".kidsmode."

1. The cost of the rebel army and the emerging factions in the Player's provinces can be reduced, but not by more than 50%.

2. Factions do not reappear, except for the Papacy.


".nuttermode."

1. The Player's generals will always have a starting rank of 0. The generals of the AI factions will have a better chance of getting a higher rank than usual. This does not work with Faction Leaders, Princes, Rebels, famous generals, and when a unit has the GeneralCandidate = "DISCOURAGED" property.

2. If the support cost for the armies and fleets of the AI faction exceeds the income for the year, then at the end of the turn, the amount of money of the faction will not be recalculated. Expenses for buildings/training units, etc. will be deducted in any case. This could significantly improve AI finances. In certain cases, AI factions can train units infinitely.

3. When a faction reappears, the chance that armies will appear in the Player's provinces increases. Of course, if this faction once owned them.

4. The cost of rebel armies or emerging/reappearing factions in the Player's provinces may be increased, but not more than by 30%.

5. Usually when a Player attacks a province of an AI faction, there is a chance that the AI ??will know what forces the Player is attacking with. The chance depends on the "power" of the Player's faction and the difficulty level (0% on easy difficulty). After enabling the cheat, the AI will always know about it (on easy too), which makes the game more difficult.

6. Usually the "most dangerous" faction is the one that owns > 35 provinces, if there are two, then the one with the most income. Almost always, other factions will have the worst attitude towards it (except for the Papacy and Rebels), the probability of aggression increases, etc. When the cheat is enabled, the Player's faction will be considered "most dangerous".