economy = {
	0.1	# Advisor cost modifier
	-0.01	#_EDEF_MERCHANT_ANTI_STAGNATION_
	6	#EDEF_COT_MONOPOLY_
	20	#_EDEF_COT_MAX_LEVELS_
	100	#_EDEF_COT_STAGNATION_LIMIT_
	35	#_EDEF_COT_PROVS_PER_CENTER
	0.4	#_EDEF_GOLD_INFLATION_THRESHOLD_
	0.25	#_EDEF_GOLD_INFLATION_
	5	#_EDEF_BANKRUPTCY_DURATION_
	12	#_EDEF_WARTAXES_DURATION_
	5	#_EDEF_MINIMUM_INTERESTS_
	0.3	#_EDEF_LAND_MAINTENANCE_FACTOR
	0.025	#_EDEF_NAVAL_MAINTENANCE_FACTOR_
	4	#_EDEF_MERCHANT_COST_
	0.25	#_EDEF_MERCHANT_TIME_DISTANCE_
	0.35	#_EDEF_MERCHANT_CHANCE_
	0.5	#_EDEF_MERCHANT_COMPETE_
	2000    #_EDEF_MAX_PROVINCE_SELL_PRICE_
	6	#_EDEF_MANUFACTORY_BONUS_,
	20	#_EDEF_COLONIST_COST_,		
	1000	#_EDEF_COLONIST_DISTANCE_DIVISOR_
	0.4	#_EDEF_COLONIST_TIME_,			
	0.35	#_EDEF_COLONIST_CHANCE_,		
	100	#_EDEF_MISSIONARY_COST_,		
	720	#_EDEF_MISSIONARY_TIME_BASE_,	/
	0.1	#_EDEF_MISSIONARY_TIME_DISTANCE_,
	4	#_EDEF_MOVE_CAPITAL_STABILITY_COST_,
	1000	#_EDEF_MOVE_CAPITAL_COST,
	400	#_EDEF_CREATE_COT_THRESHOLD_,
	300	#_EDEF_DESTROY_COT_THRESHOLD_,
	500	#_EDEF_CREATE_COT_PRICE_,
	0.20	#_EDEF_DESTROY_COT_PENALTY_,


}

military = {
	1000	#GARRISON_SIZE
	0.4	#MDEF_ASSAULT_ATTACKER_LOSS_,
	0.1	#_MDEF_ASSAULT_DEFENDER_LOSS_,
	4	#_MDEF_ASSAULT_DICE_MODIFIER_
	1	#_MDEF_REGIMENT_MANPOWER_COST_
	2	#_MDEF_MAX_MANPOWER_
	1.0	#MDEF_INFANTRY_SPEED_,
	1.5	#_MDEF_CAVALRY_SPEED_,
	0.75	#_MDEF_ARTILLERY_SPEED_,
	6.0	#_MDEF_BIG_SHIP_SPEED_,
	10.0	#_MDEF_LIGHT_SHIP_SPEED_,
	4.0	#_MDEF_GALLEY_SPEED_,
	6.0	#_MDEF_TRANSPORT_SPEED_,
	9.0	#_MDEF_INFANTRY_COST_,		
	21.0	#_MDEF_CAVALRY_COST_,		
	30.0	#_MDEF_ARTILLERY_COST_,		
	50	#_MDEF_BIG_SHIP_COST_,		
	20	#_MDEF_LIGHT_SHIP_COST_,	
	10	#_MDEF_GALLEY_COST_,		
	12	#_MDEF_TRANSPORT_COST_,		
	60	#_MDEF_INFANTRY_TIME_,		
	90	#_MDEF_CAVALRY_TIME_,		
	120	#_MDEF_ARTILLERY_TIME_,		
	365	#_MDEF_BIG_SHIP_TIME_,		
	180	#_MDEF_LIGHT_SHIP_TIME_,	
	180	#_MDEF_GALLEY_TIME_,		
	180	#_MDEF_TRANSPORT_TIME_,		
	2.0	#_MDEF_MERCENARY_MAINTENANCE_
	0.1	# Amount of regiment strength reinforced each month.
	0.1	# Ship repair speed.
	0.3	# Tradition gain base value from combats.  
	0.2	# Tradition cost in percentage to recruit a leader.
	
}

diplomacy = {
	1000	#_DDEF_DEFENDER_OF_FAITH_COST_
	-0.01	#_DDEF_FAILED_CARDINAL_PRESTIGE_LOSS_
	0.005	#_DDEF_CARDINAL_PRESTIGE_GAIN_
	50	#Base price for a cardinal
	10	#Home province discount for cardinal
	5	#Price increase per bribe
	3000	#Lifespan of Cardinal base value
}

country = {
	20	#_CDEF_MINIMUM_ADVISOR_DURATION_
	30	#	_CDEF_ADVISOR_CUT_OFF_AGE_,
	0.05	#_CDEF_CULTURE_LOSS_THRESHOLD_,
	0.12	#_CDEF_CULTURE_GAIN_THRESHOLD_,
	5	#_CDEF_MONARCH_DEATH_
	30	#_CDEF_BADBOY_LIMIT_,
	0.0	#_CDEF_START_YEARLY_INFLATION_
	50	#_CDEF_CORE_LOSE_,				//50
	25	#_CDEF_CORE_GAIN_,				//25
	100	#_CDEF_MONARCH_IN_BATTLE_EXTRA_DEATH_CHANCE_,	//100
	0.125	#_CDEF_NEIGHBOURBONUS_
	100	#_CDEF_NEIGHBOURBONUS_CAP_
	0.03	# Base population growth.

}