Code:<?xml version="1.0"?> <root> <recruitment> <recruitment_slots uint="1"/> <retraining_slots uint="0.9"/> <deplenish_pools_with_caps bool="false"/> <clear_pools_with_caps bool="false"/> <add_initial_with_caps bool="true"/> <add_disband_no_caps bool="true"/> <force_clamp_to_max bool="false"/> <deplenish_multiplier float="0.9"/> <deplenish_offset float="-0.2"/> <percentage_pool_reduction_lost uint="25"/> <percentage_pool_reduction_occupy uint="25"/> <percentage_pool_reduction_sack uint="75"/> <percentage_pool_reduction_exterminate uint="100"/> <max_agents_per_turn uint="1"/> </recruitment> <religion> <max_witches_per_region uint="0"/> <max_witches uint="0"/> <max_heretics_per_region uint="0"/> <max_heretics uint="0"/> <max_heretics_conversion_modifier float="0.0"/> <max_inquisitors_per_region uint="0"/> <max_inquisitors uint="0"/> <heretic_conversion_rate_modifier float="0.0000"/> <heretic_conversion_rate_offset float="0.000"/> <witch_conversion_rate_modifier float="0.0"/> <witch_conversion_rate_offset float="0.00"/> <inquisitor_conversion_rate_modifier float="0.000"/> <inquisitor_conversion_rate_offset float="0.00"/> <priest_conversion_rate_modifier float="0.000"/> <priest_conversion_rate_offset float="0.000"/> <witch_creation_modifier float="0.0"/> <heretic_creation_modifier float="0.0"/> <inquisitor_creation_modifier float="0.0"/> <min_cardinal_piety uint="0"/> <convert_to_heretic_base_modifier float="0.0"/> <convert_to_heretic_unorthodox_modifier float="0.0"/> <inquisitor_turn_start uint="0"/> <inquisitor_target_crusades bool="false"/> <founding_conversion_default_rate float="0.0002"/> <neighbour_normalise_weight float="0.00015"/> <governor_conversion_rate_offset float="0.0004"/> <governor_conversion_rate_modifier float="0.0004"/> <spy_conversion_rate_offset float="0.000"/> <spy_conversion_rate_modifier float="0.000"/> <owner_conversion_default_rate float="0.0002"/> <spy_conversion_rate_foreign_modifier float="0.0"/> </religion> <bribery> <bribe_to_family_tree bool="false"/> <base_character_chance float="0.4"/> <religion_modifier float="0.66"/> <combined_attribute_modifier float="0.2"/> <briber_attribute_divisor float="3.0"/> <bribee_attribute_divisor float="3.0"/> <army_size_modifier float="0.035"/> <base_settlement_chance float="0.8"/> <settlement_loyalty_modifier float="0.01"/> <settlement_population_modifier float="0.0001"/> <faction_standing_divisor float="10.0"/> <max_bribe_chance float="100.0"/> <min_bribe_chance float="1.0"/> <bribe_chance_modifier float="1.0"/> </bribery> <family_tree> <max_age uint="95"/> <max_age_for_marriage_for_male uint="50"/> <max_age_for_marriage_for_female uint="40"/> <max_age_before_death uint="105"/> <max_age_of_child uint="10"/> <old_age uint="71"/> <age_of_manhood uint = "16"/> <daughters_age_of_consent uint = "14"/> <daughters_retirement_age uint = "40"/> <age_difference_min int = "7"/> <age_difference_max int = "15"/> <parent_to_child_min_age_diff uint = "12"/> <min_adoption_age uint = "16"/> <max_adoption_age uint = "40"/> <max_age_for_conception uint = "40"/> <age_of_manhood_close uint = "14"/> <max_number_of_children uint = "4"/> </family_tree> <diplomacy> <max_diplomacy_items uint="8"/> <enemies_reject_gifts bool="false"/> <use_balance_owed bool="false"/> </diplomacy> <missions> <null_mission_score float="25.0"/> </missions> <display> <character_selection_radius float="0.3"/> <character_selection_height float="1.3"/> <character_selection_height_crouching float="1.0"/> <diplomacy_scroll_height uint="768"/> <recruitment_sort_simple bool="false"/> <faction_standing_min float="-1.0"/> <faction_standing_max float="1.0"/> <use_orig_rebel_faction_models bool="true"/> <keep_original_heretic_portraits bool="false"/> <alt_sett_order_colours bool="false"/> <show_slave_religion bool="false"/> <!-- Hide slave religion from enemy settlement scrolls. Use remapped faction for slaves own settlement details scroll. --> <enable_radar_zoom bool="true"/> <hud_tab_text_vert_offset uint="18"/> <!-- vertical text offset for campaign hud tabs --> <show_building_browser_castles bool="true"/> <!-- are castles shown in the building browser --> <separate_games_races bool="true"/> <!-- use separate games and races settlement icons --> <standard_soldier_limit uint="1000"/> <!-- Used to specify range for amry standards (banners) --> <standard_soldier_level_scale uint="50"/> <!-- Used to scale army size display compared to standard range specified above --> <clear_battle_models_on_new_faction bool="false"/> <!-- Are unique battle models cleared when a character changes factions --> <chivalry_display_threshold int="1"/> <!-- What level of chivalry a character needs to have 'chivalry' displayed instead of 'dread' --> </display> <ransom> <captor_release_chance_base float="50.0"/> <captor_release_chance_chiv_mod float="1.0"/> <captor_ransom_chance_base float="60.0"/> <captor_ransom_chance_chiv_mod float="1.0"/> <captor_ransom_chance_tm_mod float="10.0"/> <captive_ransom_chance_base float="40.0"/> <captive_ransom_chance_chiv_mod float="1.0"/> <captive_ransom_chance_tm_mod float="-10.0"/> <captive_ransom_chance_msm_mod float="10.0"/> <captive_ransom_for_slave bool="false"/> </ransom> <autoresolve> <min_capture_percent float = "5.0"/> <max_capture_percent float = "35.0"/> <lopsided_thresh float = "1.5"/> <lopsided_hn_mod float = "2.0"/> <separation_missile_add uint = "1"/> <naval_sink_modifier float = "5.0"/> <naval_sink_offset float = "2.5"/> <naval_sink_max float = "80.0"/> <sally_att_def_draw_divisor float = "1.25"/><!--sally battles are a draw if attacker lost and (number of attacker troops) > (number of defender troops)/divisor --> <use_new_sett_autoresolve bool = "false"/><!--do we use the new settlement autoresolve --> <switchable_defence_exposed bool = "false"/><!--can unit switch exposed state during autoresolve --> <gate_defence_num_oil_attacks int = "0"/><!--number of gate oil attacks --> <gate_defence_strength_oil_base float = "0.0"/><!--gate oil attack strength --> <gate_defence_strength_oil_level_modifier float = "0.0"/><!--gate oil attack strength += modifier * oil_level --> <gate_defence_num_arrow_attacks int = "0"/><!--number of gate arrow attacks --> <gate_defence_strength_arrow_base float = "0.0"/><!--gate arrow attack strength --> <gate_defence_strength_arrow_level_modifier float = "0.0"/><!--gate arrow attack strength += modifier * arrow_level --> <gate_defence_num_default_attacks int = "0"/><!--number of gate generic advantage attacks --> <gate_defence_strength_default_base float = "0.0"/><!--gate generic advantage attack strength --> <gate_defence_strength_default_level_modifier float = "0.0"/><!--gate advantage attack strength += modifier * fortification_level --> <sett_defence_num_arrow_attacks int = "0"/><!--number of settlement arrow attacks --> <sett_defence_strength_arrow_base float = "0.0"/><!--settlement arrow attack strength --> <sett_defence_strength_arrow_level_modifier float = "0.0"/><!--sett arrow attack strength += modifier * arrow_level --> <sett_defence_num_default_attacks int = "0"/><!--number of sett generic advantage attacks --> <sett_defence_strength_default_base float = "0.0"/><!--sett generic advantage attack strength --> <sett_defence_strength_default_level_modifier float = "0.0"/><!--sett advantage attack strength += modifier * fortification_level --> <display_strength_oil float = "0"/><!--additional effective army strength for defending residence with oil --> <display_strength_arrow float = "1"/><!--additional effective army strength for defending residence with arrows --> <display_strength_default float = "1"/><!--additional effective army strength for defending residence with fortification levels --> </autoresolve> <settlement> <!--Minimum garrison test AI only--> <num_units_sett_garrison_base int = "3"/> <num_units_sett_garrison_level_modifier int = "3"/> <!--Minimum army test AI only--> <num_units_sett_army_base int = "18"/> <num_units_sett_army_level_modifier int = "18"/> <sett_num_units_army_base uint = "18"/> <num_units_army_level_modifier uint = "18"/> <num_units_army uint = "18"/> <num_units_army uint = "18"/> <min_num_units_army uint = "18"/> <min_num_units_army uint = "18"/> <standard_soldier_limit uint = "18"/> <min_army_percent float = "90"/> <army_percent float = "100"/> <min_num_units uint = "18"/> <min_units uint = "18"/> <!-- <min_garrison_percentage float = "50.0"/>--> <sack_money_modifier float = "0.4"/> <exterminate_money_modifier float = "0.5"/> <chiv_spf_modifier float = "0.0"/> <chiv_sof_modifier float = "0.0"/> <dread_sof_modifier float = "0.0"/> <piety_cor_sif_modifier float = "0.0"/> <piety_admin_sif_modifier float = "0.0"/> <port_to_port_mp_min float = "0.0"/> <port_to_port_mp_max float = "2500.0"/> <heresy_unrest_modifier float = "30.0"/> <religion_unrest_modifier float = "20.0"/> <siege_gear_required_for_city_level string = "huge_city"/> <siege_gear_required_for_castle_level string = "moat_and_bailey"/> <no_towers_only_for_city_level string = "huge_city"/> <no_towers_only_for_castle_level string = "moat_and_bailey"/> <min_turn_keep_rebel_garrison int = "1"/> <max_turn_keep_rebel_garrison int = "999"/> <destroy_empty_forts bool = "false"/> <can_build_forts bool="false"/> <games_races_cost_modifier float = "0.25"/><!--games and races cost modifier --> <alternative_religious_unrest bool = "true"/><!--alternative settlement religious unrest calculations --> <alt_rel_allied_modifier float = "0.5"/><!--allied religion cumulative total modifier --> <alt_rel_gov_modifier_base float = "1.25"/><!--governors piety religion base modifier --> <alt_rel_gov_coefficient float = "-0.2"/><!--governors piety religion coefficient --> </settlement> <revolt> <end_turn_modifier float = "2"/> <excommunicated_modifier float = "15"/> <new_leader_modifier float = "5"/> <max_effective_loyalty float = "10.0"/> <rebel_region_modifier float = "2.0"/> <shadow_region_modifier float = "0.0"/> <rebel_border_modifier float = "1.1"/> <shadow_border_modifier float = "1.0"/> <num_units_modifier float = "1.0"/> <captain_modifier float = "0.01"/><!--chance of captain-led stacks revolting --> <min_revolt_chance float = "0.0"/> <max_revolt_chance float = "50.0"/> <ai_revolt_modifier float = "0.25"/><!--the proportion of the penalties in this section are applied to AI factions --> <revolt_additional_armies bool = "false"/> <revolt_crusading_armies bool = "false"/> </revolt> <characters> <agents_can_hide bool="false"/> </characters> <hordes> <end_target_faction_bonus int="-300"/> <start_target_faction_bonus int="-500"/> <farming_level_bonus int="-50"/> <shared_target_bonus int="-1000"/> <disbanding_horde_bonus int="-500"/> <starting_region_bonus int="300"/> <horde_target_resource_bonus int="1000"/> </hordes> <merchants> <base_income_modifier float="0.7"/> <trade_bonus_offset float="10.0"/> </merchants> <agents> <denounce_inquisitor_base_chance float="35.0"/> <denounce_priest_base_chance float="33.0"/> <denounce_attack_modifier float="1.0"/> <denounce_defence_modifier float="1.0"/> <denounce_chance_min int="5"/> <denounce_chance_max int="95"/> <denounce_heretic_attemp_modifier float="1.5"/> <denounce_character_attemp_modifier float="0.5"/> <assassinate_base_chance float="12.5"/> <assassinate_attack_modifier float="1.0"/> <assassinate_defence_modifier float="1.0"/> <assassinate_public_modifier float="1.0"/> <assassinate_personal_modifier float="1.0"/> <assassinate_counter_spy_modifier float="1.0"/> <assassinate_agent_modifier float="2.0"/> <assassinate_own_region_modifier float="2.0"/> <assassinate_assassinate_attr_modifier float="0.33"/> <assassinate_chance_min int="1"/> <assassinate_chance_max int="75"/> <acquisition_base_chance float="40.0"/> <acquisition_level_modifier float="5.0"/> <acquisition_attack_trade_rights_modifier float="1.3"/> <acquisition_defence_trade_rights_modifier float="0.7"/> <acquisition_chance_min int="5"/> <acquisition_chance_max int="95"/> <inquisitor_crt_heresy_divisor float="1.0"/> <inquisitor_crt_pfp_modifier float="0.5"/> <inquisitor_crt_pfp_modifier_min float="0.0"/> <inquisitor_crt_pfp_modifier_max float="1.0"/> <inquisitor_crt_chance_min float="0.0"/> <inquisitor_crt_chance_max float="0.1"/> <inquisitor_target_leaders bool="false"/> <inquisitor_target_heirs bool="false"/> <spy_base_chance float="25.0"/> <!-- base spying chance --> <spy_level_modifier float="0.1"/> <!-- modifies the amount the subterfuge rating of a spy affects chance of success --> <not_spy_level_modifier float="0.5"/> <!-- modifies the chance of success if spying object not a spy --> <spy_public_modifier float="1.0"/> <!-- inversely modifies the amount the public security aspects of the target affects chance of success --> <spy_counter_spy_modifier float="1.0"/> <!-- inversely modifies the amount the combined subterfuge rating with the target affects chance of success --> <spy_distance_modifier float="1.0"/> <!-- inversely modifies the amount the distance in movement points from the target affects chance of success --> <spy_secret_agent_target_modifier float="0.5"/> <!-- modifies the chance of success if an assassin or spy is travelling with a target army --> <spy_sedentary_turns_modifier float="0.2"/> <!-- modifies the amount of turns a target has been stationary affects chance of success --> <spy_alliance_modifier float="1.5"/> <!-- modifies the chance of success if the target is allied with spy faction --> <spy_target_engaged_modifier float="1.0"/> <!-- modifies the chance of success if target is in engagement, under siege or battle --> <spy_in_settlement_modifier float="1.5"/> <!-- modifies the chance of success if spy in settlement they are spying on --> <spy_watchtower_modifier float="2.5"/> <!-- modifies the chance of success if spying object is a watchtower --> <spy_in_own_region_modifier float="2.0"/> <!-- modifies the chance of success if spy in in their own factions region --> <spy_chance_min int="1"/> <!-- min clamp for spy chance --> <spy_chance_max int="99"/> <!-- max clamp for spy chance --> <spy_rescale_chance bool="true"/> <!-- flag to indicate if the final chance is non-linearly rescaled to improve spying chance of success --> </agents> <crusades> <required_jihad_piety int="4"/> <max_disband_progress float="20.0"/> <near_target_no_disband_distance float="4.0"/> <disband_progress_window float="3"/> <crusade_called_start_turn float="20"/> <jihad_called_start_turn float="20"/> <movement_points_modifier float="2.0"/> </crusades> <ai> <!-- PRIEST CONTROLLER --> <priest_religion_min float="0.5"/> <!-- if religion < religion_min then region needs a priest --> <priest_religion_max float="0.6"/> <!-- if religion >= religion_max then a priest can be taken from this region for other missions --> <priest_heresey_min float="0.05"/> <!-- if heresey >= heresey_min then region needs a priest --> <priest_heresey_max float="0.3"/> <!-- if heresey >= heresey_max then region needs a priest with highest priority --> <priest_religion_export float="0.5"/> <!-- if my religion in foreign region < religion_export then then we will export our religion in this region --> <priest_max_prod_turns float="5.0"/> <!-- max distance from a production center to a target region in turns --> <!--CAMPAIGN ATTACK --> <att_str_modifier float = "0.75"/> <!-- modifies the effective attackers strength when determining the priority of making attack decision (i.e. att_def_strength_ratio = ((att_str*att_str_modifier)/def_str) --> <siege_att_str_modifier float="0.75"/> <!-- modifies the effective sieging attackers strength when determining the priority of making attack decision --> <crusade_att_str_modifier float = "1.0"/><!--modifies the effective crusading sieging attackers strength when determining the priority of making attack decision --> <sally_att_str_modifier float="0.75"/> <!-- modifies the effective sallying attackers strength when determining the priority of making attack decision --> <ambush_att_str_modifier float = "1.25"/><!--modifies the effective ambushing attackers strength when determining the priority of making attack decision --> <str_limit_weak float = "0.75"/> <!-- min ideal strength ratio modifier for determining when an army is far too weak for an attack ( att_def_strength_ratio < (ideal_str_ratio*str_limit_weak) ) --> <str_limit_strong float = "999.0"/> <!-- max ideal strength ratio modifier for determining when an army is far too strong for a fair attack ( att_def_strength_ratio > (ideal_str_ratio*str_limit_strong) ) --> <merchant_min_survival_acquire int = "75"/><!--the minimum survival chance for a merchant to consider attempting an acquisition --> </ai> <misc> <allow_resource_forts bool="true"/> <!-- do we allow forts and watchtowers to be built on resource locations --> <fort_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for forts --> <army_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for field armies --> <fort_devastation_modifier float="2.0"/> <!-- num devastated tiles modifier for forts --> <army_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for field armies --> <allow_enemy_forts bool="true"/> <!-- do we allow forts to be built in enemy regions --> <siege_movement_points_modifier float="1.0"/> <!-- movement points modifier for siege units --> <cavalry_movement_points_modifier float="1.75"/> <!-- movement points modifier for cavalry units --> <enable_hotseat_messages bool="true"/> <!-- do we allow hotseat messages to be send between human players --> <enable_banana_republic_cheat bool="true"/> <build_points_modifier float="0.1"/> <garrison_strength int = "0.1"/> <enable_unit_accent_overrides bool="true"/> <!-- do we use unit db accent overrides for campaign unit selection --> </misc> </root>