<?xml version="1.0"?>
<root>
   <recruitment>
      <recruitment_slots uint="1"/>
      <retraining_slots uint="1"/>
      <deplenish_pools_with_caps bool="false"/>
      <clear_pools_with_caps bool="false"/>
      <add_initial_with_caps bool="true"/>
      <add_disband_no_caps bool="true"/>
      <force_clamp_to_max bool="false"/>
      <deplenish_multiplier float="0.9"/>
      <deplenish_offset float="-0.2"/>
      <percentage_pool_reduction_lost uint="10"/>
      <percentage_pool_reduction_occupy uint="20"/>
      <percentage_pool_reduction_sack uint="45"/>
      <percentage_pool_reduction_exterminate uint="100"/>
      <max_agents_per_turn uint="1"/>
   </recruitment>
   <religion>
      <max_witches_per_region uint="0"/>
      <max_witches uint="0"/>
      <max_heretics_per_region uint="0"/>
      <max_heretics uint="0"/>
      <max_heretics_conversion_modifier float="1.0"/>
      <max_inquisitors_per_region uint="1"/>
      <max_inquisitors uint="40"/>
      <heretic_conversion_rate_modifier float="0.0"/>
      <heretic_conversion_rate_offset float="0.0"/>
      <witch_conversion_rate_modifier float="0.0"/>
      <witch_conversion_rate_offset float="0.0"/>
      <inquisitor_conversion_rate_modifier float="0.010"/>
      <inquisitor_conversion_rate_offset float="0.04"/>
      <priest_conversion_rate_modifier float="0.004"/>
      <priest_conversion_rate_offset float="0.015"/>
      <witch_creation_modifier float="0.0"/>
      <heretic_creation_modifier float="0.0"/>
      <inquisitor_creation_modifier float="0.0"/>
      <min_cardinal_piety uint="5"/>
      <convert_to_heretic_base_modifier float="10.0"/>
      <convert_to_heretic_unorthodox_modifier float="0.7"/>
      <inquisitor_turn_start uint="20"/>
      <inquisitor_target_crusades bool="false"/>
   </religion>
   <bribery>
      <bribe_to_family_tree bool="false"/>
      <base_character_chance float="0.4"/>
      <religion_modifier float="0.66"/>
      <combined_attribute_modifier float="0.2"/>
      <briber_attribute_divisor float="3.0"/>
      <bribee_attribute_divisor float="3.0"/>
      <army_size_modifier float="0.035"/>
      <base_settlement_chance float="0.8"/>
      <settlement_loyalty_modifier float="0.01"/>
      <settlement_population_modifier float="0.0001"/>
      <faction_standing_divisor float="10.0"/>
      <max_bribe_chance float="100.0"/>
      <min_bribe_chance float="1.0"/>
      <bribe_chance_modifier float="1.0"/>
   </bribery>
   <family_tree>
      <max_age uint="150"/>
      <max_age_for_marriage_for_male uint="80"/>
      <max_age_for_marriage_for_female uint="50"/>
      <max_age_before_death uint="165"/>
      <max_age_of_child uint="10"/>
      <old_age uint="70"/>
      <age_of_manhood uint="16"/>
      <daughters_age_of_consent uint="16"/>
      <daughters_retirement_age uint="40"/>
      <age_difference_min int="-10"/>
      <age_difference_max int="30"/>
      <parent_to_child_min_age_diff uint="12"/>
      <min_adoption_age uint="16"/>
      <max_adoption_age uint="30"/>
      <max_age_for_conception uint="50"/>
      <age_of_manhood_close uint="14"/>
      <max_number_of_children uint="4"/>
   </family_tree>
   <diplomacy>
      <max_diplomacy_items uint="8"/>
      <enemies_reject_gifts bool="false"/>
      <use_balance_owed bool="false"/>
   </diplomacy>
   <missions>
      <null_mission_score float="25.0"/>
   </missions>
   <display>
      <clear_battle_models_on_new_faction bool="false"/>
      <character_selection_radius float="0.3"/>
      <character_selection_height float="1.3"/>
      <character_selection_height_crouching float="1.0"/>
      <diplomacy_scroll_height uint="768"/>
      <recruitment_sort_simple bool="false"/>
      <faction_standing_min float="-1.0"/>
      <faction_standing_max float="1.0"/>
      <use_orig_rebel_faction_models bool="true"/>
      <keep_original_heretic_portraits bool="false"/>
      <alt_sett_order_colours bool="false"/>
      <standard_soldier_limit uint="1000"/>			<!-- Used to specify range for amry standards (banners) -->
      <standard_soldier_level_scale uint="50"/>			<!-- Used to scale army size display compared to standard range specified above -->
   </display>
   <ransom>
      <captor_release_chance_base float="50.0"/>
      <captor_release_chance_chiv_mod float="12.0"/>
      <captor_ransom_chance_base float="60.0"/>
      <captor_ransom_chance_chiv_mod float="-5.0"/>
      <captor_ransom_chance_tm_mod float="10.0"/>
      <captive_ransom_chance_base float="40.0"/>
      <captive_ransom_chance_chiv_mod float="6.67"/>
      <captive_ransom_chance_tm_mod float="-10.0"/>
      <captive_ransom_chance_msm_mod float="10.0"/>
      <captive_ransom_for_slave bool="false"/>
   </ransom>
   <autoresolve>
      <min_capture_percent float="5.0"/>
      <max_capture_percent float="30.0"/>
      <lopsided_thresh float="1.5"/>
      <lopsided_hn_mod float="3.0"/>
      <separation_missile_add uint="1"/>
      <naval_sink_modifier float="1.5"/>
      <naval_sink_offset float="15.0"/>
      <naval_sink_max float="80.0"/>
      <sally_att_def_draw_divisor float="2.0"/>			<!-- sally battles are a draw if attacker lost and (number of attacker troops) > (number of defender troops)/divisor -->
   </autoresolve>
   <settlement>
      <sack_money_modifier float="0.4"/>
      <exterminate_money_modifier float="0.5"/>
      <chiv_spf_modifier float="1.0"/>
      <chiv_sof_modifier float="1.0"/>
      <dread_sof_modifier float="-1.0"/>
      <piety_cor_sif_modifier float="1.0"/>
      <piety_admin_sif_modifier float="1.0"/>
      <port_to_port_mp_min float="100.0"/>
      <heresy_unrest_modifier float="30.0"/>
      <religion_unrest_modifier float="20.0"/>
      <siege_gear_required_for_city_level string="huge_city"/>
      <siege_gear_required_for_castle_level string="moot_and_bailey"/>
      <no_towers_only_for_city_level string="huge_city"/>
      <no_towers_only_for_castle_level string="moot_and_bailey"/>
      <min_turn_keep_rebel_garrison int="999"/>
      <destroy_empty_forts bool="false"/>
      <fort_fortification_level string="3"/>
   </settlement>
   <revolt>
      <end_turn_modifier float="2"/>
      <excommunicated_modifier float="15"/>
      <new_leader_modifier float="10"/>
      <max_effective_loyalty float="7.0"/>
      <rebel_region_modifier float="2.0"/>
      <shadow_region_modifier float="2.0"/>
      <rebel_border_modifier float="1.1"/>
      <shadow_border_modifier float="1.1"/>
      <num_units_modifier float="1.05"/>
      <captain_modifier float="0.4"/>
      <min_revolt_chance float="0.0"/>
      <max_revolt_chance float="80.0"/>
      <ai_revolt_modifier float="0.25"/>
      <revolt_additional_armies bool="false"/>
      <revolt_crusading_armies bool="false"/>
   </revolt>
   <characters>
      <agents_can_hide bool="false"/>
   </characters>
   <hordes>
      <end_target_faction_bonus int="-300"/>
      <start_target_faction_bonus int="-500"/>
      <farming_level_bonus int="50"/>
      <shared_target_bonus int="-1000"/>
      <disbanding_horde_bonus int="-500"/>
      <starting_region_bonus int="-700"/>
      <horde_target_resource_bonus int="1000"/>
   </hordes>
   <merchants>
      <base_income_modifier float="0.7"/>
      <trade_bonus_offset float="10.0"/>
   </merchants>
   <agents>
      <denounce_inquisitor_base_chance float="35.0"/>
      <denounce_priest_base_chance float="33.0"/>
      <denounce_attack_modifier float="1.0"/>
      <denounce_defence_modifier float="1.0"/>
      <denounce_chance_min int="5"/>
      <denounce_chance_max int="95"/>
      <denounce_heretic_attemp_modifier float="1.5"/>
      <denounce_character_attemp_modifier float="0.5"/>
      <assassinate_base_chance float="33"/>
      <assassinate_attack_modifier float="0.5"/>
      <assassinate_defence_modifier float="0.5"/>
      <assassinate_public_modifier float="1.0"/>
      <assassinate_personal_modifier float="1.0"/>
      <assassinate_counter_spy_modifier float="1.0"/>
      <assassinate_agent_modifier float="4.0"/>
      <assassinate_own_region_modifier float="1.0"/>
      <assassinate_assassinate_attr_modifier float="0.33"/>
      <assassinate_chance_min int="5"/>
      <assassinate_chance_max int="95"/>
      <acquisition_base_chance float="40.0"/>
      <acquisition_level_modifier float="5.0"/>
      <acquisition_attack_trade_rights_modifier float="1.3"/>
      <acquisition_defence_trade_rights_modifier float="0.7"/>
      <acquisition_chance_min int="5"/>
      <acquisition_chance_max int="95"/>
      <inquisitor_crt_heresy_divisor float="1.0"/>
      <inquisitor_crt_pfp_modifier float="0.5"/>
      <inquisitor_crt_pfp_modifier_min float="0.0"/>
      <inquisitor_crt_pfp_modifier_max float="1.0"/>
      <inquisitor_crt_chance_min float="0.0"/>
      <inquisitor_crt_chance_max float="0.1"/>
      <inquisitor_target_leaders bool="false"/>
      <inquisitor_target_heirs bool="false"/>
      <spy_base_chance float="40.0"/>                  <!-- base spying chance -->
      <spy_level_modifier float="0.15"/>                <!-- modifies the amount the subterfuge rating of a spy affects chance of success -->
      <not_spy_level_modifier float="0.5"/>            <!-- modifies the chance of success if spying object not a spy -->
      <spy_public_modifier float="1.0"/>               <!-- inversely modifies the amount the public security aspects of the target affects chance of success -->
      <spy_counter_spy_modifier float="1.0"/>          <!-- inversely modifies the amount the combined subterfuge rating with the target affects chance of success -->
      <spy_distance_modifier float="1.0"/>             <!-- inversely modifies the amount the distance in movement points from the target affects chance of success -->
      <spy_secret_agent_target_modifier float="0.5"/>  <!-- modifies the chance of success if an assassin or spy is travelling with a target army -->
      <spy_sedentary_turns_modifier float="0.2"/>      <!-- modifies the amount of turns a target has been stationary affects chance of success -->
      <spy_alliance_modifier float="1.5"/>             <!-- modifies the chance of success if the target is allied with spy faction -->
      <spy_target_engaged_modifier float="2.0"/>       <!-- modifies the chance of success if target is in engagement, under siege or battle -->
      <spy_in_settlement_modifier float="5.0"/>        <!-- modifies the chance of success if spy in settlement they are spying on -->
      <spy_watchtower_modifier float="2.5"/>           <!-- modifies the chance of success if spying object is a watchtower -->
      <spy_in_own_region_modifier float="1.2"/>        <!-- modifies the chance of success if spy in in their own factions region -->
      <spy_chance_min int="5"/>                        <!-- min clamp for spy chance -->
      <spy_chance_max int="95"/>                       <!-- max clamp for spy chance -->
      <spy_rescale_chance bool="false"/>               <!-- flag to indicate if the final chance is non-linearly rescaled to improve spying chance of success -->
   </agents>
   <crusades>
      <required_jihad_piety int="4"/>
      <max_disband_progress float="20.0"/>
      <near_target_no_disband_distance float="4.0"/>
      <disband_progress_window float="3"/>
      <crusade_called_start_turn float="20"/>
      <jihad_called_start_turn float="20"/>
      <movement_points_modifier float="2.0"/>
   </crusades>
   <ai>
      <att_str_modifier float="0.8"/>            <!-- modifies the effective attackers strength when determining the priority of making attack decision (i.e. att_def_strength_ratio = ((att_str*att_str_modifier)/def_str) -->
      <siege_att_str_modifier float="0.30"/>      <!-- modifies the effective sieging attackers strength when determining the priority of making attack decision -->
      <crusade_att_str_modifier float="1.0"/>    <!-- modifies the effective crusading sieging attackers strength when determining the priority of making attack decision -->
      <sally_att_str_modifier float="1.0"/>      <!-- modifies the effective sallying attackers strength when determining the priority of making attack decision -->
      <ambush_att_str_modifier float="1.0"/>     <!-- modifies the effective ambushing attackers strength when determining the priority of making attack decision -->
      <str_limit_weak float="0.5"/>              <!-- min ideal strength ratio modifier for determining when an army is far too weak for an attack ( att_def_strength_ratio < (ideal_str_ratio*str_limit_weak) ) -->
      <str_limit_strong float="99.0"/>            <!-- max ideal strength ratio modifier for determining when an army is far too strong for a fair attack ( att_def_strength_ratio > (ideal_str_ratio*str_limit_strong) ) -->
      <merchant_min_survival_acquire int="75"/>  <!-- the minimum survival chance for a merchant to consider attempting an acquisition -->
   </ai>
   <misc>
      <allow_resource_forts bool="false"/>       <!-- do we allow forts and watchtowers to be built on resource locations -->
      <fort_devastation_distance uint="20"/>     <!-- maximum movement point extents for determining devastation tile targets for forts -->
      <army_devastation_distance uint="20"/>     <!-- maximum movement point extents for determining devastation tile targets for field armies -->
      <fort_devastation_modifier float="1.0"/>   <!-- num devastated tiles modifier for forts -->
      <army_devastation_modifier float="1.0"/>   <!-- num devastated tiles modifier for field armies -->
      <enable_hotseat_messages bool="true"/>          <!-- do we allow hotseat messages to be send between human players -->
      <enable_unit_accent_overrides bool="true"/>	<!-- do we use unit db accent overrides for campaign unit selection -->
   </misc>
</root>
