Defines

本页面所适用的版本可能已经过时,最后更新于1.29

Defines 定义游戏使用的多个常量和切换键。 可以通过修改器对其进行编辑,以更改游戏的平衡,AI的某些操作,某些图形元素等等。

定义覆盖

当你想覆盖定义文件 /Europa Universalis IV/common/defines.lua,最好使用/Europa Universalis IV/common/defines/文件夹覆盖而不是直接编辑它们。

覆盖范例

一个简单的例子是把游戏结束时间改为9999年。为此你需要进行如下操作:

  1. 添加一个 common/defines 文件夹在你的模组文件里。
  2. 从原版游戏路径 common/defines 复制 /Europa Universalis IV/common/defines/00_dummy.lua 到你的模组文件夹。
  3. 为了增强兼容性,重命名00_dummy.lua00_yourmodname.lua。任何文件名都是有效的。
  4. 结束时间的定义是‘END_DATE’。要添加这一条作为覆盖到你的00_yourmodname.lua,需要修改这条字符串。
  5. 每个替代定义都必须在定义组和NDefines之前,因此:NDefines.NGame.END_DATE =“ 9999.12.12”
  6. 请注意 , /Europa Universalis IV/common/defines.lua 定义末尾的逗号不存在。复制定义时,请记住将其删除。
  7. 您已经添加了覆盖定义。参见图片“替代示例”。

定义

NGame-游戏性

定义 默认值 允许范围 注释
START_DATE "1444.11.11" "1.1.1" to "9999.12.12" 设定游戏开始时间。
END_DATE "1821.1.2" "1.1.1 to 9999.12.12" 设定游戏结束时间,必须要比开始时间要晚一天以上。
MAX_RANDOM_NEW_WORLD "1492.1.1" "1.1.1" to "9999.12.12" 可以使用随机新世界的最大日期值。
GREAT_POWER_FRENZY_START "1700.1.1" 列强狂热的开始时间。
GREAT_POWER_FRENZY_WARMUP_MONTHS 600 列强狂热在开始后多少个月达到最大效能。
GREAT_POWER_FRENZY_QUICKSTART 0 0 or 1 列强狂热是否可以因为一个联盟变得过于强大而提早开始?
AGE_USHER_IN_TIME 120 开启一个新时代所需要的时间。
MAX_COLONIAL_NATIONS 75 max is 100 最大殖民国家数量。
MAX_CLIENT_STATES 100 max is 100 最大仆从国国数量。
MAX_ESTATE_COUNTRIES 50 max is 100 最大通过阶层灾难出现的国家数量。
MAX_TRADING_CITIES 75 max is 100 最大贸易城市数量。
MAX_CUSTOM_COUNTRIES 75 max is 100 最大自定义国家数量。
MAX_OBSERVERS 10 max is 100 最大旁观者数量。
SIZE_LIMIT_FOR_ISLANDS 25000 以像素为单位的阈值,用于定义什么是岛屿和什么是大陆。
DAYS_BEHIND_PAUSE 25 用于 多人游戏, 如果最慢的玩家落后于此天数,则游戏将暂停。
DAYS_BEHIND_LOWER_SPEED 10 在多人游戏中,如果最慢的玩家落后于此天数,则游戏将变慢。

NDiplomacy-外交

定义 默认 注释
CHANGE_RIVAL_YEARS 25 改变宿敌需要的年数。
CONDOTTIERI_MIN_DURATION 18 派遣雇佣兵需要预先支付多少个月份的费用。
UNCONDITIONAL_SURRENDER_MONTHS 2 开战2月后才能无条件投降。可以把数值改成负数来取消这个时间限制。
SHAREMAP_PRESTIGE_TRANSFER_LOSE -15 申请共享地图的威望花费。
SHAREMAP_PRESTIGE_TRANSFER_GAIN 10 请求共享地图得到的威望。
TRADE_LEAGUE_MIN_PRESTIGE_OLD_LEADER -50 担任贸易联盟领导者需要的最小威望值。
TRADE_LEAGUE_MIN_PRESTIGE_NEW_LEADER 20 当旧领导者辞职时成为贸易联盟新领导者所需要的最小威望。
TRADE_LEAGUE_BREAK_OPINION -50 如果关系低于这个值,AI将会离开贸易联盟。
PRESS_SAILORS_FRACTION 0.2 附庸国征收水手百分比
TREASURE_FLEET_OPINION_HIT -25 私掠造成的态度变化值(按私掠金钱/50)
DISHONORABLE_PEACE_MONTHS 12 参见 DISHONORABLE_PEACE_WARSCORE(下一行)。设置为0可禁用该功能。
DISHONORABLE_PEACE_WARSCORE -10 如果你的战争分数大于这个值,并且在 DISHONORABLE_PEACE_MONTHS 所规定的时间内与敌人达成和平协议将导致 CALL_ALLY_DECLINE_PRESTIGE_PENALTY (威望损失)
DAYS_TO_DECLARE_WA 30 在游戏开始多少天后你才能宣战。
INCREASE_TRUST_COST 10 增加信任花费的人情。
INCREASE_TRUST_AMOUNT 5 增加一次得到的信任数额。
PREPARE_FOR_WAR_COST 10 要求AI备战花费的人情数额。
PREPARE_FOR_WAR_MONTHS 12 AI备战的月数。
CALL_TO_ARMS_COST 10 当你没有许诺土地时要求盟友参与进攻战争花费的人情数。
FAVORS_LAND_DIVIDER 2 和平条约中给予其他国家土地获得的人情数(取决于发展度)。
DISHONOR_CALL_TRUST_CALLER 20 不名誉地拒绝参战降低的信任数额(与召唤者)。
DISHONOR_CALL_TRUST 5 不名誉地拒绝参战降低的信任数额(与任何国家)。
EXCOMMUNICATE_TRUST 10 绝罚降低的信任数额(与绝罚者)。
INSULT_TRUST 5 侮辱造成信任降低的数额(与侮辱者)。
CLAIM_THRONE_TRUST 25 宣称王位降低的信任数额(与宣称者)。
BROKE_LAND_PROMISE_YEARS 30 违背许诺土地后多少年内不能再以许诺土地要求盟友加入战争。
FAVOR_GAIN_WARSCORE_FACTOR 20 给予土地所获得的人情与战争分数是成比例的(因此,给予土地的条款实际战争分数越高,获得的人情越多。此时为实际战争分数去除百分号再除以2)。
FAVOR_GAIN_FOR_LAND 10 给予土地获得的人情(与战争参与度成比例)。
FAVOR_GAIN_FOR_HELP 20 帮助盟友的战争获得的人情(基于相对于其力量的战争贡献)。
TRUST_PENALTY_FOR_NO_LAND 20 因为未获得和平协议中预期的土地数量,而导致信任降低数额最大值(与实际获得的土地数量成正比)。
TRUST_PENALTY_FOR_SEPARATE_PEACE 10 单独媾和导致的信任降低数额。
OFFENSIVE_WAR_COOLDOWN 10 在发动进攻战争的几年之内你可以召唤盟友参战。
MAX_CLIENT_STATES 10 一个国家所能拥有的最大仆从国数量。
ALLOW_LEADER_DEMAND_TOGGLE 0 Whether or not player is allowed to set if warleader can negotiate for them.
VASSALIZE_BASE_DEVELOPMENT_CAP 100 当高于该数值时便不能通过外交附庸。
MARCH_BASE_DEVELOPMENT_CAP 200 当高于该数值时便不能转变为卫戍国。
MARCH_DEVELOPMENT_FRACTION 0.25 在卫戍国的发展度占宗主国发展度比例为多少之前,能够获得军事奖励。
PEACE_IMPACT_ADM_SCORE 0.25 How much impact being at peace has on score accumulation within the Administrative category.
PEACE_IMPACT_DIP_SCORE 0.25 How much impact being at peace has on score accumulation within the Diplomatic category.
PEACE_IMPACT_MIL_SCORE 0.25 How much impact being at peace has on score accumulation within the Military category.
AUTONOMY_WARSCORE_COST_MODIFIER 0.33 自治度对省份战争分数的影响比例(此值为1时即无折扣,15%自治度等同15%省份战争分数减免;此值为0.33时,15%自治度等同5%省份战争分数减免)。
NUM_POSSIBLE_RIVALS 3 最大宿敌槽位
RIVAL_PRESTIGE_BONUS 0.25 从击败宿敌的战斗中获取的威望奖励。
RIVAL_SPY_OFFENCE 0.25 在宿敌国家构建间谍网的奖励。
SPY_NETWORK_DISTANCE_EFFECT 0.1 作为距离的乘数,计算首都距离对构建间谍网的惩罚。
OVEREXTENSION_THRESHOLD 1.0 过度扩张事件触发阈值,1代表100%。
OVEREXTENSTION_POLL_BASE 365 过度扩张事件爆发的基础频率(在100%时)。
OVEREXTENSTION_POLL_CHANGE 0.05 多于100%的过度扩张每有1%,增加的相应爆发概率。
RIVAL_PEACE_COST_REDUCTION -0.33 在与宿敌的合约中要求省份时,获得的外交点数减免。
MAX_PEACE_TREATY_COST 200 每份和平协议最大消耗的外交点数。
DESIRED_NUM_OF_ELECTORS 7 维持神圣罗马帝国帝国威望所需选帝侯最小值。
MAX_FREE_CITIES 8 神圣罗马帝国自由市最大值。
MIN_NUM_ELECTORS_FOR_REMOVE_ELECTORATE 2 选帝侯数量小于等于此数值时无法剥夺选帝侯身份。
HRE_PRINCE_AUTHORITY_THRESHOLD 25 帝国诸侯低于此数值将损失帝国威望,高于此数值将获得帝国威望。
IMPERIAL_AUTHORITY_FROM_PRINCES 0.1 每个诸侯带来的帝国威望。
HRE_FOREIGN_CONTROL_PENALTY -0.005 每个由非帝国诸侯控制(无论直接拥有或通过附庸占有)的省份对帝国威望造成的损失。
HRE_HERETIC_PENALTY -0.01 每个异端诸侯带来的帝国威望损失(威斯特伐利亚条约签署后减半)。
LACK_OF_ELECTORS_HIT -0.1 缺少选帝侯遭受的帝国威望损失(包括选帝侯被附庸的情况)。
IMPERIAL_REFORM_COST 50 推行一项帝国改革所需要的最小花费。
CELESTIAL_EMPIRE_REFORM_COST 70 推行一项天朝改革所需要消耗的天命值。
CELESTIAL_EMPIRE_REFORM_STABILITY_COST 1 推行一项天朝改革所需要消耗的稳定度。
CELESTIAL_EMPIRE_REFORM_MIN_VALUE 80 推行一项天朝改革至少需要的天命值。
DEFENDER_OF_FAITH_COST 500 宣称信仰守护者头衔的花费。
DEFENDER_OF_FAITH_MONTHS 24 因为威望不足而被其他国家取代信仰守护者头衔前的过渡时间。
AMOUNT_OF_ACTIVE_CARDINALS 7 至多可以控制的枢机主教数目。
AMOUNT_OF_FUTURE_CARDINALS 5 Number of future Cardinals.
EXCOMMUNICATE_ACTION_MONTHS 36 绝罚外交行动的冷却时间。
CRUSADE_TIMEOUT_YEARS 30 十字军号召有效时限,单位为年。
WE_IMPACT_ON_ANNEX_INTEGRATE -0.05 与现有的厌战度相乘,影响外交合并或吞并带来的厌战度。
EMPEROR_VOTE_DAYS 60 选帝侯改变投票的冷却时间。
TRUCE_YEARS 5 停战协定时间。
SCALED_TRUCE_YEARS 10 停战协定年份,按照战争分数花费等比例地延长(100%战争分数时为全额停战时间)。
WARNING_YEARS 20 发布警告有效时间。
ANNUL_TREATIES_YEARS 10 断绝同盟禁止再次结盟时限。
COALITION_YEARS 20 包围网消退时限。
GUARANTEE_YEARS 20 保证独立有效时间。
REVANCHISM_MONTHLY_DECAY 0.833 复仇主义消退速度修正,默认值为20年左右完全消退。
MONARCH_GOV_CHANGE_LEGITIMACY_PENALTY 0.0 改变政体为君主制时所受的正统性惩罚。
BASE_SPY_DISCOVERY_CHANCE 0.25 基础间谍暴露几率。
JUSTIFY_TRADE_CONFLICT_LIMIT 0.2 能被用以正当化贸易争端时,自身在贸易节点所需要的贸易力量。
JUSTIFY_TRADE_CONFLICT_ACTOR_LIMIT 0.1 能被用以正当化贸易争端时,对方在贸易节点所需要的贸易力量。
PRESTIGE_PENALTY_ON_DISCOVER_JTC -5 如果被发现在正当化贸易冲突,所蒙受的威望惩罚。
MIN_ASKED_TRADE_POWER 10 最低可以要求转移的贸易竞争力。
MAX_ASKED_TRADE_POWER 50 最高可以要求转移的贸易竞争力。
HRE_VOTE_ENEMY -200 对处于战争中的国家的投票修正。
HRE_VOTE_LEGUE_ENEMY -200 对处于宗教联盟敌对阵营的国家的投票修正。
HRE_VOTE_LEAGUE_LEADER 100 对宗教阵营领袖的投票修正。
HRE_VOTE_LEAGUE_LEADER_FRIEND 200 作为同一宗教联盟成员,对联盟领袖的投票修正。
HRE_VOTE_HERETIC -50 对异端国家投票修正。
HRE_VOTE_OVERLORD 50 附庸国对宗主国投票修正。
HRE_VOTE_VASSAL_ELECTOR -50 对附庸了选帝侯的国家的投票修正。
HRE_VOTE_TOO_SMALL -25 对发展度低于50的国家的投票修正(弹丸小国)。
HRE_VOTE_BIG_COUNTRY 25 基于发展度的投票修正(帝国大诸侯)。
HRE_VOTE_VERY_BIG_COUNTRY 50 基于发展度的投票修正(帝国大诸侯)。
HRE_VOTE_NON_MEMBER -50 对非神圣罗马帝国成员的投票修正。
HRE_VOTE_SAME_CULTURE_GROUP 5 对相同文化组国家的投票修正
HRE_VOTE_ALLIANCE 30 对同盟的投票修正。
HRE_VOTE_ROYAL_MARRIAGE 10 对王室联姻对象的投票修正。
HRE_VOTE_CORE_CLAIM -50 对占据了己方核心或拥有宣称的国家的投票修正。
COUNTERESPIONAGE_DISCOVER_CHANCE 0.33 间谍防御效率。
COUNTERESPIONAGE_NETWORK_IMPACT -0.50 减缓间谍网组建速度。
BUILD_SPY_DISCOVERED_PENALTY -10.0 间谍网被发现后构建速度惩罚。
BUILD_SPY_NETWORK_SPEED 1.5 间谍网组建速度。
SPY_NETWORK_DECAY 1 间谍网衰退速度。
SPY_NETWORK_SIEGE_EFFECT 0.2 间谍网对围城效率影响。
SPY_NETWORK_AE_EFFECT -0.1 间谍网对过度扩张影响。
SPY_NETWORK_TECH_EFFECT -0.05 间谍网从每一级科技差获得的奖励。
SPY_NETWORK_TECH_EFFECT_MAX -0.3 间谍网从科技差最高获得的将领。
DETECTED_SPY_NETWORK_DAMAGE_MIN 10 发现间谍网后,最小摧毁规模。
DETECTED_SPY_NETWORK_DAMAGE_MAX 30 发现间谍网后,最大摧毁规模。
SPY_NETWORK_DISCOVER_WAR 50
SUPPORT_REBELS_EFFECT 10 支持叛军效率。
SUPPORT_REBELS_MONEY_FACTOR 0.5 支持叛军花费金钱。
FABRICATE_CLAIM_COST 20 伪造宣称消耗。
FABRICATE_CLAIM_COST_MODIFIER_PER_CLAIM 0.25 每获取一个宣称,伪造宣称花费增加。 
CLAIM_STATE_MODIFIER 0.5 伪造地区宣称花费修正。
JUSTIFY_TRADE_CONFLICT_COST 10 正当化贸易冲突花费。
INFILTRATE_ADMINISTRATION_COST 40 管理渗透花费。
SABOTAGE_REPUTATION_COST 60 破坏名誉花费。
STEAL_MAPS_COST 50 偷取地图信息花费。
SUPPORT_REBELS_COST 60 支持叛军花费。
SOW_DISCONTENT_COST 80 挑动不满情绪花费。
AGITATE_FOR_LIBERTY_COST 90 煽动独立花费。
SABOTAGE_RECRUITMENT_COST 80 破坏征兵花费。
SLANDER_MERCHANTS_COST 70 诽谤商人团花费。
CORRUPT_OFFICIALS_COST 25 腐化官员花费。
INFILTRATE_ADMINISTRATION_DURATION 60 管理渗透持续时间(月)
SABOTAGE_REPUTATION_DURATION 1825 破坏征兵持续时间(天)
CORRUPT_OFFICIALS_DURATION 1825 腐化官员持续时间(天)
SUPPORT_REBELS_DURATION 5 支持叛军持续时间(年)
SOW_DISCONTENT_DURATION 1825 挑动不满情绪持续时间(天)
AGITATE_FOR_LIBERTY_DURATION 60 煽动独立持续时间(月)
SABOTAGE_RECRUITMENT_DURATION 60 破坏征兵持续时间(月)
SLANDER_MERCHANTS_DURATION 60 诽谤商人团花费(月)
AE_OTHER_CONTINENT 10 对非同一大陆国家造成的侵略扩张影响修正(绝对值,减法)。
AE_SAME_CULTURE 0.5 所征服省份对同文化国家造成的侵略扩张影响修正。
AE_SAME_CULTURE_GROUP 0.25 所征服省份对(与该省份)同文化组国家造成的侵略扩张影响修正。
AE_INFIDEL_CONQUEST 0.25 从异教国家夺取同宗教省份造成的侵略扩张影响修正。
AE_SAME_RELIGION 0.5 所征服省份对同宗教国家造成的侵略扩张影响修正。
AE_SAME_RELIGION_GROUP 0.0 所征服省份对同宗教组国家造成的侵略扩张影响修正。
AE_DIFFERENT_RELIGION -0.5 所征服省份对异教国家造成的侵略扩张影响修正。
AE_HRE_INTERNAL 0.5 征服神罗省份造成的侵略扩张影响修正。
AE_ATTACKER_DEVELOPMENT 0.01 夺取省份对进攻战争中一同作战者造成的侵略扩张影响修正,随发展度成比例上升,在1000发展度时最高为+50%。
AE_DEFENDER_DEVELOPMENT 0.01 夺取省份对防御战争中一同作战者造成的侵略扩张影响修正,随发展度成比例上升,在1000发展度时最高为+50%。
AE_DISTANCE_BASE 0.75 侵略扩张影响距离乘数,每100边界距离增加一次幂,100距离以内为0次幂。
AE_SAME_OVERLORD 0.5 夺取省份对拥有同一宗主国的国家造成的侵略扩张影响修正。
AE_PROVINCE_CAP 30 该数值以上的发展度不会造成更多的侵略扩张影响(与战争分数相关设定一致)。
AE_FABRICATE_CLAIM 2.5 伪造宣称被发现后获得的侵略扩张影响(1.20版本后伪造宣称机制修改,此设定废除)
AE_THREATEN_WAR 1.0 威胁开战造成的侵略扩张影响修正(乘法)。
PO_DEMAND_PROVINCES_AE 0.75 夺取省份时每点发展度带来的侵略扩张影响。
PO_RETURN_CORES_AE 0.75 归还省份时每点发展度造成的侵略扩张影响(仅当归还给胜利者的属国时生效)
PO_FORM_PU_AE 0.1 建立联合统治时每点发展度造成的侵略扩张影响
PO_CONCEDE_COLONIAL_AE 0.25 夺取殖民地省份每点发展度带来的侵略扩张影响
PO_BECOME_VASSAL_AE 0.5 强制附庸每点发展度带来的侵略扩张影响
PO_TRANSFER_VASSAL_AE 0.33 转移属国每点发展度带来的侵略扩张影响
PO_ANNEX_PRESTIGE 0.25 完全吞并每点发展度带来的威望
PO_DEMAND_PROVINCES_PRESTIGE 0.25 战争中夺取省份每点发展度带来的威望
PO_REVOKE_CORES_PRESTIGE 0.1 放弃核心每点发展度带来的威望
PO_RETURN_CORES_PRESTIGE 0.25 归还核心每点发展度带来的威望
PO_RELEASE_VASSAL_PRESTIGE 0.25 释放附庸国每点发展度带来的威望
PO_TRANSFER_VASSAL_PRESTIGE 0.25 转移附庸国每点发展度带来的威望
PO_RELEASE_ANNEXED_PRESTIGE 0.25 释放国家每点发展度带来的威望
PO_CHANGE_RELIGION_PRESTIGE 5 转换宗教带来的威望
PO_FORM_PU_PRESTIGE 0.25 建立联合统治每点发展度带来的威望
PO_BECOME_VASSAL_PRESTIGE 0.25 强迫附庸每点发展度带来的威望
PO_CONCEDE_DEFEAT_PRESTIGE 10 承认失败获得的威望
PO_DISMANTLE_REVOLUTION_PRESTIGE 25 扑灭革命获得的威望
PO_CHANGE_HRE_RELIGION_PRESTIGE 25 神圣罗马帝国改变官方信仰获得的威望
PO_ANNUL_TREATY_PRESTIGE 1
PO_REVOKE_ELECTOR_AE 25 移除选帝侯造成的侵略扩张影响(在缺少孙子兵法常识时才能以战争手段移除选帝侯,否则移除选帝侯会成为外交行动)
PO_REVOKE_ELECTOR_PRESTIGE 5 移除选帝侯获得的威望
PO_TRADE_POWER_PRESTIGE 2 转移贸易竞争力获得的威望
PO_CONCEDE_COLONIAL_PRESTIGE 2 移交殖民地获得的威望
PO_GIVE_UP_CLAIM_PRESTIGE 2 放弃宣称获得的威望
PO_HUMILIATE_RIVAL_PRESTIGE 5 羞辱宿敌获得的威望
PO_FORCE_MIGRATION_PRESTIGE 2 强制迁徙获得的威望
PO_ENFORCE_REBEL_DEMANDS_PRESTIGE 2 强迫同意叛军要求带来的威望
PO_TAKE_MANDATE_PRESTIGE 25 夺取天命带来的威望
PO_TAKE_MANDATE_AE 0 夺取天命带来的侵略扩张影响
PO_ENFORCE_FLEET_BASING_PRESTIGE 2 强迫提供船只停泊权带来的威望
PO_ENFORCE_MIL_ACCESS_PRESTIGE 2 强迫提供军事通行权带来的威望
PO_WAR_REPARATIONS_PRESTIGE 2 要求战争赔偿带来的威望
PO_END_RIVALRY_PRESTIGE 5 终止宿敌带来的威望
PEACE_COST_DEMAND_PROVINCE 1 索要省份战争分数花费乘数(分数为此数值乘以省份价值,默认设置时与完全吞花费设定一致)
PEACE_COST_CONCEDE_PROVINCE 1 索要殖民地区域省份的战争分数花费乘数
PEACE_COST_BECOME_VASSAL 1 附庸国家的战争分数花费乘数(分数为此数值乘以省份价值)
PEACE_COST_RETURN_CORE 1 归还核心战争分数花费乘数(分数为此数值乘以省份价值)
PEACE_COST_REVOKE_CORE 0.5 放弃核心战争分数花费乘数(分数为此数值乘以省份价值)
PEACE_COST_RELEASE_ANNEXED 1 释放(被吞并的)国家战争分数花费乘数(分数为此数值乘以省份价值)
PEACE_COST_RELEASE_VASSAL 0.5 释放附庸战争分数花费乘数(分数为此数值乘以省份价值)
PEACE_COST_REVOKE_ELECTOR 60 取消选帝侯身份战争分数花费
PEACE_COST_UNION 60 组建联合统治分数花费
PEACE_COST_CONVERSION 1 强制信仰战争分数花费乘数(分数为此数值乘以省份价值)
PEACE_COST_RELEASE 2 释放国家战争花费乘数(随省份数目增加而上升)
PEACE_COST_CONCEDE 10 承认失败战争分数花费
PEACE_COST_GOLD_STEP 5 每有一笔贷款规模的赔款所需的分数
PEACE_COST_GOLD_MAX 5 最多可以在战争合约中,索取此数额笔数贷款规模的赔款(即默认情况至多索取25战争分数的赔款)
PEACE_COST_ANNUL 10 废除条约的战争分数花费
PEACE_COST_CHANGE_GOVERNMENT 50 强制转变政体的战争分数花费
PEACE_COST_TRADE_POWER 30 转移贸易竞争力的战争分数花费
PEACE_COST_STEER_TRADE 60 转移贸易的战争分数花费
PEACE_COST_INDEPENDANCE 30 断绝盟约的战争分数花费
PEACE_COST_ENFORCED_FLEET_BASING_RIGHTS 25 强制舰队停泊权的战争分数花费
PEACE_COST_ENFORCED_MILITARY_ACCESS 15 强制军队通行权的战争分数花费
PEACE_COST_WAR_REPARATIONS 10 战争赔款的战争分数花费
PEACE_COST_GIVE_UP_CLAIM 20 放弃对某国全部宣称的战争分数花费
PEACE_COST_DISMANTLE_REVOLUTION 100 粉碎革命战争分数花费
PEACE_COST_CHANGE_HRE_RELIGION 100 改变神圣罗马帝国官方信仰战争分数花费(宗教霸权享受50%战争分数花费修正,故实际仅需要50%战争分数)
PEACE_COST_HUMILIATE_RIVAL 40 羞辱宿敌战争分数花费
PEACE_COST_FORCE_MIGRATION 100 强制迁徙战争分数花费
PEACE_COST_ENFORCE_REBEL_DEMANDS 50 同意叛军要求战争分数花费
PEACE_COST_END_RIVALRY 30 终止宿敌战争分数花费
PEACE_COST_TAKE_MANDATE 50 夺取天命战争分数花费
MAX_PEACE_COST_TRIBUTARY_STATE 80 强制建立朝贡关系最大战争分数花费
MAX_PEACE_COST_CANCEL_SUBJECT 100 强制解除附庸关系最大战争分数花费
MAX_PEACE_TREATY_PRESTIGE 100 合约最大可获得威望
MAX_PEACE_TREATY_AE 50 合约最大侵略扩张影响
PEACE_COST_DEMAND_NON_OCCUPIED_PROVINCE_MULT 1.1 索取未占领省份的战争分数花费
PEACE_COST_DEMAND_CAPITAL_MULT 1.2 索取首都的战争分数花费
PO_TRADE_POWER_AMOUNT 0.5 合约中转移贸易竞争力的数额
PO_HUMILIATE_PRESTIGE_HIT 20 羞辱条目的威望损失
PO_HUMILIATE_POWER_GAIN 100 羞辱条目所能获得的君主点数(宣战借口需为“羞辱宿敌”)
MAX_ANNEX_SIZE 10000 至多能够吞并此数值省份的国家
ALLY_PEACE_COST_MULT 2 对非联合作战方战争分数花费
ALLY_AE_MULT 1.5 对非联合作战方的要求,所产生的侵略扩张乘数
ANNEX_DIP_COST_PER_DEVELOPMENT 8 外交吞并每点发展度所需外交点数
DEFENDER_AE_MULT 0.75 防守方侵略扩张乘数(除非宣战借口是互相的,例如无论进攻者是谁,输出革命与镇压革命是同一场战争双方各自的借口,胜利者总被认为是防守方)
PO_REVOKE_REFORM_PRESTIGE 10 移除帝国改革获得威望
PO_REVOKE_REFORM_PEACE_COST 100 移除帝国改革所需分数
DIP_PORT_FEES 0.1 外交行动舰船停泊权花费(此数值乘以拥有港口的省份数,若符合要求的省份增加,收费同样增加)
IMPROVE_RELATION_MAX 25 提升关系最大值
IMPROVE_RELATION_SPEED 1 提升关系速度
STABHIT_FOR_BREAKING_ALLIANCE_IN_WAR 2 拒绝战争呼唤外交威望损失
WARGOAL_PEACE_FRACTION 0.66 战争目标所需战争分数
CLAIM_PEACE_COST_DIP_FRACTION -0.1 索取拥有宣称的省份所需外交点数减成
CORE_PEACE_COST_DIP_FRACTION -0.2 索取核心省份所需外交点数减成
CANCEL_TRADE_TRANSFER_PRESTIGE_HIT -5 取消转移贸易竞争力条约损失威望
DIPLOMAT_SPEED 20.0 外交官移动速度
DIPLOMAT_COOLDOWN_TIME 1 再次执行外交命令冷却时间
MIN_RELATIONS_TO_ALLY -25 (双方关系)低于此数值便不可能结盟
MIN_RELATIONS_TO_SUPPORT_INDEPENDENCE -25 (双方关系)低于此数值便不可能支持独立
ELECTIVE_VICTORY_PRESTIGE 25 在选王制中胜选所获得的威望
ELECTIVE_VICTORY_LEGITIMACY 10 在选王制中胜选所获得的正统性
INTEGRATE_UNION_MIN_YEARS 50 建立关系低于此年份的被联统国无法被合并
INTEGRATE_VASSAL_MIN_YEARS 10 建立关系低于此年份的附庸国无法被吞并
MONTHS_BEFORE_TOTAL_OCCUPATION 60 在战争开始此数值月份前,仅控制战争领袖无法获得100%战争分数
WAR_REPARATIONS_FACTOR 0.1 战争赔偿占战败国收入
WAR_REPARATIONS_YEARS 10 战争赔偿年限
MINIMUM_TRADE_POWER_TO_PREVENT_PRIVATEER 0.2 战胜国至少需要在某一节点(本埠或派遣商人的节点)拥有此份额的贸易竞争力,才能禁止战败国的私掠行为
MINIMUM_TRADE_POWER_SHARE_FOR_PRIVATEER_OPINION_HIT 0.1 至少需要在某一节点(本埠或派遣商人的节点)拥有此份额的贸易竞争力,才允许使用贸易保护战争借口
MAX_NUMBER_OF_CB_ITEMS 15 战争借口页面最多能显示的盾徽的数目
CB_ITEM_COUNTRY_SCORE_LIMIT 20 Any country below the score limit is relevant in the CB list in Diplomacy View
SPY_DISCOVERY_COOLDOWN_MONTHS 12 在间谍网被发现后,间谍网规模至少要等待此数值的时间才能重新恢复增长。
DIPLOANNEX_LIBERTY_THRESHOLD 50 当附庸国独立倾向大于等于此数值时,便无法获得外交吞并进度
CELESTIAL_EMPIRE_DEFAULT_INFLUENCE 60 夺取天命后,天命初始值
CELESTIAL_EMPIRE_MODIFIER_THRESHOLD 50 高于此数值的天命值会带来正面修正,反之为负面修正
CELESTIAL_EMPIRE_MANDATE_PER_STABILITY 0.24 每点正稳定每年带来的天命增长
CELESTIAL_EMPIRE_MANDATE_PER_STATE_WITH_PROSPERITY 0.03 每个繁荣的直属州每年带来的天命增长
CELESTIAL_EMPIRE_MANDATE_PER_HUNDRED_DEVASTATION -10.0 此数值与存在荒废省份的发展度的乘积为年度天命减少(随着荒废度等比例变化)
CELESTIAL_EMPIRE_MANDATE_PER_HUNDRED_TRIBUTARY_DEV 0.15 朝贡国每有100点发展度便可提供的年度天命增长
CELESTIAL_EMPIRE_MANDATE_PER_HUNDRED_NONTRIBUTARY_DEV 0.0 接壤的非朝贡国每100点发展度带来的年度天命减少
CELESTIAL_EMPIRE_MANDATE_FROM_DEFENDING 5 每次成功捍卫天子头衔所获得的天命值
CELESTIAL_EMPIRE_MANDATE_PER_5_LOANS -0.36 每5笔贷款带来的年度天命降低
REMOVE_ELECTORATE_INFLUENCE_COST 10 移除选帝侯身份花费帝国威望
GRANT_ELECTORATE_INFLUENCE 0 授予选帝侯身份获得的帝国威望
GRANT_FREECITY_INFLUENCE 0 授予自由市身份获得的帝国威望
REMOVE_FREECITY_INFLUENCE_COST 5 授予自由市身份花费的帝国威望
IMPERIAL_CITY_IA 0.005 自由市每月提供帝国威望增长
AGITATE_FOR_LIBERTY_DESIRE 25 处于煽动叛乱时间内,独立倾向增长值
AGITATE_FOR_LIBERTY_RATE 1 煽动叛乱期间,独立倾向月度增长值。(持续增长至最大值,或消退后逐渐降低至0)
STUDY_TECHNLOGY_CATEGORY_CAP 1 通过窃取科技,每种科技可以获得的君主点数收益(1.16版本后取消)
STUDY_TECHNOLOGY_MIN_TECHS_AHEAD 2 窃取科技所需的科技差
THREATEN_WAR_PRESTIGE 10 顺从威胁开战损失威望
THREATEN_WAR_TRUCE_YEARS 5 威胁开战导致的停战期
THREATEN_WAR_ALLIANCE_OFFSET 1.5 如果(对方对己方)同盟的力量对比高于这一阈值,则会出现“军事同盟间的相对力量”的倾向影响
THREATEN_WAR_ALLIANCE_GRADIENT 20 威胁开战外交行动中,盟友相对力量对比带来的倾向影响,最大为+100
THREATEN_WAR_COALITION_GRADIENT -50 计算包围网的力量对比带来的倾向影响,最大为-1000
BREAK_ALLIANCE_STRENGTH_OFFSET 2 如果如果(对方对己方)同盟的力量对比高于这一阈值,便可能倾向于断绝盟约
BREAK_ALLIANCE_STRENGTH_GRADIENT 25 战争号召时,盟友相对力量对比带来的倾向影响,最大为+100'
BREAK_ALLIANCE_DISTANCE_FACTOR -0.15 距离对AI响应号召的倾向影响
BREAK_ALLIANCE_WAREXHAUST_FACTOR 2 厌战度对AI响应号召的倾向影响
BREAK_ALLIANCE_DEBT_FACTOR 0.5 债务与收入比值对AI响应号召的倾向影响
BREAK_ALLIANCE_PENALTY_MONTHS 120 打破盟约带来的观念修正持续时间
BREAK_ALLIANCE_PENALTY_SCALER -0.85 打破盟约带来的观念修正乘数,最大值为-100
BREAK_ALLIANCE_DIPLOREP_FACTOR 3 战争号召时,外交声誉带来的倾向影响
ABANDON_UNION_PRESTIGE -25 放弃联合统治受到的威望惩罚
PAY_SUBJECT_DEBT_LIBERTY_DESIRE_REDUCTION 5 每代为偿付一笔贷款所降低的独立倾向
NUM_OF_GREAT_POWERS 8 列强数目
LEAVING_GREAT_POWER_YEARS 5 最末位列强可以保留的上榜时间
GREAT_POWER_SUBJECT_CONTRIBUTION 0.5 附庸国发展度对列强分数贡献
FORCE_BREAK_ALLIANCE_TRUCE_YEARS 10 断绝盟约停战时间
FORCE_END_RIVALRY_YEARS 15 因战争条约解除宿敌后,在此数值年限前无法再次将目标选为宿敌
TRIBUTE_BASE_CASH 0.125 此倍数的年收入将成为朝贡贡金
TRIBUTE_BASE_ADM 0.03 此倍数的总发展度将成为朝贡的行政点数
TRIBUTE_BASE_DIP 0.03 此倍数的总发展度将成为朝贡的外交点数
TRIBUTE_BASE_MIL 0.03 此倍数的总发展度将成为朝贡的军事点数
TRIBUTE_MAX_MONARCH_POWER 12.0 朝贡最大可贡献点数
TRIBUTE_BASE_MANPOWER 0.25 此倍数的总人力将成为朝贡的人力
TRIBUTE_SENT_TRUST 1 朝贡国如约朝贡增长的信任度
TRIBUTE_REFUSED_TRUST -15 朝贡国拒绝朝贡增长的信任度
DECLINED_TRIBUTARY_TRUST -15 朝贡国未能建立朝贡关系或断绝朝贡关系损失的信任度
TRIBUTARY_OVERLORD_LOW_TRUST 30 低于此信任度将可能导致断绝朝贡关系
REFUSED_CALL_FROM_TRIBUTARY_MANDATE_LOSS 10 拒绝朝贡国战争召唤损失的天命
AUTODIPLO_TARGET_NEIGHBOURS_HOPELESS_LIMIT -150 (对邻国)AI在好感度低于此值后便不会再改善关系
AUTODIPLO_TARGET_NEIGHBOURS_IMPROVECAP 80 (对邻国) AI会优先选取此数值以下好感度的国家改善关系
AUTODIPLO_TARGET_SUBJECTS_HOPELESS_LIMIT -200 (对属国)AI在好感度低于此值后便不会再改善关系
AUTODIPLO_TARGET_SUBJECTS_IMPROVECAP 160 (对属国) AI会优先选取此数值以下好感度的国家改善关系
AUTODIPLO_TARGET_COALITION_HOPELESS_LIMIT -100 (对包围网国家)AI在好感度低于此值后便不会再改善关系
AUTODIPLO_TARGET_COALITION_IMPROVECAP 80 (对包围网国家) AI会优先选取此数值以下好感度的国家改善关系
AUTODIPLO_TARGET_ALLIES_HOPELESS_LIMIT -75 (对同盟国家)AI在好感度低于此值后便不会再改善关系
AUTODIPLO_TARGET_ALLIES_IMPROVECAP 80 (对同盟国家) AI会优先选取此数值以下好感度的国家改善关系
AUTODIPLO_TARGET_THREATS_HOPELESS_LIMIT -100 (对受到威胁的国家)AI在好感度低于此值后便不会再改善关系
AUTODIPLO_TARGET_THREATS_IMPROVECAP 80 (对受到威胁的国家) AI会优先选取此数值以下好感度的国家改善关系
KNOWLEDGE_SHARING_INSTITUTION_GROWTH_MONTHLY 1.0 思潮分享月度增长
KNOWLEDGE_SHARING_DURATION_YEARS 10 思潮分享年限
KNOWLEDGE_SHARING_COST_PERCENT_MONTHLY 10.0 思潮分享需支付的月度收入百分比
SCORNFUL_INSULT_PRESTIGE_COST 5.0 轻蔑地侮辱花费威望
CHARTER_COMPANY_BASE_COST 1000 特许贸易公司基础花费
CHARTER_COMPANY_MINIMUM_COST 100 特许贸易公司最低花费
GOOD_RELATIONS 100 关系良好阈值
GREAT_RELATIONS 150 关系亲密阈值
FORCE_JOIN_HRE_AUTHORITY_PER_DEVELOPMENT 0.1 强迫加入神圣罗马帝国每发展度可获得帝国威望
FORCE_JOIN_HRE_YEARS_BOUND_BY_TREATY 50 强迫加入神圣罗马帝国战争借口有效时间
HRE_AUTHORITY_JOIN_EMPIRE 5 诸侯加入神圣罗马帝国可以获得的帝国威望
HRE_AUTHORITY_LEAVE_EMPIRE -10 诸侯离开神圣罗马帝国将会损失的帝国威望
HRE_AUTHORITY_PROVINCE_JOIN 0.1 为神圣罗马帝国加入省份获得的帝国威望(1.30版本后取消此设定)
IMPERIAL_REALM_WAR_IA_COST 25.0 解放帝国领土获得的帝国威望
IMPERIAL_REALM_WAR_MONTHS 60 解放帝国领土战争借口持续时间

NCountry

Define Default Notes
EXPLOIT_ADM_INCOME 60 剥削每点基础税收将提供此数值月份的金币收入
EXPLOIT_DIP_SAILORS 6 剥削每点基础生产将提供此数值月份的水手
EXPLOIT_MIL_MANPOWER 6 剥削每点基础人力将提供此数值月份的人力
EXPLOIT_COOLDOWN_MONTHS 240 剥削发展度冷却期
SIBERIAN_FRONTIER_DAILY_BASE 5 西伯利亚前哨站月度基础增长(即使是键值写为DAILY_BASE)
SIBERIAN_FRONTIER_DAILY_RANGE 11 西伯利亚前哨站月度额外增长范围
CONTRIBUTE_TO_CAPITAL_MIN_DEV_RATIO 0.5 宗主国的发展度乘以此值必须小于附庸国的发展度时,可以使用首都进贡功能
FORCE_SEPPUKU_POWER_MULTIPLIER 5 勒令切腹所能获得此数值乘以被害君主三项属性对应的点数
SHOGUN_INTERACTIONS_DURATION 10 幕府政体特殊功能持续时间
SHOGUN_INTERACTIONS_LEGITIMACY -20 幕府政体特殊功能花费正统性
GOLDEN_ERA_YEARS 50 黄金年代时间
SPLENDOR_ABILITY_COST 800 时代能力需要花费的辉煌点数
PROSPERITY_MONTHLY_DECLINE -2 存在荒废度时,繁荣度月度衰减
PROSPERITY_INCREASE_SIZE 1 繁荣度增长规模(投20面骰,如果点数小于君主点数之和则会产生一次增长)
CORRUPTION_FROM_BANNERS 5 招募100%陆军规模的八旗军队带来的腐败
MONARCH_MIN_SKILL 0 最低君主基础属性(改低这一数值真不是啥好主意!!!
MONARCH_MAX_SKILL 6 最低君主基础属性
ELECTIVE_LOCAL_MONARCH_MIN_BONUS 0 选王制本地候选人票数增加最小值
ELECTIVE_LOCAL_MONARCH_MAX_BONUS 1 选王制本地候选人票数增加最大值
ELECTIVE_FOREIGN_MONARCH_MIN_BONUS 0 选王制外国候选人票数增加最小值
ELECTIVE_FOREIGN_MONARCH_MAX_BONUS 0 选王制外国候选人票数增加最大值
ABDICATE_LEGITIMACY_THRESHOLD 50 至少拥有此数值的正统性才能退位
ABDICATE_AGE_THRESHOLD 60 因年龄退位的最低值
ABDICATE_RULING_LENGTH_THRESHOLD 20 继承人至少此年龄后才可退位
ABDICATE_LEGITIMACY_HIT -20 退位对正统性的影响
ABDICATE_PRESTIGE_HIT -50 退位对威望的影响
DISINHERIT_PRESTIGE_HIT -50 废除继承人对威望的影响
DISINHERIT_PRESTIGE_THRESHOLD 0 废除继承人对威望的要求
INSTITUTION_BONUS_FROM_IMP_DEVELOPMENT 5 每提升一点发展度便可以获得的思潮增长基数(增加数值等于[math]\text{提升后的发展度}\cdot\frac{1}{基数+1}[/math],即默认值为提升后的发展度的16.66%)
INSTITUTION_CAP_IMP_DEVELOPMENT 10
INSTITUTION_BASE_IMP_DEVELOPMENT 30
EMBRACE_INSTITUTION_COST 2.5 接纳思潮的花费乘数(计算自治度)
MAXIMUM_CONDOTTIERI 20 基础派遣雇佣军规模
CORRUPTION_COST 0.05 消除腐败度花费,计算时为此数值×(省份发展度×省份自治度)
STATE_MAINTENANCE_DEV_FACTOR 0.007 直属州发展度维护费修正
STATE_MAINTENANCE_DISTANCE_FACTOR 0.001 直属州距离维护费修正
STATE_MAINTENANCE_CONTINENT_FACTOR 0.25 直属州非同大陆维护费修正
STATE_MAINTENANCE_CULTURE_FACTOR 0.25 直属州非可接受文化维护费修正
ALLOW_ZERO_BASE_VALUES 0 是否允许0基础税收、基础生产和基础人力(0代表禁止)
ALLOW_ESTATE_AND_PARLIAMENT_SEAT_IN_PROVINCE 0 是否允许同一省份既存在阶层,又存在议会席位(0代表禁止)
ALLOW_ESTATE_IN_CAPITAL 0 是否允许首都所在省份被分配予阶层(0代表禁止)
NOMAD_DEVELOPMENT_SCALE 600 草原游牧政体因发展度而损失游牧团结的发展度上限
OVERSEAS_CLIENT_STATES 0 是否允许在海外省份建立仆从国(0代表禁止)
ESTATE_ANGRY_THRESHOLD 40 低于此忠诚度,则阶层不忠
ESTATE_HAPPY_THRESHOLD 60 高于此忠诚度,则阶层忠诚
ESTATE_LOYALTY_DECAY_BASE_MIN 1.0 年度阶层忠诚度变化(中间水平)
ESTATE_LOYALTY_DECAY_BASE_MAX 2.0 年度阶层忠诚度变化(极值水平)
ESTATE_INFLUENCE_LEVEL_1 20 阶层影响力等级阈值
ESTATE_INFLUENCE_LEVEL_2 40 阶层影响力等级阈值
ESTATE_INFLUENCE_LEVEL_3 60 阶层影响力等级阈值
ESTATE_PROVINCE_HAPPINESS_INCREASE 1.0   每分配相应百分比发展度的省份,带来的忠诚度
ESTATE_PROVINCE_HAPPINESS_DECREASE 5.0   每收回相应百分比发展度的省份,带来的忠诚度
ESTATE_PROVINCE_HAPPINESS_CHANGE_MAX_POS 20 阶层忠诚度因每次分配省份带来的增长,不会高于此值
ESTATE_PROVINCE_HAPPINESS_CHANGE_MAX_NEG 30 阶层忠诚度因每次分配省份带来的损失,不会高于此值'
ESTATE_PROVINCE_POWER 1.5 阶层所掌握的相应百分比的(非海外)省份带来的影响力
ESTATE_PROVINCE_POWER_MAX 50 省份最高可以提供的影响力
ESTATE_DANGER_THRESHOLD 100 触发灾难的阶层影响力阈值
ESTATE_GRANT_PROVINCE_COOLDOWN 1 在此时间内,不能将刚刚收回的省份再次分配给阶层
ESTATE_LACK_OF_TERRITORY_EFFECT -0.25 每月因领土太小而损失的阶层忠诚度
CULTURAL_UNION_MIN_DEV 1000 在没有常识常识DLC,或CULTURAL_UNION_MIN_RANK 被设置为0的情况下,组建文化联盟所需的发展度
CULTURAL_UNION_MIN_RANK 3 在拥有常识常识DLC时,构建文化联盟所需的政府等级
PRIMARY_NATION_BLOCK_CONVERT_CULTURE 0 文化母国的存在是否可以禁止转变文化(0为不启用此功能)
MIN_DEV_FOR_FREE_CITY 10 首都必须高于此发展度才能成为自由市
MAX_PROVINCES_FOR_FREE_CITY 1 自由市的省份数量不能超过此数值
HRE_RANK 3 神圣罗马帝国皇帝的政府等级
HRE_MAX_RANK 1 神圣罗马帝国诸侯的政府等级
HRE_MAX_RANK_ELECTOR 2 神圣罗马帝国选帝侯最高政府等级
PRESTIGE_GAIN_FOR_GOV_RANK_2 10 将政府等级提升至王国所获得的威望
PRESTIGE_GAIN_FOR_GOV_RANK_3 25 将政府等级提升至帝国所获得的威望
MIN_PRESTIGE_FOR_GOV_RANK_2 50 将政府等级提升至王国所需要的威望
MIN_PRESTIGE_FOR_GOV_RANK_3 75 将政府等级提升至帝国所需要的威望
MIN_DEVELOPMENT_FOR_GOV_RANK_2 300 将政府等级提升至王国所需要的发展度
MIN_DEVELOPMENT_FOR_GOV_RANK_3 1000 将政府等级提升至帝国所需要的发展度
PRESTIGE_GAIN_FOR_GOV_RANK_X 25 将政府等级提升至高于3级时所获得的威望
MIN_PRESTIGE_FOR_GOV_RANK_X 75 将政府等级提升至高于3级时所需要的威望
ADDITIONAL_MIN_DEVELOPMENT_FOR_GOV_RANK_X 500 将政府等级提高至3级以上时额外需要的发展度
MAX_GOV_RANK 3 最高政府等级,最大值可为10
PARLIAMENT_BACKING_PERCENTAGE 25 议会平均支持率
PARLIAMENT_ISSUE_DURATION 10 议题生效时间(年)
PARLIAMENT_DEBATE_DURATION 5 议题辩论时间(年)
NUM_PARLIAMENT_ISSUES 5 议题数目
PARLIAMENT_PRESTIGE_HIT -20 辩论失败损失的威望
PARLIAMENT_CHANCE_OF_DECISION 10 若在PARLIAMENT_DEBATE_DURATION年限之后仍未完成辩论,则每月终结辩论的几率
ALLOW_FEMALE_GENERALS 0 是否允许女性将领
FEMALE_ADVISOR_CHANCE 2 如果女性史DLC启用,则激活此设定。女性顾问概率
MAX_IDEA_GROUPS_FROM_SAME_CATEGORY 相同理念组类型占比
RANDOM_LUCKY_BASE_WEIGHT 100 随机幸运国基础权重
RANDOM_LUCKY_DEVELOPMENT_WEIGHT 0.4 发展度增加的随机幸运国权重
RANDOM_LUCKY_TECH_WEIGHT 1 随机幸运国在落后科技组权重的惩罚乘数(数值越大惩罚越大)
RANDOM_LUCKY_SLOW_TECH_PENALTY 0.33 随机幸运国在科研惩罚超过75%的科技组的惩罚乘数(数值越小惩罚越大)
PLAYER_CAN_MOVE_FIXED_CAPITAL 1 是否允许玩家在拥有固定首都设定时迁都
PDEVELOPMENT_ON_CONTINENT_FOR_NEW_CAPITAL 0.5 非同大陆发展度占比达到此数值以上时,可以迁都到异大陆
EXPLORE_COAST_EVENT_CHANCE 2 探索海岸触发事件概率
MIN_TECH_FOR_CIRCUMNAVIGATE 9 解锁环球航行的外交科技等级
CIRCUMNAVIGATION_PROVINCE_1 1468 环球航行锚点,冈比亚海岸
CIRCUMNAVIGATION_PROVINCE_2 1539 环球航行锚点,麦哲伦海峡
CIRCUMNAVIGATION_PROVINCE_3 1697 环球航行锚点,夏威夷海岸
CIRCUMNAVIGATION_PROVINCE_4 1398 环球航行锚点,苏禄海
CIRCUMNAVIGATION_PROVINCE_5 1446 环球航行锚点,非洲之角
CIRCUMNAVIGATION_PROVINCE_6 1460 环球航行锚点,好望角
MIN_DEV_FOR_OLD_GREAT_POWER 100 低于此发展度的国家不能成为列强
SUPPORT_OWN_HEIR_PRESTIGE_COST 10 选王制支持己方候选人花费的威望
SUPPORT_OWN_HEIR_SUPPORT_BONUS 5 选王制每次支持己方候选人可以获得的票数
ELECTIVE_HEIR_CLAIM_STRENGTH 80 选王制所推举继承人的宣称强度
MAX_ACTIVE_POLICIES 5 最大政策槽位
MINIMUM_POLICY_TIME 10 政策最短持续时间
POLICY_COST 1 政策点数花费
BASE_POSSIBLE_POLICIES 3 基础的政策槽位
BASE_FREE_POLICIES 1 免费的政策槽位

MIN_FEDERAL_AUTHORITY -100 盟内权威不会低于此值
MAX_WAR_EXHAUSTION 20 厌战度最大值
VICTORY_CARD_DECAY_MONTHS 120   胜利卡失去所有分数所需时间
VICTORY_CARD_INCREASE_MONTHS 120   胜利卡分数增长到最大所需时间
VICTORY_CARD_START_YEAR 1450 第一张胜利卡出现时间
VICTORY_CARD_START_OFFSET 100 胜利卡出现间隔
VICTORY_CARD_BONUS_SCORE 1000 每一等级胜利卡提供的额外分数
COUNTRIES_GETTING_SCORE 10 排名此数值之内的玩家可以获得分数
LAND_FORCELIMIT_EXTRA_COST_FACTOR 2 超出陆军上限的部队的维护费乘数
NAVAL_FORCELIMIT_EXTRA_COST_FACTOR 2 超出海军上限的部队的维护费乘数
REPUBLICAN_TRADITION_YEARLY_INCREASE 1   基础共和传统年度增长
PIETY_PERCENTAGE_AT_NEW_RULER 0.25 新任统治者从上任统治者继承的虔诚度
PIETY_INCREASE_AT_GOOD_WAR 0.25 对异端异教国家发起战争获得的虔诚度
PIETY_DECREASE_AT_BAD_WAR -0.33 对同宗国家发起战争获得的虔诚度(默认为无战争借口,有战争借口下此数值减半)
ADVISOR_COST_INCREASE_PER_YEAR 0.005   年度顾问花费增长
SCRIPTED_ADVISOR_DISCOUNT 0.5 历史顾问花费折扣,与其他修正为乘法关系
MINIMUM_ADVISOR_DURATION 10   顾问绝对健康时间
MINIMUM_ADVISOR_DURATION_CHANCE_VALUE 15 年龄超过ADVISOR_CUT_OFF_AGE与MINIMUM_ADVISOR_DURATION之和的顾问有几率死亡,此数值越高每日死亡概率越低
ADVISOR_CUT_OFF_AGE 30 顾问最低年龄
MAXIMUM_ADVISOR_SKILL 5   顾问通过提升,最高可以达到的等级
PROMOTE_COST_MONTHS_ADVISOR_SALARY 60.0   提升顾问等级的月薪倍数
CULTURE_LOSS_THRESHOLD 0.10 CDEF_CULTURE_LOSS_THRESHOLD = 10
CULTURE_GAIN_THRESHOLD 0.20 CDEF_CULTURE_GAIN_THRESHOLD = 10
CULTURE_COST_DIFF_ORIGINAL -50   将文化转变为此省份初始文化花费修正
CULTURE_COST_DIFF_ADJACENT -25 将文化转变为相邻省份文化花费修正
CULTURE_COST_DIFF_PRIMARY 0 将文化转变为主流文化花费修正
CULTURE_MIN_DEVELOPMENT_TO_PROMOTE 20 将未接纳文化提升为接纳文化至少需要的发展度
MONARCH_DEATH_STABILITY_PENALTY 1 君主死亡的稳定度冲击
MONARCH_DEATH_LEADER_STABILITY_PENALTY 1 君主作为将领时死亡的稳定度冲击
MONARCH_DEATH 4 君主死亡概率参数,函数不明
HEIR_DEATH 1   继承人死亡概率参数,函数不明(仅在继承人20岁以后生效,并随年龄增长而增长)
LEGITIMACY_DYNASTY_CHANGE 20 新王朝正统性
BASE_POWER_INCREASE 3   基础点数增长
NAT_FOCUS_DECREASE -1 国家焦点每月耗费点数
NAT_FOCUS_INCREASE 2   国家焦点每月增长点数
NAT_FOCUS_YEARS 25 国家焦点冷却年限
NAT_FOCUS_YEARS_RANK 5 每级政府等级能够移除的国家焦点冷却年限,从1级开始计算
POWER_MAX 999 点数存储上限
DISMANTLE_HRE_PRESTIGE 100 解散神圣罗马帝国获得的威望
FREE_IDEA_GROUP_COST   3 解锁国家理念需要的理念组数目
MAX_TOLERANCE_HERETIC 3 最大异端容忍
MAX_TOLERANCE_HEATHEN 3 最大异教容忍
CONVERSION_COOLDOWN 120 转教冷却期
CONVERSION_COOLDOWN_SECONDARY 120 兼容宗教冷却期
MERCHANT_REPUBLIC_SIZE_LIMIT 20 商业共和国最大无惩罚拥有省份(1.30版本后取消此设定)
IDEA_TO_TECH -0.02 每个已点亮理念对对应科技花费减免
TECH_TIME_COST 0.3 随时间增长的科技花费,在游戏结束时达到这一数值
TECH_AHEAD_OF_TIME 0.1 科技超前于年份的点数花费惩罚
PS_BUY_IDEA 400 理念点数花费
PS_BUY_NATIVE_ADVANCEMENT 500 土著理念花费
PS_BUY_RELIGIOUS_REFORM 0
PS_ADVANCE_TECH 600 提升科技点数花费
PS_BOOST_STABILITY 100 提升稳定度花费
PS_BUY_GENERAL 50 提拔将军点数花费
PS_BUY_ADMIRAL 50 提拔提督点数花费
PS_BUY_CONQUISTADOR 50 提拔征服者点数花费
PS_BUY_EXPLORER 50 提拔探险家点数花费
PS_ASSAULT 5 发动强攻点数花费
PS_ARTILLERY_BARRAGE 50 炮兵轰击城墙点数花费
PS_NAVAL_BARRAGE 50 海军轰击城墙点数花费
PS_FORCE_MARCH 2 强行军点数花费
PS_DEMAND_NON_WARGOAL_PROVINCE 50 索取省份为不正当要求时的点数花费
PS_DEMAND_NON_WARGOAL_PEACE 3 添加不正当条目条目
PS_DEMAND_NON_WARGOAL_PEACE_PRIMITIVES 0 对原住民国家的不正当要求点数花费
PS_MAKE_PROVINCE_CORE 10 建造核心点数花费
PS_REDUCE_INFLATION 75 降低通货膨胀点数花费
PS_PROMOTE_MERCANTILISM 100 提升重商主义点数花费
PS_MOVE_CAPITAL 200 迁都点数花费
PS_MOVE_CAPITAL_EXTRA 50 每有100点发展度差距,增加的迁都点数花费
PS_MOVE_TRADE_PORT 200 迁移贸易本埠点数花费
PS_REPLACE_RIVAL 100 变更宿敌点数花费
PS_SEIZE_COLONY 25 夺取殖民地区域点数花费
PS_BURN_COLONY 5 烧毁殖民地点数花费
PS_ATTACK_NATIVES 5 攻击土著点数花费
PS_SCORCH_EARTH 5 焦土战术点数花费
PS_CHANGE_GOVERNMENT 100 强迫变更政体点数花费
PS_CHANGE_CULTURE 10 (每发展度)转变文化点数花费
PS_CHANGE_CULTURE_OVERSEAS_RELIGION_MOD -0.8 海外同宗教省份转变文化点数花费修正
PS_HARSH_TREATMENT_COST 200 残酷镇压点数花费(与叛乱规模相关)
PS_HARSH_TREATMENT_REDUCE 30 残酷镇压消除进程
PS_GARRISON_SORTIES 10 突围点数花费
PS_REDUCE_WAREXHAUSTION 75 降低厌战度点数花费
PS_FACTION_BOOST 10 提升派系影响力点数花费
PS_RAISE_TARIFFS 50 提升关税点数花费
PS_LOWER_TARIFFS 25 降低关税点数花费
PS_RAISE_WAR_TAXES 2 征收战争税月度点数花费
PS_WAR_TAXES_LIMIT_MIN 0 征收战争税最低点数花费
PS_CREATE_TRADE_POST 50 建立贸易站点数花费
PS_IMPROVE_PROVINCE_BASE 50 提升发展度基础点数花费
PS_IMPROVE_PROVINCE_MUL 0
PS_IMPROVE_PROVINCE_CAPITAL_DISCOUNT 0.05 首都提升发展度点数花费修正
PS_SET_PRIMARY_CULTURE 100 转变主流文化点数花费
PS_ADD_ACCEPTED_CULTURE 100 添加可接受文化点数花费
PS_REMOVE_ACCEPTED_CULTURE 10 移除可接受文化点数花费
PS_REMOVE_ACCEPTED_CULTURE_UNREST_DURATION 5 移除可接受文化后叛乱持续时间
PS_STRENGTHEN_GOVERNMENT 100 强化政府点数花费
PS_BOOST_MILITARIZATION 50 提升军事化程度点数花费
PS_ESTABLISH_SIBERIAN_FRONTIER 20 建立西伯利亚前哨站点数花费
STRENGTHEN_GOVERNMENT_LEGITIMACY 10 强化政府行动带来的正统性收益
STRENGTHEN_GOVERNMENT_REPUBLICAN_TRADITION 3 强化政府行动带来的共和传统收益
STRENGTHEN_GOVERNMENT_HORDE_UNITY 10 强化政府行动带来的部落团结收益
STRENGTHEN_GOVERNMENT_DEVOTION 10 强化政府行动带来的奉献度收益
STRENGTHEN_GOVERNMENT_MERITOCRACY 10 强化政府行动带来的贤能度收益
MIL_SOCIETY_BOOST_SIZE 10 提升军事化程度带来的军事化程度收益
CORE_COLONY 0.5 核心化同一殖民区域省份花费修正
CORE_OVERSEAS 0.5 核心化海外省份花费修正
CORE_SAME_REGION 0.25 核心化殖民地区省份花费修正
CORE_SAME_CONTINENT 0.75 核心化殖民大陆省份花费修正
CORE_HAD_CLAIM 0.1 核心化拥有宣称的省份花费修正
CORE_HAD_PERMANENT_CLAIM 0.25 核心化拥有永久宣称的省份花费修正
FACTION_BOOST_SIZE 10 支持派系增长的派系影响力
WAREXHAUSTION_REDUCTION 2 每次降低厌战度行动降低的数值
HARSH_TREATMENT_IN_MONTHS 180 残酷镇压持续时间(月)
RECENT_UPRISING_IN_MONTHS 120 最近的起义持续时间(月)
UNREST_REVOLT_FACTOR 0.5 每点叛乱度可换算为多少(基础)叛乱进度增长几率
UPRISING_INCREASE 10 每次叛乱进度增长的数值
PROMOTE_MERCANTILISM_INCREASE 1 每次提升重商主义行动提升的数值
DISHONOURED_ALLIANCE_DURATION 1800 拒绝响应战争召唤影响时间
CALL_ALLY_DECLINE_PRESTIGE_PENALTY -25.0 拒绝响应战争召唤损失威望
CLAIM_THRONE_PRESTIGE_PENALTY -20.0 宣称王位损失威望
BREAK_VASSAL_PRESTIGE_PENALTY -25.0 抛弃附庸国损失威望
BREAK_MARRIAGE_PRESTIGE_PENALTY -1 终止王室联姻损失威望
BREAK_MARRIAGE_STABILITY_PENALTY -1 终止王室联姻稳定度冲击
FORM_MARRIAGE_HIGHER_PRESTIGE -2 与威望低于我们的国家联姻损失的正统性
FORM_MARRIAGE_HIGHER_LEGITIMACY -3 与正统性低于我们的国家联姻损失的正统性
ANNEX_OR_INTEGRATE_PRESTIGE 5.0 外交合并或吞并的威望奖励
PROVINCE_DISCOVERY_PRESTIGE 0.1   首次探索发现新省份增长的威望
PROVINCE_DISCOVERY_YEARS_TECHNOLOGY 50 已经探明的省份将在此数值年份内传播至所有同科技组国家
PROVINCE_DISCOVERY_YEARS_RELIGION 100 已经探明的省份将在此数值年份内传播至所有同宗教国家
START_YEARLY_INFLATION 0.0 年度通货膨胀变化量
CLAIM_LOSE 25 宣称持续时间
CORE_LOSE 50 核心持续时间
CORE_LOSE_CULTURE_GROUP 150 核心对应文化与省份文化在同一文化组时的持续时间
CORE_LOSE_PRIMARY_CULTURE_TAG -1 对应文化的主要国家核心持续时间(-1为永不失去)
CORE_LOSE_PRESTIGE -10.0 核心消退损失威望
ABANDON_CORE_PRESTIGE -10.0 放弃未争夺核心损失威望
ABANDON_IDEAGROUP_REFUND 0.10 放弃理念组返还的点数
NEIGHBOURBONUS -0.05 每一级邻国科技领先科技花费减免
NEIGHBOURBONUS_CAP -0.75 邻国科技领先科技花费减免最大值
NEIGHBOURBONUS_CORRUPTION 0.0 邻国科技领先造成的腐败度
LAGGINGTECH_CORRUPTION 0.1 科技不平衡造成的年度腐败度增长(此数值乘以最高最低科技等级之差)
LAGGINGTECH_CORRUPTION_MAX 0.5 科技不平衡造成的年度腐败度增长最大值
POPULATION_GROWTH 0.03 基础人口增长速度
COLONIAL_GROWTH_PENALTY 100 每达到此人口规模,殖民地增加一层增长几率惩罚
MAX_NATIONALISM 10 分离主义最大可增加值
YEARS_OF_NATIONALISM 30 分离主义持续时间
YEARS_UNTIL_BROKEN 2   叛军毁国所需时间
BASE_HEIR_BIRTH 120 基础获得继承人概率,函数不明
AGE_OF_ADULTHOOD 15   成年年龄
MAX_QUEEN_AGE 35   配偶不会老于此数值
MAX_EXTRA_PERSONALITIES 2 除成年时获得的特质,还可以获得的特质数目
FIRST_EXTRA_PERSONALITY 10 即位此数值年份后可以获得第一个额外特质
YEARS_PER_EXTRA_PERSONALITY 15 继获得第一个额外特质后,获得后续特质所需时间
INITIAL_REGULAR_COLONY 10 初始殖民地规模
REGULAR_COLONY_GROWTH 25 殖民地基础人口增长
COLONIAL_CLAIM_BONUS 10 宣称对殖民地人口增长加成
COLONIAL_CLAIM_VIOLATION -20 违反托尔德西里亚斯条约人口增长减成
COLONY_VIOLAION_PAPAL_INFLUENCE_COST   -10 违反托尔德西里亚斯条约对教廷影响力减成
COLONIAL_NATION_GROWTH_IMPACT 1 Colonies of colonial nations grow slower if desired.
OVEREXTENSION_FACTOR 1.0 过度扩张系数
OVEREXTENSION_OVERSEAS_FACTOR 0.5 海外省份过度扩张系数
MISSIONARY_PROGRESS_ON_CHANCE 1 因幸运骰而增长的传教进度
MISSION_CANCEL_CHOOSE_NEXT_DELAY 1   重新选择任务所需时间(1.25版本后,任务树机制取代了旧有的任务机制)
MONTHS_TO_CORE_MAXIMUM 240 即使计算上各种修正,造核时间不会长于此数值(月)
MONTHS_TO_CORE_MINIMUM 6 即使计算上各种修正,造核时间不会短于此数值(月)
MONTHS_TO_CORE 36   核心化省份花费时间
MONTHS_TO_CHANGE_CULTURE 10 在转变文化时,每点发展度对转变文化所需时间的影响
RELEASED_NATION_ARMY_SIZE 0.5 释放国家初始部队规模
STARTING_ARMY_SIZE 0.75 初始国家部队规模
STARTING_ARMY_SIZE_AT_WAR 1.0 (在战争中)初始国家部队规模
STARTING_ARMY_SIZE_REBEL_THREAT 0.05 叛乱规模(基于陆军上限)Percentage of rebel threat added to percentage of force limit
STARTING_FLEET_SIZE 0.9 初始舰队规模
GALLEY_INLAND_SEA_COAST_RATIO 0.75 内海港口省份占总港口达到此百分比,桨帆战舰将被认为很重要
REBEL_BREAK_STABILITY_SET 0 叛军毁国后稳定度将变为此值
REBEL_BREAK_EXHAUSTION_SET 0 叛军毁国后厌战度将变为此值
REVOLT_SIZE_DEVELOPMENT_MULTIPLIER 0.3   叛乱规模发展度乘数
REVOLT_SIZE_BASE 4 基础叛乱规模
REVOLT_TECH_IMPACT 0.03   每一级军事科技,叛军规模增长此百分比
REVOLT_TECH_MORALE 0.01 每一级军事科技,叛军士气增长此百分比
REBEL_ARTILLERY_INCREASE_LEVEL_1_TECH 11   此等级的军事科技后,叛军会出现炮兵
REBEL_ARTILLERY_INCREASE_LEVEL_1_SIZE 0.1 叛军炮兵占比
REBEL_ARTILLERY_INCREASE_LEVEL_2_TECH 16   此等级的军事科技后,叛军炮兵规模增大
REBEL_ARTILLERY_INCREASE_LEVEL_2_SIZE 0.15 叛军炮兵占比,与REBEL_ARTILLERY_INCREASE_LEVEL_1_SIZE不叠加
MIGRATION_BOOST 50 迁徙获得的点数
MIGRATION_COOLDOWN 60 迁徙冷却时间
MIGRATION_DEPLETION_TIME 7200 迁徙造成的影响消退时间
BASE_TARIFF 0.10 基础关税
TARIFF_INCREASE_STEP 0.05 每次提升关税等级的数值
TARIFF_LIBERTY_INCREASE 1.0 每百分比关税造成的独立倾向乘数
TARIFF_DECREASE_STEP -0.05 每次降低关税等级的数值
HIGH_LIBERTY_DESIRE 50 触发高独立倾向警告的阈值
MONTHLY_LIBERTY_DECREASE 0.1 临时独立倾向月度消退值
LIBERTY_DESIRE_ENFORCE_PEACE 0.1 强制和平造成的独立倾向
LIBERTY_DESIRE_WAR_EXHAUSTION 1 宗主国厌战度造成的独立倾向
LIBERTY_DESIRE_MERCANTILISM 0.25 宗主国每点重商主义造成的独立倾向
LIBERTY_DESIRE_RELATIVE_POWER 75 属国军事力量对宗主国占比独立欲望,在占比100%时为此值
LIBERTY_DESIRE_ADM_EFFICIENCY 0.2 行政效率减少的独立倾向(仅限殖民领)
LIBERTY_DESIRE_DIPLO_TECH 5 外交科技每领先宗主国一级造成的独立倾向
LIBERTY_DESIRE_HISTORICAL_FRIEND -50 历史友邦独立倾向
LIBERTY_DESIRE_HISTORICAL_RIVAL 50 历史宿敌独立倾向
LIBERTY_DESIRE_TRUST -0.4 信任度对独立倾向的影响
LIBERTY_DESIRE_POSITIVE_OPINION -0.1 正观念对独立倾向的影响
LIBERTY_DESIRE_NEGATIVE_OPINION 0.2 负观念对独立倾向的影响
LIBERTY_DESIRE_ANNEXATION 0 吞并行为对独立倾向的影响
LIBERTY_DESIRE_DIPLOMATIC_REPUTATION -3 外交声誉对独立倾向的影响
LIBERTY_DESIRE_GREAT_POWER_VASSAL 50 超过300发展度对独立倾向的影响
LIBERTY_DESIRE_HORDE 10 游牧独立倾向
LIBERTY_DESIRE_ROYAL_MARRIAGE -5   王室联姻对独立倾向的影响
LIBERTY_DESIRE_SCUTAGE_OFF 25 撤销免服兵役对独立倾向的影响
LIBERTY_DESIRE_DEVELOPED_IN_SUBJECT -5 宗主国对属国提升发展度造成的独立倾向
LOST_INDEPENDANCE_WAR_LIBERTY_DESIRE -50 最近失败的独立起义对独立倾向的影响
MIN_LIBERTY_DESIRE 0 独立倾向最低值
MAX_LIBERTY_DESIRE 100 独立倾向最高值
MIN_LIBERTY_DESIRE_INFLUENCE -100 单项独立倾向影响最低值
MAX_LIBERTY_DESIRE_INFLUENCE 100000 单项独立倾向影响最高值
MAX_CROWN_COLONIES 4 成立殖民领前最多拥有的同殖民区域省份
RIVAL_TECH_THRESHOLD 0.5 科技差距符合此值才可以被选为宿敌
OVERSEAS_DISTANCE 150 距离首都超过此距离被视为远方海外省份
TRADE_LEAGUE_TECH_LIMIT 2 外交科技差异超过此值不能加入贸易联盟
NORMAL_ELECTION_CYCLE 4 共和国基础选举周期(任期除以此值每有1点,连任损失的共和传统增加10点)
DICTATORSHIP_TRADITION_FOR_MONARCHY 50 如果共和传统低于此值,独裁者死后转变为君主制
DICTATORSHIP_TRADITION_FOR_REPUBLIC 50 如果共和传统不低于此值,独裁者死后转变为共和
REVOLUTION_TARGET_SCORE_BOOST 0.5 革命目标额外游戏分数
MIN_SHIPS_TO_EXPLORE 3 探索所需舰队规模最小值
BESTOW_GIFTS_FRACTION 0.5 赠送礼物获得好感系数,与目标国家年收入相关
SEND_ADDITIONAL_TROOPS_FRACTION 2   派遣援军系数(此倍数于目标国家年度人力增长)
DEMAND_ARTIFACTS_PRESTIGE 5 要求进贡工艺品获得威望
DEMAND_ADDITIONAL_TRIBUTE_FRACTION 0.25   要求额外进贡系数(此倍数于目标国家年收入)
PLACATE_RULERS_PRESTIGE -20 安抚统治者威望花费
PLACATE_RULERS_LIBERTY -10 安抚统治者对独立倾向影响
RELATIVE_ON_THRONE_LIBERTY 10 在附属国处于摄政期时,扶持本朝宗亲上位对独立倾向影响
RELATIVE_ON_THRONE_NOT_REGENCY_LIBERTY 25 在附属国未处于摄政期时,扶持本朝宗亲上位对独立倾向影响
ENFORCE_RELIGION_LIBERTY_THRESHOLD 50 强制转换宗教对独立倾向影响
ENFORCE_CULTURE_LIBERTY 25 强制转换主流文化对独立倾向影响
ENFORCE_CULTURE_LIBERTY_THRESHOLD 50 强制转换主流文化在独立倾向高于此值时不可用
ENFORCE_CULTURE_TAX_MULTIPLIER 2 强制转换主流文化点数花费倍数
SIPHON_INCOME_FRACTION 0.5 榨取收入倍数(此数值乘以年收入)
SIPHON_INCOME_LIBERTY 10 榨取收入对独立倾向影响
DIVERT_TRADE_FRACTION 1 转移贸易竞争力系数
RETURN_LAND_LIBERTY_MULTIPLIER 2.5 归还省份对独立倾向影响系数
COT_DOWNGRADE_LIBERTY_DESIRE 10 降级贸易中心对独立倾向影响系数
SEIZE_TERRITORY_LIBERTY_MULTIPLIER 5 夺取省份对独立倾向影响系数
SEIZE_TERRITORY_LIBERTY_THRESHOLD 50 夺取省份在独立倾向高于此值时不可用
GRANT_PROVINCE_LIBERTY_MULTIPLIER 0.5 授予核心对独立倾向影响系数
REPLACE_GOVERNOR_LIBERTY 10 替换总督对独立倾向影响系数
REPLACE_GOVERNOR_LIBERTY_THRESHOLD 50 替换总督在独立倾向高于此值时不可用
REPLACE_GOVERNOR_DELAY 12 替换总督延迟时间
SEND_SUBSIDIES_MANPOWER_FRACTION 0.1 资助军队人力系数(宗主国人力乘以此数值)
SUPPORT_LOYALISTS_EXPENSE_MULTIPLIER 0.1 支持效忠派所需花费修正
SEND_OFFICERS_MAINTENANCE_MULTIPLIER 0.33 派遣军官团对陆军花费减免修正
EMBARGO_RIVALS_LIBERTY 5 禁运宿敌对独立倾向的影响
SUPPORT_LOYALISTS_LIBERTY -20 支持效忠派对独立倾向的影响
SEND_OFFICERS_LIBERTY -10 派遣军官团对独立倾向的影响
DIVERT_TRADE_LIBERTY 30 转移贸易竞争力对独立倾向的影响
PROMOTE_INVESTMENTS_TRADEPOWER 0.5 增加投资贸易竞争力修正
PROMOTE_INVESTMENTS_INFLATION 0.03 增加投资带来的通货膨胀
SCUTAGE_TAX_FRACTION 0.5 免服兵役额外进贡
RAZE_UNREST_DURATION 10 焚掠叛乱持续时间(焚掠带来的负面观念修正持续同样时间)
RAZE_PROVINCE_DEVELOPMENT_DECREASE 0.33 焚掠降低的发展度(不能使单项发展度低于1,单项发展度在5以下时只会焚掠1点)
RAZE_PROVINCE_POWER_PER_DEVELOPMENT 25.0 每焚掠1点发展度可获得对应君主点数
RAZE_TECH_BASE_LEVEL 3 解锁焚掠功能的科技等级
RAZE_TECH_POWER_DECREASE 0.04 焚掠获得军事点数衰减,(高于RAZE_TECH_BASE_LEVEL的)每等级军科对焚掠所获得的军事点数修正
RAZE_TECH_POWER_DECREASE_MAX 0.2 焚掠获得军事点数衰减最大值
RAZE_PROVINCE_COOLDOWN_YRS 20 焚掠冷却期,此年份内不可对一省份进行第二次焚掠
RAZE_PROVINCE_CONQUERED_TIME_LIMIT_MONTHS 6 省份在被征服此月份后不再可被劫掠
HORDE_UNITY_PER_LOOT 0.25 每从劫掠中获得1金币得到此数值的游牧团结
HORDE_UNITY_PER_RAZE 0.5 每从焚掠中摧毁1发展度得到此数值的游牧团结
NATIVE_UPRISING_COOLDOWN_MONTHS 12 土著暴动冷却时间
NATIVE_UPRISING_CHANCE_PER_AGGRESSIVENESS 1.0 每点攻击性等于此数值倍数的土著暴动几率
MIN_POPULATION_FOR_TRADEGOOD_ASSIGNMENT 400 揭晓产物所需殖民地规模
DEBT_LIMIT_ADM -100 行政点数最低值
DEBT_LIMIT_DIP -999 外交点数最低值
DEBT_LIMIT_MIL -100 军事点数最低值
MAX_FERVOR 100.0 人情最大值
BREAK_ALLIANCE_PRESTIGE_LOSS 10.0 因外力断绝盟约损失的威望
BREAK_ALLIANCE_TRUST_COST 5 对于目标国家,要求断绝盟约的国家会损失此数值的信任
NEW_HEIR_QUEEN_CHANCE 100 如果创建了继承人,则得到配偶的概率为此数值
ROYAL_MARRIAGE_QUEEN_CHANCE 50 建立王室联姻获得配偶概率
CONSORT_TAKEOVER_LEGITIMACY_HIT -25 配偶摄政夺取政权造成的正统性冲击
NAVAL_ATTRITION_ALERT_ATTRITION 5 海军损耗高于此值时出现警告提示
NAVAL_ATTRITION_ALERT_HULL 50   舰船耐久值低于此值时出现警告提示
BREAK_TRIBUTARY_STABILITY_PENALTY -1 断绝朝贡关系稳定度冲击
MAX_ARMY_PROFESSIONALISM 1.0 陆军职业度最大值
LOW_ARMY_PROFESSIONALISM_MIN_RANGE 0.0 低陆军职业度下限节点
LOW_ARMY_PROFESSIONALISM_MAX_RANGE 0.5 低陆军职业度上限节点
HIGH_ARMY_PROFESSIONALISM_MIN_RANGE 0.0 高陆军职业度下限节点
HIGH_ARMY_PROFESSIONALISM_MAX_RANGE 1.0 高陆军职业度上限节点
ARMY_PROFESSIONALISM_PER_AGE 0.2 陆军职业度解锁能力节点
TRADING_POLICY_COOLDOWN_MONTHS 12 选择贸易策略冷却期
INNOVATIVENESS_FIRST_REACHED_TECH_LEVEL 2.0 率先达到某科技等级的国家获得的创新度
INNOVATIVENESS_FIRST_PICKED_IDEA 1.0 率先点亮理念的国家获得的创新度
INNOVATIVENESS_BEHIND_IN_TECH_PENALTY -0.03 邻国科技领先损失创新度
INNOVATIVENESS_ENABLE_ANY_BEHIND_IN_TECH_PENALTY 0 开启时,创新度惩罚会在任意科技落后时生效。不启用则只要某项科技领先,便可免受惩罚。
INNOVATIVENESS_ENABLE_PER_TECH_BEHIND_IN_TECH_PENALTY 0 开启后,若所有科技均落后则创新度惩罚生效。
INNOVATIVENESS_AHEAD_OF_TIME_BONUS 0.00 科技领先创新度增长
INNOVATIVENESS_DAYS_AFTER_FIRST_PICK_VIABLE 90 继首个国家解锁科技后,后续国家在此天数内解锁科技依旧能获得创新度
INNOVATIVENESS_MAX 100.0 创新度最大值
MIN_HARSH_TREATMENT_COST 5 残酷镇压最低点数花费
CAN_CONVERT_TERRITORY_CULTURE 1 是否允许转变自治领地核心省份的文化
CAN_CONVERT_TERRITORY_RELIGION 1 是否允许转变自治领地核心省份的宗教
ALLOWED_TERRITORY_VS_MAX_STATES 1.0 自治领地与直属州占比不产生惩罚阈值(1.30版本后失效)
TERRITORY_PENALTY_CAP 40 自治领地达到惩罚最大值的数目(1.30版本后失效)
SETTLEMENT_GROWTH_DEVELOPMENT_INCREASE 1 促进垦殖单次提升发展度
SETTLMENT_GROWTH_CHANCE_MULTIPLIER 2.5 促进垦殖额外提升发展度几率基础值
SETTLMENT_GROWTH_CHANCE_MIN 0.05 促进垦殖额外提升发展度几率最小值
SETTLEMENT_GROWTH_CHECK_INTERVAL 365 促进垦殖触发检测间隔
FREE_POLICIES_PER_CATEGORY 1 免费政策数量
TREASURE_SHIP_PASSAGE_FLAG_DECAY_DAYS 365 has_recent_tradeship_passage触发器再次为真时限
LEADER_PIPS_MONARCH_SKILL_INFLUENCE 1.0 将领点数对君主点数的影响
REVOLUTION_SPREAD_COUNTE 3 同时传播革命省份数目最大值
REVOLUTION_DAILY_SPREADE 1.0 每日传播革命进度
REVOLUTION_EMBRACE_MIN_SPREADE 1.0 接受革命需要至少此百分比的省份拥有革命理念
REVOLUTION_EMBRACE_MIN_DEVE 0 接受革命所需最低国家发展度
REVOLUTIONARY_ZEAL_GAIN_SPREADE 0.1 从革命理念传播到省份中获得的革命热情乘数(乘以发展度)
REVOLUTIONARY_ZEAL_GAIN_STRENGTHEN_GOVERNMENTE 5.0 强化政府获得的革命热情
REVOLUTIONARY_ZEAL_LOST_WARE -20.0 输掉战争损失革命热情
REVOLUTIONARY_ZEAL_SUPPORT_REBELS_WARE 0.05 通过战争支持他国革命叛军获得的革命热情乘数(乘以发展度)
REVOLUTIONARY_ZEAL_SUPPORT_REBELSE 0.01 支持他国革命叛军获得的革命热情乘数(乘以发展度)
REVOLUTION_CLAIM_MIN_ZEAL 20.0 宣称革命目标最低所需革命热情
REVOLUTION_CLAIM_COOLDOWNE 12 再次夺取革命目标冷却期

NEconomy

Define Default Notes
EDICTS_COST_INCREASE 2.0 开启法令后,直属州维护费增加倍数
EDICTS_DURATION_MONTHS 12 法令最短持续时间
DEBASE_MAX_STORED_MONTHS 60 最高累计贬值货币时间计数(DEBASE_MAX_STORED_MONTHS除以DEBASE_MONTHS_PER_CHARGE即为总贷款次数上限)
DEBASE_MONTHS_PER_CHARGE 12 每次贬值货币时间计数
DEBASE_MAX_CORRUPTION 90   高于此腐败度,将不能贬值货币
DEBASE_ADDED_CORRUPTION 2   每次贬值货币获得的腐败度
GOLD_MINE_SIZE 40   每单位金矿带来的年度基础收入
GOLD_MINE_DEPLETION_THRESHOLD 1 高于此发展度的金矿有几率塌陷
GOLD_MINE_DEPLETION_CHANCE 0.1 (每高于塌陷阈值1点)年度金矿塌陷概率
GOLD_MINE_SIZE_PRIMITIVES 4 未开化国家金矿转化倍数
TRADE_POWER_HOME_BONUS 0.1 贸易本埠贸易力量修正
TRADE_POWER_HOME_BONUS_MAX 1 贸易本埠竞争力修正最大值
AUTONOMY_AT_DIPLO_ANNEX 60 外交吞并省份自治度
AUTONOMY_AT_CONQUEST 50   征服吞并省份自治度
AUTONOMY_AT_CONQUEST_CLAIM 40 征服吞并省份自治度(拥有宣称)
AUTONOMY_AT_CONQUEST_CORE 0 征服吞并省份自治度(拥有核心)
OVERSEAS_MIN_AUTONOMY 75 海外省份最低自治度(1.16版本后,直属州与自治领地机制取代海外省份机制)
COLONY_MIN_AUTONOMY 50 殖民地核心最低自治度
CAPITAL_MAX_AUTONOMY 0   首都最高自治度
DECREASE_AUTONOMY_STEP -25 每次降低自治度数值
DECREASE_AUTONOMY_MIN 10 低于此数值,将不可以再降低自治度
INCREASE_AUTONOMY_STEP 25 提升自治度数值
INCREASE_AUTONOMY_MAX 75 高于此数值,将不再可以提高自治度
AUTONOMY_CHANGE_DURATION 10950 改变自治度冷却时间(约30年)
LAND_TECH_MAINTENANCE_IMPACT 0.02   每级科技带来的维护费修正
ADVISOR_COST 1.0 顾问花费修正
GOLD_INFLATION_THRESHOLD 0.0 金矿产生通货膨胀的
GOLD_INFLATION 0.5   金矿占比收入折算通货膨胀倍数
TREASURE_FLEET_INFLATION 0.5 珍宝舰队占比收入折算通货膨胀
BASE_YEARLY_INFLATION 0 年度通货膨胀变化量
INFLATION_FROM_LOAN 0.1 每笔贷款增加的通货膨胀
INFLATION_FROM_PEACE_GOLD 0.02 合约中索要金币占比收入折算通货膨胀、
INFLATION_ACTION_REDUCTION 2 降低通货膨胀减少量
BANKRUPTCY_DURATION 5 破产持续时间
BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD 5 破产前此年份内建造的建筑将被摧毁,此值设置为0将禁用此功能
BANKRUPTCY_PROVINCE_DEVASTATION_GAIN 10   宣布破产后,全国所有省份获得的荒废度
WARTAXES_DURATION 2   战争税持续时间
MINIMUM_INTERESTS 1.0   最低利率
BASE_INTERESTS 4.0 基础利率
LAND_MAINTENANCE_FACTOR 0.25 陆军维护费系数
HEAVY_SHIP_MAINT_FACTOR 0.10 重型船只维护费系数
LIGHT_SHIP_MAINT_FACTOR 0.03 轻型船只维护费系数
GALLEY_MAINT_FACTOR 0.04 桨帆船维护费系数
TRANSPORT_MAINT_FACTOR 0.04 运输船维护费系数
COLONIAL_MAINTENANCE_FACTOR 8.0 殖民地省份维护费系数
MISSIONARY_MAINTENANCE_FACTOR 0.0 基础传教花费(1.24版本后,取消了传教固定数值花费的设定;1.28版本后,传教花费公式变更为非线性函数。)
MISSIONARY_MAINTENANCE_DEVELOPMENT_FACTOR 0.5 传教花费发展度乘数
MISSIONARY_MAINTENANCE_AUTONOMY_FACTOR 0.75 传教花费自治度乘数
MISSIONARY_MAINTENANCE_AUTONOMY_BASE 1.0 传教花费自治度加数
MISSIONARY_MAINTENANCE_DEVELOPMENT_CAP 30 发展度达到此值后,对传教维护费的影响达到最大值
MERCHANT_TIME_DISTANCE 0.25
MERCHANT_CHANCE 0.35
MERCHANT_COMPETE 0.5  
MAX_PROVINCE_SELL_PRICE 100  
COLONIST_DISTANCE_DIVISOR 1000
COLONIST_TIME 0.3  
COLONIST_CHANCE 0.05
MISSIONARY_TIME_BASE 1000 传教士移动速度,EDEF_MISSIONARY_TIME_BASE = 10
MISSIONARY_TIME_DISTANCE 0.2 传教士移动距离,EDEF_MISSIONARY_TIME_DISTANCE = 10,故传教士行动永远瞬间完成
TRADE_WIND_STRENGTH 0.5 信风对贸易范围和殖民距离修正
MERCHANT_COMPETE_PERCENT_OWNED_BASE 0.25
TRADED_FRACTION_FOR_BONUS 0.20
OPEN_SEA_MODIFIER 1.7
COASTAL_MODIFIER 1.0
TRADE_CAPITAL_POWER 5.0
MERCHANT_SPEED 20.0   商人团移动速度
MERCHANT_MAX_POWER_BONUS 2.0 商人团提供贸易竞争力最大值
TRADE_SHIP_MAX_DAYS_IN_PORT 5.0 轻型船只港口停留时间
TRADE_SHIP_ORG_LIMIT 0.5
TRADE_NON_CAPITAL_OFFICE -0.50 在非本埠节点派遣商人团,获取贸易收入将遭受的贸易竞争力惩罚
TRADE_MERCHANT_PRESENT 0.1 Bonus on income if trade present.
EMBARGO_BASE_EFFICIENCY 0.5   基础禁运效率
EMBARGO_MERCANTILISM_EFFICIENCY 50 重商主义对禁运效率转化百分比
TRADE_ADDED_VALUE_MODIFER 0.05
TRADE_PROPAGATE_DIVIDER 5
TRADE_PROPAGATE_THRESHOLD 2
REGAIN_COST_BEFORE_PROGRESS 0.1 Before what percentage will the full cost be regained?
ALLOW_DESTROY_MANUFACTORY 0 Should the player be permitted to destroy manufactories?
PIRATES_TRADE_POWER_FACTOR 1.5
PIRATES_MONOPOLY_BONUS 1 Factor of monopolization of node added to privateer power efficiency.
TRADE_COMPANY_CONTROL_LIMIT 0.6
TRADE_COMPANY_DAYS_TO_SWAP_LEADER 30
TRADE_COMPANY_STRONG_LIMIT 0.51
TRADE_COMPANY_COOLDOWN 60
LARGE_COLONIAL_NATION_LIMIT 10
PRIVATEER_INCOME_COLLECTION_EFF 0.5
MIN_ARMY_MAINTENANCE 0.1
MIN_NAVY_MAINTENANCE 0.1
CARAVAN_FACTOR 3.0 Development is divided by this factor do not set to zero!
CARAVAN_POWER_MAX 50
CARAVAN_POWER_MIN 2
MAX_BUILDING_SLOTS 12 Maximum number of buildings slots i.e. max buildings possible.
COT_BUILDING_SLOTS 2 Number of slots used by a Center of Trade.
COT_DOWNGRADE_PRESTIGE_COST -10 Cost in prestige to downgrade a Center of Trade.
MAX_LD_FOR_CONSTRUCT_IN_SUBJECT 50 Maximum liberty desire at which an overlord can recruit regiments and build ships in a subject's glorious lands.
CONSTRUCT_IN_SUBJECT_TIME_MULTIPLIER 1.25
BANK_LOAN_DURATION 60 Default bank loan duration in months
MIN_NEW_CACHED_STARTING_INCOME 1.0 Minimum historic starting income for newly created/released countries
EXPELLED_MINORITY_DEV_BONUS_FACTOR 0.2 Bonus development on minority expulsion completion, multiplied by origin province development
EXPELLING_MINORITY_COLONIST_COST_FACTOR -0.5 Colonist maintenance cost factor when expelling minority
EXPELLING_MINORITY_SETTLER_CHANCE_FACTOR 0.005 Settler chance bonus when expelling minority, multiplied by origin province development

NMilitary

Define Default Notes
SLACKEN_AP_DROP 0.05 陆军传统衰退
SLACKEN_MANPOWER_INCREASE 2.0 人力增加修正
ARMY_DRILL_YEARLY_DECAY -2.5 年度陆军操练衰减(停止操练时)
ARMY_DRILL_YEARLY_GAIN 10.0 年度陆军操练获取
ARMY_DRILL_MAX 100.0 操练度最大值
ARMY_DRILL_MAX_MORALE 0.5 操练时士气最大值
ARMY_DRILL_SKILL_MONTHS 120 训练部队占陆军上限的100%时,获得技能增强的概率平均值(此值为0时禁用此功能)
COSSACKS_SHOCK_DAMAGE_BONUS 0.1 哥萨克冲击修正
STRELTSY_FIRE_DAMAGE_BONUS 0.1 射击军火力修正
MAX_SAILOR_LACK_ATTRITION 1 缺少水手遭受损耗
SAILOR_MAINTAINANCE 0.02   (基于对应船只建造时消耗的水手)水手维护
BANNER_DISCIPLINE_BONUS 0.05 八旗训练度修正
BANNER_MANPOWER_USAGE 0.25 八旗所需人力修正
BANNER_REINFORCE_SPEE -0.5 八旗补员速度修正
BANNER_MAINTENANCE_COST 0.5 八旗维护费修正
BANNER_AGE_MULTIPLIER 0.50 八旗数目时代能力修正
FORT_DEVASTATION_IMPACT -10 (相邻省份最高等级)要塞年度荒废消退
REVANCHISM_DEVASTATION_IMPACT -0.02 复仇主义年度消退
SURRENDER_DEVASTATION_IMPACT -3.4
CONTROL_DEVASTATION_IMPACT -1 控制领土荒废度衰退
DEVASTATION_DEVELOPMENT_SCALE 5 提升发展度消除非荒废度
PARTICIPATION_SCORE_BLOCKADE 0.001 战争参与度乘数:封锁(基数为发展度和舰队数目的乘积,每月累计)
PARTICIPATION_SCORE_BATTLE 0.03 战争参与度乘数:参战的每支部队与每艘舰船
PARTICIPATION_SCORE_SIEGE 0.01 战争参与度乘数:可以推动围城进度的每支围城部队
PARTICIPATION_SCORE_OVERSEAS_MULT 0.25 战争参与度乘数:与海外国家作战
PARTICIPATION_SCORE_MERC_MULT 0.5 战争参与度乘数:佣兵(相较于常备军)
PARTICIPATION_SCORE_UNFORTIFIED_MULT 0.1 战争参与度乘数:围攻无堡垒省份
FORT_PER_DEV_RATIO 50   每个未过时的,处于开启状态的要塞带来2点陆军传统。围攻过时的要塞获取的陆军传统则根据其等级与最高要塞等级之比折算。
MOVE_LOCK_PERCENTAGE 0.5 移动进程超过此值,军队的移动将被锁定
REGULAR_LEADER_POWER 1   陆军将领和提督有效传统乘数
EXPLORER_LEADER_POWER 0.8   征服者和探险家有效传统乘数
BASE_MP_TO_MANPOWER 0.25   每点基础人力对应人力增加
SIEGE_ATTRITION 1 围攻损耗
SIEGE_DISEASE_IMPACT 0.05 疾病爆发损失围城士兵
NATIVE_FEROCITY_IMPACT 0.05 每点狂暴度带来的伤害增加
GALLEY_BONUS_INLAND_SEA 1.0 桨帆船内海战斗力提升
GALLEY_DICE_MALLUS_HIGH_SEA 0 桨帆船非内海作战骰子点数惩罚(此设定已取消)
INSUFFICIENT_SUPPORT -0.25 守军不足对围攻速度的影响
SIEGE_MEMORY 11 获胜所需围攻进度基数(即1级要塞至少需要+12围攻进度才可以获得围城胜利)
SIEGE_MEMORY_SCALED 0.5 每级要塞提升获胜围攻进度乘数(即每提升2级要塞,获得围城胜利需要的围攻进度+1)
SIEGE_WIN 20 骰子掷出此点数,即刻获得围攻胜利
UNLOAD_COST_FRIENDLY 12   登陆非敌对领土所需时间
UNLOAD_COST_ENEMY 36 登陆敌对领土所需时间
LEADER_MAINTENANCE_COST 1   将领维护费
GARRISON_SIZE 1000 每等级守军规模
SIEGE_FORCE_NEEDED_MULTIPLIER 3 围攻进度增长,需要超过守军规模此倍数
MAX_BREACH 3 围墙破裂修正最大值
SIEGE_GARRISON_SURRENDER 100 守军低于此数值后,即刻围城胜利
ASSAULT_WIDTH_LIMIT 5   守军规模此倍数的围攻部队可以在围攻中造成伤害(其余部队将会遭受守城部队的伤害,但并不能造成伤害)
ASSAULT_ATTACKER_LOSS 1.0 强攻中进攻方每日损失
ASSAULT_DEFENDER_LOSS 0.05 强攻中防守方每日损失
ASSAULT_DICE_MODIFIER 5 强攻骰子修正
INF_REGIMENT_MANPOWER_COST 1.0   步兵招募人力花费(1单位为1K人力)
CAV_REGIMENT_MANPOWER_COST 1.0   骑兵招募人力花费
ART_REGIMENT_MANPOWER_COST 1.0   炮兵招募人力花费
HEAVY_SHIP_SAILORS_COST 200   重型船只水手花费(1单位为1水手)
LIGHT_SHIP_SAILORS_COST 50   轻型船只水手花费
GALLEY_SHIP_SAILORS_COST 100   桨帆船水手花费
TRANSPORT_SHIP_SAILORS_COST 50   运输船水手花费
MAX_MANPOWER 10   恢复至最大人力所需时间
MIN_MONTHLY_MANPOWER 0.1 人力恢复速度不能低于每月100人
MAX_SAILORS 10   恢复至最大水手人力所需时间
MIN_MONTHLY_SAILORS 5   水手人力恢复速度不能低于每月5人
SLAVE_RAIDS_SAILOR_FACTOR 0.25 劫掠海岸掠夺水手乘数
SLAVE_RAIDS_DURATION 3650 劫掠海岸效果持续时间
INFANTRY_SPEED 0.7 步兵移动速度
CAVALRY_SPEED 0.7 骑兵移动速度
ARTILLERY_SPEED 0.7 炮兵移动速度
HEAVY_SHIP_SPEED 6.0 重型船只移动速度
LIGHT_SHIP_SPEED 10.0 轻型船只移动速度
GALLEY_SPEED 4.0 桨帆船移动速度
TRANSPORT_SPEED 6.0 运输船移动速度
INFANTRY_COST 10.0 步兵花费
CAVALRY_COST 25.0 骑兵花费
ARTILLERY_COST 30.0 炮兵花费
FORTRESS_COST 0.5   每级堡垒维护费
HEAVY_SHIP_COST 50 重型船只花费
LIGHT_SHIP_COST 20 轻型船只花费
GALLEY_COST 10 桨帆船花费
TRANSPORT_COST 12 运输船花费
INFANTRY_TIME 60 步兵组建时间
CAVALRY_TIME 90 骑兵组建时间
ARTILLERY_TIME 120 炮兵组建时间
HEAVY_SHIP_TIME 730 重型船只组建时间
LIGHT_SHIP_TIME 365 轻型船只组建时间
GALLEY_TIME 365 桨帆船组建时间
TRANSPORT_TIME 365 运输船组建时间
MONTHLY_REINFORCE 0.1 补员速度
MONTHLY_REPAIR 0.1   船只维修速度
EXTRA_LAND_REINFORCE_COST 2.00   补员额外花费乘数(基于维护费)
MERCENARY_REINFORCE_COST_MULTIPLIER 1.0   雇佣兵增援花费(过时设定,1.30版本后雇佣兵补员不再产生花费)
MERCENARY_BASE_COST 10.0 雇佣兵基础花费
TRADITION_GAIN_LAND 20   陆战陆军传统获取基础值
TRADITION_GAIN_NAVAL 40   海战海军传统获取基础值
CONDOTTIERI_TRADITION_BONUS 0.5   谴外雇佣军团额外陆军传统获取
MERCENARY_SUPPORT_LIMIT_BASE 20 雇佣兵基础补给上限(过时设定,1.30版本后此修正取消)
MERCENARY_SUPPORT_LIMIT_FRACTION 0.3 雇佣兵超过补给上限损耗(过时设定,1.30版本后此修正取消)
FRONT_LINE_MODIFIER 1.0 第一排作战能力发挥
BACK_LINE_MODIFIER 0.5 第二排作战能力发挥
BASE_COMBAT_WIDTH 15.0 基础战场宽度
MAX_COMBAT_WIDTH 40 最大战场宽度
FORCE_MARCH_FACTOR 0.5   强行军移速加成
LOOT_DEVASTATION_IMPACT 10   彻底劫掠一省份带来的荒废度
SCORCHED_DEVASTATION_IMPACT 5   焦土政策带来的荒废度
SCORCHED_DURATION 60   焦土政策持续时间(月)
LOOTED_DAYS 730   从劫掠中恢复时间
LOOTED_SCALE 1   劫掠规模
LOOTED_MAX 5   省份单次劫掠最大值
LOOTED_RECOVERY 0.1   劫掠恢复速度
NAVAL_SUPPLY_RANGE 150 海军补给距离
REBEL_TRADITION_GAIN 0.5   与叛军或海盗作战获取的陆军/海军传统修正
NOMAD_LOOT_TRADITION 0.01   从劫掠中获得的陆军传统
NOMAD_PLAINS_SHOCK_BONUS 0.25   游牧平稳地形冲击修正
NOMAD_NON_PLAINS_SHOCK_PENALTY -0.25   游牧非平稳地形冲击修正
SUPPLYLIMIT_BASE_MULTIPLIER 6.0   补给上限基础乘数
WAR_LENGTH_DAMAGE_MODIFIER 0.01   每日伤亡增长(按百分比计算)
MORALE_RECOVERY_SPEED 0.15   士气恢复速度(按百分比计算)
MORALE_RECOVERY_SPEED_OWN_TERRITORY 0.05 在己方控制地区额外士气恢复速度
HOSTILE_TERRITORY_SPEED_MODIFIER 0   进入敌对省份移动速度修正
SHATTERED_RETREAT_SPEED_MODIFIER 0.5   完全溃败撤退时额外移动速度修正(百分比)
DELIBERATE_RETREAT_MORALE_PENALTY 1   主动撤退士气惩罚(作用对象为仍在战斗的部队,数值为此值*士气最大值*撤退部队占比)
LOW_MORALE_THRESHOLD 0.50 低士气阈值,低于此士气的部队的撤退行动为完全溃败
UNIT_TYPE_CHANGE_MAX_MORALE 0.51 更换部队兵种士气
DEFAULT_WARGOAL_TICKINGWARSCORE_BONUS 0.4   进攻方/防守方达成战争目标后,战争分数每月增长默认值
WARGOAL_MAX_BONUS 25 从完成战争目标获得的战争分数最大值
DEFAULT_WARGOAL_WARSCORE_BONUS 5   完成战争目标奖励战争分数默认值
DEFAULT_WARGOAL_BATTLESCORE_BONUS 3   赢得战争战争分数奖励默认值
SUPERIORITY_WARGOAL_WARSCORE_THRESHOLD 10 从战争中获得的战争分数超过此值后,将会达成霸权战争的战争目标
WARSCORE_MAX_FROM_BATTLES 40   从战争中获得的战争分数最大值
WAR_ENTHUSIASM_HIGH_THRESHOLD -20 高厌战度阈值
WAR_ENTHUSIASM_LOW_THRESHOLD 0 低厌战度阈值
EXPLORATION_TRAVEL_TIME 3   探索未知之地行程花费时间乘数
OVERRUN_FACTOR 10   无条件秒杀所需部队倍数
OVERRUN_FACTOR_CANNOT_LEAVE 2   士气清空秒杀所需部队倍数
CANNOT_RETREAT_DAYS 12   最早撤退时间
DAYS_PER_PHASE 3   各阶段时间
DAYS_PER_SIEGE_PHASE 30   围城阶段持续时间
COMBAT_DICE_SIDE 10   战斗骰范围(包含0)
BLOCKADE_FACTOR 3   封锁系数(舰队总速度/封锁系数)*封锁效率/省份发展度
REBEL_RELOCATION_TIME 2.0   叛军再部署时间乘数
REBEL_RELOCATION_DISTANCE_MAX 200   叛军再部署最大距离
LEADER_MAX_PIPS 6   将领单项能力最大点数
LEADER_MIN_PIPS 1   将领总能力最小点数
REBEL_LEADER_POWER 20   叛军将领平均军事传统
REBEL_GARRISON_GROWTH 2   叛军要塞守军增长倍数修正
RIVER_CROSSING_PENALTY -1   跨河惩罚
STRAIT_CROSSING_PENALTY -2   跨越海峡惩罚
SEA_LANDING_PENALTY -2   登陆惩罚
MOTHBALLING_MONTHLY_DECREASE 0.05 封存舰队后舰队耐久度
MOTHBALLING_MINIMUM_STRENGTH 0.25 低于此耐久度不可封存舰队
MIN_RECRUIT_TIME_MODIFIER 0.2 招募时间不可低于原招募时间*此值
PRESTIGE_FROM_LAND 10   陆战威望获取基数
PRESTIGE_FROM_NAVAL 10   海战威望获取基数
CONDOTTIERI_PRESTIGE_BONUS 0.5   谴外雇佣军团额外威望获取修正
PRESTIGE_TO_TRIBAL_ALLEGIANCE_FACTOR 3 部落联盟制国家赢得战争获得的部落团结度等于此值乘以威望
SEA_EXPLORE_SPEED 5 通过定义船只在探索海域滞留的时间,控制探索速度
INF_LOOT 0.1 一支整编步兵每月劫掠的金币
CAV_LOOT 0.3 一支整编骑兵每月劫掠的金币
ART_LOOT 0.05 一支整编炮兵每月劫掠的金币
MAX_REBEL_SUPPRESSION 5.0 通过驻扎军队降低叛乱度最大值
INF_SUPPRESSION 0.25   友方步兵镇压能力
CAV_SUPPRESSION 0.25 友方骑兵镇压能力
ART_SUPPRESSION 0.25   友方炮兵镇压能力
FORT_FLIPPING_TIME 30 邻近堡垒省份自动取回控制权时间
STACKWIPE_MANPOWER_RETURN_FRACTION 0.5 解散部队返还人力倍数
SELECT_BUILD_PROVINCE_WEIGHT_GOLD 50.0
SELECT_BUILD_PROVINCE_WEIGHT_DISTANCE 0.7
SELECT_BUILD_PROVINCE_WEIGHT_TIME 50.0
ADMIRAL_BLOCKADE_BONUS_PER_SIEGE_PIP 0.1 提督每一点围城能力对封锁效率提升
NAVAL_TARGET_SELECT_ITERATIONS 12   海战重新选择目标时间
NAVAL_BASE_ENGAGEMENT_WIDTH 25 每轮次可开火船只数目
HEAVY_SHIP_COMBAT_WIDTH 3 重型船只宽度
LIGHT_SHIP_COMBAT_WIDTH 1 轻型船只宽度
GALLEY_COMBAT_WIDTH 1 桨帆船宽度
TRANSPORT_COMBAT_WIDTH 1 运输船宽度
NAVAL_CASUALTY_MIN_MORALE_DAMAGE 0.2 海军伤亡造成的士气打击倍数
CAPTURED_SHIP_STRENGTH 0.3 捕获船只耐久度
CAPTURED_SHIP_MORALE 0.3 捕获船只士气
NAVAL_MISSION_REGION_MIN_PROVINCES_IN_RANGE 5 海军任务最近范围
LEADER_GAIN_PERSONALITY_BASE_CHANCE 20.0   将领战后获得特性概率(受陆军传统获取修正影响)
SUPPLY_DEPOT_DURATION_MONTHS 60   补给站持续时间
SUPPLY_DEPOT_MIL_COST 20   建造补给站花费
RESERVE_TICK_DAMAGE 0.03 每日基础士气打击
CREATE_JANISSARIES_MIL_COST 10 创建耶尼切部队军事点数花费
JANISSARIES_HEATHEN_DEVELOPMENT_DIVISOR 10 每此发展度的异教省份可用招募一支耶尼切里军团(此条目已经不存在于defines.lua文件中)
JANISSARIES_COOLDOWN_DAYS 1825 创建耶尼切里冷却时间(此条目已经不存在于defines.lua文件中)
COSSACKS_MAXIMUM_RATIO 1.0 哥萨克占陆军上限最大值
REVOLUTIONARY_GUARD_MAXIMUM_RATIO 1.0 革命卫队占陆军上限最大值
RAJPUT_MAXIMUM_RATIO 1.0 拉杰普特军团占陆军上限最大值
MARINE_DISEMBARK_SPEED_BONUS 2.0 海军陆战队登陆速度奖励
BASE_COST_MODIFIER 2.0 革命卫队花费修正
RAJPUT_BASE_COST_MODIFIER 1.5 拉杰普特军团花费修正
COSSACK_BASE_COST_MODIFIER 1.5 哥萨克花费修正
REVOLUTIONARY_GUARD_BASE_COST_MODIFIER 2.0 革命卫队花费修正
SPECIAL_REGIMENT_ESTATE_LOYALTY_COST 0 招募特殊部队花费阶层影响力
NAVAL_DOCTRINE_SAILORS_COST 0.1 切换海军学说水手花费乘数
NAVAL_DOCTRINE_MIN_FORCE_LIMIT 20 海军上限高于此值才能选择海军学说
BANNER_USES_CONSTRUCTION 0 八旗是否免除组建时间(0为免除)
STRELTSY_USES_CONSTRUCTION 1 射击军是否免除组建时间
COSSACKS_USES_CONSTRUCTION 1 哥萨克是否免除组建时间
JANISSARIES_USES_CONSTRUCTION 0 耶尼切里是否免除组建时间
RAJPUT_USES_CONSTRUCTION 1 拉杰普特军团是否免除组建时间
MARINES_USES_CONSTRUCTION 1 海军陆战队是否免除组建时间
REVOLUTIONARY_GUARD_USES_CONSTRUCTION 1 革命卫队是否免除组建时间
LEAGUE_LEADER_CHANGE_SCORE_THRESHOLD 1.5 更换宗教联盟领袖所需分数阈值(此值乘以当前领袖分数)
MAX_DRILL_DECAY 0.9 操练度衰减不能大于此值
AREA_REBEL_SUPPRESSION_MULTIPLIER 5.0 区域镇压叛乱任务乘数,最终镇压能力为所选部队镇压能力加上此值与任务省份数量的商
FLAGSHIP_REQUIRED_NAVY_SIZE_IN_SAILORS 1500 解锁旗舰需要的服役水手数目
FLAGSHIP_COST_DUCATS 100 旗舰花费
FLAGSHIP_COST_SAILORS 300 旗舰水手花费
FLAGSHIP_BUILDTIME 730 旗舰建造花费
FLAGSHIP_MAX_MODIFICATION 3 旗舰修正倍数
FLAGSHIP_MORALE_HIT_ON_DESTRUCTION 1.0 旗舰被摧毁后造成的士气打击
MERCENARY_COMPANY_HIRING_COST_MONTHS 48 雇佣军雇佣花费为此倍数的月维护费
MERCENARY_COMPANY_STARTING_MORALE 0.5 雇佣军初始士气
MERCENARY_COMPANY_MIN_REGIMENTS 4 雇佣军最小规模
MERCENARY_COMPANY_MAX_REGIMENTS 60 雇佣军最大规模
MERCENARY_COMPANY_MANPOWER_PER_REGIMENT 2.0 雇佣军人力为部队数乘以此倍数的一千倍
MERCENARY_COMPANY_MANPOWER_RECOVERY 120 雇佣军人力从零恢复至最大值所需时间
MERCENARY_COMPANY_HIRED_MANPOWER_RECOVERY_MOD 2.0 (雇佣时)雇佣兵人力恢复时间延长倍数
MERCENARY_COMPANY_LOW_MANPOWER_THRESHOLD 0.1 雇佣兵低人力警告阈值
MERCENARY_TRADE_RANGE_MODIFIER 1.0 雇佣兵可招募范围(贸易距离的一半)
MERCENARY_COMPANY_BUILDING_TIME 0.25 雇佣兵组建速度(乘以省份距离)
MERCENARY_COMPANY_LOCAL_VIRTUAL_DISTANCE 40 雇佣兵本地判定(单位:像素)
NAVAL_BASE_DISENGAGEMENT_CHANCE 0.1 士气归零时,舰船基础脱战几率(每日判定,范围0-1)
NAVAL_MORALE_DISENGAGEMENT_CHANCE 0.5 士气损失低于此值前,舰船无法脱战
LEADER_MINIMUM_AGE 16 将领最小年龄
LEADER_MAX_RANDOM_YEARS 25 将领年龄乱数(年)
LEADER_MAX_RANDOM_DAYS 730 将领年龄乱数(日)
LEADER_WORK_YEARS_DEATH_FACTOR 2 将领服役死亡参数,服役时间除以此值
LEADER_AGE_DEATH_FACTOR 3 将领年龄死亡参数,年龄除以此值
MERCENARY_COMPANY_ARMY_TRADITION 50.0 雇佣军将领陆军传统水平

NAI

Define Default Notes
ACCEPTABLE_BALANCE_DEFAULT 1.7 AI wants this advantage to enter battles typically. (There are some exceptions, e.g. offensives.)
ACCEPTABLE_BALANCE_FRIEND_IN_COMBAT 0.75
EDICT_VALUE_THRESHOLD 120 The higher this value, the less the AI will use Edicts
EDICT_VALUE_THRESHOLD_MULTIPLY_DEFICIT 10 Change to above threshold in case of running deficit
EDICT_VALUE_THRESHOLD_MULTIPLY_LOW_INCOME 3 Change to above threshold in case of low income
PRESS_THEM_FURTHER 0 This makes AI that has been promised land require that the enemy is pressed further if they think it is possible. Set to 1 to activate.
CALL_ACCEPTANCE_COALITION_VS_SUBJECT -60 Acceptance penalty when an AI's Tributary (or currently non-existing Subject type with similar mechanic) calls to war against someone who is in a coalition against them.
WANT_TRIBUTARY_LOST_MANDATE 10 How important it is for Celestial Emperor to make tributaries out of neighbors.
MIN_CAV_PERCENTAGE 5 AI will always try to have at least this many % of their army as cav regardless of time in the game.
MAX_CAV_PERCENTAGE 50 For modding actual ratio is dynamically computed but will be no higher than this.
FOG_OF_WAR_FORGET_CHANCE 1 Daily percentage chance of AI forgetting a unit that's hidden in Fog of War.
DIPLOMATIC_ACTION_ABANDON_UNION_BASE_FACTOR 60 AI scoring to abandoning Personal Union (given high enough LD and strength).
DIPLOMATIC_ACTION_ABANDON_UNION_STRENGTH_THRESHOLD 2.5 Threshold in relative strength for AI to give up on Personal Union.
DEVELOP_IN_SUBJECTS_PREFERENCE 0.75 At 1 AI likes developing subjects approximately the same as its own provinces (more or less depending on their Liberty Desire).
POWERBALANCE_DISABLE_VERSUS_AI 0 If set to 1 AI will never pick another AI nation as a powerbalance threat.
POWERBALANCE_DISABLE_VERSUS_PLAYER 0 If set to 1 AI will never (directly) pick a human player nation as a powerbalance threat.
GREAT_POWER_ACTIONS_DISABLE_VERSUS_PLAYER 0 If set to 1 AI will never perform Great Power actions (directly) hurting a human player.
DIPLOMATIC_ACTION_ALLIANCE_POWERBALANCE_FACTOR 50 AI scoring for alliance action is increased by this if a nation blocks a powerbalance threat.
DIPLOMATIC_ACTION_GUARANTEE_POWERBALANCE_FACTOR 80 AI scoring for guarantee action is increased by this if a nation blocks a powerbalance threat.
DIPLOMATIC_ACTION_GIFT_POWERBALANCE_FACTOR_AI 100 AI willingness to send gifts to AI nations fighting power balance threat is modulated by this.
DIPLOMATIC_ACTION_GIFT_POWERBALANCE_FACTOR_PLAYER 75 AI willingness to send gifts to human nations fighting power balance threat is modulated by this.
DIPLOMATIC_ACTION_SUBSIDIES_POWERBALANCE_FACTOR 40 AI scoring to give subsidies to nations blocking/fighting power balance threat.
DIPLOMATIC_ACTION_CRUSADE_POWERBALANCE_FACTOR 40 AI scoring for calling crusade on power balance threat.
DIPLOMATIC_ACTION_EXCOMMUNICATE_POWERBALANCE_FACTOR 40 AI scoring for excommunicating power balance threat.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_ONLY_MILITARY_RULERS 1 If set to 1 AI will only send Condottieri while having a militaristic ruler.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_ONLY_NEIGHBORS 1 If set to 1 AI will only send Condottieri to neighbors regardless of access.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_DISABLE_VERSUS_PLAYER_ENEMIES 0 If set to 1 AI will try avoid sending Condottieri having to fight against human player enemies.
DIPLOMATIC_ACTION_BREAK_ALLIANCE_BASE_FACTOR 1000 AI's will to remove allies of target it is declaring war on will however be divided by relative strength compared to them.
DIPLOMATIC_ACTION_TAKE_ON_DEBT_BASE_FACTOR 0 AI base scoring for Take on Foreign Debt (needs to be ally or block rival/power balance threat to even apply).
DIPLOMATIC_ACTION_TAKE_ON_DEBT_ALLY_FACTOR 30 AI additional scoring for Take on Foreign Debt with nations we are allied to.
DIPLOMATIC_ACTION_TAKE_ON_DEBT_POWERBALANCE_FACTOR 20 AI additional scoring for Take on Foreign Debt for targets that block powerbalance threat.
DIPLOMATIC_ACTION_TAKE_ON_DEBT_ANTI_RIVAL_FACTOR 30 AI additional scoring for Take on Foreign Debt for targets that block at least one rival.
DIPLOMATIC_ACTION_TAKE_ON_DEBT_MONTHLY_INCOME 12 Limit on number of months of income AI wants to spend on a single Take on Foreign Debt action.
DIPLOMATIC_ACTION_INFLUENCE_NATION_BASE_FACTOR 20 AI base scoring for Influence Nation (needs to be ally or block rival/power balance threat to even apply).
DIPLOMATIC_ACTION_INFLUENCE_NATION_ALLY_FACTOR 30 AI additional scoring for Influence Nation with nations we are allied to.
DIPLOMATIC_ACTION_INFLUENCE_NATION_POWERBALANCE_FACTOR 20 AI additional scoring for Influence Nation for targets that block powerbalance threat.
DIPLOMATIC_ACTION_INFLUENCE_NATION_ANTI_RIVAL_FACTOR 30 AI additional scoring for Influence Nation for targets that block at least one rival.
DIPLOMATIC_ACTION_INFLUENCE_NATION_MONTHLY_INCOME 6 Limit on number of months of income AI wants to spend on a single TInfluence Nation action.
DIPLOMATIC_ACTION_INFLUENCE_NATION_MAX_COST_PER_MP 0.4 Max number of ducats (as per initial cost) per monarch point (as per the maximum duration of Influence Nation) AI is willing to pay.
ONLY_INFANTRY_MERCS 1 Set to 0 to let AI hire artillery and cavalry mercenaries.
FORT_MAINTENANCE_CHEAT 0 Set to 0 to disable AI fort maintenance cheating. Warning: Will make AI suck.
AI_USES_HISTORICAL_IDEA_GROUPS 0 If set to 0 AI will use ai_will_do instead of historical ideagroups when picking ideagroups (AI never uses historical ideagroups in custom/random setup).
AI_CONVERT_CULTURES 1 If set to 0 AI will not convert cultures.
VASSAL_FABRICATE_CLAIMS 1 If set to 1 subjects will use fabricate claims on foreign powers.
VASSAL_BUY_ANY_PROVINCE 1 If set to 1 vassals will agree to buying a province from their overlord even if they lack an interest in it.
AI_BUY_PROVINCE_MAX_OE 50 % of OE (including OE from sold province) above which AI who is NOT a subject will not buy non-core provinces (Not used if OE is at 0).
AI_BUY_PROVINCE_SUBJECT_MAX_OE 100 % of OE (including OE from sold province) above which AI who is a subject will not buy non-core provinces (Not used if OE is at 0).
SUBSIDY_YEARS 20 Years AI will give subsidies for.
MIN_INCOME_FOR_SUBSIDIES 20 Minimum monthly income for AI to want to spend some on subsidies.
PS_SHORT_TERM_POOL 100 Max power AI will store in its short-term spending pool.
AGGRESSIVENESS 200 Base chance (out of 10000) of AI being willing to start a war each diplomatic tick (~1.5 times a month).
AGGRESSIVENESS_BONUS_EASY_WAR 300 Added to aggressiveness if the war is against a weak or particularly hated enemy.
MISSION_PICK_CHANCE 33 Monthly chance of AI picking a mission if it lacks one (of 100).
TRADE_INTEREST_THRESHOLD 3 Number of merchants required to be a nation with trade interest.
DEFICIT_SPENDING_MIN_MONTHS 6 AI must have at least this many monthly deficits of savings to be willing to deficit spend.
DEFICIT_SPENDING_MIN_MONTHS_PEACETIME 48 Same as DEFICIT_SPENDING_MIN_MONTHS, but during peacetime, no rebels and no war exhaustion
BIGSHIP_FRACTION 0.4 The proportion of big ships in an AI navy of light ships and big ships (for coastal sea countries this fraction is mostly galleys).
ARTILLERY_FRACTION 0.35 Ratio of artillery to infantry AI will build.
FORCE_COMPOSITION_CHANGE_TECH_LEVEL 11 Tech level at which AI will double its artillery fraction.
TRANSPORT_FRACTION 0.5 Max fraction of naval forcelimit that should be transports.
INCOME_SAVINGS_FRACTION 0.25 AI will reserve this amount of their surplus for long-term savings.
OVER_FORCELIMIT_AVOIDANCE_FACTOR 10 The higher this number is the less willing the AI will be to exceed forcelimits.
DESIRED_SURPLUS 0.1 AI will aim for having at least this fraction of their income as surplus when they don't have large savings.
DESIRED_DEFICIT 0.01 AI will try to spend this fraction of their money above their target for long term savings.
EXTRA_SURPLUS_WHEN_NEEDING_BUILDINGS 0.15 AI will aim for having at least this fraction of their income as additional surplus when they need buildings
MAX_SAVINGS 60 AI will keep a maximum of this * their monthly income in long-term savings.
ADVISOR_BUDGET_FRACTION 0.3 AI will spend a maximum of this fraction of monthly income on advisor maintenance.
CORRUPTION_BUDGET_FRACTION 0.25 AI will spend a maximum of this fraction of monthly income on rooting out corruption.
COLONY_BUDGET_FRACTION 0.4 AI will spend a maximum of this amount of monthly ducats for colonies.
ARMY_BUDGET_FRACTION 0.7 AI will spend a maximum of this fraction of monthly income on army maintenance (based off wartime costs).
NAVY_BUDGET_FRACTION 0.5 AI will spend a maximum of this fraction of monthly income on navy maintenance (based off wartime costs).
FORT_BUDGET_FRACTION 0.4 AI will spend a maximum of this fraction of monthly income on forts.
REGIMENTS_PER_GENERAL 15 AI will want one general for every this number of regiments (will not exceed free leader pool).
MIN_SHIPS_FOR_ADMIRAL 10 The minimum navy size for the AI to bother with an admiral.
REGIMENTS_FOR_CONQUISTADOR 5 The maximum size of army AI will use for an exploring conquistador.
CANCEL_CONSTRUCTION_SIEGE_PROGRESS 0 If chance of fort falling is at least this AI will cancel constructions in the province.
DIPLOMATIC_INTEREST_DISTANCE 150 If border distance is greater than this diplomatic AI will have less interest in the country.
CONQUEST_INTEREST_DISTANCE 100 Beyond this range AI is less interested in conquest of provinces.
FORCE_MARCH_MIN_SIZE 5 AI will not force march units with less regiments than this.
FORCE_MARCH_ALWAYS_SIZE 10000 AI will always try to force march units of at least this size (disabled).
MAX_BUILDING_COST_INCOME_MONTHS 100 AI will not save up for a building that costs more than their monthly income * this if there are cheaper alternatives.
PURSUE_DISTANCE 100 AI will not pursue armies retreating to a province further away than this.
CALL_IN_ALLIES_POWER_RATIO 4.0 AI will only call in allies in an offensive war if their military power ratio to the enemy is less than this.
POWERFUL_ALLY_PENALTY 50 Penalty on alliance for them already having a powerful ally if much stronger.
RIVAL_ALLIANCE_PENALTY 50 Penalty on alliance chance for being allied to rivals.
DEVELOPMENT_CAP_BASE 10 AI will not develop provinces that have more development than this or DEVELOPMENT_CAP_MULT*original development (whichever is bigger).
DEVELOPMENT_CAP_MULT 2
PEACE_BASE_RELUCTANCE 0 AI base stubbornness to refuse peace (always applied).
PEACE_BATTLE_RELUCTANCE 60 Reluctance multiplied by fraction of support limit currently in an ongoing battle in this war (to encourage battle resolution before peacing).
PEACE_EXCESSIVE_DEMANDS_FACTOR 0.005 AI unwillingness to peace based on demanding more stuff than you have warscore.
PEACE_EXCESSIVE_DEMANDS_THRESHOLD 20 If you have less warscore than this excessive demands will be factored in more highly.
PEACE_TIME_MONTHS 60 Months of additional AI stubbornness in a war.
PEACE_TIME_MAX_MONTHS 600 Max months applied to time factor in a war.
PEACE_TIME_EARLY_FACTOR 0.75 During months of stubbornness the effect of time passed is multiplied by this.
PEACE_TIME_LATE_FACTOR 1.0 After months of stubbornness the effect of time passed is multiplied by this (only applied to positive war enthusiasm).
PEACE_STALLED_WAR_TIME_FACTOR 0.34 Applied to number of years war has been stalled to determine how much positive war enthusiasm is reduced.
PEACE_STALLED_WAR_THRESHOLD 3 If the warscore has changed by this amount or less in the last year the war is stalled.
PEACE_WAR_EXHAUSTION_FACTOR 1.0 AI willingness to peace based on war exhaustion.
PEACE_HIGH_WAR_EXHAUSTION_THRESHOLD 10 Threshold for when PEACE_HIGH_WAR_EXHAUSTION_FACTOR is applied.
PEACE_HIGH_WAR_EXHAUSTION_FACTOR 2.0 Additional AI willingness to peace based on war exhaustion above the high threshold.
PEACE_WAR_DIRECTION_FACTOR 0.5 AI willingness to peace based on who's making gains in the war.
PEACE_WAR_DIRECTION_WINNING_MULT 5.0 Multiplies AI emphasis on war direction if it's the one making gains.
PEACE_FORCE_BALANCE_FACTOR 0.2 AI willingness to peace based on strength estimation of both sides.
PEACE_INDEPENDENCE_FACTOR 50 Revolting AI's unwillingness to peace while between -5 and cost of independence wargoal in an independence war.
PEACE_WARGOAL_FACTOR 0 AI unwillingness to peace based on holding the wargoal.
PEACE_CAPITAL_FACTOR 5 AI unwillingness to peace based on holding their own capital.
PEACE_MILITARY_STRENGTH_FACTOR 10 AI unwillingness to peace based on manpower & forcelimits.
PEACE_ALLY_BASE_RELUCTANCE_MULT 2.0 Multiplies PEACE_BASE_RELUCTANCE for allies in a war.
PEACE_ALLY_WARSCORE_MULT 0.5 How much extra war enthusiasm from overall warscore allies in a war get.
PEACE_ALLY_TIME_MULT 1.0 Multiplies PEACE_TIME_FACTOR for allies in a war.
PEACE_ALLY_EXCESSIVE_DEMANDS_MULT 2.0 Multiplies PEACE_EXCESSIVE_DEMANDS_FACTOR for allies in a war.
PEACE_ALLY_WAR_EXHAUSTION_MULT 1.0 Multiplies PEACE_WAR_EXHAUSTION_FACTOR for allies in a war.
PEACE_ALLY_WAR_DIRECTION_MULT 0 Multiplies PEACE_WAR_DIRECTION_FACTOR for allies in a war.
PEACE_ALLY_FORCE_BALANCE_MULT 0 Multiplies PEACE_FORCE_BALANCE_FACTOR for allies in a war.
PEACE_ALLY_WARGOAL_MULT 0 Multiplies PEACE_WARGOAL_FACTOR for allies in a war.
PEACE_ALLY_CAPITAL_MULT 1.0 Multiplies PEACE_CAPITAL_FACTOR for allies in a war.
PEACE_ALLY_MILITARY_STRENGTH_MULT 2.0 Multiplies PEACE_MILITARY_STRENGTH_FACTOR for allies in a war.
PEACE_OTHER_WAR_FORCE_BALANCE_MULT 0.5 Multiplies the force balance of other countries who are involved in a different war with either side.
PEACE_INCONCLUSIVE_THRESHOLD 10 No demands will be accepted by AI if under this warscore.
PEACE_DESPERATION_FACTOR 40 AI willingness to peace based on desperation from occupied homelands.
PEACE_ALLY_DESPERATION_MULT 1.0 Multiplies PEACE_DESPERATION_FACTOR for allies in a war.
PEACE_REBELS_FACTOR 20 AI willingness to peace based on number of revolts in their provinces.
PEACE_COALITION_FACTOR 30 AI unwillingness to peace based on being in a coalition war.
PEACE_ALLY_REBELS_MULT 1.0 Multiplies PEACE_REBELS_FACTOR for allies in a war.
PEACE_DESIRE_AI_PREFS_QUICK_PEACE 100 How much AI wants to peace out when player enabled AI setting "Seek Quick Peace".
PEACE_CALL_FOR_PEACE_FACTOR 3 How much AI wants peace based on having call for peace.
PEACE_TERMS_BASE_SCORE 10 Base AI scoring for any peace demand.
PEACE_RANDOM_FACTOR 0.75 How much randomness is applied to AI weighting (as a fraction of the goal score).
PEACE_TERMS_CB_MULT 2.0 AI desire for a wargoal is multiplied by this for having the right CB.
PEACE_TERMS_STRATEGY_MULT 0.5 AI desire for a wargoal is multiplied by this if it doesn't fit into their general strategy.
PEACE_TERMS_MIN_SCORE 1 AI "does not want" peace treaties that get a lower score than this (modified by AI personality).
PEACE_TERMS_REVOKE_ELECTOR_BASE_MULT 1000.0 Only applied if CB is valid for it.
PEACE_TERMS_INDEPENDENCE_BASE_MULT 1000.0 Only applied if CB is valid for it.
PEACE_TERMS_UNION_BASE_MULT 1000.0 Only applied if CB is valid for it.
PEACE_TERMS_VASSAL_BASE_MULT 500.0 Only applied if the AI has vassalize priority.
PEACE_TERMS_TAKE_MANDATE_BASE_MULT 1000.0
PEACE_TERMS_CHANGE_GOVERNMENT_BASE_MULT 0.75 Only applied if CB is valid for it.
PEACE_TERMS_CHANGE_RELIGION_BASE_MULT 100.0 Only applied if CB is valid for it.
PEACE_TERMS_ANNEX_BASE_MULT 100.0
PEACE_TERMS_PROVINCE_BASE_MULT 1.0
PEACE_TERMS_TRADE_POWER_BASE_MULT 1.0
PEACE_TERMS_HUMILIATE_BASE_MULT 1.0
PEACE_TERMS_REVOKE_CORES_BASE_MULT 1.0
PEACE_TERMS_REVOKE_REFORM_BASE_MULT 1.0
PEACE_TERMS_RETURN_CORES_BASE_MULT 1.0
PEACE_TERMS_RELEASE_VASSALS_BASE_MULT 0.75
PEACE_TERMS_TRANSFER_VASSALS_BASE_MULT 0.75
PEACE_TERMS_RELEASE_ANNEXED_BASE_MULT 0.75
PEACE_TERMS_ANNUL_TREATIES_BASE_MULT 0.75
PEACE_TERMS_GOLD_BASE_MULT 0.1
PEACE_TERMS_GIVE_UP_CLAIM 0.0
PEACE_TERMS_GIVE_UP_CLAIM_PERMANENT 0.75
PEACE_TERMS_CONCEDE_DEFEAT_BASE_MULT 0.1
PEACE_TERMS_DISMANTLE_REVOLUTION_BASE_MULT 1000.0
PEACE_TERMS_CHANGE_HRE_RELIGION_BASE_MULT 1000.0
PEACE_TERMS_HUMILIATE_RIVAL_BASE_MULT 1.0
PEACE_TERMS_ENFORCE_REBEL_DEMANDS_BASE_MULT 1000.0
PEACE_TERMS_TRIBUTARY_BASE_MULT 5.0 Multiplies with strategic interest of making them our Tributary.
PEACE_TERMS_PROVINCE_IMPERIAL_LIBERATION_MULT 0.25 AI Emperor's desire for a province is multiplied by this if this is an Imperial Liberation CB war.
PEACE_TERMS_PROVINCE_NO_CB_MULT 0.5 AI desire for a province is multiplied by this if it doesn't have a valid cb for it (only used when annexing not applied to cores).
PEACE_TERMS_PROVINCE_CORE_MULT 3.0 AI desire for a province is multiplied by this if it has a core on it.
PEACE_TERMS_PROVINCE_WARGOAL_MULT 2.0 AI desire for a province is multiplied by this if it is the wargoal.
PEACE_TERMS_PROVINCE_CLAIM_MULT 2.0 AI desire for a province is multiplied by this if it has a claim on it.
PEACE_TERMS_PROVINCE_NOT_CULTURE_MULT 0.75 AI desire for a province is multiplied by this if it is not the same culture.
PEACE_TERMS_PROVINCE_VASSAL_MULT 0.75 AI desire for a province is multiplied by this if it would go to their vassal instead of themselves.
PEACE_TERMS_PROVINCE_REAL_ADJACENT_MULT 0.5 AI desire for a province is increased by this multiplier for each owned adjacent province.
PEACE_TERMS_PROVINCE_NOT_ADJACENT_MULT 0.5 AI desire for a province is multiplied by this if it is not adjacent at all (including vassals and other provinces being taken in peace).
PEACE_TERMS_PROVINCE_NO_INTEREST_MULT 0 AI desire for a province is multiplied by this if it is not on their conquest list.
PEACE_TERMS_PROVINCE_OVEREXTENSION_MIN_MULT 0.75 AI desire for a province is multiplied by this if it has 99% overextension (not applied to cores).
PEACE_TERMS_PROVINCE_OVEREXTENSION_MAX_MULT 1.5 AI desire for a province is multiplied by this if it has 0% overextension (not applied to cores).
PEACE_TERMS_PROVINCE_ISOLATED_CAPITAL_MULT 0.9 AI desire for a province if it is capital (costs a bit more to take).
PEACE_TERMS_PROVINCE_ALLY_MULT 0.5 AI desire for giving (non-core) provinces to its allies.
PEACE_TERMS_PROVINCE_IMPORTANT_ALLY_MULT 2 AI desire for giving provinces to allies that it has promised land.
PEACE_TERMS_TRADE_POWER_VALUE_MULT 0.1 AI desire for transfering trade power is multiplied by this for each 0.1 trade value in shared nodes.
PEACE_TERMS_TRADE_POWER_VALUE_MAX 2.0 Max AI desire for transfering trade power from shared node value.
PEACE_TERMS_TRADE_POWER_NO_TRADE_INTEREST_MULT 0 AI desire for transfering trade power is multiplied by this if they are not a merchant republic.
PEACE_TERMS_HUMILIATE_VALUE_MULT 1 AI desire for humiliating is multiplied by this for each 1 prestige the enemy has.
PEACE_TERMS_HUMILIATE_VALUE_MAX 2.0 Max AI desire for humiliating its enemy.
PEACE_TERMS_REVOKE_CORE_VASSAL_MULT 0.75 AI desire for revoking cores is multiplied by this if the cores are on their vassal instead of themselves.
PEACE_TERMS_REVOKE_CORE_FEAR_MULT 2.0 AI desire for revoking cores is multiplied by this if they are afraid of the other country.
PEACE_TERMS_RETURN_CORES_VASSAL_MULT 2.0 AI desire for returning core provinces is multiplied by this for their vassals.
PEACE_TERMS_RETURN_CORES_NOT_FRIEND_MULT 0.75 AI desire for returning core provinces is multiplied by this if they are not friends of the country core is being returned to.
PEACE_TERMS_RETURN_CORES_IMPERIAL_LIBERATION_MULT 2.0 AI desire for returning core province is multiplied by this if it's a target of Imperial Liberation CB war.
PEACE_TERMS_ANNUL_TREATIES_NO_INTEREST_MULT 0 AI desire for annulling a treaty is multiplied by this if they have no strategic interests in doing so.
PEACE_TERMS_PROVINCE_HRE_UNJUSTIFIED_MULT 0 AI desire for a province is multiplied by this for HRE provinces if they are a member of the empire and don't have a CB claim or core to it.
PEACE_TERMS_MIN_MONTHS_OF_GOLD 5 If they don't have at least this much warscore worth of gold prefer concede defeat.
PEACE_TERMS_PROVINCE_STRATEGY_THRESHOLD 1 If province has at least this strategic priority AI values it higher in peace deals.
PEACE_TERMS_RETURN_PROVINCE_STRATEGY_MULT 0.5 If we have strategic priority on a province AI desire to release it to another nation is multiplied by this amount.
PEACE_TERMS_EMPEROR_RELEASE_PRINCE 50.0 This is added not multiplied.
PEACE_TERMS_RELEASE_VASSAL_SIZE_MULT 0.1 AI desire mult for releasing vassal increased by this for each province they hold.
PEACE_TERMS_RELEASE_VASSAL_MAX_MULT 1.3 Max AI desire mult for releasing vassals.
PEACE_TERMS_RELEASE_VASSAL_HRE_MULT 2.0 AI desire for releasing a vassal is multiplied by this if both are HRE members.
PEACE_TERMS_RELEASE_VASSAL_ELECTOR_MULT 10.0 AI desire for releasing an elector is multiplied by this for Emperor.
PEACE_TERMS_RELEASE_VASSAL_SAME_CULTURE_MULT 0.65 AI desire for releasing a country is multiplied by this if they are the same culture group as releaser.
PEACE_TERMS_RELEASE_VASSAL_SAME_CULTURE_GROUP_MULT 0.75 AI desire for releasing a country is multiplied by this if they are the same culture group (but not same culture) as releaser.
PEACE_TERMS_TRANSFER_VASSAL_SIZE_MULT 0.1 AI desire mult for releasing vassal increased by this for each province they hold.
PEACE_TERMS_TRANSFER_VASSAL_MAX_MULT 1.3 Max AI desire mult for releasing vassals.
PEACE_TERMS_TRANSFER_VASSAL_HRE_MULT 2.0 AI desire for releasing a vassal is multiplied by this if both are HRE members.
PEACE_TERMS_TRANSFER_VASSAL_ELECTOR_MULT 10.0 AI desire for releasing an elector is multiplied by this for Emperor.
PEACE_TERMS_TRANSFER_VASSAL_SAME_CULTURE_MULT 0.65 AI desire for releasing a country is multiplied by this if they are the same culture group as releaser.
PEACE_TERMS_TRANSFER_VASSAL_SAME_CULTURE_GROUP_MULT 0.75 AI desire for releasing a country is multiplied by this if they are the same culture group (but not same culture) as releaser.
PEACE_TERMS_RELEASE_ANNEXED_SIZE_MULT 0.01 AI desire mult for releasing countries is increased by this for each development they hold.
PEACE_TERMS_RELEASE_ANNEXED_MAX_MULT 1.3 Max AI desire mult for releasing countries.
PEACE_TERMS_RELEASE_ANNEXED_KARMA_LOW_MULT 1.5 AI desire mult when below karma bonus.
PEACE_TERMS_RELEASE_ANNEXED_KARMA_VERY_LOW_MULT 2.0 AI desire mult when karma low enough for penalty.
PEACE_TERMS_RELEASE_ANNEXED_HRE_MULT 2.0 AI desire for releasing a country is multiplied by this if both are HRE members.
PEACE_TERMS_RELEASE_ANNEXED_SAME_CULTURE_MULT 0.65 AI desire for releasing a country is multiplied by this if they are the same culture group as releaser.
PEACE_TERMS_RELEASE_ANNEXED_SAME_CULTURE_GROUP_MULT 0.75 AI desire for releasing a country is multiplied by this if they are the same culture group (but not same culture) as releaser.
PEACE_TERMS_MIL_ACCESS_BASE_MULT 0 AI desire for mil access through peace.
PEACE_TERMS_FLEET_BASING_BASE_MULT 0 AI desire for fleet basing rights through peace.
PEACE_TERMS_WAR_REPARATIONS_BASE_MULT 0.1 AI desire for war reparations through peace.
PEACE_TERMS_WAR_REPARATIONS_MIN_INCOME_RATIO 0.5 AI only wants war reparations if other country has at least this % of their income.
DIPLOMATIC_ACTION_RANDOM_FACTOR 1.0 How much of the AI diplomatic action scoring is randomly determined (1.0 = half random 2.0 = 2/3rd random etc).
DIPLOMATIC_ACTION_PROPOSE_SCORE 50 AI must score a diplomatic action at least this highly to propose it themselves.
DIPLOMATIC_ACTION_BREAK_SCORE 30 AI must score a diplomatic action less than this to break it off.
DIPLOMATIC_ACTION_PERSONALITY_MULT 1.5 How much more the AI values a diplomatic action if it suits their personality (improve relations for diplomat etc).
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_BASE_MULT 33 AI scoring for offer condottieri base scale.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_MONTHLY_PARTICIPATION_RATE -0.1 Base monthly decay in participation. Related to multipliers for war participation (but doesn't depend on number of regiments so raw multiplier matters).
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_PARTICIPATION_BREAK -1.8 At this level of (lack of) participation from the player the AI will break the condottieri agreement and tell all their friends.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_PARTICIPATION_WARN -1.2 At this level of (lack of) participation from the player a warning alert will be displayed about impendent AI discontent.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_HIRING_MALUS_YEARS 15 Once AI has told all their friends about how mean a player is they will refuse to hire condottieri for cash this long.
DIPLOMATIC_ACTION_OFFER_CONDOTTIERI_PARTICIPATION_FROM_CASUALTIES 0.5 Scaler for casulties caused by condottieri.
DIPLOMATIC_ACTION_ALLIANCE_ACCEPTANCE_MULT 3.0 AI scoring for alliance based on willingness to accept it if offered to them.
DIPLOMATIC_ACTION_KNOWLEDGE_SHARING_ACCEPTANCE_MULT 3.0 AI scoring for knowledge sharing based on willingness to accept it if offered to them
DIPLOMATIC_ACTION_SHAREMAP_REGION_SELF_VALUE_MULT 1.5 AI scoring for sharing maps based on "interests in region" for map sharing.
DIPLOMATIC_ACTION_SHAREMAP_PRESTIGE_FACTOR 0.5 AI scoring for sharing maps factor for current prestige.
DIPLOMATIC_ACTION_FEDERATION_ACCEPTANCE_MULT 3.0 AI scoring for alliance based on willingness to accept it if offered to them.
DIPLOMATIC_ACTION_ROYAL_MARRIAGE_ACCEPTANCE_MULT 2.0 AI scoring for royal marriage based on their willingness to accept it if offered to them.
DIPLOMATIC_ACTION_ROYAL_MARRIAGE_NO_POWER_COST_RELATION_MULT 0.25 AI scoring for royal marriage is multiplied by this if they currently lack a relation with a power cost.
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_BEFRIEND_FACTOR 50 AI scoring for improve relations is increased by this if they have an attitude with 'befriend' desire.
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_ALLY_FACTOR 50 AI scoring for improve relations is increased by this if they have an attitude with 'ally' desire.
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_JOIN_HRE_FACTOR 500 AI scoring for improve relations with the emperor is increased by this if they want to join the HRE.
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_VASSALIZE_FACTOR 150 AI scoring for improve relations is increased by this if they have an attitude with 'vassalize' desire (also applied to royal marriage desire).
DIPLOMATIC_ACTION_IMPROVE_RELATIONS_SUPPORTING_HEIR_FACTOR 50 AI scoring for improve relations is increased by this if they are also supporting a heir in the country.
DIPLOMATIC_ACTION_GRANT_ELECTORATE_PROVINCE_PENALTY_THRESHOLD 4 AI scoring for grant electorate is reduced if target has at least this many provinces.
DIPLOMATIC_ACTION_GRANT_ELECTORATE_PROVINCE_PENALTY_MULT 0.5 AI scoring for grant electorate is multiplied by this for each province above threshold.
DIPLOMATIC_ACTION_EMBARGO_TRADE_INTEREST_FACTOR 25 AI scoring for embargo is increased by this if they have trade interest.
DIPLOMATIC_ACTION_EMBARGO_WAR_FACTOR 50 AI scoring for embargo is increased by this if they are at war.
DIPLOMATIC_ACTION_EMBARGO_TRADE_POWER_THRESHOLD 1 AI will not embargo unless value of shared nodes is at least this high.
DIPLOMATIC_ACTION_EMBARGO_TRADE_POWER_FACTOR 25.0 AI scoring for embargo is increased by this for each 1.0 value in shared nodes.
DIPLOMATIC_ACTION_EMBARGO_COALITION_TARGET_MULT 2.0 AI scoring for embargo is multiplied by this against coalition target.
DIPLOMATIC_ACTION_MILITARY_ACCESS_PEACE_MULT 0.5 AI scoring for military access is multiplied by this if at peace.
DIPLOMATIC_ACTION_MILITARY_ACCESS_EXISTING_RELATION_MULT 2.0 AI scoring for military access is multiplied by this if it has an existing power cost relation.
DIPLOMATIC_ACTION_MILITARY_ACCESS_ENEMY_REGIMENTS_FACTOR 20.0 AI scoring for military access is increased by this for each enemy regiment they are sheltering.
DIPLOMATIC_ACTION_VASSALIZE_DEVELOPMENT_FACTOR 20 AI scoring for vassalize is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_ANNEX_DEVELOPMENT_FACTOR 50 AI scoring for demand annexation is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_INTEGRATE_DEVELOPMENT_FACTOR 50 AI scoring for integrate is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_EXCOMMUNICATE_ANTAGONIZE_FACTOR 20 AI scoring for excommunicate is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_EXCOMMUNICATE_ANNEX_FACTOR 20 AI scoring for excommunicate is increased by this if they have an attitude with 'annex' desire.
DIPLOMATIC_ACTION_EXCOMMUNICATE_NEIGHBOUR_FACTOR 25 AI scoring for excommunicate is increased by this if they are neighbors.
DIPLOMATIC_ACTION_EXCOMMUNICATE_RIVAL_FACTOR 35 AI scoring for excommunicate is increased by this if they are rivals.
DIPLOMATIC_ACTION_CRUSADE_DEVELOPMENT_FACTOR 1 AI scoring for crusade is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_CRUSADE_ANTAGONIZE_FACTOR 25 AI scoring for crusade is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_CRUSADE_ANNEX_FACTOR 50 AI scoring for crusade is increased by this if they have an attitude with 'annex' desire.
DIPLOMATIC_ACTION_CRUSADE_NEIGHBOUR_FACTOR 25 AI scoring for crusade is increased by this if they are neighbors.
DIPLOMATIC_ACTION_CRUSADE_RIVAL_FACTOR 10 AI scoring for crusade is increased by this if they are rivals.
DIPLOMATIC_ACTION_CLAIM_THRONE_MAX_DEVELOPMENT_DIFFERENCE 2.0 AI will not claim throne if target has more than their development * this value.
DIPLOMATIC_ACTION_CLAIM_THRONE_MIN_PRESTIGE_DIFFERENCE 20 AI will not claim throne if they don't have at least this much more prestige.
DIPLOMATIC_ACTION_CLAIM_THRONE_MAX_DISTANCE 100 AI will not claim throne if border distance is higher than this.
DIPLOMATIC_ACTION_CLAIM_THRONE_VASSALIZE_FACTOR 100 AI scoring for claim throne is increased by this if they have an attitude with 'vassalize' desire.
DIPLOMATIC_ACTION_CLAIM_THRONE_DEVELOPMENT_FACTOR 1 AI scoring for claim throne is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_CLAIM_THRONE_DEVELOPMENT_MAX 100 Max amount of AI scoring for claim throne from province development.
DIPLOMATIC_ACTION_CLAIM_THRONE_OUR_CLAIMS_FACTOR -50 AI scoring for claim throne is changed by this for each other throne they are claiming.
DIPLOMATIC_ACTION_CLAIM_THRONE_OTHER_CLAIMS_FACTOR -25 AI scoring for claim throne is changed by this for each other country claiming the target's throne.
DIPLOMATIC_ACTION_GUARANTEE_PROTECT_FACTOR 50 AI scoring for guarantee is changed by this if they have an attitude with the 'protect' desire.
DIPLOMATIC_ACTION_WARNING_MAX_DISTANCE 50 AI will not warn if border distance is higher than this.
DIPLOMATIC_ACTION_WARNING_WARN_FACTOR 50 AI scoring for warning is changed by this if they have an attitude with the 'warn' desire (multiplied by number of common neighbors).
DIPLOMATIC_ACTION_INSULT_RELATIONS_THRESHOLD 90 AI will only insult if relations are above this amount.
DIPLOMATIC_ACTION_INSULT_ANTAGONIZE_FACTOR 50 AI scoring for insults is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_INSULT_ANNEX_FACTOR 50 AI scoring for insults is increased by this if they have an attitude with 'annex' desire .
DIPLOMATIC_ACTION_INSULT_RIVAL_FACTOR 10 AI scoring for insults is increased by this if they are rivals.
DIPLOMATIC_ACTION_INSULT_PREPARING_WAR_FACTOR 200 AI scoring for insults is increased by this if it is preparing for war with them.
DIPLOMATIC_ACTION_FABRICATE_CLAIM_BASE_FACTOR 25 AI scoring for fabricating claims is always increased by this as long as the province is a conquest priority.
DIPLOMATIC_ACTION_FABRICATE_CLAIM_STRATEGY_FACTOR 0.5 AI scoring for fabricating claims based on strategic conquest priorities.
DIPLOMATIC_ACTION_FABRICATE_CLAIM_OTHER_CB_FACTOR 0.0 AI scoring for fabricating claims if they already have another CB usable on the province.
DIPLOMATIC_ACTION_FABRICATE_CLAIM_NOT_ADJACENT_FACTOR 0.5 AI scoring for fabricating claims if the province is not adjacent.
DIPLOMATIC_ACTION_FABRICATE_CLAIM_HRE_FACTOR 0.75 AI scoring for fabricating claims if both parts are HRE.
DIPLOMATIC_ACTION_FABRICATE_CLAIM_HRE_EMPEROR_FACTOR 0.5 AI scoring for fabricating claims if province is HRE and they are emperor (does not stack with the above penalty).
DIPLOMATIC_ACTION_SOW_DISCONTENT_ANTAGONIZE_FACTOR 25 AI scoring for sowing discontent is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_SOW_DISCONTENT_RIVAL_FACTOR 25 AI scoring for sowing discontent is increased by this if they are rivals.
DIPLOMATIC_ACTION_AGITATE_FOR_LIBERTY_ANTAGONIZE_FACTOR 25 AI scoring for agitating for liberty is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_AGITATE_FOR_LIBERTY_RIVAL_FACTOR 25 AI scoring for agitating for liberty is increased by this if they are rivals.
DIPLOMATIC_ACTION_AGITATE_FOR_LIBERTY_DEVELOPMENT_FACTOR 0.25 AI scoring for agitate for liberty multiplied by development of subject agitated.
DIPLOMATIC_ACTION_AGITATE_FOR_LIBERTY_LD_FACTOR 2 AI scoring for agitate for liberty multiplied by liberty desire percentage of subject agitated.
DIPLOMATIC_ACTION_SABOTAGE_REPUTATION_ANTAGONIZE_FACTOR 25 AI scoring for sabotage reputation is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_SABOTAGE_REPUTATION_RIVAL_FACTOR 25 AI scoring for sabotage reputation is increased by this if they are rivals.
DIPLOMATIC_ACTION_STEAL_MAPS_ANTAGONIZE_FACTOR 25 AI scoring for map stealing is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_STEAL_MAPS_REGION_RIVAL_VALUE_MULT 0.25 AI scoring multiplier for map stealing is increased by this for region's value to rivals.
DIPLOMATIC_ACTION_STEAL_MAPS_REGION_SELF_VALUE_MULT 0.5 AI scoring multiplier for map stealing is increased by this for region's value to self.
DIPLOMATIC_ACTION_SLANDER_MERCHANTS_ANTAGONIZE_FACTOR 25 AI scoring for slander merchants is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_SLANDER_MERCHANTS_RIVAL_FACTOR 25 AI scoring for slander merchants is increased by this if they are rivals.
DIPLOMATIC_ACTION_SABOTAGE_RECRUITMENT_ANTAGONIZE_FACTOR 50 AI scoring for sabotage recruitment is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_SABOTAGE_RECRUITMENT_RIVAL_FACTOR 50 AI scoring for sabotage recruitment is increased by this if they are rivals.
DIPLOMATIC_ACTION_CORRUPT_OFFICIALS_ANTAGONIZE_FACTOR 25 AI scoring for slander merchants is increased by this if they have an attitude with 'antagonize' desire.
DIPLOMATIC_ACTION_CORRUPT_OFFICIALS_RIVAL_FACTOR 25 AI scoring for corrupt officials is increased by this if they are rivals.
DIPLOMATIC_ACTION_COALITION_DISTANCE_FACTOR 100 AI scoring for joining/forming coalition based on distance.
DIPLOMATIC_ACTION_COALITION_THREAT_FACTOR 0.5 AI scoring for joining/forming coalition based on threat score.
DIPLOMATIC_ACTION_COALITION_RELATIONS_FACTOR 0.5 AI scoring for joining/forming coalition based on negative relations.
DIPLOMATIC_ACTION_COALITION_SIZE_FACTOR 1 AI scoring for joining/forming coalition based on number of cities.
DIPLOMATIC_ACTION_COALITION_SIZE_FACTOR_MAX 50 Size factor will not go above this regardless of number of cities.
DIPLOMATIC_ACTION_ENFORCE_PEACE_FORCE_BALANCE_MULT 1 AI scoring for enforce peace is multiplied by this.
DIPLOMATIC_ACTION_SUBSIDIES_WAR_WITH_RIVAL_FACTOR 30 AI scoring for giving subsidies to a country that is at war with its rival.
DIPLOMATIC_ACTION_SUBSIDIES_RELATIVE_INCOME_FACTOR 30 AI scoring for giving subsidies to a country based on its relative income to the AI nation (lower income = higher scoring).
DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_FACTOR 0.3 AI scoring for giving subsidies to a country based on opinion of the other country.
DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_MAX 100 Relations above this will not be considered for DIPLOMATIC_ACTION_SUBSIDIES_RELATIONS_FACTOR.
DIPLOMATIC_ACTION_SUBSIDIES_MAX_OCCUPIED 0.5 Max fraction of a country that can be occupied/besieged for AI to consider it worth giving subsidies.
DIPLOMATIC_ACTION_SUBSIDIES_MAX_RELATIVE_INCOME 0.33 Max relative monthly income that a country can have for the AI to consider it in need of subsidies.
DIPLOMATIC_ACTION_SUBSIDIES_PREVIOUS_SUBSIDIES_FACTOR -100 AI scoring for giving subsidies based on previous subsidies nation is receiving relative to income.
DIPLOMATIC_ACTION_SUBSIDIES_INDEBTED_FACTOR 20 AI scoring for giving subsidies to an ally in heavy debt.
DIPLOMATIC_ACTION_SUBSIDIES_MIN_VALUE 0.5 Minimum amount of subsidies that AI considers worthwhile.
DIPLOMATIC_ACTION_TRADE_POWER_ACCEPTANCE_MULT 3.0 AI scoring for transfer trade power based on willingness to accept it if offered to them.
DIPLOMATIC_ACTION_STEER_TRADE_ACCEPTANCE_MULT 3.0 AI scoring to retain trade steering based on willingness to accept it if offered to them
DIPLOMATIC_ACTION_TRADE_POWER_TRADE_INTEREST_FACTOR 25 AI scoring for transfer trade power is increased by this if they have trade interest.
DIPLOMATIC_ACTION_TRADE_POWER_THRESHOLD 1.0 AI will not ask to transfer trade power unless value of shared nodes is at least this high.
DIPLOMATIC_ACTION_TRADE_POWER_FACTOR 25.0 AI scoring for transfer trade power is increased by this for each 1.0 value in shared nodes.
DIPLOMATIC_ACTION_TRADE_POWER_ALLIANCE_FACTOR 0.25 AI threshold for transfer trade power will be multiplied by this if the two countries have an alliance.
DIPLOMATIC_ACTION_SUPPORT_HEIR_DEVELOPMENT_FACTOR 2 AI scoring for support heir is increased by this for each development in target's provinces.
DIPLOMATIC_ACTION_SUPPORT_HEIR_ALLIANCE_FACTOR 2 AI scoring for support heir is multiplied by this if the two countries have an alliance.
DIPLOMATIC_ACTION_BUILD_SPY_NETWORK_RIVAL_FACTOR 50 AI scoring to build spy network in neighboring rivals or overlord if disloyal subject.
AI_WANT_ACCEPT_CULTURES 100 How much the AI values having much development in accepted cultures.
DIPLOMATIC_ACTION_INFILTRATE_BASE_FACTOR 25 AI infiltrate administration base scoring.
DIPLOMATIC_ACTION_INFILTRATE_POWER_FACTOR 5 AI base scoring for infiltrate administration is multiplied by at most this proportion of relative military strength.
DIPLOMATIC_ACTION_INFILTRATE_RIVAL_FACTOR 25 AI scoring for infiltrate administration is increased by this if they are rivals.
DIPLOMATIC_ACTION_COUNTER_ESPIONAGE_SPY_PROPENSITY_FACTOR 0.4 AI scoring for counter espionage depending on how many spy network points they spent in recent years.
DIPLOMATIC_ACTION_COUNTER_ESPIONAGE_ENEMY_FACTOR 25 AI scoring for counter espionage against an active enemy (someone we're at war with antagonize or otherwise rival).
DIPLOMATIC_ACTION_TRIBUTARY_ACCEPTANCE_PER_DEVELOPMENT -0.5 AI scoring for accepting becoming a tributary state per raw development.
DIPLOMATIC_ACTION_TRIBUTARY_EMPIRE_FACTOR 10 AI scoring for establishing Tributary States is increased by this if actor is Celestial Emperor or has horde government with rank Empire.
ALLIANCE_DESIRE_TOO_MANY_RELATIONS -20 AI desire/acceptance for alliance when it has or will get too many relations. Multiplies with number of relations above limit.
SUPPORT_INDEPENDENCE_DESIRE_TOO_MANY_RELATIONS -20 AI desire/acceptance for supporting independence when it has or will get too many relations. Multiplies with number of relations above limit.
MARRIAGE_DESIRE_TOO_MANY_RELATIONS -50 AI desire/acceptance for royal marriage when it has or will get too many relations. Multiplies with number of relations above limit.
GUARANTEE_DESIRE_TOO_MANY_RELATIONS -50 AI desire for guaranteeing when it has or will get too many relations. Multiplies with number of relations above limit.
INVADING_BRAVERY 1.0 If (defender strength) / (invader strength) >
INVADING_MAX_AWAY_RATIO 0.45 AI will never send more than this ratio to invade (Measured in strength)
HOME_FLEET_MAX_RATIO 0.85 Maximum proportion of warships in home fleet.
TRADE_POLICY_PROPAGATE_RELIGION_SCORE 50.0 Score for propagate religion trade policy (if selectable).
TRADE_POLICY_PREPARING_FOR_WAR_PER_PROVINCE_SCORE 6.0 Score per enemy province while preparing war for attack bonus trade policy (if selectable).
TRADE_POLICY_AT_WAR_PER_PROVINCE_SCORE 5.5 Score per enemy province while preparing war for attack bonus trade policy (if selectable).
TRADE_POLICY_MAXIMIZE_PROFITS_SCORE 9.0 Score for maximize profit trade policy.
TRADE_POLICY_IMPROVE_RELATIONS_PER_COUNTRY_SCORE 5.0 Score per country with merchant for improve relations policy.
TRADE_POLICY_SPY_OFFENCE_PER_COUNTRY_SCORE 5.0 Score per country with merchant for spy offence policy.
DRILL_BONUS_WAR_READINESS 0.08 Bonus for war readiness of drilled units.
MONTHS_STOP_DRILLING_BEFORE_WAR 3 Month before a prepared war to stop drilling.
DRILLING_BUDGET_OF_SURPLUS 0.75 Max amount of surplus to be used for drilling.
DRILLING_DEBT_SURPLUS_RATIO_THRESHOLD 0.025 AI will only consider drilling if Surplus / Debt ratio is above.
DRILLING_ACCEPTABLE_THREAT_REDUCTION 100 Acceptable threat reduction for drilling.
DANGEROUS_ESTATE_INFLUENCE_BUFFER 5.0 AI will assign estates up to ESTATE_DANGER_THRESHOLD minus this (See ai_territory_modifier).
ADVISOR_MIN_SKILL_RELUCTANT_FIRE 3 AI will be reluctant to fire advisors with skill above this (due to prior investment).
ADVISOR_PROMOTION_AGE_CUTOFF 40 AI will not promote advisors above this age.
MIN_FORCE_LIMIT_SHARE_REGION_ASSIGN 0.10 AI will only assign armies larger that this to a region
MAX_ARMIES_NEW_REGION_ASSIGN_ALGORITHM 12 Max. amount of armies to use in new region assignment algorithm (fall back to old one)
MAX_TASKS_NEW_REGION_ASSIGN_ALGORITHM 100 Max. amount of tasks to use in new region assignment algorithm (fall back to old one)
ELECTORAL_REFORMATION_CONVERT_TRESHOLD 0.1 How much of an electors development needs to be a reformed religion for it to try and reform
TRADE_COMPANY_INVESTMENT_COST_THRESHOLD 1.0 How many times the cost of the investment must be in the treasury to consider buying it
ASSIMILATION_INTEREST_AMOUNT_FACTOR 10 Influence on assimilation interest from number of provinces left to conquer
INVASION_ARMY_LOOKUP_INTERVAL_ON_FAILURE 15 If AI fails to find an army for an invasion it will try again in this number of days
CHARTER_COMPANY_BASE_RELUCTANCE -3 Base reluctance to giving away provinces in charter company diplo action
CHARTER_COMPANY_DEVELOPMENT_RELUCTANCE 3 How much development needed to add one reluctance
WAR_WARSCORE_TO_JOIN -100 Minimum warscore for the AI to join a call for arms
WAR_MIN_WARSCORE_TO_JOIN -25 Starting warscore for the AI to join a call for arms
ARMY_DISTANCE_SCORE_IMPACT 0.5 Army <-> province distance impact on province evaluation
BORDER_DISTANCE_SCORE_IMPACT 3.0 Border <-> province distance impact on province evaluation
IMPORANT_PROVINCE_THRESHOLD 0.05 AI will try to defend provinces under threat worth more than this percentage of total development
REGION_PLANNING_HOMELAND_PRIORIZATION 3.5 Homeland priorization when assigning armies to regions (only applied when actually threatened)
MISSIONARY_MAINTENANCE_SHARE 0.2 The most an AI will spend of its income on a missionary

NGraphics

Define Default Notes
COPTIC_FADE_R 0.55
COPTIC_FADE_G 0.4
COPTIC_FADE_B 0.4
SHIELD_GLOW_RANGE 0.28 Set to 0 to disable Great Power shield glow set to 1 for epileptic seizure.
MIN_PROVINCES_FOR_NAME_ON_MAP 2
MIN_PROVINCES_FOR_REGION 4
RIVER_MEMORY_BUFFER 250000 Increase this if you want to add more rivers to the game.
PORT_SHIP_OFFSET 2.0
SHIP_IN_PORT_SCALE 0.25
CITY_SPRAWL_SHRINK_DISTANCE 150.0 Start shrinking at this distance.
CITY_SPRAWL_DRAW_DISTANCE 200.0 Remove at this distance.
CITY_SPRAWL_AMOUNT 3.0 Size of cities higher gives larger cities.
CITY_SPRAWL_NUDGE_TAX_VALUE 50 Debug flag.
CITY_SPRAWL_NUDGE_FORT_LEVEL 4 0: no fort; 1-4: fort_15th-fort_18th.
PROVINCE_NAME_DRAW_DISTANCE 500.0 Remove province names beyond this distance.
DIRECTION_POINTER_DRAW_DISTANCE 2700.0 Direction pointer arrow will not be drawn beyond this distance.
DIRECTION_POINTER_INTERPOLATION_SPEED 0.275 How fast the arrow is interpolating.
DIRECTION_POINTER_SCREEN_AREA_MAX 0.935 The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99
DIRECTION_POINTER_SCREEN_AREA_MIN 0.910 The moment when the arrow starts getting closer to the target before it snaps.
DIRECTION_POINTER_SIZE_MIN 0.9 Size of the arrow interpolated depends on camera distance.
DIRECTION_POINTER_SIZE_MAX 10.0
DIRECTION_POINTER_GROUND_OFFSET 5.0 Offset Y above the ground for arrow to point at.
LIGHT_DIRECTION_X -1.0
LIGHT_DIRECTION_Y -1.0
LIGHT_DIRECTION_Z 0.5
LIGHT_SHADOW_DIRECTION_X -5.0
LIGHT_SHADOW_DIRECTION_Y -8.0
LIGHT_SHADOW_DIRECTION_Z 5.0
MILD_WINTER_VALUE 90
NORMAL_WINTER_VALUE 145
SEVERE_WINTER_VALUE 255
BORDER_WIDTH 1.5
TRADE_GOODS_ROTATE_SPEED 0.2 Higher values gives a faster speed.
TRADE_GOODS_SPEED 0.02 Higher values gives a faster speed.
LAND_UNIT_MOVEMENT_SPEED 12
NAVAL_UNIT_MOVEMENT_SPEED 12
ARROW_MOVEMENT_SPEED 2
DRAW_DETAILED_CUTOFF 400
DRAW_BORDERS_CUTOFF 1600 Do not draw borders if the camera is above this height (currently unused in standard builds).
DRAW_MAP_NAMES_CUTOFF 1600 Do not draw map names if the camera is above this height (currently unused in standard builds).
DRAW_TRADEROUTES_CUTOFF 400
DRAW_TRADEROUTES_CUTOFF_TRADE_MAPMODE 3000
UNIT_TURN_SPEED 3
WATER_MAP_MODE_COLOR_R 0.27
WATER_MAP_MODE_COLOR_G 0.42
WATER_MAP_MODE_COLOR_B 0.64
CAPITAL_INDICATOR_HEIGHT 5.8
CAPITAL_INDICATOR_HEIGHT_SCALE 140.0
BORDER_COLOR_SELECTION_R 1.0
BORDER_COLOR_SELECTION_G 0.8
BORDER_COLOR_SELECTION_B 0.0
BORDER_COLOR_SELECTION_A 1.0
BORDER_COLOR_CB_SELECT_R 0.1
BORDER_COLOR_CB_SELECT_G 0.8
BORDER_COLOR_CB_SELECT_B 0.8
BORDER_COLOR_CB_SELECT_A 1.0
BORDER_COLOR_WAR_TARGET_R 1.0
BORDER_COLOR_WAR_TARGET_G 0.4
BORDER_COLOR_WAR_TARGET_B 0.0
BORDER_COLOR_WAR_TARGET_A 1.0
BORDER_COLOR_WAR_R 0.8
BORDER_COLOR_WAR_G 0.0
BORDER_COLOR_WAR_B 0.0
BORDER_COLOR_WAR_A 0.8
BORDER_COLOR_CUSTOM_HIGHLIGHT_R 0.0
BORDER_COLOR_CUSTOM_HIGHLIGHT_G 0.61
BORDER_COLOR_CUSTOM_HIGHLIGHT_B 0.75
BORDER_COLOR_CUSTOM_HIGHLIGHT_A 1.0
BORDER_COLOR_TAP_SUCCESS_R 0.0
BORDER_COLOR_TAP_SUCCESS_G 0.61
BORDER_COLOR_TAP_SUCCESS_B 0.75
BORDER_COLOR_TAP_SUCCESS_A 1.0
BORDER_COLOR_TAP_FAIL_R 0.8
BORDER_COLOR_TAP_FAIL_G 0.0
BORDER_COLOR_TAP_FAIL_B 0.0
BORDER_COLOR_TAP_FAIL_A 0.8
BORDER_COLOR_TAP_NEUTRAL_R 0.8
BORDER_COLOR_TAP_NEUTRAL_G 0.8
BORDER_COLOR_TAP_NEUTRAL_B 0.0
BORDER_COLOR_TAP_NEUTRAL_A 0.8
BORDER_COLOR_RIVER_R 0.0
BORDER_COLOR_RIVER_G 0.1
BORDER_COLOR_RIVER_B 0.8
BORDER_COLOR_RIVER_A 1.0
BORDER_COLOR_CUSTOM_TEMP_HIGHLIGHT_R 0.61 For find province.
BORDER_COLOR_CUSTOM_TEMP_HIGHLIGHT_G 0.0
BORDER_COLOR_CUSTOM_TEMP_HIGHLIGHT_B 0.75
BORDER_COLOR_CUSTOM_TEMP_HIGHLIGHT_A 1.0
DRAW_REFRACTIONS_CUTOFF 250
DRAW_SHADOWS_CUTOFF 500
AGGRESSIVE_EXPANSION_MAX_R 1.0
AGGRESSIVE_EXPANSION_MAX_G 0.25
AGGRESSIVE_EXPANSION_MAX_B 0.0
AGGRESSIVE_EXPANSION_MAX_A 1.0
AG_FOR_MAX_COLOR_IN_COALITION_MAPMODE 150
TRUCE_LENGTH_MIN_RE 1.0
TRUCE_LENGTH_MIN_GE 0.75
TRUCE_LENGTH_MIN_BE 0.0
TRUCE_LENGTH_MAX_RE 1.0
TRUCE_LENGTH_MAX_GE 0.0
TRUCE_LENGTH_MAX_BE 0.0
TRUCE_LENGTH_AE 1.0
MAX_NUM_YEAR_OF_TRUCE_FOR_MAPMODE 15
COLONIAL_COLOR_INTERPOLATION_FACTOR 0.35
MINIMAP_LAND_COLOR_R 2
MINIMAP_LAND_COLOR_G 15
MINIMAP_LAND_COLOR_B 0
MINIMAP_LAND_COLOR_BASE_LERP 0.4
MINIMAP_WATER_COLOR_R 38
MINIMAP_WATER_COLOR_G 124
MINIMAP_WATER_COLOR_B 200
MINIMAP_PLAYER_COLOR_R 90
MINIMAP_PLAYER_COLOR_G 190
MINIMAP_PLAYER_COLOR_B 0
MINIMAP_FRIENDLY_COLOR_R 0
MINIMAP_FRIENDLY_COLOR_G 180
MINIMAP_FRIENDLY_COLOR_B 255
MINIMAP_ENEMY_COLOR_R 255
MINIMAP_ENEMY_COLOR_G 0
MINIMAP_ENEMY_COLOR_B 0
MINIMAP_UNIT_COLOR_BASE_LERP 0.4
MINIMAP_WATER_COLOR_BASE_LERP 0.3
MAX_TRADE_NODE_FLAGS_SHOWN 5 -1 is unlimited.
SHOW_TRADE_MODIFIERS_IN_TRADE_MAP_MODE 1 1 = true; 0 = false.
END_OF_COMBAT_GFX 1
MAX_MAPMODE_COLOR_UPDATE_DELAY_MS 200

NGui

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

NEngine

Define Default Notes
EVENT_PROCESS_OFFSET 20 Events are checked every X days (1 is ideal, but CPU heavy).
TRIGGER_PROFILING_SAMPLING_RATE 1000 Sampling rate for trigger profiling (Every nth call is recorded)

NMacroBuildColors

Define Default Notes
NO_SLOTS_R 255
NO_SLOTS_G 185
NO_SLOTS_B 0
CANNOT_BUILD_R 200
CANNOT_BUILD_G 25
CANNOT_BUILD_B 15
CAN_BUILD_R 65
CAN_BUILD_G 165
CAN_BUILD_B 65
CAN_UPGRADE_R 20
CAN_UPGRADE_G 100
CAN_UPGRADE_B 120
HAS_BUILDING_R 25
HAS_BUILDING_G 25
HAS_BUILDING_B 200
OTHER_R 128
OTHER_G 128
OTHER_B 128
STRIPES_MUTALY_EXCLUSIVE_R 195
STRIPES_MUTALY_EXCLUSIVE_G 175
STRIPES_MUTALY_EXCLUSIVE_B 10
STRIPES_MUTALY_EXCLUSIVE_A 255
STRIPES_CANNOT_AFFORD_R 200
STRIPES_CANNOT_AFFORD_G 0
STRIPES_CANNOT_AFFORD_B 0
STRIPES_CANNOT_AFFORD_A 255
STRIPES_HAS_MILITARY_R 0
STRIPES_HAS_MILITARY_G 190
STRIPES_HAS_MILITARY_B 0
STRIPES_HAS_MILITARY_A 255

NFrontend

Define Default Notes
CAMERA_LOOKAT_X 2958.0 Rotation point in main menu.
CAMERA_LOOKAT_Y 0.0
CAMERA_LOOKAT_Z 1519.0
CAMERA_LOOKAT_SETTINGS_X 2958.0 Rotation point in settings.
CAMERA_LOOKAT_SETTINGS_Y 0.0 Y is height.
CAMERA_LOOKAT_SETTINGS_Z 1519.0
CAMERA_START_X 2958.0 Initial position in main menu.
CAMERA_START_Y 800 Y is height.
CAMERA_START_Z 1400.0
CAMERA_END_X 2958.0 Move to position in main menu.
CAMERA_END_Y 900.0
CAMERA_END_Z 1400.0
CAMERA_MIN_DIST_FOR_ROTATE 800.0 Controls when rotation starts. When camera is close enough it starts.
CAMERA_MIN_HEIGHT 50.0 Minimum camera height.
CAMERA_MAX_HEIGHT 3000.0 Maximum camera height.
TIME_FROZEN 1.0 Time before initial animation starts (some delay here so it should NOT be 0 then the animation starts before you can see it).
TIME_UNTIL_ROTATE 1.5 Time when rotation start (from beginning of time).
CAMERA_SPEED_START 0.04 Initial animation speed.
CAMERA_SPEED_ROTATE 0.04 Rotation speed.
GUI_MOVE_SPEED 300 How fast sliding GUI objects move (pixels/s).
FADE_IN_DONE_TIME 2.2
GUI_START_MOVE_TIME 1.4
CAMERA_START_MOVE_TIME 3.0
CAMERA_SPEED_IN_MENUS 0.1
FRONTEND_POS_X 2958.0
FRONTEND_POS_Y 900.0
FRONTEND_POS_Z 1500.0
FRONTEND_LOOK_X 2958.0
FRONTEND_LOOK_Y 0.0
FRONTEND_LOOK_Z 1519.0
SETTINGS_POS_X 2958.0
SETTINGS_POS_Y 551.0
SETTINGS_POS_Z 978.0
SETTINGS_LOOK_X 2998.0
SETTINGS_LOOK_Y 0.0
SETTINGS_LOOK_Z 1364.0
MP_OPTIONS_POS_X 2958.0
MP_OPTIONS_POS_Y 922.0
MP_OPTIONS_POS_Z 1048.0
MP_OPTIONS_LOOK_X 2958.0
MP_OPTIONS_LOOK_Y 0.0
MP_OPTIONS_LOOK_Z 1159.0
TUTORIAL_POS_X 2894.0
TUTORIAL_POS_Y 124.0
TUTORIAL_POS_Z 1319.0
TUTORIAL_LOOK_X 2881.0
TUTORIAL_LOOK_Y 21.0
TUTORIAL_LOOK_Z 1463.0
CONTENT_POS_X 2958.0
CONTENT_POS_Y 922.0
CONTENT_POS_Z 1308.0
CONTENT_LOOK_X 2958.0
CONTENT_LOOK_Y 0.0
CONTENT_LOOK_Z 1519.0
CREDITS_POS_X 3077.0
CREDITS_POS_Y 231.0
CREDITS_POS_Z 1508.0
CREDITS_LOOK_X 3080.0
CREDITS_LOOK_Y 19.0
CREDITS_LOOK_Z 1720.0

NReligion

Define Default Notes
PIETY_CORRUPTION -2
PIETY_MANPOWER 2.0
PIETY_COST 0.50
PIETY_ABS_THRESHOLD 0.75
PIETY_ACTION_COOLDOWN 5
CONSECRATE_PATRIACH_AUTHORITY_BOOST 0.05 5% or so.
CONSECRATE_PATRIARCH_THRESHOLD 30 In development.
ORTHODOX_ICON_DURATION_MONTHS 240
ORTHODOX_ICON_AUTHORITY_COST 0.1
MAYA_COLLAPSE_PROVINCES 10 Maya collapses to this size on reform.
MAYA_COLLAPSE_PROVINCES_PER_REFORM 2 Maya keeps this many extra provinces per reform.
YEARLY_DOOM_INCREASE 1 Multiplied by number of provinces.
DOOM_REDUCTION_FROM_REFORMS 0.2 This much less monthly doom (as a fraction of whole) for each reform passed.
DOOM_REDUCTION_FROM_OCCUPATION 0.05 Multiplied by development.
DOOM_REDUCTION_FROM_BATTLE 1 Per 1000 men killed.
DOOM_REDUCTION_FROM_SACRIFICE 1 Multiplied by power.
SACRIFICE_COOLDOWN 3 Years before you can sacrifice a ruler/heir from same country.
SACRIFICE_LIBERTY_DESIRE 25 LD added from sacrifice (ruler).
SACRIFICE_LIBERTY_DESIRE_HEIR 20 LD added from sacrifice (heir).
AUTHORITY_FROM_DEVELOPMENT 0.02 Multiplied by development (affected by autonomy).
AUTHORITY_FROM_AUTONOMY 0.2 Authority loss from granting autonomy.
RELIGIOUS_LEAGUE_COOLDOWN 5 Minimum years between joining/leaving religious league.
RELIGIOUS_LEAGUE_WAR_BONUS_DURATION 100 How many years the 'Joined League War' bonus lasts.
MAX_CHRISTIAN_RELIGIOUS_CENTERS 3 The number of spawned centers of reformation wont exceed this number.
MAX_RELIGIOUS_CENTER_SPREAD_DISTANCE 150.0 When spreading the religion to other provinces the distance wont exceed this number.
CONVERSION_ZEAL_DURATION 10950 Amount of days in which you cannot convert the province back.
KARMA_FOR_CONVERSION 0.1
MIN_CARDINALS 7 Least amount of cardinals/ Starting cardinals.
MAX_CARDINALS 49 Max amount of cardinals.
MAX_CARDINALS_PER_COUNTRY 7 Max cardinals in a single country.
YEARLY_PAPAL_INFLUENCE_CATHOLIC 0.5 The amount of yearly papal influence you receive each year for being catholic.
YEARLY_PAPAL_INFLUENCE_PER_CARDINAL 0.5 The amount of yearly papal influence you receive each year for each cardinal you have active.
YEARLY_POPE_INVESTED_INFLUENCE_PER_CARDINAL 0.1 The amount of investment Papal state gets towards becoming Papal controller for each cardinal that exists.
MAX_PAPAL_INFLUENCE 200.0 The maximum stored amount of papal influence for each country.
REFORM_DESIRE_PER_YEAR 0.005 Increase of reform desire for each year.
MINIMUM_DEVELOPMENT_ALLOWED 10.0 You will need a higher development than this for your province to be eligible for cardinal.
COUNTRY_DEVELOPMENT_DIVIDER 200.0 When a cardinal is chosen the formula is dividing a country's development by this number.
INVEST_PAPAL_INFLUENCE 10.0 The amount of papal influence you invest in becoming controller of the curia.
NUMBER_OF_POSSIBLE_CARDINALS 10 Number of cardinals from said number of most successful provinces to be randomly picked from.
MAX_CHURCH_POWER 200
ASPECT_REMOVE_COST 0 Stabhit for removing an Aspect of Faith.
MAX_UNLOCKED_ASPECTS 3 Maximum number of Aspects of Faith the player can have unlocked at once.
CHURCH_POWER_RATE_SCALE 0.1 Scaling value for rate at which church power is gained.
KARMA_FOR_OFFENSIVE_WAR -10
KARMA_FOR_HONORING_CTA 25
KARMA_PER_RELEASED_PROVINCE 1
KARMA_PER_TAKEN_PROVINCE -1
KARMA_TOO_HIGH 33
KARMA_TOO_LOW -33
KARMA_JUST_RIGHT_HIGH 33
KARMA_JUST_RIGHT_LOW -33
KARMA_RESTORE_ON_RULER_DEATH 25
CHANGE_SECONDARY_PRESTIGE_HIT -50
MIN_HARMONIZE_DEVELOPMENT 20
STARTING_HARMONY 50.0 Confucian countries start with this.
YEARLY_HARMONY_INCREASE 1.0
HARMONY_LOSS_PER_DEV_CONVERTED 1.0
YEARLY_HARMONY_INCREASE_WHEN_HARMONIZING -3.0
YEARLY_HARMONIZATION_PROGRESS 0.03 3%.
INITIAL_ISOLATIONISM 1 Level of isolationism for a newly shintoed country.
NOT_SAME_MUSLIM_SCHOOL_ALLIANCE_ACCEPTANCE 15 Alliance acceptance value (positive and negative) for different religious schools.
NOT_SAME_MUSLIM_SCHOOL_ROYAL_MARRIAGE_ACCEPTANCE 15 Royal marriage acceptance (positive and negative) for different religious schools.
SAME_MUSLIM_SCHOOL_ALLIANCE_ACCEPTANCE 15 Alliance acceptance value for same religious schools.
SAME_MUSLIM_SCHOOL_ROYAL_MARRIAGE_ACCEPTANCE 15 Royal marriage acceptance for same religious schools.
RELIGIOUS_CONVERSION_AUTONOMY_WEIGHT 0.05 How much autonomy affects selection of province to spread religion to (from e.g. Centers of Reformation).
RELIGIOUS_CONVERSION_DEVELOPMENT_WEIGHT 0.05 How much development affects selection of province to spread religion to (from e.g. Centers of Reformation).
EXPEL_RELIGIOUS_MINORITY_THRESHOLD -0.1 Minimum conversion chance required to expel a religious minority from a province
EXPELLED_MINORITY_DURATION 18250 Duration of the "expelled_minority" modifier

NNationDesigner

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

NGovernment

Define Default Notes
SELECT_HEIR_FROM_HAREM_AT_MONARCH_AGE 30 The age in years when an heir is selected if the government "has_harem" flag is set.
RUSSIAN_ABILITY_COST 100
RUSSIAN_ABILITY_POOL_SIZE 150
RUSSIAN_ABILITY_BASE_GAIN 3
RUSSIAN_ABILITY_SUDEBNIK_MIN_AUTONOMY 10
RUSSIAN_ABILITY_SUDEBNIK_AUTONOMY_CHANGE -10
RUSSIAN_ABILITY_OPRICHNINA_THRESHOLD 0.3
RUSSIAN_ABILITY_OPRICHNINA_AI_THRESHOLD 0.85 AI will use ability when revolt risk is 90% or when they have full power.
RUSSIAN_ABILITY_OPRICHNINA_CHANGE -0.3
RUSSIAN_ABILITY_STRELTSY_WE_CHANGE -2
RUSSIAN_ABILITY_STRELTSY_SPAWN_SIZE 0.2
IQTA_POLICY_COOLDOWN_YEARS 20
EFFICIENT_FARMING_DUCAT_MULTIPLIER 2
LAND_AQUISITION_MANPOWER_MULTIPLIER 0.05
SEIZE_CLERICAL_HOLDINGS_COST 50
INVITE_MINORITIES_COST 50
SANCTION_HOLY_WAR_COST 50
FEUDAL_THEOCRACY_INTERACTION_COOLDOWN_YEARS 5
MAMLUK_ABILITY_POOL_SIZE 150
MAMLUK_ABILITY_COST 100
MAMLUK_RECRUIT_MANPOWER_MULTIPLIER 50
MAMLUK_SELL_SLAVES_DUCATS_MULTIPLIER 2
PROMOTE_MAMLUK_CULTURE_DURATION_YEARS 1
TRAIN_HORSEMANSHIP_DURATION_YEARS 10
CONSCRIPT_FROM_TRIBES_AMOUNT 6
CONSCRIPT_FROM_TRIBES_TIME 0.25
TRIBAL_ALLEGIANCE_MAX 100
TRIBAL_ALLEGIANCE_HUMILIATE 30.0 TA gained from doing Humiliate or Show Strength in a war.
TRIBAL_FEDERATION_ABILITY_COST 30
ENLIST_GENERAL_TRADITION 40
SANCTION_HOLY_WAR_LIST_SIZE 7
INVITE_MINORITIES_GAIN 1
GOVERNMENT_REFORM_BASE_COST 100.0
GOVERNMENT_REFORM_COST_INCREASE 50.0
GOVERNMENT_REFORM_YEARLY_BASE_PROGRESS 10.0
GOVERNMENT_REFORM_HISTORIC_AUTONOMY 0.25
GOVERNMENT_REFORM_CHANGE_CORRUPTION 10.0
GOVERNMENT_REFORM_CHANGE_MAX_CORRUPTION 50.0
GOVERNMENT_REFORM_MAX_SURPLUS_PROGRESS 100.0
DICTATORSHIP_TO_MONARCHY_REFORM_PENALTY 4
NATIVE_REFORM_REFORM_PENALTY 2
RECEIVE_SERFS_DEVELOPMENT 1
RECEIVE_SERFS_MODIFIER_ON_RIVAL_DURATION_DAYS 3650
COSSACKS_ABILITY_COSSACKS_SPAWN_SIZE 0.2
COSSACKS_ABILITY_COSSACKS_WE_CHANGE -2
RAIDING_PARTIES_MODIFIER_DURATION 10
LEGACY_NATIVES_REFORM_REPUBLIC_SPONSOR "oligarchic_republic"
LEGACY_NATIVES_REFORM_MONARCHY_SPONSOR "despotic_monarchy"
LEGACY_NATIVES_REFORM_THEOCRACY_SPONSOR "theocratic_government"
LEADER_AS_MONARCH_TRADITION 30 How much tradition leaders will get when generated for