<?xml version="1.0"?>
	<!-- Quark Modified Sept 2008 -->
<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="100"/>
		<percentage_pool_reduction_exterminate uint="100"/>
		<max_agents_per_turn uint="1"/>
	</recruitment>
	<religion>
		<max_witches_per_region uint="1"/>
		<max_witches uint="15"/>
		<max_heretics_per_region uint="1"/>
		<max_heretics uint="30"/>
		<max_heretics_conversion_modifier float="1.0"/>
		<max_inquisitors_per_region uint="1"/>
		<max_inquisitors uint="12"/>
		<heretic_conversion_rate_modifier float="0.0075"/>
		<heretic_conversion_rate_offset float="0.025"/>
		<witch_conversion_rate_modifier float="0.0"/>
		<witch_conversion_rate_offset float="0.02"/>
		<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="2.0"/>
		<heretic_creation_modifier float="0.2"/>
		<inquisitor_creation_modifier float="0.1"/>
		<min_cardinal_piety uint="5"/>
		<convert_to_heretic_base_modifier float="8.0"/>
		<convert_to_heretic_unorthodox_modifier float="0.5"/>
		<inquisitor_turn_start uint="20"/>
		<inquisitor_target_crusades bool="false"/>
		<founding_conversion_default_rate float="0.0"/>
		<neighbour_normalise_weight float="0.02"/>
		<governor_conversion_rate_offset float="0.02"/>
		<governor_conversion_rate_modifier float="0.025"/>
		<spy_conversion_rate_offset float="0.001"/>
		<spy_conversion_rate_modifier float="0.002"/>
		<owner_conversion_default_rate float="0.02"/>
		<spy_conversion_rate_foreign_modifier float="0.0"/>
	</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="90"/>
		<max_age_for_marriage_for_male uint="60"/>
		<max_age_for_marriage_for_female uint="40"/>
		<max_age_before_death uint="91"/>
		<max_age_of_child uint="10"/>
		<old_age uint="70"/>
		<age_of_manhood uint="14"/>
		<daughters_age_of_consent uint="14"/>
		<daughters_retirement_age uint="45"/>
		<age_difference_min int="-10"/>
		<age_difference_max int="35"/>
		<parent_to_child_min_age_diff uint="12"/>
		<min_adoption_age uint="14"/>
		<max_adoption_age uint="18"/>
		<max_age_for_conception uint="50"/>
		<age_of_manhood_close uint="16"/>
		<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>
		<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"/>
		<standard_soldier_level_scale uint="50"/>
	</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 equal draw if attacker lost and (no of attacker troops) > (no of defender troops)/divisor -->
		<use_new_sett_autoresolve bool="true"/>
		<!-- do we use the new settlement autoresolve -->
		<switchable_defence_exposed bool="false"/>
		<!-- can unit switch exposed state during autoresolve -->
		<gate_defence_num_oil_attacks int="3"/>
		<!-- number of gate oil attacks -->
		<gate_defence_strength_oil_base float="8.0"/>
		<!-- gate oil attack strength -->
		<gate_defence_strength_oil_level_modifier float="0.0"/>
		<!-- gate oil attack strength += modifier * oil_level -->
		<gate_defence_num_arrow_attacks int="2"/>
		<!-- number of gate arrow attacks -->
		<gate_defence_strength_arrow_base float="2.0"/>
		<!-- gate arrow attack strength -->
		<gate_defence_strength_arrow_level_modifier float="2.0"/>
		<!-- gate arrow attack strength += modifier * arrow_level -->
		<gate_defence_num_default_attacks int="2"/>
		<!-- number of gate generic advantage attacks -->
		<gate_defence_strength_default_base float="1.0"/>
		<!-- gate generic advantage attack strength -->
		<gate_defence_strength_default_level_modifier float="1.0"/>
		<!-- gate advantage attack strength += modifier * fortification_level -->
		<sett_defence_num_arrow_attacks int="2"/>
		<!-- number of settlement arrow attacks -->
		<sett_defence_strength_arrow_base float="2.0"/>
		<!-- settlement arrow attack strength -->
		<sett_defence_strength_arrow_level_modifier float="2.0"/>
		<!-- sett arrow attack strength += modifier * arrow_level -->
		<sett_defence_num_default_attacks int="0"/>
		<!-- number of sett generic advantage attacks -->
		<sett_defence_strength_default_base float="1.0"/>
		<!-- sett generic advantage attack strength -->
		<sett_defence_strength_default_level_modifier float="1.0"/>
		<!-- sett advantage attack strength += modifier * fortification_level -->
		<display_strength_oil float="1000"/>
		<!-- additional effective army strength for defending residence with oil -->
		<display_strength_arrow float="1000"/>
		<!-- additional effective army strength for defending residence with arrows -->
		<display_strength_default float="500"/>
		<!-- additional effective army strength for defending residence with fortification levels -->
	</autoresolve>
	<settlement>
		<sack_money_modifier float="0.15"/>
		<exterminate_money_modifier float="0.4"/>
		<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="5"/>
		<destroy_empty_forts bool="true"/>
		<can_build_forts bool="true"/>
		<fort_fortification_level string="1"/>
		<alternative_religious_unrest bool="true"/>
		<alt_rel_allied_modifier float="0.5"/>
		<alt_rel_gov_modifier_base float="2.0"/>
		<alt_rel_gov_coefficient float="-0.2"/>
	</settlement>
	<revolt>
		<end_turn_modifier float="1.0"/>
		<excommunicated_modifier float="25"/>
		<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="0.2"/>
		<min_revolt_chance float="0.0"/>
		<max_revolt_chance float="80.0"/>
		<ai_revolt_modifier float="0.02"/>
		<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="60"/>
		<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="1.3"/>
		<trade_bonus_offset float="12.0"/>
	</merchants>
	<agents>
		<denounce_inquisitor_base_chance float="20.0"/>
		<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="2.0"/>
		<denounce_character_attemp_modifier float="0.5"/>
		<assassinate_base_chance float="33"/>
		<assassinate_attack_modifier float="0.8"/>
		<assassinate_defence_modifier float="0.8"/>
		<assassinate_public_modifier float="0.25"/>
		<assassinate_personal_modifier float="0.25"/>
		<assassinate_counter_spy_modifier float="1.0"/>
		<assassinate_agent_modifier float="1.3"/>
		<assassinate_own_region_modifier float="0.8"/>
		<assassinate_assassinate_attr_modifier float="0.1"/>
		<assassinate_chance_min int="10"/>
		<assassinate_chance_max int="90"/>
		<acquisition_base_chance float="25.0"/>
		<acquisition_level_modifier float="3.0"/>
		<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="20.0"/>
		<spy_level_modifier float="0.5"/>
		<not_spy_level_modifier float="0.5"/>
		<spy_public_modifier float="1.0"/>
		<spy_counter_spy_modifier float="1.0"/>
		<spy_distance_modifier float="1.0"/>
		<spy_secret_agent_target_modifier float="0.5"/>
		<spy_sedentary_turns_modifier float="0.2"/>
		<spy_alliance_modifier float="1.5"/>
		<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="2.0"/>
		<spy_watchtower_modifier float="2.5"/>
		<spy_in_own_region_modifier float="1.2"/>
		<spy_chance_min int="10"/>
		<spy_chance_max int="95"/>
		<spy_rescale_chance bool="false"/>
	</agents>
	<crusades>
		<required_jihad_piety int="5"/>
		<max_disband_progress float="20.0"/>
		<near_target_no_disband_distance float="4.0"/>
		<disband_progress_window float="3"/>
		<crusade_called_start_turn float="12"/>
		<jihad_called_start_turn float="12"/>
		<movement_points_modifier float="2.5"/>
	</crusades>
	<ai>
		<att_str_modifier float="0.7"/>
		<siege_att_str_modifier float="0.55"/>
		<crusade_att_str_modifier float="1.2"/>
		<sally_att_str_modifier float="0.80"/>
		<ambush_att_str_modifier float="1.3"/>
		<str_limit_weak float="0.50"/>
		<str_limit_strong float="99"/>
		<merchant_min_survival_acquire int="80"/>
		<priest_religion_min float="0.6"/>
		<!-- if religion < religion_min then region needs a priest -->
		<priest_religion_max float="0.7"/>
		<!-- if religion >= religion_max then a priest can be taken from this region for other missions -->
		<priest_heresey_min float="0.05"/>
		<!-- if heresey >= heresey_min then region needs a priest -->
		<priest_heresey_max float="0.2"/>
		<!-- if heresey >= heresey_max then region needs a priest with highest priority -->
		<priest_religion_export float="0.35"/>
		<!-- if my religion in foreign region < religion_export then then we will export our religion in this region -->
		<priest_max_prod_turns float="5.0"/>
	</ai>
	<misc>
		<allow_resource_forts bool="false"/>
		<fort_devastation_distance uint="20"/>
		<army_devastation_distance uint="20"/>
		<fort_devastation_modifier float="1.0"/>
		<army_devastation_modifier float="1.0"/>
		<allow_enemy_forts bool="true"/>
		<siege_movement_points_modifier float="0.75"/> 
        <infantry_movement_points_modifier float="1.00"/>
		<cavalry_movement_points_modifier float="1.25"/>
		<enable_hotseat_messages bool="true"/>
		<enable_unit_accent_overrides bool="true"/>
	</misc>
</root>
