Defines.lua

General

start_date = '1836.1.1',

end_date = '1935.12.31',

Country

variable name default value description
YEARS_OF_NATIONALISM 20 Years of Nationalism
MONTHS_UNTIL_BROKEN 3 OBSOLETE! (Months until rebel held capital results in broken country.)
REBEL_ACCEPTANCE_MONTHS 60
BASE_COUNTRY_TAX_EFFICIENCY 0.2 Basic efficiency for taxes without 'crats and tech
BASE_COUNTRY_ADMIN_EFFICIENCY 0.2
GOLD_TO_CASH_RATE 0.5 Amount of money generated per gold unit
GOLD_TO_WORKER_PAY_RATE 3.5 Multiplier for how much money gold pays to pops
GREAT_NATIONS_COUNT 8 Number of great powers. Note that there must be at least this number of GP candidates at game start or the game crashes.
GREATNESS_DAYS 365 how many days until country risks losing status as great nation
BADBOY_LIMIT 25
MAX_BUREAUCRACY_PERCENTAGE 0.01 More than max percent bureaucrats of poplation will give no additional benefits
BUREAUCRACY_PERCENTAGE_INCREMENT 0.001 For each social administrative reform level, this is added to MAX_BUREAUCRACY_PERCENTAGE
MIN_CRIMEFIGHT_PERCENT 0.2
MAX_CRIMEFIGHT_PERCENT 0.99
ADMIN_EFFICIENCY_CRIMEFIGHT_PERCENT 0.5 Crimefight depends on both state admin eff. and admin spending, admin spending percent effect is set to (1-ADMIN_EFFICIENCY_CRIMEFIGHT_PERCENT)
CONSERVATIVE_INCREASE_AFTER_REFORM 0.25 how many more conservatives in a upper house.
CAMPAIGN_EVENT_BASE_TIME 42 once every 6 weeks.
CAMPAIGN_EVENT_MIN_TIME 21 , never more often than 3 weeks between
CAMPAIGN_EVENT_STATE_SCALE -3 every non-colonial state reduces by 3 days.
CAMPAIGN_DURATION 6 a campaign lasts these amount of months
COLONIAL_RANK 16 Minimum rank a nation must have to send colonists
COLONY_TO_STATE_PRESTIGE_GAIN 10 Prestige gain when turning colony to state
COLONIAL_LIFERATING 35
BASE_GREATPOWER_DAILY_INFLUENCE 0.25 Influence value which is distributed each day
AI_SUPPORT_REFORM 0.05 At least this many % needs to support a reform for the AI to take it
BASE_MONTHLY_DIPLOPOINTS 0.3 Base value gain for diplomatic actions each month
DIPLOMAT_TRAVEL_TIME 14
PROVINCE_OVERSEAS_PENALTY 0.005 Each province req. this many goods flagged as overseas penalty
NONCORE_TAX_PENALTY -0.05 -5% for each non-core in state
BASE_TARIFF_EFFICIENCY 0.2 baseline tariff efficiency
COLONY_FORMED_PRESTIGE 1 prestige from founding a colony.
CREATED_CB_VALID_TIME 12 how many months
LOYALTY_BOOST_ON_PARTY_WIN 0.1
MOVEMENT_RADICALISM_BASE 25
MOVEMENT_RADICALISM_PASSED_REFORM_EFFECT -2
MOVEMENT_RADICALISM_NATIONALISM_FACTOR 1.0
SUPPRESSION_POINTS_GAIN_BASE 170 monthly gain with max bureaucrats
SUPPRESS_BUREAUCRAT_FACTOR 0.5
WRONG_REFORM_MILITANCY_IMPACT 1
SUPPRESSION_RADICALISATION_HIT 10 % base added to a movements radicalness
INVESTMENT_SCORE_FACTOR 0.005 how much foreign investment money counts towards your industry score
UNCIV_TECH_SPREAD_MAX 0.60
UNCIV_TECH_SPREAD_MIN 0.15
MIN_DELAY_BETWEEN_REFORMS 6 months
ECONOMIC_REFORM_UH_FACTOR -0.40
MILITARY_REFORM_UH_FACTOR -0.40
WRONG_REFORM_RADICAL_IMPACT 15
TECH_YEAR_SPAN 140
TECH_FACTOR_VASSAL 0.5 cost reduction factor if overlord has research the tech
MAX_SUPPRESSION 100
PRESTIGE_HIT_ON_BREAK_COUNTRY -0.20 percentage reduction when country gets taken by rebels
MIN_MOBILIZE_LIMIT 3
POP_GROWTH_COUNTRY_CACHE_DAYS 30 period of cached pop growth (used for player)
NEWSPAPER_PRINTING_FREQUENCY 350 days frequency when the news attempt to be printed (may not print if not enough facts collected, and retry after another X days)
NEWSPAPER_TIMEOUT_PERIOD 890 the max period for news that may be printed. The probability is decreased with time.
NEWSPAPER_MAX_TENSION 750 when tension of printing gets this high, the newspaper will attempt to be printed immediately.
NAVAL_BASE_SUPPLY_SCORE_BASE 10 base value that is powered by level of naval base. Determines the naval supplying capabilities.
NAVAL_BASE_SUPPLY_SCORE_EMPTY 2 min value for coastal provinces with no naval base.
NAVAL_BASE_NON_CORE_SUPPLY_SCORE 0.3 modifier for supply score for naval bases that are not in core provinces.
COLONIAL_POINTS_FROM_SUPPLY_FACTOR 1
COLONIAL_POINTS_FOR_NON_CORE_BASE 1
MOBILIZATION_SPEED_BASE 0.12 Base speed for raising troops
MOBILIZATION_SPEED_RAILS_MULT 3.0 Speed modifier for raising troops. It's max value for max railways level in state.
COLONIZATION_INTEREST_LEAD 3
COLONIZATION_INFLUENCE_LEAD 3
COLONIZATION_MONTHS_TO_COLONIZE 6
COLONIZATION_DAYS_BETWEEN_INVESTMENT 90
COLONIZATION_DAYS_FOR_INITIAL_INVESTMENT 270
COLONIZATION_PROTECTORATE_PROVINCE_MAINTAINANCE 4
COLONIZATION_COLONY_PROVINCE_MAINTAINANCE 5
COLONIZATION_COLONY_INDUSTRY_MAINTAINANCE 1
COLONIZATION_COLONY_RAILWAY_MAINTAINANCE 0.1
COLONIZATION_INTEREST_COST_INITIAL 100
COLONIZATION_INTEREST_COST_NEIGHBOR_MODIFIER -20
COLONIZATION_INTEREST_COST 20
COLONIZATION_INFLUENCE_COST 20
COLONIZATION_EXTRA_GUARD_COST 10
COLONIZATION_RELEASE_DOMINION_COST 30
COLONIZATION_CREATE_STATE_COST 300
COLONIZATION_CREATE_PROTECTORATE_COST 5
COLONIZATION_CREATE_COLONY_COST 4 per province
COLONIZATION_COLONY_STATE_DISTANCE 400
COLONIZATION_INFLUENCE_TEMPERATURE_PER_DAY 0.08
COLONIZATION_INFLUENCE_TEMPERATURE_PER_LEVEL 0.005
PARTY_LOYALTY_HIT_ON_WAR_LOSS 0.95 Drops the ruling party loyalty if war is lost.
RESEARCH_POINTS_ON_CONQUER_MULT 360 multiplier to RP got by conquering as unciv when got enacted military reforms
MAX_RESEARCH_POINTS 25000 max RP you can store for uncivs

Economy

variable name default value description
MAX_DAILY_RESEARCH 100
LOAN_BASE_INTEREST 0.02 Base interest rate per 30 days, see Interest
BANKRUPTCY_EXTERNAL_LOAN_YEARS 10
BANKRUPTCY_FACTOR 0.2
SHADOWY_FINANCIERS_MAX_LOAN_AMOUNT 1500
MAX_LOAN_CAP_FROM_BANKS 3 can loan max % of country tax base from single country
GUNBOAT_LOW_TAX_CAP 0.0
GUNBOAT_HIGH_TAX_CAP 1.0
GUNBOAT_FLEET_SIZE_FACTOR 100
PROVINCE_SIZE_DIVIDER 50
CAPITALIST_BUILD_FACTORY_STATE_EMPLOYMENT_PERCENT 0.7 Capis don't build factories if less than this percent is employed in existing factories
GOODS_FOCUS_SWAP_CHANCE 0 Percent increased chance that artisan wants to change goods independantly of how well he is doing presently
NUM_CLOSED_FACTORIES_PER_STATE_LASSIEZ_FAIRE 1 Number of closed factories allowed per state under Lassiez Faire
MIN_NUM_FACTORIES_PER_STATE_BEFORE_DELETING_LASSIEZ_FAIRE 2 Min number of factories per state before starting to delete under Lassiez Faire
BANKRUPCY_DURATION 2 Years til a bancrupcy clears all loans
SECOND_RANK_BASE_SHARE_FACTOR 0.5
CIV_BASE_SHARE_FACTOR 0.75
UNCIV_BASE_SHARE_FACTOR 1
FACTORY_PAYCHECKS_LEFTOVER_FACTOR 0.25 % of how much we pay to the pops and capitalists, from the leftovers.
MAX_FACTORY_MONEY_SAVE 1000 how much money is stored maximum in a factory.
SMALL_DEBT_LIMIT 500
FACTORY_UPGRADE_EMPLOYEE_FACTOR 0.95 determines how close to the employee limit we need to be before "upgrade all" will upgrade/expand a given factory (1 = 100%).
RGO_SUPPLY_DEMAND_FACTOR_HIRE_HI 0.2 how fast pops are Hired when there is a high demand
RGO_SUPPLY_DEMAND_FACTOR_HIRE_LO 0.02 how fast pops are Hired when there is a medium demand
RGO_SUPPLY_DEMAND_FACTOR_FIRE 0.4 how fast pops are Fired when there is a low demand
EMPLOYMENT_HIRE_LOWEST 0.001 we Hire pops no slower then x% of total required per day
EMPLOYMENT_FIRE_LOWEST 0.001 we Fire pops no slower then x% of total required per day
TRADE_CAP_LOW_LIMIT_LAND 0 the lowest % the slider can go for land units
TRADE_CAP_LOW_LIMIT_NAVAL 0.3 the lowest % the slider can go for naval units
TRADE_CAP_LOW_LIMIT_CONSTRUCTIONS 0 the lowest % the slider can go for constructions
FACTORY_PURCHASE_MIN_FACTOR 0.75 the lowest % of its daily needs a factory will purchase
FACTORY_PURCHASE_DRAWDOWN_FACTOR 0.025 the % a factory will reduce its input purchases each day if it did not sell all its goods (also used for scaling up production if all goods are sold)

Military

variable name default value description
DIG_IN_INCREASE_EACH_DAYS 5
REINFORCE_SPEED 0.2
COMBAT_DIFFICULTY_IMPACT 0.2
BASE_COMBAT_WIDTH 30
POP_MIN_SIZE_FOR_REGIMENT 1000
POP_SIZE_PER_REGIMENT 3000 Amount of POPs per regiment
SOLDIER_TO_POP_DAMAGE 0.2 POP casualties per soldier
LAND_SPEED_MODIFIER 1
NAVAL_SPEED_MODIFIER 2
EXP_GAIN_DIV 0.05
LEADER_RECRUIT_COST 20
SUPPLY_RANGE 250
POP_MIN_SIZE_FOR_REGIMENT_PROTECTORATE_MULTIPLIER 8
POP_MIN_SIZE_FOR_REGIMENT_COLONY_MULTIPLIER 5
POP_MIN_SIZE_FOR_REGIMENT_NONCORE_MULTIPLIER 3 VALUE * POP_MIN_SIZE_FOR_REGIMENT is min for noncores
GAS_ATTACK_MODIFIER 3
COMBATLOSS_WAR_EXHAUSTION 3 base war exhastion in combat
LEADER_MAX_RANDOM_PRESTIGE 0.05 max percent of prestige, when randomizing stats for leaders.
LEADER_AGE_DEATH_FACTOR 4 higher value means leaders live longer
LEADER_PRESTIGE_TO_MORALE_FACTOR 0.8 f.ex. 100% of prestige = +10% morale
LEADER_PRESTIGE_TO_MAX_ORG_FACTOR 0.7 f.ex. 100% of prestige = +10 max org
LEADER_TRANSFER_PENALTY_ON_COUNTRY_PRESTIGE 0.05 country prestige penalty on unassign leader (f.ex if leader has 100% prestige, the country loose 4% of its prestige)
LEADER_PRESTIGE_LAND_GAIN 0.3 extra speed gain on prestige for land combat
LEADER_PRESTIGE_NAVAL_GAIN 0.3 extra speed gain on prestige for naval combat
NAVAL_COMBAT_SEEKING_CHANCE 0.5 base chance of picking a target (increased by leader reconaissance)
NAVAL_COMBAT_SEEKING_CHANCE_MIN 0.1 low cap for chance of picking the target
NAVAL_COMBAT_SELF_DEFENCE_CHANCE 2.0 scale up the chance of choosing the target that is already shooting at us.
NAVAL_COMBAT_SHIFT_BACK_ON_NEXT_TARGET 0.2 max shift back from center line when got new target
NAVAL_COMBAT_SHIFT_BACK_DURATION_SCALE 7 shifting back from center line on new target - scaled down as long the combat takes
NAVAL_COMBAT_SPEED_TO_DISTANCE_FACTOR 0.05 cast the ship speed to the "in combat" speed that moves it towards center line on the field range 0-1.
NAVAL_COMBAT_CHANGE_TARGET_CHANCE 0.03 chance of changing the target to another one
NAVAL_COMBAT_DAMAGE_ORG_MULT 0.4 scale the damage to ORG for balancing gameplay
NAVAL_COMBAT_DAMAGE_STR_MULT 0.2 scale the damage to STR for balancing gameplay
NAVAL_COMBAT_DAMAGE_MULT_NO_ORG 2.0 damage multiplier (to STR) when opponent has no ORG.
NAVAL_COMBAT_RETREAT_CHANCE 0.07 base chance for retreating when STR or ORG is low. Increased by leader experiance and speed.
NAVAL_COMBAT_RETREAT_STR_ORG_LEVEL 0.15 the retreating is available when STR or ORG % drops below this value (it's 0% to 100% value)
NAVAL_COMBAT_RETREAT_SPEED_MOD 0.4 slow down when retreating so there is a chance to hit the runner
NAVAL_COMBAT_RETREAT_MIN_DISTANCE 0.25 how close (in average) all alive ships must be to the center line to be able to retreat.
NAVAL_COMBAT_DAMAGED_TARGET_SELECTION 2.5 multiply chance of seleting target that has low average of STR/ORG
NAVAL_COMBAT_STACKING_TARGET_CHANGE 0.03 increase chance to change/drop target when suffering stacking penalty
NAVAL_COMBAT_STACKING_TARGET_SELECT 0.2 modifier for how much the stacking penalty affects the target selection.
NAVAL_COMBAT_MAX_TARGETS 6 max number of ships that may target the same enemy ship
AI_BIGSHIP_PROPORTION 0.4 fraction of ships in the navy that should be ships of the line
AI_LIGHTSHIP_PROPORTION 0.4 fraction of ships in the navy that should be cruisers, frigates etc
AI_TRANSPORT_PROPORTION 0.2 fraction of ships in the navy that should be should be transports
AI_CAVALRY_PROPORTION 0.15 fraction of brigades that should be cavalry
AI_SUPPORT_PROPORTION 0.3 fraction of brigades that should be artillery and other support units
AI_SPECIAL_PROPORTION 0.15 fraction of brigades that should be engineers and tanks
AI_ESCORT_RATIO 2.0 ratio of escorts to transports in invasion fleets
AI_ARMY_TAXBASE_FRACTION 0.3 max of tax base that AI will spend on army supply costs (based on peacetime costs)
AI_NAVY_TAXBASE_FRACTION 0.3 max of tax base that AI will spend on navy supply costs (based on peacetime costs)
AI_BLOCKADE_RANGE 200 max distance the AI will send out blockade fleets from their home base
RECON_UNIT_RATIO 0.1 the % of units in the army that must have a recon value to get the full bonus
ENGINEER_UNIT_RATIO 0.1 the % of units in the army that must have a fort attack value to get the full bonus
SIEGE_BRIGADES_MIN 3 the number of brigades needed for a siege to progress at normal speed
SIEGE_BRIGADES_MAX 13 the number of brigades above which you get no addition benefit in sieges
SIEGE_BRIGADES_BONUS 0.5 the bonus to siege speed from each brigade
RECON_SIEGE_EFFECT 0.5 multiplier to effect of recon on speeding up sieges
SIEGE_ATTRITION 2 fixed attrition on sieging units
BASE_MILITARY_TACTICS 1.5 base mil tactics before tech
NAVAL_LOW_SUPPLY_DAMAGE_SUPPLY_STATUS 0.25 how little supply is acceptable before getting damage to STR
NAVAL_LOW_SUPPLY_DAMAGE_DAYS_DELAY 30 delay in days before the STR will get damage due to no supplies. Sometimes supply status may jump bcoz of the market.
NAVAL_LOW_SUPPLY_DAMAGE_MIN_STR 5.0 when low supply, the navy will supply STR damage but no less then X% to avoid destruction (value from 0 to 100.0)
NAVAL_LOW_SUPPLY_DAMAGE_PER_DAY 0.25 damage to navies STR per day if totally 0% supplies (value from 0 to 100.0)

Diplomacy

variable name default value description
PEACE_COST_ADD_TO_SPHERE 1
PEACE_COST_RELEASE_PUPPET 1
PEACE_COST_MAKE_PUPPET 85
PEACE_COST_DISARMAMENT 1
PEACE_COST_DESTROY_FORTS 1
PEACE_COST_DESTROY_NAVAL_BASES 1
PEACE_COST_REPARATIONS 1
PEACE_COST_TRANSFER_PROVINCES 1
PEACE_COST_REMOVE_CORES 0
PEACE_COST_PRESTIGE 1
PEACE_COST_CONCEDE 1
PEACE_COST_STATUS_QUO 1
PEACE_COST_ANNEX 85
PEACE_COST_DEMAND_STATE 10
PEACE_COST_INSTALL_COMMUNIST_GOV_TYPE 70
PEACE_COST_UNINSTALL_COMMUNIST_GOV_TYPE 1
PEACE_COST_COLONY 10
INFAMY_ADD_TO_SPHERE 2
INFAMY_RELEASE_PUPPET 0.5
INFAMY_MAKE_PUPPET 5
INFAMY_DISARMAMENT 5
INFAMY_DESTROY_FORTS 2
INFAMY_DESTROY_NAVAL_BASES 2
INFAMY_REPARATIONS 5
INFAMY_TRANSFER_PROVINCES 5
INFAMY_REMOVE_CORES 0
INFAMY_PRESTIGE 2
INFAMY_CONCEDE 1
INFAMY_STATUS_QUO 0
INFAMY_ANNEX 10
INFAMY_DEMAND_STATE 5
INFAMY_INSTALL_COMMUNIST_GOV_TYPE 5
INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE 5
INFAMY_COLONY 0
PRESTIGE_ADD_TO_SPHERE_BASE 5
PRESTIGE_RELEASE_PUPPET_BASE 5
PRESTIGE_MAKE_PUPPET_BASE 5
PRESTIGE_DISARMAMENT_BASE 5
PRESTIGE_DESTROY_FORTS_BASE 5
PRESTIGE_DESTROY_NAVAL_BASES_BASE 5
PRESTIGE_REPARATIONS_BASE 5
PRESTIGE_TRANSFER_PROVINCES_BASE 2
PRESTIGE_REMOVE_CORES_BASE 0
PRESTIGE_PRESTIGE_BASE 5
PRESTIGE_CONCEDE_BASE 1
PRESTIGE_STATUS_QUO_BASE 5
PRESTIGE_ANNEX_BASE 2
PRESTIGE_DEMAND_STATE_BASE 2
PRESTIGE_CLEAR_UNION_SPHERE_BASE 15 Prestige for asserting hegemony
PRESTIGE_GUNBOAT_BASE 1 Prestige for debt collection
PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE_BASE 2
PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE_BASE 2
PRESTIGE_COLONY_BASE 2
PRESTIGE_ADD_TO_SPHERE 0.05
PRESTIGE_RELEASE_PUPPET 0.05
PRESTIGE_MAKE_PUPPET 0.05
PRESTIGE_DISARMAMENT 0.05
PRESTIGE_DESTROY_FORTS 0.05
PRESTIGE_DESTROY_NAVAL_BASES 0.05
PRESTIGE_REPARATIONS 0.05
PRESTIGE_TRANSFER_PROVINCES 0.02
PRESTIGE_REMOVE_CORES 0
PRESTIGE_PRESTIGE 0.05
PRESTIGE_CONCEDE 0.01
PRESTIGE_STATUS_QUO 0.05
PRESTIGE_ANNEX 0.02
PRESTIGE_DEMAND_STATE 0.02
PRESTIGE_CLEAR_UNION_SPHERE 0.15
PRESTIGE_GUNBOAT 0.01 Prestige for debt collection
PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE 0.02
PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE 0.02
PRESTIGE_COLONY 0.02
BREAKTRUCE_INFAMY_ADD_TO_SPHERE 1
BREAKTRUCE_INFAMY_RELEASE_PUPPET 1
BREAKTRUCE_INFAMY_MAKE_PUPPET 1
BREAKTRUCE_INFAMY_DISARMAMENT 1
BREAKTRUCE_INFAMY_DESTROY_FORTS 1
BREAKTRUCE_INFAMY_DESTROY_NAVAL_BASES 1
BREAKTRUCE_INFAMY_REPARATIONS 1
BREAKTRUCE_INFAMY_TRANSFER_PROVINCES 1
BREAKTRUCE_INFAMY_REMOVE_CORES 0
BREAKTRUCE_INFAMY_PRESTIGE 1
BREAKTRUCE_INFAMY_CONCEDE 1
BREAKTRUCE_INFAMY_STATUS_QUO 1
BREAKTRUCE_INFAMY_ANNEX 1
BREAKTRUCE_INFAMY_DEMAND_STATE 1
BREAKTRUCE_INFAMY_INSTALL_COMMUNIST_GOV_TYPE 1
BREAKTRUCE_INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE 1
BREAKTRUCE_INFAMY_COLONY 1
BREAKTRUCE_PRESTIGE_ADD_TO_SPHERE -20
BREAKTRUCE_PRESTIGE_RELEASE_PUPPET -20
BREAKTRUCE_PRESTIGE_MAKE_PUPPET -20
BREAKTRUCE_PRESTIGE_DISARMAMENT -20
BREAKTRUCE_PRESTIGE_DESTROY_FORTS -20
BREAKTRUCE_PRESTIGE_DESTROY_NAVAL_BASES -20
BREAKTRUCE_PRESTIGE_REPARATIONS -20
BREAKTRUCE_PRESTIGE_TRANSFER_PROVINCES -20
BREAKTRUCE_PRESTIGE_REMOVE_CORES 0
BREAKTRUCE_PRESTIGE_PRESTIGE -20
BREAKTRUCE_PRESTIGE_CONCEDE -20
BREAKTRUCE_PRESTIGE_STATUS_QUO -20
BREAKTRUCE_PRESTIGE_ANNEX -20
BREAKTRUCE_PRESTIGE_DEMAND_STATE -20
BREAKTRUCE_PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE -20
BREAKTRUCE_PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE -20
BREAKTRUCE_PRESTIGE_COLONY -20
BREAKTRUCE_MILITANCY_ADD_TO_SPHERE 2
BREAKTRUCE_MILITANCY_RELEASE_PUPPET 2
BREAKTRUCE_MILITANCY_MAKE_PUPPET 2
BREAKTRUCE_MILITANCY_DISARMAMENT 2
BREAKTRUCE_MILITANCY_DESTROY_FORTS 2
BREAKTRUCE_MILITANCY_DESTROY_NAVAL_BASES 2
BREAKTRUCE_MILITANCY_REPARATIONS 2
BREAKTRUCE_MILITANCY_TRANSFER_PROVINCES 2
BREAKTRUCE_MILITANCY_REMOVE_CORES 0
BREAKTRUCE_MILITANCY_PRESTIGE 2
BREAKTRUCE_MILITANCY_CONCEDE 2
BREAKTRUCE_MILITANCY_STATUS_QUO 2
BREAKTRUCE_MILITANCY_ANNEX 2
BREAKTRUCE_MILITANCY_DEMAND_STATE 2
BREAKTRUCE_MILITANCY_INSTALL_COMMUNIST_GOV_TYPE 2
BREAKTRUCE_MILITANCY_UNINSTALL_COMMUNIST_GOV_TYPE 2
BREAKTRUCE_MILITANCY_COLONY 2
GOODRELATION_INFAMY_ADD_TO_SPHERE 1
GOODRELATION_INFAMY_RELEASE_PUPPET 1
GOODRELATION_INFAMY_MAKE_PUPPET 1
GOODRELATION_INFAMY_DISARMAMENT 1
GOODRELATION_INFAMY_DESTROY_FORTS 1
GOODRELATION_INFAMY_DESTROY_NAVAL_BASES 1
GOODRELATION_INFAMY_REPARATIONS 1
GOODRELATION_INFAMY_TRANSFER_PROVINCES 1
GOODRELATION_INFAMY_REMOVE_CORES 0
GOODRELATION_INFAMY_PRESTIGE 1
GOODRELATION_INFAMY_CONCEDE 1
GOODRELATION_INFAMY_STATUS_QUO 1
GOODRELATION_INFAMY_ANNEX 1
GOODRELATION_INFAMY_DEMAND_STATE 1
GOODRELATION_INFAMY_INSTALL_COMMUNIST_GOV_TYPE 1
GOODRELATION_INFAMY_UNINSTALL_COMMUNIST_GOV_TYPE 1
GOODRELATION_INFAMY_COLONY 1
GOODRELATION_PRESTIGE_ADD_TO_SPHERE -20
GOODRELATION_PRESTIGE_RELEASE_PUPPET -20
GOODRELATION_PRESTIGE_MAKE_PUPPET -20
GOODRELATION_PRESTIGE_DISARMAMENT -20
GOODRELATION_PRESTIGE_DESTROY_FORTS -20
GOODRELATION_PRESTIGE_DESTROY_NAVAL_BASES -20
GOODRELATION_PRESTIGE_REPARATIONS -20
GOODRELATION_PRESTIGE_TRANSFER_PROVINCES -20
GOODRELATION_PRESTIGE_REMOVE_CORES 0
GOODRELATION_PRESTIGE_PRESTIGE -20
GOODRELATION_PRESTIGE_CONCEDE -20
GOODRELATION_PRESTIGE_STATUS_QUO -20
GOODRELATION_PRESTIGE_ANNEX -20
GOODRELATION_PRESTIGE_DEMAND_STATE -20
GOODRELATION_PRESTIGE_INSTALL_COMMUNIST_GOV_TYPE -20
GOODRELATION_PRESTIGE_UNINSTALL_COMMUNIST_GOV_TYPE -20
GOODRELATION_PRESTIGE_COLONY -20
GOODRELATION_MILITANCY_ADD_TO_SPHERE 2
GOODRELATION_MILITANCY_RELEASE_PUPPET 2
GOODRELATION_MILITANCY_MAKE_PUPPET 2
GOODRELATION_MILITANCY_DISARMAMENT 2
GOODRELATION_MILITANCY_DESTROY_FORTS 2
GOODRELATION_MILITANCY_DESTROY_NAVAL_BASES 2
GOODRELATION_MILITANCY_REPARATIONS 2
GOODRELATION_MILITANCY_TRANSFER_PROVINCES 2
GOODRELATION_MILITANCY_REMOVE_CORES 0
GOODRELATION_MILITANCY_PRESTIGE 2
GOODRELATION_MILITANCY_CONCEDE 2
GOODRELATION_MILITANCY_STATUS_QUO 2
GOODRELATION_MILITANCY_ANNEX 2
GOODRELATION_MILITANCY_DEMAND_STATE 2
GOODRELATION_MILITANCY_INSTALL_COMMUNIST_GOV_TYPE 2
GOODRELATION_MILITANCY_UNINSTALL_COMMUNIST_GOV_TYPE 2
GOODRELATION_MILITANCY_COLONY 2
WAR_PRESTIGE_COST_BASE 100
WAR_PRESTIGE_COST_HIGH_PRESTIGE 1
WAR_PRESTIGE_COST_NEG_PRESTIGE 1
WAR_PRESTIGE_COST_TRUCE 100
WAR_PRESTIGE_COST_HONOR_ALLIANCE -100
WAR_PRESTIGE_COST_HONOR_GUARNATEE -50
WAR_PRESTIGE_COST_UNCIVILIZED -50
WAR_PRESTIGE_COST_CORE -50
WAR_FAILED_GOAL_MILITANCY 2
WAR_FAILED_GOAL_PRESTIGE_BASE -10
WAR_FAILED_GOAL_PRESTIGE -0.1
DISCREDIT_DAYS 180
DISCREDIT_INFLUENCE_COST_FACTOR 2
DISCREDIT_INFLUENCE_GAIN_FACTOR -0.75
BANEMBASSY_DAYS 365
DECLAREWAR_RELATION_ON_ACCEPT -50
DECLAREWAR_DIPLOMATIC_COST 1
ADDWARGOAL_RELATION_ON_ACCEPT 0
ADDWARGOAL_DIPLOMATIC_COST 1
ADD_UNJUSTIFIED_GOAL_BADBOY 1
PEACE_RELATION_ON_ACCEPT 5
PEACE_RELATION_ON_DECLINE -10
PEACE_DIPLOMATIC_COST 1
ALLIANCE_RELATION_ON_ACCEPT 100
ALLIANCE_RELATION_ON_DECLINE -50
ALLIANCE_DIPLOMATIC_COST 1
CANCELALLIANCE_RELATION_ON_ACCEPT -20
CANCELALLIANCE_DIPLOMATIC_COST 1
CALLALLY_RELATION_ON_ACCEPT 20
CALLALLY_RELATION_ON_DECLINE -20
CALLALLY_DIPLOMATIC_COST 0
ASKMILACCESS_RELATION_ON_ACCEPT 30
ASKMILACCESS_RELATION_ON_DECLINE -10
ASKMILACCESS_DIPLOMATIC_COST 1
CANCELASKMILACCESS_RELATION_ON_ACCEPT 0
CANCELASKMILACCESS_DIPLOMATIC_COST 1
GIVEMILACCESS_RELATION_ON_ACCEPT 10
GIVEMILACCESS_RELATION_ON_DECLINE 0
GIVEMILACCESS_DIPLOMATIC_COST 1
CANCELGIVEMILACCESS_RELATION_ON_ACCEPT -10
CANCELGIVEMILACCESS_DIPLOMATIC_COST 1
WARSUBSIDY_RELATION_ON_ACCEPT 20
WARSUBSIDY_DIPLOMATIC_COST 1
CANCELWARSUBSIDY_RELATION_ON_ACCEPT 0
CANCELWARSUBSIDY_DIPLOMATIC_COST 0
DISCREDIT_RELATION_ON_ACCEPT -5
DISCREDIT_INFLUENCE_COST 25
EXPELADVISORS_RELATION_ON_ACCEPT -5
EXPELADVISORS_INFLUENCE_COST 50
CEASECOLONIZATION_RELATION_ON_ACCEPT 20
CEASECOLONIZATION_RELATION_ON_DECLINE -20
CEASECOLONIZATION_DIPLOMATIC_COST 1
BANEMBASSY_RELATION_ON_ACCEPT -10
BANEMBASSY_INFLUENCE_COST 65
INCREASERELATION_RELATION_ON_ACCEPT 15
INCREASERELATION_RELATION_ON_DECLINE 0
INCREASERELATION_DIPLOMATIC_COST 2
DECREASERELATION_RELATION_ON_ACCEPT -25
DECREASERELATION_DIPLOMATIC_COST 1
ADDTOSPHERE_RELATION_ON_ACCEPT 0
ADDTOSPHERE_INFLUENCE_COST 100
REMOVEFROMSPHERE_RELATION_ON_ACCEPT -10
REMOVEFROMSPHERE_INFLUENCE_COST 100
REMOVEFROMSPHERE_PRESTIGE_COST 10 only applied if removing country is sphere leader
REMOVEFROMSPHERE_INFAMY_COST 1 only applied if removing country is sphere leader
INCREASEOPINION_RELATION_ON_ACCEPT 20
INCREASEOPINION_INFLUENCE_COST 50
DECREASEOPINION_RELATION_ON_ACCEPT -10
DECREASEOPINION_INFLUENCE_COST 50
CEASECOLONIZATION_DIPLOMATIC_COST 1
MAKE_CB_DIPLOMATIC_COST 1
MAKE_CB_RELATION_ON_ACCEPT 0
DISARMAMENT_ARMY_HIT 0.5
REPARATIONS_TAX_HIT 0.25
PRESTIGE_REDUCTION_BASE 25
PRESTIGE_REDUCTION 0.1 Base value + % of recipient's prestige
REPARATIONS_YEARS 5
MIN_WARSCORE_TO_INTERVENE -1
MIN_MONTHS_TO_INTERVENE 0
MAX_WARSCORE_FROM_BATTLES 50
GUNBOAT_DIPLOMATIC_COST 1
GUNBOAT_RELATION_ON_ACCEPT 1
WARGOAL_JINGOISM_REQUIREMENT 0.07
LIBERATE_STATE_RELATION_INCREASE 50
DISHONORED_CALLALLY_PRESTIGE_PENALTY -3
BASE_TRUCE_MONTHS 60
MAX_INFLUENCE 100
WARSUBSIDIES_PERCENT 0.20 How many percent of imports you are going to pay each day(mil. constructions and mil. maintainence)
NEIGHBOUR_BONUS_INFLUENCE_PERCENT 0.50 Bonus to neighbouring countries when influencing
SPHERE_NEIGHBOUR_BONUS_INFLUENCE_PERCENT 0.2 Bonus to countries in your sphere neighbouring when influencing
OTHER_CONTINENT_BONUS_INFLUENCE_PERCENT -0.50 Bonus to neighbouring countries when influencing
PUPPET_BONUS_INFLUENCE_PERCENT 1.0 bonus if they are our puppet
effects of manually releasing a nation
RELEASE_NATION_PRESTIGE 0
RELEASE_NATION_INFAMY -5
INFAMY_CLEAR_UNION_SPHERE 0 Infamy for asserting hegemony
BREAKTRUCE_INFAMY_CLEAR_UNION_SPHERE 1 Infamy for breaking truce for asserting hegemony
BREAKTRUCE_PRESTIGE_CLEAR_UNION_SPHERE -20 Prestige for breaking truce for asserting hegemony
BREAKTRUCE_MILITANCY_CLEAR_UNION_SPHERE 2 Militancy for breaking truce for asserting hegemony
GOODRELATION_INFAMY_CLEAR_UNION_SPHERE 1 Militancy for asserting hegemony with good relations
GOODRELATION_PRESTIGE_CLEAR_UNION_SPHERE -20 Prestige for asserting hegemony with good relations
GOODRELATION_MILITANCY_CLEAR_UNION_SPHERE 2 Prestige for asserting hegemony with good relations
PEACE_COST_CLEAR_UNION_SPHERE 0.6 Peace cost to assert hegemony per affected country
GOOD_PEACE_REFUSAL_MILITANCY 1.0 Militancy hit from refusing a good peace offer
GOOD_PEACE_REFUSAL_WAREXH 5.0 War exhaustion hit from refusing a good peace offer
PEACE_COST_GUNBOAT 5 Cost of forcing a defaulting country to pay its debt
INFAMY_GUNBOAT 0 Infamy cost for debt collection
BREAKTRUCE_INFAMY_GUNBOAT 0 Truce breaking penalty for debt collection
BREAKTRUCE_PRESTIGE_GUNBOAT 0
BREAKTRUCE_MILITANCY_GUNBOAT 0
GOODRELATION_INFAMY_GUNBOAT 0
GOODRELATION_PRESTIGE_GUNBOAT 0
GOODRELATION_MILITANCY_GUNBOAT 0
CB_GENERATION_BASE_SPEED 0.5
CB_GENERATION_SPEED_BONUS_ON_COLONY_COMPETITION 1.0 speed bonus when 2 countries compete for colony province
CB_GENERATION_SPEED_BONUS_ON_COLONY_COMPETITION_TROOPS_PRESENCE 1.0 even bigger bonus when having
MAKE_CB_RELATION_LIMIT 100
CB_DETECTION_CHANCE_BASE 15 chance out of 1000 every day
INVESTMENT_INFLUENCE_DEFENSE 0.5 maximum defense factor in sphere of having invested in a country
RELATION_INFLUENCE_MODIFIER 1000 divisor for relation
ON_CB_DETECTED_RELATION_CHANGE -50 relations decreased when CB detected.
GW_INTERVENE_MIN_RELATIONS 100 minimum relations required to intervene in great war
GW_INTERVENE_MAX_EXHAUSTION 1 max war exhaustion required to intervene in great war
GW_JUSTIFY_CB_BADBOY_IMPACT 0.33 % deduction of infamy cost for justify CB in great war
GW_CB_CONSTRUCTION_SPEED 0.25 faster CB construction against enemies while at great war
GW_WARGOAL_JINGOISM_REQUIREMENT_MOD 0.25 % deduction of required jingoists in country
GW_WARSCORE_COST_MOD 0.65 cost reduction factor on warscore needed to fulfill goal if great war
TENSION_DECAY -0.08
TENSION_FROM_CB 0.04
TENSION_FROM_MOVEMENT 0.02 tension per 1000 in nationalist movement
TENSION_FROM_MOVEMENT_MAX 1.2 max total value no matter the size of the movement
AT_WAR_TENSION_DECAY -0.12 for each potentially interested GP at war (value is if all possible GPs are at war)
TENSION_ON_CB_DISCOVERED 20
TENSION_ON_REVOLT 50
TENSION_WHILE_CRISIS -1.0
CRISIS_COOLDOWN_MONTHS 18
CRISIS_BASE_CHANCE 20
CRISIS_TEMPERATURE_INCREASE 0.05
CRISIS_OFFER_DIPLOMATIC_COST 0
CRISIS_OFFER_RELATION_ON_ACCEPT 0
CRISIS_OFFER_RELATION_ON_DECLINE 0
CRISIS_DID_NOT_TAKE_SIDE_PRESTIGE_FACTOR_BASE -0.1
CRISIS_DID_NOT_TAKE_SIDE_PRESTIGE_FACTOR_YEAR -0.002
CRISIS_WINNER_PRESTIGE_FACTOR_BASE 10
CRISIS_WINNER_PRESTIGE_FACTOR_YEAR 0.4
CRISIS_WINNER_RELATIONS_IMPACT 25 negative for losers and backers with unfulfilled goals
BACK_CRISIS_DIPLOMATIC_COST 0
BACK_CRISIS_RELATION_ON_ACCEPT 0
BACK_CRISIS_RELATION_ON_DECLINE 0
CRISIS_TEMPERATURE_ON_OFFER_DECLINE 0
CRISIS_TEMPERATURE_PARTICIPANT_FACTOR 10 How much faster a crisis heats up if all interested parties have taken sides (linear, multiplied)
CRISIS_TEMPERATURE_ON_MOBILIZE 10 added temperature if a participant mobilizes
CRISIS_WARGOAL_INFAMY_MULT 1 Applied to all infamy from adding wargoals in a crisis
CRISIS_WARGOAL_PRESTIGE_MULT 1 Applied to all prestige effects on wargoals in a crisis
CRISIS_WARGOAL_MILITANCY_MULT 0 Applied to all militancy from failed wargoals in a crisis
CRISIS_INTEREST_WAR_EXHAUSTION_LIMIT 20 GPs with WE above this will not get invited to a crisis
RANK_1_TENSION_DECAY -0.5 extra flashpoint tension decay for GPs
RANK_2_TENSION_DECAY -0.4
RANK_3_TENSION_DECAY -0.3
RANK_4_TENSION_DECAY -0.2
RANK_5_TENSION_DECAY -0.08
RANK_6_TENSION_DECAY -0.06
RANK_7_TENSION_DECAY -0.04
RANK_8_TENSION_DECAY -0.02
TWS_FULFILLED_SPEED 0.1 Ticking War Score grows up with this speed daily once CB is fulfilled
TWS_NOT_FULFILLED_SPEED 0.1 Ticking War Score falls down when CB is not fulfilled (or after grace period)
TWS_GRACE_PERIOD_DAYS 730 Ticking War Score delay before it starts falling down for not fulfilling CB.
TWS_CB_LIMIT_DEFAULT 100
TWS_FULFILLED_IDLE_SPACE 0.75 How much % the CB fulfillment must done, so TWS starts ticking.
TWS_BATTLE_MIN_COUNT 5 At least X battles before the aspect of wins will count
TWS_BATTLE_MAX_ASPECT 8.0 Max allowed battle wins aspect for TWS
LARGE_POPULATION_INFLUENCE_PENALTY -0.4

Pops

variable name default value description
BASE_CLERGY_FOR_LITERACY 0.005
MAX_CLERGY_FOR_LITERACY 0.04
LITERACY_CHANGE_SPEED 0.1
ASSIMILATION_SCALE 0.004
CONVERSION_SCALE 0.01
IMMIGRATION_SCALE 0.004
PROMOTION_SCALE 0.002
PROMOTION_ASSIMILATION_CHANCE 1.0
LUXURY_THRESHOLD 500
BASE_GOODS_DEMAND 0.8
BASE_POPGROWTH 0.0001
MIN_LIFE_RATING_FOR_GROWTH 30
LIFE_RATING_GROWTH_BONUS 0.0001
LIFE_NEED_STARVATION_LIMIT 0.5
MIL_LACK_EVERYDAY_NEED 0.1
MIL_HAS_EVERYDAY_NEED -0.1
MIL_HAS_LUXURY_NEED -0.2
MIL_NO_LIFE_NEED 0.2
MIL_REQUIRE_REFORM 0.2
MIL_IDEOLOGY -0.1
MIL_RULING_PARTY -0.1
MIL_REFORM_IMPACT 2
MIL_WAR_EXHAUSTION 0.005
MIL_NON_ACCEPTED 0.05
CON_LITERACY 0.1
CON_LUXURY_GOODS 0.1
CON_POOR_CLERGY -2.5
CON_MIDRICH_CLERGY -1.25
CON_REFORM_IMPACT -50
CON_COLONIAL_FACTOR 0.5
RULING_PARTY_HAPPY_CHANGE -1
RULING_PARTY_ANGRY_CHANGE 2
PDEF_BASE_CON 20.0 so half'ed effect.
NATIONAL_FOCUS_DIVIDER 400000.0 POPs needed per national focus point
POP_SAVINGS 0.018
STATE_CREATION_ADMIN_LIMIT 0.01
MIL_TO_JOIN_REBEL 7 Rebels over this will join a faction
MIL_TO_JOIN_RISING 8 Rebels over this will join a general rising
MIL_TO_AUTORISE 9 Rebels over this rise no matter what
REDUCTION_AFTER_RISEING 0.0 After a pop spawns a rebellion, its militancy will be reduced this much
REDUCTION_AFTER_DEFEAT 3.0 After a rebellion is being defeated in combat, its pop militancy will be divided by this number. (if value < 1.0 the MIL will be increased) (Beware! value must be > 0)
POP_TO_LEADERSHIP 0.0001 how much leadership every 1000 officers gives each day.
ARTISAN_MIN_PRODUCTIVITY 1 Minimum efficieny of an artisan
SLAVE_GROWTH_DIVISOR 10 Slaves have N times lower growth
MIL_HIT_FROM_CONQUEST 4 how much militancy grows in a province if taken without being core.
LUXURY_CON_CHANGE 0.001 con boost from over-buying luxuary goods
INVENTION_IMPACT_ON_DEMAND 0.005 how much each invention in a country increases demand for a product in percent
ARTISAN_SUPPRESSED_COLONIAL_GOODS_CATEGORY 0 Goods category index not produced in colonies
ISSUE_MOVEMENT_JOIN_LIMIT 8
ISSUE_MOVEMENT_LEAVE_LIMIT 7
MOVEMENT_CON_FACTOR 0.05
MOVEMENT_LIT_FACTOR 0.3
MIL_ON_REB_MOVE 8
POPULATION_SUPPRESSION_FACTOR 0.0 controls base pop size for factor of supression/radicalness cost. zero disables the feature and jsut uses radicalness
POPULATION_MOVEMENT_RADICAL_FACTOR 300
NATIONALIST_MOVEMENT_MIL_CAP 3.0
MOVEMENT_SUPPORT_UH_FACTOR 3 3x means 30% country support equals full UH support
REBEL_OCCUPATION_STRENGTH_BONUS 0.01 the amount of strength given to rebel movements when they occupy a province
LARGE_POPULATION_LIMIT 9000000
LARGE_POPULATION_INFLUENCE_PENALTY_CHUNK 250000

AI

variable name default value description
COLONY_WEIGHT 5.0 ai weight for colonising
ADMINISTRATOR_WEIGHT 10.0 ai weight for new bureaucrat
INDUSTRYWORKER_WEIGHT 10.0 ai weight for new industry workers
EDUCATOR_WEIGHT 10.0 ai weigth for new clergy
SOLDIER_WEIGHT 30.0 ai weight for soldiers
SOLDIER_FRACTION 0.03 max amount of population AI wants to be soldiers
CAPITALIST_FRACTION 0.001 max amount of population AI wants to be capis
PRODUCTION_WEIGHT 0.05 ai weight for new production
SPAM_PENALTY 10 makes certain diplomatic action less common
ONE_SIDE_MAX_WARSCORE 150 don't add too many wargoals to one side in a war
POP_PROJECT_INVESTMENT_MAX_BUDGET_FACTOR 0.25 how much % of our current budget can be spend on the pop project investments.
RELATION_LIMIT_NO_ALLIANCE_OFFER 0 if relation lower then this value, AI will not ally
NAVAL_SUPPLY_PENALTY_LIMIT 0.2 AI will allow to have max X% of supply penalty (when too little naval bases)
CHANCE_BUILD_RAILROAD 0.2 chances in % of AI decisions (max value 1.0)
CHANCE_BUILD_NAVAL_BASE 0.75
CHANCE_BUILD_FORT 0.5
CHANCE_INVEST_POP_PROJ 0.16
CHANCE_FOREIGN_INVEST 0.16
TWS_AWARENESS_SCORE_LOW_CAP 0.2 AI will always add CBs if current warscore is less then that number (including TWS)
TWS_AWARENESS_SCORE_ASPECT 0.5 AI will not add any more CBs when TWS is more then X% of total WS. (to not destroy the progress)
PEACE_BASE_RELUCTANCE 20 AI base stubbornness to refuse peace (always applied)
PEACE_TIME_MONTHS 30 months of additional AI stubbornness in a war
PEACE_TIME_FACTOR 0.6 after months of stubbornness the effect of time passed is multiplied by this
PEACE_TIME_FACTOR_NO_GOALS 2.0 this extra time factor is applied after PEACE_TIME_FACTOR if we ahve no wargoals
PEACE_WAR_EXHAUSTION_FACTOR 0.5 AI willingness to peace based on war exhaustion
PEACE_WAR_DIRECTION_FACTOR 1.0 AI willingness to peace based on who's making gains in the war
PEACE_WAR_DIRECTION_WINNING_MULT 5.0 Multiplies AI emphasis on war direction if it's the one making gains
PEACE_FORCE_BALANCE_FACTOR 0.3 AI willingness to peace based on strength estimation of both sides
PEACE_ALLY_BASE_RELUCTANCE_MULT 2.0 Multiplies PEACE_BASE_RELUCTANCE for allies in a war
PEACE_ALLY_TIME_MULT 0 Multiplies PEACE_TIME_FACTOR for allies in a war
PEACE_ALLY_WAR_EXHAUSTION_MULT 1.0 Multiplies PEACE_WAR_EXHAUSTION_FACTOR for allies in a war
PEACE_ALLY_WAR_DIRECTION_MULT 0 Multiplies PEACE_WAR_DIRECTION_FACTOR for allies in a war
PEACE_ALLY_FORCE_BALANCE_MULT 0 Multiplies PEACE_FORCE_BALANCE_FACTOR for allies in a war
AGGRESSION_BASE 5 general AI aggression
AGGRESSION_UNCIV_BONUS 10 additional AI civ aggression against uncivs
FLEET_SIZE 30 AI will attempt to keep fleets of roughly this size (fewer fleets generally results in more competent naval AI)
MIN_FLEETS 1 Minimum amount of main fleets the AI will divide its navy into (does not include specialized fleets such as blockades and naval invasions)
MAX_FLEETS 10 Maximal amount of main fleets the AI will divide its navy into (does not include specialized fleets such as blockades and naval invasions)
MONTHS_BEFORE_DISBAND 6 Months from start date before AI will disband armies/navies (to avoid disbands because of early economic turmoil)


Graphics

variable name default value description
CITIES_SPRAWL_OFFSET 2
CITIES_SPRAWL_WIDTH 52
CITIES_SPRAWL_HEIGHT 52
CITIES_SPRAWL_ITERATIONS 30
CITIES_MESH_POOL_SIZE_FOR_COUNTRY 64
CITIES_MESH_POOL_SIZE_FOR_CULTURE 64
CITIES_MESH_POOL_SIZE_FOR_GENERIC 256
CITIES_MESH_TYPES_COUNT 3
CITIES_MESH_SIZES_COUNT 3
CITIES_SPECIAL_BUILDINGS_POOL_SIZE 64
CITIES_SIZE_MAX_POPULATION_K 1000 When province population reach 1mln, the city will get it's maximum size.