﻿############################
# STRESS CHANGES
############################

miniscule_stress_gain = 10
minor_stress_gain = 20
medium_stress_gain = 40
major_stress_gain = 60
massive_stress_gain = 100
monumental_stress_gain = 150

miniscule_stress_loss = -5
minor_stress_loss = -10
medium_stress_loss = -20
major_stress_loss = -40
massive_stress_loss = -60
monumental_stress_loss = -100

#Thresholds
minor_stress_gain_threshold = 100
medium_stress_gain_threshold = 200
major_stress_gain_threshold = 300
max_stress_gain_threshold = 400

#Values to be used in "stress_impact"
miniscule_stress_impact_gain = 10
minor_stress_impact_gain = 20
medium_stress_impact_gain = 40
major_stress_impact_gain = 80
massive_stress_impact_gain = 100
miniscule_stress_impact_loss = -5
minor_stress_impact_loss = -15
medium_stress_impact_loss = -30
major_stress_impact_loss = -65
massive_stress_impact_loss = -100

# For certain traits 'nullifying' most of a medium stress gain, but some left for flavor. 
sub_medium_stress_impact_loss = -30
sub_medium_stress_impact_gain = 30

refund_perks_stress_impact = 100

mental_break_opt_out_stress_gain = 25
hunt_stress_loss_value = -30
meager_feast_stress_loss_value = -10
feast_stress_loss_value = -30
medium_feast_stress_loss_value = -35
lavish_feast_stress_loss_value = -40
exotic_feast_stress_loss_value = -45
activity_stress_loss_impact = -15
activity_stress_gain_impact = 15

#Duration of stress-induced opinion penalties in days
default_stress_opinion_duration = 3650


#Cost of changing a child's traits
child_trait_change_stress_penalty = 30
depart_from_own_trait_stress_cost = 10


#Stress trigger values
very_low_stress = 10
low_stress = 25
lower_than_baseline_stress = 50
normal_baseline_stress = 75
higher_than_baseline_stress = 100
low_medium_stress = 125
medium_stress = 150
high_medium_stress = 175
high_stress = 200
very_high_stress = 250
extremely_high_stress = 300


# Mental Break values
stress_threshold_cooldown_duration = {
	value = 1824 # 1 day less than 5 years
	if = {
		limit = {
			has_perk = mental_resilience_perk
		}
		add = 1095 # 3 years extra
	}
	floor = yes # Should be unneccessary, but ensures it's an int
}
stress_threshold_cooldown_duration_in_years = {
	value = 5
	if = {
		limit = {
			has_perk = mental_resilience_perk
		}
		add = 3
	}
}
stress_threshold_second_check_timing = {
	value = 1825 # 5 years
	if = {
		limit = {
			has_perk = mental_resilience_perk
		}
		add = 1095 # 3 years extra
	}
	floor = yes # Should be unneccessary, but ensures it's an int
}

generous_title_grant_value = {
	value = 0
	# Base stress value scaled on title tier.
	every_in_list = {
		list = target_titles

		add = {
			value = 0

			if = {
				limit = { this.tier = tier_county }
				add = minor_stress_loss # 10 base
			}
			else_if = {
				limit = { this.tier = tier_duchy }
				add = {
					value = medium_stress_loss
					multiply = 1.25 # 25 base
				}
			}
			else_if = {
				limit = { this.tier = tier_kingdom }
				add = {
					value = major_stress_loss
					multiply = 2 # 80 base
				}
			}
			else_if = {
				limit = { this.tier = tier_empire }
				add = {
					value = monumental_stress_loss 
					multiply = 2 # 200 base
				}
			}

			# Lose more stress for giving away titles of your primary tier; lose less stress for giving away titles far below your primary in tier.
			multiply = {
				value = this.tier
				add = 1
				divide = scope:actor.primary_title.tier
			}

			# Round to the nearest multiple of 5.
			divide = 5
			round = yes
			multiply = 5

			# For a Duke, this will be x1.25 for Duchies (-30) and x1 for Counties(-10)
			# For a King, this will be x1.25 for a Kingdom (-100), x1 for a Duchy (-25) and x0.75 for Counties(-10)
			# For an Emperor, this will be x1.25 for an Empire(-200), x1 for a Kingdom(-80), x0.75 for a Duchy(-20) and x0.4 for a Counties (-5)
		}
	}
}
