﻿riseandfall_enable_adventurer_creator = {

    categories = {
        riseandfall
    }

    # Default: enabled (adventurer creation systems active)
    default = riseandfall_adventurer_creator_enabled

    riseandfall_adventurer_creator_enabled = {
    }

    riseandfall_adventurer_creator_disabled = {
        flag = riseandfall_adventurer_creator_disabled
    }
}

riseandfall_enable_adventurer_cleanup = {

    categories = {
        riseandfall
    }

    # Default: enabled (cleanup of mod-created adventurer titles)
    default = riseandfall_adventurer_cleanup

    riseandfall_adventurer_cleanup = {
    }

    riseandfall_adventurer_cleanup_disabled = {
        flag = riseandfall_adventurer_cleanup_disabled
    }
}

riseandfall_adventurer_chance = {

    categories = {
        riseandfall
    }

    # Default: low (-1% base chance)
    default = riseandfall_adventurer_chance_low

    riseandfall_adventurer_chance_low = {
    }

    riseandfall_adventurer_chance_medium = {
    }

    riseandfall_adventurer_chance_high = {
    }
}

riseandfall_enable_mma_modifier = {

    categories = {
        riseandfall
    }

    # Default: disabled (men-at-arms modifier is off by default)
    default = riseandfall_mma_modifier_disabled

    # Legacy name (kept for savegame compatibility) — behaves identically to the 'all' option
    riseandfall_mma_modifier_enabled = {
        apply_modifier = all:riseandfall_yearly_maa_limit_increase_modifier
    }

    # Disabled (do not apply the men-at-arms modifier)
    riseandfall_mma_modifier_disabled = {
        flag = riseandfall_mma_modifier_disabled
    }
}

riseandfall_enable_mma_limit_modifier = {

    categories = {
        riseandfall
    }

    # Default: disabled (men-at-arms cap increases for administrative governments are off by default)
    default = riseandfall_mma_limit_modifier_disabled

    # Legacy name (kept for savegame compatibility) — behaves identically to the 'all' option
    riseandfall_mma_limit_modifier_enabled = {
        apply_modifier = all:riseandfall_yearly_maa_limit_cap_increase_modifier
    }

    # Disabled (no automatic modifier application)
    riseandfall_mma_limit_modifier_disabled = {
        flag = riseandfall_mma_limit_modifier_disabled
    }
}

riseandfall_enable_realm_stability = {

    categories = {
        riseandfall
    }

    # Default: enabled
    default = riseandfall_realm_stability_enabled

    riseandfall_realm_stability_enabled = {
    }

    riseandfall_realm_stability_disabled = {
        flag = riseandfall_realm_stability_disabled
    }
}

riseandfall_legitimate_houses = {

    categories = {
        riseandfall
    }

    # Default: enabled. Independent duchy+ titles track their accepted ruling
    # house and can penalize Realm Stability when held by a new house.
    default = riseandfall_legitimate_houses_enabled

    riseandfall_legitimate_houses_enabled = {
    }

    riseandfall_legitimate_houses_disabled = {
        flag = riseandfall_legitimate_houses_disabled
    }
}

riseandfall_realm_stability_difficulty_target = {

    categories = {
        riseandfall
    }

    # Default: Both players and AI use the difficulty multiplier
    default = riseandfall_realm_stability_difficulty_both

    # Both: no flag needed; multiplier applies to everyone
    riseandfall_realm_stability_difficulty_both = {
    }

    # Player Only: apply multiplier only to player-controlled characters
    riseandfall_realm_stability_difficulty_player_only = {
        flag = riseandfall_realm_stability_difficulty_player_only
    }

    # AI Only: apply multiplier only to AI-controlled characters
    riseandfall_realm_stability_difficulty_ai_only = {
        flag = riseandfall_realm_stability_difficulty_ai_only
    }
}

riseandfall_realm_stability_difficulty = {

    categories = {
        riseandfall
    }

    # Default: Normal (1.0x)
    default = riseandfall_realm_stability_normal

    riseandfall_realm_stability_very_unstable = {
        flag = riseandfall_realm_stability_very_unstable
    }

    riseandfall_realm_stability_unstable = {
        flag = riseandfall_realm_stability_unstable
    }

    riseandfall_realm_stability_slightly_unstable = {
        flag = riseandfall_realm_stability_slightly_unstable
    }

    riseandfall_realm_stability_normal = {
        flag = riseandfall_realm_stability_normal
    }

    riseandfall_realm_stability_slightly_stable = {
        flag = riseandfall_realm_stability_slightly_stable
    }

    riseandfall_realm_stability_stable = {
        flag = riseandfall_realm_stability_stable
    }

    riseandfall_realm_stability_very_stable = {
        flag = riseandfall_realm_stability_very_stable
    }
}

riseandfall_low_stability_events = {
    categories = {
        riseandfall
    }

    # Default: enabled
    default = riseandfall_low_stability_events_enabled

    riseandfall_low_stability_events_enabled = {
    }

    riseandfall_low_stability_events_disabled = {
        flag = riseandfall_low_stability_events_disabled
    }
}

riseandfall_enable_ai_kingdom_creation = {

    categories = {
        riseandfall
    }

    # Default: advanced (stricter AI title creation and handout behavior)
    default = riseandfall_ai_kingdom_creation_advanced

    riseandfall_ai_kingdom_creation_disabled = {
        flag = riseandfall_ai_kingdom_creation_disabled
    }

    riseandfall_ai_kingdom_creation_advanced = {
    }
}

riseandfall_vassal_limit_rule = {

    categories = {
        riseandfall
    }

    # Default: disabled
    default = riseandfall_vassal_limit_enabled

    riseandfall_vassal_limit_enabled = {
    }

    riseandfall_vassal_limit_disabled = {
        flag = riseandfall_vassal_limit_disabled
    }
}

riseandfall_admin_score_nerf = {

    categories = {
        riseandfall
    }

    # Default: disabled (admin succession scoring is unmodified by default)
    default = riseandfall_admin_score_nerf_enabled

    riseandfall_admin_score_nerf_enabled = {
    }

    riseandfall_admin_score_nerf_disabled = {
        flag = riseandfall_admin_score_nerf_disabled
    }
}

riseandfall_enable_bordergore_fix = {

    categories = {
        riseandfall
    }

    # Default: enabled
    default = riseandfall_bordergore_fix_disabled

    riseandfall_bordergore_fix_enabled = {
    }

    riseandfall_bordergore_fix_disabled = {
        flag = riseandfall_bordergore_fix_disabled
    }
}

riseandfall_enable_dynamic_story_mode = {

    categories = {
        riseandfall
    }

    # Default: off

    default = riseandfall_dynamic_story_mode_off

    riseandfall_dynamic_story_mode_off = {
        flag = riseandfall_dynamic_story_mode_off
    }

    # Keep the established setting IDs for save compatibility; the player-facing
    # names describe the two collapse timelines.
    riseandfall_dynamic_story_mode_forced = {
    }

    riseandfall_dynamic_story_mode_dynamic = {
    }
}

# Experimental character-interaction Coalition route. The separate
# low-stability Coalition incident remains governed by its own rule.
riseandfall_independent_coalitions = {
    categories = { riseandfall }
    default = riseandfall_independent_coalitions_enabled

    # Retain the enabled/disabled IDs for existing campaign rule compatibility.
    riseandfall_independent_coalitions_disabled = {
        flag = riseandfall_independent_coalitions_disabled
    }
    riseandfall_independent_coalitions_enabled = { }
    riseandfall_independent_coalitions_unrestricted = { }
}

riseandfall_enable_interaction_stability = {

    categories = {
        riseandfall
    }

    # Default: enabled (show stability in interaction menu)
    default = riseandfall_interaction_stability_disabled

    riseandfall_interaction_stability_enabled = {
    }

    riseandfall_interaction_stability_disabled = {
        flag = riseandfall_interaction_stability_disabled
    }
}

riseandfall_enable_war_enhancement = {

    categories = {
        riseandfall
    }

    # Default: enabled (war enhancement mechanics active)
    default = riseandfall_war_enhancement_disabled

    riseandfall_war_enhancement_enabled = {
    }

    riseandfall_war_enhancement_disabled = {
        flag = riseandfall_war_enhancement_disabled
    }
}

riseandfall_lite_mode = {

    categories = {
        riseandfall
    }

    # Default: disabled (lighter experience with some systems turned off)
    default = riseandfall_lite_mode_disabled

    riseandfall_lite_mode_enabled = {
    }

    riseandfall_lite_mode_disabled = {
        flag = riseandfall_lite_mode_disabled
    }
}
