N3OW/common/script_values/03_dlc_fp2_script_values.txt

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##################################################
# Interactions
purchase_truce_interaction_small_sum = { value = medium_gold_value }
purchase_truce_interaction_medium_sum = { value = major_gold_value }
purchase_truce_interaction_major_sum = { value = massive_gold_value }
# We only use this one for AI weighting, hence why it's a little jank.
purchase_truce_interaction_massive_sum = {
value = monumental_gold_value
multiply = 2
}
purchase_truce_interaction_truce_days_small_value = 3650
purchase_truce_interaction_truce_days_medium_value = 5475
purchase_truce_interaction_truce_days_large_value = 9125
purchase_truce_interaction_recipient_far_weaker_value = {
value = max_military_strength
multiply = 0.4
}
purchase_truce_interaction_recipient_somewhat_weaker_value = {
value = max_military_strength
multiply = 0.8
}
purchase_truce_interaction_recipient_somewhat_stronger_value = {
value = max_military_strength
multiply = 1.2
}
purchase_truce_interaction_recipient_far_stronger_value = {
value = max_military_strength
multiply = 1.6
}
challenge_to_chess_opinion_change_loser_value = 30
challenge_to_chess_opinion_change_loser_arrogant_value = {
value = challenge_to_chess_opinion_change_loser_value
multiply = -1
}
challenge_to_chess_stress_stake_value = { value = medium_stress_gain }
challenge_to_chess_gold_change_value = {
value = 0
# To keep this balanced, we want to use the lowest income of scope:actor & scope:recipient.
if = {
limit = { scope:actor.monthly_character_income >= scope:recipient.monthly_character_income }
add = scope:recipient.monthly_character_income
}
else = { add = scope:actor.monthly_character_income }
# And, because month-to-month income isn't much, we take it up to a significant fraction of a year's earnings.
multiply = 9
}
bg_stake_land_evaluate_appropriate_county_ordering_value = {
value = 0
# We want to get the *least* worthwhile county available.
## Chiefly based off of development.
add = {
value = development_level
multiply = -1
}
## But control factors in a tad too.
add = {
value = county_control
multiply = -0.25
}
# Weight up personal claims a bit.
if = {
limit = {
any_claimant = { this = scope:ordering_char_temp }
}
add = 50
}
}
bg_crit_success_add_value = 7
bg_success_add_value = 4
bg_failure_add_value = 2
bg_crit_failure_add_value = 0
bg_counter_mult_value = 0.5
bg_winning_threshold_value = 10
bg_close_to_winning_threshold_value = 8
bg_relative_score_heavy_difference_threshold_value = {
value = 0
add = scope:bg_opponent.var:bg_current_score
add = 4
}
bg_relative_score_light_difference_threshold_value = {
value = 0
add = scope:bg_opponent.var:bg_current_score
add = 2
}
# Note: the cap is considered hit at the *end* of this round.
bg_round_cap_value = 4
bg_cumulative_skill_score_value = {
value = 0
# Pachisi
if = {
limit = { scope:bg_system = flag:pachisi }
add = diplomacy
add = intrigue
add = stewardship
}
# Hnefatafl
if = {
limit = { scope:bg_system = flag:hnefatafl }
add = intrigue
add = martial
add = prowess
}
# Tabula
if = {
limit = { scope:bg_system = flag:tabula }
add = intrigue
add = learning
add = stewardship
}
# Go
if = {
limit = { scope:bg_system = flag:go }
add = learning
add = martial
add = intrigue
}
# Fidchell
if = {
limit = { scope:bg_system = flag:fidchell }
add = learning
add = prowess
add = diplomacy
}
# Chess
if = {
limit = { scope:bg_system = flag:chess }
add = martial
add = intrigue
add = learning
}
}
bg_cumulative_skill_score_comparison_value = {
value = 0
if = {
limit = { exists = scope:bg_myself }
add = scope:bg_myself.bg_cumulative_skill_score_value
}
if = {
limit = { exists = scope:bg_opponent }
subtract = scope:bg_opponent.bg_cumulative_skill_score_value
}
}
bg_bad_player_threshold_value = 24
bg_average_player_threshold_value = 36
bg_good_player_threshold_value = 48
offer_assistance_interaction_gold_value = {
value = 0
if = {
limit = { exists = scope:contract_assistance_helper }
add = scope:contract_assistance_helper.max_military_strength
}
divide = scope:recipient.max_military_strength
if = {
limit = {
exists = scope:contract_assistance_helper
scope:contract_assistance_helper.max_military_strength > scope:recipient.max_military_strength
}
multiply = 120
}
else = {
multiply = 60
}
multiply = {
value = 1
if = {
limit = { exists = scope:contract_assistance_helper }
if = {
limit = { scope:contract_assistance_helper = { has_trait = greedy } }
add = 0.5
}
else_if = {
limit = { scope:contract_assistance_helper = { has_trait = generous } }
subtract = 0.5
}
}
}
if = {
limit = {
scope:contract_assistance_helper.domicile ?= { has_domicile_parameter = camp_improved_mercenary_contract_rewards }
}
multiply = camp_improved_mercenary_contract_rewards_value
}
if = {
limit = {
scope:contract_assistance_helper ?= { has_perk = hard_rule_perk }
}
multiply = adventurer_hard_rule_contract_rewards_value
}
round = yes
max = gold
min = 25
}
offer_assistance_interaction_gold_modifier_value = {
value = scope:recipient.gold
divide = 100
floor = yes
max = 5
}
offer_assistance_interaction_already_winning_value = 50
offer_assistance_interaction_already_losing_value = 25
offer_assistance_interaction_war_contribution_value = {
value = 0
if = {
limit = { exists = scope:contract_assistance_helper }
add = scope:contract_assistance_helper.max_military_strength
}
if = {
limit = {
scope:recipient ?= {
any_war_ally = { #if you are the only war ally, you are the only one contributing to the war participation score, thus you cannot fulfill
count = 1
}
}
}
divide = 4
}
else_if = {
limit = {
scope:recipient ?= {
any_war_ally = {
count > 1
}
}
}
scope:recipient ?= {
every_war_ally = {
divide = {
value = 4
subtract = 1
min = 1
}
}
}
}
max = 2000
round = yes
}
saved_contribution_value = {
value = 0
if = {
limit = {
exists = scope:contract_assistance_helper
exists = scope:contract_assistance_helper.var:owed_contract_assistance_contribution
}
add = scope:contract_assistance_helper.var:owed_contract_assistance_contribution
}
else = {
add = offer_assistance_interaction_war_contribution_value
if = {
limit = {
scope:recipient ?= {
any_war_ally = {
count = 0
}
}
}
divide = 4
}
else_if = {
limit = {
scope:recipient ?= {
any_war_ally = {
count >= 1
}
}
}
scope:recipient ?= {
every_war_ally = {
divide = {
value = 4
subtract = 1
min = 1
}
}
}
}
}
max = 2000
min = 100
if = {
limit = {
scope:laamp_temp ?= {
has_character_flag = joined_as_mercenary
}
}
value = 1
}
}
##################################################
# Decisions
improve_city_province_decision_cost = 75
appoint_a_righteous_caliph_decision_same_faith_county_count = 10
appoint_a_righteous_caliph_decision_own_max_sins = 2
appoint_a_righteous_caliph_decision_hof_min_sins = 2
mozarabic_fate_county_count = 12
favour_the_countryside_basques_decision_basque_pagan_virtues_tally_value = 2
favour_the_countryside_basques_decision_counties_to_control_value = 9
council_of_toledo_decision_decision_cooldown_value = 25
council_of_toledo_piety_cost_value = 250
council_of_toledo_gold_cost_value = 100
council_of_toledo_realm_size_value = 20
council_toledo_conversion_modifier_value = 1.5
council_toledo_culture_acceptance_value = 10
council_toledo_modifier_duration_value = 10
council_toledo_success_guest_value = 3
council_of_toledo_counter_value = {
value = 0
if = {
limit = { exists = global_var:council_of_toledo_counter }
add = global_var:council_of_toledo_counter
}
}
council_of_toledo_counter_less_one_value = {
value = council_of_toledo_counter_value
subtract = 1
}
council_toledo_divided_svalue = {
value = council_of_toledo_counter_value
divide = 10
}
council_toledo_divided_floor_svalue = {
value = council_of_toledo_counter_value
divide = 10
floor = yes
}
council_toledo_divided_1_svalue = {
value = council_of_toledo_counter_value
subtract = 1
divide = 10
}
council_toledo_divided_2_svalue = {
value = council_of_toledo_counter_value
subtract = 2
divide = 10
}
council_toledo_divided_3_svalue = {
value = council_of_toledo_counter_value
subtract = 3
divide = 10
}
council_toledo_divided_4_svalue = {
value = council_of_toledo_counter_value
subtract = 4
divide = 10
}
council_toledo_divided_5_svalue = {
value = council_of_toledo_counter_value
subtract = 5
divide = 10
}
council_toledo_divided_6_svalue = {
value = council_of_toledo_counter_value
subtract = 6
divide = 10
}
council_toledo_divided_7_svalue = {
value = council_of_toledo_counter_value
subtract = 7
divide = 10
}
council_toledo_divided_8_svalue = {
value = council_of_toledo_counter_value
subtract = 8
divide = 10
}
council_toledo_divided_9_svalue = {
value = council_of_toledo_counter_value
subtract = 9
divide = 10
}
##################################################
# Council Tasks
court_chaplain_fabricate_claim_cheaper_for_involved_parties_in_struggle_region_value = {
value = 0
add = court_chaplain_fabricate_claim_base_total
multiply = 0.50
}
##################################################
# Casus Belli
fp2_border_raid_control_change_value = -25
fp2_border_raid_development_change_value = -1
fp2_border_raid_gold_change_value = {
value = prev.development_level
multiply = 5
if = {
limit = { exists = scope:raid_province }
add = fp2_border_raid_building_gold_value
}
}
fp2_border_raid_building_gold_value = {
value = 25
}
fp2_border_raid_ai_targeting_value = {
value = 0.5
scope:attacker = {
# Weight up religious enemies.
if = {
limit = {
faith = {
faith_hostility_level = {
target = scope:defender.faith
value > faith_astray_level
}
}
}
add = 0.5
}
# Weight up developed realms.
every_in_list = {
list = target_titles
limit = { development_level >= 8 }
add = 0.25
}
every_in_list = {
list = target_titles
limit = {
any_county_province = { num_buildings >= 3 }
}
add = 0.25
}
if = {
limit = {
scope:defender = { is_at_war = yes }
}
add = 0.25
}
if = {
limit = {
NOT = {
scope:attacker.ai_greed = 0
}
}
add = {
value = scope:attacker.ai_greed
divide = 100
}
}
}
}
siege_occupier_county_soldier_value = {
value = 0
if = {
limit = { exists = scope:war }
scope:war = {
every_war_attacker = {
limit = {
any_army = {
location = { is_in_list = occupied_baronies }
}
}
every_army = {
limit = {
location = { is_in_list = occupied_baronies }
}
add = army_size
}
}
}
}
}
destroy_building_soldier_multiplier_value = {
value = siege_occupier_county_soldier_value # 5000
divide = 100000 # 0.5
add = 1 # 1.5
}
destroy_building_development_multiplier_value = {
value = barony.county.development_level # 11
divide = 20 # 0.5
add = 1
}
fp2_expel_interloper_ai_targeting_value = {
value = 100
scope:attacker = {
# Weight up religious enemies.
if = {
limit = {
faith = {
faith_hostility_level = {
target = scope:defender.faith
value > faith_astray_level
}
}
}
add = 100
}
# Weight up culture enemies.
if = {
limit = {
culture = {
cultural_acceptance = {
target = scope:defender.culture
value < -25
}
}
}
add = 100
}
}
# Weight up with interloper land
scope:defender = {
every_realm_county = {
limit = { target_is_de_jure_liege_or_above = title:e_spain }
add = fp2_expel_interloper_county_cost_value
}
}
}
fp2_expel_interloper_county_cost_value = 25
##################################################
# Dynasty Legacies
fp2_urbanism_legacy_1_bonus_value = 0.2
fp2_urbanism_legacy_1_bonus_value_percentage = {
value = fp2_urbanism_legacy_1_bonus_value
multiply = 100
}
##################################################
# Decisions
##### Struggle Ending Decisions #####
### Common
# Counts every county in region, to check against
struggle_iberia_ending_ending_decision_region_total_value = {
value = 0
every_county_in_region = {
region = world_europe_west_iberia
add = 1
}
}
# Counts independent involved realms in Iberia, to compare
struggle_iberia_ending_ending_decision_foreign_realm_total_value = {
value = 0
struggle:iberian_struggle = {
every_involved_ruler = {
limit = {
NOT = { this = root }
is_independent_ruler = yes
is_landless_adventurer = no
primary_title = { is_holy_order = no }
primary_title = { is_mercenary_company = no }
}
add = 1
}
}
}
# Counts completely controlled de jure kingdoms of Hispania
fp2_struggle_ending_kingdom_counter_value = {
every_held_title = {
limit = {
tier = tier_kingdom
de_jure_liege = title:e_spain
root = { completely_controls = prev }
}
add = 1
}
}
### Hostility
# Parameter for conversion speed multiplier
fp2_struggle_hostility_conversion_value = 1.5
# Parameter for culture and faith opinion loss
fp2_struggle_hostility_opinion_value = 15
fp2_struggle_hostility_opinion_negative_value = -30
# Paramter for cultural acceptance loss
fp2_struggle_hostility_culture_acceptance_value = -50
fp2_struggle_hostility_culture_acceptance_large_value = -75
# Counter for de jure capital kingdom's total counties
fp2_struggle_hostility_county_total_value = {
value = 0
capital_county.kingdom = {
every_de_jure_county = { add = 1 }
}
}
fp2_struggle_hostility_county_total_light_value = {
value = fp2_struggle_hostility_county_total_value
multiply = 0.75
ceiling = yes
}
# Counter for de jure capital kingdom's same culture and faith counties
fp2_struggle_hostility_county_counter_value = {
value = 0
capital_county.kingdom = {
every_de_jure_county = {
limit = {
culture = root.culture
faith = root.faith
}
add = 1
}
}
}
# Counter for other rulers who own too much of Iberia
fp2_struggle_hostility_region_counter_value = {
struggle:iberian_struggle = {
every_involved_ruler = {
limit = {
NOT = { this = root }
is_independent_ruler = yes
primary_title = { is_holy_order = no }
primary_title = { is_mercenary_company = no }
any_county_in_region = {
region = world_europe_west_iberia
percent > fp2_struggle_hostility_region_percent_decimal_value # set by fp2_struggle_hostility_region_percent_value
holder.top_liege = prev
}
}
add = 1
}
}
}
# Paramater for de jure kingdoms required
fp2_struggle_hostility_kingdom_total_value = 2
# Paramameter for percentage of Iberia that no other ruler can control
fp2_struggle_hostility_region_percent_value = 20
# Uses above to plug in to script as a decimal
fp2_struggle_hostility_region_percent_decimal_value = {
value = fp2_struggle_hostility_region_percent_value
divide = 100
max = 1
}
### Compromise
# Counter for controlled counties in Iberia
struggle_iberia_ending_compromise_decision_region_owned_value = {
value = 0
every_county_in_region = {
region = world_europe_west_iberia
limit = { holder.top_liege = root }
add = 1
}
}
# Percentage of Iberian counties owned
struggle_iberia_ending_compromise_decision_region_owned_percent_value = {
value = struggle_iberia_ending_compromise_decision_region_owned_value
divide = struggle_iberia_ending_ending_decision_region_total_value
multiply = 100
}
# Parameter for mininmum opinion
struggle_iberia_ending_compromise_decision_opinion_value = {
value = 60
}
# Counter for hooked and friendly rulers
struggle_iberia_ending_compromise_decision_opinion_counter_value = {
value = 0
struggle:iberian_struggle = {
every_involved_ruler = {
limit = {
NOT = { this = root }
is_independent_ruler = yes
primary_title = { is_holy_order = no }
primary_title = { is_mercenary_company = no }
is_landless_adventurer = no
save_temporary_scope_as = this_character
OR = {
root = { has_strong_hook = scope:this_character }
opinion = {
target = root
value >= struggle_iberia_ending_compromise_decision_opinion_value
}
}
}
add = 1
}
}
}
# Counter for Iberian counties owned by non-Involved
struggle_iberia_ending_compromise_decision_region_interloper_value = {
value = 0
every_county_in_region = {
region = world_europe_west_iberia
limit = {
holder.top_liege = { fp2_character_involved_in_struggle_trigger = no }
}
add = 1
}
}
# Percentage of Iberian counties owned by non-Involved
struggle_iberia_ending_compromise_decision_region_interloper_percent_value = {
value = struggle_iberia_ending_compromise_decision_region_interloper_value
divide = struggle_iberia_ending_ending_decision_region_total_value
multiply = 100
}
# Counter for independent king or higher Involved rulers
struggle_iberia_ending_compromise_decision_independent_counter_value = {
value = 0
struggle:iberian_struggle = {
every_involved_ruler = {
limit = {
NOT = { this = root }
is_independent_ruler = yes
primary_title = {
is_mercenary_company = no
is_holy_order = no
tier >= tier_kingdom
}
}
add = 1
}
}
}
# Counter for inter-Involved character wars
struggle_iberia_ending_compromise_decision_war_counter_value = {
struggle:iberian_struggle = {
every_involved_ruler = {
limit = {
is_independent_ruler = yes
primary_title = { is_mercenary_company = no }
primary_title = { is_holy_order = no }
any_primary_war_enemy = {
is_independent_ruler = yes
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
primary_title = { is_holy_order = no }
primary_title = { is_mercenary_company = no }
}
}
add = {
value = 0
if = {
limit = {
any_character_war = {
OR = {
AND = {
primary_attacker = prev
primary_defender = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
is_independent_ruler = yes
primary_title = { is_mercenary_company = no }
}
}
AND = {
primary_defender = prev
primary_attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
is_independent_ruler = yes
primary_title = { is_mercenary_company = no }
}
}
}
}
}
add = 0.5 # they are both primary participant so they will add 0.5 each
}
else = {
add = 1 # only one of them is primary participant, so we need to add 1
}
}
}
}
}
# Paramameter for percentage of Iberia that you cannot control
fp2_struggle_compromise_owned_percent_value = 50
# Uses above to plug in to script as a decimal
fp2_struggle_compromise_owned_percent_decimal_value = {
value = fp2_struggle_compromise_owned_percent_value
divide = 100
max = 1
}
# Paramameter for percentage of Iberia that no other Involved ruler can control
fp2_struggle_compromise_involved_percent_value = 50
# Uses above to plug in to script as a decimal
fp2_struggle_compromise_involved_percent_decimal_value = {
value = fp2_struggle_compromise_involved_percent_value
divide = 100
max = 1
}
# Paramameter for percentage of Iberia that no Uninvolved ruler can control
fp2_struggle_compromise_uninvolved_percent_value = 25
# Uses above to plug in to script as a decimal
fp2_struggle_compromise_uninvolved_percent_decimal_value = {
value = fp2_struggle_compromise_uninvolved_percent_value
divide = 100
max = 1
}
### Conciliation
# Counter for allied Involved rulers
struggle_iberia_ending_conciliation_decision_alliance_counter_value = {
value = 0
struggle:iberian_struggle = {
every_involved_ruler = {
limit = {
NOT = { this = root }
is_independent_ruler = yes
is_landless_adventurer = no
primary_title = { is_holy_order = no }
primary_title = { is_mercenary_company = no }
is_allied_to = root
}
add = 1
}
}
}
# Parameter for num de jure kingdoms of Iberia must be owned
fp2_struggle_conciliation_kingdom_total_value = 1
# Parameter for cultural acceptance gain
fp2_struggle_conciliation_culture_acceptance_value = 50
fp2_struggle_secure_iberian_foothold_years_value = 15
fp2_struggle_secure_iberian_foothold_faith_target_percent_value = 50
fp2_struggle_secure_iberian_foothold_faith_total_value = {
if = {
limit = { exists = scope:iberian_kingdom_temp }
scope:iberian_kingdom_temp = {
every_de_jure_county = { add = 1 }
}
}
min = 1
}
fp2_struggle_secure_iberian_foothold_faith_value = {
value = 0
if = {
limit = { exists = scope:iberian_kingdom_temp }
scope:iberian_kingdom_temp = {
every_de_jure_county = {
limit = { faith = holder.top_liege.faith }
add = 1
}
}
}
min = 1
}
fp2_struggle_secure_iberian_foothold_faith_percent_value = {
value = fp2_struggle_secure_iberian_foothold_faith_value
divide = fp2_struggle_secure_iberian_foothold_faith_total_value
multiply = 100
}
##### Religion values #####
# Total Iberian counties of my Religion
fp2_struggle_secure_iberian_foothold_religion_total_value = {
value = 0
every_county_in_region = {
region = world_europe_west_iberia
limit = { religion = root.religion }
add = 1
}
}
# Held Iberian counties of my Religion
fp2_struggle_secure_iberian_foothold_religion_owned_value = {
value = 0
every_county_in_region = {
region = world_europe_west_iberia
limit = {
religion = root.religion
holder.top_liege = root
}
add = 1
}
}
# Percentage owned Iberian counties of my Religion
fp2_struggle_secure_iberian_foothold_religion_percent_value = {
value = fp2_struggle_secure_iberian_foothold_religion_owned_value
divide = fp2_struggle_secure_iberian_foothold_religion_total_value
multiply = 100
min = 1
}
# Target percentage owned Iberia counties of my Religion
fp2_struggle_secure_iberian_foothold_religion_target_percent_value = 50
fp2_struggle_secure_iberian_foothold_religion_target_percent_decimal_value = {
value = fp2_struggle_secure_iberian_foothold_religion_target_percent_value
divide = 100
}
##### Outsider values #####
# Target percentage owned counties of Iberia
fp2_struggle_secure_iberian_foothold_outsider_target_percent_value = 33
fp2_struggle_secure_iberian_foothold_outsider_target_percent_decimal_value = {
value = fp2_struggle_secure_iberian_foothold_outsider_target_percent_value
divide = 100
}
# Decimal target percentage owned counties of Iberia
fp2_struggle_secure_iberian_foothold_outsider_percent_decimal_value = {
value = fp2_struggle_secure_iberian_foothold_outsider_percent_value
divide = 100
max = 1
}
# Percentage owned counties of Iberia
fp2_struggle_secure_iberian_foothold_outsider_percent_value = {
value = fp2_struggle_secure_iberian_foothold_outsider_value
divide = fp2_struggle_secure_iberian_foothold_outsider_total_value
multiply = 100
}
fp2_struggle_secure_iberian_foothold_outsider_total_value = {
value = 0
every_county_in_region = {
region = world_europe_west_iberia
add = 1
}
}
fp2_struggle_secure_iberian_foothold_outsider_value = {
value = 0
every_county_in_region = {
region = world_europe_west_iberia
limit = { holder.top_liege = root }
add = 1
}
}
fp2_enforce_truce_war_score_value = 25
fp2_enforce_truce_duration_value = 5
fp2_bargain_fealty_interaction_already_losing_value = 25
fp2_bargain_fealty_half_realm_size_value = {
value = scope:recipient.realm_size
divide = 2
}
fp2_bargain_fealty_half_max_strength_value = {
value = scope:actor.max_military_strength
divide = 2
}
##################################################
# Miscellaneous
# We want them to always be born in 795 or so.
fp2_lyonese_monk_age_value = {
value = current_year
add = -795
}
fp2_lyonese_monk_conclave_cost_value = major_piety_value
fp2_lyonese_monk_conversion_bonus_root_value = 0.5
fp2_lyonese_monk_conversion_bonus_actual_value = {
value = court_chaplain_conversion_base_total
multiply = fp2_lyonese_monk_conversion_bonus_root_value
}
floored_development_value = {
value = development_level
floor = yes
}
floored_current_development_value = {
value = var:current_development_level
floor = yes
}
pt_sum_small_value = {
value = 0
add = {
# If scope:actor makes more money, we use them as a base.
if = {
limit = { scope:actor.yearly_character_income > scope:recipient.yearly_character_income }
add = scope:actor.purchase_truce_interaction_small_sum
}
# Otherwise, we take scope:recipient.
else = { add = scope:recipient.purchase_truce_interaction_small_sum }
}
# Struggle Reduction
if = {
limit = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = struggle_cheaper_buy_truce
is_secondary_character_involvement_involved_trigger = {
CHAR = scope:recipient
}
}
}
multiply = 0.5
}
}
pt_sum_medium_value = {
value = 0
# If scope:actor makes more money, we use them as a base.
if = {
limit = { scope:actor.yearly_character_income > scope:recipient.yearly_character_income }
add = scope:actor.purchase_truce_interaction_medium_sum
}
# Otherwise, we take scope:recipient.
else = { add = scope:recipient.purchase_truce_interaction_medium_sum }
# Struggle Reduction
if = {
limit = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = struggle_cheaper_buy_truce
is_secondary_character_involvement_involved_trigger = {
CHAR = scope:recipient
}
}
}
multiply = 0.5
}
}
pt_sum_large_value = {
value = 0
# If scope:actor makes more money, we use them as a base.
if = {
limit = { scope:actor.yearly_character_income > scope:recipient.yearly_character_income }
add = scope:actor.purchase_truce_interaction_major_sum
}
# Otherwise, we take scope:recipient.
else = { add = scope:recipient.purchase_truce_interaction_major_sum }
# Struggle Reduction
if = {
limit = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = struggle_cheaper_buy_truce
is_secondary_character_involvement_involved_trigger = {
CHAR = scope:recipient
}
}
}
multiply = 0.5
}
}