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TypoFixes
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klorpa committed Jul 14, 2024
1 parent 8baf786 commit 6470b82
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Showing 14 changed files with 106 additions and 106 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -143,7 +143,7 @@ unit_names = {
"CSS Equator" "CSS General Quitman" "CSS Dixie Star" "CSS Jefferson"
}
manowar = {
"CSS Confederate States" "CSS Independance" "CSS President Davis"
"CSS Confederate States" "CSS Independence" "CSS President Davis"
"CSS Freedom" "CSS Dixie" "CSS Liberty" "CSS Republic" "CSS Southern Cross"
"CSS Osceola" "CSS Southern Star" "CSS Tecumseh"
}
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28 changes: 14 additions & 14 deletions EU4ToVic2/Data_Files/blankMod/output/common/defines.lua
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ country = {
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
MAX_BUREAUCRACY_PERCENTAGE = 0.01, -- More than max percent bureaucrats of population 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,
Expand Down Expand Up @@ -105,10 +105,10 @@ economy = {
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
GOODS_FOCUS_SWAP_CHANCE = 0, -- Percent increased chance that artisan wants to change goods independently 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
BANKRUPCY_DURATION = 2, -- Years til a bankruptcy clears all loans
SECOND_RANK_BASE_SHARE_FACTOR = 0.5,
CIV_BASE_SHARE_FACTOR = 0.75,
UNCIV_BASE_SHARE_FACTOR = 1,
Expand Down Expand Up @@ -145,15 +145,15 @@ military = {
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
COMBATLOSS_WAR_EXHAUSTION = 3, -- base war exhaustion 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 = 0.5, -- base chance of picking a target (increased by leader reconnaissance)
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
Expand All @@ -163,11 +163,11 @@ military = {
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_CHANCE = 0.07, -- base chance for retreating when STR or ORG is low. Increased by leader experience 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_DAMAGED_TARGET_SELECTION = 2.5, -- multiply chance of selecting 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
Expand Down Expand Up @@ -515,7 +515,7 @@ diplomacy = {
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)
WARSUBSIDIES_PERCENT = 0.20, -- How many percent of imports you are going to pay each day(mil. constructions and mil. maintenance)
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
Expand Down Expand Up @@ -656,7 +656,7 @@ pops = {
RULING_PARTY_HAPPY_CHANGE = -1,
RULING_PARTY_ANGRY_CHANGE = 2,

PDEF_BASE_CON = 20.0, -- so half'ed effect.
PDEF_BASE_CON = 20.0, -- so halved effect.

NATIONAL_FOCUS_DIVIDER = 400000.0,

Expand All @@ -671,19 +671,19 @@ pops = {
-- (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
ARTISAN_MIN_PRODUCTIVITY = 1, -- Minimum efficiency 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 luxuary goods
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 jsut uses radicalness
POPULATION_SUPPRESSION_FACTOR = 0.0, -- controls base pop size for factor of suppression/radicalness cost. zero disables the feature and jsut 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
Expand All @@ -697,7 +697,7 @@ 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
EDUCATOR_WEIGHT = 10.0, -- ai weight 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
Expand All @@ -717,7 +717,7 @@ ai =
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 ahve no wargoals
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
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Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
# Do not change tags in here without changing every other reference to them.
# If adding new forms of governemnts, make sure they are uniquely named.
# If adding new forms of governments, make sure they are uniquely named.



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