defines = {
#
end_date = '65000.12.31',

country = {
	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,
	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 = 80, -- Roughly twice per campaign
	CAMPAIGN_EVENT_MIN_TIME = 21, -- never more often than 3 weeks between (NOT USED)
	CAMPAIGN_EVENT_STATE_SCALE = -3, -- every non-colonial state reduces by 3 days (NOT USED)
	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 = {
	MAX_DAILY_RESEARCH = 100,
	LOAN_BASE_INTEREST = 0.02,
	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 = 10000, -- how much money is stored maximum in a factory.
	SMALL_DEBT_LIMIT = 10000,
	FACTORY_UPGRADE_EMPLOYEE_FACTOR = 0.8, -- 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 = 0.4, -- how fast pops are Hired when there is a high demand
	RGO_SUPPLY_DEMAND_FACTOR_HIRE_LO = 0.1, -- how fast pops are Hired when there is a medium demand
	RGO_SUPPLY_DEMAND_FACTOR_FIRE = 0.2, -- 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 = 1.0, -- 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 = {
	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,
	SOLDIER_TO_POP_DAMAGE = 0.2,
	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 = {
	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
	GW_WARSCORE_COST_MOD_2 = 0.3, -- cost reduction factor on warscore needed to fulfill goal if late game great war
	GW_WARSCORE_2_THRESHOLD = 50, -- warscore threshold where a GW turns into a world war for winner side
	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 = 60,
	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,
	LONE_BACKER_PRESTIGE_FACTOR = 0.05 -- prestige boost for being only defender backer in crisis
},

pops = {
	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,

	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 luxury 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 just 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 = {
	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 have 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 = {
	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.
}
}
