N3OW/common/script_values/NEOW_excavation_values.txt

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2026-06-02 02:58:30 -04:00
######################
# excavation STUFF
######################
excavation_activity_base_cost = {
value = standard_activity_base_cost
# Adventurer
if = {
limit = { has_government = landless_adventurer_government }
multiply = 0.25
}
}
excavation_normal_option_cost = {
value = 10
multiply = activity_cost_scale_by_tier
multiply = activity_cost_scale_by_era
}
excavation_good_option_cost = {
value = 35
multiply = activity_cost_scale_by_tier
multiply = activity_cost_scale_by_era
}
standard_excavationing_cooldown_time = {
value = 2
}
excavation_prestige_reward_value = {
# Standard value for most chars.
value = minor_prestige_value
}
excavation_piety_reward_value = {
# Standard value for most chars.
value = minor_piety_value
}
excavation_secondary_outcome = 1
excavation_participants = 10
excavation_event_delay_min = 25
excavation_event_delay_max = 35
min_default_excavation_events = 2
max_default_excavation_events = 3
chance_of_extra_excavation_events = 25
min_excavation_event_spacing = 2
max_excavation_event_spacing = 4
excavation_activity_guest_list_size_value = {
value = 4
if = {
limit = { primary_title.tier = tier_duchy }
add = 2
}
else_if = {
limit = { primary_title.tier = tier_kingdom }
add = 4
}
if = {
limit = { primary_title.tier >= tier_empire }
add = 6
}
}
excavation_prestige_guest_gain_value = {
value = excavation_prestige_reward_value
divide = 2
}
excavation_piety_guest_gain_value = {
value = excavation_piety_reward_value
divide = 2
}
excavation_activity_success_increase_minor_value = 3
excavation_activity_success_increase_medium_value = 5
excavation_activity_success_increase_major_value = 10
excavation_activity_success_increase_massive_value = 15 # use very sparingly, this is huge
excavation_activity_success_increase_adventurer_initial_medium_value = 30
excavation_activity_success_increase_adventurer_initial_high_value = 50
excavation_activity_success_decrease_minor_value = {
value = excavation_activity_success_increase_minor_value
multiply = -1
}
excavation_activity_success_decrease_medium_value = {
value = excavation_activity_success_increase_medium_value
multiply = -1
}
excavation_activity_success_decrease_major_value = {
value = excavation_activity_success_increase_major_value
multiply = -1
}
excavation_activity_success_decrease_massive_value = {
value = excavation_activity_success_increase_massive_value
multiply = -1
}
excavation_success_chance_value = {
activity_host = {
### HOST
# SKILLS
add = {
value = learning
divide = 4
ceiling = yes
max = 10
desc = learning_modifier
}
add = {
value = martial
divide = 8
ceiling = yes
max = 10
desc = martial_modifier
}
add = {
value = prowess
divide = 4
ceiling = yes
max = 10
desc = prowess_modifier
}
# TRAIT
add = {
value = 0
if = {
limit = { has_trait = lifestyle_antiquarian }
add = 3
}
desc = excavation_success_chance.trait
}
}
# GUESTS
if = { # excavationers
limit = {
any_attending_character = {
NOR = {
this = prev.activity_host
# prev.activity_host.court_position:master_of_excavation_court_position ?= this
}
OR = {
has_trait = lifestyle_antiquarian
}
}
}
add = {
value = 0
every_attending_character = {
limit = {
NOR = {
this = prev.activity_host
# prev.activity_host.court_position:master_of_excavation_court_position ?= this
}
has_trait = lifestyle_antiquarian
}
add = 3
}
desc = excavation_success_chance.attending_excavationers
}
}
min = 10
max = 80
}
excavation_success_chance_inverse_value = {
value = 100
subtract = excavation_success_chance_value
}
# PARTY SIZE
# These should ALWAYS be synced with the relevant activity option select_travel_entourage_max parameter.
excavation_entourage_party_size_small_max_value = 5
excavation_entourage_party_size_normal_max_value = 10
excavation_entourage_party_size_many_max_value = 15
excavation_entourage_base_set_weighting_value = {
if = {
limit = {
is_available_healthy_adult = yes
bannable_serving_diarch_trigger = no
OR = {
has_court_position = master_of_hunt_court_position
has_court_position = huntperson_camp_officer
has_court_position = bodyguard_court_position
has_court_position = court_physician_court_position
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host }
has_trait = lifestyle_antiquarian
}
}
# Base
add = 50
add = ai_energy
add = ai_boldness
# We want to have MoH most of all.
if = {
limit = { has_court_position = master_of_hunt_court_position }
add = 100000
}
if = {
limit = { has_court_position = huntperson_camp_officer }
add = 100000
}
# We want bodyguards too.
if = {
limit = { has_court_position = bodyguard_court_position }
add = 50000
}
# We want doctors too.
if = {
limit = { has_court_position = court_physician_court_position }
add = 50000
}
# Adventurers bring their court.
if = {
limit = {
scope:host = { has_government = landless_adventurer_government }
}
add = 500
}
# We want friends too.
if = {
limit = {
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host }
}
add = 500
}
}
if = {
limit = {
bannable_serving_diarch_trigger = yes
}
add = -1000
}
}
excavation_entourage_extras_set_weighting_value = {
value = 0
if = {
limit = {
is_available_healthy_adult = yes
is_designated_diarch = no
}
# Base
add = 150
}
}
excavation_entourage_sodding_everyone_set_weighting_value = {
value = 0
if = {
limit = {
is_available_healthy_adult = yes
is_designated_diarch = no
}
# Base
add = 50
# Alright, now we're just grabbing everyone.
## Anyone who can fight.
}
}
excavation_province_reference_value = {
value = 0
# TERRAIN
if = {
limit = {
exists = var:recent_excavation_held
}
add = {
value = -10
multiply = var:recent_hunt_held
desc = hunt_success_chance.recent_hunt_held
}
}
}