﻿NPlayer = {
	RALLY_POINT_LIMIT = 10		# Rally point number limit for players
	MIN_PATH_COST_SAVINGS_TO_CONSIDER_WATER_PATH = 60	# Number of travel days saved before right-clicking considers going through water instead
}

NDomain = {
	ABOVE_LIMIT_LEVY_PENALTY = 0.2					# How much levies are reduced per holding over the limit
	ABOVE_LIMIT_MAX_LEVY_PENALTY = 0.9				# How much levies can be reduced at most
	ABOVE_LIMIT_TAX_INCOME_PENALTY = 0.2			# How much tax income from domain is reduced per holding over the limit
	ABOVE_LIMIT_MAX_TAX_INCOME_PENALTY = 0.9		# How much tax income from domain can be reduced at most
	HOLDING_GRACE_PERIOD = 1000000					# 2400 years. How many days do newly gained holdings not count towards the domain size for the purposes of penalties (but also not produce any levies)
	STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE = 5	# domain limit += floor( <stewardship skill> / STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE )
	LEVIES_AT_ZERO_COUNTY_CONTROL = 0.5				# How many % levies do you get at 0 county control? Interpolated between this value and 100% when between 0 and 100
	TAX_AT_ZERO_COUNTY_CONTROL = 0.0				# How much % tax do you get at 0 county control? Interpolated between this value and 100% when between 0 and 100
	
	## Development Changes
	
	LEVIES_AT_MAX_COUNTY_DEVELOPMENT = 0			# Was 0.5. Buildings give 2x base levies instead. How many % levies bonus do you get at 100 county development? Interpolated between this value and 0% when between 0 and 100
	TAX_AT_MAX_COUNTY_DEVELOPMENT = 2				# Was 0.5. How much % tax bonus do you get at 100 county development? Interpolated between this value and 0% when between 0 and 100
}

NProvince = {
	SUPPLY_PER_DEVELOPMENT = 100 ## Was 150. Many buildings now give more supply to the county, rather than the province, so it balances out.
}

NCombat = {
	#Knight Changes - reduce killing power, make death/capture rarer.
	KNIGHT_DAMAGE_PER_PROWESS = 70 			# Vanilla is 100
	KNIGHT_TOUGHNESS_PER_PROWESS = 30		# Vanilla is 10
	
	UNRAISED_LEVY_REGIMENTS_SPEED = 15.0			# Was 40. How many distance units do unraised regiments travel per day when gathering.
	ADVANTAGE_DAMAGE_SCALING_FACTOR = 2.5			# Was 2. How much should the advantage affect damage given.
}

NFleet = {
	FLEET_SPEED = 6							# Fleet speed
	EMBARK_GOLD_COST_PER_HUNDRED = 1		# Was 1. Embark cost for every hundred units
	GOLD_COST_MAINTENANCE_MULT = 1			# Was 0.25. Increase in the gold maintenance for armies that are embarked
	ATTRITION_AFTER_DAYS = 30				# After embarking the army can expend this much time before getting attrition
}

NArmy = {
	GOLD_COST_PER_SOLDIER = 0.0025			# Gold maintenance cost per soldier - Vanilla is 0.0033
	SUPPLY_LOSS_AT_SEA = 6					# Was 8. Monthly base.
}

NPathFinding = {
	EMBARK_COST = 45								# This value will be set as pathfinding cost if it goes from land to sea
	DISEMBARK_COST = 15								# This value will be set as pathfinding cost if it goes from sea to land
}

NCharacter ={
	MAXIMUM_DIPLOMATIC_RANGE = 750				# Was 1000.
	MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 500	# Was 750. Used if a game rule with the restricted_diplomatic_range flag is used
	
	PARTITION_SCORE_PER_OWN_COUNTY = 5		# Was 2. How much score does a county you own contribute in Partition when selecting a title? The higher this is, the more we encourage getting a title you've already got land in
	PARTITION_SCORE_PER_OTHER_COUNTY = 3	# Was 1. How much score does a county another heir owns take away in Partition when selecting a title? The higher this is, the more we encourage getting a title that other heirs don't have land in
}

NHolyOrder = {

	# NUM_LEVIES_BASE + <num holdings> * NUM_LEVIES_PER_HOLDING ### Only get what the holdings give!
	NUM_LEVIES_BASE = 0
	NUM_LEVIES_PER_HOLDING = 0

	# The holy order starts out with NUM_MAA_BASE Men-At-Arms. These will always try to use the holy_order_maa defined in the religion, if any are available.
	NUM_MAA_BASE = 300

	# The holy order also gets NUM_MAA_PER_HOLDING additional Men-At-Arms for each holding leased to it.
	NUM_MAA_PER_HOLDING = 300

	RELIGION_MAA_RATIO = 1.0 # Was 0.7. Fraction of holy order MAA given through additional leased holdings that will be of the order knight type. Otherwise it will use a random type with the holy_order_fallback = yes flag.

	BASE_NUM_KNIGHTS = 4					# Was 2. How many knights do holy orders have?
	EXTRA_KNIGHTS_PER_HOLDING = 2			# Was 0.5. How many knights do holy orders get for each holding? Rounds down.
	MAA_COST_RATIO = 4						# Was 0.2. Note the MAA cost changes, multiply by 5 to get equal to previous (i.e 1 = 0.2). 4 is 0.8x - a massive cost. The piety cost of the MAA regiments of holy orders as a fraction of what those regiments cost when buying them
	PATRON_HIRE_COST_MULT = 0.2				# The patron pays only a fraction for hiring a holy order. Set to 0 to make it free.
}

NMercenary = {
	LEVELS = { 0 7 14 }						# Defines how many different sizes of mercenary companies are there and how many are spawned for a given culture
											# The numbers correspond to numbers of counties of the culture. No company exists if the number is lower than the first value specified here.
	HIRE_RANGE = 500						# The maximum distance of mercenaries that can be hired (capital to mercenary location)
	LEVIES = { 0 0 0 }						# Was 400,800,1200. The base numbers of levies for levels of mercenary bands
	MAA_REGIMENTS = { 1 2 4 }				# Was 1,2,3. The number of MAA regiments for levels of mercenary bands
	NUM_KNIGHTS = { 2 4 6 }					# Was 2,3,4. The number of knights for levels of mercenary bands
	MAA_REGIMENT_SIZES = { 500 500 500 }	# Was 300 each. The base sizes of MAA regiments for levels of mercenary bands
	
	SIZE_INNOVATIONS_RATIO = 1.6			# Was 1.0. How much are mercenary companies growing with the ratio of discovered to all cultural innovations of the culture. 1.0 means +100%
											# if SIZE_INNOVATIONS_RATIO = 2, the mercenaries will be 3x their original size if all innovations are discovered
	
	HIRE_MONTHS = 36						# The length of the period mercenaries are hired for in months
	MAA_COST_RATIO = 3.2					# Was 0.5. Special*, since MAA now cost +/- 20% of their cost in gold upfront, and the rest in prestige. Mercs only cost gold. So 3.2 is +/- 0.64. The cost of the MAA regiments of mercenary companies as a fraction of what those regiments cost when buying them.
	ALLOWED_DEBT_MONTHS = 1					# No more hiring mercenaries if you don't have the gold!
}

NDynasty = {
	MONTHLY_PRESTIGE_GAIN_PER_MEMBER = 0.005 # Was 0.02
}

NHouse = {
	HEAD_MONTHLY_PRESTIGE_GAIN_PER_MEMBER = 0.005	# Was 0.02
}

NWar = {
	ATTACKER_TICKING_WAR_SCORE = 0.033				# 1% per month. Default ticking war score per day for attackers. Can be overwritten by CB. Set to 0 to disable
	ATTACKER_TICKING_WAR_SCORE_DELAY_DAYS = 180		# Default delay in days before applying ticking war score for attackers. Can be overwritten by CB
	DEFENDER_TICKING_WAR_SCORE = 0.033				# 1% per month. Default ticking war score per day for defenders. Can be overwritten by CB. Set to 0 to disable
	DEFENDER_TICKING_WAR_SCORE_DELAY_DAYS = 180		# Default delay in days before applying ticking war score for defenders. Can be overwritten by CB
	OCCUPIED_CAPITAL_WAR_SCORE = 10					# Bonus war score from occupying the enemy capital
	OCCUPATION_SCORE_PER_BARONY_SCALE = 0.02		# Was 0.04. Extra occupation score (before scaling) from each individual barony. 0.01 is equivalent to 1% per barony. So 10 baronies occupied out of 200 total (5%), meant 5% + 40% = 45% occupation score (before scaling), and now mean 5% + 20% = 25%. Makes large realms substantially tougher to occupation in wars, making battles more important.	
}

NSiege = {
	DEFENDER_OVERESTIMATION_FOR_SPLIT = 1.6			# Was 1.5. Bigger garrisons, longer siege times..
	BASE_DEFENDER_MORALE = 1000							# Was 100. Defender morale with no buildings, garrison etc
	DEFENDER_MORALE_PER_FORT_LEVEL = 500				# Was 50. Defender morale added to the base per for level
	BASE_DAILY_MORALE_LOSS = 10							# Was 1. How much morale is lost every day of the siege
	MIN_DAILY_MORALE_LOSS = 5							# Was 0.5 Minimum daily morale loss for the defenders
	DAILY_MORALE_LOSS_FROM_RELATIVE_ATTACKER_MEN = 0.05	# Was 0.01. How much morale is lost every day of the siege for extra stack of men defined in RELATIVE_ATTACKER_MEN_STACK_SIZE
	RELATIVE_ATTACKER_MEN_STACK_SIZE = 100				# Was 200. Extra stack size of men to start getting daily morale loss
	BASE_SIEGE_PHASE_LENGTH = 30						# Was 30. Base length of a siege phase (time between picking new actions) in days
	DESERTION_MORALE_LOSS = 50							# Was 5. How much defender morale is lost on desertion
	BREACH_ASSAULT_PROGRESS_PER_CHUNK = 1.5				# Was 0.2. Basically half as much. How much impact in assault will every chunk have
}