Defines are numerical variables used by the engine, allowing to tweak behaviors that are not opened to scripting (diplomatic actions, succession laws, ...).
Defines are static and global: they apply to the whole game and cannot be changed dynamically.
Configuration
Vanilla values are configured in the file common/defines.lua, which contains more than 1000 variables affecting many areas of the game.
As of patch 2.4, it is no longer necessary to include a copy of the whole file to change values.
Instead, you can put your changed values in a custom .lua file in Documents\Paradox Interactive\Crusader Kings II\mod\[mod name]\common\defines\ folder, with the following format:
NDefines.NDiplomacy.PRESTIGE_LOSS_ON_SEND_GIFT_DECLINE = 50
Additional changed values go on separate lines, with no commas at the end of lines:
NDefines.NMilitary.ARCHERS_PHASE_SKIRMISH_ATTACK = 5 NDefines.NMilitary.ARCHERS_PHASE_SKIRMISH_DEFENSE = 3
List of defines
Here is a list of defines, grouped by functionality and with the unit of the define numeric value.
Life
Age static modifiers
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.AGE_YOUNG = 20 | Age | Non-child characters below this age have the 'teen' static modifier applied. |
NDefines.NCharacter.AGE_ADULT = 30 | Age | Non-child characters below this age have the 'young' static modifier applied. |
NDefines.NCharacter.AGE_OLD = 50 | Age | Non-child characters below this age have the 'adult' static modifier applied. |
NDefines.NCharacter.AGE_VERY_OLD = 70 | Age | Non-child characters below this age have the 'old' static modifier applied. |
Birth
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.MAX_CHILD_BIRTH_AGE = 45 | Female menopause age. | |
NDefines.NCharacter.CHILD_BIRTH_TO_PREGNANCY_WAIT = 3 | Months | Probably months between birth and when woman can be pregnant again. |
NDefines.NCharacter.BASE_NR_OF_CHILDREN_PER_COUPLE = 2 | ||
NDefines.NCharacter.EXTRA_NR_OF_CHILDREN_FOR_PLAYERS = 2 | ||
NDefines.NCharacter.COURT_SIZE_CHILD_PENALTY_THRESHOLD = 30 | ||
NDefines.NCharacter.FERTILITY_BASE_MULT = 0.50 | Base fertility multiplier to adjust the base chance of impregnation | |
NDefines.NCharacter.SECONDARY_SPOUSE_FERTILITY_MULT = 0.50 | Applied to fertility of secondary spouses and concubines | |
NDefines.NCharacter.NOT_SPOUSE_FERTILITY_MULT = 0.50 | Applied to fertility when two lovers are not married | |
NDefines.NCharacter.MARRIED_LOVERS_FERTILITY_MULT = 1.5 | Applied to fertility when lovers are married | |
NDefines.NCharacter.PRESTIGE_FROM_DYNASTY_ON_BIRTH_DIV = 5 | Newly born characters get the dynasty prestige of their mother and father divided by this as their starting prestige. |
Childhood
- 主條目:Education
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.NEED_GUARDIAN_AT_AGE = 6 | Age | The age at which children should be appointed a mentor/guardian. |
NDefines.NCharacter.MAX_WARDS_PER_GUARDIAN = 2 | Int | Self Explanatory. |
NDefines.NCharacter.CHILDHOOD_FOCUS_ALERT_AGE = 6 | Age | The childhood focus alert is shown for children this old |
NDefines.NCharacter.AGE_CHILDHOOD_PULSE = 6 | Age | The childhood pulse events start from this age |
NDefines.NCharacter.AGE_ADOLESCENT = 12 | Children are considered to be adolescent from this age. | |
NDefines.NCharacter.CHILDHOOD_AUTO_EDUCATION_FOCUS_AGE = 15 | Age | Children automatically get education focus at this age. |
NDefines.NCharacter.BASE_MAX_ATTRIBUTE = 10 | The max attribute value you can get from growing up | |
NDefines.NCharacter.CONCLAVE_CHILDHOOD_ATTRIBUTE_INCREASE_CHANCE = 20 | The chance of increasing an attribute during childhood | |
NDefines.NCharacter.CONCLAVE_ADOLESCENCE_ATTRIBUTE_INCREASE_CHANCE = 25 | The chance of increasing an attribute during adolescence | |
NDefines.NCharacter.CONCLAVE_UNKNOWN_PARENT_DEFAULT_STAT = 5 | If a child has no parents represented as characters in the game, this stat value is used when getting stat increases | |
NDefines.NCharacter.CONCLAVE_INHERITED_ATTRIBUTE_INCREASE_CHANCE = 1.0 | The parent's base stats influence stat increases in children by this much |
Adulthood
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.AGE_OF_ADULTHOOD_MALE = 16 | Age | Male can rule at this age. |
NDefines.NCharacter.AGE_OF_ADULTHOOD_FEMALE = 16 | Age | Female can rule at this age. |
Traits
- 主條目:Traits
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.MAX_GENERATED_TRAITS_FOR_HISTORICAL | Generate random traits up this number for adult historical characters. | |
NDefines.NCharacter.INBRED_TRAIT_CHANCE_FACTOR | Inbreeding: Multiplier to the base chance. | |
NDefines.NCharacter.LUNATIC_TRAIT_CHANCE_FACTOR | Inbreeding: Multiplier to the base chance | |
NDefines.NCharacter.INBRED_DIVINE_BLOOD_TRAIT_CHANCE_FACTOR | Inbreeding: Multiplier to the base chance | |
NDefines.NCharacter.LUNATIC_DIVINE_BLOOD_TRAIT_CHANCE_FACTOR | Inbreeding: Multiplier to the base chance | |
NDefines.NCharacter.MALE_ATTRACTION_CUTOFF = 65 | Age | After this age, the sex appeal of traits no longer have any effect |
NDefines.NCharacter.FEMALE_ATTRACTION_CUTOFF = 45 | Age | After this age, the sex appeal of traits no longer have any effect |
Objectives
- 主條目:Objectives
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.OBJECTIVE_DISCARD_WEIGHT_THRESHOLD = 0.05 | The AI will not pick ambitions or plots below this evaluated weight | |
NDefines.NCharacter.CHANGE_AMBITION_YEARS = 3 | Years | Delay between being able to pick a new ambition. |
NDefines.NCharacter.CHANGE_FOCUS_YEARS = 5 | Years | Delay between being able to change focus. |
Marriage
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.BETROTHAL_MIN_AGE = 12 | Age | AI will not arrange betrothals for children below this age |
NDefines.NCharacter.AGE_OF_MARRIAGE_MALE = 16 | Age | Male allowed to marry at this age. |
NDefines.NCharacter.AGE_OF_MARRIAGE_FEMALE = 16 | Age | Female allowed to marry at this age. |
NDefines.NCharacter.MAX_AGE_BEFORE_BETROTHAL_BREAKS = 20 | Age | |
NDefines.NCharacter.PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_DIV = 10 | Characters get the dynasty prestige of the spouse divided by this on marriage. | |
NDefines.NCharacter.MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100 | Prestige multiplier from marrying below or above your rank. | |
NDefines.NCharacter.CONSORT_TIER_PRESTIGE_MULT = 25 | Prestige multiplier for rank of consort. | |
NDefines.NCharacter.MUSLIM_NUM_WIVES_MONTHLY_PRESTIGE_BONUS = 0.4 | The prestige effect from each extra expected wife. | |
NDefines.NCharacter.MUSLIM_NUM_WIVES_MONTHLY_PRESTIGE_PENALTY = 1.0 | The prestige effect from each lacking expected wife. | |
NDefines.NCharacter.PAGAN_NUM_CONSORTS_MONTHLY_PRESTIGE = 0.2 | The monthly prestige effect for pagans for each young Concubine. | |
NDefines.NDiplomacy.DOWRY_MULTIPLIER = 1.0 | This value is multiplied with the prestige gain of the patrician from the marriage in order to determine the dowry that must be paid to marry a feudal character. | |
NDefines.NAI.MARRIAGE_AI_PRESTIGE_VALUE = 0.33 | Multiplier for how highly AI values prestige when arranging marriages and evaluating marriage offers | |
NDefines.NAI.MARRIAGE_THREATENING_FOR_THEM_MODIFIER = 5 | How much AI will pay attention to marriages with realms they have a CB on and are considerably stronger than | |
NDefines.NAI.DESIRED_CONSORTS = 0 | AI will always want at least this many concubines, if they lack sons |
Death
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.INFANT_DEATH_CHANCE = 0.0 | Chance of stillbirth / death at birth | |
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_0 = 5 | Per mille | Natural deaths per decade out of 10000 people for each age range (0-9, 10-19, ..., 100+) |
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_10 = 1 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_20 = 15 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_30 = 20 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_40 = 51 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_50 = 100 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_60 = 400 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_70 = 1400 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_80 = 3500 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_90 = 7000 | ||
NDefines.NCharacter.NATURAL_DEATH_CHANCE_AGE_100 = 9000 | ||
NDefines.NCharacter.TREASURY_CHANCE_TO_DISAPPEAR_STANDARD = 0.05 | Chances that artifacts disappear on inheritance | |
NDefines.NCharacter.TREASURY_CHANCE_TO_DISAPPEAR_NO_HEIR = 0.5 | Chances that artifacts disappear on inheritance when the dying character doesn't have an heir |
Realm
Vassal opinion
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.PRESTIGE_OPINION_DIV = 200 | Number | Prestige divided by this number determines the bonus to Feudal opinion. In the case of negative opinion the opinion change is multiplied by five. |
NDefines.NDiplomacy.PRESTIGE_OPINION_MAX = 10 | Number | This is the maximum amount of opinion gain or loss from prestige. |
NDefines.NDiplomacy.PIETY_OPINION_DIV = 50 | Number | Piety divided by this number determines the bonus to Clergy opinion. In the case of negative opinion the opinion change is multiplied by five. |
NDefines.NDiplomacy.PIETY_OPINION_MAX = 10 | Number | This is the maximum amount of opinion gain or loss from piety. |
NDefines.NDiplomacy.JAIN_LIEGE_OPINION_BONUS = 15 | Number | Jain Lieges Get Vassal Opinion Bonus |
NDefines.NDiplomacy.REALM_DIPLOMACY_OPINION_MUL_FACTOR = 0.25 | Number | Realm diplomacy factor affecting opinion value |
De jure drift
- 主條目:De jure
Key | Unit | Description |
---|---|---|
NDefines.NTitle.ALLOW_DE_JURE_ASSIMILATION_ANYWHERE = 1 | Bool | If set to 0, will only assimilate duchy titles which contain the assimilating Kingdom's capital or border existing de jure land of that title |
NDefines.NTitle.DE_JURE_ASSIMILATION_YEARS = 100 | Years | Duchies a under the de facto control of another kingdom will change de jure liege after this many years |
NDefines.NTitle.EMPIRE_DE_JURE_ASSIMILATION_YEARS = 100 | Years | Kingdoms under the de facto control of another empire will change de jure liege after this many years |
NDefines.NTitle.GAME_RULES_DEJURE_LONG = 300 | Years | |
NDefines.NTitle.GAME_RULES_DEJURE_LONG_EMPIRE = 300 | Years | |
NDefines.NTitle.GAME_RULES_DEJURE_SHORT = 50 | Years | |
NDefines.NTitle.GAME_RULES_DEJURE_SHORT_EMPIRE = 50 | Years | |
NDefines.NTitle.GAME_RULES_DEJURE_SHORTEST = 10 | Years | |
NDefines.NTitle.GAME_RULES_DEJURE_SHORTEST_EMPIRE = 10 | Years |
Demesne limit
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.DEMESNE_BASE_MAX_SIZE = 1.0 | This is the base demesne limit. | |
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_BARON_MULT = 1.0 | Extra Max Demesne Size from the ruler's rank | |
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_COUNT_MULT = 1.0 | ||
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_DUKE_MULT = 1.0 | ||
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_KING_MULT = 3.0 | ||
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_EMPEROR_MUL = 4.0 | ||
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_GREAT_DUKE_BONUS = 1.0 | Dukes with more than one duchy will get this value added to their demesne limit. | |
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_STEWARDSHIP_MULT = 0.15 | Characters will have their stewardship plus half their spouse's stewardship, multiplied by this value, added to their demesne limit | |
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_PATRICIAN = 1.0 | Patricians get this value added to their demesne limit. Note that the multipliers for tier will not be applied to patricians. | |
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_PATRICIAN_DOGE = 1.0 | Doges get this value added to their demesne limit, in addition to DEMESNE_MAX_SIZE_PATRICIAN. | |
NDefines.NDiplomacy.GAVELKIND_MAX_SIZE_BONUS = 0.30 | Titles with gavelkind will have this percentage of their demesne limit (including all modifiers mentioned above) added to their demesne limit. | |
NDefines.NDiplomacy.DEMESNE_MAX_SIZE_JAIN_BONUS = 3 | Followers of the Jain religion have extra demesne |
Vassal limit
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.VASSAL_BASE_LIMIT = 1.0 | Base Vassal Limit | |
NDefines.NDiplomacy.VASSAL_LIMIT_DUKE_MULT = 10.0 | Extra Vassal Limit from the ruler's rank | |
NDefines.NDiplomacy.VASSAL_LIMIT_KING_MULT = 20.0 | Extra Vassal Limit from the ruler's rank | |
NDefines.NDiplomacy.VASSAL_LIMIT_EMPEROR_MULT = 30.0 | Extra Vassal Limit from the ruler's rank | |
NDefines.NDiplomacy.VASSAL_LIMIT_GREAT_DUKE_BONUS = 5.0 | Extra Vassal Limit for Dukes with more than one Duchy | |
NDefines.NDiplomacy.VASSAL_LIMIT_DIPLOMACY_MULT = 0.3 | Extra Vassal Limit from ruler and spouse diplomacy | |
NDefines.NDiplomacy.VASSAL_LIMIT_DECADENCE_MULTIPLIER = 0.25 | Negative modifier, multiplied with the current decadence. | |
NDefines.NDiplomacy.VASSAL_LIMIT_LEVY_MULTIPLIER = 1 | Used for levy penalty calculation for being over vassal limit. | |
NDefines.NDiplomacy.VASSAL_LIMIT_LEVY_BASE = 4 | Used for levy penalty calculation for being over vassal limit. | |
NDefines.NDiplomacy.VASSAL_LIMIT_TAX_MULTIPLIER = 1 | Used for tax penalty calculation for being over vassal limit. | |
NDefines.NDiplomacy.VASSAL_LIMIT_TAX_BASE = 4 | Used for tax penalty calculation for being over vassal limit. | |
NDefines.NDiplomacy.VASSAL_LIMIT_COUNT_BARONS = 0 | If set to 1, baron-tier vassals will also count towards vassal limit. | |
NDefines.NDiplomacy.CONCLAVE_VASSAL_LIMIT_DUKE_MULT = 8.0 | Extra Vassal Limit from the ruler's rank | |
NDefines.NDiplomacy.CONCLAVE_VASSAL_LIMIT_KING_MULT = 15.0 | Extra Vassal Limit from the ruler's rank | |
NDefines.NDiplomacy.CONCLAVE_VASSAL_LIMIT_EMPEROR_MULT = 20.0 | Extra Vassal Limit from the ruler's rank | |
NDefines.NDiplomacy.CONCLAVE_VASSAL_LIMIT_GREAT_DUKE_BONUS = 3.0 | Extra Vassal Limit for Dukes with more than one Duchy |
Short reign
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.SHORT_REIGN_YEARS_END = 9 | Years | This value is the default length of the short reign penalty. The penalty is multiplied by the number of years left. |
NDefines.NDiplomacy.LONG_REIGN_YEARS_START = 10 | This value is the number of years someone has to rule before they start getting the long reign bonus of 1 opinion per year beyond this value. | |
NDefines.NDiplomacy.SHORT_REIGN_OPINION_MULT = 1.0 | The number of years left of a short reign is multiplied by this value to determine the short reign penalty. It can be overridden in the religion files. | |
NDefines.NDiplomacy.MAX_LONG_REIGN_BONUS = 100 | Opinion | Max bonus in opinion you can get from long reign |
NDefines.NDiplomacy.LONG_REIGN_PENALTY = -2 | Penalty ticking down every year from long reign bonus | |
NDefines.NDiplomacy.LONG_REIGN_PENALTY_START = 3 | What year penalty tick should start | |
NDefines.NDiplomacy.SHORT_REIGN_OPINION_MULT = 1.0 | Opinion penalty multiplier to short reign years | |
NDefines.NDiplomacy.LONG_REIGN_OPINION_MULT = 0.5 | Opinion penalty boost to long reign years |
Council
- 主條目:Council
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.DUKE_POWERFUL_VASSAL_COUNT = 4 | The x most powerful vassal will expect a seat in the council | |
NDefines.NDiplomacy.KING_POWERFUL_VASSAL_COUNT = 5 | The x most powerful vassal will expect a seat in the council | |
NDefines.NDiplomacy.EMPEROR_POWERFUL_VASSAL_COUNT = 6 | The x most powerful vassal will expect a seat in the council | |
NDefines.NCouncil.MONTHS_OF_DISCONTENT_COUNCIL = 24 | Months | How long a council is discontent after succession. |
NDefines.NCouncil.CHANGE_POSITION_COOLDOWN = 12 | Months | |
NDefines.NCouncil.COUNCIL_REJECTED_LAW_TIMEOUT = 10 | Years | How many years the timeout for a law is when council reject the law change. |
NDefines.NCouncil.COUNCIL_REJECTED_CROWN_LAW_TIMEOUT = 5 | Years | How many years the timeout for a crown law is when council reject the law change. |
NDefines.NCouncil.LAW_VOTE_CHANGE_TIME_LIMIT = 1 | The time limit abstained council members have to vote before their vote becomes automatically an against vote. | |
NDefines.NCouncil.ENFORCE_PEACE_LENGTH = 60 | Months | How many months Enforce Peace is active for. |
NDefines.NCouncil.ENFORCE_PEACE_START_DELAY = 3 | Months | How many months it takes before the enforce peace becomes active. |
NDefines.NCouncil.ENFORCE_PEACE_BLOCK_LENGTH = 24 | Months | How many months Enforce peace is blocked when vassal uses the interaction. |
NDefines.NCouncil.ENFORCE_PEACE_COOLDOWN = 60 | Months | How many months liege has to wait before he can use enforce peace again. |
NDefines.NCouncil.NO_VOTING_PIETY_OVERRIDE = 1 | Bool | Flag that disables law voting when Conclave is enabled for groups that otherwise change laws based on piety without Conclave. |
NDefines.NCouncil.NO_VOTING_PRESTIGE_OVERRIDE = 1 | Bool | Flag that disables law voting when Conclave is enabled for groups that otherwise change laws based on prestige without Conclave. |
NDefines.NCouncil.REGENCY_VOTING = "(...)" | List<interactions> | In regencies the council votes on these issues. Example: "laws declare_war_interaction revoke_title_interaction imprison_character_interaction grant_landed_title_interaction exile_imprisoned_interaction execute_imprisoned_interaction" |
NDefines.NCouncil.COUNCIL_REJECTION_ALL_LAWS_TIMEOUT = 1 | Years | How many years the timeout for doing a law change (for any law) is when the council has rejected a law change. |
NDefines.NCouncil.COUNCIL_REJECTION_ALL_CROWN_LAWS_TIMEOUT = 1 | Years | How many years the timeout for doing a law change (for any law) is when the council has rejected a law change. |
NDefines.NCharacter.ASSIGN_ACTION_DAYS | Days | Days before a Councillor can be assigned a new job in a county. Don't set to 0. |
Laws
Key | Unit | Description |
---|---|---|
NDefines.NTitle.MAX_CROWN_LAW_CHANGES = 1 | Number | |
NDefines.NTitle.CROWN_LAW_CHANGE_MONTHS = 600 | Months | |
NDefines.NTitle.CROWN_LAW_CHANGE_TIMER = 1 | Bool | If set to 0, rulers will be restricted to MAX_CROWN_LAW_CHANGES. If set to 1, they'll have a CROWN_LAW_CHANGE_MONTHS cooldown |
NDefines.NDiplomacy.LAW_CHANGE_PIETY_COST = 50 | Muslims must have and pay this amount of piety in order to change demesne laws. | |
NDefines.NDiplomacy.CROWN_LAW_CHANGE_PIETY_COST = 100 | Muslims must have and pay this amount of piety in order to change crown laws. | |
NDefines.NDiplomacy.LAW_CHANGE_PIETY_COST_ABSOLUTISM = 100 | Piety cost for Iqta government when changing normal demesne laws with no council | |
NDefines.NDiplomacy.CROWN_LAW_CHANGE_PIETY_COST_ABSOLUTISM = 100 | Piety cost for Iqta government when changing Crown laws with no council | |
NDefines.NDiplomacy.LAW_CHANGE_PRESTIGE_COST = 100 | Prestige cost for Nomadic government when changing normal demesne laws | |
NDefines.NDiplomacy.CROWN_LAW_CHANGE_PRESTIGE_COST = 200 | Prestige cost for Nomadic government when changing Crown laws | |
NDefines.NDiplomacy.LAW_CHANGE_PRESTIGE_COST_ABSOLUTISM = 100 | Prestige cost for Nomadic government when changing normal demesne laws with no council | |
NDefines.NDiplomacy.CROWN_LAW_CHANGE_PRESTIGE_COST_ABSOLUTISM = 100 | Prestige cost for Nomadic government when changing Crown laws with no council |
Succession laws
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.CHANGE_SUCC_LAW_YEARS = 10 | Years | Rulers must have reigned this long before they can change succession laws. |
Papal succession
Key | Unit | Description |
---|---|---|
NDefines.NReligion.PAPAL_SUCCESSION_PASS_ON_HOLDINGS = 1 | Bool | Set to zero if holdings shouldn't be passed on |
NDefines.NReligion.PAPAL_SUCCESSION_LOSE_MINOR_TITLES = 1 | Bool | Set to zero if minor religious titles should be lost |
Patrician elective
Key | Unit | Description |
---|---|---|
NDefines.NEconomy.DOGE_SUCC_RANDOM_FACTOR = 500 | The random Respect factor on actual Doge succession | |
NDefines.NEconomy.PATRICIAN_CAMPAIGN_FUND_FACTOR = 5 | The effect of money in the Campaign Fund on Doge elections (money * factor) | |
NDefines.NEconomy.PATRICIAN_PRESTIGE_RESPECT_FACTOR = 2 | The effect of Prestige on the Respect value for Doge elections (prestige * factor) | |
NDefines.NEconomy.PATRICIAN_AGE_RESPECT_FACTOR = 1 | The effect of Age on the Respect value for Doge elections (age * age * factor) |
Feudal elective
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.MAX_ELECTOR_TITLES_LEGALLY_HELD | Number | If a liege holds more than this number of elector titles in an Elective realm, vassals will start to get angry. |
NDefines.NDiplomacy.TITULAR_TITLES_COUNT_TOWARDS_DUCHY_LIMIT | Bool | If set to 1 then titular duchy titles (duchy titles with no de-jure land) will count towards the maximum duchy titles held before vassals will get upset. |
Claims
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.WOMEN_INHERIT_PRESSED_CLAIMS = 1 | Bool | If this value is set to 1, women will inherit pressed claims on their parents' titles. |
NDefines.NDiplomacy.BASTARDS_INHERIT_PRESSED_CLAIMS = 1 | Bool | If this value is set to 1, bastards will inherit pressed claims on their parents' titles. |
Factions
- 主條目:Factions
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.MAX_LED_FACTIONS = 2 | Number | Maximum number of led Factions |
NDefines.NCharacter.MAX_JOINED_FACTIONS = 2 | Number | Maximum number of Factions a character can be a member of (including led factions) |
NDefines.NCharacter.NON_AGGRESSION_PACT_BLOCKS_FACTIONS = 1 | Bool | If set to 1 then factions will be blocked for vassals that have a non-aggression pact with their liege. |
NDefines.NAI.FACTION_EXPIRATION_MONTHS = 12 | Months | How long AI will cling onto weak factions |
NDefines.NAI.FACTION_EXPIRATION_MONTHS_RANDOMNESS = 5 | Months | Randomness to how long AI will cling onto weak factions |
NDefines.NAI.FACTION_EXPIRATION_SIZE_LIEGE = 0.5 | How much smaller a faction must be compared to liege to be considered weak | |
NDefines.NAI.FACTION_EXPIRATION_SIZE_OTHER_FACTION = 0.5 | How much smaller a faction must be compared to the strongest faction to be considered weak | |
NDefines.NAI.FACTION_EXPIRED_MONTHS = 24 | Months | How long AI will avoid factions after they have been expired |
Revolts
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.BASE_REVOLT_CHANCE_MOD = 250 | Pre Old Gods rebel spawn chance modifier (fires on_rebel_revolt) : lower means fewer revolts. MUST NOT BE ZERO. | |
NDefines.NDiplomacy.TOG_REVOLT_CHANCE_MOD = 100 | Old Gods rebel spawn chance modifier (fires on_rebel_revolt) : lower means fewer revolts. MUST NOT BE ZERO. | |
NDefines.NMilitary.REVOLTRISK_REDUCTION_PER_YEAR = 1 | Revolt-risk reduction from temporary sources. | |
NDefines.NDiplomacy.CROWN_LAW_REVOLTRISK_INCREMENT = 10 | Crown authority will increase revolt risk by this value. Note that this is presumably hardcoded to the "centralization" law group. | |
NDefines.NDiplomacy.GAME_RULE_PROVINCIAL_REVOLT_RARE_DIVIDER = 2.0 | Divider to decrease risk of revolt when using the "provincial revolt: rare" game rule | |
NDefines.NAI.REVOLT_AGGRESSION_FACTOR = 0.75 | General aggressiveness for revolts against the liege | |
NDefines.NAI.REVOLT_DISTANCE_FACTOR = 1.0 | Multiplier for how much distance from capital affects independence minded revolters | |
NDefines.NAI.REVOLT_OTHER_INDEP_RISK = 10 | Each ongoing other independence revolt increases revolt risk by this amount for all independence-minded revolters | |
NDefines.NAI.REVOLT_OTHER_INDEP_RISK_CAP = 50 | Cap to the total risk from the above |
Governments
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.WRONG_GOV_FORM_TAX_MOD = -0.75 | ||
NDefines.NCharacter.WRONG_GOV_FORM_LEVY_MOD = -0.75 |
Merchant republics
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.MERCHANT_REPUBLIC_MAX_PATRICIANS = 5 | Number | The amount of merchant republic patrician families that the game will keep active. |
NDefines.NEconomy.MERCHANT_REPUBLIC_SALARY_MULT = 3 | Councillor salaries in Merchant Republics are multiplied by this | |
NDefines.NEconomy.PATRICIAN_FAMILY_SHARES_HEAD = 50 | Monthly Patrician Income, number of shares for the Patrician himself | |
NDefines.NEconomy.PATRICIAN_FAMILY_SHARES_REST = 5 | Monthly Patrician Income, number of shares for adult male dynasty members in the Patrician's court | |
NDefines.NEconomy.PATRICIAN_INHERITANCE_FROM_RELATIVE_MULT = 0.5 | When a Patrician inherits the wealth of a non-Patrician relative, this multiplier determines the part he actually gets | |
NDefines.NEconomy.PATRICIAN_GOLD_TO_MONTHLY_PRESTIGE = 0.0005 | Prestige that Patricians get each month from their treasury (CFixedPoint64 to support such small numbers) | |
NDefines.NEconomy.PATRICIAN_CITY_TAX_MULT = 0.5 | Patricians don't pay normal City Tax to their liege... (CFixedPoint64) |
Nomadism
Key | Unit | Description |
---|---|---|
NDefines.NNomad.ALWAYS_GENERATE_NOMADS = 0 | Bool | If turned on will generate nomads even if they are not playable (i.e. titles with historical_nomad = true and without Horse Lords DLC)
|
NDefines.NAI.NOMAD_KEEPS_BARON_TRIBAL_SETTLEMENTS = 1 | Bool | If set to 1, Independent AI Nomads will never give away baron tribal settlements in owned provinces (they will instead use the decision to pillage these holdings) |
NDefines.NAI.NOMAD_BUILDS_TEMPLES = 0 | Bool | If set to 1, AI Nomads will build temples like any other government would (when at 0 they will only build them in holy sites lacking a temple province) |
Tribal
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_LEVY_MULTIPLIER = 0.5 | ||
NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_GARRISON_MULTIPLIER = 0.5 | ||
NDefines.NCharacter.TRIBAL_EMPTY_HOLDING_TAX_MULTIPLIER = 0.5 |
Warfare
Threat
- 主條目:Threat
Key | Unit | Description |
---|---|---|
NDefines.NInfamy.REALM_SIZE_BASE_MODIFIER = 1 | ||
NDefines.NInfamy.REALM_SIZE_GROWTH_MODIFIER = 0.125 | The bigger you are, the more dangerous you are, modifier for when nation is growing. | |
NDefines.NInfamy.REALM_SIZE_SHRINK_MODIFIER = 0.0 | The bigger you are, the more dangerous you are, modifier for when nation is shrinking. | |
NDefines.NInfamy.WAR_REALM_CHANGE_VALUE = 0.55 | How much base value for realm growth/shrink is worth in a war. | |
NDefines.NInfamy.INDEPENDENCE_REALM_CHANGE_VALUE = 10.0 | How much base value for realm growth/shrink is worth when giving a vassal independence. | |
NDefines.NInfamy.INHERITANCE_CHANGE_VALUE = 0.15 | How much base value for realm growth/shrink is worth when inheriting titles. | |
NDefines.NInfamy.VASSAL_CHANGE_VALUE = 0.3 | How much base value for realm growth/shrink is worth when inheriting titles. | |
NDefines.NInfamy.INFAMY_DECAY_BASE = 0.8 | How many percent that decay each month as base. | |
NDefines.NInfamy.MIN_INFAMY_DECAY = 0.21 | The minimum infamy decay regardless of troop strength. | |
NDefines.NInfamy.MAX_INFAMY_DECAY = 0.4 | The maximum infamy decay regardless of troop strength. | |
NDefines.NInfamy.MILITARY_STRENGTH_DECAY_BASE = 600 | Divider on military strength value that is used for the logarithmic part of the decay value. | |
NDefines.NInfamy.MAX_INFAMY_PER_WAR_PROVINCE = 15 | A single province taken in war can give at most this much threat. | |
NDefines.NInfamy.MIN_INFAMY_PER_WAR_PROVINCE = 2 | A single province taken in war can give at most this much threat. |
Defensive pacts
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.DEFENSIVE_PACT_THREAT_LIMIT = 0.05 | The amount of provinces in a realm that is needed for beeing a valid target of a defensive pact | |
NDefines.NDiplomacy.DEFENSIVE_PACT_SIZE_RATIO = 1.0 | Relative size requirement is this at 100% threat | |
NDefines.NDiplomacy.DEFENSIVE_PACT_MAX_RANGE = 400 | At 100% threat characters are able to join defensive pacts against targets of this distance | |
NDefines.NDiplomacy.DEFENSIVE_PACT_MAX_RANGE_SAME_GROUP = 300 | At 100% threat characters are able to join defensive pacts against targets of this distance | |
NDefines.NDiplomacy.DEFENSIVE_PACT_THREAT_SIZE_START = 0.0 | Relative size requirement starts from this level of threat | |
NDefines.NDiplomacy.DEFENSIVE_PACT_BASE_SIZE = 0.0 | This is the base size requirement at 0% threat | |
NDefines.NDiplomacy.MAX_INFAMY_GAIN = 50 | This is the max infamy gained from a single source | |
NDefines.NDiplomacy.EVERY_DEFENSIVE_PACT_JOIN_THREAT = 0.95 | If threat is this high, members of all defensive pacts against a target will join | |
NDefines.NDiplomacy.EVERY_DEFENSIVE_PACT_EXCEPT_HEADS_JOIN_THREAT = 0.75 | If threat is this high, members of all defensive pacts against a target will join, except religious heads that only joins when their own group is attacked | |
NDefines.NDiplomacy.OTHER_DEFENSIVE_PACT_JOIN_THREAT = 0.5 | If threat is this high, other religious groups band together when attacked, if it's lower every defensive pact acts on its own | |
NDefines.NDiplomacy.NON_AGGRESSION_PACT_REJECTED_COOLDOWN = 1 | Number of years before a character can ask to form a non-aggression pact again |
Armies
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.ARMY_MOVEMENT_SPEED = 3 | Base movement speed of land units | |
NDefines.NMilitary.NAVY_MOVEMENT_SPEED = 15 | Base movement speed of naval units | |
NDefines.NMilitary.NUMBER_OF_TROOPS_PER_GALLEY = 100 | The number of men each galley can hold. | |
NDefines.NMilitary.REINFORCE_RATE = 0.05 | Reinforce rate per year (based on total size of the subunit). | |
NDefines.NMilitary.GARRISON_REINFORCE_RATE_MULTIPLIER = 5 | The rate at which the garrison reinforce in comparison to levies | |
NDefines.NMilitary.LEVY_RAISED_REINFORCE_RATE_MULTIPLIER = 0.5 | The rate at which the garrison/levy reinforce when the levy is raised | |
NDefines.NMilitary.LEVY_PERCENT_BEFORE_CAN_RAISE = 1.1 | Needs at least this much % of full levy before we can raise it | |
NDefines.NMilitary.FRIENDLY_TERRITORY_LEVY_RETURN_PERCENT = 1.0 | Percent | Percent of subunit that returns to its holding levy when unit is disbanded in friendly territory |
NDefines.NMilitary.OTHER_TERRITORY_LEVY_RETURN_PERCENT = 0.5 | Percent | Percent of subunit that returns to its holding levy when unit is disbanded in non-friendly territory |
NDefines.NMilitary.RAISED_TROOPS_VASSAL_OPINION_DAYS = 61 | Days | After 61 days of having their troops raised, vassals will get -1 opinion more of you. |
NDefines.NMilitary.OPINION_WHEN_MARSHAL_INSTEAD_OF_SELF | Below this opinion value a vassal tends to use his marshal instead of himself when someone asks to raise his troops (a vestigial pre-LOR node) | |
NDefines.NMilitary.OPINION_WHEN_NO_LEADER | Below this opinion a vassal will not supply a leader for subunits at all (a vestigial pre-LOR node) | |
NDefines.NMilitary.MIN_LEVY_RAISE_OPINION_THRESHOLD | Below this opinion value you'll get the least amount of troops possible (as defined by crown laws) | |
NDefines.NMilitary.MAX_LEVY_RAISE_OPINION_THRESHOLD | Above this opinion value you'll get the max amount of troops possible |
Attrition
- 主條目:Attrition
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.OWN_SETTLEMENT_SUPPLY_BONUS = 0.5 | Extra supply from being in home realm | |
NDefines.NMilitary.NEUTRAL_SETTLEMENT_SUPPLY_BONUS = 0.25 | Neutral supply bonus (relative to base supply) | |
NDefines.NMilitary.CONTROL_SETTLEMENT_SUPPLY_BONUS = 0.25 | Supply bonus from occupied enemy settlements | |
NDefines.NMilitary.ENEMY_SETTLEMENT_SUPPLY_BONUS = -0.1 | Supply bonus from unoccoupied enemy settlements | |
NDefines.NMilitary.HOSTILE_RELIGION_SUPPLY_MOD = -0.25 | Supply modifier from a hostile religion | |
NDefines.NMilitary.NEARBY_SETTLEMENT_SINGLE_SUPPLY_BONUS = 0.75 | Bonus for nearby settlement, if not controlling one yourself | |
NDefines.NMilitary.MAX_ATTRITION_LEADER_REDUCTION = -0.1 | Center leader reduces max attrition(reduction in actual percent) | |
NDefines.NMilitary.ATTRITION_LEVEL_FACTOR = 0.5 | A general "attrition per month" multiplier | |
NDefines.NMilitary.ATTRITION_LEVEL_FACTOR_50_OVER = 1.0 | A general "attrition per month" multiplier when 50% over the supply limit | |
NDefines.NMilitary.ATTRITION_LEVEL_FACTOR_100_OVER = 2.0 | A general "attrition per month" multiplier when 100% over the supply limit | |
NDefines.NMilitary.COASTAL_SUPPLY_BONUS = 0.5 | Supply bonus in coastal provinces | |
NDefines.NMilitary.PAGAN_HOME_SUPPLY_MOD = 0.12 | Non Pagans suffer extreme attrition in some Pagan homelands (based on province religion) | |
NDefines.NMilitary.NAVAL_ATTRITION = 0.0 | Attrition taken monthly by units loaded on ships. | |
NDefines.NMilitary.DIFFERENT_RELIGIONGROUP_SUPPLY_PENALTY = -0.5 | Only 50% supply in provinces with different religious group |
Combat
- 主條目:Combat
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.OVERRUN_RATIO = 25 | Ratio needed for total extermination of enemy units | |
NDefines.NMilitary.FLANKING_DAMAGE_BONUS = 0.3 | Percentage bonus when flanking in combat | |
NDefines.NMilitary.LEADER_MARTIAL_DAMAGE_BONUS = 0.05 | Percentage bonus to damage for each point of martial the flank leader has, no longer used in vanilla | |
NDefines.NMilitary.MORALE_COLLAPSE_THRESHOLD = 0.20 | Threshold before unit runs away from combat (i.e. initiates the retreat phase). | |
NDefines.NMilitary.MORALELOSS_FACTOR = 3.0 | Affects the death rate in combat (a higher value means more troops are killed per day of combat). | |
NDefines.NMilitary.MIN_COMBAT_DAYS = 8 | The minimum number of days in combat (before retreating/withdrawing is possible). | |
NDefines.NMilitary.NUMBER_OF_RETREAT_DAYS = 8 | The number of days before you retreat successfully | |
NDefines.NMilitary.DAYS_BETWEEN_COMBAT_EVENTS = 10 | Combat events will happen every this many days | |
NDefines.NMilitary.BATTLE_PRESTIGE_MULTIPLIER = 10 | Total prestige gained in the battle will be this * ( losers losses ) / 1000 | |
NDefines.NMilitary.BATTLE_TECH_MULTIPLIER = 0.5 | Military tech gain from battles multiplier. | |
NDefines.NMilitary.MAINLEADER_PRESTIGE_PART = 0.35 | The % of the total prestige gained in the battle that the center flank leader will get | |
NDefines.NMilitary.FLANKLEADER_PRESTIGE_PART = 0.125 | The % of the total prestige gained in the battle that each other flank leader will get | |
NDefines.NMilitary.BATTLE_UNIT_OWNER_PRESTIGE_MULT = 0.5 | The % of the total prestige gained in the battle that will be divided among the participating unit owners | |
NDefines.NMilitary.BATTLE_UNIT_OWNER_PIETY_MULT = 0.5 | The % of the total piety gained in the battle that will be divided among the participating unit owners | |
NDefines.NMilitary.BATTLE_PIETY_MULTIPLIER | Piety gain/loss multiplier. This is based on the prestige value, so a value of 1 gives a leader as much piety as he gains prestige from combat |
Sieges
- 主條目:Siege
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.DAYS_BEFORE_DEFENDER_SALLY = 7 | Number of days before defenders sally in a siege where they have superior numbers (more appropriately - this seems to be the frequency of siege events). | |
NDefines.NMilitary.ATTACKER_ASSULT_DAMAGE_FACTOR = 0.15 | Attacker damage scale factor when assaulting. This affects how much damage the attackers RECIEVE from the defenders (damage is dependent on melee values) | |
NDefines.NMilitary.DEFENDER_ASSULT_DAMAGE_FACTOR = 0.6 | Defender damage scale factor when assaulting. This affects how much damage the defenders RECIEVE from the attackers (damage is dependent on melee values) | |
NDefines.NMilitary.DAYS_PER_FORTLEVEL_BEFORE_ASSAULT = 30 | Number of days until attacker can assault (this is also affected by the fort level and outnumbering ratio). | |
NDefines.NAI.AI_ASSAULT_RATIO = 10 | AI will launch assaults at this ratio of attackers to defenders | |
NDefines.NMilitary.ATTACKER_SIEGE_DAMAGE = 0 | Siege attack values are multiplied by this value(when not doing a sally), for attackers. Note that this is daily damage (using the defender's melee damage) done to the attackers. | |
NDefines.NMilitary.DEFENDER_SIEGE_DAMAGE = 0 | Siege attack values are multiplied by this value(when not doing a sally). Note that this is daily damage (using the attacker's melee damage) done to the defenders. | |
NDefines.NMilitary.PERCENT_OF_GARRISON_DETACHED | This percent of the garrison is detached from the winning unit of a siege | |
NDefines.NMilitary.SIEGE_MORALE_LOSS | Monthly morale loss in a siege. This is a raw damage percentage (out of 1 or 100%) that is adjusted by other factors (namely fort level [(N+1)^-1] and outnumbering ratio [attackers/defenders] ). | |
NDefines.NMilitary.SIEGE_PIETY_MULTIPLIER = 0.2 | Piety gain/loss multiplier for sieges | |
NDefines.NMilitary.SIEGE_WEALTH_MULTIPLIER = 1 | Wealth gain/loss multiplier for sieges (this is referenced with the total annual income of the holding at the time). | |
NDefines.NMilitary.FORT_LEVEL_MORALE_LOSS_REDUCTION_MULT = 2.0 | double | Fort Level effect on morale loss (a higher value slows down morale loss). |
NDefines.NEconomy.TRADE_ROUTE_SIEGE_MULTIPLIER = 0.9 | double | Sieges multiply the value of trade routes by this amount downstream. |
NDefines.NEconomy.TRADE_ROUTE_OCCUPATION_MULTIPLIER = 0.75 | double | Occupied provinces multiply the value of trade routes by this amount downstream. If sieged as well, the lowest of this and TRADE_ROUTE_SIEGE_MULTIPLIER is used. |
Warscore
- 主條目:Warscore
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.CAPTURED_CLOSE_MALE_RELATIVE_WAR_SCORE = 5.0 | War score for holding a close male relative prisoner | |
NDefines.NMilitary.CAPTURED_HEIR_WAR_SCORE - 50.0 | War score for holding the heir prisoner | |
NDefines.NMilitary.OCCUPATION_PENALTY_MONTHS = 12 | At or below this many months, different modifier lengths are applied to settlements upon conquest | |
NDefines.NMilitary.WAR_CONTRIBUTION_OCCUPATION_PER_DAY = 10 | Occupying a Holding gives this Contribution score per day | |
NDefines.NMilitary.WAR_CONTRIBUTION_BATTLE_PER_DAY = 0.20 | Every day in battle, a participant gets this. (My Troops / Total Friendly Troops) * Total Enemy Troops * WAR_CONTRIBUTION_BATTLE_PER_DAY. Max is [My Troops]. | |
NDefines.NMilitary.MONTHS_UNTIL_REBEL_WIN = 12 | Number of days until province is totally conquered by rebels | |
CAPITAL_WARSCORE_MULTIPLIER = 1 | Warscore multiplier for capital(this is scaled with SETTLEMENT_WARSCORE_MULTIPLIER) | |
NDefines.NMilitary.SETTLEMENT_WARSCORE_MULTIPLIER = 0.3 | Warscore worth for occupied private demesne (concerning relevant direct participants of the war). | |
NDefines.NMilitary.VASSAL_SETTLEMENT_WARSCORE_MULTIPLIER = 0.3 | Warscore worth for occupied vassals | |
NDefines.NMilitary.CONTESTED_TERRITORY_WARSCORE_MULTIPLIER = 1.75 | Multiplier for contested settlements | |
NDefines.NMilitary.DAYS_UNTIL_HOLDER_GETS_WARSCORE = 365 | ays until the war score of the title owner starts increasing, if he controls the Holdings | |
NDefines.NMilitary.DAYS_UNTIL_HOLDER_GETS_WARSCORE_INDEP = 0 | Days until the war score of the title owner starts increasing in Independence Wars, if he controls the Holdings | |
NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS = 15 | Amount of warscore per year since attacker/defender started getting the bonus. Deprecated since 2.8. | |
NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS_INDEP = 20 | Amount of warscore per year since attacker/defender started getting the bonus, for independence wars (can be overridden separately in religion scripts). Deprecated since 2.8. | |
NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_DEF_WARSCORE_BONUS = 15 | Amount of warscore per year since defender started getting the bonus | |
NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_DEF_WARSCORE_BONUS_INDEP = 20 | Amount of warscore per year since defender started getting the bonus, for independence wars (can be overridden separately in religion scripts) | |
NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_ATT_WARSCORE_BONUS = 40 | Amount of warscore per year since attacker started getting the bonus | |
NDefines.NMilitary.CONTESTED_TITLE_OCCUPIED_ATT_WARSCORE_BONUS_INDEP = 50 | Amount of warscore per year since attacker started getting the bonus, for independence wars (can be overridden separately in religion scripts) | |
NDefines.NMilitary.BATTLE_WARSCORE_WORTH = 75 | Warscore from battles are multiplied with this value | |
NDefines.NMilitary.BATTLE_WARSCORE_DEFENDER_MULTIPLIER = 1.5 | Defenders wins are multiplied with this value, which also means they get more prestige for a win | |
NDefines.NMilitary.BATTLE_MINIMUM_WARSCORE = 0.2 | Battles below this value (in actual percentage) are removed from warscore calculations | |
NDefines.NMilitary.TOTAL_OCCUPATION_SCALE = 0.8 | The % of occupation which gives you 100% warscore | |
NDefines.NMilitary.CONTROLLER_MONTHS_BEFORE_OWNER_CHANGE = 120 | Number of months before ownership change of province, for certain cb:s that have contested titles |
Mercenaries
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.MERC_REINFORCE_RATE = 0.015 | The rate at which mercenaries and holy orders reinforce in the field (based on total size of the subunit) | |
NDefines.NMilitary.MERC_REINFORCE_RATE_WHEN_IDLE = 0.03 | The rate at which mercenaries and holy orders reinforce when not hired (based on total size of the subunit) | |
NDefines.NMilitary.MERCENARY_MAINTENANCE_FACTOR = | Maintenance factor (i.e. upkeep) for NORMAL/NON-VASSAL mercenary units | |
NDefines.NMilitary.MERCENARY_VASSAL_MAINTENANCE_FACTOR = | Maintenance factor (i.e. upkeep) for VASSALIZED mercenary units | |
NDefines.NMilitary.HOLY_ORDER_HIRE_COST_FACTOR = | Conversion of nominal gold cost to piety cost when hiring Holy Orders | |
NDefines.NMilitary.VASSAL_MERC_HIRE_COST_FACTOR = 0.125 | Fraction of nominal hire cost when hiring VASSAL mercenaries and/or VASSALIZED holy orders | |
NDefines.NMilitary.MERCENARY_HIRE_DISTANCE_THRESHOLD = 600 | Mercs will not be available if the province of origin is more distant from your capital | |
NDefines.NCharacter.DYNAMIC_MERCENARY_HEIR_WEALTH_MULT = 0.10 | How much a dynamic mercenary get from his wealth when he is an heir and the parent dies. | |
NDefines.NCharacter.NUM_INHERITABLE_DYNAMIC_MERCENARIES = 1 | How many dynamic mercenary bands that can be inheritable. The ones not inherited are cut loose and become independent. |
Retinues
- 主條目:Retinues
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.RETINUE_FROM_REALMSIZE = 2.0 | Retinue points obtained from realmsize (the total amount of men of your entire realm, vassals and all). | |
NDefines.NMilitary.RETINUE_INCREASE_PER_TECH = 1.5 | The retinue multiplication per relevant tech level. | |
NDefines.NMilitary.RETINUE_HIRE_COST_MULTIPLIER = 0.14 | The cost of hiring retinues (based on the sum of individual "costs" of a single soldier as defined). | |
NDefines.NMilitary.RETINUE_REINFORCE_RATE = 0.025 | Reinforce rate percentage dependent on total number of men. | |
NDefines.NMilitary.RETINUE_REINFORCE_COST = 3.0 | The cost of reinforcing retinues (based on the sum of individual "costs" of a single soldier as defined). | |
NDefines.NMilitary.RETINUE_CONSTANT_COST = 0.25 | Retinues cost at all times, i.e. their upkeep. |
Raiding
- 主條目:Raiding
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.LOOTED_MODIFIER_MONTHS = 36 | Months | How long pagan-raid inflicted looting lasts |
NDefines.NMilitary.LOOT_TAX_MULTIPLIER = 1.5 | Base gold looted from raided holdings is (tax * LOOT_TAX_MULTIPLIER) + (total building value * LOOT_BUILDING_MULTIPLIER) | |
NDefines.NMilitary.LOOT_BUILDING_MULTIPLIER = 0.02 | Extra gold looted from raided holdings, from buildings (LOOT_BUILDING_MULTIPLIER * building built cost) | |
NDefines.NMilitary.LOOT_HOLDING_DEST_MIN_SAFE = 4 | there is a 1 in (LOOT_HOLDING_DESTRUCTION_ODDS) chance that a holding with less than LOOT_HOLDING_DEST_MIN_SAFE buildings will be destroyed by looting | |
NDefines.NMilitary.LOOT_HOLDING_DESTRUCTION_ODDS = 20 | Odds affecting said LOOT_HOLDING chances | |
NDefines.NMilitary.LOOT_HOLDING_BUILDING_DEST_ODDS = 10 | there is a 1 in this chance a random building is destroyed when looted | |
NDefines.NAI.RAID_MAX_REALM_SIZE = 24 | Holdings | Realms with more holdings than this will never go on Raids |
NDefines.NAI.RAID_AGGRESSION = 18 | General frequency of raids. A LOWER number means more often! | |
NDefines.NAI.RAID_PREP_INV_SPARE_SAME_CULTURE = 1 | Bool | AI of religions that allow prepared invasions will not raid provinces in their own culture group (to prevent intra-Scandinavian raids) |
NDefines.NAI.RAID_SPARE_ACCEPTED_RELIGIONS = 1 | Bool | AI will not raid rulers of other religions in the same religion group, unless heresy vs parent religion |
Dynasty
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.DYNASTY_CONTROLS_HOLY_ORDER_PRESTIGE = 2 | Monthly Prestige from a dynasty member as head of a Holy Order (only for counts+ and if the same religion). | |
NDefines.NCharacter.DYNASTY_CONTROLS_HOLY_ORDER_PIETY = 1 | Monthly Piety from a dynasty member as head of a Holy Order (only for counts+ and if the same religion). | |
NDefines.NCharacter.DYNASTY_CONTROLS_RELIGIOUS_HEAD_PRESTIGE = 2 | Monthly Prestige from a dynasty member as head of a religion (only for counts+ and if the same religion). | |
NDefines.NCharacter.DYNASTY_CONTROLS_RELIGIOUS_HEAD_PIETY = 3 | Monthly Piety from a dynasty member as head of a religion (only for counts+ and if the same religion). |
Landed kin prestige
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.LANDED_SIBLING_PRESTIGE_BONUS = 5 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_HALF_SIBLING_PRESTIGE_BONUS = 5 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_NIECE_PRESTIGE_BONUS = 2 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_CHILD_PRESTIGE_BONUS = 5 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_GRAND_CHILD_PRESTIGE_BONUS = 2 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_PARENT_PRESTIGE_BONUS = 5 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_UNCLE_AUNT_PRESTIGE_BONUS = 3 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_GRAND_PARENT_PRESTIGE_BONUS = 2 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_GREAT_GRAND_PARENT_PRESTIGE_BONUS = 2 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. | |
NDefines.NDiplomacy.LANDED_GREAT_GRAND_PARENT_PRESTIGE_BONUS = 3 | For religions with landed win prestige bonus. Is multiplied with the percentage of how many of your realm they own. |
Decadence
- 主條目:Decadence
Key | Unit | Description |
---|---|---|
NDefines.NMilitary.LOW_DECADENCE_MORALE_MOD = 0.5 | Modifier | Extra Morale defence when at 0% decadence |
NDefines.NMilitary.HIGH_DECADENCE_MORALE_MOD = -0.5 | Modifier | Extra Morale damage taken when at 100% decadence |
NDefines.NDiplomacy.VASSAL_LIMIT_DECADENCE_MULTIPLIER = 0.25 | Modifier | Negative modifier, multiplied with the current decadence. |
NDefines.NTitle.BARON_GRANT_DECADENCE_RED = 0.01 | Modifier | Title Grant Decadence Reduction (Multiplied with current decadence) |
NDefines.NTitle.COUNT_GRANT_DECADENCE_RED = 0.02 | ||
NDefines.NTitle.DUKE_GRANT_DECADENCE_RED = 0.04 | ||
NDefines.NTitle.KING_GRANT_DECADENCE_RED = 0.1 | ||
NDefines.NTitle.EMPEROR_GRANT_DECADENCE_RED = 0.2 | ||
NDefines.NEconomy.DECADENCE_MODIFIER = 0.2 | Modifier | Maximum effect of decadence, positive for low dec, negative for high |
NDefines.NEconomy.DECADENCE_PER_WEEK_OF_COMBAT = -0.04 | Percent | Decadence lost per 7 days of combat, for each participant in the combat |
NDefines.NEconomy.DECADENCE_PER_WEEK_OF_SIEGE = -0.008 | Percent | Decadence lost per 7 days of siege, for each participant in the siege |
NDefines.NDecadence.BASE_EMPEROR_GAIN = 0.225 | Decadence | Base decadence gain by tier |
NDefines.NDecadence.BASE_KING_GAIN = 0.18 | ||
NDefines.NDecadence.BASE_DUKE_GAIN = 0.12 | ||
NDefines.NDecadence.BASE_COUNT_GAIN = 0.09 | ||
NDefines.NDecadence.BASE_BARON_GAIN = 0.045 | ||
NDefines.NDecadence.BASE_UNLANDED_GAIN = 0.0225 | ||
NDefines.NDecadence.REALM_SIZE_MULTIPLIER = 0.005 | ||
NDefines.NDecadence.DEMESNE_FRACTION_MULT_POS = 0.5 | ||
NDefines.NDecadence.DEMESNE_FRACTION_MULT_NEG = -0.8 | ||
NDefines.NDecadence.SAFETY_VALUE = 75 | Decadence | The limit at where your decadence will give you a risk of decadence revolts |
Interactions
Opinion
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.ADULT_DIPLOMACY_OPINION_SUB_FACTOR = 4 | Adult diplomacy factor affecting opinion value | |
NDefines.NCharacter.ADULT_DIPLOMACY_OPINION_MUL_FACTOR = 1.5 | Adult diplomacy factor affecting opinion value | |
NDefines.NCharacter.CHILD_DIPLOMACY_OPINION_SUB_FACTOR = 4 | Adult diplomacy factor affecting opinion value (I think this should be child, but it says adult in the file) | |
NDefines.NCharacter.CHILD_DIPLOMACY_OPINION_MUL_FACTOR = 1.5 | Adult diplomacy factor affecting opinion value (I think this should be child, but it says adult in the file) | |
NDefines.NCharacter.INHERITED_OPINION_END_AGE = 30 | Inherited opinions end when the inheritor hits this age | |
NDefines.NCharacter.INHERITED_OPINION_MIN_MONTHS = 12 | This is the minimum number of months for inherited opinions | |
NDefines.NCharacter.INHERITED_OPINION_FACTOR = 0.5 | This is the factor of the opinion of the previous holder that gets inherited |
Favors
- 主條目:Favors
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.FAVOR_THRESHOLD_TO_FORCE_HUMANS = 250 | Mininum importance of issue for us to consider forcing a human to do it by using the favor they owe us | |
NDefines.NDiplomacy.CHANCES_TO_USE_FAVOR = 75 | Percent | Chance to use favor to change the outcome of a diplomatic request (as a percentage) |
NDefines.NDiplomacy.MINIMUM_BUY_FAVOR_COST = 40 | Minimum amount of money needed to buy favor. | |
NDefines.NDiplomacy.BUY_FAVOR_INCOME_SCALEFACTOR = 40 | ||
NDefines.NDiplomacy.BUY_FAVOR_TIER_REDUCTION_FOR_NOMADS = 0.25 | Percent | Reduction for nomads since they're always considered emperors |
NDefines.NCouncil.FAVOR_USE_DURATION = 36 | Months | How long a favor last when used in council in amount of months |
NDefines.NAI.CONTINUE_WAR_TRESHOLD = 5 | Warscore | How much warscore needed for the AI to consider using a favor to stop the liege enforce peace |
NDefines.NAI.STOP_WAR_THRESHOLD = -50 | Warscore | How much warscore needed for the AI to consider using a favor to force the liege to start enforcing peace |
NDefines.NAI.ASK_FOR_COUNCIL_POSITION_BASE_DESIRE = 25 | Opinion | Base score for the AI to use the AskForCouncilPosition interaction when they have a favor on their liege |
Diplomacy distance
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.MAX_DIPLO_DISTANCE = 700 | Most diplomacy is disallowed if two rulers are too distant | |
NDefines.NDiplomacy.MAX_DIPLO_DISTANCE_SAME_RELIGION = 100 | Bonus to max diplo distance for being of the same religion | |
NDefines.NDiplomacy.MAX_DIPLO_DISTANCE_SAME_RELIGION_GROUP = 0 | Bonus to max diplo distance for being of the same religion group | |
NDefines.NDiplomacy.MAX_DIPLO_DISTANCE_SAME_CULTURE = 100 | Bonus to max diplo distance for being of the same culture | |
NDefines.NDiplomacy.MAX_DIPLO_DISTANCE_SAME_CULTURE_GROUP = 100 | Bonus to max diplo distance for being of the same culture group | |
NDefines.NDiplomacy.GAME_RULE_RESTRICTED_DIPLO_DISTANCE_MULTIPLIER = 0.5 | Multiplier to max diplo distance when using the "diplomatic range: restricted" game rule |
Diplomatic actions
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.<INTERACTION>_MONEY | Gold | This determines how much gold a specific diplomatic interaction costs, or multiplier of yearly income for DIVORCE_INTERACTION. |
NDefines.NDiplomacy.<INTERACTION>_PIETY | Piety | This determines how much piety a specific diplomatic interaction costs. |
NDefines.NDiplomacy.<INTERACTION>_PRESTIGE | Prestige | This determines how much prestige a specific diplomatic interaction costs. |
NDefines.NDiplomacy.<INTERACTION>_THRESHOLD_FOR_NO | The purpose of this value is currently unknown. | |
NDefines.NDiplomacy.<INTERACTION>_THRESHOLD_FOR_YES | The purpose of this value is currently unknown. | |
NDefines.NDiplomacy.<INTERACTION>_MUST_HAVE_COST | Bool | Is having prestige/piety >= cost required for this action? |
NDefines.NDiplomacy.<INTERACTION>_ENABLED | Bool | Should this action be used at all? See Decision modding for replacing by a custom decision. |
List of interactions
- IMPRISON_CHARACTER_INTERACTION
- RELEASE_FROM_PRISON_INTERACTION
- EXECUTE_IMPRISONED_INTERACTION
- EXILE_IMPRISONED_INTERACTION
- RETIRE_TO_MONASTERY_INTERACTION
- DEMAND_RELIGIOUS_CONVERSION_INTERACTION
- INVITE_TO_COURT_INTERACTION
- TRANSFER_VASSAL_INTERACTION
- CLAIM_TITLE_INTERACTION
- REVOKE_TITLE_INTERACTION
- AWARD_HONORARY_TITLE_INTERACTION
- REVOKE_HONORARY_TITLE_INTERACTION
- ASSIGN_VOTER_TITLE_INTERACTION
- REVOKE_VOTER_TITLE_INTERACTION
- SEND_ASSASSIN_INTERACTION
- DECLARE_WAR_INTERACTION
- OFFER_PEACE_INTERACTION
- SEND_GIFT_INTERACTION
- OFFER_VASSALIZATION_INTERACTION
- ASK_FOR_VASSALIZATION_INTERACTION
- ARRANGE_BETROTHAL_INTERACTION
- BREAK_BETROTHAL_INTERACTION
- OFFER_SUCCESSION_MARRIGE_INTERACTION
- OFFER_MARRIGE_INTERACTION
- RANSOM_CHARACTER_INTERACTION
- EDUCATE_CHARACTER_INTERACTION
- ABANDON_AMBITION_INTERACTION
- STOP_BACKING_AMBITION_INTERACTION
- JOIN_AMBITION_INTERACTION
- GRANT_LANDED_TITLE_INTERACTION
- GRANT_VICE_ROYALTY_INTERACTION
- SETTLE_ADVENTURER_INTERACTION
- APPOINT_TO_OFFICE_INTERACTION
- RESIGN_FROM_OFFICE_INTERACTION
- APPOINT_COMMANDER_INTERACTION
- RESIGN_COMMANDER_INTERACTION
- RESIGN_AS_COMMANDER_INTERACTION
- ASK_FOR_INVASION_INTERACTION
- ASK_FOR_DIVORCE_INTERACTION
- DIVORCE_INTERACTION
- ASK_FOR_EXCOMMUNICATION_INTERACTION_MONEY
- CALL_ALLY_INTERACTION
- ASK_TO_LIFT_EXCOMMUNICATION_INTERACTION
- ASK_TO_RANSOM_CHARACTER_INTERACTION
- ASK_TO_JOIN_WAR_INTERACTION
- RELEASE_VASSAL_INTERACTION
- ASK_TO_EMBARGO_INTERACTION
- PREPARE_INVASION_INTERACTION
- MAKE_CONSORT_INTERACTION
- DISMISS_CONSORT_INTERACTION
- RETRACT_VASSAL_INTERACTION
- ASK_FOR_MONEY_INTERACTION
- ASK_FOR_CLAIM_INTERACTION
- ASK_FOR_CRUSADE_INTERACTION
- NOMINATE_BISHOP_TO_POPE_INTERACTION
- ABSORB_CLAN_INTERACTION
- SPLIT_CLAN_INTERACTION
- FORM_BLOOD_OATH_INTERACTION
- SETTLE_FEUD_INTERACTION
- FORM_ALLIANCE_INTERACTION
- DISSOLVE_ALLIANCE_INTERACTION
- START_COALITION_INTERACTION
- LEAVE_COALITION_INTERACTION
- BUY_FAVOR_INTERACTION
- REQUEST_SUPPORT_INTERACTION
- CALL_IN_FAVOR_INTERACTION
- REPLACE_MERCENARY_CAPTAIN_INTERACTION
- STOP_ENFORCE_PEACE_INTERACTION
- ASK_TO_DECLARE_WAR_INTERACTION
- FORM_NON_AGGRESSION_PACT_INTERACTION
- FORCE_JOIN_FACTION_INTERACTION
- ASK_REALM_PEACE_INTERACTION
- ASK_COUNCIL_POSITION_INTERACTION
Send gift
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.MINIMUM_SEND_GIFT_COST = 15 | This value determines the minimum amount of gold that can be given away to other characters. | |
NDefines.NDiplomacy.SEND_GIFT_INCOME_SCALEFACTOR = 15 | This value multiplied by someone's monthly income is what a gift will amount to, unless the value is lower than the MINIMUM_SEND_GIFT_COST. | |
NDefines.NDiplomacy.SEND_GIFT_DIPLOMACY_MULT = 0.5 | Diplomacy affects the opinion bonus multiplied with this | |
NDefines.NDiplomacy.SEND_GIFT_NOT_LIEGE_BONUS = 7 | Not being the liege of the receiver affects the opinon bonus by this much | |
NDefines.NDiplomacy.SEND_GIFT_GREED_MULT = 0.15 | Changes how much greed affects the opinion | |
NDefines.NDiplomacy.PRESTIGE_LOSS_ON_SEND_GIFT_DECLINE | This is the amount of prestige that is lost if someone declines your gift. It is not currently in use. | |
NDefines.NDiplomacy.PIETY_FROM_CHURCH_GIFTS | This amount of piety will be gained when giving a gift to a member of the clergy. It is not currently in use. |
Create title
Key | Description | |
---|---|---|
NDefines.NTitle.DEJURE_COUNTY_LIMIT_TO_CREATE = 0.51 | Fraction of de jure counties that you must control to create a non-imperial title. | |
NDefines.NTitle.EMPIRE_DEJURE_COUNTY_LIMIT_TO_CREATE = 0.8 | Fraction of de jure counties that you must control to create an imperial title. | |
NDefines.NAI.MAX_KING_TITLES_TO_CREATE = 0 | Number | AI will not seek to create/usurp more King-level titles than this (0 for unlimited) |
NDefines.NAI.MAX_EMPIRE_TITLES_TO_CREATE = 0 | Number | AI will not seek to create/usurp more Empire-level titles than this (0 for unlimited) |
NDefines.NAI.AI_EMPEROR_CREATES_KINGDOMS = 0 | Bool | If set to 1, AI Emperors will create King-level titles |
NDefines.NAI.AI_EMPEROR_CREATES_VICE_ROYALTY_KINGDOMS = 1 | Bool | If set to 1, AI Emperors with the kingdom viceroyalty law will create King-level titles regardless of the setting above |
NDefines.NAI.AI_ALWAYS_CREATES_DUCHIES = 0 | Bool | If set to 1, AI will always create Duchy titles even if it has Gavelkind etc |
Usurp title
Key | Unit | Description |
---|---|---|
NDefines.NTitle.DEJURE_COUNTY_LIMIT_TO_USURP = 0.8 | Fraction of de jure counties that you must control to usurp a non-imperial title. | |
NDefines.NTitle.EMPIRE_DEJURE_COUNTY_LIMIT_TO_USURP = 0.8 | Fraction of de jure counties that you must control to usurp an imperial title. | |
NDefines.NDiplomacy.USURP_TITLE_PRESTIGE_MULT = 0.25 | The prestige gain from creating a title will be multiplied by this amount if the title is being usurped rather than created. |
Declare war
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.BREAK_TRUCE_PRESTIGE_PERC_COST = 0.5 | This percentage of current prestige will be lost when breaking a truce. Ranges from 0 to 1. | |
NDefines.NDiplomacy.BREAK_TRUCE_PRESTIGE_COST = 200 | This absolute value of prestige will be lost when breaking a truce. The cost is incurred after the percentage cost. | |
NDefines.NDiplomacy.ATTACKING_SOMEONE_CRUSADING_PIETY_COST = 40 | This amount of piety will be lost when attacking someone of your own religion while they're participating in a Crusade. | |
NDefines.NDiplomacy.ATTACKING_SOMEONE_DEFENDING_AGAINST
_OTHER_RELIGIOUS_GROUP_PIETY_COST = 100 |
This amount of piety will be lost when attacking someone of your own religion while they're being attacked by someone in a different religious group. | |
NDefines.NDiplomacy.ATTACKER_CALL_DECLINE_COST = 25 | This amount of prestige will be lost when declining a call to join an offensive war. | |
NDefines.NDiplomacy.DEFENDER_CALL_DECLINE_COST = 100 | This amount of prestige will be lost when declining a call to join a defensive war. | |
NDefines.NDiplomacy.ALLIED_CALL_DECLINE_COST = 200 | This amount of prestige will be lost when declining a call to war from an ally. | |
NDefines.NDiplomacy.TRIBAL_VASSAL_CALL_DECLINE_COST_FACTOR = 3.0 | Prestige cost multiplier for tribal vassals | |
NDefines.NDiplomacy.DOW_ON_ALLY_PRESTIGE_COST = 50 | This amount of prestige is required in order to declare war on an ally, and will be removed upon doing so. | |
NDefines.NDiplomacy.ALLIANCE_BREAKER_MODIFIER_MONTHS = 3650 | Months | How long the alliance breaker temporary modifier lasts |
NDefines.NDiplomacy.TRUCE_BREAKER_MODIFIER_MONTHS = 3650 | Months | How long the truce breaker temporary modifier lasts |
NDefines.NDiplomacy.MIN_PREP_INV_TARGET_HOLDINGS = 9 | Holdings | Realms with less than this number of holdings within a target kingdom cannot be targeted by a prepared invasion. |
NDefines.NDiplomacy.MAX_PREP_INV_TARGET_HOLDINGS = 40 | Holdings | Realms with more than this number of holdings within a target kingdom cannot be targeted by a prepared invasion. |
NDefines.NDiplomacy.MAX_PREP_INV_ATTACKER_HOLDINGS = 40 | Holdings | Rulers with more than this number of holdings cannot prepare invasions. |
NDefines.NDiplomacy.PREP_INV_REQ_PRESTIGE = 1000 | Rulers need this amount of prestige in order to prepare an invasion. | |
NDefines.NDiplomacy.INTER_MUSLIM_WAR_MONTHLY_PIETY_COST = 2 | Muslims will lose this amount of piety each month if attacking other Muslims of the same religion. Rebellions won't incur this piety cost. |
Banish/Exile
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.BANISH_TAKE_WEALTH_PERCENTAGE_LANDED = 0 | ||
NDefines.NDiplomacy.BANISH_TAKE_WEALTH_PERCENTAGE_COURTIER = 1 | ||
NDefines.NDiplomacy.BANISH_REALM_SIZE_CHANCE_RATIO_MODIFIER = 2 |
Grant independence
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.RELEASE_VASSAL_TRUCE_DAYS = 3650 | Days | Truce with vassal after granting independence. |
Release prisoner
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.RELEASE_PRISONER_PIETY = 5 | This amount of piety will be gained when releasing a prisoner. |
Assassination
Key | Unit | Description |
---|---|---|
NDefines.NDiplomacy.ASSASSINATION_COST_RANK_MULT = 100 | Additional cost for assassinations multiplied by rank (count = 1, emperor = 4). Also applies to children of rulers. |
Interface
Portraits
- 主條目:Portrait modding
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.PORTRAIT_ADULT_MALE_AGE_THRESHOLD = 16 | Age | Male child to adult age portrait switch |
NDefines.NCharacter.PORTRAIT_ADULT_FEMALE_AGE_THRESHOLD = 16 | Age | Female child to adult age portrait switch |
NDefines.NCharacter.PORTRAIT_MID_AGE_THRESHOLD = 30 | Age | Middle age switch for character portraits |
NDefines.NCharacter.PORTRAIT_OLD_AGE_THRESHOLD = 50 | Age | Old age switch for character portraits |
NDefines.NCharacter.EARLY_PORTRAIT_AND_UNIT_BEFORE_YEAR = 950 | Date | Before this date, early versions of Units and Portraits will be used if available |
NDefines.NCharacter.LATE_PORTRAIT_AND_UNIT_AFTER_YEAR = 1200 | Date | After this date, late versions of Units and Portraits will be used if available |
NDefines.NGraphics.NUMBER_OF_PROPERTIES = 14 | Int | Number of letters in properties string (zeros will be added if some letters are missing in character history). This allows to add custom properties in portrait_properties.txt .
|
Misc
Defines that don't fit in any other category.
Key | Unit | Description |
---|---|---|
NDefines.NCharacter.PAPAL_INVEST_PIETY_COST_MULT = 0.5 | When Papal Investiture is in place, the Piety cost of religious actions will be multiplied by this value. | |
NDefines.NDiplomacy.MAX_DUCHIES_LEGALLY_HELD = 2 | Beyond this number of duchies held, vassals will start to get angry with their liege. Does not apply if the liege is duke-level. | |
NDefines.NDiplomacy.MUSLIM_TEMPLE_HOLDING_MONTHLY_PIETY = 0.2 | Muslims will get this amount of piety per month for each temple in their demesne. | |
NDefines.NDiplomacy.PAGAN_PEACE_MONTHS = 24 | After this number of months, Pagans will start to lose prestige for being at peace. | |
NDefines.NDiplomacy.PAGAN_PEACE_MONTHLY_PRESTIGE_LOSS = 2.0 | Pagans will lose this amount of prestige each month for being at peace. |
To Sort
Over 500 New Defines that i Grabbed from the .exe (Not sure about all of them).
Key | Unit | Description |
---|---|---|
NDiplomany | ||
"SUZERAIN_DEFENDER_CALL_DECLINE_COST" | ||
"DOW_ON_ALLY_PRESTIGE_COST" | ||
"GAME_RULE_DEMESNE_SIZE_HALF" | ||
"GAME_RULE_DEMESNE_SIZE_QUARTERED" | ||
"GAME_RULE_DEMESNE_SIZE_UNLIMITED" | ||
"TRIBUTARY_UPRISING_AI_WEAK_MALUS" | ||
"TRIBUTARY_UPRISING_AI_STRONG_LEVEL" | ||
"GAME_RULE_VASSAL_LIMIT_HALF" | ||
"GAME_RULE_VASSAL_LIMIT_QUARTERED" | ||
"GAME_RULE_VASSAL_LIMIT_UNLIMITED" | ||
"DIPLO_ICON_DURATION_DAYS" | ||
:"ARTIFACT_VALUE_OPINION_MULT" | ||
NSociety | ||
:"SOCIETY_INFLUENCE_MEMBER_LIMIT_FACTOR" | ||
:"SOCIETY_SHOW_INTEREST_COOLDOWN" | ||
:"JOIN_SOCIETY_COOLDOWN" | ||
NTitle | ||
:"CLAIM_VASSAL_TITLE_COST_MOD" | ||
:"CLAIM_DE_JURE_TITLE_COST_MOD" | ||
:"NORMAL_LAW_CHANGE_COUNCIL_MONTHS" | ||
:"NORMAL_LAW_CHANGE_ABSOLUTISM_MONTHS" | ||
:"TITLE_USURP_COOLDOWN_MONTHS" | ||
:"REQ_DUCHIES_FOR_KINGDOM_CREATION" | ||
:"REQ_KINGDOMS_FOR_EMPIRE_CREATION" | ||
:"TITULAR_TITLE_CREATION_COST_MULT" | ||
:"BECOME_KING_TITLE_GOLD_CREATION_COST_MULT" | ||
:"BECOME_KING_TITLE_PIETY_CREATION_COST_MULT" | ||
:"ENFORCE_ONE_OF_EACH_HOLDING" | ||
:"MAX_REPUBLIC_COUNTIES_IN_REALM" | ||
:"MAX_THEOCRACY_COUNTIES_IN_REALM" | ||
:"THEOCRACY_COUNTIES_CAN_BORDER" | ||
:"REPUBLIC_COUNTIES_CAN_BORDER" | ||
:"MILITARY_GOV_CREATE_KINGDOMS" | ||
:"CUSTOM_TITLE_COLOR_OFFSET" | ||
NReligion | ||
:"CREATE_ANTIPOPE_PRESTIGE_COST" | ||
:"EXCOM_MIN_AUTHORITY" | ||
:"INVASION_MIN_AUTHORITY" | ||
:"CRUSADE_AUTHORITY_COST" | ||
:"REFORM_RELIGION_MIN_AUTHORITY" | ||
:"REFORM_RELIGION_MIN_HOLY_SITES" | ||
:"REFORM_RELIGION_PIETY_COST" | ||
:"AUTHORITY_FROM_HOLY_SITE" | ||
:"AUTHORITY_FROM_ANTIPOPE" | ||
:"AUTHORITY_FROM_RELHEAD_PIETY" | ||
:"AUTHORITY_FROM_IMMORAL_HEAD" | ||
:"AUTHORITY_FROM_RELHEAD_DIPLOMACY" | ||
:"AUTHORITY_FROM_RELHEAD_HOLY_SITE" | ||
:"AUTHORITY_FROM_ORG_RELIGION" | ||
:"DIVINE_BLOOD_FERTILITY_MULT" | ||
:"ELECTOR_TITLE_CAMPAIGN_FUND_FACTOR" | ||
:"ELECTOR_TITLE_OPINION_FACTOR" | ||
:"ELECTOR_TITLE_REALM_POWER_FACTOR" | ||
:"ELECTOR_TITLE_CULTURE_GROUP_FACTOR" | ||
:"ELECTOR_TITLE_CULTURE_FACTOR" | ||
:"ELECTOR_TITLE_AT_CAPITAL_FACTOR" | ||
:"ELECTOR_TITLE_LEARNING_FACTOR" | ||
:"ELECTOR_TITLE_PIETY_FACTOR" | ||
:"ELECTOR_TITLE_AGE_FACTOR" | ||
:"ELECTOR_FAMOUS_DYNASTY_FACTOR" | ||
:"ELECTOR_TRAITS_FACTOR" | ||
:"HERESY_TAKEOVER_PROVINCES" | ||
:"PAPAL_SUCCESSION_PASS_ON_HOLDINGS" | ||
:"PAPAL_SUCCESSION_LOSE_MINOR_TITLES" | ||
:"AUTHORITY_FROM_PIETY_CAP" | ||
NEconomy | ||
:"HOLDING_SLOT_BUILD_COST_MOD" | ||
:"BISHOP_TAX_TO_POPE_FACTOR" | ||
:"BISHOP_TAX_TO_ANTI_POPE_FACTOR" | ||
:"TRADEZONE_VALUE_MULT" | ||
:"TRADE_ZONE_BONUS_MULTIPLIER" | ||
:"TRADE_ZONE_BONUS_MULT_CITY" | ||
:"TRADE_CONNECTED_TO_CAPITAL_BONUS" | ||
:"TRADE_POST_COST_INC_DIST" | ||
:"TRADE_POST_OPINION_EFFECT" | ||
:"MAX_TRADE_POSTS_BASE" | ||
:"TRADETECH_LEVEL_FOR_BASE_TPS" | ||
:"TRADE_POST_RAISE_LOOT_MULT" | ||
:"OVER_MAX_DEMESNE_TAX_PENALTY" | ||
:"HOLDING_LOOT_LOWER_LIMIT_MULTIPLIER" | ||
:"TAX_TO_LOOT_MULTIPLIER" | ||
:"POPULATION_TO_LOOT_MULTIPLIER" | ||
:"POPULATION_LOOT_DEATH_MULTIPLIER" | ||
:"FORT_LOOT_DEFENCE_MULTIPLIER" | ||
:"LOOTABLE_GOLD_REGROWTH" | ||
:"LOOT_PERCENT_PER_LOOTTICK" | ||
:"TPC_TO_LOOT_MULTIPLIER" | ||
:"LOOTER_SHIP_MAINT_MULT" | ||
:"LOOTER_ARMY_MAINT_MULT" | ||
:"LOOT_PRESTIGE_MULT" | ||
:"LOOT_EVERY_X_DAYS" | ||
:"LOOT_IDEAL_MIN_TROOPS" | ||
:"BUILDING_COST_MULT" | ||
:"SILK_ROAD_TP_BUILD_COST_MOT" | ||
:"TRADE_ROUTE_SIEGE_MULTIPLIER" | ||
:"TRADE_ROUTE_OCCUPATION_MULTIPLIER" | ||
:"FORT_CONSUMED_IN_SETTLEMENT_CONTRUCTION" | ||
NNomad | ||
:"POPULATION_INCREASE_MULTIPLIER" | ||
:"MANPOWER_INCREASE_MULTIPLIER" | ||
:"MANPOWER_LOW_SENTIMENT_INCREASE_MULTIPLIER" | ||
:"POPULATION_TAX_MULTIPLIER" | ||
:"MAX_POPULATION_EMPTY_HOLDING_MULTIPLIER" | ||
:"MAX_MANPOWER_POPULATION_MULTIPLIER" | ||
:"UNITS_FOR_OCCUPATION" | ||
:"START_POPULATION" | ||
:"START_MANPOWER" | ||
:"MERCENARY_CREATE_MANPOWER_RATIO" | ||
:"CLAN_GRAZING_LAND_MALUS_TRESHHOLD" | ||
:"CLAN_GRAZING_LAND_MALUS" | ||
:"CLAN_MARRIAGE_TIES" | ||
:"CLAN_PRESTIGE_MIDDLE" | ||
:"CLAN_PRESTIGE_SCALE" | ||
:"PROVINCES_PER_CLAN" | ||
:"MAX_CLANS" | ||
:"TOO_MUCH_COMPETITION" | ||
:"CLANS_WANT_MORE_LAND" | ||
:"HISTORICAL_NOMAD_VASSAL_TRIBUTARY_PERCENTAGE" | ||
:"STARTING_HORDE_MAX_FRACTION" | ||
:"HORDE_REINFORCE_MULTIPLIER" | ||
:"CLAN_SAME_FAITH_BONUS" | ||
:"CAPITAL_AT_TRADE_POST_MODIFIER" | ||
:"CAPITAL_ADJACADENT_TO_TRADE_POST_MODIFIER" | ||
:"CAPITAL_AT_OWN_HOLY_SITE_PIETY" | ||
:"CAPITAL_AT_OTHER_HOLY_SITE_PRESTIGE" | ||
:"GARRISON_UNUSED_MANPOWER_MULTIPLIER" | ||
:"GARRISON_MAX_UNUSED_MANPOWER_MODIFIER" | ||
:"MAX_HOLDINGS_IN_NOMADIC_PROVINCE" | ||
NMilitary | ||
:"ATTACK_TO_DAMAGE_MULT" | ||
:"LEVY_MAINTENANCE_FACTOR" | ||
:"HOLDING_LEVY_SIZE_OWNER_MARTIAL_BASE" | ||
:"HOLDING_LEVY_SIZE_OWNER_MARTIAL_MULT" | ||
:"MERCENARY_HIRE_COST_FACTOR" | ||
:"HOLY_ORDER_DYNASTY_HIRE_COST_FACTOR" | ||
:"BATTLE_WARSCORE_WORTH_MULTIPLIER" | ||
:"BATTLE_WARSCORE_HOSTS_MULTIPLIER" | ||
:"BATTLE_WARSCORE_LANDLESS_MULTIPLIER" | ||
:"ATTACKER_SIEGE_DAMAGE" | ||
:"DEFENDER_SIEGE_DAMAGE" | ||
:"NUM_DAYS_BETWEEN_SIEGE_MORALE_LOSS" | ||
:"PAGAN_HOME_SIEGE_MORALE_LOSS_MULT" | ||
:"BASE_SETTLEMENT_WARSCORE" | ||
:"PROVINCE_WITHOUT_SETTLEMENT_WARSCORE_MULTIPLIER" | ||
:"VASSAL_PROVINCE_WITHOUT_SETTLEMENT_WARSCORE_MULTIPLIER" | ||
:"ARMY_LOAD_MOVE_COST" | ||
:"ARMY_UNLOAD_MOVE_COST" | ||
:"WAR_CONTRIBUTION_PROVINCE_WITHOUT_SETTLEMENT_OCCUPATION_PER_DAY" | ||
:"NOMAD_PROVINCE_WAR_CONTRIBUTION_MULTIPLIER" | ||
:"WAR_CONTRIBUTION_THEOCRACY_GHW_MULT" | ||
:"EVENT_TROOPS_SIZE_MULT" | ||
:"OCCUPATION_PENALTY_MONTHS_DIFFERENT_RELIGION" | ||
:"OCCUPATION_PENALTY_MONTHS_DIFFERENT_RELIGIONGROUP" | ||
:"OCCUPATION_PENALTY_MONTHS_DIFFERENT_CULTURE" | ||
:"OCCUPATION_PENALTY_MONTHS_DIFFERENT_CULTUREGROUP" | ||
:"SETTLED_ADVENTURER_MODIFIER_YEARS" | ||
:"RETINUE_TITLE_MODIFIER" | ||
:"TERRAIN_SPEC_BONUS" | ||
:"MAX_LEADERSHIP_TRAITS" | ||
:"MAX_COMMANDERS_BARON" | ||
:"MAX_COMMANDERS_COUNT" | ||
:"MAX_COMMANDERS_DUKE" | ||
:"MAX_COMMANDERS_KING" | ||
:"MAX_COMMANDERS_EMPEROR" | ||
:"LIEGE_LEVY_REINF_RATE" | ||
:"LIEGE_LEVY_SIZE_MULTIPLIER" | ||
:"LIEGE_FLEET_SIZE_MULTIPLIER" | ||
:"LIEGE_LEVY_COST_MULTIPLIER" | ||
:"LIEGE_LEVY_SUBUNIT_SIZE_CUTOFF" | ||
:"LIEGE_LEVY_SUBUNIT_SIZE_MIN" | ||
:"LIEGE_LEVY_VICE_ROYALTY_MULTIPLIER" | ||
:"FORT_LEVEL_ASSAULT_THRESHOLD" | ||
:"COMMAND_MODIFIER_MARTIAL_MULTIPLIER" | ||
:"MAX_RIVER_MOVEMENT_FORT_LEVEL" | ||
:"BOTTLENECK_SIZE_MODIFIER" | ||
:"BOTTLENECK_DEFENDER_MARTIAL_MODIFIER" | ||
:"BOTTLENECK_ATTACKER_MARTIAL_MODIFIER" | ||
:"BOTTLENECK_CHANCE_LEADER_CAP" | ||
:"BOTTLENECK_CHANCE_MAX" | ||
:"BOTTLENECK_CHOKE_TROOP_CAP" | ||
:"REBEL_LEADER_MINIMUM_LIEGE_LEVY_MULT" | ||
:"CAPITAL_COUNTY_LIEGE_LEVY_MULT" | ||
:"CAPITAL_DUCHY_LIEGE_LEVY_MULT" | ||
:"CAPITAL_KINGDOM_LIEGE_LEVY_MULT" | ||
:"CAPITAL_EMPIRE_LIEGE_LEVY_MULT" | ||
:"OUTSIDE_LIEGE_LEVY_MULT" | ||
:"SUPPLY_CAPACITY" | ||
:"OUT_OF_SUPPLY_ATTRITION_BASE" | ||
:"OUT_OF_SUPPLY_ATTRITION_INCREASE" | ||
:"OUT_OF_SUPPLY_ATTRITION_TICK" | ||
:"FORAGING_PILLAGE_MODIFIER" | ||
:"MONTHS_OF_UNDECIDED_WAR" | ||
:"MAJOR_BATTLE_WARSCORE" | ||
:"DEATH_MORALE_DAMAGE" | ||
:"SHATTERED_RETREAT_ENABLED_COMBAT" | ||
:"SHATTERED_RETREAT_ENABLED_SIEGE" | ||
:"SIMPLE_RETREAT_ENABLED_SIEGE" | ||
:"SHATTERED_RETREAT_HOSTILE_ATTRITION" | ||
:"SHATTERED_RETREAT_NEUTRAL_ATTRITION" | ||
:"SHATTERED_RETREAT_FRIENDLY_ATTRITION" | ||
:"SHATTERED_RETREAT_MOVEMENT_MULTIPLIER" | ||
:"SHATTERED_RETREAT_MORALE_MULTIPLIER" | ||
:"SHATTERED_RETREAT_PREFERRED_PROVINCES" | ||
:"SHATTERED_RETREAT_MAX_PROVINCES" | ||
:"SHATTERED_RETREAT_DISTANCE_MULTIPLIER" | ||
:"SHATTERED_RETREAT_OWN_UNIT_MULTIPLIER" | ||
:"SHATTERED_RETREAT_WAR_FRIEND_UNIT_MULTIPLIER" | ||
:"SHATTERED_RETREAT_ENEMY_UNIT_MULTIPLIER" | ||
:"SHATTERED_RETREAT_NEIGHBOUR_UNIT_MULTIPLIER" | ||
:"SHATTERED_RETREAT_OCCUPIED" | ||
:"SHATTERED_RETREAT_OWN_REALM" | ||
:"SHATTERED_RETREAT_OWN_CAPITAL" | ||
:"SHATTERED_RETREAT_WAR_FRIEND" | ||
:"SHATTERED_RETREAT_ENEMY" | ||
:"SHATTERED_RETREAT_SAME_RELIGION" | ||
:"SHATTERED_RETREAT_SAME_CULTURE" | ||
:"SHATTERED_RETREAT_SAME_GOVERNMENT" | ||
:"SHATTERED_RETREAT_MAX_DISTANCE_DIVIDER" | ||
:"SHATTERED_RETREAT_RANDOM" | ||
:"SHATTERED_RETREAT_BOAT_ADJACENCY_COASTAL_BONUS" | ||
:"MERCENARY_CREATE_LEVY_RATIO" | ||
:"SHATTERED_RETREAT_BIG_PROVINCE_LIMIT" | ||
:"SHATTERED_RETREAT_MAX_PROVINCE_COST" | ||
:"SHATTERED_RETREAT_FORBIDDEN_LOOT_MONTHS" | ||
:"MAX_WARSCORE_FROM_BATTLE_ATTACKERS" | ||
:"MAX_WARSCORE_FROM_BATTLE_DEFENDERS" | ||
:"USE_AUTOMATIC_CALL_TO_ARMS" | ||
:"AUTOMATICALLY_ACCEPTS_CALL_TO_ARMS" | ||
:"AUTOMATICALLY_ACCEPTS_COALITION_CALLS" | ||
:"DESIRED_ALLIANCE_MULTIPLIER_STRENGTH_IN_WARS" | ||
:"NOMAD_SUFFER_PAGAN_ATTRITION" | ||
:"VASSALS_UNITE_AGAINST_TYRANNY" | ||
:"FAR_CRUSADES_WITHOUT_WEIGHT_MODIFIER" | ||
NTechnology | ||
:"DONT_EXECUTE_TECH_BEFORE" | ||
:"POINTS_PER_ATTRIBUTE" | ||
:"BASE_NEIGHBOUR_SPREAD_BONUS" | ||
:"NEIGHBOUR_SAME_RELIGON_GROUP_MULT" | ||
:"BASE_DEMESNE_SPREAD_BONUS" | ||
:"MAX_DEMESNE_BONUS" | ||
:"TRADEPOST_SPREAD_BONUS" | ||
:"SPYACTION_SPREAD_BONUS" | ||
:"IDEAL_YEAR_LEVEL_0" | ||
:"IDEAL_YEAR_LEVEL_8" | ||
:"IDEAL_YEAR_AHEAD_PENALTY_INVEST" | ||
:"PAGAN_HOME_ATTRITION_REMOVAL_LEVEL" | ||
:"NOMAD_TRIBUTARY_LEECH_RATIO" | ||
:"BASE_FROM_NOMAD_CAPITAL_SPREAD_BONUS" | ||
:"BASE_TO_NOMAD_CAPITAL_SPREAD_BONUS" | ||
NDisease | ||
:"SMALL_TOWN_INCOME" | ||
:"BIG_TOWN_INCOME" | ||
:"CROWDED_THRESHOLD_MODIFIER" | ||
:"INFECTION_CHANCE_MODIFIER_PER_SETTLEMENT" | ||
:"INFECTION_CHANCE_MODIFIER_TRADEPOST" | ||
:"INFECTION_CHANCE_MODIFIER_FORT" | ||
:"INFECTION_CHANCE_MODIFIER_UNITS" | ||
:"INFECTION_CHANCE_MODIFIER_TRADEROUTE" | ||
:"INFECTION_CHANCE_MODIFIER_TAXES" | ||
:"INFECTION_CHANCE_NEIGHBOURS_MODIFIER" | ||
:"INFECTION_CHANCE_ORIGINAL_PROVINCE_MODIFIER" | ||
:"INFECTION_CHANCE_BASE_PROVINCES_NUMBER" | ||
:"INFECTION_CHANCE_MOST_LIKELY_PERCENTAGE" | ||
:"INFECTION_CHANCE_COASTAL_SEAS_ARE_COUNTED" | ||
:"INFECTION_ONLY_AFFECTS_ADJACENT_PROVINCES" | ||
:"INFECTION_DURATION_VARIATION" | ||
NGraphics | ||
:"PORT_SHIP_OFFSET" | ||
:"CITY_SPRAWL_DRAW_DISTANCE" | ||
:"CITY_SPRAWL_SHRINK_DISTANCE" | ||
:"CITY_SPRAWL_AMOUNT" | ||
:"CITY_SPRAWL_NUDGE_TAX_VALUE" | ||
:"PROVINCE_NAME_DRAW_DISTANCE" | ||
:"MILD_WINTER_VALUE" | ||
:"NORMAL_WINTER_VALUE" | ||
:"SEVERE_WINTER_VALUE" | ||
:"TREASURY_MODIFIER_ICON_FRAME" | ||
:"NUMBER_OF_DNA_PROPERTIES" | Int | Number of letters in dna string (zeros will be added if some letters are missing in character history). This allows to add custom dna frames in portrait_properties.txt. |
:"CITY_MAIN_BUILDING_LEVEL_2" | ||
:"CITY_MAIN_BUILDING_LEVEL_3" | ||
NEngine | ||
:"EVENT_PROCESS_OFFSET" | ||
:"COURTIER_EVENT_PROCESS_OFFSET" | ||
:"COURTIERS_MTTTH_EVENTS" | ||
:"MISSING_SCRIPTED_SUCCESSOR_ERROR_CUTOFF_YEAR" | ||
:"MISSING_SCRIPTED_SUCCESSOR_ERROR_CUTOFF_MONTH" | ||
:"MISSING_SCRIPTED_SUCCESSOR_ERROR_CUTOFF_DAY" | ||
:"COURT_PRUNE_SIZE" | ||
:"PRUNE_MINIMAL_AGE" | ||
:"HEALTH_IMMUNITY_TO_PRUNING" | ||
NAI | ||
:"INTERACTION_THRESHOLD_FOR_NO" | ||
:"INTERACTION_THRESHOLD_FOR_YES" | ||
:"INTERACTION_MIN_DAYS_REJECTED" | ||
:"INTERACTION_DAYS_REJECTED_RANDOM" | ||
:"INTERACTION_OPINION_CHANGE_TO_DISCARD_REJECTION" | ||
:"PEACEAI_INITIAL_WARSCORE_RELUCTANCE" | ||
:"PEACEAI_STALLED_WAR_WARSCORE_INCREMENT" | ||
:"PEACEAI_STALLED_WAR_WARSCORE_MONTHS" | ||
:"PEACEAI_INITIAL_DEFENDER_WARSCORE_RELUCTANCE" | ||
:"MIL_AI_COUNTER_INVADE_DISTANCE_THRESHOLD" | ||
:"CRUSADE_CREATION_MONTH_DELAY" | ||
:"NAVAL_INVASION_RANGE" | ||
:"DOW_AGGRESSION_FACTOR" | ||
:"MARRIAGE_AI_PRESTIGE_VALUE" | ||
:"MAX_KING_TITLES_TO_CREATE" | ||
:"MAX_EMPIRE_TITLES_TO_CREATE" | ||
:"AI_EMPEROR_CREATES_KINGDOMS" | ||
:"AI_EMPEROR_CREATES_VICE_ROYALTY_KINGDOMS" | ||
:"AI_ALWAYS_CREATES_DUCHIES" | ||
:"AI_ASSAULT_RATIO" | ||
:"HARD_DIFF_AI_ATTRITION" | ||
:"V_HARD_DIFF_AI_ATTRITION" | ||
:"MINIMUM_IMPRISONED_YEARS" | ||
:"BASE_AI_ARMY_SIZE" | ||
:"DESIRED_CONSORTS" | ||
:"NOMAD_DESIRED_CONSORTS" | ||
:"RAID_MAX_REALM_SIZE" | ||
:"RAID_AGGRESSION" | ||
:"RAID_PREP_INV_SPARE_SAME_CULTURE" | ||
:"RAID_SPARE_ACCEPTED_RELIGIONS" | ||
:"TRIBAL_VASSAL_EXTRA_CALL_CHANCE" | ||
:"TRIBAL_REPUBLIC_THRESHOLD" | ||
:"TRIBAL_REPUBLIC_STEWARDSHIP_MODIFIER" | ||
:"TRIBAL_REPUBLIC_GREEDY_MODIFIER" | ||
:"TRIBAL_REPUBLIC_CHARITABLE_MODIFIER" | ||
:"TRIBAL_REPUBLIC_INDULGENT_WASTREL_MODIFIER" | ||
:"TRIBAL_REPUBLIC_THRIFTY_CLERK_MODIFIER" | ||
:"TRIBAL_REPUBLIC_FORTUNE_BUILDER_MODIFIER" | ||
:"TRIBAL_REPUBLIC_MIDAS_TOUCHED_MODIFIER" | ||
:"TRIBAL_PRESTIGE_CALL_TRESHOLD" | ||
:"CB_SCORE_PROVINCE_WITHOUT_SETTLEMENT_NON_NOMAD" | ||
:"CB_SCORE_PROVINCE_WITH_SETTLEMENT_NOMAD" | ||
:"SIEGE_SCORE_PROVINCE_WITHOUT_SETTLEMENT_NON_NOMAD" | ||
:"SIEGE_SCORE_PROVINCE_WITHOUT_SETTLEMENT_NOMAD" | ||
:"NOMAD_MARRIAGE_CLAN_MODIFIER" | ||
:"NOMAD_MARRIAGE_KHAN_MODIFIER" | ||
:"NOMAD_MARRIAGE_CLAN_SENTIMENT_MULTIPLIER" | ||
:"NOMAD_BLOOD_OATH_CLAN_SENTIMENT_MULTIPLIER" | ||
:"NOMAD_BLOOD_OATH_OPINION_MULTIPLIER" | ||
:"NOMAD_BLOOD_OATH_AMBITIOUS_MULTIPLIER" | ||
:"NOMAD_BLOOD_OATH_KHAN_MODIFIER" | ||
:"NOMAD_DESIRED_UNUSED_MANPOWER" | ||
:"AI_MIN_CLAN_SIZE_MULTIPLIER" | ||
:"NOMAD_HIGH_MANPOWER_AGRESSION_MULTIPLIER" | ||
:"NOMAD_LOW_MANPOWER_AGRESSION_MULTIPLIER" | ||
:"NOMAD_KEEPS_BARON_TRIBAL_SETTLEMENTS" | ||
:"NOMAD_BUILDS_TEMPLES" | ||
:"COALITION_JOIN_THRESHOLD" | ||
:"COALITION_LEAVE_THRESHOLD" | ||
:"COALITION_TROOP_STRENGTH_THREAT_RATIO" | ||
:"COALITION_SCARY_TROOP_STRENGTH_THREAT_RATIO" | ||
:"COALITION_THREAT_MAX_DISTANCE" | ||
:"MARRIAGE_THREATENING_FOR_THEM_MODIFIER" | ||
:"BETROTHAL_MIN_AGE" | ||
:"MARRIAGE_THREATENING_FOR_US" | ||
:"MARRIAGE_LANDED_AND_NO_NAP" | ||
:"MARRIAGE_LANDED" | ||
:"MARRIAGE_PRIMARY_HEIR" | ||
:"MARRIAGE_SECONDARY_HEIR" | ||
:"MARRIAGE_CHILD_OF_RULER" | ||
:"MARRIAGE_ALLIED_AND_NO_NAP" | ||
:"MARRIAGE_EXISTING_NAP" | ||
:"FACTION_EXPIRATION_MONTHS" | ||
:"FACTION_EXPIRATION_MONTHS_RANDOMNESS" | ||
:"FACTION_EXPIRATION_SIZE_LIEGE" | ||
:"FACTION_EXPIRATION_SIZE_OTHER_FACTION" | ||
:"FACTION_EXPIRED_MONTHS" | ||
:"BASE_PERCENTAGE_CHANCE_OF_VOTING_FOR_LAW" | ||
:"PERCENTAGE_CHANCE_OF_VOTING_FOR_LAW_PER_VOTE_CAST" | ||
:"BASE_LAW_CHANGE_YES_DIPLOMACY" | ||
:"BASE_LAW_CHANGE_NO_DIPLOMACY" | ||
:"COUNCILOR_LIEGE_LAW_CHANGE_BASE" | ||
:"COUNCILOR_LIEGE_LAW_CHANGE_IS_RULER" | ||
:"COUNCILOR_LIEGE_LAW_CHANGE_COUNCIL_DISCONTENT" | ||
:"COUNCILOR_LIEGE_LAW_CHANGE_MAX_SCORE" | ||
:"COUNCILOR_LIEGE_LAW_CHANGE_VOTING_ISSUES_MULT" | ||
:"COUNCILOR_LIEGE_LAW_CHANGE_LIEGE_OPINION_MULT" | ||
:"EXPANDING_HORDE_TRESHOLD" | ||
:"GO_AGAINST_COUNCIL_SCORE" | ||
:"GO_AGAINST_COUNCIL_RATIONALITY_MODIFIER" | ||
:"GO_AGAINST_COUNCIL_HONOR_MODIFIER" | ||
:"GO_AGAINST_COUNCIL_AMBITION_MODIFIER" | ||
:"GO_AGAINST_COUNCIL_GREED_MODIFIER" | ||
:"GO_AGAINST_COUNCIL_ZEAL_MODIFIER" | ||
:"GO_AGAINST_COUNCIL_OPINION_MODIFIER" | ||
:"RAISE_FORCES_ENEMY_TROOP_AMOUNT" | ||
:"CONTINUE_WAR_TRESHOLD" | ||
:"STOP_WAR_THRESHOLD" | ||
:"TROOP_STRENGTH_PER_TIER_ENFORCE_PEACE" | ||
:"ASK_FOR_COUNCIL_POSITION_BASE_DESIRE" | ||
:"ASK_FOR_COUNCIL_POSITION_DESIRE_MULTIPLIER" | ||
:"AI_SUPPORT_PARDON_BONUS" | ||
:"DIVINE_BLOOD_INCEST_FACTOR" | ||
:"STATECRAFT_THREAT_THRESHOLD" | ||
:"ADMINISTER_REALM_REALM_SIZE_THRESHOLD" | ||
:"NOMAD_ORGANIZE_ARMY_THRESHOLD" | ||
NFrontend | ||
:"CAMERA_LOOKAT_X" | The position on the map that the camera will look at in the horizontal plane | |
:"CAMERA_LOOKAT_Y" | The height above the map that the camera will look at | |
:"CAMERA_LOOKAT_Z" | The position on the map that the camera will look at in the vertical plane | |
:"CAMERA_LOOKAT_SETTINGS_Z" | The position on the map that the camera will look at in the vertical plane | |
:"CAMERA_LOOKAT_SETTINGS_X" | The position on the map that the camera will look at in the horizontal plane | |
:"CAMERA_LOOKAT_SETTINGS_Y" | The height above the map that the camera will look at | |
:"CAMERA_START_X" | ||
:"CAMERA_START_Y" | ||
:"CAMERA_START_Z" | ||
:"CAMERA_END_X" | ||
:"CAMERA_END_Y" | ||
:"CAMERA_END_Z" | ||
:"TIME_FROZEN" | ||
:"GUI_MOVE_SPEED" | ||
:"MAX_ZOOM_LEVEL" | ||
:"FADE_IN_DONE_TIME" | ||
:"GUI_START_MOVE_TIME" | ||
:"CAMERA_START_MOVE_TIME" | ||
:"CAMERA_SPEED_IN_MENUS" | ||
:"FRONTEND_POS_X" | The position of the camera in the horizontal plane | |
:"FRONTEND_POS_Y" | The Height of camera | |
:"FRONTEND_POS_Z" | The position of the camera in the vertical plane | |
:"FRONTEND_LOOK_X" | The position on the map that the camera will look at in the horizontal plane | |
:"FRONTEND_LOOK_Y" | The height above the map that the camera will look at | |
:"FRONTEND_LOOK_Z" | The position on the map that the camera will look at in the vertical plane | |
:"SETTINGS_POS_X" | The position of the camera in the horizontal plane | |
:"SETTINGS_POS_Y" | The Height of camera | |
:"SETTINGS_POS_Z" | The position of the camera in the vertical plane | |
:"SETTINGS_LOOK_X" | The position on the map that the camera will look at in the horizontal plane | |
:"SETTINGS_LOOK_Y" | The height above the map that the camera will look at | |
:"SETTINGS_LOOK_Z" | The position on the map that the camera will look at in the vertical plane | |
:"MP_OPTIONS_POS_X" | The position of the camera in the horizontal plane | |
:"MP_OPTIONS_POS_Y" | The Height of camera | |
:"MP_OPTIONS_POS_Z" | The position of the camera in the vertical plane | |
:"MP_OPTIONS_LOOK_X" | The position on the map that the camera will look at in the horizontal plane | |
:"MP_OPTIONS_LOOK_Y" | The height above the map that the camera will look at | |
:"MP_OPTIONS_LOOK_Z" | The position on the map that the camera will look at in the vertical plane | |
:"CREDITS_POS_X" | The position of the camera in the horizontal plane | |
:"CREDITS_POS_Y" | The Height of camera | |
:"CREDITS_POS_Z" | The position of the camera in the vertical plane | |
:"CREDITS_LOOK_X" | The position on the map that the camera will look at in the horizontal plane | |
:"CREDITS_LOOK_Y" | The height above the map that the camera will look at | |
:"CREDITS_LOOK_Z" | The position on the map that the camera will look at in the vertical plane | |
NEndGame | ||
DYN1_SCORE | ||
DYN1_ID | ||
DYN2_SCORE | ||
DYN2_ID | ||
DYN3_SCORE | ||
DYN3_ID | ||
DYN4_SCORE | ||
DYN4_ID | ||
DYN5_SCORE | ||
DYN5_ID | ||
DYN6_SCORE | ||
DYN6_ID | ||
DYN7_SCORE | ||
DYN7_ID | ||
DYN8_SCORE | ||
DYN8_ID | ||
DYN9_SCORE | ||
DYN9_ID | ||
DYN10_SCORE | ||
DYN10_ID | ||
DYN11_SCORE | ||
DYN11_ID | ||
DYN12_SCORE | ||
DYN12_ID | ||
DYN13_SCORE | ||
DYN13_ID | ||
DYN14_SCORE | ||
DYN14_ID | ||
DYN15_SCORE | ||
DYN15_ID | ||
NRulerDesigner | ||
"BASE_ATTRIB" | ||
"BASE_AGE" | ||
"BASE_FERTILITY" | ||
"BASE_HEALTH" | ||
"COST_ATTRIB" | ||
"COST_SON" | ||
"COST_DAUGHTER" | ||
"COST_MARRIED" | ||
"COST_FERTILITY" | ||
"COST_HEALTH" | ||
"COST_COMBAT_RATING" | ||
"COST_MONTHLY_PRESTIGE" | ||
"COST_MONTHLY_PIETY" | ||
"COST_MONTHLY_WEALTH" | ||
"COST_GLOBAL_TAX" | ||
"COST_CHURCH_OPINION" | ||
"COST_SPOUCE_OPINION" | ||
"COST_SEXAPPEAL_OPINION" | ||
"COST_DYNASTY_OPINION" | ||
"COST_VASSAL_OPINION" | ||
"COST_LIEGE_OPINION" | ||
"COST_INFIDEL_OPINION" | ||
"COST_OPPOSITE_TRAIT_OPINION" | ||
"COST_SAME_TRAIT_OPINION" | ||
"COST_SAME_RELIGION_OPINION" | ||
"COST_AMBITION_OPINION" | ||
"COST_GENERAL_OPINION" | ||
"COST_MUSLIM_OPINION" | ||
"COST_JEWISH_OPINION" | ||
"COST_CHRISTIAN_OPINION" | ||
"COST_ZOROASTRIAN_OPINION" | ||
"COST_TRIBAL_OPINION" | ||
"COST_UNREFORMED_TRIBAL_OPINION" | ||
"COST_MORALE_OFFENCE" | ||
"COST_MORALE_DEFENCE" | ||
"COST_DEFENCE" | ||
"MAX_AGE" | ||
(Again not sure But it could be NRulerDesigner but i doubt it) | ||
"START_YEAR" | ||
"START_MONTH" | ||
"START_DAY" | ||
"START_CHARACTER" | ||
"FIRST_EVENT" | ||
"HAS_WIFE_EVENT" | ||
"ANGRY_VASSAL" | ||
"REVOLT_PROVINCE" | ||
"REVOLT_EVENT" | ||
"TOG_REVOLT_EVENT" | ||
"COMBAT_EVENT" | ||
"AFTER_REVOLT_EVENT" | ||
"FABRICATE_CLAIM_PROVINCE" | ||
"FABRICATE_CLAIM_EVENT" | ||
"HAS_CLAIM_EVENT" | ||
"WAR_EVENT" | ||
"SIEGE_EVENT" | ||
"CAN_PEACE_EVENT" | ||
"PEACE_TRETIES_EVENT" | ||
"AFTER_PEACE_EVENT" | ||
"FIRST_INTRIGUE_CHARACTER" | ||
"FIRST_INTRIGUE_EVENT" | ||
"SECOND_INTRIGUE_CHARACTER" | ||
"SECOND_INTRIGUE_EVENT" | ||
"AFTER_INTRIGUE_EVENT" | ||
"FACTION_CHARACTER" | ||
"FACTION_EVENT" | ||
"OVER_DEMESNE_LIMIT_EVENT" | ||
"OVER_VASSAL_LIMIT_EVENT" | ||
"TECHNOLOGY_EVENT" | ||
"HAS_SON_EVENT" | ||
"HAS_DAUGHTER_EVENT" | ||
"HAS_SON_AFTER_DAUGHTER_EVENT" | ||
"DEATH_AGE" | ||
"DEATH_EVENT" | ||
"INCAPABLE_EVENT" | ||
"CAN_EDUCATE_HEIR_EVENT" |
歷史 | 角色 • 家族 • 省份 • 頭銜 • 劇本 |
腳本 | 指令 • 條件 • 作用域 • 修正 • 事件 • 決議 |
常規 | 定義 • 遊戲規則 • 另類開局 • 宗教 • 文化 • 政體 • 特質 • 血脈 • 科技 • 法律 • 建築 • 宣戰理由 • 朝貢國 • 單位 • 目標 • 疾病 • 死亡 • 榮譽頭銜 • 社團 • 寶物 • 地圖外政權 • 內閣成員 • 貿易路線 • 繼承 • 奇觀 • 稱號 |
圖像/音效/本地化 | 地圖 • 圖形 • 盾徽 • 肖像 • 介面 • 小地圖 • 音樂 • 本地化 |
其他 | 故障排除 • 驗證器 • 控制台指令 • 編輯遊戲存檔 • Steam創意工坊 • EU4轉檔器模組製作 |