Possibly something wrong in the new GUI scale options, check in the settings.txt
This was all I could find:
tier = {
type = custom
separator = yes
potential = {
is_shattered_world = yes
}
dukes = {
generate_dukes = yes
}
dukes_consolidated = {
generate_dukes = yes
consolidate_dukes = yes
}
counts = {
}
}
num_counties = {
type = slider
sort_priority = 1000
potential = {
is_random_world = yes
}
min = 1
max = 8
default = 5
apply_before_generation = yes
}
num_dukes = {
type = selection
random_default = normal
sort_priority = 999
potential = {
is_random_world = yes
}
none = {
generate_random_dukes = no
}
few = {
duke_threshold = 51
duke_ignore_rate = 50
duke_vassalization_rate = 50
generate_random_dukes = yes
}
normal = {
duke_threshold = 30
duke_ignore_rate = 5
duke_vassalization_rate = 90
generate_random_dukes = yes
}
many = {
duke_threshold = 20
duke_ignore_rate = 0
duke_vassalization_rate = 99
generate_random_dukes = yes
}
}
num_kings = {
type = selection
random_default = normal
sort_priority = 998
potential = {
is_random_world = yes
}
none = {
generate_random_kings = no
}
few = {
king_threshold = 30
king_ignore_rate = 50
king_vassalization_rate = 50
generate_random_kings = yes
}
normal = {
king_threshold = 18
king_ignore_rate = 14
king_vassalization_rate = 85
generate_random_kings = yes
}
many = {
king_threshold = 10
king_ignore_rate = 0
king_vassalization_rate = 95
generate_random_kings = yes
}
}
num_emperors = {
type = selection
random_default = few
sort_priority = 997
separator = yes
potential = {
is_random_world = yes
}
none = {
generate_random_emperors = no
}
few = {
emperor_threshold = 30
emperor_ignore_rate = 95
emperor_vassalization_rate = 95
generate_random_emperors = yes
}
normal = {
emperor_threshold = 20
emperor_ignore_rate = 80
emperor_vassalization_rate = 95
generate_random_emperors = yes
}
many = {
emperor_threshold = 15
emperor_ignore_rate = 40
emperor_vassalization_rate = 100
generate_random_emperors = yes
}
}
shattered_cbs = {
type = selection
potential = {
is_shattered_world = yes
}
on_limited = {
}
on_long = {
}
on_permanent = {
}
off = {
}
}
shattered_conquerors = {
type = selection
potential = {
is_shattered_world = yes
}
on_few = {
}
on_normal = {
}
on_many = {
}
off = {
}
}
shattered_succession = {
type = selection
separator = yes
potential = {
is_shattered_world = yes
}
default_laws = {
}
all_primogeniture = {
}
all_gavelkind = {
}
all_elective_gavelkind = {
}
all_elective = {
}
all_seniority = {
}
all_ultimogeniture = {
}
all_tanistry = {
}
}
female_ruler_percentage = {
type = slider
min = 0
max = 100
default = 10
apply_before_generation = yes
}
marriage_percentage = {
type = slider
min = 0
max = 100
default = 90
apply_before_generation = yes
}
age_span = {
type = double_slider
min = 0
min_default = 12
max = 100
max_default = 64
apply_before_generation = yes
}
num_of_children = {
type = double_slider
separator = yes
min = 0
min_default = 1
max = 10
max_default = 3
apply_before_generation = yes
}
culture = {
type = selection
apply_before_generation = yes
priority = 1000
random_default = random
historical = {
culture = historical
}
random = {
culture = random
}
full_random = {
culture = full_random
}
historical_2 = {
culture = historical
}
random_2 = {
culture = random
}
full_random_2 = {
culture = full_random
}
historical_3 = {
culture = historical
}
random_3 = {
culture = random
}
full_random_3 = {
culture = full_random
}
animal_kingdoms = {
culture = full_random
special_culture = animal_kingdoms
}
historical_4 = {
culture = historical
}
random_4 = {
culture = random
}
full_random_4 = {
culture = full_random
}
historical_5 = {
culture = historical
}
random_5 = {
culture = random
}
full_random_5 = {
culture = full_random
}
historical_6 = {
culture = historical
}
random_6 = {
culture = random
}
full_random_6 = {
culture = full_random
}
}
religion = {
type = selection
apply_before_generation = yes
priority = 1000
random_default = random
historical = {
religion = historical
holy_sites = historical
}
random = {
religion = random
holy_sites = random
}
full_random = {
religion = full_random
holy_sites = random
}
}
religion_features = {
type = selection
apply_before_generation = yes
priority = 998 # Just after religion generation
random_default = random
historical = {
religion_features = historical
}
random = {
religion_features = random
}
}
names = {
type = selection
separator = yes
apply_before_generation = yes
priority = 998 # Just after religion and culture generation
random_default = random
historical = {
culture_names = historical
religion_names = historical
}
random = {
culture_names = random
religion_names = random
}
}
holding_slots = {
type = selection
apply_before_generation = yes
priority = 1001 # We need this before we generate holy sites
random_default = random
historical = {
holding_slots = historical # No code effect, but accessible in script
}
random = {
holding_slots = random
}
one = {
holding_slots = one
}
two = {
holding_slots = two
}
three = {
holding_slots = three
}
four = {
holding_slots = four
}
five = {
holding_slots = five
}
six = {
holding_slots = six
}
seven = {
holding_slots = seven
}
}
holding_types = {
type = selection
apply_before_generation = yes
potential = {
is_shattered_world = yes
}
historical = {
holding_type = historical
}
feudal = {
holding_type = feudal
}
tribal = {
holding_type = tribal
}
nomadic = {
holding_type = nomadic
}
tribal_nomadic = {
holding_type = tribal_nomadic
}
}
random_holdings = {
type = selection
apply_before_generation = yes
random_default = balanced
potential = {
is_random_world = yes
}
feudal_heavy = {
feudal_seeds = 4
tribal_seeds = 1
nomadic_seeds = 1
generate_random_holdings = yes
}
balanced = {
feudal_seeds = 5
tribal_seeds = 3
nomadic_seeds = 2
generate_random_holdings = yes
}
tribal_heavy = {
feudal_seeds = 1
tribal_seeds = 4
nomadic_seeds = 3
generate_random_holdings = yes
}
}
technology = {
type = selection
separator = yes
apply_before_generation = yes
priority = 900 # Needs to happen after culture and religion, but before holdings
random_default = random
historical = {
technology = historical
}
random = {
technology = random
}
flat = {
technology = flat
}
}
title_names = {
type = selection
random_default = random
historical = {
}
random = {
effect = {
rename_titles_altstart = yes
}
}
random_including_duchies = {
effect = {
rename_titles_altstart = yes
rename_titles_altstart_duchies = yes
}
}
}
dejure = {
type = selection
apply_before_generation = yes
random_default = random
historical = {
dejure_kingdoms = historical
dejure_empires = historical
}
random = {
dejure_kingdoms = random
dejure_empires = random
}
no_empires = {
dejure_kingdoms = historical
dejure_empires = none
}
no_kingdoms = {
dejure_kingdoms = none
dejure_empires = none
}
}
dejure_kingdom_size = {
type = double_slider
trigger = {
has_alternate_start_parameter = { key = dejure_kingdoms value = random }
}
apply_before_generation = yes
priority = 100 # Needs to be applied before kingdom generation
min = 2
min_default = 3
max = 12
max_default = 10
}
dejure_empire_size = {
type = double_slider
trigger = {
has_alternate_start_parameter = { key = dejure_kingdoms value = random }
}
apply_before_generation = yes
priority = 100 # Needs to be applied before kingdom generation
min = 2
min_default = 3
max = 6
max_default = 5
}