﻿
NCombat = {
	UNRAISED_LEVY_REGIMENTS_SPEED = 40.0			# How many distance units do unraised regiments travel per day when gathering
	COMBAT_ROLL_DAYS = 3							# How many days are there between rolls?
	COMBAT_EVENT_DAYS = 5							# How many days are there between knight events?
	
	DEVIATION_FALLOFF = 0.1							# If the mean was clamped to ACTION_LEVELS, the standard deviation is decreased using this factor (the higher the value the faster the decrease)
	WAR_ATTACKER_COMBAT_SCORE_SCALE = 75			# Scale factor for how much war score battles give to the war attacker. Can be overriden by CB
	WAR_DEFENDER_COMBAT_SCORE_SCALE = 75			# Scale factor for how much war score battles give to the war defender. Can be overriden by CB
	WAR_ATTACKER_COMBAT_MAX_SCORE = 75				# The maximum amount of warscore gained from a single battle by the war attacker
	WAR_DEFENDER_COMBAT_MAX_SCORE = 75				# The maximum amount of warscore gained from a single battle by the war attacker
	MANEUVER_PHASE_DAYS = 3							# How many days should the maneuver phase last
	LEVY_TOUGHNESS = 10								# How much toughness does each levy soldier have
	LEVY_ATTACK = 10								# How much attack does each levy soldier have
	DAMAGE_SCALING_FACTOR = 0.03					# Scaling factor for dealing damage in combat
	BASE_RATIO_CASUALTIES_CONVERSION = 0.3			# How many of the soft casualties should be converted to hard casualties during the main phase
	PURSUIT_PHASE_DAYS = 3							# How many days should the pursuit phase be
	ADVANTAGE_DAMAGE_SCALING_FACTOR = 2				# How much should the advantage affect damage given
	BASE_WIDTH_RATIO = 1							# The base combat width is set by multiplying the size of the defender by this ratio
	COMMANDER_MIN_ROLL = 0
	COMMANDER_MAX_ROLL = 10
	MEN_AT_ARMS_MAX_COUNTER = 0.9					# When RATIO_FOR_MAX_COUNTER is hit, the damage output for the MaA will be reduced by this much. For values lower, it'll be linear between 0 and this value
	RATIO_FOR_MAX_COUNTER = 2.0						# You need this many effective regiment chunks to counter a single regiment chunk. Modified by counter effectiveness (E.G., = 2.0 in the MaA's counter section means twice as effective countering). So if stack size is 100, 50 men from a regiment with 2x counter will produce one point of countering. Thus if the ratio for max counter is 1.0, they'd fully counter a full-strength MaA chunk, or halfway counter two, etc.
	MEN_AT_ARMS_COUNTER_MODIFICATION = 6			# A countered men at arms base type get this modification to all of their rolls
	MIN_DAYS_BEFORE_MANUAL_RETREAT = 14				# Number of days before a retreat can be ordered
	
	RANDOM_ADVANTAGE_MIN = -25						# The worst initial battle Advantage from the 'random_advantage' Trait modifier
	RANDOM_ADVANTAGE_RANGE = 65						# The roll range from the 'random_advantage' Trait modifier
	
	MINIMUM_COMBAT_WIDTH = 100						# Combat width cannot be smaller than this
	BASE_RATIO_CASUALTIES_CONVERSION_PURSUIT = 1	# How many of the hard casualties inflicted on the retreating side should be converted to hard casualties during retreat. Interacts with BASE_TOUGHNESS_TO_PURSUIT and such
	PURSUIT_STAT_TO_PURSUIT_DAMAGE = 0.5			# The pursuit stat is multiplied by this before being turned into actual damage
	BASE_TOUGHNESS_TO_PURSUIT = 0.05				# This many % of the toughness of the retreater's soft casualties will turn into pursuit (during the full pursuit, not per day). Essentially, this means if neither side has screen or pursuit, 5% of the soft casualties will become hard casualties. More if the pursuer has more pursuit than the defender has screen, and vice versa
	MINIMUM_PURSUIT_DAMAGE = 0.01					# High screen can't bring casualties below 1% in the pursuit phase
	DISEMBARK_PENALTY_DAYS = 30						# How long does an army have a penalty after disembarking?
	KNIGHT_DAMAGE_PER_PROWESS = 100					# How much "Damage" stat does a knight get per prowess?
	KNIGHT_TOUGHNESS_PER_PROWESS = 10				# How much "Toughness" stat does a knight get per prowess?
	COMBAT_RESULT_MONTHS_TO_TIMEOUT = 12			# Combat results timeout after this many months
}


NWar = {
	ATTACKER_TICKING_WAR_SCORE = 0.055				# Default ticking war score per day for attackers. Can be overwritten by CB. Set to 0 to disable
	ATTACKER_TICKING_WAR_SCORE_DELAY_DAYS = 0		# Default delay in days before applying ticking war score for attackers. Can be overwritten by CB
	DEFENDER_TICKING_WAR_SCORE = 0.055				# Default ticking war score per day for defenders. Can be overwritten by CB. Set to 0 to disable
	DEFENDER_TICKING_WAR_SCORE_DELAY_DAYS = 365		# Default delay in days before applying ticking war score for defenders. Can be overwritten by CB
	ATTACKER_OCCUPATION_SCORE_SCALE = 90			# War score from occupation by the attacker is given by occupied territory ratio (0.0 ... 1.0) multiplied by this value. Can be overriden by CB
	DEFENDER_OCCUPATION_SCORE_SCALE = 90			# War score from occupation by the defender is given by occupied territory ratio (0.0 ... 1.0) multiplied by this value. Can be overriden by CB
	MAX_ATTACKER_BATTLES_WAR_SCORE = 100				# How much war score is it possible for the attacker to get from battles. Can be overriden by CB
	MAX_DEFENDER_BATTLES_WAR_SCORE = 100			# How much war score is it possible for the defender to get from battles. Can be overriden by CB
	MILITARY_RATIO_LEVELS = 5						# How many military ratio levels are there
	OCCUPIED_CAPITAL_WAR_SCORE = 10					# Bonus war score from occupying the enemy capital
	CAPTURED_VASSAL_WAR_SCORE = 0					# War Score for each direct vassal of the war leader
	CAPTURED_SPOUSE_WAR_SCORE = 0					# War Score from capturing one or more spouses
	CAPTURED_HEIR_WAR_SCORE = { 50 25 10 }			# War Score in order of succession
	BATTLE_WAR_CONTRIBUTION_MULTIPLIER = 0.2		# War contribution from battles are multiplied with this value
	SIEGE_WAR_CONTRIBUTION_MULTIPLIER = 10			# War contribution from sieges are multiplied with this value
	OCCUPATION_WAR_CONTRIBUTION_MONTHLY = 2			# War contribution from monthly occupation of provinces
	OCCUPATION_SCORE_PER_BARONY_SCALE = 0.04		# Extra occupation score (before scaling) from each individual barony. 0.01 is equivalent to 1% per barony. So 10 baronies occupied out of 20 total, would mean 50% + 10% = 60% occupation score (before scaling)
	MINIMUM_CONTRIBUTION_FOR_REWARD = 100			# You need at least this amount of contribution points in order to get a reward
	WAR_RESULT_MONTHS_TO_TIMEOUT = 36				# War results time out after this many months
	AI_USE_VASSAL_OF_VASSAL_CLAIMS = no 			# If this is set to "no", the AI will never push the claims of vassals of vassals
}
