定义:修订间差异

本页面所适用的版本可能已经过时,最后更新于1.2
(08:18, 1 January 2021‎ SolSys)
(03:00, 2 January 2021‎ Ednihaf)
第6行: 第6行:
 游戏本体的定义位于<code>game\common\defines\00_defines.txt</code>。
 游戏本体的定义位于<code>game\common\defines\00_defines.txt</code>。


 要修改定义,最好不要修改原版文件,而是使用模组。To do so, [[Mod_structure#Creating_initial_files|create a mod]], then create a text file in ''Documents\Paradox Interactive\mod\[mod name]\commond\defines''. To change a define, use the following format in the following example, which changes the end date to 1800:
 要修改定义,最好不要修改原版文件,而是使用模组。To do so, [[Mod_structure#Creating_initial_files|create a mod]], then create a text file in ''Documents\Paradox Interactive\mod\[mod name]\common\defines''. To change a define, use the following format in the following example, which changes the end date to 1800:
<pre>
<pre>
NGame = {
NGame = {
第59行: 第59行:
| DESIRED_NEIGHBOR_POOLS = 4 || || Number of pools each pool should try to border.
| DESIRED_NEIGHBOR_POOLS = 4 || || Number of pools each pool should try to border.
|-
|-
| MAX_POOL_NEIGHBOR_DISTANCE = 3 || Example || Maximum number of sea zones away a pool should search for a neighboring pool.
| MAX_POOL_NEIGHBOR_DISTANCE = 3 || || Maximum number of sea zones away a pool should search for a neighboring pool.
|}
 
===Jomini Map===
{| class="wikitable" width=100%
|-
! width=30% | Variable !! Unit !! width=60% | Notes/description
|-
| WORLD_EXTENTS_X = 8191 || || How wide the map is.
|-
| WORLD_EXTENTS_Y = 51 || || How deep the map is.
|-
| WORLD_EXTENTS_Z = 4095 || || How tall the map is.
|-
| WATERLEVEL = 3.8 || ||
|}
 
===Characters===
{| class="wikitable" width=100%
|-
! width=30% | Variable !! Unit !! width=60% | Notes/description
|-
| MALE_RANDOM_AGE_BASE = 16 || Years || The initial age of randomly-generated male characters.
|-
| MALE_RANDOM_AGE_SPAN = 20 || Years || The maximum difference from the base age of male characters. The age of a random character is equal to the base plus a random value within the span.
|-
| FEMALE_RANDOM_AGE_BASE = 16 || Years || The initial age of randomly-generated female characters.
|-
| FEMALE_RANDOM_AGE_SPAN = 16 || Years || The maximum difference from the base age of female characters. The age of a random character is equal to the base plus a random value within the span.
|-
| RANDOM_PERSONALITY_TRAITS_BASE = 3 || || The initial number of personality traits for randomly-generated characters.
|-
| RANDOM_PERSONALITY_TRAITS_SPAN = 0 || || The maximum difference from the base number of traits. By default, randomly-generated characters always have 3 traits.
|-
| RANDOM_CHARACTER_DIPLOMACY_MIN = 0 || || Minimum possible base diplomacy of a randomly-generated character.
|-
| RANDOM_CHARACTER_DIPLOMACY_MAX = 10 || || Maximum possible base diplomacy of a randomly-generated character.
|-
| RANDOM_CHARACTER_MARTIAL_MIN = 0 || || Minimum possible base martial of a randomly-generated character.
|-
| RANDOM_CHARACTER_MARTIAL_MAX = 10 || || Maximum possible base martial of a randomly-generated character.
|-
| RANDOM_CHARACTER_STEWARDSHIP_MIN = 0 || || Minimum possible base stewardship of a randomly-generated character.
|-
| RANDOM_CHARACTER_STEWARDSHIP_MAX = 10 || || Maximum possible base stewardship of a randomly-generated character.
|-
| RANDOM_CHARACTER_INTRIGUE_MIN = 0 || || Minimum possible base intrigue of a randomly-generated character.
|-
| RANDOM_CHARACTER_INTRIGUE_MAX = 10 || || Maximum possible base intrigue of a randomly-generated character.
|-
| RANDOM_CHARACTER_LEARNING_MIN = 0 || || Minimum possible base learning of a randomly-generated character.
|-
| RANDOM_CHARACTER_LEARNING_MAX = 10 || || Maximum possible base learning of a randomly-generated character.
|-
| RANDOM_CHARACTER_PROWESS_MIN = 0 || || Minimum possible base prowess of a randomly-generated character.
|-
| RANDOM_CHARACTER_PROWESS_MAX = 10 || || Maximum possible base prowess of a randomly-generated character.
|-
| RANDOM_CHARACTER_MIN_FERTILITY = 0.5 || || Minimum possible base fertility of a randomly-generated character.
|-
| RANDOM_CHARACTER_MAX_FERTILITY = 0.6 || || Maximum possible base fertility of a randomly-generated character.
|-
| RANDOM_CHARACTER_MIN_HEALTH = 4.0 || || Minimum possible base health of a randomly-generated character.
|-
| RANDOM_CHARACTER_MAX_HEALTH = 5.0 || || Maximum possible base health of a randomly-generated character.
|-
| RANDOM_CHARACTER_AGE_MIN_HEALTH = 2.5 || || Minimum base health for randomly-generated characters after adjusting for age.
|-
| MAX_STRESS_LEVEL = 3 || ||
|-
| STRESS_PER_LEVEL = 100 || ||
|-
| STRESS_MONTHLY_CHANGE = 0 || || Stress changes monthly by this value until reaching a character's base stress.
|-
| MAX_DREAD = 100 || ||
|-
| BASE_DREAD = 0 || ||
|-
| DREAD_MONTHLY_CHANGE = 0.5 || || Dread changes monthly by this value until reaching a character's base dread.
|-
| BOLD_LEVEL_COWED = 45 || || The amount of dread above a character's [[Attributes#Dread|boldness value]] for them to be terrified.
|-
| BOLD_LEVEL_INTIMIDATED = 20 || || The amount of dread above a character's [[Attributes#Dread|boldness value]] for them to be intimidated.
|-
| MAX_TYRANNY = 1000 || ||
|-
| TYRANNY_MONTHLY_CHANGE = -0.25 || || Tyranny changes by this amount every month.
|-
| BASE_FERTILITY = 0.5 || ||
|-
| BASE_HEALTH = 5.0 || ||
|-
| LEVELS_PIETY || || Amounts of piety needed for various devotion levels. The first/lowest level is first in the list, and they are sorted in ascending order.
|-
| LEVELS_PRESTIGE || || Amounts of prestige needed for various fame levels. The first/lowest level is first in the list, and they are sorted in ascending order.
|-
| BASE_PIETY_EXPERIENCE = 1000 || || Initial piety experience (used for devotion).
|-
| BASE_PRESTIGE_EXPERIENCE = 1000 || || Initial prestige experience (used for fame).
|-
| LEVEL_DROP_MAX_RETAINED_PROGRESS_PIETY = 0.5 || || A character who drops a level of devotion retains this amount (percentage) of progress towards the next level.
|-
| LEVEL_DROP_MAX_RETAINED_PROGRESS_PRESTIGE = 0.5 || || A character who drops a level of fame retains this amount (percentage) of progress towards the next level.
|-
| LEVELS_PIETY_GRAPHICAL_STEP = 1 || || How many levels of devotion should increment before the icon changes.
|-
| LEVELS_PRESTIGE_GRAPHICAL_STEP = 1 || || How many levels of fame should increment before the icon changes.
|-
| PIETY_ZERO_LEVEL = 1 || || The devotion level considered to be the initial or "zero" level.
|-
| PRESTIGE_ZERO_LEVEL = 1 || || The fame level considered to be the initial or "zero" level.
|-
| TODDLER_AGE = 3 || Years || Age at which a character becomes a toddler. This is when they receive their childhood trait.
|-
| CHILDHOOD_AGE = 6 || Years || Age at which a character becomes a child. This is when they are assigned an education (based on the childhood trait) and begin their education.
|-
| ADOLESCENCE_AGE = 12 || Years || Age of adolescence. Used for education.
|-
| MALE_ADULT_AGE = 16 || Years || Age at which male characters become adults, which has several effects, such as unlocking various diplomatic actions.
|-
| FEMALE_ADULT_AGE = 16 || Years || Age at which female characters become adults, which has several effects, such as unlocking various diplomatic actions.
|-
| BETROTHAL_TIMEOUT_AGE = 17 || Years || Presumably the age at which unfulfilled betrothals are cancelled (once both have reached this age).
|-
| MALE_ATTRACTION_CUTOFF_AGE = 65 || Years || After this age, the attraction of traits no longer has an effect for male characters.
|-
| FEMALE_ATTRACTION_CUTOFF_AGE = 50 || Years || After this age, the attraction of traits no longer has an effect for female characters.
|-
| HEALTH_STATE_LEVELS_VALUES || || Health thresholds for the various health levels (such as "fine," "poor," etc.).
|-
| HEALTH_STATE_LEVELS_TEXTS || || Text for the various health thresholds. They correspond with the levels defined in HEALTH_STATE_LEVELS_VALUES.
|-
| SKILL_LEVELS_VALUES || || Skill level thresholds used for the descriptions (such as "average," "good," etc.).
|-
| SKILL_LEVELS_TEXTS || || Text for the various skill level thresholds. They correspond with the levels defined in SKILL_LEVELS_VALUES.
|-
| SKILL_MODIFIER_OFFSET = -8 || || Skill modifiers with offset add this from the skill value.
|-
| MAX_RELATIONS_TO_SHOW = 3 || || Used for the character window.
|-
| PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_FACTOR = 0.1 || || Used to calculate prestige gain on marriage.
|-
| PRESTIGE_FROM_DYNASTY_ON_BORN_FACTOR = 0.2 || || Used to calculate initial prestige on birth.
|-
| MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100 || ||
|-
| CHARACTER_TRAVEL_TIME = 0.1 || || Multiplied by the distance between locations on the map.
|-
| FOCUS_CHILD_MIN_AGE = 6 || ||
|-
| FOCUS_CHILD_MAX_CHANGES = 1 || || Maximum number of times a child's education focus can be changed.
|-
| FOCUS_ADULT_COOLDOWN_MONTHS = 60 || Months || Number of months between being able to change lifestyle focus.
|-
| SKILL_SCALE_AGE = 16 || ||
|-
| MAX_HEIR_TO_SHOWN = 4 || || Number of "heir to" titles to be shown.
|-
| MAX_PARENT_STEPS_FOR_HEIR = 6 || || Number of steps up to search for heirs if no descendants can be found.
|-
| MIN_HEIR_TO_FIND = 20 || || Number of heirs to find (in the line of succession) before stopping to look for more. Higher numbers can negatively impact performance.
|-
| MAX_HEIRS_IN_LINE_OF_SUCCESSION_TOOLTIP = 5 || || How many heirs to show in the tooltip for a title.
|-
| MAX_POTENTIAL_SPOUSES = 100000 || || Maximum number of potential spouses shown in the "find spouse" or "arrange marriage" windows.
|-
| MONTHS_OF_INCOME_AT_START = 12 || Months || All rulers start with this many months of income in their treasuries.
|-
| MAXIMUM_DIPLOMATIC_RANGE = 1000 || || Distance before characters are considered outside of diplomatic range on the default setting.
|-
| MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 750 || || Distance before characters are considered outside of diplomatic range on the restricted diplomatic range game rule.
|-
| HOOK_COOLDOWN_DURATION_YEARS = 5 || Years || Strong hook cooldown duration (upon being used).
|-
| MAX_COUNTIES_IN_REALM_AS_DUKE = 30 || || As a duke or count, the player (AI characters are unaffected) will begin to suffer penalties if going beyond this number of counties. Kings and emperors do not suffer the penalty.
|-
| INCOME_PENALTY_PER_COUNTY_ABOVE_LIMIT = 0.05 || || Going above the county limit defined in MAX_COUNTIES_IN_REALM_AS_DUKE reduces monthly income by this percentage per county.
|-
| FORCED_SUCCESSION_ELECTION_YEARS = 5 || Years || Length of time someone is forced to vote with another elector when a strong hook is used to do so.
|-
| MINIMUM_VALUE_FOR_PERSONALITY_DESCRIPTION = 25 || || [[Character#AI_Personality|AI personality]] values below this are ignored when building personality descriptions.
|-
| STRONG_VALUE_FOR_PERSONALITY_DESCRIPTION = 75 || || AI personality values above this get a stronger version in the personality description.
|-
| MINIMUM_TIER_FOR_REGNAL_NUMBERING = 3 || || Minimum tier in order for regnal numbering to be used. 1 is baron, 5 is emperor.
|-
| PERCENTAGE_HOMOSEXUAL = 5.0 || || Percentage chance of a randomly-created character being homosexual.
|-
| PERCENTAGE_BISEXUAL = 5.0 || || Percentage chance of a randomly-created character being bisexual.
|-
| PERCENTAGE_ASEXUAL = 1.0 || || Percentage chance of a randomly-created character being asexual.
|-
| DESIGNATE_HEIR_DISPLAY_COST = 1000 || || Prestige cost for designating an heir.
|-
| PRETENDERS_TO_TITLE = 5 || || Maximum number of characters to be stored as pretenders to a title (including the heir).
|-
| PARTITION_SCORE_PER_OWN_COUNTY = 2 || || Score an owned county contributes in partition when selecting a title. The higher this value, the more getting a title with personally-owned land is encouraged.
|-
| PARTITION_SCORE_PER_OTHER_COUNTY = 1 || || Score that a county owned by another heir takes away in partition when selecting a title. The higher this is, the more getting a title with land not owned by other heirs is encouraged.
|-
| DESIRED_CONCUBINES_PER_TIER || || Number of concubines a ruler of each tier wants if their faith allows concubines, in ascending order by tier.
|-
| PRESTIGE_LOSS_PER_MISSING_CONCUBINE = 0.1 || || Monthly prestige loss per missing fertile concubine.
|-
| DEBT_MODIFIER_THRESHOLDS || || When the various debt modifiers take effect, by months of income of debt.
|}
|}


[[Category:模组制作]]
[[Category:模组制作]]
[[en:Defines]]
[[en:Defines]]

2021年1月2日 (六) 11:49的版本

定义Defines)是影响某些非脚本化游戏行为的变量,如军队移动和谋略。

Configuration

游戏本体的定义位于game\common\defines\00_defines.txt

要修改定义,最好不要修改原版文件,而是使用模组。To do so, create a mod, then create a text file in Documents\Paradox Interactive\mod\[mod name]\common\defines. To change a define, use the following format in the following example, which changes the end date to 1800:

NGame = {
    END_DATE = "1800.1.1"
}

The file only needs to contain the edited defines—ones that are not being changed can be left out.

定义列表

以下是分类列出的不完整定义列表。

游戏

变量 单位 注释/描述
END_DATE = "1453.1.1" YYYY.M.D 年.月.日
GAME_SPEED_TICKS 每级游戏速度下模拟一天的实际秒数(第一个值是最慢速度,最后一个值是最快速度)。
COMBAT_TICK_LIMIT = 1
LAG_DECREASE_SPEED_DAYS = 15 在多人游戏中,将会导致游戏速度降低的玩家端延迟天数。
LAG_PAUSE_DAYS = 30 在多人游戏中,将会导致游戏暂停的玩家端延迟天数。
MULTIPLAYER_EVENT_TIME_OUT = 90 在多人游戏中,一个事件将会持续显示的天数。如果时间已过,游戏将自动选择一个选项。
BENCHMARK_TEST_DURATION = 135 Duration of a benchmark test using the "-benchmark" launch option.
BENCHMARK_INTERFACE_INTERVAL = 5.0 Seconds Time before the benchmark changes the open UI window.
BENCHMARK_OBSERVE_CHARACTER = k_england Title The title of the character who will be observed for the benchmark.
BENCHMARK_WAYPOINTS Where the camera should pan during the benchmark.

Setup

Variable Unit Notes/description
COURTLESS_CHARACTER_GUEST_CHANCE = 0.25 Chance that a courtless character is sent to a court as a guest instead of a regular courtier on game start.
GENERATED_POOL_CHARACTERS Random range for number of characters per pool (duchy) generated at the start of the game
GENERATED_POOL_CHARACTER_TEMPLATES Templates used for the pool character. Presumably, the trait-based templates are characters skilled in that trait.
GENERATED_POOL_CHARACTER_TEMPLATE_WEIGHTS Influence the chance of each template appearing. Correspond to the template names at the same index.
DESIRED_NEIGHBOR_POOLS = 4 Number of pools each pool should try to border.
MAX_POOL_NEIGHBOR_DISTANCE = 3 Maximum number of sea zones away a pool should search for a neighboring pool.

Jomini Map

Variable Unit Notes/description
WORLD_EXTENTS_X = 8191 How wide the map is.
WORLD_EXTENTS_Y = 51 How deep the map is.
WORLD_EXTENTS_Z = 4095 How tall the map is.
WATERLEVEL = 3.8

Characters

Variable Unit Notes/description
MALE_RANDOM_AGE_BASE = 16 Years The initial age of randomly-generated male characters.
MALE_RANDOM_AGE_SPAN = 20 Years The maximum difference from the base age of male characters. The age of a random character is equal to the base plus a random value within the span.
FEMALE_RANDOM_AGE_BASE = 16 Years The initial age of randomly-generated female characters.
FEMALE_RANDOM_AGE_SPAN = 16 Years The maximum difference from the base age of female characters. The age of a random character is equal to the base plus a random value within the span.
RANDOM_PERSONALITY_TRAITS_BASE = 3 The initial number of personality traits for randomly-generated characters.
RANDOM_PERSONALITY_TRAITS_SPAN = 0 The maximum difference from the base number of traits. By default, randomly-generated characters always have 3 traits.
RANDOM_CHARACTER_DIPLOMACY_MIN = 0 Minimum possible base diplomacy of a randomly-generated character.
RANDOM_CHARACTER_DIPLOMACY_MAX = 10 Maximum possible base diplomacy of a randomly-generated character.
RANDOM_CHARACTER_MARTIAL_MIN = 0 Minimum possible base martial of a randomly-generated character.
RANDOM_CHARACTER_MARTIAL_MAX = 10 Maximum possible base martial of a randomly-generated character.
RANDOM_CHARACTER_STEWARDSHIP_MIN = 0 Minimum possible base stewardship of a randomly-generated character.
RANDOM_CHARACTER_STEWARDSHIP_MAX = 10 Maximum possible base stewardship of a randomly-generated character.
RANDOM_CHARACTER_INTRIGUE_MIN = 0 Minimum possible base intrigue of a randomly-generated character.
RANDOM_CHARACTER_INTRIGUE_MAX = 10 Maximum possible base intrigue of a randomly-generated character.
RANDOM_CHARACTER_LEARNING_MIN = 0 Minimum possible base learning of a randomly-generated character.
RANDOM_CHARACTER_LEARNING_MAX = 10 Maximum possible base learning of a randomly-generated character.
RANDOM_CHARACTER_PROWESS_MIN = 0 Minimum possible base prowess of a randomly-generated character.
RANDOM_CHARACTER_PROWESS_MAX = 10 Maximum possible base prowess of a randomly-generated character.
RANDOM_CHARACTER_MIN_FERTILITY = 0.5 Minimum possible base fertility of a randomly-generated character.
RANDOM_CHARACTER_MAX_FERTILITY = 0.6 Maximum possible base fertility of a randomly-generated character.
RANDOM_CHARACTER_MIN_HEALTH = 4.0 Minimum possible base health of a randomly-generated character.
RANDOM_CHARACTER_MAX_HEALTH = 5.0 Maximum possible base health of a randomly-generated character.
RANDOM_CHARACTER_AGE_MIN_HEALTH = 2.5 Minimum base health for randomly-generated characters after adjusting for age.
MAX_STRESS_LEVEL = 3
STRESS_PER_LEVEL = 100
STRESS_MONTHLY_CHANGE = 0 Stress changes monthly by this value until reaching a character's base stress.
MAX_DREAD = 100
BASE_DREAD = 0
DREAD_MONTHLY_CHANGE = 0.5 Dread changes monthly by this value until reaching a character's base dread.
BOLD_LEVEL_COWED = 45 The amount of dread above a character's boldness value for them to be terrified.
BOLD_LEVEL_INTIMIDATED = 20 The amount of dread above a character's boldness value for them to be intimidated.
MAX_TYRANNY = 1000
TYRANNY_MONTHLY_CHANGE = -0.25 Tyranny changes by this amount every month.
BASE_FERTILITY = 0.5
BASE_HEALTH = 5.0
LEVELS_PIETY Amounts of piety needed for various devotion levels. The first/lowest level is first in the list, and they are sorted in ascending order.
LEVELS_PRESTIGE Amounts of prestige needed for various fame levels. The first/lowest level is first in the list, and they are sorted in ascending order.
BASE_PIETY_EXPERIENCE = 1000 Initial piety experience (used for devotion).
BASE_PRESTIGE_EXPERIENCE = 1000 Initial prestige experience (used for fame).
LEVEL_DROP_MAX_RETAINED_PROGRESS_PIETY = 0.5 A character who drops a level of devotion retains this amount (percentage) of progress towards the next level.
LEVEL_DROP_MAX_RETAINED_PROGRESS_PRESTIGE = 0.5 A character who drops a level of fame retains this amount (percentage) of progress towards the next level.
LEVELS_PIETY_GRAPHICAL_STEP = 1 How many levels of devotion should increment before the icon changes.
LEVELS_PRESTIGE_GRAPHICAL_STEP = 1 How many levels of fame should increment before the icon changes.
PIETY_ZERO_LEVEL = 1 The devotion level considered to be the initial or "zero" level.
PRESTIGE_ZERO_LEVEL = 1 The fame level considered to be the initial or "zero" level.
TODDLER_AGE = 3 Years Age at which a character becomes a toddler. This is when they receive their childhood trait.
CHILDHOOD_AGE = 6 Years Age at which a character becomes a child. This is when they are assigned an education (based on the childhood trait) and begin their education.
ADOLESCENCE_AGE = 12 Years Age of adolescence. Used for education.
MALE_ADULT_AGE = 16 Years Age at which male characters become adults, which has several effects, such as unlocking various diplomatic actions.
FEMALE_ADULT_AGE = 16 Years Age at which female characters become adults, which has several effects, such as unlocking various diplomatic actions.
BETROTHAL_TIMEOUT_AGE = 17 Years Presumably the age at which unfulfilled betrothals are cancelled (once both have reached this age).
MALE_ATTRACTION_CUTOFF_AGE = 65 Years After this age, the attraction of traits no longer has an effect for male characters.
FEMALE_ATTRACTION_CUTOFF_AGE = 50 Years After this age, the attraction of traits no longer has an effect for female characters.
HEALTH_STATE_LEVELS_VALUES Health thresholds for the various health levels (such as "fine," "poor," etc.).
HEALTH_STATE_LEVELS_TEXTS Text for the various health thresholds. They correspond with the levels defined in HEALTH_STATE_LEVELS_VALUES.
SKILL_LEVELS_VALUES Skill level thresholds used for the descriptions (such as "average," "good," etc.).
SKILL_LEVELS_TEXTS Text for the various skill level thresholds. They correspond with the levels defined in SKILL_LEVELS_VALUES.
SKILL_MODIFIER_OFFSET = -8 Skill modifiers with offset add this from the skill value.
MAX_RELATIONS_TO_SHOW = 3 Used for the character window.
PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_FACTOR = 0.1 Used to calculate prestige gain on marriage.
PRESTIGE_FROM_DYNASTY_ON_BORN_FACTOR = 0.2 Used to calculate initial prestige on birth.
MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100
CHARACTER_TRAVEL_TIME = 0.1 Multiplied by the distance between locations on the map.
FOCUS_CHILD_MIN_AGE = 6
FOCUS_CHILD_MAX_CHANGES = 1 Maximum number of times a child's education focus can be changed.
FOCUS_ADULT_COOLDOWN_MONTHS = 60 Months Number of months between being able to change lifestyle focus.
SKILL_SCALE_AGE = 16
MAX_HEIR_TO_SHOWN = 4 Number of "heir to" titles to be shown.
MAX_PARENT_STEPS_FOR_HEIR = 6 Number of steps up to search for heirs if no descendants can be found.
MIN_HEIR_TO_FIND = 20 Number of heirs to find (in the line of succession) before stopping to look for more. Higher numbers can negatively impact performance.
MAX_HEIRS_IN_LINE_OF_SUCCESSION_TOOLTIP = 5 How many heirs to show in the tooltip for a title.
MAX_POTENTIAL_SPOUSES = 100000 Maximum number of potential spouses shown in the "find spouse" or "arrange marriage" windows.
MONTHS_OF_INCOME_AT_START = 12 Months All rulers start with this many months of income in their treasuries.
MAXIMUM_DIPLOMATIC_RANGE = 1000 Distance before characters are considered outside of diplomatic range on the default setting.
MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 750 Distance before characters are considered outside of diplomatic range on the restricted diplomatic range game rule.
HOOK_COOLDOWN_DURATION_YEARS = 5 Years Strong hook cooldown duration (upon being used).
MAX_COUNTIES_IN_REALM_AS_DUKE = 30 As a duke or count, the player (AI characters are unaffected) will begin to suffer penalties if going beyond this number of counties. Kings and emperors do not suffer the penalty.
INCOME_PENALTY_PER_COUNTY_ABOVE_LIMIT = 0.05 Going above the county limit defined in MAX_COUNTIES_IN_REALM_AS_DUKE reduces monthly income by this percentage per county.
FORCED_SUCCESSION_ELECTION_YEARS = 5 Years Length of time someone is forced to vote with another elector when a strong hook is used to do so.
MINIMUM_VALUE_FOR_PERSONALITY_DESCRIPTION = 25 AI personality values below this are ignored when building personality descriptions.
STRONG_VALUE_FOR_PERSONALITY_DESCRIPTION = 75 AI personality values above this get a stronger version in the personality description.
MINIMUM_TIER_FOR_REGNAL_NUMBERING = 3 Minimum tier in order for regnal numbering to be used. 1 is baron, 5 is emperor.
PERCENTAGE_HOMOSEXUAL = 5.0 Percentage chance of a randomly-created character being homosexual.
PERCENTAGE_BISEXUAL = 5.0 Percentage chance of a randomly-created character being bisexual.
PERCENTAGE_ASEXUAL = 1.0 Percentage chance of a randomly-created character being asexual.
DESIGNATE_HEIR_DISPLAY_COST = 1000 Prestige cost for designating an heir.
PRETENDERS_TO_TITLE = 5 Maximum number of characters to be stored as pretenders to a title (including the heir).
PARTITION_SCORE_PER_OWN_COUNTY = 2 Score an owned county contributes in partition when selecting a title. The higher this value, the more getting a title with personally-owned land is encouraged.
PARTITION_SCORE_PER_OTHER_COUNTY = 1 Score that a county owned by another heir takes away in partition when selecting a title. The higher this is, the more getting a title with land not owned by other heirs is encouraged.
DESIRED_CONCUBINES_PER_TIER Number of concubines a ruler of each tier wants if their faith allows concubines, in ascending order by tier.
PRESTIGE_LOSS_PER_MISSING_CONCUBINE = 0.1 Monthly prestige loss per missing fertile concubine.
DEBT_MODIFIER_THRESHOLDS When the various debt modifiers take effect, by months of income of debt.