﻿
NRaid = {
	RAID_LOOT_PER_SOLDIER = 0.1				# How much loot can a single soldier carry? Minimum increment is 0.001
	MIN_SOLDIERS_TO_RAID = 200				# How small can a raid army be and still be able to loot?
	MONTHLY_ATTRITION = 0.02				# How much attrition do you take while looting a province? 0.01 = 1% per month
	MONTHS_OF_RAID_LOOT = 36				# How many months of holding income (with owner effects discounted) does raiding provide?

	# Progress cannot be lower than 1/day (except when interrupted by combat)
	BASE_PROGRESS = 10						# How much base raid action progress do you get per day?
	PROGRESS_PER_SOLDIER = 0.0015				# How much raid action progress do you get per day per soldier? Minimum resolution is 0.001
	BASE_DIFFICULTY = 350					# How much base progress is needed?
	DIFFICULTY_PER_FORT_LEVEL = 350			# How much progress is needed per fort level in the holding?
	DIFFICULTY_PER_COUNTY_FORT_LEVEL = 250	# How much progress is needed per fort level in the county *outside* the holding?
	DAYS_OF_HOSTILITY = 180					# How long after raiding do hostilities last?
	DAYS_OF_IMMUNITY = 1825					# How long does raid immunity after defeating a raid army last?
	RAID_REALM_AI_COOLDOWN = 2				# How many years the AI should wait before considering raiding again, after any AI raiders have been defeated previously
	RAID_MINIMUM_ATTRITON = 0				# How low can the attrition go for raiders in particular?
}

NMercenary = {
	LEVELS = { 0 7 14 }						# Defines how many different sizes of mercenary companies are there and how many are spawned for a given culture
											# The numbers correspond to numbers of counties of the culture. No company exists if the number is lower than the first value specified here.
	HIRE_RANGE = 350						# The maximum distance of mercenaries that can be hired (capital to mercenary location)
	HIRE_RANGE_SAME_CULTURE = 0			# The maximum distance of mercenaries with the same culture that can be hired (capital to mercenary location)
	LEVIES = { 125 155 185 }				# The base numbers of levies for levels of mercenary bands
	MAA_REGIMENTS = { 1 2 3 }				# The number of MAA regiments for levels of mercenary bands
	NUM_KNIGHTS = { 2 2 2 }					# The number of knights for levels of mercenary bands
	MAA_REGIMENT_SIZES = { 3 2 1 }	# The base sizes of MAA regiments for levels of mercenary bands, in number of sub-regiments

	SIZE_INNOVATIONS_RATIO = 2.0			# How much are mercenary companies growing with the ratio of discovered to all cultural innovations of the culture. 1.0 means +100%
											# if SIZE_INNOVATIONS_RATIO = 2, the mercenaries will be 3x their original size if all innovations are discovered

	BASE_HIRE_MONTHS = 96					# The base length of the period mercenaries are hired for in months
	MIN_HIRE_MONTHS = 32 					# Minimum length of time mercenaries can be hired for in months
	MAX_HIRE_MONTHS = 192 					# Maximum length of time mercenaries can be hired for in months

	LEVY_COST_PER_100_SOLDIERS = 15.0		# The cost of the levy regiment part of mercenary companies, per 100 soldiers for better precision
	MAA_COST_RATIO = 0.85					# The cost of the MAA regiments of mercenary companies as a fraction of what those regiments cost when buying them
	REALM_SIZE_MULT = 0.01					# The cost will increase by this many percent multiplied by the square root of the hirer's realm size (# of counties)

	ALLOWED_DEBT_MONTHS = 36				# How many months of monthly income in dept are characters allowed to have before being blocked from hiring mercenaries

	REINFORCEMENT_FACTOR = 2.0				# How much faster do mercenary regiments reinforce than regular regiments

	COUNTY_REMOVAL_FACTOR = 1.2				# When removing mercenaries from shrinking cultures, first multiply culture size with this
}

#NArmy = {
#	RAID_ARMY_COST_MULT = 0.4						# Maintenance of raid armies is multiplied by this
#}