbase for integration
UNBALANCED_FAVORS_ACCEPTANCE_MULT 200
AFFORDABLE_LOAN_COST_FRACTION 0.2
COLONY_OWNED_AREA_UTILITY_MODIFIER -100 negative if others owns..
MONTHLY_MIGRATION_UTILITY_MODIFIER 10
MORE_COLONIES_UTILITY_MODIFIER 0.75
AI_BASE_COLONY_UTILITY 3 AI base desire to create colonial charters
AI_COLONIAL_RANGE_UTILITY 2e-05 how much non landlocked countries care about colonial range modifier
AI_GREAT_POWER_COLONIAL_RANGE_UTILITY 0.0002 how much non landlocked great powers care about colonial range modifier
AI_COLONIAL_MIGRATION_SPEED_UTILITY 0.05 utility per colonial charter
AI_COLONY_COMPETING_CHARTER_UTILITY_PENALTY 0.25 Utility penalty when creating a charter for each other ongoing charter
COLONY_GOODS_PRICE_UTILITY_MODIFIER 0.1 Utility based on the cost of the RGO multiplied by the population when creating new colonies
COLONY_LOCATION_POPULATION_UTILITY_MODIFIER 0.02 Utility based on the population when creating new colonies (if < thresold)
COLONY_LOCATION_POPULATION_PENALTY_MODIFIER -0.01 Utility based on the population when creating new colonies (if > thresold)
COLONY_NEIGHBORING_UTILITY_BONUS 10 additive bonus to colonize neighboring land
COLONY_NEIGHBORING_CHARTER_UTILITY_BONUS 5 additive bonus to colonize neighboring charter
COLONY_REGION_COMPLETION_UTILITY_BONUS 5 multiplicative bonus from ratio of locations we own (or vassals) in the region which we colonize
COLONY_POP_THRESHOLD 20
AI_MARKET_LOW_FOOD_THRESHOLD 0.5 when market food stockpile reaches this level AI will improve food production if food balance is negative
AI_MARKET_CRITICAL_FOOD_THRESHOLD 0.1 when market food stockpile reaches this level AI will improve food production even if food balance is positive
AI_PROVINCE_FOOD_STOCKPILE_UTILITY 0.1 utility for province food stockpile modifier, upper limit based on total province food consumption change
AI_RGO_SIZE_PRICE_UTIL 0.02 utility for RGO size modifier based on price of the location RGO, multiplied further by the goods ai_rgo_size_importance
AI_MAXIMUM_EXPECT_TOWN_RATIO 0.33 when evaluating RGO vs town efficiency modifier we consider this town Ratio as "100% urbanized"
AI_TOWN_RATIO_PRODUCTION_EFFICIENCY_UTIL 2 global building efficiency modifier based on ratio of locations that are towns
AI_RGO_PRODUCTION_EFFICIENCY_UTIL 2 global RGO efficiency modifier util from inverse ratio of locations that are towns
AI_UPGRADE_CITY_POPULATION_UTILITY 8 utility based on number of pops in location
AI_UPGRADE_CITY_COASTAL_POPULATION_UTILITY 2 utility from pops on coastal location
AI_UPGRADE_CITY_PROVINCE_POPULATION_UTILITY 0.2 utility based on total pops in province
Next 3 defines is to tell AI to build more coastal cities when they don't have any sailors, only active when we don't have any ongoing city construction
only active if province doesnt have any city/town already
AI_UPGRADE_CITY_LOW_MONTHLY_SAILORS_THRESHOLD 0.01 less than 1% of total sailors gained per month
AI_UPGRADE_CITY_LOW_CURRENT_SAILORS_THRESHOLD 0.2 have less than 20% of maximum sailors
AI_UPGRADE_CITY_LOW_SAILORS_UTILITY 0.025 how strong the incentive is to build more costal cities when both above requirements are met
AI_ONGOING_CITY_UPGRADE_MULT 0.5 multiplicative score factor for each ongoing city upgrade
AI_MIN_ALLOWED_URBANIZE_FOOD_LOCATION_RATIO 0.2 minimum ratio of food locations that is allowed to be cities based on market average market food yield
AI_MAX_ALLOWED_URBANIZE_FOOD_LOCATION_RATIO 0.8 maximum ratio of food locations that is allowed to be cities based on market average market food yield
AI_AVERAGE_MARKET_FOOD_FOR_MAX_FOOD_URBANIZATION 5 AI_MAX_ALLOWED_URBANIZE_FOOD_LOCATION is reached when average location in market has this base food output of their rgo
PROFITABLE_EXPORT_GOODS_UTILITY_FACTOR 0.5 How much AI factors in that a building is producing a profitable export good that has no surplus when building new buildings
PROFITABLE_EXPORT_GOODS_REDUCE_PRICE_UTILITY_FACTOR 0.05 Same as above but when we have surplus, this is AI working to lower price of their exports to make them more profitable
CONSTRUCTION_GOODS_SHORTAGE_UTILITY_FACTOR 0.66 How much AI factors in that a building is producing a goods that is in shortage for construction
CONSTRUCTION_GOODS_SHORTAGE_MAX_UTILITY_FACTOR 2 Maximum extra utility for building something that produces a construction good with shortage
CONSTRUCTION_GOODS_OVERPRICED_UTILITY_FACTOR 3 multiplied on price ratio above 50% of default
POP_MISSING_GOODS_UTILITY_FACTOR 0.02 Extra utility for building a resource that pop currently are missing for their demands
MISSING_MILITARY_GOODS_UTILITY_FACTOR 0.015 Extra utility for producing a resource needed to build the best type of regiment that is not in stockpile in capital market
FOOD_NEGATIVE_IN_PROV_UTILITY 0.1
AI_ALLOWED_FORT_BUDGET 0.1 % of income allowed fort maintenance, normalized to full slider value
AI_ALLOWED_BUILDING_MAINTENANCE 0.25 % of income allowed for building maintenance excluding forts, only used to close or reopen buildings during crisis
AI_STEAL_MERCHANT_CAPACITY_PROFIT_MARGIN 1.25 AI will remove merchant capacity from low profit and move it to high profit if its this much more profitable
AI_STEAL_MERCHANT_CAPACITY_RATIO 0.1 How much in % that AI can move their trade capacity from low to high profit per month
AI_MINIMUM_TRADE_SIZE 0.5 AI will avoid to make trades smaller than this whenever possible
ADJUST_TRADE_ROUTE_CHANCE 0.5 Chance AI will act on any given trade opportunity (sorted by profitability) lower chance reduces likelihood of all AI jumping on the same profitable trade
AI_IMPORT_POP_NEED_SCORE_BONUS 3 bonus score for AI to import goods that are in shortage for pop needs
AI_IMPORT_INSTITUTION_SCORE_BONUS 2 bonus score for AI to import from a market that has an institution that we dont
AI_LONG_TERM_DISCOUNT_FACTOR 0.9988 AI long term utility planing, used for evaluating long term modifiers such as estate privileges: 1 - (1 / 75*12) 75 years lookahead
AI_DEVELOPMENT_UTILITY 0.1 Utility bonus from development as it has so many modifiers that are hard to calculate
These two defines adjust AI desire to maintain a profit margin for their country
AI_PROFIT_MARGIN_TARGET 0.25 the desired profit margin
AI_GOLD_COST_UTIL_FROM_LOW_PROFIT_MARGIN 3 how hard the AI tries to maintain that margin
AI_EARLY_GAME_MONTHS 36 during these first months AI will focus more on building up their initial economy by disabling some other things like unit recruitment
PEASANT_BUILDING_IN_CITY_UTILITY_MULT 0.5 penalty for building peasant building in city that could be built in rural
AI_UPGRADE_BUILDING_UTILITY 0.001 score from upgrading buildings, becomes relevant when new building choices run out due to lack of pops
INPUT_GOODS_SHORTAGE_UTILITY_FACTOR 0.02
SELL_PROVINCE_DEBT_CAP 2 Max bonus from being in debt, in percentage
SELL_PROVINCE_DEBT_CASH_CAP 2 Multiplied with the Total Debt and cap the bonus from cash, in percentage
AI_PROFITABILITY_THRESHOLD_FOR_MISSING_GOODS_UTIL 1.15 Must be at least 15% profitable to build it in order to solve input issues for other buildings, safe guard against it closing
AI_ESTATE_PROFIT_UTILITY_FACTOR 0.5 AI utility score for enriching estates based on income from tax rates being lower than 35%
AI_UTILITY_MARGIN_REQUIRED_TO_REOPEN_BUILDING 0.2 AI needs at least this much utility to reopen a closed building
AI_CHANCE_TO_REOPEN_PROFITABLE_BUILDING 0.25 chance to reopen a building each month if it meets the profit requirements
These two defines below determine AI performance optimizations for extremely large markets
Example: AI market with 500 locations that are all desert, we try to evaluate if we can build a fishing village in at least
the minimum target, up to the maximum of the ratio of they market. A small market will look everywhere, a huge market will only try
10% and then give up. Next month they will try a different 10% of the market anyway.
AI_PERFORMANCE_EVALUATE_MARKET_RATIO_PER_BUILDING 0.042 1/24, check all locations against all buildings at least bi yearly
AI_PERFORMANCE_EVALUATE_MARKET_MINIMUM_PER_BUILDING 20 Check at least 20 different locations before giving up on a building
AI_PERFORMANCE_EVALUATE_CITY_UPGRADES_MINIMUM 20 Upgrade (1/56) of all locations or minimum 100 whichever is largest
AI_PERFORMANCE_EVALUATE_CITY_UPGRADES_RATIO 0.017 1/56, check all locations once per 5 years if they should upgrade city
AI_ALLOWED_PARALLEL_SAME_TYPE_CONSTRUCTION_RATIO 0.02 allowed to build the same type of building in 2% of our locations in parallel
AI_ALLOWED_PARALLEL_SAME_TYPE_CONSTRUCTION_MINIMUM 3 minimum allowed of parallel construction of the same type of building
AI_ALLOWED_PARALLEL_TOTAL_CONSTRUCTION_RATIO 0.05 Allowed to start new constructions in 5% of our locations each monthly tick
AI_PERFORMANCE_UTILITY_LOCATIONS_TO_SAMPLE 20 Maximum number of sample locations for AI modifier utility for performance costly modifiers
AI_PERFORMANCE_CABINET_ACTION_LOCATION_SAMPLE_SIZE 20 Maximum number of sample locations for AI cabinet actions
AI_PERFORMANCE_CABINET_ACTION_PROVINCE_SAMPLE_SIZE 5 Maximum number of sample provinces for AI cabinet actions
AI_PERFORMANCE_CABINET_ACTION_AREA_SAMPLE_SIZE 1 Maximum number of sample areas for AI cabinet actions
AI_PERFORMANCE_CABINET_ACTION_MONTHS_BETWEEN_UPDATES 36 Number of months between each AI update to change cabinet actions
AI_PERFORMANCE_REFORMS_MONTHS_BETWEEN_UPDATES 24 Number of months between each AI update to change government reforms
AI_PERFORMANCE_POLICIES_MONTHS_BETWEEN_UPDATES 6 Number of months between each AI update to change policies of laws
AI_PERFORMANCE_ESTATE_PRIVILEGES_MONTHS_BETWEEN_UPDATES 12 Number of months between each AI update to change estate privileges
AI_PERFORMANCE_ESTATE_PRIVILEGES_UNUSED_TAX_MONTHS_BETWEEN_UPDATES 2 Number of months between each AI update to change estate privileges
AI_PERFORMANCE_SCHOLARS_MONTHS_BETWEEN_UPDATES 6 Number of months between each AI update to change religion scholars
AI_PERFORMANCE_TRADE_PROFIT_PER_WEIGHT_CUTOFF 0.5 If expected profit from a trade route is less than this amount per merchant capacity used we skip it
AI_PERFORMANCE_PATHFIND_DISTANCE_THRESHOLD 100 distance threshold for less accurate pathfind to save performance for ai, smaller threshold saves more performance
AI_NAVAL_PERFORMANCE_PATHFIND_DISTANCE_THRESHOLD 2500 same as above but for navies; Naval threshold higher as it causes ships to incorrectly sail against the wind accross the atlantic otherwise
AI_PERFORMANCE_NODE_LIMIT_PER_DISTANCE 4 AI allowed pathfind node depth based on map distance
AI_PERFORMANCE_NAVAL_NODE_LIMIT_PER_DISTANCE 3 AI allowed pathfind node depth based on map distance for naval
AI_PERFORMANCE_NODE_LIMIT_BASE 100 each pathfind is allowed at least this many node expansions
CHANGE_RELIGION_THRESHOLD 1.25 New religion must be >25% bigger
AI_PERFORMANCE_ATTACH_UNIT_MAX_DISTANCE 200 maximum distance AI allied units are allowed to travel to attach, shorter number saves more performance on pathfinding
AI_PERFORMANCE_TRADE_ATTEMPT_PER_GOOD 5 number of attempts AI will do per good per market when looking for profitable import/exports before giving up
AI_PERFORMANCE_SAMPLE_SIZE 3 cutting down on colonial charter tests
AI_PERFORMANCE_TECH_QUEUE_SIZE 5 how many techs AI queue at once, higher number is better performance but makes AI slower to react to changes
AI_ESTATE_SATISFACTION_TAX_TARGET 0.5 AI will adjust tax sliders to have this minimum estate satisfaction
AI_REVOKE_PRIVILEGE_STABILITY_THRESHOLD -50 ai needs at least this much stability left after revoking a privilege
AI_ESTATE_SATISFACTION_TARGET_FOR_GRANTING_PRIVILEGES 0.55 when below this target satisfaction (excluding temp modifiers) we want to grant a privilege
AI_ESTATE_SATISFACTION_TARGET_FOR_REVOKING_PRIVILEGES 0.75 When above this target satisfaction (excluding temp modifiers) we want to revoke a privilege
AI_ESTATE_SATISFACTION_STABILITY_ESTIMATE 0.3 when evaluating if we should remove or grant a privilege we estimate estate satisfaction based on this stability
AI_GRANT_ESTATE_PRIVILEGE_THRESHOLD 75 positive utility needed to grant an estate privilege so won't change our mind and remove it later
AI_ESTATE_SATISFACTION_TARGET_PARLIAMENT_AGENDAS 0.4 Parliament agendas will not be considered if they lower estate satisfaction below this point
AI_ESTATE_SATISFACTION_TARGET_PRIVILEGES 0.02 Estate privileges will not be considered if they give less estate satisfaction than this
AI_ESTATE_TARGET_SATISFACTION_NEEDED_THRESHOLD_PRIVILEGES 0.05
AI_DEFAULT_COUNTRY_INTERACTION_FREQUENCY 30 default number of days between ai checking each country interaction
AI_DEFAULT_CHARACTER_INTERACTION_FREQUENCY 180 default number of days between ai checking each character interaction
LOCATION_POP_PROMOTION_SPEED_FACTOR 20 How much AI values quick pop promotion
MARKET_ACCESS_IMPORTANCE 0.15 How much the AI values having high market access per raw tax base, measured in monthly ducats (assuming large markets)
MARKET_TAX_BASE_REFERENCE 100 A reference for how large markets should be, measured in raw tax base (raw = assuming 100% market access)
MARKET_OWNING_IMPORTANCE 0.0005 How much the AI values owning the market center per raw tax base, measured in monthly ducats
MERCHANT_CAPACITY_GOLD_RELATION_FACTOR 0.25 Estimated profitability of trade per merchant capacity, used when AI has 0 trades so there is nothing to calc profitability on
RECRUITMENT_TIME_BASE_DAYS 10 Base number of days to consider getting a new unit to a place
RECRUITMENT_TIME_FACTOR 0.1 Multiplier for how significant recruitment time is for AI recruitment decisions
SHIP_RECRUITMENT_COST_FACTOR 0.2 multiplier for how much we care about the cost of ships vs budget
REGIMENT_RECRUITMENT_COST_FACTOR 0.5 multiplier for how much we care about the cost of regiments vs budget
MONTHLY_MANPOWER_MAXIMUM_VALUE nil The maximum value the manpower scale curve can reach
MONTHLY_MANPOWER_PER_BASE_TAX_REFERENCE 0.04 This is how big manpower pool AI wants based on their tax base
MAXIMUM_MANPOWER_MAXIMUM_VALUE 0.5 This is how hard they will try to reach their manpower pool target
AI_ESSENTIAL_MANPOWER_UTILITY_VALUE 0.25 This is how hard they will try to reach their essential manpower pool target, which is enough to maintain their armies and have enough replenishment to rebuild them fast
MONTHLY_SAILORS_PER_BASE_TAX_REFERENCE 0.00012 This much monthly_sailors per tax base will be used as "default" reference
MONTHLY_SAILORS_DESIRE_FACTOR 0.2
MONTHLY_SAILORS_MAXIMUM_VALUE 0.04 The maximum value the sailors scale curve can reach
MAXIMUM_SAILORS_MAXIMUM_VALUE 0.2 inherent utility scale for maximum sailor modifier
AVERAGE_FRONTAGE 12
MONTHLY_CONTROL_MAXIMUM_VALUE 0.1 The maximum value the control scale curve can reach
MAX_CONTROL_DESIRE_PER_PROFIT 1 The maximum the max control we have per spread
MAXIMUM_LOCAL_CONTROL_MAXIMUM_VALUE 1 The maximum max control desire we have
AI_CULTURE_INFLUENCE_UTILITY_FACTOR 0.1 Utility from having 125% culture influence compared to highest culture tradition present in country
AI_CULTURE_TRADITION_UTILITY_FACTOR 0.05 Utility from having 125% culture tradition compared to highest influence present in country
AI_DISEASE_RESISTANCE_UTILITY 0.05 base utility for disease resistance
AI_DISEASE_RESISTANCE_AFFECTED_MULTIPLIER 10 multiplier for locations with ongoing diseases
AI_HEATHEN_TOLERANCE_UTILITY 0.05 Utility scaled on % of heathen population
PROXIMITY_DESIRE_PER_MAX_CONTROL 0.1 The maximum value the proximity scale curve can reach on max control
MAXIMUM_LOCAL_PROXIMITY_MAXIMUM_VALUE 0.2 The maximum proximity desire we have (inherent utility)
PROXIMITY_NEIGHBOURS_ON_MAX_CONTROL 0.1 Proximity utility per neighbors on max control
LOCAL_PROXIMITY_SOURCE_DESIRE 0.1 The local proximity source desire (currency effect)
AI_GLOBAL_PROXIMITY_COST_UTILITY -0.5 Inherent utility for global proximity cost modifier, negative as cost reduction is good
AI_GLOBAL_INSTITUTION_GROWTH_UTILITY 0.8 Inherent value of global institution growth modifier
AI_UNLOCK_BUILDING_ADVANCE_UTIL 5 Base score from unlocking new builings for AI that doesnt have capital modifiers
ROAD_MARKET_VALUE_FLOW_FACTOR 0.0005 how much AI cares about building roads that increase the flow towards market capital
ROAD_TAX_RATE_ESTIMATE_FOR_ESTATES 25 estimated recovery percentage of lost tax due to low control, when estates build roads
ROAD_MARKET_VALUE_FLOW_FACTOR_FOR_ESTATES 0.5 how much AI cares about building roads that increase the flow towards market capital, when estates build roads
MONTHLY_INFLATION_COST_PER_TAX_BASE 0.33
MAX_ALLOWED_INFLATION 0.08 Try to tune this to be the maximum inflation under which we could run a surplus. Underestimate is better than overestimate
CURRENCY_AMOUNT_BIAS_MONTHLY_DECAY 0.96
AI_REVOKE_PRIVILEGE_COST_MODIFIER_UTILITY -0.1 Utility of the revoke privilege cost modifier
AI_GLOBAL_MARITIME_PRESENCE_DECAY_UTIL -20
AI_GLOBAL_MARITIME_PRESENCE_MODIFIER_UTIL 0.5
AI_GLOBAL_MARITIME_PROXIMITY_COST_UTIL -0.03
AI_GLOBAL_PORT_PROXIMITY_COST_UTIL -0.01
AI_GLOBAL_MERCHANT_POWER_FROM_MARITIME_UTIL 0.5
AI_GLOBAL_SEA_TRADE_COST_UTIL -0.2
GOVERNMENT_POWER_INHERENT_UTILITY 0.7 inherent util when below 55 to avoid bad situations
AI_STABILITY_INHERENT_UTILITY 0.25 AI inherent willingness to invest in stability slider
AI_EMBRACE_INSTITUTION_STABILITY_UTILITY 0.05 AI extra willingness to invest in stability slider when it is close to embracing institutions
AI_ALLOWED_STABILITY_FIRST_INSTITUTION_EMBRACE 20 AI is allowed to go a bit negative into stability to embrace their first institution of each age
AI_REBEL_JOIN_THRESHOLD_IMPORTANCE 5 AI willingness to invest into rebel join threshold modifier
AI_REBEL_LEAVE_THRESHOLD_IMPORTANCE 2.5 AI willingness to invest into rebel leave threshold modifier
POP_SATISFACTION_IMPORTANCE_FOR_REVOLTS 10 AI willingness to invest into unrest reduction / satisfaction to reduce revolts
POP_SATISFACTION_IMPORTANCE_TO_ESTATES 250
ESTATE_SATISFACTION_LEVY_THRESHOLD_IMPORTANCE 10 AI willingness to specifically keep estate satisfaction above the threshold for raising levies
AI_ESTATE_SATISFACTION_LINEAR_UTIL 0
AI_ESTATE_SATISFACTION_QUAD_UTIL 1
GRANT_PRIVILEGE_COOLDOWN 1500 Cooldown for an individual estate for AI to grand privilege to let the effect of the grant play out
GRANT_PRIVILEGE_UNUSED_TAX_COOLDOWN 180
REVOKE_PRIVILEGE_COOLDOWN 3000 Cooldown for all estates when AI revokes a privilege
ARMY_LEVY_SIZE_IMPORTANCE 20
NAVY_LEVY_SIZE_IMPORTANCE 5
POP_SATISFACTION_IMPORTANCE 60
OPINION_IMPORTANCE 0.2
MAX_LOAN_FOR_TROOPS 0 How many % in debt the AI can be before they stop buying troops with loans
ESTATE_MAX_TAX_MODIFIER_UTILITY_IMPORTANCE 0.025 AI utility of changing the max estate tax modifier is determine by this multiplied with the estate taxbase
NUM_PRIVILEGES_QUADRATIC_UTILITY_PENALTY 0 stacking quadratic penalty for handing out estate privileges
AI_ALLOWED_NAVAL_CONSTRUCTIONS_TAX_BASE_DIVIDER 100 Taxbase divided by this is how many parallel fleet constructions AI is allowed
AI_ALLOWED_ARMY_CONSTRUCTIONS_TAX_BASE_DIVIDER 100 Taxbase divided by this is how many parallel armies constructions AI is allowed
FLEET_REPAIR_THRESHOLD 0.9 if a fleet average strength is below this threshold the fleet will repair
AI_DAYS_AT_SEA_ATTRITION_THRESHOLD 60 if a ship is in risk of taking attrition and has been this many days at sea AI will go to port
MINIMUM_GALLEY_THRESHOLD 0.33 AI needs to have at least this many % of their coast be appropriate for galleys in order for galley to be allowed
AI_HEAVY_SHIP_RATIO_FOR_TRANSPORTS 0.25 AI wants this % of heavy ships to be part of their transport fleets for safety
HUNT_ARMIES_MAX_RADIUS 20
HUNT_ARMIES_STAY_PRIO 0.05 This number works like a threshold for how important tasks should be for the AI to leave base
HUNT_ARMIES_CONFRONT_FACTOR 2 This factor determines how likely the AI is to initiate a battle, as opposed to just staying close by
HUNT_ARMIES_WIN_CHANCE_SPLIT 0.99 Split up the army if it has more than this win chance
HUNT_ARMIES_MAX_SPLINTERS 6 Don't split into more armies than this
HUNT_ARMIES_PRESENCE_RADIUS 3 Consider armies this far away
HUNT_ARMIES_DESIRED_STRENGTH_MULT 1.5 We want this number times the enemy strength
HUNT_ARMIES_AI_MAX_DISTANCE 3 Maximum distance AI will have between base location and important province
HUNT_ARMIES_AI_RADIUS_BUFFER 2 Additional objective radius
HUNT_ARMIES_AI_MAX_NUM_OBJECTIVES 5 How many simultaneous HUNT_ARMIES objectives the AI will have at most (soft cap)
HUNT_ARMIES_AI_WAR_GOAL_VALUE 1
HUNT_ARMIES_AI_CAPITAL_VALUE 1
HUNT_ARMIES_AI_PROVINCE_CAPITAL_VALUE 1
HUNT_ARMIES_AI_ENEMY_VALUE_FACTOR 0.5
HUNT_ARMIES_AI_REACHABLE_FACTOR 10
HUNT_NAVIES_DESIRED_STRENGTH_MULT 1.5 We want this number times the enemy strength
MAXIMUM_ALLOWED_NUMBER_OF_EACH_OBJECTIVE 20 How many objectives (e.g. carpet siege area) of a certain type the AI can have at once for performance reasons
MAXIMUM_ALLOWED_SIDE_OBJECTIVES 10 How many side objectives we can have per objective, e.g. "win war versus". So in 1 war we focus on maximum this many enemies at once
CARPET_SIEGE_REQUIRED_WIN_CHANCE 0.8
CARPET_SIEGE_CONFRONT_FACTOR 0.5 This factor determines how likely the AI is to initiate a battle, as opposed to just staying close by
CARPET_SIEGE_SEARCH_DEPTHS { 10, 8, 6, 5, 4, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1 } How far away will units look when carpet sieging; First (biggest) units looks 10 steps away, smaller units get less allowance. This is important for performance. If they don't find anything, they get moved to logistics to get them somewhere near
CARPET_SIEGE_MAX_ARMIES 10 carpet siege won't split down to more armies than this
AI_SUPPLY_LIMIT_TARGET 0.75 AI will try to make army stacks of this ratio of average supply limit in their country
RATIO_OVER_SUPPLY_TARGET_TO_SPLIT 1.3 A stack has to be this much over the supply limit target to be split in half
AI_GROUP_RECENTLY_REMOVED_UNIT_FORGET_CHANCE 0.25 chance to forget a forcefully removed unit which prevents it to be assigned again
AVOID_BATTLES_PATHFIND_CONFRONT_FACTOR 0.5 This factor determines how likely the AI is to initiate a battle, as opposed to just staying close by
AI_POWER_PROJECTION_UTIL_FROM_COLONIZATION 0.01 Power Projection util per ongoing colonization
MAX_RECRUIT_DISTANCE 10 How far away from base location AI may recruit troops
RELEVANT_ARMY_MIN_RAW_STRENGTH 0.025 How many levies to even worth considering raising
RELEVANT_NAVY_MIN_RAW_STRENGTH 0.025 How many levies to even worth considering raising
AI_MAXIMUM_ARMY_VS_NAVY_BUDGET_ALLOCATION 0.75 maximum allocation budget for land vs navy based on society value
AI_MAINTENANCE_BUDGET_RATIO 0.2 How much of monthly income is allocated for maintenance budget of armies and navies
SUPPLY_DEPOT_RANGE 2 how far away a supply depot can be to be used by a unit
NAVAL_SUPPLY_RANGE 2 how far away a ship can be to supply an army
FOOD_STORAGE_TO_ESCORT_STRENGTH_RATIO 0.2 how many troops will escort supply wagons
GO_LOOKING_FOR_FOOD_RANGE 6 how far supply wagons will wander looking for food
GO_LOOKING_FOR_FOOD_DISTANCE_IMPORTANCE -1 further away is worse
GO_LOOKING_FOR_FOOD_AMOUNT_IMPORTANCE 3 more is better
AI_AVOID_ATTRITION_MAX_PATH_FIND_DISTANCE 100 further distance can cost more performance
BATTLE_WIN_CHANCE_SENSITIVITY 16
BATTLE_WIN_CHANCE_ENEMY_BIAS 1.1
BATTLE_WIN_CHANCE_GENERAL_MIL_FACTOR 0.25 -> 100 MIL ~ 25% bigger army
BATTLE_WIN_CHANCE_ADMIRAL_SKILL_FACTOR 0.25 -> 100 Dip ~ 25% better fleet
INITIATIVE_COMBAT_STRENGTH_FACTOR 0.025 -> 10 initiative ~25% better army
BUILDING_THRESHOLD_FACTOR 1.2 Increase this to make AI more careful with building buildings. Don't make < 1
LOCATION_BORDER_DISTANCE_RELEVANCE_THRESHOLD 20
BASE_FORT_LEVEL_BENEFIT_SCALAR 0.1
BASE_ZOC_BENEFIT_SCALAR 0.1
FORT_PROTECTION_BORDER_MULT 20
FORT_PROTECTION_LOCATION_MULT 1
FORT_PROTECTION_CAPITAL_MULT 0.3
FORT_PROTECTION_PROVINCE_CAPITAL_MULT 1
FORT_UTILITY_NO_MARKET_ACCESS -50
HOW_MUCH_WE_CARE_ABOUT_PRIVATEERING_RIVALS 1
HOW_MUCH_WE_CARE_ABOUT_PRIVATEERING_ENEMIES 1
HOW_MUCH_WE_CARE_ABOUT_PRIVATEERING_NEUTRALS 0.2
HOW_MUCH_WE_CARE_ABOUT_PRIVATEERING_FRIENDS 0
HOW_MUCH_WE_CARE_ABOUT_PRIVATEERING_MERCHANT_POWER 50
PRIVATEERING_MERCHANT_POWER_HALF_LIFE_MIN 10
PRIVATEER_TRADE_COUNT_FACTOR 0.2
EXPLORATION_UTILITY_SEA 6
EXPLORATION_UTILITY_LAND 10
EXPLORATION_PREPARATION_TIME_UTILITY -0.4
EXPLORATION_DISTANCE_BASE 1000
EXPLORATION_GOLD_EFFECT 1
ONGOING_EXPLORATION_UTILITY_PENALTY 0.5 utility penalty for each ongoing exploration
ROYAL_MARRIAGE_RULER_WEIGHT 20
ROYAL_MARRIAGE_HEIR_WEIGHT 10
ROYAL_MARRIAGE_OTHER_WEIGHT 10
MOVEMENT_SPEED_FACTOR 0.05
AI_LITERACY_LOCAL_GROWTH_RATE_IMPORTANCE 0.1
AI_LITERACY_GLOBAL_GROWTH_RATE_IMPORTANCE 0.1
AI_LITERACY_UTILITY_FACTOR 4
AI_RESEARCH_SPEED_UTILITY 2
AI_MARKET_POWER_UTIL 0.0005 inherent util for market power
PEACE_OFFER_WAR_ENTHUSIASM_THRESHOLD 0.6
PEACE_OFFER_WAR_SCORE_THRESHOLD 50
PEACE_OFFER_ACCEPTANCE_THRESHOLD -20
PEACE_OFFER_OCCUPATION_PERCENTAGE_THRESHOLD 0.25
PEACE_OFFER_WARSCORE_PERCENTAGE_THRESHOLD 0.33
PEACE_OFFER_WAR_ENTHUSIASM_STALE_WAR 0.5
PEACE_OFFER_ALLY_LEAVE_WAR_ENTHUSIASM 0.25
AI_CIRCULAR_STRAIT_DISTANCE_THRESHOLD 8 when distance (in locations) to walk around a strait is smaller than this just ignore it
AI_STRAIT_DISTANCE_TO_ENEMY_THRESHOLD 6 distance (in locations) how close a strait has to be to enemy controlled area to be important
AI_FOW_FORGET_CHASE_ARMY_CHANCE 0.33 chance that AI will forget a chase army objective about an army that goes into fow
AI_RECOVER_MORALE_THRESHOLD 66 AI will stop and rest armies when their morale is below this percentage
AI_AWAIT_REINFORCING_ARMY_DISTANCE_MAX 50 above this map AI will wait for other collaborating armies before engaging their target
AI_AWAIT_REINFORCING_ARMY_DISTANCE_MIN 35 below this map distance collaborating armies are considered closed enough to start moving again
Used for AI assignment of units to objectives
AI_MILITARY_ARMY_ASSIGNMENT_PROXIMITY_FACTOR -1 Negative score for army targets further away
AI_MILITARY_NAVY_ASSIGNMENT_PROXIMITY_FACTOR -0.1 negative score for navy targets further away
AI_MILITARY_ASSIGNMENT_PRIORITY_FACTOR 100 Positive score based on objective priority (1-10)

all these cumulative multiply the total war-worth if true..

PEACE_MAKE_SUBJECT_BASE_FACTOR 0.8
PEACE_MAKE_SUBJECT_OTHER_DOMINANT_CULTURE 1.2
PEACE_MAKE_SUBJECT_OTHER_DOMINANT_RELIGION 1.2
PEACE_MAKE_SUBJECT_TOO_MUCH_TO_INTEGRATE 1.5
PEACE_MAKE_SUBJECT_OVER_LIMIT 0.05
PEACE_MAKE_SUBJECT_REVOLT_WAR 0 If the target is a rebellious province
PEACE_MAKE_SUBJECT_AS_ALLY 0.5 If as the taker we are only an ally in the war, focus on land
TRANSFER_OCCUPATION_WAR_PARTICIPATION_BASE_SCORE 0.5
TRANSFER_OCCUPATION_WAR_PARTICIPATION_MULTIPLIER 1
TRANSFER_OCCUPATION_OPINION_BIAS_MULTIPLIER 1
TRANSFER_OCCUPATION_WAR_LEADER_MULTIPLIER 0.5
TRANSFER_OCCUPATION_RIVAL_MULTIPLIER -1
TRANSFER_OCCUPATION_CONTROLLER_SCORE_BASE 10
TRANSFER_OCCUPATION_CONTROLLER_SCORE_MULTIPLIER 3
PEACE_ANNUL_GUARANTEED_FACTOR 0.25
PEACE_ANNUL_GUARANTEEING_FACTOR 0.25
PEACE_ANNUL_ALLIANCE_FACTOR 0.25
PEACE_ANNUL_ALLIANCE_FUTURE_WAR_FACTOR 0.5
PEACE_ANNUL_GUARANTEEING_FUTURE_WAR_FACTOR 0.25
AI_ANNEX_SUBJECT_DISTANCE_THRESHOLD 50 How far it can be between borders until AI does not want to annex a subject
AI_ANNEX_SUBJECT_BORDERING_CONTROL_NEEDED 0.35 AI will only subjugate another country if they have at least this much bordering control
CONQUER_DESIRE_POPULATION_FACTOR 0.25 How the population of the location influences the conquer desire
CONQUER_DESIRE_TAX_BASE_FACTOR 1 How the tax base of the location influences the conquer desire
TARGET_SAFE_ANTAGONISM_FOR_AI 50 How much antagonism Ai is willing to take before getting a too much antagonism modifier
EXPECTED_WAR_SCORE_BASE 25 How much warscore Ai expects to get in a war
EARLY_PEACE_TIME_MONTHS 4 How many months need to pass for Ai to lose the early war peace acceptance modifier
EARLY_PEACE_TIME_BASE 10 How much negative acceptance is added by the early war modifier
EARLY_PEACE_TIME_FACTOR 1.5 How much acceptance is multiplied by the early war modifier
MINIMUM_WIN_CHANCE_TO_CONSIDER_DEFEAT 0.25 Win chance below this number will make Ai try to White Peace or give something instead of fighting on
MINIMUM_WAR_SCORE_TO_CONSIDER_DEFEAT -50 Warscore below this number will make Ai try to White Peace or give something instead of fighting on
POTENTIAL_COALITION_MAX_SAFE_RELATIVE_STRENGTH 1 A potential coalition will be ignored if its strength is lower than our strength times this mult
IDEAL_WARSCORE_DIFFERENCE_THRESHOLD_TO_CONSIDER_PEACE 20 If the current warscore is only X away from the ideal peace deal warscore, AI will try to make peace with that nation
PEACE_RELEASE_COUNTRY_FUTURE_CONQUEST_FACTOR 0.15 How much future conquest of released locations is valued when releasing a country via a peace deal
PEACE_RELEASE_COUNTRY_CUT_RIVAL_FACTOR 0.25 How much cutting a rival/threat is valued when releasing a country via a peace deal
PEACE_RELEASE_COUNTRY_STRENGTH_REQUIREMENT 0.75 How strong a nation needs to be relative to us to consider them a threat we need to cut in size
PEACE_RELEASE_COUNTRY_RIVAL_FACTOR 1 How many times more does Ai value releasing countries from their rival than just a big country
PEACE_RELEASE_COUNTRY_GORE_FACTOR -3 multiplied by how many new country areas will be created
PEACE_RELEASE_SUBJECT_FUTURE_CONQUEST_FACTOR 0.1 How much future conquest of released subject is valued when releasing them via a peace deal
PEACE_RELEASE_SUBJECT_CUT_RIVAL_FACTOR 0.25 How much cutting a rival/threat is valued when releasing a country via a peace deal
PEACE_RELEASE_SUBJECT_STRENGTH_REQUIREMENT 0.75 How strong a nation needs to be relative to us to consider them a threat we need to cut in size
PEACE_RELEASE_SUBJECT_RIVAL_FACTOR 1 How many times more does Ai value releasing countries from their rival than just a big country
PEACE_BECOME_JUNIOR_PARTNER_FACTOR 3 How much Ai wants to get other countries as junior partners
PEACE_RM_CLOSER_TO_THRONE_FACTOR_NUMERATOR 10 how much to value a RM target being closer to the throne PEACE_RM_CLOSER_TO_THRONE_FACTOR_NUMERATOR / ( 1 + rank / PEACE_RM_CLOSER_TO_THRONE_FACTOR_DENOMINATOR )
PEACE_RM_CLOSER_TO_THRONE_FACTOR_DENOMINATOR 1 PEACE_RM_CLOSER_TO_THRONE_FACTOR_NUMERATOR / ( 1 + rank / PEACE_RM_CLOSER_TO_THRONE_FACTOR_DENOMINATOR )
PEACE_RM_YOUTH_FACTOR_NUMERATOR 3 how much to value youth PEACE_RM_YOUTH_FACTOR_NUMERATOR / ( 1 + age / PEACE_RM_YOUTH_FACTOR_DENOMINATOR )
PEACE_RM_YOUTH_FACTOR_DENOMINATOR 30 PEACE_RM_YOUTH_FACTOR_NUMERATOR / ( 1 + age / PEACE_RM_YOUTH_FACTOR_DENOMINATOR )
PEACE_CEDE_PROVINCE_REVOLT_WAR nil If the target is a rebellious province
PEACE_CEDE_PROVINCE_GORE_FACTOR -3 multiplied by how many new country areas will be created
PEACE_CEDE_CITY_BASE_MULTIPLIER 0.5 Prefer taking provinces not cities
PEACE_CEDE_CITY_REVOLT_WAR 0 If the target is a rebellious province
PEACE_GOLD_REVOLT_WAR 0 If the target is a rebellious province
PEACE_OFFER_ALLY_DEFAULT_FAIRNESS 0.4 Fraction of warscore Ai will distribute according to the war participation
PEACE_CEDE_PROVINCE_ALLY_DESIRE_BASE 0.7 Base desire multiplier of giving a province to an ally in a peace deal.
PEACE_CEDE_PROVINCE_ALLY_DESIRE_OUR_CONQUER_DESIRE_FACTOR 1 Multiplies the desire of giving a province to an ally in a peace deal based on how much we desire the province.
PEACE_OFFER_TOO_MUCH_ALLY_WARSCORE_THRESHOLD 1.25 How much at most should we go above the promised warscore to our allies
PEACE_OFFER_ALLY_NOT_ENOUGH_TO_CARE_THRESHOLD 0.03 If an ally is promised to get less than this % of warscore in the final offer Ai will ignore them
DEFAULT_REGULAR_ARMY_PREFERENCE 1 Default number at 0% War Balance
DEFAULT_LEVY_ARMY_PREFERENCE 1
DEFAULT_MERCENARY_ARMY_PREFERENCE 1
REGULAR_ARMY_PREFERENCE_FACTOR 0 How fast the preference goes down with War Balance increasing. The higher the number the less of those units will be used if we are stronger than the enemy.
LEVY_ARMY_PREFERENCE_FACTOR 0.5 With negative numbers the reliance on those units will grow instead.
MERCENARY_ARMY_PREFERENCE_FACTOR 1.33
MERCENARY_ARMY_PREFERENCE_SMALL_ALLY_IGNORE_THERSHOLD 0.33 How much we have to be losing to ignore the small ally factor and go all in anyway. Lower number = Need to be losing more.
MERCENARY_ARMY_PREFERENCE_SMALL_ALLY_THRESHOLD 0.05 Minimum share of strength we can have before we start ignoring mercenaries
MERCENARY_ARMY_PREFERENCE_SMALL_ALLY_FACTOR 0.25
DEFAULT_REGULAR_NAVY_PREFERENCE 1
DEFAULT_LEVY_NAVY_PREFERENCE 1
DEFAULT_MERCENARY_NAVY_PREFERENCE 1
REGULAR_NAVY_PREFERENCE_FACTOR 0 How fast the preference goes down with War Balance increasing. The higher the number the less of those units will be used if we are stronger than the enemy.
LEVY_NAVY_PREFERENCE_FACTOR 0.5 With negative numbers the reliance on those units will grow instead.
MERCENARY_NAVY_PREFERENCE_FACTOR 1.33
MERCENARY_NAVY_PREFERENCE_SMALL_ALLY_IGNORE_THERSHOLD 0.33 How much we have to be losing to ignore the small ally factor and go all in anyway. Lower number = Need to be losing more.
MERCENARY_NAVY_PREFERENCE_SMALL_ALLY_THRESHOLD 0.05 Minimum share of strength we can have before we start ignoring mercenaries
MERCENARY_NAVY_PREFERENCE_SMALL_ALLY_FACTOR 0.25
COURT_LANGUAGE_POWER_DIFFERENCE_NEEDED 0.8 How much more powerful a language needs to be in order to be considered a potential court language
LITURGICAL_LANGUAGE_POWER_DIFFERENCE_NEEDED 0.8 How much more powerful a language needs to be in order to be considered a potential liturgical language
COMMON_LANGUAGE_PREFERENCE_FACTOR 2 How much more powerful we consider our common language when changing it
COMMON_LANGUAGE_PREFERENCE_BASE 0.05 How much more powerful we consider our common language when changing it - static value in case our language has 0% power
COURT_LANGUAGE_OVERLORDS_COURT_LANGAUGE_MODIFIER 1 How much more powerful we consider our Overlord's court language when changing it. Scaled by Subject Loyalty
COURT_LANGUAGE_NEGATIVE_CULTURE_OPINION_FACTOR 0 Don't adopt a language of a culture we don't like
MINIMUM_MONTHS_BETWEEN_EXPANSION 6
SUBJUGATION_EXPANSION_FACTOR 0.75
DEFAULT_AGGRESSIVENESS -1.05 Higher = more aggressive
POWER_BALANCE_AGGRESSIVENESS_FACTOR 20 Higher = more aggressive against weak enemies, more cautious against strong enemies
EXPANSION_SCORE_OPINION_FACTOR 1 How much opinion matters when choosing conquest targets. Keep it between 0-1
ROYAL_MARRIAGE_CONQUEST_FACTOR 0.1
ROYAL_MARRIAGE_SUBJUGATION_FACTOR 1.25
GUARANTEEING_CONQUEST_FACTOR 0
GUARANTEEING_SUBJUGATION_FACTOR 1.1
ALLIANCE_CONQUEST_FACTOR 0
ALLIANCE_SUBJUGATION_FACTOR 1.25
RIVAL_CONQUEST_FACTOR 1.25
RIVAL_SUBJUGATION_FACTOR 0
DISTANT_WAR_BORDER_DISTANCE 100
DISTANT_WAR_CONQUEST_FACTOR 0.1
DISTANT_WAR_SUBJUGATION_FACTOR 0.33
NO_CASUS_BELLI_CONQUEST_FACTOR 0.8
NO_CASUS_BELLI_AND_NO_PARLIAMENT_CONQUEST_FACTOR 0.25
EXPANSION_TARGET_SCORE_NEEDED_TO_KEEP 15
EXPANSION_TARGET_SCORE_NEEDED_TO_PICK 20
AI_NUM_EXPANSION_TARGETS 20 AI will evaluate war against the top AI_NUM_EXPANSION_TARGETS targets, more is worse performance but possibly can find more attack targets
AI_SUBJUGATION_OBJECTIVE_MONTHLY_CHANCE 0.083 1/12 Once per year on average
AI_SUBJUGATION_OBJECTIVE_MAX_ALLOWED 2 maximum allowed parallel ongoing ai subjugation objectives
PEACE_MILITARY_ACCESS_NEIGBOURS_FACTOR 10
PEACE_MILITARY_FLEET_BASING_AREAS_FACTOR 10
PEACE_MILITARY_ANTI_PIRACY_LOCATIONS_FACTOR 3
MIN_MONTHS_BETWEEN_REJECTED_OFFERS 48
LOCAL_POPULATION_IMPORTANCE 4
MAX_VALUE_SAMPLES_FOR_TARGETTED_ACTIONS 6 when looking for a value in targeted actions, how many iterations will we do before settling on the best value we found
MONTHS_TO_WAIT_FOR_CASUS_BELLI 24 How many months will Ai wait for a potential casus belli from script before declaring a no CB or abandoning the war
MONTHS_TO_WAIT_FOR_MAINTENANCE 3 How many months will Ai wait for maintenance sliders to go up before declaring a war
PEACE_DEAL_BASE_CONTRIBUTION 0
PEACE_DEAL_CONTRIBUTION_TAX_BASE_FACTOR 0.25
PEACE_DEAL_CONTRIBUTION_BASE_MODIFIER 1
PEACE_DEAL_CONTRIBUTION_PARTICIPATION_FACTOR 1
PEACE_DEAL_CONTRIBUTION_NEGOTIATION_POWER_FACTOR 1
PEACE_DEAL_CONTRIBUTION_OPINION_FACTOR 0.5
PEACE_DEAL_INTEGRATION_LIMIT_MULTIPLIER 2
PEACE_DEAL_ADDITIONAL_INTEGRATION_LIMIT 0 If a peace deal would require more than (Cabinet size + PEACE_DEAL_ADDITIONAL_INTEGRATION_LIMIT) * PEACE_DEAL_INTEGRATION_LIMIT_MULTIPLIER to integrate it won't be accepted, set to -1 so the limit is ignored.
PEACE_DEAL_PROMISED_LAND_GUARANTEED_PARTICIPATION 0.75 How much warscore share Ai expects and will give if it was promised or itself promised land based on war participation
MOVE_CAPITAL_TOTAL_LOCATIONS_THRESHOLD 0.33
MOVE_CAPITAL_CURRENT_CAPITAL_AREA_SCORE_FACTOR 3
MOVE_CAPITAL_TAX_BASE_FACTOR 1
MOVE_CAPITAL_POPULATION_FACTOR 0.1
MOVE_CAPITAL_LOCATION_RANK_FACTOR 1
WAR_PLANNER_AUTOCALL_ATTACKER_FACTOR 0.9 How much "power" does a nation add to a potential war if they are on attackers side and are autocalled
WAR_PLANNER_CAN_CALL_ATTACKER_FACTOR 0.5 If they can be called on attackers side
WAR_PLANNER_CAN_CALL_DEFENDER_FACTOR 0.75 If they can be called on defenders side
AI_MAX_THRESHOLD_OF_PROVINCES_TO_INTEGRATE 4 How many provinces will Ai accept over their cabinet size before they start releasing subjects.
AI_BUFFER_TAX_BASE_FACTOR 2 AI will save their taxbase multiplied by this for buffer for sudden expenses like event options and hiring mercs
AI_HIGH_OPINION_THRESHOLD 100 Makes ai use certain interactions with countries with that opinion, only checks Our opinion of Them
AI_LOW_OPINION_THRESHOLD -100
MONTHS_TO_WAIT_BEFORE_DECLARING_IO_WARS 4
POWERBALANCE_NEEDED_FOR_EARLY_IO_WAR 4
POWERBALANCE_NEEDED_FOR_IO_WAR 1.5
NO_CASUS_BELLI_SELECTION_PENALTY -100 How less likely will Ai be to select this as the best casus belli
DEFAULT_CHANCE_OF_EXPANSION 0.25 How likely AI is to start a war plan against other nations each month
AI_WAR_EXHAUSTION_EXPANSION_PENALTY 0.1 Penalty to the chance to start new wars per war exhaustion
RANDOM_RANGE_OF_EXPANSION_SORTING_VALUES 0.25 -25% to 25% will be added to the sorting value of expansion targets to make it more varied
SAFE_AMOUNT_OF_ANTAGONISM 30 Ai will try not to expand above this, it's NOT their target antagonism when peacing out
SAFE_AMOUNT_OF_WAR_EXHAUSTION 5 Ai will try not to expand above this WE
SAFE_THREAT_LEVEL_DEFEND_OBJECTIVE_KEEP 0.6 Threat level below that will cause defend objectives to be abandoned
SAFE_WIN_CHANCE_DEFEND_OBJECTIVE_KEEP 0.4 Win chance above that will cause defend objectives to be abandoned
SAFE_THREAT_LEVEL_DEFEND_OBJECTIVE 0.6 Threat level below that will cause defend objectives to be abandoned
SAFE_WIN_CHANCE_DEFEND_OBJECTIVE 0.4 Win chance above that will cause defend objectives to be abandoned
AI_VERY_SMALL_TARGET_THRESHOLD 0.05 If Targets tax base is lower than Actors tax base * this, apply the multiplier
AI_VERY_SMALL_TARGET_MULTIPLIER 0.1 See above, it won't make the conquest score go below the value needed to pick if the original value
AI_ENEMY_LAND_SUPREMACY_THRESHOLD 3 If enemies have this much more land armies than us and we are in a defensive war then we will hang back and defend
AI_REASSIGN_UNIT_THRESHOLD 1.5 how much more score is needed for a new objective in order for a unit to be reassigned to it
MILITARY_ACCESS_MAX_OBJECTIVES 3
THREAT_CALCULATION_BASE_VALUE 10
THREAT_CALCULATION_OPINION_DIVISOR 50
THREAT_CALCULATION_ANTAGONISM_DIVISOR 5
THREAT_DANGEROUS_SCORE 2.5 Threat score above this can't be dealt with by just fighting it alone, AI will seek strong allies
LAW_TARGET_UTILITY_VALUE 25 Additional utility for AI if they need a law for a mission
POLICY_TARGET_UTILITY_VALUE 50 Additional utility for AI if they need a policy for a mission
PARLIAMENT_CALLED_TARGET_UTILITY_VALUE 25 Additional utility for AI if they need a parliament called
PARLIAMENT_SUPPORT_TARGET_UTILITY_MODIFIER 1 Additional utility for AI if they need parliament support for each %
AI_MISSION_CURRENCY_TARGET_UTILITY_MODIFIER_MORE 0.15
AI_MISSION_CURRENCY_TARGET_UTILITY_MODIFIER_LESS -0.15
AI_MISSION_LOCATION_TARGET_UTILITY_VALUE 10
AI_CONQUER_DESIRE_DISTANCE_BASE 200
AI_CONQUER_DESIRE_DISTANCE_MULTIPLIER -0.1 Penalty for ai to attack targets far away
AI_CONQUER_DESIRE_NAVAL_DISTANCE_MULTIPLIER -0.5 Penalty for ai to attack targets far away over sea, smaller number means more likely to attack
AI_CONQUER_DESIRE_MAX 100
AI_CONQUER_DESIRE_THROUGH_SUBJECT_MULT 0.5 Score mult when you have to go through your subject to reach enemy
AI_CONQUER_DESIRE_CAPITAL_DISTANCE 100 After this map distance locations starts getting a penalty from being too far away from capital
AI_CONQUER_DESIRE_CAPITAL_DISTANCE_MIN_FACTOR 0.05 Minimum allowed multiplier from distance to capital
AI_CEDE_TREATY_DISTANCE 500
AI_STABILITY_LOWER_LIMIT -50
AI_GOVERNMENT_POWER_LOWER_LIMIT 50
AI_NORMAL_SATISFACTION_TARGET 0.5
AI_SAVING_MODE_SATISFACTION_TARGET 0.4
BUILDING_LOW_PRODUCTION_EFFICIENCY_IMPACT_ON_RGO 5
AI_ASSAULT_FORT_NO_BREACH_STRENGTH_NEEDED 3
AI_ASSAULT_FORT_BREACH_STRENGTH_NEEDED 1.5
AI_ASSAULT_FORT_NEARBY_ENEMY_MAX_RADIUS 3
AI_LOCAL_POPULATION_CAPACITY_UTILITY 0.01
AI_IMPROVE_RELATIONS_IMPACT_UTILITY 0.08
AI_POP_FOOD_CONSUMPTION_MODIFIER_UTILITY -0.05
AI_GARRISON_SIZE_UTILITY 0.05
AI_DIPLOMATIC_CAPACITY_UTILITY 0.05
AI_LOCAL_TRADES_PER_BURGHER_UTILITY 0.001
AI_SUBJECTS_LOYALTY_UTILITY 0.1
AI_ESTATE_ROADS_UTILITY 10
AI_MERCENARY_COST_UTILITY -0.5
AI_GOVERNMENT_SIZE_UTILITY 0.5
AI_SATISFACTION_RECOVERY_UTILITY 5
AI_SATISFACTION_DECAY_UTILITY -0.1
AI_MILITARY_TACTICS_UTILITY 0.01
AI_LAND_MORALE_RECOVERY_UTILITY 0.25
AI_ARMY_INITIATIVE_UTILITY 0.01
AI_LEVY_COMBAT_EFFICIENCY_MODIFIER_UTILITY nil
AI_SCRIPTED_OBJECTIVE_INTERACTION_SCORE_BONUS 25
AI_IO_RESOLUTION_PROPOSAL_RANDOM_INTERVAL 250
AI_CALL_FOR_PEACE_CHANCE_MULTIPLIER 0.25
AI_CONQUER_TREATY_DESIRE_FROM_WORTH_MULT 5
AI_CONQUER_TREATY_DESIRE_NOT_WARGOAL_MULT 0.5
AI_CHILD_EDUCATION_CHANGE_THRESHOLD 200
AI_CONQUER_TREATY_DESIRE_WARGOAL_BASE 2
AI_REVOKE_CORES_DESIRE_MULT 0.1
AI_CONSTRUCTIONS_PREDICTED_INCOME_MONTHS 24 How much more months of last median balance does the evaluator add to the utility bias for construction queue
AI_CONSTRUCTIONS_EMPTY_QUEUE_UPDATE_MONTHS 6 Cooldown for construction queue if the previous recalc resulted in an empty queue
AI_CONSTRUCTIONS_CLEAR_QUEUE_MONTHS 60 After how many months will the construction queue be purged
AI_CONSTRUCTION_QUEUE_SIZE_OWNED_LOCATIONS_MULT 0.25 OwnedLocations * this = How many buildings will be added to the queue at most
AI_CONSTRUCTION_QUEUE_SIZE_BUILDING_PRICE_REFERENCE 60 Additional buildings will be added to the queue if countries balance allows to build new buildings every 1-2 months, based on this reference
AI_CONSTRUCTION_QUEUE_SIZE_MINIMUM 10 Minimum allowed size of the build queue if you have low amount of locations
AI_CONSTRUCTION_QUEUE_PARALLEL_BUILD_RATIO 0.025 1 + OwnedLocations * this = How many building candidates in AI queue will be built in a month
AI_CONSTRUCTION_QUEUE_PARALLEL_CHECK_RATIO 0.05 1 + OwnedLocations * this = How many building candidates in AI queue will be checked in a month
AI_CONSTRUCTION_DAILY_RANK_BASE_DIVISION 4 Max(this - CountryRank, 1) = BuildingAi will handle candidates every X months
AI_CONSTRUCTION_QUEUE_REPEAT_MULT 0.75 PrevUtility * this - AI_CONSTRUCTION_QUEUE_REPEAT_BIAS = Utility of a new candidate placed in the queue after starting a construction
AI_CONSTRUCTION_QUEUE_REPEAT_BIAS 10 See above
AI_MIN_COUNTRY_RANK 1 Clamped min country rank for AI
AI_MAX_COUNTRY_RANK 4 Clamped max country rank for AI
AI_MONTHLY_DIPLOMATS_THRESHOLD_TO_BUILD_OPINION 0.2 Relevant country relation improvements will try to maintain that many monthly diplomats
AI_MAX_BUILD_OPINION_AT_ONCE 2
AI_BUILD_OPINION_ALLY_BIAS 3 Sorting bias for relevant countries if the actor is allied with them
AI_BUILD_OPINION_HIGH_ANTAGONISM_BIAS 5 Sorting bias for relevant countries if the actor has high antagonism with them
AI_BUILD_OPINION_NEIGHBOUR_BIAS 0.75 Sorting bias for relevant countries if they are neighbors with the actor
AI_BUILD_OPINION_GEOGRAPHY_BIAS 0.5 Sorting bias for relevant countries in the same geography depending on country rank (area, region, superregion)
AI_BUILD_OPINION_ALREADY_IMPROVED_THRESHOLD 0.75 Ai will skip trying to improve relations with relevant countries when the improved opinion modifier is at this fraction of the max value
AI_BUILD_OPINION_CURRENT_BIAS_MAX 75 Ai will skip trying to improve relations with relevant countries when opinion is above that
AI_BUILD_OPINION_IMPROVE_UNTIL 100 Ai will improve relations with relevant countries (neighbors, allies) up until this opinion
Saving mode defines, used mainly when AI enters saving modes: low and high. Goal is to try to stay afloat during bankruptcies and repay loans
AI_HIGH_DEBT_RATIO_TO_TAX_BASE 10 If debt is x times larger than the tax base of a country, high saving mode is enabled
AI_SAVING_MODE_STABILITY_THRESHOLD 0 See defines below
AI_SAVING_MODE_LOW_STABILITY_GROWTH 0.1 Stability growth target when below AI_SAVING_MODE_STABILITY_THRESHOLD
AI_SAVING_MODE_HIGH_STABILITY_GROWTH 0 Stability growth target when above AI_SAVING_MODE_STABILITY_THRESHOLD
AI_SAVING_MODE_MONTHS_TO_REPAY_DEBT 60 AI will try to have a balance which would allow to repay their debts in that many months
AI_SAVING_MODE_GOVERNMENT_POWER_THRESHOLD 60 See defines below
AI_SAVING_MODE_GOVERNMENT_CRITICAL_POWER_THRESHOLD 40 See defines below
AI_SAVING_MODE_VERY_LOW_GOVERNMENT_POWER_GROWTH 0.3 Government power growth per month target when government power is below AI_SAVING_MODE_GOVERNMENT_CRITICAL_POWER_THRESHOLD
AI_SAVING_MODE_LOW_GOVERNMENT_POWER_GROWTH 0.15 Government power growth per month target when government power is below AI_SAVING_MODE_GOVERNMENT_POWER_THRESHOLD
AI_SAVING_MODE_HIGH_GOVERNMENT_POWER_GROWTH 0 Government power growth per month target when government power is above AI_SAVING_MODE_GOVERNMENT_POWER_THRESHOLD
AI_DEFAULT_IO_MAINETANCE_VALUE 0.5 Default IO maintenance if it's not defined anywhere else
AI_SAVING_MODE_COLONIAL_MAINTENANCE 0.5 Static colonial maintenance when in saving mode (or lower if it would mean a negative balance)
AI_SAVING_MODE_EXPLORATION_MAINTENANCE 0.5 Static exploration maintenance when in saving mode (or lower if it would mean a negative balance)
AI_SAVING_MODE_CULTURAL_MAINTENANCE 0.25 Static cultural maintenance when in saving mode (or lower if it would mean a negative balance)
AI_SAVING_MODE_ALLOWED_INFLATION_MODIFIER_LOW 5 Mult max allowed inflation by this much when in low saving mode
AI_SAVING_MODE_ALLOWED_INFLATION_MODIFIER_HIGH 10 Mult max allowed inflation by this much when in high saving mode
AI_PRIVILEGE_LONG_MODIFIER_TRESHOLD 24 Ai will ignore modifiers giving global estate max tax when adding privileges if the modifier will last for longer than that many months
AI_THREAT_STRENGTH_THRESHOLD 0.5 Ai will look for allies that would put them around this fraction of their targets strength
AI_THREAT_TOO_HIGH_THRESHOLD 0.875 Threat level (0 - 1, enemy strength divided by summed strength) at which AI will ignore a threat as it would require a big chain of allies
MAX_ALLIES_TO_PICK_AGAINST_ENEMIES 2 Amount of allies which will be simultaneously worked towards when looking for allies
AI_ALLIES_SELECTION_RANDOMNESS_RANGE 0.5 Randomness added to the factor which is used when sorting nations when looking for alliances
AI_TOO_STRONG_ALLY 1.25 Ai will try to avoid countries that would make the balance of power go above this fraction in comparison to their target strength when looking for allies against strong neighbors
AI_TOO_WEAK_ALLY 0.33 Ai will try to avoid countries that are below this fraction of our strength when looking for allies against strong neighbors
AI_DESIRED_ARMY_MANPOWER_RECOVERY_MONTHS 48 Ai will try to have enough manpower recovery to rebuild their whole current army in that many months
AI_INDEPENDENCE_WAR_WIN_CHANCE 0.25 Winchance above which AI will try to fight independence wars
AI_ALLIES_SELECTION_NUM_ALLIES_FACTOR -0.2
AI TECH
AI_UNLOCK_UNIT_SCORE_PER_AGE 25 AI score to unlock a unit based on age difference in that category
AI_PEACE_CHECK_DAYS 120

Adjacencies[edit | edit source]

Define Default Value Dev Comment
UV_SCALE 0.125
SMOOTH_FADE_DISTANCE 5
SMOOTH_ITERATIONS 0
SMOOTH_KERNEL_SIZE 1
TESSELATION_MAX_ANGLE 5
TESSELATION_MIN_DISTANCE 0.1
TESSELATION_MAX_DISTANCE 1
DEFAULT_WIDTH 1.5
OPACITY_FADE_DISTANCE 0.25
GROUND_OFFSET 1
MIDPOINT_STRETCH 0.01
ADJUST_UNDEFINED 0.5

BlockadeGraphics[edit | edit source]

Define Default Value Dev Comment
SCHEMATIC_NAME blockade_schematic
SCALING_SPEED 5
FINAL_SCALE 0.5
PORT_DISPLACEMENT { 0, 0, 2.2 }
OPACITY_ZOOM_STEP 5

Border[edit | edit source]

Define Default Value Dev Comment
cull borders when zooming out
MAX_ZOOM_STEP_LOCATION 12 @province_zoomstep_max
MAX_ZOOM_STEP_PROVINCE 16 @location_zoomstep_max
MAX_ZOOM_STEP_AREA 22 @area_zoomstep_max
MAX_ZOOM_STEP_COUNTRY 22
MAX_ZOOM_STEP_WAR 22
MAX_ZOOM_STEP_SELECTED -1 @location_zoomstep_max
MAX_ZOOM_STEP_HIGHLIGHTED -1 @province_zoomstep_max
MAX_ZOOM_STEP_IMPASSABLE 8 @province_zoomstep_max
MAX_ZOOM_STEP_BLOCKADED -1 @province_zoomstep_max
MAX_ZOOM_STEP_SEA_LANE 22

Character[edit | edit source]

Define Default Value Dev Comment
MAX_INFANT_AGE 2
MAX_CHILD_AGE 10
MAX_ADOLESCENT_AGE 15
ADULT_AGE 16
AI_MIN_MARRIAGE_AGE 19
AI_MAX_FEMALE_MARRIAGE_AGE 30
OLD_AGE_MONTH_CHANCE 3 100 is dice roll
MAX_PREGNANCY_AGE 40 blocked above this
PREGNANCY_AGE_THRESHOLD 35
PREGNANCY_CHANCE 170 1000 is diceroll
PREGNANCY_FERTILITY_MIN_REDUCTION 12
PREGNANCY_FERTILITY_MAX_REDUCTION 25
MONTHLY_STAT_INCREASE_CHANCE_FOR_CHILD 55 <= on 1d100
MAX_ABILITY_VALUE 100
EXPLORER_EXTRA_LIFE 15
DYNASTY_HEAD_MARRY_AGE 25
DYNASTY_HEAD_MARRY_TARGET_MIN_AGE 21
DYNASTY_HEAD_MARRY_TARGET_MAX_AGE 28
CHILD_TRAIT_AGE 3
YEARS_OF_RULING_FIRST_TRAIT 1
YEARS_OF_RULING_SECOND_TRAIT 10
YEARS_OF_RULING_THIRD_TRAIT 25
LEADER_COMBAT_TRAIT_GAIN_CHANCE 0.2
EDUCATION_AGE 3
MAX_AGE_SETUP_ERROR_LOG 100
INCOMPETENT_TOTAL_ABILITY_THRESHOLD 50 If all the ability scores are added together and are still lower than this, the character is considered Incompetent and it will give you an Alert
INCOMPETENT_AGE_THRESHOLD 10 you won't get Alert until the Ruler/Heir is this age
RULER_ATTRIBUTE_IMPORTANCE 1
HEIR_ATTRIBUTE_IMPORTANCE 0.9
RULER_OTHER_CHILD_ATTRIBUTE_IMPORTANCE 0.8
HEIR_OTHER_CHILD_ATTRIBUTE_IMPORTANCE 0.7
OTHER_CHARACTER_ATTRIBUTE_IMPORTANCE 0.5
ATTRIBUTE_IMPORTANCE_MULTIPLIER 4
these modify liklihood of certain pops being used to generate a new character
RANDOM_CHARACTER_CHANCE_PRIMARY_CULTURE_MULTIPLIER 80 n-times more likely to select a Primary Culture pop
RANDOM_CHARACTER_CHANCE_ACCEPTED_CULTURE_MULTIPLIER 50 n-times more likely to select an Accepted Culture Culture pop
RANDOM_CHARACTER_CHANCE_TOLERATED_CULTURE_MULTIPLIER 20 n-times more likely to select an Tolerated Culture Culture pop
RANDOM_CHARACTER_CHANCE_CULTURE_OPINION_MULTIPLIER 1 multiplies with primary culture's opinion of a pop's culture, e.g. if it was 10, Kindred 3 becomes 30. Same culture is treated as Kindred
RANDOM_CHARACTER_CHANCE_RELIGION_OPINION_MULTIPLIER 1 multiplies with primary religion's opinion of a pop's religion, e.g. if it was 10, Kindred 3 becomes 30

Cities[edit | edit source]

Define Default Value Dev Comment
Select a province and use the "Cities.DrawDebugLines" for easy tweaking
GRID_TILE_SIZE 1.25 Target size of the tiles in the grid. WARNING: this can be set through the user settings.
GRID_TILE_MIN_RELATIVE_SIZE 0.2 It is quite common for tiles close to water to be very small. All tiles that are smaller than GRID_TILE_SIZE * GRID_TILE_MIN_RELATIVE_SIZE will be ignored
MESH_GLOBAL_SCALE_FACTOR 1.1 A global multiplier on mesh scales. Preferred place to tweak scales is in gfx/map/city_data
MAX_ACTIVE_SOUND_EFFECTS 5
CULTURE_THRESSHOLD 0.05 min percentage of the dominant culture that another culture hast to have to start being able to spawn buildings

CityAudio[edit | edit source]

Define Default Value Dev Comment
SCHEMATIC_NAME city_audio
MAX_ZOOM_STEP 3

CityGraphics[edit | edit source]

Define Default Value Dev Comment
FLAG_MESH_NAME flag_mesh Use "simple_plane_A_flag_mesh" for better debugging of the flags
FLAG_LOCATOR_PREFIX flag
FLAG_LOOK_DIRECTION { 0, -1 }
FLAG_TEXTURE_SIZE { 192, 128 }
LOW_QUALITY_FLAG_TEXTURE_SIZE { 42, 28 }
LOW_QUALITY_FLAG_CAMERA_ZOOM_LEVEL 4
TOOLTIP_ZOOM_LEVEL 2
FLAG_POSITION { 0, 0, 0 }
FLAG_SCALE 1
MAX_LOCATIONS_REBUILT_BY_FRAME 10
COUNTRY_COLOR_BUILDING_PRIMARY_REPLACEMENT_OPACITY 1
COUNTRY_COLOR_BUILDING_SECONDARY_REPLACEMENT_OPACITY 0.25
COUNTRY_COLOR_BUILDING_TERCIARY_REPLACEMENT_OPACITY 0.25
These two defines create a curve that rescales the location's population for the pop_count contributors
All pops up to the first threshold value will be scaled by the first scale factor, all pops from the first threshold value up to the second threshold value will be scaled by the second scale factor, etc.
The last scale factor will be used for all pops above the last threshold value
POP_CURVE_THRESHOLDS { 10, 50, 100, 200, 400 } Thousands of pops
POP_CURVE_SCALE_FACTORS { 2, 1, 0.9, 0.8, 0.7, 0.25 }
Screen percentage culling values for city graphics
This makes large cities be visible for a lot longer than small villages.
Lower values mean that the city will be visible at a longer distance (a value of 50% means that the item will be culled if it takes up less than 50% of the screen height)
Array values are used for different Map Object quality settings (off,low,medium,high)
'off' will disable all trees etc, but cities are still rendered. We could use the same settings as low, but this allows us to tweak them separately.
DECAL_CULL_SCREEN_PERCENTAGE { 0.2, 0.125, 0.075, 0.05 }
ROAD_CULL_SCREEN_PERCENTAGE { 0.2, 0.125, 0.075, 0.05 }
MESH_CULL_SCREEN_PERCENTAGE { 0.075, 0.05, 0.04, 0.03 }
MESH_CULL_FADE_RANGE { 0.3, 0.25, 0.12, 0.08 } this vale is in actual screen percentage, it's used for gradual mesh culling - when the "city's" screen percentage is MESH_CULL_SCREEN_PERCENTAGE or lower all meshes are culled, when it's MESH_CULL_SCREEN_PERCENTAGE + MESH_CULL_FADE_RANGE or higher all meshes are visible
CULL_FADE_RANGE { 0.1, 0.1, 0.1, 0.1 } This value is in % of decal/road_cull_screen_percentage
Impostor settings
Impostors are placed with the most important mesh directly on the city position (the locator), and subsequent meshes in a circle around it (filler slots).
Some meshes can have the "exclusive" mode set, which means its mesh will be placed in the middle and scaled with EXCLUSIVE_SCALE. In this mode no other meshes will spawn
If there's no exclusive mesh there's going to be 1 center piece mesh and up to FILLER_SLOT_COUNT filler meshes
Some settings in the db can make the center-piece mesh use filler scale or center-piece scale
IMPOSTOR_EXCLUSIVE_SCALE 2.5
IMPOSTOR_CENTERPIECE_SCALE 2.25
IMPOSTOR_FILLER_SCALE 2
IMPOSTOR_FILLER_SLOT_COUNT 5
IMPOSTOR_FILLER_RADIUS 3.5
IMPOSTOR_FILLER_ROT_OFFSET 0.5s This value is relative to SLOT_COUNT. 1.0 means the rotation offset is "1 slot" - i.e if you have 4 slots, 1.0 means 90 degrees.
IMPOSTOR_ZOOM_STEP 6
IMPOSTOR_MOVING_STEP 1
ZOOM_OUT_STEP 9
CITY_SAFE_GRID_RADIUS 5

Colony[edit | edit source]

Define Default Value Dev Comment
BASE_COST 1
DISTANCE_COST_FACTOR 0.0001
POPULATION_COST_FACTOR 0.1
POPULATION_COST_CAP 2
LOCATION_MAX_POP_ALLOWED_FOR_COLONY 50
DEVELOPMENT_AT_NEW_COLONY 5
SAME_AREA_COST_FACTOR -0.5
SAME_REGION_COST_FACTOR -0.33
POWER_PROJECTION_SPREAD 0.005
CONQUISTADOR_CONSTRUCTION_TIME 90 days
EXPLORATION_CONSTRUCTION_TIME 270 days
EXPLORATION_BASE_COST 10
EXPLORATION_BASE_TIME 3
EXPLORATION_DISTANCE_TIME 9
EXPEL_TRIBAL_BENEFIT_DURATION 120
MAX_CHARTERS_IN_PROVINCE 3

Combat[edit | edit source]

Define Default Value Dev Comment
NAVAL_LEVY_IMPACT 0.05
RETREAT_STRENGTH_DAMAGE 0.1
GARRISON_AFTER_OCCUPATION 0.01
MORALE_COLLAPSE_THRESHOLD 0.05
MINIMUM_COMBAT_DURATION 24
BOMBARD_BASE_CHANCE 0.2
BOMBARD_HOURS 5
HOURS_PER_PHASE 5
COMBAT_DICE_SIDE 6
COMBAT_BASE 5
COMBAT_MAX 15
COMBAT_DAMAGE_MULT 0.01
COMBAT_HOURLY_MORALE_TICK 0.01
COMBAT_IMPRISONED_UNIT_DEATH_RATE 0.4
STRAIT_CROSSING_DICE -2
RIVER_CROSSING_DICE -1
SEA_LANDING_DICE -1
FOOD_PERCENTAGE_LOST_AT_OCCUPATION 0.9 lost 90% at occupation..
LAND_LEVY_COMBAT_IMPACT 0.2
LAND_LEVY_COMBAT_AGE_MUL 0.05
DAMAGE_ON_LEVY_FACTOR 0.1
LEVY_ASSAULT_EFFICIENCY 0.3
INITIATIVE_BASE_CHANCE 0.1 base chance each tick
INITIATIVE_CHANCE_EACH 0.02 Chance to engage per point of initiative
INITIATIVE_CHANCE_HOURS 0.01 Chance to engage per hour passed (adds with INITIATIVE_CHANCE_EACH)
COMBAT_SPEED_SCALE = 0.05 nil
NAVAL_EXPERIENCE_DAMAGE_REDUCTION 0.5
LAND_EXPERIENCE_DAMAGE_REDUCTION 0.5
LAND_STRENGTH_DAMAGE_MODIFIER 0.2
NAVAL_STRENGTH_DAMAGE_MODIFIER 0.05
LAND_MORALE_DAMAGE_MODIFIER 1
NAVAL_MORALE_DAMAGE_MODIFIER 0.2
NOT_ENGAGED_STRENGTH_DAMAGE_MODIFIER 1.1
NOT_ENGAGED_MORALE_DAMAGE_MODIFIER 1.2
NAVAL_RETREAT_DAMAGE_THRESHOLD 0.5 if below this % strength, check chance to retreat.
NAVAL_RETREAT_CHANCE 10 out of 100 if below the damage threshold, it will retreat .. combat speed increases it.
BASE_MORALE_DAMAGE 1
FOOD_PERCENTAGE_LOST_AT_RETREAT 0.5
EXPERIENCE_GAIN 30
LAND_WAR_EXHAUTION_FROM_LOSSES nil
NAVAL_WAR_EXHAUTION_FROM_LOSSES nil Multiplier on losses
MAX_WAR_EXHAUSTION_FROM_BATTLE 10
TRADITION_GAIN_LAND 10
TRADITION_GAIN_NAVAL 20
PRESTIGE_FROM_LAND 0.5
PRESTIGE_FROM_NAVAL 0.5
DAYS_PER_SIEGE_PHASE 30
MIN_DAYS_PER_SIEGE_PHASE 7
DAYS_PER_SIEGE_PHASE_WITHOUT_FORT 15
SIEGE_DISEASE_IMPACT 0.05
SIEGE_MAX_FORT_LIMIT_BONUS 8
SIEGE_REGIMENTS_FOR_ARTILLERY 3
SIEGE_MEMORY 11
SIEGE_WIN 20
MAX_BREACH 3
SIEGE_SUPPLY_SHORTAGE_LOSS 0.02
SIEGE_SUPPLY_SHORTAGE_IMPACT 1
SIEGE_FOOD_SHORTAGE_LOSS 0.03
SIEGE_FOOD_SHORTAGE_IMPACT 2
SIEGE_WATER_SHORTAGE_LOSS 0.05
SIEGE_WATER_SHORTAGE_IMPACT 3
SIEGE_DEFENDER_DESERTION_LOSS 0.1
SIEGE_DEFENDER_DESERTION_IMPACT 2
SIEGE_BREACH_LOSS 0.05
SIEGE_BREACH_IMPACT 2
SIEGE_DAYS_PER_PHASE 5
ASSAULT_ATTACKER_LOSS 1.5
ASSAULT_ATTACKER_MORALE_LOSS 0.4
ASSAULT_DEFENDER_LOSS 0.05
ASSAULT_DEFENDER_MORALE_LOSS 0.25
ASSAULT_DICE_MODIFIER 5
ASSAULT_WIDTH_LIMIT 1

CombatPrediction[edit | edit source]

Define Default Value Dev Comment
CLEAR_VICTORY_THRESHOLD 2
PROBABLE_VICTORY_THRESHOLD 1
LEADER_CONTRIBUTION 0.01
STRENGTH_THRESHOLD 0.15
STRENGTH_CONTRIBUTION 0.5
MORALE_THRESHOLD 0.1
MORALE_CONTRIBUTION 2
QUALITY_THRESHOLD 0.1
QUALITY_CONTRIBUTION 4.5
TERRAIN_CONTRIBUTION 0.667
UNPREDICTABLE_SMALL_BATTLE_THRESHOLD 0.1

Country[edit | edit source]

Define Default Value Dev Comment
BASE_ESTATE_POWER_FROM_CABINET 0.25
BASE_ESTATE_POWER_FROM_COMMAND 0.25
COUNTRIES_GETTING_SCORE 8
PEACE_IMPACT_ADM_SCORE 0.25
PEACE_IMPACT_DIP_SCORE 0.25
PEACE_IMPACT_MIL_SCORE 0.25
PEACE_IMPACT_LENGTH_IN_YEARS 3
VICTORY_CARD_DECAY_MONTHS 120 months to lose all score.
VICTORY_CARD_INCREASE_MONTHS 120 months to gain all score.
VICTORY_CARD_BONUS_SCORE 1000 score given per level
RANDOM_PRIVATEER_SPAWN_POWER 0.2 how much power is added to privateers when they appear or get a random boost
SOCIAL_VALUE_REQUIREMENT_FOR_REFORM 50
SOCIETAL_VALUE_INERTIA_SCALE 100
GRANT_PRIVILEGE_SATISFACTION_IMPACT 3
REVOKE_PRIVILEGE_SATISFACTION_BASE -0.25
REVOKE_PRIVILEGE_SATISFACTION_IMPACT -3
GRANT_PRIVILEGE_PENALTY_FOR_OTHERS_SCALE -0.5
PARLIAMENT_AGENDA_FOR_OTHERS_SCALE -0.2
POTENTIAL_MISSION_COUNT 10
COUNTRY_PRIMARY_COLOR_LIST normal_colors
COUNTRY_SECONDARY_COLOR_LIST metal_colors
COUNTRY_TERTIARY_COLOR_LIST normal_colors
COUNTRY_MAP_COLOR_LIST normal_colors
COUNTRY_COLOR_MIN_SATURATION 0.35
COUNTRY_COLOR_MAX_SATURATION 1
COUNTRY_COLOR_MIN_VALUE 0.7
COUNTRY_COLOR_MAX_VALUE 1
COUNTRY_COLOR_DISTANCE_NEIGHBOUR 0.1
COUNTRY_COLOR_DISTANCE_ORIGIN 0.25
MINIMUM_GOLD -999999
MAXIMUM_GOLD 999999
MAX_MANPOWER_YEARS 5
MAX_SAILORS_YEARS 5
BASE_RESEARCH_COST 25
AGE_RESEARCH_MODIFIER 0.15 multiplied per age..
PREVIOUS_AGE_REDUCTION -8
INSTITUTION_MINIMUM_PERCENT 0.2
CABINET_ACTION_SKILL_MODIFIER 0.005
ENSLAVE_AT_OCCUPATION_DAY_COOLDOWN 500 more than a year, should cover most back&forth shit.
ENSLAVE_AT_OCCUPATION 0.1 percentage of a pop to enslave on occupying a location
ENSLAVE_FROM_PRIVATEERS 0.01
MONTHLY_PRIVATEER_SLAVE_CHANCE 25 less than this on a d1000
ANNEX_MIN_COST 50
ANNEX_COST_PER_LOCATION 20
ALERT_HIGH_WAR_EXHAUSTION 10
ALERT_HIGH_DOOM 90
ARMY_LEVY_RECRUITMENT_TIME 15
NAVY_LEVY_RECRUITMENT_TIME 15
LEVY_RECOVERY_MONTHS 240
LEVY_RECRUIT_THRESHOLD 0.2
ESTATE_LEVY_SATISFACTION_THRESHOLD 0.25
ESTATE_TAX_SATISFACTION_THRESHOLD 0.01
TRADE_SLAVE_FACTOR 0.2
COLONIAL_MIGRATION_DISTANCE_FACTOR 0.0001
COLONIAL_POWER_PROJECTION_THRESHOLD_TO_START 25
COLONIAL_POWER_PROJECTION_THRESHOLD_TO_GET_KICKED_OUT 20
CAPITAL_MOVE_BASE_DAYS 180
CAPITAL_MOVE_DISTANCE_FACTOR 0.05
MERCHANT_DISTANCE_COST_DIVISOR 2000
MERCHANT_MAINTENANCE_COST 0.5
NEGATIVE_CULTURE_OPINION_ON_COUNTRY 10
NEGATIVE_RELIGION_OPINION_ON_COUNTRY 10
POSITIVE_CULTURE_OPINION_ON_COUNTRY 5
POSITIVE_RELIGION_OPINION_ON_COUNTRY 5
POP_SATISFACTION_NUDGE_AFTER_REANNEX 0.5
REBEL_MONTHLY_POWER_SCALE 0.001
NATIONALISM_BASE_PROGRESS 0.0025
REBEL_MONTHLY_FOREIGN_SUPPORT_SCALE 0.01
REBEL_DYNASTY_SUPPORT 0.001
REBEL_ESTATE_INVEST_IMPACT_PER_POP 0.01
REBEL_LACK_OF_CONTROL_FACTOR 0.005
REBEL_ESTATE_POWER_FACTOR 0.05
KARMA_NEUTRAL_THRESHOLD 33
KARMA_POP_SIZE_CONVERSION_MULTIPLY 1
KARMA_DEVELOPMENT_RELEASED_MULTIPLY 0.1
KARMA_DEVELOPMENT_TAKEN_MULTIPLY -1
KARMA_ON_DEATH_MULTIPLY 0.25
REGIONAL_FOOD_BASE_CAPACITY 100
EXTEND_REGENCY_YEARS 5
PRIVATEER_MARITIME_IMPACT 0.01
PRIVATEER_NO_SAILORS_DECAY 0.05
PRIVATEER_HARASSMENT_IMPACT -0.005
PARLIAMENT_DURATION_DAYS 180
PARLIAMENT_ISSUE_THRESHOLD 0.5
PARLIAMENT_AGENDA_REPEAT_FACTOR -0.25
DURATION_BEFORE_PURGING_INACTIVE_COUNTRIES_IN_DAYS 365
PARLIAMENT_COOLDOWN_MONTHS 59
LOW_CONTROL_THRESHOLD_FOR_BEST_TAX 0.95

Culture[edit | edit source]

Define Default Value Dev Comment
ACCEPTED_CULTURE_BASE_COST 3
TOLERATED_CULTURE_BASE_COST 1
ACCEPTANCE_OPINION_POSITIVE_FACTOR -0.25 Kindred and Positive
ACCEPTANCE_OPINION_NEGATIVE_FACTOR -0.5 Enemy and Negative has a bigger impact
ACCEPTANCE_LANGUAGE_FACTOR -0.15
ACCEPTANCE_LANGUAGE_FAMILY_FACTOR -0.05
ACCEPTANCE_POP_SIZE_COUNTRY_MULTIPLIER 0.35
ACCEPTANCE_POP_SIZE_GLOBAL_MULTIPLIER 0.35
ACCEPTANCE_POP_SIZE_COUNTRY_MIN_MAX { -0.35, 0.35 }
ACCEPTANCE_POP_SIZE_GLOBAL_MIN_MAX { -0.35, 0.35 }
ACCEPTANCE_SHARED_CULTURE_GROUP_FACTOR -0.3 the maximum. reduced by each unshared culture group
TRADITION_DECAY -0.05
INFLUENCE_DECAY -0.05
ARTIST_INFLUENCE_GAIN_FACTOR 2
ARTIST_MONTHLY_PROGRESS 0.01
ART_DESTROY_CHANCE_ON_CONQUEST 10 % chance 0-100
ART_CAPTURE_CHANCE_ON_CONQUEST 40 % chance 0-100
STATE_CLERGY_LITURGICAL_POWER 20
COUNTRY_POWER_COURT_LANGUAGE 1
MERCHANT_POWER_COMMON_LANGUAGE 1
CULTURAL_INFLUENCE_ON_LANGUAGE_POWER 1
MARKET_TOTAL_MERCHANT_POWER_ON_LANGUAGE_POWER 1
NOBLE_LIKE_LANGUAGE_THRESHOLD 0.5
MINIMUM_NAMES_PER_LANGUAGE 10 lowest number of male or female names in a language before throwing an error
CORE_THRESHOLD 0.5
CULTURE_WAR_RANGE 0.5
ACCEPTED_CULTURE_SETUP_ERROR_IF_ABOVE_MAX 2 If setup country has this many accepted cultures above the max accepted cultures, throw an error
ACCEPTED_CULTURE_SETUP_ERROR_IF_BELOW_MAX 1 If setup country has this many accepted cultures below the max accepted cultures (and there are available targets inside the country), throw an error

Diplomacy[edit | edit source]

Define Default Value Dev Comment
AUTO_TIME_OUT_MONTHS 2
SEND_GIFT_COOLDOWN 120 months
PROFESS_TRUST_REPUTATION_COST 3
MULTIPLE_ANNEX_PENALTY -0.5
SUBJECTS_STRENGTH_THRESHOLD 0.25
SUBJECTS_STRENGTH_SCALE -2 default value
GOOD_RELATION_THRESHOLD_FOR_BUILDINGS 100
RIVAL_OPINION_THRESHOLD 100
FRIENDLY_CULTURE_SCALE_ON_SHARED_BORDER 0.1
MAKE_SUBJECT_PEACE_POP_NATION 25
PEACE_BUILD_LEVEL_SCALE 0.2
PEACE_BUILD_CAP 90
base
SUBJECT_UPKEEP_BASE 0.1
SUBJECT_UPKEEP_ECONOMY_RATIO_SCALE 2
SUBJECT_UPKEEP_ECONOMY_MIN 0.1
modifiers
SUBJECT_UPKEEP_RANK_SCALE 0.2
SUBJECT_UPKEEP_COMMON_DIALECT -0.1
SUBJECT_UPKEEP_COMMON_LANGUAGE -0.05
SUBJECT_UPKEEP_COMMON_RELIGION -0.1
SUBJECT_UPKEEP_COMMON_GROUP -0.05
TOO_DISLOYAL_THRESHOLD 50
DISLOYAL_REVENUE_SCALE -0.02
CALL_FOR_PEACE_THRESHOLD_MONTHS 60
CALL_FOR_PEACE_WARSCORE_LIMIT 67
STABILITY_BLOCK_THRESHOLD -50
STAB_HIT_GOOD_PEACE -10
additive base values
ANTAGONISM_BASE_PER_LOCATION 0.4 fixed for any location
ANTAGONISM_BASE_PER_LOCATION_DEVELOPMENT 0.04 multiplied by dev
ANTAGONISM_BASE_PER_LOCATION_LOG_DEVELOPMENT 0.4 multiplied by a log2 scale of dev
ANTAGONISM_BASE_ATTACKER_GREAT_POWER_SCORE_MULTIPLIER 0.01 +50% cap, multiplied by attacker's GP score to provide antagonism increase
ANTAGONISM_BASE_DEFENDER_GREAT_POWER_SCORE_MULTIPLIER 0.01 -50% cap, multiplied by defender's GP score to provide antagonism reduction
ANTAGONISM_BASE_AE_INCREASE_FOR_NON_TARGET_MODIFIER 0.33 AE increase for countries that are not main targets of the war
modify the base value of antagonism for the location
ANTAGONISM_BASE_MODIFIER_WE_ARE_OVERLORD 0.9
ANTAGONISM_BASE_MODIFIER_WE_ARE_THE_TARGET 0.5
ANTAGONISM_BASE_MODIFIER_EPICENTRE_DISTANCE_FACTOR 0.75 0.75 per 100 distance
these modify dropped antagonism bombs
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_OVERLORD 0.5
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_CULTURE 0.4
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_CULTURE_GROUP 0.2
ANTAGONISM_ADDITIONAL_MODIFIER_INFIDEL_CONQUEST 0.4 different religion group conquered same religion province
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_RELIGION 0.35
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_RELIGION_GROUP 0
ANTAGONISM_ADDITIONAL_MODIFIER_DIFFERENT_RELIGION -0.35 we don't care about those heathens
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_GOVERNMENT_TYPE 0.05
ANTAGONISM_ADDITIONAL_MODIFIER_DIFFERENT_GOVERNMENT_TYPE -0.05
ANTAGONISM_ADDITIONAL_MODIFIER_DIPLOMATIC_REPUTATION -0.04 reduces antagonism
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_DIALECT 0.25
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_LANGUAGE 0.2
ANTAGONISM_ADDITIONAL_MODIFIER_SAME_LANGUAGE_FAMILY 0.05
ANTAGONISM_ADDITIONAL_MODIFIER_PENALTY_PRE_EXISTING_ANTAGONISM 0 how much any existing antagonism impacts future antagonism gains
ANTAGONISM_ADDITIONAL_MODIFIER_PERCENT_ABOVE_GP_SCORE_FOR_DONT_CARE 1.5 if we're at least 2.5x as powerful as them, we don't care so much about what they do
ANTAGONISM_ADDITIONAL_MODIFIER_GP_SCORE_MULTIPLIER_MAX 0.25 max amount of extra antagonism for being close in gp score
ANTAGONISM_ADDITIONAL_MODIFIER_GP_SCORE_MULTIPLIER_MIN -0.25 min amount of extra antagonism for being close in gp score
ANTAGONISM_ADDITIONAL_MODIFIER_PEACE_SUBJECT_REDUCTION -0.5 AE reduction if it is taken for a subject
ANTAGONISM_ADDITIONAL_MODIFIER_SUBJECT_OF_AGGRESSOR -0.8
these get applied to the antagonism a country feels towards another as a base value
ANTAGONISM_STATIC_SAME_CULTURE -2
ANTAGONISM_STATIC_SAME_CULTURE_GROUP 0
ANTAGONISM_STATIC_DIFFERENT_CULTURE_GROUP 4
ANTAGONISM_STATIC_SAME_RELIGION -2
ANTAGONISM_STATIC_SAME_RELIGION_GROUP 0
ANTAGONISM_STATIC_DIFFERENT_RELIGION 10
ANTAGONISM_STATIC_SAME_GOVERNMENT_TYPE -1
ANTAGONISM_STATIC_DIFFERENT_GOVERNMENT_TYPE 1
ANTAGONISM_STATIC_DIFFERING_SOCIETAL_VALUES 25 multiplied by how different they are
ANTAGONISM_STATIC_SAME_DIALECT -2
ANTAGONISM_STATIC_SAME_LANGUAGE -1
ANTAGONISM_STATIC_SAME_LANGUAGE_FAMILY 1
ANTAGONISM_STATIC_FOREIGN_LANGUAGE_FAMILY 2
ANTAGONISM_FOR_COALITION_WARNING 40
ANTAGONISM_FOR_COALITION 50
PEACE_AUTO_ENFORCE_BASE_DAYS 365
PEACE_AUTO_ENFORCE_RANK_DAY 180
MIN_WARSCORE_TO_DEMAND 10
PEACE_SEPERATE_BLOCK_MONTHS 12
PEACE_COST_MODIFIER_FOR_REVOLT_WAR -0.95 Applied against a revolt war opponent
PEACE_COST_MODIFIER_UNOCCUPIED_FORT 1
PEACE_COST_MODIFIER_FOR_NON_TARGET 0.66 Applied for countries that are not the main targets of the war
PEACE_COST_MODIFIER_FOR_SAME_CULTURE -0.1 Applied if dominant culture in location is the same as taker's primary culture
PEACE_COST_MODIFIER_FOR_SAME_RELIGION -0.1 Applied if dominant religion in location is the same as taker's religion
PEACE_COST_MODIFIER_FOR_POWER_PROJECTION_DIFFERENCE 0.001 modifies the cost of taking a location through power projection difference
PEACE_LOAN_SIZE_MULTIPLIER_FOR_MAX_WARSCORE_GOLD 5 how many times the country's loan size can be taken for the max war score amount
PEACE_MAX_WARSCORE_FOR_GOLD 25 most war score that can be used to take gold
PEACE_GOLD_AI_DESIRE 0.1 Per war score used
INFLATION_FROM_PEACE_GOLD 0.0002 inflation per month of income taken in peace (also applied to location sales)
PEACE_MAX_NOBLES_SACRIFICED_PERCENT 0.25
PEACE_MAX_WARSCORE_FOR_SACRIFICE 25 most war score that can be used to sacrifice nobles
PEACE_NOBLES_SACRIFICED_PER_DOOM_POINT 0.01 pop size is 1/1000 per actual person
PEACE_SACRIFICE_AI_DESIRE 2
INTERVENE_OPINION_THRESHOLD 100
EXECUTION_RELATION_MODIFIER -200
BASE_CHARACTER_SPY_CHANCE 0.5
BASE_SPY_DISCOVERY_CHANCE_PER_YEAR 0.25
MIN_SPY_NETWORK_SIZE_FOR_DISCOVERY 25
SPY_DISCOVERY_COOLDOWN_MONTHS 12
OPINION_MIN -200
OPINION_MAX 200
TRUST_MIN -100
TRUST_MAX 100
ANTAGONISM_MIN 0
ANTAGONISM_BIAS_MIN -100
ANTAGONISM_MAX 1000
FAVORS_MAX 100
TRAVEL_DAYS 30
MAX_ANNEX_SIZE 2
MAX_TRIBUTE_TREASURY_DEFICIT -100
DEFAULT_ANNEX_MIN_RELATION 190
DEFAULT_INTERNATIONAL_ORGANIZATION_ANNEX_MIN_RELATION 150
DEFAULT_ANNEX_MIN_YEARS 10
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_DEC_LEVY_RECRUIT_SPEED_FOR_MONTHS 6
DEFAULT_WARGOAL_TICKINGWARSCORE_BONUS 2 Amount of warscore per month since attacker/defender started getting the bonus for completing war goal
WARGOAL_MAX_TICKING_WAR_SCORE 25
WARGOAL_MAX_BONUS 50
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 50 maximum amount to get from a battles .
BATTLE_RESULT_SCALE 25
BATTLE_RESULT_CAP 25
WAR_JOIN_DEADLINE_MONTHS nil
TRUCE_YEARS 3
SCALED_TRUCE_YEARS 5
REVANCHISM_MONTHLY_DECAY 0.833
CASUS_BELLI_MONTHS 60
ANTAGONISM_IMPACT_ON_OPINION -4
ANTAGONISM_NEIGHBOR_MODIFIER_IMPACT_ON_OPINION -0.33
ANTAGONISM_OUT_OF_RANGE_MODIFIER_IMPACT_ON_OPINION -0.25
ANTAGONISM_DEPENDENCY_MODIFIER_IMPACT_ON_OPINION -0.9
ANTAGONISM_UNION_MODIFIER_IMPACT_ON_OPINION -0.9
ANTAGONISM_SAME_SIDE_IN_WAR_MODIFIER_IMPACT_ON_OPINION -0.8
ANTAGONISM_GETTING_DEFENSIVE_SUPPORT_MODIFIER_IMPACT_ON_OPINION -0.75
ANTAGONISM_ROYAL_MARRIAGE_MODIFIER_IMPACT_ON_OPINION -0.2
ANTAGONISM_MUTUAL_IO_MODIFIER_IMPACT_ON_OPINION -0.2
PEACE_GOLD_MIN_ECONOMY 20
PEACE_GOLD_COST_PER_MONTHLY_INCOME 1
PEACE_GOLD_MAX_YEARLY_INCOMES 2
PEACE_GOLD_STEP 1
PEACE_RELEASE_NATION_FACTOR -0.05
PEACE_CANCEL_SUBJECT_FACTOR -0.2
PEACE_BECOME_SUBJECT_FACTOR -0.1
PEACE_JUNIOR_PARTNER 60
PEACE_GRANT_INDEPENDENCE 60
OPINION_GOOD_RELATIONS 50 Threshold for good relations -1 stab hit.
OPINION_GREAT_RELATIONS 100 Threshold for great relations -2 stab hit.
OPINION_NO_WAR 150 Threshold for AI, being unable to declare war because one's own opinion of enemy is too high.
LOYALTY_FROM_OPINION 0.15 how much subject loyalty we get from opinion of overlord
IMPROVE_RELATION_SUBJECT_FACTOR 2 Subjects have a maximum this times higher.
MAX_WARSCORE_REDUCTION -0.99 Warscore reduction cannot go below -95%
CULTURE_WAR_IMPACT 10
FAVORS_DECAY 0
CURRY_FAVORS 0.5
CURRY_FAVORS_RELATION_REQUIRED 10
CURRY_FAVORS_MAX_FAVORS 25
FAVORS_REJECTED_TRUST_LOSS 0.25 Proportion of favors used
FAVORS_REJECTED_DIP_REP_LOSS 0.005 Propotion of favors used times actor's trust in recipient
FAVORS_REJECTED_DIP_REP_MONTHS 24 Duration per point of diplo rep
SPY_NETWORK_DECAY -1
SPY_NETWORK_SIEGE_EFFECT 0.2
SPY_NETWORK_AE_EFFECT -0.1
MONTHLY_SPYNETWORK 1
INFILTRATE_ADMINISTRATION_DURATION 24
BASE_GREAT_POWER 4
MIN_TOTAL_RANKS_PER_GREAT_POWER 400
MAX_TOTAL_RANKS_PER_GREAT_POWER 800
GREAT_POWER_GAIN_PERCENTAGE 0.7
GREAT_POWER_DROP_PERCENTAGE 0.65
MONTHS_OF_TEETERING_BEFORE_GP_STATUS_LOST 3
HEGEMONY_LOST_MONTHS 120
HEGEMONY_MONTHLY_PROGRESS 1
RANK_PEACE_COST_TIER_DIFF 0.1
ROYAL_MARRIAGE_BASE 2
ROYAL_MARRIAGE_PRESTIGE_DIFF_FACTOR 0.01
ROYAL_MARRIAGE_RANK_PRESTIGE_DIFF_FACTOR 0.25
ROYAL_MARRIAGE_SUBSEQUENT_SPOUSE_PRESTIGE_MULTIPLIER 0.5 each subsequent spouse gets a x% prestige gain hit over the previous in a royal marriage
ROYAL_MARRIAGE_RULER_IMPORTANCE_MULTIPLIER 2
ROYAL_MARRIAGE_NTH_IN_LINE_IMPORTANCE_MULTIPLIER 0.2 each step away..
PRESTIGE_FACTOR_FROM_TAKING_ON_DEBT 0.2
GIFT_FAVORS 5
LIBERTY_DESIRE_MONTHLY_DECAY -0.5
PEACE_TREATY_FOOD_ACCESS 0
PEACE_TREATY_MILITARY_ACCESS 0
PEACE_TREATY_FLEET_BASING 0
PEACE_TREATY_ANTI_PIRACY 10
PEACE_TREATY_WAR_REPARATIONS 10
WAR_REPARATIONS_FACTOR 0.1
WAR_REPARATIONS_YEARS 10
PEACE_TREATY_ANNUL_ALL_TREATIES 10
ANNUL_DURATION_MONTHS 120
PEACE_TREATY_ANNEX_REVOLTER_MAX_COST 70
PEACE_TREATY_REVOLTER_SURVIVES_MAX_COST 70
PEACE_TREATY_FORCE_MIGRATE_COST 10
PEACE_TREATY_FORCE_MIGRATE_AE 0
PEACE_TREATY_FORCE_MIGRATE_SIZE 0.25
PEACE_TREATY_FORCE_MIGRATE_MONTHS 120
PEACE_MAX_MONTHS_AT_WAR_BEFORE_START_DATE 12
WAR_ENTHUSIASM_BASE 0.5
WAR_ENTHUSIASM_ATTACKING_SIEGE 0.25
WAR_ENTHUSIASM_DEFENDING_SIEGE -0.5
WAR_ENTHUSIASM_CALL_FOR_PEACE -0.01
WAR_ENTHUSIASM_WAR_EXHAUSTION -0.02
WAR_ENTHUSIASM_UNIT_BALANCE 0.5
WAR_ENTHUSIASM_REBEL_THREAT -0.2
WAR_ENTHUSIASM_ONGOING_BATTLES 10
WAR_ENTHUSIASM_CAPITAL 0.05
WAR_ENTHUSIASM_WAR_GOAL 0.05
WAR_ENTHUSIASM_INDEPENDENCE 0.05
WAR_ENTHUSIASM_MEN_LOSSES -2.5
WAR_ENTHUSIASM_SHIP_LOSSES -4
WAR_ENTHUSIASM_TIME_MONTHS 24 Months of additional AI stubbornness in a war
WAR_ENTHUSIASM_TIME_EARLY_FACTOR 0.0075 During months of stubbornness the effect of time passed is multiplied by this
WAR_ENTHUSIASM_TIME_LATE_FACTOR 0.01 After months of stubbornness the effect of time passed is multiplied by this (only applied to positive war enthusiasm)
WAR_ENTHUSIASM_WAR_DIRECTION_FACTOR 0.005 AI willingness to peace based on who's making gains in the war
WAR_ENTHUSIASM_WAR_DIRECTION_WINNING_MULT 5 Multiplies AI emphasis on war direction if it's the one making gains
WAR_ENTHUSIASM_MILITARY_STRENGTH_FACTOR 0.1 AI unwillingness to peace based on manpower & forcelimits
WAR_ENTHUSIASM_SEPERATE_PEACE -0.1
WAR_ENTHUSIASM_COALITION_FACTOR 0.3 AI unwillingness to peace based on being in a coalition war
WAR_ENTHUSIASM_ALLY_MULT 0.5
WAR_ENTHUSIASM_DESPERATION -0.75
WAR_ENTHUSIASM_ALLY_BASE_RELUCTANCE_MULT 1.5
WAR_ENTHUSIASM_ALLY_WAR_EXHAUSTION_MULT 1
WAR_ENTHUSIASM_ALLY_TIME_MULT 1
WAR_ENTHUSIASM_ALLY_WAR_DIRECTION_MULT 0
WAR_ENTHUSIASM_ALLY_FORCE_BALANCE_MULT 0
WAR_ENTHUSIASM_ALLY_WARGOAL_MULT 0
WAR_ENTHUSIASM_ALLY_CAPITAL_MULT 1
WAR_ENTHUSIASM_ALLY_DESPERATION_MULT 1
WAR_ENTHUSIASM_ALLY_REBELS_MULT 1
WAR_ENTHUSIASM_ALLY_MILITARY_STRENGTH_MULT 2
WAR_ENFORCE_DEMANDS_MAX_WARSCORE_FRACTION 0.5 How much warscore is needed to enforce demands in general
WAR_ENFORCE_DEMANDS_WARSCORE_COST_NEEDED 2 How many times more warscore do we need to have than the cost of an offer to enforce demands,
RANGE_MULTIPLIER_FOR_RIVALRY 0.5 Countries needs to be in this range to be valid
SETUP_NUM_RELATIONS_OVER_LIMIT_ERROR 0.5 If setup country has this % of diplomatic relations over the limit, throw an error
LIBERATE_SLAVES_BASE_COST 5
LIBERATE_SLAVES_MAX_COST 25
LIBERATE_SLAVES_POPULATION_DIVISOR 10000

Disease[edit | edit source]

Define Default Value Dev Comment
MAX_DISEASE_PERCENTAGE 1
ESTIMATED_TRAVELLERS_TO_NEIGHBOURING_LOCATIONS 0.05
ESTIMATED_PEOPLE_PER_UNIT_MERCHANT_CAPACITY 0.01
ESTIMATED_TRAVELLERS_TO_CAPITAL 0.05
ESTIMATED_TRAVELLERS_TO_MARKET_CENTRE 0.05
ESTIMATED_MIXING_WITH_UNITS 0.05
ESTIMATED_MIXING_WITHIN_UNITS 0.3
PANDEMIC_LOCATIONS 1000
SEVERE_LOCATIONS 500
MODERATE_LOCATIONS 200
PANDEMIC_MIN_DEATHS 50000 50M
SEVERE_MIN_DEATHS 1000 1M
MODERATE_MIN_DEATHS 50 50k
MAX_ACCEPTABLE_PERCENTAGE_DIFFERENCE_TO_AMALGAMATE_POPS 0.05

Dynasty[edit | edit source]

Define Default Value Dev Comment
NAME_TEMPLATE_KEYS { SOMEONE_OF_SOMEWHERE, SOMEONE_FROM_SOMEWHERE, SOMEONE_THE_SOMETHING_OF_SOMEWHERE__TYPE, SOMEONE_THE_SOMEDESC_SOMETHING__ADJ_TYPE, SOMEONE_THE_SOMELOCALITY_SOMETHING__TYPE, SOMEONE_THE_SOMENATIONALITY_SOMETHING__TYPE }
NAME_ADJECTIVE_KEYS { mighty, courageous, learned, expert }
NAME_NOUN_KEYS { scholar, executioner, warrior, knight }
CALC_DYNASTY_HEAD_SCORE_MALE 25 Ignore this if country has Gender Equality
CALC_DYNASTY_HEAD_SCORE_RULER 50 We also add the Great Power Score of all the countries the character rules
CALC_DYNASTY_HEAD_SCORE_HEIR 20 Only if not also a ruler
CALC_DYNASTY_HEAD_SCORE_ESTATE 100 if the character's estate type has 'priority_for_dynasty_head = yes'

Economy[edit | edit source]

Define Default Value Dev Comment
ECONOMICAL_BASE_FROM_TAX_BASE 0.75
ECONOMICAL_BASE_FROM_POP 0.015
ECONOMICAL_BASE_FROM_TRADE_VALUE 0.2
ECONOMICAL_BASE_FROM_TRADE_PROFIT 0.2
ECONOMICAL_BASE_INTEREST 0.25
ECONOMICAL_BASE_FROM_SUBJECT 0.05
ECONOMICAL_BASE_SCALE_FROM_EACH_INSTITUTION 0.066
ECONOMICAL_BASE_ALL_HAS_TRADE false if no, only building based countries, if yes, all countries
ESTATE_LOAN_SIZE 0.5
MIN_ESTATE_LOAN 2
ESTATE_LOAN_DURATION_IN_MONTHS 60 5 years minimum
ESTATE_LOAN_MIN_INTEREST 0.01
OVER_FORT_LIMIT_MULTIPLIER 1
OVER_FORT_LIMIT_ERROR_LOG 1 If setup country is this far above its fort level, throw an error
ARTIST_SALARY_BASE_FACTOR 0.025
UPGRADE_PRICE_MODIFIER -0.25
CHANCE_FOR_BUILDING_REDUCTION_AT_BANKRUPTCY 10
BANKRUPTCY_STAB_LOSS -50
BANKRUPTCY_INFLATION_CHANGE_PERCENT -0.25
BANKRUPTCY_DURATION_IN_MONTHS 60
BANKRUPTCY_CONTROL_CHANGE_PERCENT -0.33
SUPPLY_AND_DEMAND_STABILITY_OFFSET_CONSTANT 1 added to supply and demand when calculating market price, higher value means lower price volatility
UNPROFITABLE_BUILDING_WORKERS_LAID_OFF_PERCENTAGE 10 percentage of workers that an unprofitable, unsubsidised building will lay off per month
PROFITABLE_BUILDING_WORKERS_REHIRED_PERCENTAGE 10 percentage of workers that a profitable, unsubsidised building look to rehire per month if they're not at full employment percentage
LOAN_MIN_INTEREST 0.01
LOAN_MAX_INTEREST 0.25
LOAN_MIN_DURATION 12
LOAN_MAX_DURATION 360
LOAN_MIN_AMOUNT 10
PRODUCTION_EFFIENCY_BONUS_PER_LEVEL 0.01
PATROL_THE_SEAS_THRESHOLD 90 patrol until this maritime (0-100)
REFUND_FACTOR 0.8
BUILDING_UPKEEP_FACTOR 0.2
INFLATION_MINTING_GOLD_DEMANDS_FACTOR 1
INFLATION_RGO_IMPACT_FACTOR 0.01
INFLATION_RGO_CAP 0.5
INFLATION_RGO_INCOME_FACTOR 2
INFLATION_MINTING_IMPACT_FACTOR 0.005
INFLATION_MINTING_TAX_FACTOR 0.25
STABILITY_INVEST_FACTOR 0.5
STABILIY_EXPENSE_FACTOR 0.1
PRESTIGE_INVEST_FACTOR 0.1
GOV_POWER_INVEST_FACTOR 2
ESTATE_BUILD_MAX_CONTROL_THRESHOLD 0.75
DESTROY_ESTATE_BUILD_MIN_CONTROL_THRESHOLD 0.75
ESTATE_MAX_PRICE_MULTIPLIER 2
SETUP_PRINT_OBSOLETE_BUILDINGS false
BALANCE_CACHE_IN_MONTHS 12
MOTHBALL_MAINTENANCE_FACTOR 0.5
PRISONERS_MAINTENANCE_FACTOR 0.3
SOUND_TOLL_FACTOR 0.25
BURGHER_MAX_TRADE_RANGE 1000
TRADE_BURGHER_PROFIT_SCALE 0.1
TRADE_IMPACT_ON_SUPPLY_AND_DEMAND true
DEFAULT_CURRENCY_STABILITY 30
DEFAULT_CURRENCY_GOVERNMENT_POWER 75
DEFAULT_CURRENCY_PRESTIGE 20
DEFAULT_CURRENCY_PURITY 60
DEFAULT_CURRENCY_RIGHTEOUSNESS 90
GROWTH_FROM_FOOD_MULTIPLIER_MAX 10 Maximum scaling of the growth from food
TRADE_PATH_UPSTREAM_COST_MULTIPLIER -0.2 moving upstream is still better than over land
TRADE_PATH_DOWNSTREAM_COST_MULTIPLIER -0.5 moving downstream is easy peasy
TRADE_PATH_RIVER_CROSSING_COST_MULTIPLIER 0.3 crossing a river :\
TRADE_SEA_MULTIPLIER 0.2 moving through sea is cheaper
TRADE_PORT_COST 10 fixed cost of loading/unloading boats
LOCATION_DEPOPULATION_ALERT_MONTHS 60
TRADE_PATH_TRAVEL_COST_MULT 10
LOW_PURITY_THRESHOLD 25

Estate[edit | edit source]

Define Default Value Dev Comment
PARLIAMENT_MONTHS_NOT_CALLED_THRESHOLD 120
LOW_POWER_THRESHOLD 0.25
LOW_SATISFACTION_THRESHOLD 0.5

FogOfWar[edit | edit source]

Define Default Value Dev Comment
Jomini defines
these are used when generating the FoW alpha mask
TEXTURE_WIDTH 4096 noise texture will be baked into this one so the size should be at least as big as the noise texture for best result
TEXTURE_HEIGHT 2048
KERNEL_SCALE 4
SAMPLE_COUNT 8
NOISE_TEXTURE gfx/map/surround_map/fow_texture.dds
these are used when applying FoW to terrain and meshes etc
ALPHA_MIN 0.5
PATTERN_SPEED { -0.005, 0 }
PATTERN_STRENGTH 0.1
PATTERN_TILING 50
FADE_OUT_ZOOM_STEP 8
FADE_OUT_SPEED 2
Game defines
BASE_ALPHA 0 Increase this if you hate FoW.
FADE_SPEED 1
REALM_ALPHA 1
REALM_NEIGHBOR_ALPHA 0.5
UNIT_ALPHA 1
UNIT_NEIGHBOR_ALPHA 0.5
FIXED_ALPHA_IN_IMPASSABLE false
IMPASSABLE_ALPHA 0.5
COLOR_1 { 0.5, 0.1, 0, 0.7 } HSVa - Color that is used on the "bright" spots
COLOR_2 { 0.5, 0.1, 0, 0.9 } HSVa - Color that is used on the "dark" spots

GUI[edit | edit source]

Define Default Value Dev Comment
VALUE_LIMIT_SHOW_K 100000 army values greater that this will be shown as 50K
RENAME_MAX_LENGTH 40 How long can names and such be when renaming things (E.G., characters, titles, dynasties)
MAX_BREAKDOWN_ENTRIES 10 Used to limit the number of entries in some breakdowns (E.G., tax from vassals)
CONFIRM_MOUSE_HOLD_TIME 0.5 how long you have to hold the mouse button down to get an action
SIDEMENU_VERTICAL_OFFSET 10
SIDEMENU_TOP_MARGIN 180
SIDEMENU_BOTTOM_MARGIN 110
SIDEMENU_SCROLLAREA_HEIGHT_OFFSET 50
VERY_LOW_FOOD_ALERT_THRESHOLD 0.25
LOW_FOOD_ALERT_THRESHOLD 0.6
RGO_QUEUE_CTRL_CLICK 5
BUILDINGS_QUEUE_CTRL_CLICK 5
ARMIES_QUEUE_CTRL_CLICK 5
CANCEL_CONSTRUCTION_QUEUE_CTRL_CLICK 5 Armies and buildings
REDUCE_RGO_QUEUE_CTRL_CLICK 5
DESTROY_BUILDINGS_QUEUE_CTRL_CLICK 5
TAKE_LOANS_CTRL_CLICK 5
ROADS_QUEUE_CTRL_CLICK 5
SHOWN_ROAD_UPGRADES_COUNT 10
SHOW_SCROLLBAR_EVENT_OPTIONS_NUMBER 5
TUTORIAL_STEP_INSTRUCTION_BUTTON_ID next
HINT_CAROUSEL_TIME 10 Time for each hint displayed.
PURGE_COA_SEARCH_COUNT 100 How many COA entries we will search through in a frame for purging
DARK_COLOR_THRESHOLD 0.6
SIGNIFICANT_AMOUNT_FOR_NEGATIVE_INCOME 0.01
GOVERNMENT_REFORM_SOCIETAL_VALUE_REQUIREMENT_FORECAST_IN_MONTHS 12
GOVERNMENT_REFORM_SOCIETAL_VALUE_REQUIREMENT_FORECAST_CUTOFF_IN_MONTHS 24

Game[edit | edit source]

Define Default Value Dev Comment
START_DATE 1337.4.1
END_DATE 1836.12.31
HOUR_TICK 2
MORNING_OFFSET 8
GAME_SPEED_TICKS { 1, 0.4, 0.1, 0.02, 0 } how many seconds should an hour take in every game speed
GAME_SPEED_SCALES { 0.75, 1, 1.25, 1.5, 2 } Factors to scale speed
PAUSED_SPEED_SCALE 0.15
HOTJOIN_TICK_LIMIT 3
EVENT_MP_TIMEOUT_MONTHS 3
GAME_SPEED_FOR_MULTI_PLAYERS_WARS 2
LOSE_OWNERSHIP_ON_EMPTY_LOCATION false

GameCityLocators[edit | edit source]

Define Default Value Dev Comment
FLAT_MAX_SLOPE 0.25 how much slope a location should have before being considered a mountain
HEIGHT_BADNESS 50
SLOPE_BADNESS 100
CLOSE_TO_RIVER_BADNESS -200
IN_RIVER_BADNESS 10
WATER_MASS_BADNESS -300
SEA_BADNESS -400
CENTER_DISTANCE_BADNESS 1
DEBUG_TEXT_HEIGHT 10
TEST_EXTENSION 2
RIVER_DELTA_BADNESS -400
OUT_OF_BOUNDS_BADNESS 50

GameIcons[edit | edit source]

Define Default Value Dev Comment
FLAG_TEXT_ICON_FONT_SIZE 16
FLAG_TEXT_ICON_SIZE { 21, 14 }
FLAG_TEXT_ICON_OFFSET { 0, 1 }
GAME_CONCEPT_TEXT_ICON_FONT_SIZE 16
GAME_CONCEPT_TEXT_ICON_SIZE { 18, 18 }
GAME_CONCEPT_TEXT_ICON_OFFSET { 0, 3 }
ESTATE_TYPE_TEXT_ICON_FONT_SIZE 16
ESTATE_TYPE_TEXT_ICON_SIZE { 17, 17 }
ESTATE_TYPE_TEXT_ICON_OFFSET { 0, 1 }
ICON_PATH gfx/interface/icons
ICON_SMALL_POSTFIX _small
ICON_BIG_POSTFIX _big
ICON_FLAT_POSTFIX _flat
ICON_LEFT_POSTFIX _left
ICON_RIGHT_POSTFIX _right
ICON_BACKGROUND_POSTFIX _background
COMBAT_IMMINENT_ICON_PATH gfx/interface/icons/combat_imminent
UNIT_STATUS_ICON_PATH gfx/interface/icons/unit_status
UNIT_ABILITY_ICON_PATH gfx/interface/icons/unit_ability
UNIT_CATEGORY_ICON_PATH gfx/interface/icons/unit_category
UNIT_BATTLE_CATEGORY_ICON_PATH gfx/interface/icons/unit_battle_category
UNIT_TYPE_ICON_PATH gfx/interface/icons/unit_type
TOPOGRAPHY_TYPE_ICON_PATH gfx/interface/topography
VEGETATION_TYPE_ICON_PATH gfx/interface/vegetation
CLIMATE_ICON_PATH gfx/interface/icons/climate
COUNTRY_RANK_ICON_PATH gfx/interface/icons/country_ranks
ROAD_ICON_PATH gfx/interface/icons/roads
SOCIETAL_VALUE_ICON_PATH gfx/interface/icons/societal_values
LOCATION_RANK_ICON_PATH gfx/interface/mapitems
TRADE_GOODS_ICON_PATH gfx/interface/icons/trade_goods
GOODS_ICON_PREFIX icon_goods_
PARLIAMENT_TYPES_ICON_PATH gfx/interface/icons/parliament_types
CABINET_ACTION_ICON_PATH gfx/interface/icons/cabinet_actions
CHARACTER_INTERACTION_ICON_PATH gfx/interface/icons/character_interactions
COUNTRY_INTERACTION_ICON_PATH gfx/interface/icons/country_interactions
BUILDINGS_ICON_PATH gfx/interface/icons/buildings
POP_ICON_PATH gfx/interface/icons/pops
HOLY_SITE_TYPE_ICON_PATH gfx/interface/icons/holy_site_types
HOLY_SITE_ICON_PATH gfx/interface/illustrations/holy_sites/
RELIGIOUS_FACTION_ICON_PATH gfx/interface/icons/religious_factions
GOD_ICON_PATH gfx/interface/icons/gods
AVATAR_ICON_PATH gfx/interface/icons/avatars
DISEASE_ICON_PATH gfx/interface/icons/disease
RELIGIOUS_FOCUS_ICON_PATH gfx/interface/icons/religious_focuses
RELIGIOUS_ASPECT_ICON_PATH gfx/interface/icons/religious_aspects
ESTATE_ICON_PATH gfx/interface/icons/estates
AGE_ICON_PATH gfx/interface/icons/age
EDUCATION_ICON_PATH gfx/interface/icons/education
INSTITUTIONS_ICON_PATH gfx/interface/icons/institutions
ESTATE_PRIVILEGE_ICON_PATH gfx/interface/icons/privileges
HEIR_SELECTION_ICON_PATH gfx/interface/icons/heir_selection
CASUS_BELLI_ICON_PATH gfx/interface/icons/casus_belli
WARGOAL_ICON_PATH gfx/interface/icons/war_goals
SUBJECT_TYPES_ICON_PATH gfx/interface/icons/subject_types
ARTIST_ICON_PATH gfx/interface/icons/artist
WORK_OF_ART_ICON_PATH gfx/interface/icons/work_of_art
HEGEMONY_BORDER_PATH gfx/interface/hegemony
HEGEMONY_ICON_PATH gfx/interface/icons/hegemony
DISASTER_ICON_PATH gfx/interface/icons/disasters
SITUATION_ICON_PATH gfx/interface/icons/situations
RELIGIOUS_SCHOOL_ICON_PATH gfx/interface/icons/religious_schools
INTERNATIONAL_ORGANIZATION_PAYMENT_ICON_PATH gfx/interface/icons/flat_icons/balance
ADVANCE_ICON_PATH gfx/interface/advance
CHECK_ADVANCE_ICONS_ERRORS 0
LAW_ICON_PATH gfx/interface/icons/laws
LAW_CATEGORY_ICON_PATH gfx/interface/icons/laws/categories
LAW_CATEGORY_COLOR_PATH gfx/interface/icons/laws/categories/colors
POLICY_ICON_PATH gfx/interface/icons/policies
SORT_BUTTON_ICON_PATH gfx/interface/icons/sort
CONTROL_GROUP_ICON_PATH gfx/interface/icons/control_groups
RECRUIT_METHOD_ICON_PATH gfx/interface/icons/unit_recruit
INTERNATIONAL_ORGANIZATION_TYPE_ICON_PATH gfx/interface/icons/international_organizations
INTERNATIONAL_ORGANIZATION_TYPE_ILLUSTRATION_PATH gfx/interface/illustrations/international_organization_types
INTERNATIONAL_ORGANIZATION_SPECIAL_STATUS_ICON_PATH gfx/interface/icons/international_organizations/special_statuses
GRAPHICAL_CULTURES_ICON_PATH gfx/interface/graphical_cultures
GRAPHICAL_CULTURES_POPS_PATH pops
PRICE_DIFFERENCE_ICON_PATH gfx/interface/icons/prices
DIPLOMATIC_ACTIONS_ICON_PATH gfx/interface/icons/diplomatic_actions/
DIPLOMATIC_STATUS_ICON_PATH gfx/interface/icons/diplomatic_status/
TREATY_TYPE_ICON_PATH gfx/interface/icons/treaty_type/
RELIGION_ICON_PATH gfx/interface/icons/religion/
WORK_OF_ART_QUALITY_ICON_PATH gfx/interface/icons/work_of_art/art_quality_badges/
MISSION_TASKS_ICON_PATH gfx/interface/advance
MISSION_ICON_PATH gfx/interface/icons/missions/
MAP_MODES_ICON_PATH gfx/interface/icons/map_modes/
EXCLUSIVE_ACTION_GROUPS_ICON_PATH gfx/interface/icons/situations/exclusive_groups
TROOP_SUFFICIENCY_IMPOSSIBLE_COLOR { 0, 1, 0.7 } Red
TROOP_SUFFICIENCY_BARELY_POSSIBLE_COLOR { 0.12, 1, 0.7 } Yellow
TROOP_SUFFICIENCY_TRIVIAL_COLOR { 0.33, 1, 0.7 } Green

GameIllustrations[edit | edit source]

Define Default Value Dev Comment
SOCIETAL_VALUE_ILLUSTRATION_PATH gfx/interface/illustrations/societal_values
UNIT_TYPE_ILLUSTRATION_PATH gfx/interface/illustrations/units
UNIT_TYPE_ILLUSTRATION_MASK_PATH gfx/interface/illustrations/units/masks
GOVERNMENT_REFORMS_ILLUSTRATION_PATH gfx/interface/icons/government_reforms/illustrations
TRADE_GOODS_ILLUSTRATION_PATH gfx/interface/icons/trade_goods/illustrations
SITUATIONS_ILLUSTRATION_PATH gfx/interface/illustrations/situation
WORK_OF_ART_ILLUSTRATION_PATH gfx/interface/illustrations/work_of_art
MISSION_ILLUSTRATION_PATH gfx/interface/illustrations/missions
DISASTER_ILLUSTRATION_PATH gfx/interface/illustrations/disaster
ILLUSTATION_AUDIO_TAGS_BLACKLIST { gfx, interface, illustrations, event, frontobjects, burghers, nobles, clergy, peasants }

GameLocators[edit | edit source]

Define Default Value Dev Comment
MIN_RIVER_SEPARATION_DISTANCE 1
IGNORE_OVER_BADNESS 3000
AVOID_CITY_RADIUS 3
AVOID_COMBAT_LAND_RADIUS 2.5
AVOID_COMBAT_SEA_RADIUS 15
SEA_ZONE_RECT_SCALE 3
OUT_OF_BOUNDS_BADNESS 5000
AVOID_POS_BADNESS 1000
DISTANCE_TO_CENTER_BADNESS 50
LATITUDE_BIAS_UNIT_STACK -1
LATITUDE_BIAS_COMBAT 5
UNIT_EXTENT_MIN { -4, -2 }
UNIT_EXTENT_MAX { 4, 2 }
COMBAT_EXTENT_MIN { -6, -4 }
COMBAT_EXTENT_MAX { 6, 4 }
SLOPE_BADNESS 1500

Graphics[edit | edit source]

Define Default Value Dev Comment
ARROW_MOVEMENT_SPEED 2
DRAG_SELECTION_THRESHOLD 10 if selecting less than this it will count as a click instead of dragselect
NO_LOCATION_HIGHLIGHT_ZOOM_STEP 5 where to not show location highlight
SECONDARY_COLOR_BORDER_COLOR { 0, 0, 0 }
SECONDARY_COLOR_BORDER_WIDTH 0.15
SECONDARY_COLOR_BORDER_STRENGHT 2
FLAT_MAP_HEIGHT 3.92
FLAT_MAP_FADE_SPEED 2 How fast to fade to/from flat map state
FLAT_MAP_ZOOM_STEP 12 At which zoom step to fade to flat map
FLAT_MAP_ZOOM_STEP_FORCE 15 At this zoomsteep we will force flatmap with no transition
FLAT_MAP_NOISE_SIZE 512 Size of the noise applied to the flatmap lerp (must be power of 2 to avoid wrapping problems)
FLAT_MAP_LERP_HEIGHT0 0 Relative height where flatmap will be blended 100%
FLAT_MAP_LERP_HEIGHT1 0.5 Relative height where flatmap will be blended 0%. e.g when zooming in mountains will "grow" upwards. When they reach FLAT_MAP_LERP_HEIGHT1 they will no longer show any flat map textures
FLAT_MAP_FADE_EDGE_WIDTH 0.4
FLAT_MAP_FADE_EDGE_DARKNESS 8
FLAT_MAP_FADE_EDGE_NOISE_SIZE 2.5
FLAT_MAP_SDF_NOISE_SCALE 0.5 Size of the noise that you can see on the coast lines and where the flatmap meets the 3d-map
FLAT_MAP_SDF_NOISE_STRENGTH 0.0025
FLAT_MAP_SDF_OFFSET 0 Adds a manual offset to the coast line distance field. Tweaking this will move the coastline inwards or outwards
FLAT_MAP_DETAIL_TILES 20 number tiles of the detail texture across the map. Higher value = more tiles = smaller details
FLAT_MAP_DETAIL_COAST_TILES 300
FLAT_MAP_DETAIL_REMAP { 0, 1, 0.27, 0.48 } Remaps the red and green channels from x-y to z-w. This is to prevent compression artifacts by allowing a wider range of values in the texture
FLAT_MAP_COLOR_WATER_BLUE_HSV { 0.58, 0.5, 0.46 } Base color of water
FLAT_MAP_COLOR_COAST_BLUE_HSV { 0.58, 0.5, 0.95 } Base color of the gradient that goes from the coastline into the water
FLAT_MAP_COLOR_DETAIL_BLUE_HSV { 0.58, 0.5, 1 } Color of the detail texture that's applied on top of the base color ^
FLAT_MAP_COLOR_WATER_BROWN_HSV { 0.056, 0.7, 1 } Base color of water
FLAT_MAP_COLOR_COAST_BROWN_HSV { 0.056, 0.7, 0 } Base color of the gradient that goes from the coastline into the water
FLAT_MAP_COLOR_DETAIL_BROWN_HSV { 0.056, 0.7, 0.1 } Color of the detail texture that's applied on top of the base color ^
FLAT_MAP_COLOR_LAND_HSV { 0.069, 0.7, 1 } Base color of land
FLAT_MAP_COLOR_DETAIL_STRENGTH 1 How much the blue channel in flatmap_detail.dds affects the country colors
FLAT_MAP_COLOR_DETAIL_MID_POINT 0.5 the color detail mask (blue channel in flatmap_detail.dds) subtracts from the color value when below the mid point and adds when above
FLAT_MAP_MATERIAL_TILE_SIZE 60 Tuned to give ~2:1 pixel/texel ratio in max zoom on 4k monitor
FLAT_MAP_MATERIAL_COLOR_STRENGTH 0.75 Like the COLOR_DETAIL values
FLAT_MAP_MATERIAL_COLOR_MID_POINT 0
FLAT_MAP_BORDER_CLOSEUP_POINT 271
FLAT_MAP_BORDER_FARAWAY_POINT 766
FLAT_MAP_BORDER_EDGE_CLOSEUP 0.021
Use console command "shader_debug FLAT_MAP_UNTILE_DEBUG" to visualize the different regions
FLAT_MAP_UNTILING_NOISE_SCALE 0.125 Controls the size of the noise used when un-tiling the material textures (must be a power of 1/2 to avoid seams on world wrapping)
FLAT_MAP_UNTILING_HEIGHTMAP_SCALE 0.1 How much influence the material alpha channel has on the untiling blend
FLAT_MAP_UNTILING_FADE_RANGE 0.01 Lower values = sharper blend
FLAT_MAP_UNTILING_NUM_REGIONS 3
Material textures in the flatmap uses a heightmap blending method.
Basically the alpha-channel in the material texture represents a heightmap
That heightmap is compared to a base-heightmap that's generated in the shader using the different channels in flatmap.dds
Material textures are only visible where they are "higher" than the base height map
Start and Stop values below represent at which value in the distance fields the generated heightmap is Low and High respectively.
FLAT_MAP_HEIGHTMAP_LAND_START 0.6 Land uses a signed distance field. 0.0 = Water, 0.5 = coast line, 1.0 = land
FLAT_MAP_HEIGHTMAP_LAND_STOP 0.5
FLAT_MAP_HEIGHTMAP_SPLINES_START 0.4 Splines (rivers and roads) use an unsigned distance field. 0.0 on the spline, 1.0 far away from the spline
FLAT_MAP_HEIGHTMAP_SPLINES_STOP 0.05
FLAT_MAP_HEIGHTMAP_REGION_START 0.5
FLAT_MAP_HEIGHTMAP_REGION_STOP 0.05 Regions (an area that use the same material texture) use an unsigned distance field. 0.0 is right in between two regions, 1.0 is towards the middle of a region
FLAT_MAP_HEIGHTMAP_BLEND_RANGE 0.1 controls the sharpness of the material textures fading in. Lower value = sharper blend
Grass scattering adds light to grass materials to simulate scattering between strands of grass
GRASS_SCATTER_NORMAL_SMOOTHING 0.5 Higher values makes the grass srands point more upwards. Smoothes the lighting over hills
GRASS_SCATTER_ROUGHNESS_STRENGTH 0.03 The roughness of the strands relative to the material's roughness
GRASS_SCATTER_STRENGTH 0.5 Controls how much light to add through this effect
SPECULAR_BACK_LIGHT_DIFFUSE { 0.06, 0.3, 1 } There's a special kind of backlight in the terrain shader. The light is always positioned for maximum specular reflection for surface normal of (0, 1, 0)
SPECULAR_BACK_LIGHT_INTENSITY_MIN 0 The light's intensity varies depending on the surface roughness. This is the intensity value when roughness is equal to SPECULAR_BACK_LIGHT_ROUGHNESS_MIN
SPECULAR_BACK_LIGHT_INTENSITY_MAX 2.5 The light's intesity value when the surface roughness is equal to SPECULAR_BACK_LIGHT_ROUGHNESS_MAX
SPECULAR_BACK_LIGHT_ROUGHNESS_MIN 0.35
SPECULAR_BACK_LIGHT_ROUGHNESS_MAX 0.5
SURROUND_MAP_INNER_RECT { 1312, 1808, 7700, 3600 } x-start, y-start, x-end, y-end
SURROUND_MAP_OUTER_RECT { -16384, -10000, 32768, 20000 } x-start, y-start, x-end, y-end
SURROUND_MAP_TILE_FACTOR { 4, 2 }
SURROUND_MAP_CLOUDHEIGHT 20
SURROUND_MAP_MINCLOUDALPHA 0.15
SURROUND_MAP_MAXCLOUDALPHA 0.8
SURROUND_MAP_PARALLAXSTRENGTH 150
SURROUND_MAP_PARALLAXFADEFACTOR 1000
SURROUND_MAP_BASECLOUDTILEFACTOR { 40, 20 } Large shapes scale
SURROUND_MAP_BASECLOUDSCROLLING { 0.005, 0.0025 } Large shapes direction
SURROUND_MAP_BASECLOUDSTRENGTH 20 Large shapes normals strength
SURROUND_MAP_CLOUD1TILEFACTOR { 8, 8 } Mid scale
SURROUND_MAP_CLOUD1SCROLLING { 0.0025, -0.0025 } Mid direction
SURROUND_MAP_CLOUD1STRENGTH 8 Mid strength
SURROUND_MAP_CLOUD2TILEFACTOR { 16, 16 }
SURROUND_MAP_CLOUD2SCROLLING { -0.0015, 0.0015 }
SURROUND_MAP_CLOUD2STRENGTH 4
SURROUND_MAP_LOWCLOUDCOLOR { 0.6, 0.16, 0.5 }
SURROUND_MAP_HIGHCLOUDCOLOR { 0.6, 0.16, 0.9 }
SURROUND_MAP_SHADOWCOLOR { 0.66, 0.3, 0.35 }
UNIMPORTANT_ELEMENT_ALPHA 0.5 Used by TransparentIfTrue and variants
DYNAMIC_GAME_OBJECT_END_STATE end
SIEGE_IMAGE_LEVELS { 1, 3, 5 } At which siege progress levels does the image change?
TERRAIN_TINT_TEXTURE_LAYERS 4
MAP_OBJECT_OCCLUSION_LAYERS { vegetation_low, vegetation_medium, vegetation_high } which map object layers should be occluded by things like cities and roads. Will only hide mesh-type map objects (i.e units, cities, entities, vfx etc won't be hidden)
Devastation texture
DEVASTATION_MATERIAL_NAME DYNAMIC-Devastation_Mud_01 Material name from materials.settings
DEFAULT_IO_BACKGROUND_PATH gfx/interface/component_overlay/army_header_90x60.dds
DISABLE_RIVERS_ZOOM_LEVEL 10
RIVERS_CLEARING_ZONE_THICKNESS 1.5 The thickness of the clearing zone around river's splines, removing excess vegetation
DISABLE_SHADOWS_ZOOM_LEVEL 6
TRADE_WAGONS_OPACITY_START_STEP 5
TRADE_WAGONS_OPACITY_ZOOM_STEP 0.25

GraphicsTest[edit | edit source]

Define Default Value Dev Comment
IGNORE_KEY_REGEX default_audio_listener|default_mesh|default_particle|default_skeletal_mesh

Gui[edit | edit source]

Define Default Value Dev Comment
Tooltip stack tint RGBA colors starting with the top tooltip
TOOLTIP_TINT_RGBA { 1, 1, 1, 1, 0.8, 0.8, 0.8, 1, 0.6, 0.6, 0.6, 1, 0.1, 0.1, 0.1, 0.2 } Tooltip stack tint RGBA colors starting with the top tooltip
ALERT_NO_GOODS_TRADE_MAX 0.01
ALERT_HIGH_INFLATION_MIN 0.25 Show an alert if inflation is more than this amount
ANTAGONISM_TOOLTIP_MAX_COUNTRIES_ENTRIES 15
ANTAGONISM_TOOLTIP_MAX_CAUSES_ENTRIES 10
LANGUAGE_FLAGS { lfENG={ pattern="pattern_solid.dds" color1=blue color2=white color3=red colored_emblem={ color1=blue color2=white color3=red texture="ce_british_union_jack.dds" } }, lfBRA={ pattern="pattern_solid.dds" color1=green color2=yellow color3=blue colored_emblem={ color1=yellow color2=yellow texture="ce_rhombus.dds" instance={ scale={ 0.800000 0.800000 } } } colored_emblem={ color1=blue color2=green color3=white texture="ce_celestial_sphere_brazil.dds" instance={ scale={ 0.660000 0.660000 } } } }, lfFRA={ pattern="pattern_solid.dds" color1=blue_dark color2=white color3=rgb { 127 25 28 } colored_emblem={ color1=blue_dark color2=white color3=rgb { 127 25 28 } texture="ce_tricolor_vertical.dds" } }, lfGER={ pattern="pattern_solid.dds" color1=black color2=red color3=yellow colored_emblem={ color1=black color2=red color3=yellow texture="ce_tricolor_horizontal.dds" } }, lfPOL={ pattern="pattern_solid.dds" color1=white color2=red_mid colored_emblem={ color1=white color2=red_mid texture="ce_per_fess.dds" } }, lfRUS={ pattern="pattern_solid.dds" color1=white color2=blue color3=red_secondary colored_emblem={ color1=white color2=blue color3=red_secondary texture="ce_tricolor_horizontal.dds" } }, lfSPA={ pattern="pattern_solid.dds" color1=yellow color2=red colored_emblem={ color1=red color2=red texture="ce_solid.dds" instance={ position={ 0.500000 0.100000 } scale={ 1.000000 0.200000 } } instance={ position={ 0.500000 0.900000 } scale={ 1.000000 0.200000 } } } textured_emblem={ texture="te_coa_spain_modern.dds" instance={ position={ 0.330000 0.495000 } scale={ 0.600000 0.600000 } } } }, lfJAP={ pattern="pattern_solid.dds" color1=white color2=red colored_emblem={ color1=red color2=red texture="ce_frame_circle.dds" instance={ scale={ 0.600000 0.600000 } } } }, lfCHN={ pattern="pattern_solid.dds" color1=red_mid color2=yellow_light colored_emblem={ color1=yellow_light color2=yellow_light texture="ce_china_modern_stars.dds" } }, lfKOR={ pattern="pattern_solid.dds" color1=white color2=blue color3=red_secondary color4=black colored_emblem={ color1=red_secondary color2=blue color3=black texture="ce_korea_modern_taeguk.dds" } }, lfTUR={ pattern="pattern_solid.dds" color1=red_mid color2=white colored_emblem={ color1=white color2=white texture="ce_turkey_modern_crescent_star.dds" } } } Use "coa" console command e.g. to attain these
CONSTRUCTION_PROGRESS_COLOR_STALLED { 0.5, 0.5, 0.5, 1 }
CONSTRUCTION_PROGRESS_COLOR_USUAL { 0.01, 0.6, 0.9, 1 }

InternationalOrganization[edit | edit source]

Define Default Value Dev Comment
PARLIAMENT_REQUEST_ISSUE_SUPPORT_NEEDED 0.5
PARLIAMENT_ISSUE_THRESHOLD 0.5
PARLIAMENT_DURATION_DAYS 365
PARLIAMENT_AVAILABLE_AGENDAS 5

JominiEars[edit | edit source]

Define Default Value Dev Comment
RANGE_MIN 10
RANGE_MAX 500
JOMINI_CAMERA_PROBE_RANGES { { ZOOM_STEP_FROM, 25, ZOOM_STEP_TO, 200, PROBE_STEP_FROM, 0, PROBE_STEP_TO, 100 }, { ZOOM_STEP_FROM, 201, ZOOM_STEP_TO, 8000, PROBE_STEP_FROM, 201, PROBE_STEP_TO, 500 } }
PROBE_DISTANCE_DEFAULT_SCALE_FACTOR 0.01

JominiGraphics[edit | edit source]

Define Default Value Dev Comment
BLOOM_ITERATIONS 6
NULL_ENTITY test_object_entity
NULL_MESH test_object_mesh

JominiIcons[edit | edit source]

Define Default Value Dev Comment
ICON_DEFAULT_NAME _default
ICON_INVALID_NAME _invalid
MODIFIER_TEXT_ICON_SIZE { 32, 32 }
MODIFIER_TEXT_ICON_OFFSET { 0, 10 }
MODIFIER_TEXT_ICON_FONT_SIZE 18
SHARED_ICON_DEFAULT_PATH gfx/interface/icons/_default.dds

JominiMap[edit | edit source]

Define Default Value Dev Comment
WORLD_EXTENTS_X 16384
WORLD_EXTENTS_Y 32
WORLD_EXTENTS_Z 8192
WATERLEVEL 2.669

JominiMapGraphics[edit | edit source]

Define Default Value Dev Comment
MAP_OBJECT_CELL_COUNT 200
MAP_OBJECT_FADE_SPEED 3
COUNTRY_NAMES_TEST_LINES_SPACING 50
COUNTRY_NAMES_SCALE 0.8
COUNTRY_NAMES_SCALE_CAP_WIDTH 0.9
COUNTRY_NAMES_SCALE_CAP_HEIGHT 0.6
COUNTRY_NAMES_NUM_LINE_TESTS 3
COUNTRY_NAMES_MAX_STRETCH_FACTOR 1.6
COUNTRY_NAMES_LOD_FACTOR 0.06 Names get blurrier as the texel/pixel ratio increases. Blur amount will be lod factor * texel/pixel ratio
COUNTRY_NAMES_THICKNESS_BIAS 0 More bias = thicker map names. Can be used to solve artifacts caused by thin areas
COUNTRY_NAMES_STRIDE_SIZE 1

LateralView[edit | edit source]

Define Default Value Dev Comment
IMPORT_EXPORT_ZOOM_LEVEL 14
RECRUIT_LOCATION_ZOOM_LEVEL 3
MAX_INT_ORG_IN_UI 16
MAX_GP_SUBJECT_IN_UI 9
MAX_RELATION_ITEMS_IN_UI 8
MAX_REFORM_ITEMS_IN_UI 11
MAX_ESTATE_PRIVILIGE_ITEMS_IN_UI 10
MIN_AUTOCOMPLETE_TEXT_LENGTH 3
FILTERED_SEARCH_BOX_INPUT_DEALY 300 milliseconds

Location[edit | edit source]

Define Default Value Dev Comment
MAX_NUM_LOCATIONS_FOR_INTEGRATE_SLOWDOWN 5
RGO_BASE_TIME 180
RGO_LOAD_TIME_FRACTION 0.33 33% of cap, if pop can afford it.
RGO_LOAD_TIME_MAX_PEASANT_PERCENTAGE 0.1 max % of peasants
LOOT_MONTHS 12
additional efficiency for supply limit. BaseSupplyLimit() * (1.0 + efficiency)
THESE ARE MUTUALLy EXCLUSIVE
SUPPLY_LIMIT_OWNER 0.25 Should be highest of these defines or AI will be confused.
SUPPLY_LIMIT_ACCESS 0.1
SUPPLY_LIMIT_ALLY 0.1
SUPPLY_LIMIT_CONTROLLER 0.1
MIN_FRONTAGE_AFTER_TERRAIN 2
DOOM_FROM_LOOTING_PER_DEVELOPMENT -0.01
HORDE_UNITY_FROM_LOOTING_PER_DEVELOPMENT 0.01
PROSPERITY_MIN -1
PROSPERITY_MAX 1
FORT_GARRISON_UPKEEP 2
SUBSISTENCE_AGRICULTURE 0.8
CAPITAL_FLIP_SPEED 0.04
FORT_FLIP_SPEED 0.033
FLIP_REVERT_SPEED 0.033
SECONDARY_CULTURE_THRESHOLD_PERCENT 0.9 How small should the Primary Culture be before we show a Secondary Culture in the Culture mapmode
SECONDARY_RELIGION_THRESHOLD_PERCENT 0.9 How small should the Primary Religion be before we show a Secondary Religion in the Religon mapmode
OVERSEAS_DISTANCE 150 Provinces beyond this distance to capital are distant overseas
FREEZE_OVER_CHANCE 0.2 chance of freezing over on entering at least a second week of severe winter
THAW_CHANCE 0.4 chance of thawing on entering at least a second week after leaving a severe winter
CONQUERED_LOCATION_INTEGRATION_REBELLION_HIT -10 Location loses that much integration immediately when a rebellion happens
CONQUERED_LOCATION_INTEGRATION_DECAY -0.1 Location loses that much integration monthly if it's not owned by the country who conquered it
CONQUERED_OCCUPIED_LOCATION_INTEGRATION_DECAY -0.025 Location loses that much integration monthly if it's not owned by the country who conquered it but it's occupied by it
LONG_TIME_TO_FILL_EMPLOYEES_FROM_PROMOTES 18 number of months it would take to fill a building with employees from promotes before we get an alert
NORMAL_LOCATION_SIZE 25 roughly the median. this size equals 100% effect of location size on institution spread. higher than this and it takes longer, lower than this and it goes quicker
MIN_LOCATION_PIXELS 100 minimum number of pixels before throwing an error
MIN_LOCATION_CHUNK_PIXELS 0 Print an error if there's a location with a disconnected chunk of X or less pixels
MIN_LOCATION_CHUNK_PIXELS_IMPASSABLE 0 Print an error if there's an impassable location with a disconnected chunk of X of less pixels
MAX_LOCATION_NEIGHBOR_SIZE 3 warning color on Size mapmode if a location has a neighbor more than this many times bigger than itself
ROAD_PROPAGATION_FACTOR 0.25 Build roads next to existing roads
EXPECTED_MINIMUM_SETUP_POPULATION 0 Total population minimum expected at setup
MONTHLY_CONTROL_DECAY 0.01

LocationMapObjects[edit | edit source]

Define Default Value Dev Comment
EXIT_STATE_NAME ExitState
EXIT_VARIABLE_NAME Exit

MapColors[edit | edit source]

Define Default Value Dev Comment
Colors are HSV with the Hue expressed as degree value / 360
DEBUG_COLOR { 0.83, 1, 1 }
DEFAULT_COLOR { 0, 0, 0.7 }
WATER_MAP_COLOR { 0.58, 0.35, 0.45 }
OCEAN_MAP_COLOR { 0.58, 0.35, 0.35 }
WATER_MAP_ALPHA 0
WATER_COLOR_LESS_ALPHA 0.95 Where we want to soften color on water (naval range).
WATER_STRIPE_LESS_ALPHA 0.2 Where we want to soften stripes on water (naval range).
IMPASSABLE_LAND_MAP_COLOR { 0.17, 0.05, 0 }
IMPASSABLE_LAND_MAP_ALPHA 0
SELECTABLE_LAND_MAP_COLOR { 0.17, 0.05, 0 }
SELECTABLE_LAND_MAP_ALPHA 0
Build
QUEUED_MAP_COLOR { 0.55, 0.7, 1 }
CANBUILD_MAP_COLOR { 0.33, 0.8, 0.4 }
CANBUILD_SUBJECT_MAP_COLOR { 0.33, 0.8, 0.2 }
CANUPGRADEBUILDING_MAP_COLOR { 0.63, 0.53, 0.25 }
CANTBUILD_MAP_COLOR { 0, 0.8, 0.7 }
FULLYBUILD_MAP_COLOR { 0.63, 0.8, 0.8 }
PROVINCE_HIGHLIGHT_COLOR { 0, 0, 1, 1 }
TRANSPARENT_COLOR { 0, 0, 0, 0 }
CITY_HIGHLIGHT_COLOR { 0, 0, 1, 1 }
COUNTRY_HIGHLIGHT_COLOR { 0, 0, 1, 0.4 } would be merged with the country color using the alpha
GENERAL_HIGHLIGHT_ALPHA 0.075 For the GUI-script triggered highlighting, this overrides the alpha completely, even for PROVINCE/CITY_HIGHLIGHT_COLOR
WASTELAND_HIGHLIGHT_ALPHA 0.15 Used for wastelands when highlighting a country
INACCESSIBLE_HIGHLIGHT_COLOR { 0, 1, 0.7, 1 }
LOW_SUPPLY_HIGHLIGHT_COLOR { 0.18, 1, 0.7, 1 }
REACTIVE_MARKET_COLOR_ALPHA 0.5
COLOR_TOO_SIMILAR_THRESHOLD 0.04 The threshold in interaction target view below which a color being too similar to COLOR_TOO_SIMILAR_COLOR gets some special recoloring.
COLOR_TOO_SIMILAR_COLOR { 0.08, 0.403, 0.545 } Set to the texture of the map.
MAP_COLOR_MIN { 0, 0.85, 0.015 } black
MAP_COLOR_LOW { 0, 0.85, 0.34 } red
MAP_COLOR_MID { 0.13, 0.95, 0.75 } yellow
MAP_COLOR_HIGH { 0.31, 0.9, 0.6 } green
MAP_COLOR_MAX { 0.31, 1, 1 } light-green
MAP_COLOR_TOP { 0.49, 1, 1 } light blue
MAP_COLOR_POSITIVE_MIN { 0.31, 0.3, 0.3 } dark-green
MAP_COLOR_NEUTRAL_MIN { 0.13, 0.3, 0.3 } dark-yellow
MAP_COLOR_NEGATIVE_MIN { 0, 0.3, 0.3 } dark-red
MAP_COLOR_SATURATION_RANGE { 0, 1 }
MAP_COLOR_VALUE_RANGE { 0, 1 } { 0.38 1.0 },
SELL_LOCATION_UNAVAILABLE_COLOR { 0.95, 0.13, 0.75 }
SELL_LOCATION_AVAILABLE_COLOR { 0.13, 0.95, 0.75 }
SELL_LOCATION_SELECTED_COLOR { 0.31, 1, 1 }
RECRUIT_AVAILABLE_COLOR { 0.13, 0.95, 0.75 }
RECRUIT_SELECTED_COLOR { 0.31, 1, 1 }
BUILD_BUILDINGS_AVAILABLE_COLOR { 0.13, 0.95, 0.75 }
BUILD_BUILDINGS_SELECTED_COLOR { 0.31, 1, 1 }
BUILD_RGO_AVAILABLE_COLOR { 0.13, 0.95, 0.75 }
BUILD_RGO_SELECTED_COLOR { 0.31, 1, 1 }
RIVERS_RIVER_COLOR { 0.54, 0.8, 1 }
RIVERS_SEA_COLOR { 0.66, 0.4, 0.1 }
RIVERS_LAND_COLOR { 0.366, 0.82, 0.38 }
SELECTED_GOODS_COLOR_OUR_RGO { 0.333, 0.8, 0.6 }
SELECTED_GOODS_COLOR_OUR_PRODUCED { 0.8, 0.333, 0.6 }
SELECTED_GOODS_COLOR_TRADEABLE { 0.05, 0.8, 0.6 }
SELECTED_GOODS_COLOR_OTHER { 0.12, 1, 0.7 }
POPULATION_VALUE_MIDPOINT 0.3
POPULATION_VALUE_INHABITED_OFFSET 0.05
POPULATION_STARVING_COLOR_STRIPE { 0, 0.8, 0.95 }
MAP_BIAS_NON_NEUTRAL_OFFSET 0.15
MAP_DEVASTATION_PROSPERITY_NON_NEUTRAL_OFFSET 0.15
OFFER_PEACE_PLAYER_COLOR { 0.333, 0.848, 0.66 }
OFFER_PEACE_DEMANDED_COLOR { 0.333, 1, 1 }
OFFER_PEACE_DEMANDED_ALLIED_COLOR { 0.333, 1, 0.4 }
OFFER_PEACE_AVAILABLE_COLOR { 0, 0.9, 0.8 }
OFFER_PEACE_UNAVAILABLE_COLOR { 0, 0.5, 0.3 }
OFFER_PEACE_BECOME_SUBJECT_COLOR { 0.333, 0.8, 0.7 }
OFFER_PEACE_CANCEL_SUBJECT_COLOR { 0.666, 0.8, 0.7 }
OFFER_PEACE_FORM_UNION_COLOR { 0.666, 0.8, 0.7 }
OFFER_PEACE_RELEASE_NATION_COLOR { 0.833, 0.8, 0.7 }
CREATE_MILITARY_OBJECTIVE_SELECTED { 0.11, 0.9, 1 }
CREATE_MILITARY_OBJECTIVE_AVAILABLE { 0.05, 0.6, 0.67 }
CREATE_MILITARY_OBJECTIVE_SECONDARY_HIGHLIGHT { 0.11, 0.9, 0.5 }
TACTICAL_0_COLOR { 0, 0.638, 0.34 } red
TACTICAL_1_COLOR { 0.13, 0.713, 0.75 } yellow
TACTICAL_2_COLOR { 0.31, 0.675, 0.6 } green
TACTICAL_3_COLOR { 0.31, 0.75, 1 } light-green
NAVAL_RANGE_CUTOFF_FACTOR 1.25 Remove ugly black stripes on water from this factor times max range
NO_WINTER_COLOR { 0.17, 0.05, 0 }
NO_WINTER_ALPHA 0
MILD_WINTER_COLOR { 0.61, 0.8, 0.8 }
NORMAL_WINTER_COLOR { 0.56, 0.61, 1 }
SEVERE_WINTER_COLOR { 0, 0, 1 }
VOLCANO_COLOR { 0, 1, 0.7 }
EARTHQUAKE_COLOR { 0.05, 1, 1 }
LOCATION_RANK_UPGRADE_COLOR { 0.2, 0.9, 0.99 }
LOCATION_RANK_UPGRADE_BLEND 0.02
DIPLOMACY_OWNED_PROVINCE_COLOR { 0.333, 0.848, 0.66 }
DIPLOMACY_WAR_ALLIES_COLOR { 0.333, 0.855, 0.344 }
DIPLOMACY_DEPENDENCY_COLOR { 0.333, 0.748, 0.86 }
DIPLOMACY_OVERLORD_COLOR { 0.444, 0.4, 0.5 }
DIPLOMACY_SUBJECT_COLOR { 0.375, 0.8, 0.9 }
DIPLOMACY_INDIRECT_OVERLORD_COLOR { 0.444, 0.4, 0.25 }
DIPLOMACY_INDIRECT_SUBJECT_COLOR { 0.375, 0.8, 0.5 }
DIPLOMACY_ALLIANCE_COLOR { 0.592, 0.962, 0.91 }
DIPLOMACY_WAR_COLOR { 0.99, 1, 0.4 }
DIPLOMACY_TRUCE_COLOR { 0.05, 0.8, 0.6 }
DIPLOMACY_DEFENSIVE_LEAGUE_COLOR { 0.5, 0.81, 0.9 }
DIPLOMACY_GUARANTEE_COLOR { 0.813, 0.889, 0.9 }
DIPLOMACY_OUT_OF_RANGE_COLOR { 0, 0, 0.3 }
DIPLOMACY_MIL_ACCESS_COLOR { 0.34, 0.34, 0.6 }
DIPLOMACY_FOOD_ACCESS_COLOR { 0.34, 0.34, 0.7 }
DIPLOMACY_FLEET_BASING_COLOR { 0.34, 0.34, 0.65 }
DIPLOMACY_CLAIM_SECOND_COLOR { 0.135, 0.7, 1 }
DIPLOMACY_UNION_COLOR { 0.413, 0.921, 0.76 }
DIPLOMACY_ROYAL_MARRIAGE_COLOR { 0.7, 0.921, 0.86 }
DIPLOMACY_RIVAL_COLOR { 0.03, 1, 0.7 }
DIPLOMACY_RIVAL_OVERLORD_COLOR { 0.03, 1, 0.5 }
DIPLOMACY_RIVAL_SUBJECT_COLOR { 0.03, 0.7, 0.7 }
DIPLOMACY_ENEMY_COLOR { 0.1, 1, 0.7 }
DIPLOMACY_ENEMY_OVERLORD_COLOR { 0.1, 1, 0.5 }
DIPLOMACY_ENEMY_SUBJECT_COLOR { 0.1, 0.7, 0.7 }
DIPLOMACY_MUTUAL_COLOR { 0.06, 1, 0.7 }
DIPLOMACY_MUTUAL_OVERLORD_COLOR { 0.06, 1, 0.5 }
DIPLOMACY_MUTUAL_SUBJECT_COLOR { 0.06, 0.7, 0.7 }
DISEASE_BUBONIC_PLAGUE_MIN { 0.113, 0.221, 0.26 }
DISEASE_BUBONIC_PLAGUE_MAX { 0.413, 0.921, 0.76 }
INTERNATIONAL_ORGANIZATION_LEADER_COLOR { 0.14, 0.81, 1 } 0.592 0.962 0.91
INTERNATIONAL_ORGANIZATION_MEMBER_COLOR { 0.4, 0.61, 0.7 }
INTERNATIONAL_ORGANIZATION_TARGET_COLOR { 0, 0, 0.15 }
INTERNATIONAL_ORGANIZATION_TARGET_VIEW_LEADER_COLOR { 0.9, 0.1, 0.1 }
INTERNATIONAL_ORGANIZATION_TARGET_VIEW_MEMBER_COLOR { 1, 0, 0 }
INTERNATIONAL_ORGANIZATION_OWNED_LAND_COLOR { 0.34, 0.34, 0.6 }
INTERNATIONAL_ORGANIZATION_TIER1_COLOR { 0.5, 0.81, 0.9 }
INTERNATIONAL_ORGANIZATION_TIER2_COLOR { 0.58, 0.55, 0.55 }
INTERNATIONAL_ORGANIZATION_TIER3_COLOR { 0.3, 0.81, 0.9 }
INTERNATIONAL_ORGANIZATION_TIER4_COLOR { 0.95, 0.4, 0.9 }
INTERNATIONAL_ORGANIZATION_TIER5_COLOR { 0.75, 0.35, 0.85 }
INTERNATIONAL_ORGANIZATION_TIER6_COLOR { 0.6, 0.9, 0.85 }
INTERNATIONAL_ORGANIZATION_TIER7_COLOR { 0, 0, 0.7 }
INTERNATIONAL_ORGANIZATION_TIER8_COLOR { 0.032, 0.565, 0.902 }
CATHOLIC_CHURCH_CURIA_COLOR { 0.5, 0.81, 0.9 }
HRE_EMPEROR_COLOR { 0.14, 0.81, 1 }
HRE_ELECTOR_COLOR { 0.5, 0.81, 0.9 } Tier 1
HRE_ELECTOR_ARCHBISHOP_COLOR { 0.58, 0.55, 0.55 } Tier 2
HRE_FREE_CITY_COLOR { 0.3, 0.81, 0.9 } Tier 3
HRE_PRIMAS_GERMANIAE_COLOR { 0.95, 0.4, 0.9 } Tier 4
HRE_LEGATUS_NATUS_COLOR { 0.75, 0.35, 0.85 } Tier 5
HRE_IMPERIAL_PRELATE_COLOR { 0.6, 0.9, 0.85 } Tier 6 (old) 0.6667 1 1
HRE_IMPERIAL_PRINCE_COLOR { 0, 0, 0.7 } Tier 7
HRE_IMPERIAL_PEASANT_REPUBLIC_COLOR { 0.032, 0.565, 0.902 } Tier 8
REBELLION_WILL_OCCUR_IN_LOCATION_COLOR { 0.9, 0.81, 0.9 }
REBELLION_HAS_SOME_SUPPORT_IN_LOCATION_COLOR { 0.3, 0.81, 0.3 }
COLONIAL_OWNED_COLOR { 0.333, 0.848, 0.66 }
COLONIAL_BUILDING_COLOR { 0.5, 0.81, 0.9 }
COLONIAL_CHARTER_COLOR { 0.592, 0.962, 0.91 }
COLONIAL_CLAIM { 0, 1, 1 }
COLONIAL_RANGE { 0.13, 0.95, 0.75 } yellow
FORT_COLOR_HOSTILE { 0, 1, 1 }
FORT_COLOR_NEUTRAL { 0.167, 1, 1 }
FORT_COLOR_FRIENDLY { 0.333, 1, 1 }
AI_DESIRE_POSITIVE { 0, 1, 1 }
AI_DESIRE_NEUTRAL { 0.167, 0.5, 1 }
AI_DESIRE_NEGATIVE { 0.333, 1, 1 }
AI_DESIRE_SELF { 0.5, 1, 1 }
REGION_HUE_STRENGTH_ON_AREA 0
REGION_SATURATION_STRENGTH_ON_AREA 0.5
REGION_VALUE_STRENGTH_ON_AREA 0.5
PROVINCE_HUE_STRENGTH_ON_LOCATION 0.95
PROVINCE_SATURATION_STRENGTH_ON_LOCATION 0.25
PROVINCE_VALUE_STRENGTH_ON_LOCATION 0.25
AREA_HUE_STRENGTH_ON_PROVINCE 0.8
AREA_SATURATION_STRENGTH_ON_PROVINCE 0
AREA_VALUE_STRENGTH_ON_PROVINCE 0
OWNER_COLOR_STRENGTH_ON_MARKET 0.7
OVERLORD_HUE_STRENGTH_ON_SUBJECT 0.8
OVERLORD_SATURATION_STRENGTH_ON_SUBJECT 0.4
OVERLORD_VALUE_STRENGTH_ON_SUBJECT 0.4
SUBJECT_MAP_COLOR_LIGHTEN 0.1
SUBJECT_MAP_COLOR_SATURATE -0.1
LANGUAGE_DIALECT_HUE_VARIATION 0.02
LANGUAGE_DIALECT_SAT_VARIATION 0
LANGUAGE_DIALECT_VAL_VARIATION 0.15
BUILD_ROAD_IN_PROGRESS { 0.6, 1, 1 } blue
BUILD_ROAD_CONSTRUCTION_BLOCKED { 0, 1, 0.7 } bright red
BUILD_ROAD_HAS_TOP_LEVEL_ROAD { 0.167, 0.5, 1 } bright yellow
BUILD_ROAD_HAS_OUTDATED_LEVEL_ROAD { 0.82, 0.65, 1 } light purple
BUILD_ROAD_CAN_BUILD_ROAD { 0.31, 0.9, 0.6 } green
BUILD_ROAD_MARKED_FOR_CONSTRUCTION { 0.5, 0.9, 0.9 } light blue
BUILD_ROAD_NOT_ENOUGH_GOLD { 0.11, 0.9, 0.9 } orange
POPULATION_MAPMODE_MIN 1
POPULATION_MAPMODE_LOG_FACTOR 1

MapEditor[edit | edit source]

Define Default Value Dev Comment
Jomini defines
these are used to calculate the mask size 
MASK_SCALE 1
THUMBNAIL_SIZE_REDUCTION 16

MapGraphics[edit | edit source]

Define Default Value Dev Comment
CLIMATE_MAP_TEXTURE_SIZE { 1024, 512 }
WINTER_MAP_TEXTURE_SIZE { 1024, 512 }
WINTER_MAP_FADE_SPEED 0.1 (winterness/second)
WINTER_ALPHA_NONE 0
WINTER_ALPHA_MILD 0.35
WINTER_ALPHA_NORMAL 0.55
WINTER_ALPHA_SEVERE 1
WINTER_ALPHA_WATER_NONE 0
WINTER_ALPHA_WATER_MILD 0.45
WINTER_ALPHA_WATER_NORMAL 0.6
WINTER_ALPHA_WATER_SEVERE 0.8
WINTER_ALPHA_WATER_FROZEN 1
WINTER_TERRAIN_MATERIAL_SNOW Snow hard code in winter.fxh
WINTER_TERRAIN_MATERIAL_ICE Ice Which material in gfx/map/terrain/materials.settings to use for ice
PORT_SHIP_LOCATOR ship_locator
FORT_SIEGE_LOCATOR siege_locator

MapLines[edit | edit source]

Define Default Value Dev Comment
POP_MOVEMENT_IN line_pop_movement line_pop_movement
POP_MOVEMENT_OUT line_pop_movement_red line_pop_movement_red
TRADE_ROUTE_IMPORT line_trade_blue line_trade_blue
TRADE_ROUTE_EXPORT line_trade_orange line_trade_orange
PATH_TO_MARKET line_trade_green line_trade_green TODO: create a new one. Could be bidirectional.
PATH_TO_CAPITAL line_trade_yellow line_trade_yellow TODO: create a new one. Might be the same as path to market.
SEA_CURRENT line_trade_yellow line_trade_yellow TODO: create a new one. A short arrow
RIVER_DIRECTION line_river_direction line_river_direction
UNIT_LOGISTICS line_trade_green line_trade_green TODO: create a new one. unit supply looking
ROAD_BUILDER line_road_builder line_road_builder

MapMarker[edit | edit source]

Define Default Value Dev Comment
FADE_IN_SPEED 5
FADE_OUT_SPEED 5
MAP_MARKER_FULL_UPDATE_FREQUENCY 1
Only visible in the "province" zoom level
ZOOM_STEP_RANGE_FORT { 0, 10 }
ZOOM_STEP_RANGE_CITY { 0, 10 }
ZOOM_STEP_CITY_DETAILS 6
ZOOM_STEP_RANGE_CITY_CAPITAL { 0, 100 }
ZOOM_STEP_RANGE_MARKET { 0, 100 }
ZOOM_STEP_RANGE_TOLL { 0, 100 }
ZOOM_STEP_RANGE_STATE_CAPITAL { 0, 5 }
Visible in the "province" and "state" zoom levels
ZOOM_STEP_RANGE_CONSTRUCTION { 0, 10 }
ZOOM_STEP_RANGE_OCCUPATION { 0, 10 }
ZOOM_STEP_RANGE_PARLIAMENT { 0, 10 }
ZOOM_STEP_RANGE_CABINET_ACTION { 0, 10 }
ZOOM_STEP_RANGE_DIPLOMATIC_ACTION { 0, 10 }
ZOOM_STEP_RANGE_BLOCKED_VISION { 0, 7 }
Visible in the "state" zoom level
ZOOM_STEP_RANGE_COUNTRY_CAPITAL { 8, 10 }
Visible in anything "state" and lower
ZOOM_STEP_RANGE_PORT { -1, 5 }
ZOOM_STEP_RANGE_RAW_GOODS_ICON { -1, 10 }
ZOOM_STEP_RANGE_DYNASTY_ICON { -1, 10 }
ZOOM_STEP_RANGE_UNIT { -1, 10 }
ZOOM_STEP_RANGE_COMBAT { -1, 10 }
ZOOM_STEP_RANGE_IMPORT_EXPORT_WIDGET { -1, 17 }
ZOOM_STEP_RANGE_BUILD_BUILDING_WIDGET { -1, 10 }
ZOOM_STEP_RANGE_SMALL_UNIT { 11, 17 }
ZOOM_STEP_RANGE_SMALL_COMBAT { 11, 17 }
MAP_MARKER_SETTLEMENT_SIZE { 10, 10 }
MAP_MARKER_TOWN_SIZE { 13, 13 }
MAP_MARKER_CITY_SIZE { 18, 18 }
MAP_MARKER_SETTLEMENT_POSITION { 18, -2 }
MAP_MARKER_TOWN_POSITION { 22, -1 }
MAP_MARKER_CITY_POSITION { 30, 4 }
ARMY_BANNER_STACK_OFFSET 29
ARMY_BANNER_MERGE_NUM 1 More than X army banners will be merged into the last banner as a group which you can click on to cycle through
ANIMATED_TEXT_COMBAT_LOSS_OFFSET 36
MULTIPLE_PROVINCE_ICONS_OFFSET 60
Determines which zoom level different city icons appear
Some of these are cumulative
CITY_MARKER_WEIGHT_BASE 0 Offset everything by this amount
CITY_MARKER_WEIGHT_LABEL_MULTIPLIER 0.33 Text labels only appear once the camera gets a little closer
CITY_MARKER_WEIGHT_ICON_MULTIPLIER 1 Icons appear at the normal point
CITY_MARKER_WEIGHT_FORT_LEVEL 0 How much the fort level influences city icons
CITY_MARKER_WEIGHT_FORT_LEVEL_AT_WAR 5 How much the fort level influences city icons while at war
CITY_MARKER_WEIGHT_LOCATION_RANK 2 How much location rank (town, city etc) influences. Tied to frame_tier
CITY_MARKER_WEIGHT_PROVINCE_CAPITAL 2 How much a location being the province capital influences
CITY_MARKER_WEIGHT_PROVINCE_CAPITAL_AT_WAR 6 How much a location being the province capital influences while at war
CITY_MARKER_WEIGHT_AREA_CAPITAL 4 How much a location being the most populated in an area influences
CITY_MARKER_WEIGHT_COUNTRY_CAPITAL_PLAYER 20 How much being the player's country capital influences
CITY_MARKER_WEIGHT_COUNTRY_CAPITAL_ALLY 5 How much being an ally/overlord/vassals's country capital influences
CITY_MARKER_WEIGHT_COUNTRY_CAPITAL_ENEMY 5 How much being an enemy in a war country capital influences
CITY_MARKER_WEIGHT_COUNTRY_CAPITAL 2 How much being some other country capital influences
CITY_MARKER_WEIGHT_COUNTRY_CAPITAL_GREAT_POWER 5 How much being capital of a Great Power influences
CITY_MARKER_WEIGHT_COUNTRY_CAPITAL_COUNTRY_RANK 1 How much country rank influences
CITY_MARKER_WEIGHT_MARKET_CENTER 2 How much being a Market Center influences
CITY_MARKER_WEIGHT_PLAYER_HAS_FOREIGN_BUILDINGS 1 How much owning a building in a non-owned location influences
CITY_MARKER_WEIGHT_CEILING_FOR_NOT_PLAYER_CAPITAL 19 At what zoom level do we kill everything but your capital

MapName[edit | edit source]

Define Default Value Dev Comment
NAME_DRAW_DISTANCE 4000 Remove province names beyond this distance
NAME_FONT_NAME { MapFont, MapFontNumbers, MapFontConsole } Font used for drawing the map names
NAME_FONT_SIZE 60 Font size used for drawing the map names
FADE_RATE 3 How fast names fade in/out
MAX_OPACITY 0.85
MIN_OPACITY 0 minimum opacity. Names hidden by draw distance will still fade to 0
SMALL_NAMES_ZOOM_STEP 2
MEDIUM_NAMES_ZOOM_STEP 8
LARGE_NAMES_ZOOM_STEP 11
PROVINCE_UNDER_MOUSE_OPACITY 1
PROVINCE_UNDER_MOUSE_NEIGHBOR_OPACITY 0.75
MAX_SLOPE_DIFFERENCE_TO_MEAN { 0.5, 0.35 }
MAX_SPLIT_OF_PROBLEMATIC_NAMES 2
MARGIN_OF_PROBLEMATIC_NAMES 15
MIN_SPLIT_SIZE 0.2
NAMES_SETTING_OVERIDE_MEDIUM_BLOB_MAX_SIZE 3
NAMES_SETTING_OVERIDE_SMALL_BLOB_MAX_SIZE 10
NAMES_TEST_LINES_SPACING_SMALL 3
NAMES_TEST_LINES_SPACING_MEDIUM 10

Market[edit | edit source]

Define Default Value Dev Comment
MONTHLY_PRICE_CHANGE 0.1 as fraction of (target - price)
MARITIME_PRESENCE_POWER_ON_POP_SCALE 100 divides on this.
MIN_PRICE_IMPACT -0.33
MAX_PRICE_IMPACT 1.5
FOOD_CAPACITY_FACTOR 1
FOOD_PRICE 0.05
FOOD_PRICE_IMPACT_ON_PRICES 0.25
FOOD_PROPORTION_TO_PRESERVE_IN_MARKET_IF_POSSIBLE 0.25
MARKET_BASE_ACCESS 1 100%
multiplicative
MARKET_BASE_DISTANCE_FACTOR 0.005 Access lost per pixel of distance
MARKET_OPEN_SEA_DISTANCE_FACTOR 1.5 not good at open sea.
MARKET_SEA_DISTANCE_FACTOR 0.75 Markets propagate better over sea
MARKET_SEA_TO_LAND_DISTANCE_FACTOR 0.5
MARKET_DOWNSTREAM_FACTOR 0.5 downstream is great!
MARKET_UPSTREAM_FACTOR 0.9 better upstream than not..
additive
MARKET_NO_PORT_EXTRA_DISTANCE 0.1 Absolute access penalty for going between land and sea without port
MARKET_PORT_EXTRA_DISTANCE 0.02 Access penalty for going between land and sea with port, scaled with 1-harbor suitability
MARKET_ASSIGNMENT_PERFORMANCE_FACTOR 0.5 Lowering this number reduces performance cost of market assignments, but might cause market assignment to ignore protectionism for locations far away from any market
LOCATION_NUMS_DIVISOR_FOR_DESTRUCTION_PRICE 40
MARKET_CREATION_MONTHS 3
MARKET_TRADE_CHANGE_PER_CLICK 1
MARKET_CONSTRUCTION_NEEDS_BLOCK_FACTOR 2
these don't stack
COUNTRY_COMMON_LANGUAGE_MARKET_ATTRACTION 0.05
COUNTRY_COMMON_LANGUAGE_GROUP_MARKET_ATTRACTION 0.01
these don't stack
LOCATION_DOMINANT_LANGUAGE_MARKET_ATTRACTION 0.05
LOCATION_DOMINANT_LANGUAGE_GROUP_MARKET_ATTRACTION 0.01
these don't stack, gets smallest geographical unit
LOCATION_SAME_PROVINCE_MARKET_ATTRACTION 0.2
LOCATION_SAME_AREA_MARKET_ATTRACTION 0.1
LOCATION_SAME_REGION_MARKET_ATTRACTION 0
LOCATION_SAME_SUBCONTINENT_MARKET_ATTRACTION 0
LOCATION_SAME_CONTINENT_MARKET_ATTRACTION 0
MARKET_LANGUAGE_POWER_ATTRACTION 0.1
MARKET_FOOD_STOCKPILE_TRESHOLD_MONTHS 24
MARKET_MIN_STOCKPILE_TO_ALLOW_EXTRA_TRADE 0.5
MARKET_STOCKPILE_PERCENTAGE_FOR_EXTRA_TRADE 0.05

Mercenary[edit | edit source]

Define Default Value Dev Comment
MERCENARY_MOBILIZATION_TIME_BASE 2
MERCENARY_GATHERING_TIME_BASE 14
MERCENARY_RECRUITMENT_DISTANCE_FACTOR 0.025
MERCENARY_MAX_DURATION_IN_MONTHS 120
MERCENARY_DEFAULT_DURATION_IN_MONTHS 24
MERCENARY_CONTRACT_ALERT_MONTHS 3
MERCENARY_MANPOWER_REPLENISH_TIME_MONTHS 240 how many months to fully restock mercs in an area
MERCENARY_ARMY_UNIT_MAX_SIZE 150
MERCENARY_NAVY_UNIT_MAX_SIZE 25
MERCENARY_PRISONER_MONTHLY_MAINTENANCE_MULTIPLIER 0.25
MERCENARY_PRISONER_MAX_MORALE 0.6
MERCENARY_SUBUNITS_AVAILABLE_PER_ADM_POINT 0.25 leaders with better adm can lead bigger armies
MERCENARY_LEADER_BASE_PRICE 50
MERCENARY_LEADER_ABILITY_WEIGHT 50 multiplied by an exponential number in range 0..8 based on char ability (so better ones are a lot more expensive than worse ones, less difference between lower ability characters)
MERCENARY_LEADER_CULTURE_OPINION_MULTIPLIER -0.07 same or friendly culture leaders will work for less for you
MERCENARY_LEADER_RELIGION_OPINION_MULTIPLIER -0.07 same or friendly religion leaders will work for less for you
MERCENARY_LEADER_DISTANCE_MULTIPLIER 0.0005 Mileage allowance, paid by employer. Must be nice.

Messages[edit | edit source]

Define Default Value Dev Comment
MESSAGES_CATEGORY_ICON_PATH gfx/interface/icons/messages/categories
BG_MESSAGES_CATEGORY_ICON_PATH gfx/interface/icons/messages/background

Outliner[edit | edit source]

Define Default Value Dev Comment
ICON_PATH gfx/interface/icons/outliner
CATEGORY_ICON_PATH gfx/interface/icons/outliner/categories
BG_CATEGORY_ICON_PATH gfx/interface/icons/outliner/background
BG_SUBCATEGORY_ICON_PATH gfx/interface/icons/outliner/background

Pop[edit | edit source]

Define Default Value Dev Comment
PRODUCED_IN_MARKET_DEMAND 0.1
STARVING_ON_FOOD_DEMAND 1.5
NEGATIVE_FOOD_ON_FOOD_DEMAND 0.5
DEVELOPMENT_SCALE_ON_DEMAND 0.05
KNOWN_GOODS_FOR_DEMAND_THRESHOLD 50
POP_NEEDS_INCOME_SCALE 1.33
DISPLAY_SIZE 1000
GARRISON_MANPOWER_LOSS_IMPACT 0.5
ARMY_MANPOWER_LOSS_IMPACT 1
NAVY_SAILOR_LOSS_IMPACT 1
ARMY_LEVY_SIZE_IMPACT_SUPPORT 1
NAVY_LEVY_SIZE_IMPACT_SUPPORT 1
BASE_SATISFACTION 0.2
ESTATE_SATISFACTION_OFFSET 0.5
ESTATE_SATISFACTION_SCALE 2
SCALE_ESTATE_NON_ACCEPTED 0.5
GOODS_PRICE_SATISFACTION_SCALE -0.1
LACK_OF_GOODS_SATISFACTION_SCALE -0.5
ESTATE_LOSING_MONEY_SCALE_ON_GOODS_PRICE 2
CULTURE_OPINION_SATISFACTION 0.05
RELIGION_OPINION_SATISFACTION 0.05
DIFFERENT_RELIGION_BASE_SATISFACTION -0.05
TOLERANCE_ON_SATISFACTION_SCALE 0.05
PRIMARY_CULTURE_SATISFACTION 0.25
ACCEPTED_CULTURE_SATISFACTION 0.1
TOLERATED_CULTURE_SATISFACTION 0.05
MIN_SIZE_TO_BLOCK_PROMOTION 0.5
POP_JOB_SURPLUS_SCALE_CAP 10
REBEL_JOIN_MIN_THRESHOLD 0.05
REBEL_LEAVE_MIN_THRESHOLD 0.1
REBEL_DANGER_THRESHOLD 0.95
PERFORMANCE_UPDATE_DEMANDS_MIN 0 We try to update all pop demands within a year, but this sets a minimum of pops per day
PERFORMANCE_UPDATE_DEMANDS_MAX 100 We try to update all pop demands within a year, but this sets a maximum of pops per day
POP_MINORITY_SIMILAR_THRESHOLD 4 if more or equal of this of pops of type in location, join either same culture or religion
POP_MINORITY_JUST_MERGE_THRESHOLD 8 if more or equal of this of pops of type in location, join largest

Portrait[edit | edit source]

Define Default Value Dev Comment
GENE_DATABASE_VERSION 2 If the version saved in a file does not match this number, the portrait DNAs will get regenerated. Increase this number when making gene database changed that would break old portraits.
GRACEFUL_AGING_START 25 After this age, added life expectancy will make a character look younger than they are; the effect grows the further past this point one goes
GRACEFUL_AGING_END 70 This is the apparent age at which life expectancy stops slowing down visual aging (each year onwards ages you visually 1 year)
MAX_AGE 100 At this age portraits will use the special age gene at full strength
DEFAULT_ANIMATION idle Default portrait animation, used as a fallback in places where portrait animations can be specified
WEIGHT_UPDATE_YEAR_INTERVAL 3 Years in between portrait updating their current weight towards their target weight
WEIGHT_UPDATE_LERP_SCALAR 0.35 Scalar for the liner interoplation of the weight update to trend current weight towards target weight
DEFAULT_BASE_WEIGHT_MIN -35 Min for starting random base weight inclusive
DEFAULT_BASE_WEIGHT_MAX 35 Max for starting random base weight inclusive
IGNORED_WEIGHT_DEVIATION_FOR_DEAD_WITHOUT_DNA 10 Characters that die at between -10 and 10 weight, and have no DNA generated, will get their weight set to 0 to save storage in the save game
MAX_PORTRAIT_GENERATION_DEPTH 8 When generating someone's portrait, generate up to this many generations of missing portraits

Religion[edit | edit source]

Define Default Value Dev Comment
RELIGIOUS_FOCUS_COST 100
PERIPHORA_DAYS_PER_LOCATION 30
RELIGIOUS_FIGURE_CHANCE_OF_MOVING 0.01
CORE_THRESHOLD 0.5

Rivers[edit | edit source]

Define Default Value Dev Comment
FADE_IN_DISTANCE 10
FADE_OUT_DISTANCE 2
NUM_WIDTH_PIXEL_VALUES 13 how many pixels in the river bitmap that are allocated for different river widths
WIDTH_MIN 1 how wide the rivers are when using the lowest width in the bitmap
WIDTH_MAX 2.2 how wide the rivers are when using the highest width in the bitmap
UV_SCALE 1
The factor by which FADE_IN_DISTANCE is multiplied is the boundary starting from the river source, where the river is visually invisible.
FADE_IN_INVISIBLE_DISTANCE_THRESHOLD 0.5

Roads[edit | edit source]

Define Default Value Dev Comment
No instant reload 
Sulla defines
BRIDGE_MESHES { bridge_small_test_mesh }
DIFFUSE_TEXTURE gfx/models/buildings/bridge_test/bridge_test_phong_diffuse.dds
NORMAL_TEXTURE gfx/models/buildings/bridge_test/bridge_test_phong_normal.dds
MATERIAL_TEXTURE gfx/models/buildings/bridge_test/bridge_test_phong_properties.dds
Caesar defines
MAP_OBJECT_OCCLUSION_WIDTH 2

SeaCurrents[edit | edit source]

Define Default Value Dev Comment
ANIMATION_SPEED 0.3
MIN_CAMERA_LEVEL 800
DISSAPEAR_ALPHA_START 3000
MAX_CAMERA_LEVEL 3600
MAX_ALPHA 0.4
UV_SCALE 0.033
UV_SCALE_3D 0.06
ANIMATION_SPEED_3D 0.25
WAVES_SEPARATION_3D 2.3
WAVES_SPAWN_CHANCE_3D 1
DISAPPEARANCE_DEBUG_3D 0
DISAPPEARANCE_UV_SCALE_3D { 0.025, 0.1 }
DISAPPEARENCE_TRHESSHOLD_3D 0.25
DISAPPEARENCE_TRHESSHOLD_CORRECTION_3D 0.5
DISAPPEARENCE_STATE_SWITCH_SPEED_3D 1.5

SiegeEffect[edit | edit source]

Define Default Value Dev Comment
NEGATIVE_PARTICLES_NUM 5
NEGATIVE_PARTICLES_SPAWN_RADIUS 10
NEGATIVE_PARTICLES_SPAWN_HEIGHT 0
NEGATIVE_PARTICLES_SCHEMATIC_NAME siege_effect_schematic_negative
POSITIVE_PARTICLES_NUM 5
POSITIVE_PARTICLES_SPAWN_RADIUS 5
POSITIVE_PARTICLES_SPAWN_HEIGHT 0
POSITIVE_PARTICLES_SCHEMATIC_NAME siege_effect_schematic_positive
ASSAULT_PARTICLES_SPAWN_DELAY 3
ASSAULT_PARTICLES_SPAWN_RADIUS 2
ASSAULT_PARTICLES_SPAWN_HEIGHT 1
ASSAULT_PARTICLES_SCHEMATIC_NAME siege_effect_schematic_assault
PARTICLE_MAX_ZOOM_LEVEL 6

TerraIncognita[edit | edit source]

Define Default Value Dev Comment
SHADER_PATH gfx/FX/terra_incognita.shader
HEIGHT 5
TEXTURE_SCALE { 20, 10 }
NUM_EXTRA_SAMPLES 8
EXTRA_SAMPLES_DISTANCE 8

Text[edit | edit source]

Define Default Value Dev Comment
DURATION_SHOW_YEARS_THRESHOLD 24 Duration will show as years if it's at least this many months
DURATION_SHOW_MONTHS_THRESHOLD 60 Duration will show as months if it's at least this many days
INDENTATION_PER_DEPTH 2
EFFECT_BASE_INDENTATION 0
TRIGGER_BASE_INDENTATION 0
HINTS_MAX_IMPORTANT_MODIFIER_CANDIDATES 5 When hints try to list important modifiers, how many will they show at most?
CHARACTER_NAME_LENGTH -1 debugging tool, set above 0 to test name length
FORMAT_CHARACTER_NAMES -1 debugging tool, -1 = default behaviour, 0 = always no, 1 = always yes

TextSettings[edit | edit source]

Define Default Value Dev Comment
DEFAULT_ALIGNMENT 2 Center
DEFAULT_FONT StandardGameFont
DEFAULT_FONT_SIZE 60
DEFAULT_LOD_FACTOR 0.015 Names get blurrier as the texel/pixel ratio increases. Blur amount will be lod factor * texel/pixel ratio
DEFAULT_TEXT_COLOR { 0.16, 1, 0.9, 1 } Yellow
DEFAULT_OUTLINE_WIDTH 0.2
DEFAULT_OUTLINE_COLOR { 0, 0, 0, 1 } Black
DEFAULT_HEIGHT_SIZE 2
DEFAULT_BOUNDING_BOX_EXTRA_SIZE { 0, 0, 20 } Add extra height to account for animation
DEFAULT_ANIMATION_FUNCTION ShowGrowAndDisappearAnimation
DEFAULT_TEXT_DURATION 1
UNITLOSS_ALIGNMENT 2 Center
UNITLOSS_FONT StandardGameFont
UNITLOSS_FONT_SIZE 60
UNITLOSS_LOD_FACTOR 0.015 Names get blurrier as the texel/pixel ratio increases. Blur amount will be lod factor * texel/pixel ratio
UNITLOSS_TEXT_COLOR { 0, 1, 1, 1 } Red
UNITLOSS_OUTLINE_WIDTH 0.2
UNITLOSS_OUTLINE_COLOR { 0, 0, 0, 1 } Black
UNITLOSS_HEIGHT_SIZE 2
UNITLOSS_BOUNDING_BOX_EXTRA_SIZE { 0, 0, 20 } Add extra height to account for animation
UNITLOSS_ANIMATION_FUNCTION ShowGrowAndDisappearAnimation
UNITLOSS_TEXT_DURATION 1
SIEGE_MESSAGE_ALIGNMENT 2 Center
SIEGE_MESSAGE_FONT StandardGameFont
SIEGE_MESSAGE_FONT_SIZE 60
SIEGE_MESSAGE_LOD_FACTOR 0.015 Names get blurrier as the texel/pixel ratio increases. Blur amount will be lod factor * texel/pixel ratio
SIEGE_MESSAGE_TEXT_COLOR { 0.16, 1, 0.9, 1 } Yellow
SIEGE_MESSAGE_OUTLINE_WIDTH 0.2
SIEGE_MESSAGE_OUTLINE_COLOR { 0, 0, 0, 1 } Black
SIEGE_MESSAGE_HEIGHT_SIZE 2
SIEGE_MESSAGE_BOUNDING_BOX_EXTRA_SIZE { 0, 0, 20 } Add extra height to account for animation
SIEGE_MESSAGE_ANIMATION_FUNCTION ShowGrowAndDisappearAnimation
SIEGE_MESSAGE_TEXT_DURATION 1
LOOT_MESSAGE_ALIGNMENT 2 Center
LOOT_MESSAGE_FONT StandardGameFont
LOOT_MESSAGE_FONT_SIZE 60
LOOT_MESSAGE_LOD_FACTOR 0.015 Names get blurrier as the texel/pixel ratio increases. Blur amount will be lod factor * texel/pixel ratio
LOOT_MESSAGE_TEXT_COLOR { 0.16, 1, 0.8, 1 } Yellow
LOOT_MESSAGE_OUTLINE_WIDTH 0.2
LOOT_MESSAGE_OUTLINE_COLOR { 0, 0, 0, 1 } Black
LOOT_MESSAGE_HEIGHT_SIZE 1.8
LOOT_MESSAGE_BOUNDING_BOX_EXTRA_SIZE { 0, 0, 20 } Add extra height to account for animation
LOOT_MESSAGE_ANIMATION_FUNCTION ShowGrowAndDisappearAnimation
LOOT_MESSAGE_TEXT_DURATION 1

Tooltip[edit | edit source]

Define Default Value Dev Comment
OPEN_DELAYED_TIME 0
CLOSE_TIME 0.2
TENDENCY_BUFFER 15
MIDDLE_MOUSE_LOCK_TIME 0.25
The following two values control if the tooltip position is updated due to mouse movement.
If the current mouse position is at least DISTANCE pixels away from the earlier mouse
position from DURATION seconds in the past, then the tooltip position will be updated.
MOUSE_MOVE_DISTANCE_TO_UPDATE_TOOLTIP_POSITION 10
MOUSE_MOVE_DURATION_TO_UPDATE_TOOLTIP_POSITION 0.2
Tooltip stack tint RGBA colors starting with the top tooltip
TOOLTIP_TINT_RGBA { 1, 1, 1, 1, 0.8, 0.8, 0.8, 1, 0.6, 0.6, 0.6, 1, 0.1, 0.1, 0.1, 0.2 } Tooltip stack tint RGBA colors starting with the top tooltip

TradeGraphics[edit | edit source]

Define Default Value Dev Comment
WAGON_SCALE 0.125
SHIP_SCALE 0.5
SHIP_FLATMAP_Y_OFFSET 2
DEFAULT_WAGON_SPEED 0.4
WAGONS_BY_MARKET 15
MINIMUM_TRADEROUTE_LENGHT 1000
WAGONS_TO_TRADECENTERS 14
MINIMUM_PRODUCTIONROUTE_LENGHT 300
TRADE_SPLINEPOINT_SEPARATION 2
MAX_PROVINCES_TO_LOOK_FOR_PRODUCTION_BY_FRAME 25
TIME_TO_FADE_ON_DESTRUCTION 5
MAX_COLONY_CHARTER_WAGONS 100
MINIMUM_SPAWN_TIME_BETWEEN_COLONY_WAGONS_OF_THE_SAME_COUNTRY 20
MINIMUM_SPAWN_TIME_BETWEEN_COLONY_WAGONS_GLOBAL 0.1
COLONY_WAGON_ROUTE_DUPLICATION_PENALTY 0.5
MAX_EXPLORATION_WAGONS 100
MINIMUM_SPAWN_TIME_BETWEEN_EXPLORATION_WAGONS_GLOBAL 0.1
MINIMUM_SPAWN_TIME_BETWEEN_EXPLORATION_WAGONS_OF_THE_SAME_EXPLORATION 20
TRADE_PARTICLES_ZOOM_OUT_STEP 6

TreeTweaks[edit | edit source]

Define Default Value Dev Comment
SSS_RADII { 0.85, 1, 0.5, 0.3 } This controls how "far" the light scatters inside the object. rgb, multiplied by alpha
SSS_COLOR { 1, 1, 1, 0.6 } Multiplied to the final SSS result. rgb, multiplied by alpha
SSS_BLEND_TO_NORMALIZED_ALBEDO 0 At 0 SSS will use the texture as is, at 1 it will use the normalized albedo. 1 is bright and flat
TRANSLUCENCY_COLOR { 1, 1, 1, 0.125 }
TRANSLUCENCY_COSINE_BEGIN -0.5 cosines at which the translucency effect starts and stops. -1 is when the camera and light point in the same direction, 1 is the opposite
TRANSLUCENCY_COSINE_END 4
BACKLIGHT_INTENSITY 1 How much to use the backlight - allthough spec is disabled for trees this will still contribute to some scattering
TERRAIN_NORMAL_BLEND 0.5
TERRAIN_NORMAL_STRENGTH 1
TERRAIN_NORMAL_BIAS_TOWARDS_SUN 0.1 Bends the normals towards the sun, for a brighter look when the sun is behind the viewer
SOFT_SHADOW_SIZE 7.5
SOFT_SHADOW_SAMPLES 4
WIND_EFFECT_NORMAL_MAP gfx/models/debug/wind_effect/wind_debug_normal7.dds Which texture to use for the wind effect
WIND_EFFECT_NORMAL_MAP_TILING 32 Size of one tile / one repeat of the normal map
WIND_EFFECT_DIRECTION { 1, 0.5 } Direction of the wind
WIND_EFFECT_INTENSITY 0.2 How much the vertices are moved. Should be 0-1
WIND_EFFECT_SPEED 1.5 How fast the texture moves
WIND_EFFECT_SPREAD 2 How much noise to add to the position of the wind sample - helps break up recognizable patterns from the texture, but also makes the texture a bit pointless
WIND_EFFECT_NORMAL_STRENGTH -1 How much wind will affect the normals for lighting. Both positive and negative values work. Positive makes normal point in the wind direction, negative makes it point against the wind

Trees[edit | edit source]

Define Default Value Dev Comment
FADE_FAR 1
FADE_NEAR 0
QUAD_SIZE 100

Unit[edit | edit source]

Define Default Value Dev Comment
EMBARK_DISEMBARK_MULTIPLIER 0.2 to make disembark/embark from coast slower.
SIZE_IMPACT_ON_MOVEMENT_SCALE -0.02
SIZE_IMPACT_ON_MOVEMENT_CAP -0.5
BASE_REGIMENT_PRICE_SCALE 0.1 100 men is a base (divided)
BASE_SCALE_SHIP_DOUBLE_PER_AGE 1 as regiments double in size each age.. 0 to disable.
EXPERIENCE_GAIN_FROM_MISSIONS 1
UPGRADE_COST_SCALE 0.1
REGIMENT_SIZE 1000
ATTRITION_ON_FOOD_CONSUMPTION_IMPACT 2
MONTHS_OF_FOOD_FOR_DETACHED_SUPPORT 6
ATTRITION_LACK_OF_FOOD 5
LEVY_MAINTENANCE_FACTOR 0.01
MOTHBALL_PERCENT 0.1
LAND_MORALE 3
NAVAL_MORALE 3
ARMY_MOVEMENT_SPEED 0.13
NAVY_MOVEMENT_SPEED 0.5
ARMY_MOVEMENT_SPEED_INTO_UNKNOWN_TERRITORY_MODIFIER 1
MOVEMENT_LOCKED 0.5
LOW_MORALE_THRESHOLD 0.5
SHIP_UPGRADE_STARTING_STRENGTH 0.01
MONTHLY_REINFORCE 0.25
MONTHLY_REPAIR 0.1
LOCKED_MORALE_CAP 0.5
LAND_MERC_COMPANY_RANDOM_NAME_COUNT 20
NAVAL_MERC_COMPANY_RANDOM_NAME_COUNT 4
LEADER_ASSIGN_MIN_DAYS 7
LEADER_ASSIGN_DISTANCE_FACTOR 0.07
NAVAL_ATTRITION_CHANCE 0.1
NAVAL_ATTRITION_MIN_AT_PORT 0.05
DAYS_UNTIL_CAN_BE_RANSOMED_AGAIN 60
ATTRITION_DAYS_AT_SEA 0.02
OUTSIDE_OF_NAVAL_RANGE_ATTRITION 0.5
FROZEN_ATTRITION 0.5
FALLING_THROUGH_ICE_MIN_PROPORTION_TO_ESCAPE 0.5
DEPOSIT_FOOD_FRACTION 0.25
SUPPLY_DEPOT_FOOD_FRACTION 0.1
DISEMBARK_COST_MULTIPLIER 0.5 seazones are larger etc, and disembark is not from middle of seazone..
LOCATION_SCALE_ON_MOVEMENT_COST 1.33
PERCENTAGE_OF_REGIMENTS_WITH_NICKNAME 0.5 What fraction of regiments spawn with a nickname (e.g. 1st 'Sitges' Regiment instead of just 1st Regiment)

UnitGraphics[edit | edit source]

Define Default Value Dev Comment
UNIT_ICON_SHORT_VARIANT_AT_ZOOM_STEP 9
UNIT_MAP_MARKER_MAP_PIXELS_SOUTH 2 The unit map marker (-- of troops, etc.) will be positioned as if it was this many pixels on the map south of where the unit is standing
Defines for number of soldiers visible per army
This visualization may or may not still work when you read this: https://www.desmos.com/calculator/qrvgaseadc
ARMY_VISIBLE_SOLDIERS_REFERENCE 15 Amounts of soldiers for a "normally" sized army
ARMY_TOTAL_STRENGTH_REFERENCE 10 "Normal" size of army (in thousands of men)
NAVY_VISIBLE_SHIPS_REFERENCE 4 Amounts of ships for a "normally" sized navy
NAVY_TOTAL_STRENGTH_REFERENCE 10 "Normal" size of navy (in "strength")
UNIT_VISIBLE_SOLDIERS_AGE_FACTOR 1.4 "Normal" size of army multiplied by this each age
UNIT_VISIBLE_SOLDIERS_NORMALIZATION 1.8 Normalization exponent. 1 corresponds to proportional relationship.
UNIT_VISIBLE_SOLDIERS_MAX 30 This max will only be reached for ridiculously big armies
Patterns should have same number as elements as UNIT_VISIBLE_SOLDIERS_MAX
23 21 20 22 24
18 16 15 17 19
13 11 10 12 14
08 04 03 05 09
06 01 00 02 07
UNIT_PATTERN_HIGH_UNIFORMITY { 0 0, -1 0, 1 0, 0 1, -1 1, 1 1, -2 0, 2 0, -2 1, 2 1, 0 2, -1 2, 1 2, -2 2, 2 2, 0 3, -1 3, 1 3, -2 3, 2 3, 0 4, -1 4, 1 4, -2 4, 2 4, 0 5, -1 5, 1 5, -2 5, 2 5 } puts the unit in rows remove comment if you modify the formation
UNIT_PATTERN_LOW_UNIFORMITY { 0 0, -1 0.14, 1 0.14, 0 1, -1.1 1.14, 1.1 1.14, -2 0.6, 2 0.6, -2.3 1.4, 2.3 1.4, 0 2, -1.14 2.2, 1.14 2.2, -2.3 2.5, 2.3 2.5, 0 3, -1.14 3.2, 1.14 3.2, -2.3 3.3, 2.3 3.3, 0 4, -1.14 4.2, 1.14 4.2, -2.3 4.3, 2.3 4.3, 0 5, -1.14 5.2, 1.14 5.2, -2.3 5.3, 2.3 5.3 } puts the units in a circle remove comment if you modify the formation
FORMATION_PREFERENCE_BY_TAG_REAR { army_auxiliary, army_artillery, UnitWeapon_bow, UnitWeapon_arquebus, UnitWeapon_matchlock, UnitWeapon_pistol, UnitWeapon_dualpistol, UnitWeapon_crossbow, UnitWeapon_musket, UnitWeapon_rifle, UnitWeapon_handgonne }
FORMATION_PREFERENCE_BY_TAG_FRONT { UnitWeapon_sword, UnitWeapon_saber, UnitWeapon_axe_two_handed, UnitWeapon_axe, UnitWeapon_polearm, UnitWeapon_wooden_club, UnitWeapon_mace, UnitWeapon_knife, UnitWeapon_spear, UnitWeapon_spear_two_handed }
Units will be positioned in a random circle around the pattern possition based on uniformity
UNIT_PATTERN_LOW_UNIFORMITY_RANDOM_POSITIONING 0.11 Units will be positioned in a random circle around the pattern possition based on uniformity
UNIT_PATTERN_HIGH_UNIFORMITY_RANDOM_POSITIONING 0
RANDOM_FORMATION_ROTATION_MIN 15 in degrees
RANDOM_FORMATION_ROTATION_MAX 25
RANDOM_ARMY_UNIT_ROTATION_VARIATION_LOW_UNIFORMITY 50
RANDOM_ARMY_UNIT_ROTATION_VARIATION_HIGH_UNIFORMITY 0
RANDOM_NAVY_UNIT_ROTATION_VARIATION_LOW_UNIFORMITY 20
RANDOM_NAVY_UNIT_ROTATION_VARIATION_HIGH_UNIFORMITY 10
ARMY_SCHEMATIC army_schematic
NAVY_SCHEMATIC
Uniformity is calculated like this: Base + Levy/Rebel/Merc bonus + Discipline * factor + Experience * factor + Army/Navy Tradition * factor.
The end result is clamped to 0% - 100%
UNIFORMITY_BASE 0.25
UNIFORMITY_LEVY_BONUS -0.5
TODO CAESAR-10402 RICARDO  Ensure rebel uniformity  is correct
UNIFORMITY_MERC_BONUS 0.25
UNIFORMITY_DISCIPLINE_FACTOR 1
UNIFORMITY_EXPERIENCE_FACTOR 1
UNIFORMITY_TRADITION_FACTOR 1
UNIFORMITY_EXPONENT 0.5 After clamping the uniformity value is raised to the power of exponent ( uniformity = uniformity ^ exponent ) to create a non-linear scale.
ARMY_FORMATION_SCALE 1.3
ARMY_ENTITY_SCALE 0.2
ARMY_LOADED_SCALE 0.3
ARMY_RANDOM_UNIT_MIN_Y_SCALE_VARIATION 0.9 Randomizes the scale in the Y Direction of the army units use with ARMY_RANDOM_UNIT_SCALE_VARIATION to variate the height of the units
ARMY_RANDOM_UNIT_MIN_SCALE_VARIATION 0.9 randomizes the scale of each subunit
ARMY_MOVEMENT_SPACING 1.5
ARMY_MOVEMENT_ASPECT 1
NAVY_FORMATION_SCALE 3.5
NAVY_ENTITY_SCALE 0.8
NAVY_DOCKED_SCALE 0.3
NAVY_MOVEMENT_SPACING 4
NAVY_MOVEMENT_ASPECT 0.5
COMBAT_SPACING 2
MOVEMENT_ANIMATION_SPEED_FACTOR 0.085
SINGLE_UNIT_ENTITY_SCALE 3
COUNTRY_COLOR_SHIP_PRIMARY_REPLACEMENT_OPACITY 1
COUNTRY_COLOR_SHIP_SECONDARY_REPLACEMENT_OPACITY 1
COUNTRY_COLOR_SHIP_TERCIARY_REPLACEMENT_OPACITY 0.25
UNIT_ZOOM_OUT_STEP 12
UNIT_PARTICLES_ZOOM_OUT_STEP 6
UNIT_VIEWER_SELECTED_GIZMO_SCHEMATIC selection_marker_gizmo
UNIT_SELECTION_MARKER_SCHEMATIC unitgfx_selection_marker
4 values: UnitSizeMin, MarkerSizeMin, UnitSizeMax, MarkerSizeMax.
The game will remap the units size from the range UnitSizeMin to UnitSizeMax to the range MarkerSizeMin to MarkerSizeMax and use the result as the marker size.
For example, if the unit size is 0.5 and the unit size range is 0.0 to 1.0 and the marker size range is 1.0 to 2.0, the marker size will be 1.5.
UNIT_SELECTION_MARKER_TARGET_SIZE_THRESHOLDS { 1, 0.5, 5, 4.5 }
UNIT_SELECTION_ANIMATION_DURATION 0.5
Animation is using a cubic curve
These values are: Value at start of animation, at 1/3 of the animation, at 2/3 of the animation and at the end of the animation
Only the first and last values are guaranteed to be used exactly as they are, the middle two values act as control points for the curve but will likely never be reached entirely
SELECTION_MARKER_SCALE_VALUES { 6, 4, 0.25, 1 }
SELECTION_MARKER_OPACITY_VALUES { 0, 0, 0.95, 1 }
SELECTION_MARKER_UV_ROTATION_SPEED 90 degrees / second
The 'schwing' effect that appears on the units when they are selected
SELECTION_SCHWING_COLOR { 0.8, 0.6, 0.2, 1.5 } The 'schwing' effect that appears on the units when they are selected
SELECTION_SCHWING_THICKNESS 2.5
SELECTION_SCHWING_OPACITY_VALUES { 0, 0.01, 0.05, 1 } cubic curve like the selection marker
SELECTION_SCHWING_HEIGHT 4 how high in worldspace the schwing effect goes
SELECTION_SCHWING_TIME_START 0 times are relative to the total animation time
SELECTION_SCHWING_TIME_END 1
battle lateral view
BATTLE_TILE_MORALE_ALPHA_THRESHOLD 0.25 At what Morale percentage do units start fading away? (at this point they are fully visible)
BATTLE_TILE_MORALE_ALPHA_MINIMUM 0.5 What is the lowest transparency they can get to (when at 0% morale)

VisibleLocationsGfx[edit | edit source]

Define Default Value Dev Comment
MAX_VISIBLE_ZOOM_LEVEL 13
PLAGE_SCHEMATIC_NAME plague_particle
GLACIER_SCHEMATIC_NAMES { glacier_schematic, glacier_schematic_medium, glacier_schematic_small }
SANDSTORM_SCHEMATIC_NAME sandstorm_schematic
DENSITY_OF_GLACIERS_MILD 0
DENSITY_OF_GLACIERS_NORMAL 0.0005
DENSITY_OF_GLACIERS_SEVERE 0.001
NUMBER_OF_GLACIER_RETRIES 5
GLACIER_ALLOWED_CLIMATES { arctic }

War[edit | edit source]

Define Default Value Dev Comment
MAX_WAR_SCORE 100
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?
ATTACKER_WAR_COST_POWER_PROJECTION_SCALE 0.01 Declare war cost multiplier = 1 - ( Power projection difference between attacker and defender x this )
PARTICIPATION_SCORE_TO_FAVOURS_MULTIPLIER_BLOCKADE 1 these will tick up your favours to whoever you're helping as the war goes on
PARTICIPATION_SCORE_TO_FAVOURS_MULTIPLIER_COMBAT 1 these will tick up your favours to whoever you're helping as the war goes on
PARTICIPATION_SCORE_TO_FAVOURS_MULTIPLIER_SIEGE 1 these will tick up your favours to whoever you're helping as the war goes on
PARTICIPATION_SCORE_TO_FAVOURS_MULTIPLIER_JOINING_WAR 20 one-off favours boost
WAR_WORTH_BASE 2
WAR_WORTH_TAX_BASE_SCALE 0.2
WAR_WORTH_BUILDING_SCALE 0.025
WAR_WORTH_BUILDING_CAP 10
WAR_WORTH_POPULATION_SCALE 0.02
WAR_WORTH_POPULATION_CAP 4
WAR_WORTH_COUNTRY_CAPITAL 5
WAR_WORTH_PROVINCE_CAPITAL 1
WAR_WORTH_PORT 1
WAR_WORTH_FORT_BASE 0.5
WAR_WORTH_FORT_LEVEL_SCALE 0.25
WAR_WORTH_DEVELOPMENT_SCALE 0.05 scaled to (this location's development - average development of taker)
WAR_WORTH_DEVELOPMENT_MIN -1
WAR_WORTH_DEVELOPMENT_MAX 5
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)
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)
BROKE_LAND_PROMISE_YEARS 30
OPINION_PENALTY_FOR_NO_LAND 1
PENALTY_FOR_NO_LAND_NOT_PROMISED_MULT 0.5
MINIMUM_CONTRIBUTION_NOT_PROMISED_LAND 0.2
MINIMUM_CONTRIBUTION_PROMISED_LAND 0
EXPECTED_GAINS_PROMISED_LAND 0.75
EXPECTED_GAINS_NOT_PROMISED_LAND 0.5
DURATION_BEFORE_PURGING_WARS_IN_DAYS 365
PEACE_REVOKE_CORE_MULT 0.25

Water[edit | edit source]

Define Default Value Dev Comment
DRAW_REFRACTIONS_CUTOFF 1

Weather[edit | edit source]

Define Default Value Dev Comment
SCHEMATIC_NAME weather_graphics
MIN_CAMERA_ZOOM 0
MAX_CAMERA_ZOOM 1500
CYCLONE_WIDTH_TO_SCALE_PROPORTION 0.003
CYCLONE_Y_OFFSET 70
TORNADO_SCALE 1.5
TORNADO_Y_OFFSET 0
RAIN_SLIGHT_PARTICLE environment/rain_slight
RAIN_MODERATE_PARTICLE environment/rain_moderate
RAIN_HEAVY_PARTICLE environment/rain_heavy
SNOW_SLIGHT_PARTICLE weather/snow_slight
SNOW_MODERATE_PARTICLE weather/snow_moderate
SNOW_HEAVY_PARTICLE weather/snow_heavy
CYCLONE_PARTICLE environment/cyclone
TORNADO_PARTICLE environment/tornado

WorkOfArt[edit | edit source]

Define Default Value Dev Comment
NAME_ADJECTIVES { beautiful, bountiful, able, clear, great, large, true, glorious, fine, revered, splendid, astonishing, breathtaking, amazing, urban, greater, scarlet, crimson, anthracite, emerald, petty, pathetic, ugly, grotesque, terrible, horrendous, eldritch, strange, unnatural, terrific, grand, aesthetic, captivating, innovative, expressive, harmonious, majestic, intriguing, evocative, timeless, radiant, vibrant, masterful, enchanting, whimsical, inspiring, disjointed, uninspired, mediocre, confusing, repetitive, dull, cluttered, stale, derivative, trivial, lifeless, incoherent, banal, unimaginative, amateurish }
NAME_NOUNS { love, glory, god, time, man, world, way, life, eye, mother, father, lady, lord, country, storm, wave, sea, view, monolith, titan, summer, moon, sun, prince, princess, grace, forest, meadow, lake, castle, rock, friend, bird, swan, rabbit, cow, eagle, bear, tree, rock, sandcastle }
NAME_SAINTS { name_george, name_michael, name_peter, name_john, name_james, name_mark, name_lucas, name_matthew, name_gabriel, name_simeon, name_gregory }

References[edit | edit source]

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