﻿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 = 365						# 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 = 2			# 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				# 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 = 0.002			# 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 = {
	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 = 3					# Was 2. How many knights do holy orders have?
	EXTRA_KNIGHTS_PER_HOLDING = 1			# Was 0.5. How many knights do holy orders get for each holding? Rounds down.
}

NMercenary = {
	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
}