1134 lines
21 KiB
Text
1134 lines
21 KiB
Text
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#############
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# Fury of the Northmen Scripted Values
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#############
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##################################################
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# Decisions
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defiant_high_monarch_conversion_boost_value = {
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value = 0
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add = court_chaplain_conversion_base_total
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multiply = 1.25
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}
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hold_gruesome_festival_decision_value = {
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value = 0
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if = {
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limit = { religion = religion:germanic_religion }
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# This actually probably *isn't* Biblical numerology creeping into accounts of pagan worship, since we have records of fighting in Sweden that was probably about this around every nine years or so between Christians and pagans.
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add = 9
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}
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else = { add = 10 }
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}
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gruesome_festival_prestige_cost_value = 200
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gruesome_festival_key_sacrifice_piety_value = {
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value = 0
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# For a base, take the general stand of human sacrifice.
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if = {
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limit = { scope:activity.var:blot_sacrifice = flag:humans_regular }
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add = gruesome_festival_regular_human_piety_value
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}
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if = {
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limit = { scope:activity.var:blot_sacrifice = flag:humans_magnificent }
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add = gruesome_festival_magnificent_human_piety_value
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}
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# Landless faith hostility block.
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if = {
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limit = {
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scope:sacrifice = { is_landed_or_landless_administrative = no }
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}
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# HumSac'ing a hostile faith.
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if = {
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limit = {
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scope:gf_faith = {
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faith_hostility_level = {
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target = scope:sacrifice.faith
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value = faith_hostile_level
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}
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# Exempt faiths/families you syncretise with.
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NOR = {
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# Eastern Family syncretism.
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AND = {
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has_doctrine = tenet_eastern_syncretism
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scope:sacrifice.religion = { is_in_family = rf_eastern }
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}
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# Unreformed pagans syncretism.
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AND = {
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has_doctrine = tenet_unreformed_syncretism
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scope:sacrifice.faith = { has_doctrine_parameter = unreformed }
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}
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# Christian syncretism.
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AND = {
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has_doctrine = tenet_christian_syncretism
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scope:sacrifice.religion = religion:christianity_religion
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}
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# Islamic syncretism.
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AND = {
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has_doctrine = tenet_islamic_syncretism
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scope:sacrifice.religion = religion:islam_religion
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}
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# Jewish syncretism.
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AND = {
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has_doctrine = tenet_jewish_syncretism
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scope:sacrifice.religion = religion:judaism_religion
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}
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}
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}
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}
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add = minor_piety_gain
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}
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# HumSac'ing an evil faith.
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if = {
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limit = {
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scope:gf_faith = {
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faith_hostility_level = {
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target = scope:sacrifice.faith
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value = faith_evil_level
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}
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}
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}
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add = medium_piety_gain
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}
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}
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# Landed rank block.
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scope:sacrifice = {
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if = {
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limit = {
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is_landed_or_landless_administrative = yes
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# Exempt HoFs: they get their own block.
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NOT = { this = faith.religious_head }
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}
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# No extra gain for HumSac'ing a baron.
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# HumSac'ing a count.
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if = {
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limit = { highest_held_title_tier = tier_county }
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add = miniscule_piety_gain
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}
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# HumSac'ing a duke.
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if = {
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limit = { highest_held_title_tier = tier_duchy }
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add = minor_piety_gain
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}
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# HumSac'ing a king.
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if = {
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limit = { highest_held_title_tier = tier_kingdom }
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add = medium_piety_gain
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}
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# HumSac'ing an emperor.
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if = {
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limit = { highest_held_title_tier = tier_empire }
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add = major_piety_gain
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}
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}
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}
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# HoF block.
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## Weigh up HoFs that are not scope:gf_faith's own.
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if = {
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limit = {
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scope:sacrifice = {
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this = faith.religious_head
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NOT = { faith = scope:gf_faith }
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}
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}
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add = major_piety_gain
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}
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## Weigh up HoFs that *are* the HoF for scope:gf_faith.
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scope:sacrifice = {
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if = {
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limit = {
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this = faith.religious_head
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faith = scope:gf_faith
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}
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## HumSac'ing scope:gf_faith's own HoF, but they're sinful.
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if = {
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limit = { num_sinful_traits >= 2 }
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add = minor_piety_loss
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}
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## HumSac'ing scope:gf_faith's own HoF, and they're virtuous.
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else_if = {
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limit = { num_virtuous_traits >= 2 }
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add = major_piety_loss
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}
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## HumSac'ing scope:gf_faith's own HoF, and they're neutral.
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else = { add = medium_piety_loss }
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}
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}
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}
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gruesome_festival_regular_animal_piety_value = {
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value = minor_piety_gain
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# If not of the faith, invert this & reduce it a little.
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if = {
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limit = {
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NOT = { faith = scope:gf_faith }
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}
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# HumSac faiths still aren't happy.
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if = {
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limit = {
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faith = {
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OR = {
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has_doctrine_parameter = flower_war_cb_active
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has_doctrine_parameter = human_sacrifice_active
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has_doctrine_parameter = gruesome_festivals_active
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}
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}
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}
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multiply = -0.25
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}
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# Non-HumSac faiths are horrified.
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else = { multiply = -0.75 }
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}
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}
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gruesome_festival_magnificent_animal_piety_value = {
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value = medium_piety_gain
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# If not of the faith, invert this & reduce it a little.
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if = {
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limit = {
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NOT = { faith = scope:gf_faith }
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}
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# HumSac faiths still aren't happy.
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if = {
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limit = {
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faith = {
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OR = {
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has_doctrine_parameter = flower_war_cb_active
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has_doctrine_parameter = human_sacrifice_active
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has_doctrine_parameter = gruesome_festivals_active
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}
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}
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}
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multiply = -0.25
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}
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# Non-HumSac faiths are horrified.
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else = { multiply = -0.75 }
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}
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}
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gruesome_festival_regular_human_piety_value = {
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value = medium_piety_gain
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# If not of the faith, invert this & reduce it a little.
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if = {
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limit = {
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NOT = { faith = scope:gf_faith }
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}
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# HumSac faiths still aren't happy.
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if = {
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limit = {
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faith = {
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OR = {
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has_doctrine_parameter = flower_war_cb_active
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has_doctrine_parameter = human_sacrifice_active
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has_doctrine_parameter = gruesome_festivals_active
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}
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}
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}
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multiply = -0.25
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}
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# Non-HumSac faiths are horrified.
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else = { multiply = -0.75 }
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}
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}
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gruesome_festival_magnificent_human_piety_value = {
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value = major_piety_gain
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# If not of the faith, invert this & reduce it a little.
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if = {
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limit = {
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NOT = { faith = scope:gf_faith }
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}
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# HumSac faiths still aren't happy.
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if = {
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limit = {
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faith = {
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OR = {
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has_doctrine_parameter = flower_war_cb_active
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has_doctrine_parameter = human_sacrifice_active
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has_doctrine_parameter = gruesome_festivals_active
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}
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}
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}
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multiply = -0.25
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}
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# Non-HumSac faiths are horrified.
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else = { multiply = -0.75 }
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}
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}
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gruesome_festival_gf_guests_rejecting_invite_list_max_value = {
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value = 0
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# Add +1 for every entity in the list.
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every_in_list = {
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variable = gf_guests_rejecting_invite_list
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add = 1
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}
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# Cap it out at the max for the event.
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max = 5
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}
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raise_stele_gold_cost = { value = medium_gold_value }
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raise_stele_county_preference_cap_value = {
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value = 0
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# Add +1 for every entity in the list.
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every_in_list = {
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list = personally_held_counties_list
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add = 1
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}
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# Cap it out at the max for the event.
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max = 3
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}
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raise_stele_variant_ancestor_value = {
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value = 0
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# Weight up for stele-celebrating culture.
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if = {
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limit = { fp1_can_raise_stele_title_scope_trigger = yes }
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add = 25
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}
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# Weight up for low popular opinion.
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add = {
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value = this.county_opinion
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multiply = -1
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}
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# Weight down for existing stele.
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if = {
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limit = { exists = this.var:stele_slot_occupied }
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add = -100
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}
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}
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raise_stele_variant_conquest_value = {
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value = 0
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# Weight up for stele-celebrating culture.
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if = {
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limit = { fp1_can_raise_stele_title_scope_trigger = yes }
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add = 25
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}
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# Weight up for low control.
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add = {
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value = 100
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subtract = this.county_control
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}
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# Weight down for existing stele.
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if = {
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limit = { exists = this.var:stele_slot_occupied }
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add = -100
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}
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}
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raise_stele_variant_promotion_value = {
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value = 0
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|
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# Weight up for stele-celebrating culture.
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if = {
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limit = { fp1_can_raise_stele_title_scope_trigger = yes }
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add = 25
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}
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# Weight up for development.
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add = this.development_level
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# Weight down for existing stele.
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if = {
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limit = { exists = this.var:stele_slot_occupied }
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add = -100
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}
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}
|
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|
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|
||
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fp1_stele_duration_value = {
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|
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value = 50
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|
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|
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# Tone the power down for promotion stelae, as they're quite powerful.
|
||
|
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if = {
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limit = { scope:stele_type = flag:promotion }
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add = -30
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|
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}
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|
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}
|
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|
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|
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|
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fp1_stele_desc_normal_weight_value = 1
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|
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|
||
|
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fp1_stele_desc_upweight_weight_value = 5
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|
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|
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|
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fp1_stele_desc_heavy_upweight_weight_value = 50
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|
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|
||
|
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fp1_stele_desc_always_upweight_weight_value = 10000
|
||
|
|
|
||
|
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|
||
|
|
##################################################
|
||
|
|
# Adventurer System
|
||
|
|
|
||
|
|
scandinavian_adventurer_priority_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Weight up preferred adventurers.
|
||
|
|
if = {
|
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|
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limit = { has_character_flag = prioritised_scandinavian_adventurer }
|
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|
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add = 1000
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|
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}
|
||
|
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#Add martial score directly
|
||
|
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add = martial
|
||
|
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#Add prowess score directly
|
||
|
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add = prowess
|
||
|
|
#Add reduced diplomacy score
|
||
|
|
add = {
|
||
|
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value = diplomacy
|
||
|
|
multiply = 0.5
|
||
|
|
}
|
||
|
|
#Add reduced intrigue score
|
||
|
|
add = {
|
||
|
|
value = intrigue
|
||
|
|
multiply = 0.5
|
||
|
|
}
|
||
|
|
#Weight up for prestige level
|
||
|
|
add = {
|
||
|
|
value = prestige_level
|
||
|
|
multiply = 10
|
||
|
|
}
|
||
|
|
#+++Ambitious
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = ambitious }
|
||
|
|
add = 15
|
||
|
|
}
|
||
|
|
#+++Viking
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = viking }
|
||
|
|
add = 15
|
||
|
|
}
|
||
|
|
#++Strategist
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = strategist }
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#++Brave
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = brave }
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#++Stubborn
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = stubborn }
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#++Varangian
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = varangian }
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#+Any blademaster
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = lifestyle_blademaster }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#+Diligent
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = diligent }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#+Wrathful
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = wrathful }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#+Impatient
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = impatient }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#+Arrogant
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = arrogant }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#+Vengeful
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = vengeful }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#+Berserker
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = berserker }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#+Shieldmaiden
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = shieldmaiden }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#-Forgiving
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = forgiving }
|
||
|
|
add = -5
|
||
|
|
}
|
||
|
|
#-Humble
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = humble }
|
||
|
|
add = -5
|
||
|
|
}
|
||
|
|
#-Patient
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = patient }
|
||
|
|
add = -5
|
||
|
|
}
|
||
|
|
#-Calm
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = calm }
|
||
|
|
add = -5
|
||
|
|
}
|
||
|
|
#-Lazy
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = lazy }
|
||
|
|
add = -5
|
||
|
|
}
|
||
|
|
#--Craven
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = craven }
|
||
|
|
add = -10
|
||
|
|
}
|
||
|
|
#---Content
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = content }
|
||
|
|
add = -15
|
||
|
|
}
|
||
|
|
#Weight down heavily for pacifist faith.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
faith = { has_doctrine_parameter = pacifist_opinion_active }
|
||
|
|
}
|
||
|
|
add = -30
|
||
|
|
}
|
||
|
|
#Weight up substantially if they have a (potential) relationship with a player.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
any_relation = { type = soulmate this = { is_ai = no } }
|
||
|
|
any_relation = { type = best_friend this = { is_ai = no } }
|
||
|
|
any_relation = { type = nemesis this = { is_ai = no } }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 300
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
any_relation = { type = lover this = { is_ai = no } }
|
||
|
|
any_relation = { type = friend this = { is_ai = no } }
|
||
|
|
any_relation = { type = rival this = { is_ai = no } }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 200
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
any_relation = { type = potential_lover this = { is_ai = no } }
|
||
|
|
any_relation = { type = potential_friend this = { is_ai = no } }
|
||
|
|
any_relation = { type = potential_rival this = { is_ai = no } }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
scandinavian_adventurer_target_title_priority_value = {
|
||
|
|
value = 0
|
||
|
|
#Mark up larger sub-realms
|
||
|
|
add = {
|
||
|
|
value = 5
|
||
|
|
multiply = holder.domain_size
|
||
|
|
}
|
||
|
|
#Mark up coastal counties.
|
||
|
|
if = {
|
||
|
|
limit = { is_coastal_county = yes }
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#Mark up potential rivals & rivals.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
holder = {
|
||
|
|
any_relation = {
|
||
|
|
type = potential_rival
|
||
|
|
this = scope:scandi_adventurer
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 25
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:scandi_adventurer = {
|
||
|
|
any_relation = {
|
||
|
|
type = rival
|
||
|
|
this = scope:scandi_adventurer
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 50
|
||
|
|
}
|
||
|
|
#Mark down potential friends & friends.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:scandi_adventurer = {
|
||
|
|
any_relation = {
|
||
|
|
type = potential_friend
|
||
|
|
this = scope:scandi_adventurer
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = -25
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:scandi_adventurer = {
|
||
|
|
any_relation = {
|
||
|
|
type = friend
|
||
|
|
this = scope:scandi_adventurer
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = -50
|
||
|
|
}
|
||
|
|
#Mark down potential lovers & lovers.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:scandi_adventurer = {
|
||
|
|
any_relation = {
|
||
|
|
type = potential_lover
|
||
|
|
this = scope:scandi_adventurer
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = -25
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:scandi_adventurer = {
|
||
|
|
any_relation = {
|
||
|
|
type = lover
|
||
|
|
this = scope:scandi_adventurer
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = -50
|
||
|
|
}
|
||
|
|
#Mark up Northern Germanic culture group counties.
|
||
|
|
if = {
|
||
|
|
limit = { culture = { has_cultural_pillar = heritage_north_germanic } }
|
||
|
|
add = 20
|
||
|
|
}
|
||
|
|
#Mark up farmland, as it's good terrain.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { terrain = farmlands }
|
||
|
|
}
|
||
|
|
add = 15
|
||
|
|
}
|
||
|
|
#Mark up plains, as it's not bad terrain.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { terrain = plains }
|
||
|
|
}
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#Mark up wetlands, as it beats forests & taiga.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { terrain = wetlands}
|
||
|
|
}
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
#Mark down hills, as there who wants to walk uphill?
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { terrain = hills }
|
||
|
|
}
|
||
|
|
add = -5
|
||
|
|
}
|
||
|
|
#Non-tribal lands are desirable, since they're richer.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
holder = {
|
||
|
|
NOT = { government_has_flag = government_is_tribal }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#Mark down players a little more, since we don't want them to be constantly fending off pagans unless they've got the juciest lands around.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
holder = { is_ai = no }
|
||
|
|
}
|
||
|
|
add = -20
|
||
|
|
}
|
||
|
|
#Mark down if holder has same faith.
|
||
|
|
if = {
|
||
|
|
limit = { holder.faith = scope:scandi_adventurer.faith }
|
||
|
|
add = -20
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
scandinavian_adventurer_fp1_0041_gold_value = { value = massive_gold_value }
|
||
|
|
|
||
|
|
scandinavian_adventurer_efficacy_loan_value = 500
|
||
|
|
|
||
|
|
##################################################
|
||
|
|
# Yearlies
|
||
|
|
|
||
|
|
fp1_funeral_longship_preferred_mourner_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Weight up the player heir dramatically.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
exists = root.player_heir
|
||
|
|
this = root.player_heir
|
||
|
|
}
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
# Soulmates get a boost.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
any_relation = {
|
||
|
|
type = soulmate
|
||
|
|
this = root
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 75
|
||
|
|
}
|
||
|
|
# Best friends get a similar boost.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
any_relation = {
|
||
|
|
type = best_friend
|
||
|
|
this = root
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 60
|
||
|
|
}
|
||
|
|
# Close family get a minor boost.
|
||
|
|
if = {
|
||
|
|
limit = { is_close_family_of = root }
|
||
|
|
add = 25
|
||
|
|
}
|
||
|
|
|
||
|
|
# Players get a generic boost regardless.
|
||
|
|
if = {
|
||
|
|
limit = { is_ai = no }
|
||
|
|
add = 50
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
fp1_best_available_riddler_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Wordy characters first and foremost.
|
||
|
|
add = learning
|
||
|
|
add = diplomacy
|
||
|
|
# Weight up a little for wordsy trait-havers.
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = journaller }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = scholar }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = theologian }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = architect }
|
||
|
|
add = 5
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
fp1_0091_standard_ship_gold_cost = { value = major_gold_value }
|
||
|
|
|
||
|
|
fp1_0111_sorcerer_intrigue_high = very_high_skill_rating
|
||
|
|
fp1_0111_sorcerer_learning_high = very_high_skill_rating
|
||
|
|
fp1_0111_sorcerer_intrigue_low = mediocre_skill_rating
|
||
|
|
fp1_0111_sorcerer_learning_low = mediocre_skill_rating
|
||
|
|
|
||
|
|
##################################################
|
||
|
|
# Wars
|
||
|
|
|
||
|
|
varangian_adventurers_standard_levy_cap_value = 2000
|
||
|
|
|
||
|
|
varangian_adventurers_bonus_levies_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Add troops for each appropriate county.
|
||
|
|
every_sub_realm_county = {
|
||
|
|
limit = {
|
||
|
|
title_province = { geographical_region = dlc_fp1_region_core_mainland_scandinavia }
|
||
|
|
culture = scope:attacker.culture
|
||
|
|
faith = scope:attacker.faith
|
||
|
|
}
|
||
|
|
add = 1
|
||
|
|
}
|
||
|
|
|
||
|
|
max = {
|
||
|
|
# Standard base max.
|
||
|
|
value = varangian_adventurers_standard_levy_cap_value
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
varangian_adventurer_cb_cost = {
|
||
|
|
add = { value = 1000 desc = "CB_BASE_COST" }
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:attacker = { has_variable = va_cb_tally }
|
||
|
|
}
|
||
|
|
multiply = scope:attacker.var:va_cb_tally
|
||
|
|
desc = "PREVIOUS_VARANGIAN_ADVENTURES_COST"
|
||
|
|
}
|
||
|
|
|
||
|
|
# Reduce the cost to make this more feasible for the AI.
|
||
|
|
scope:attacker = {
|
||
|
|
if = {
|
||
|
|
limit = { is_ai = yes }
|
||
|
|
multiply = -0.75
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
varangian_adventures_bounty_amount_value = {
|
||
|
|
# Base value for the minimum pot.
|
||
|
|
value = 200
|
||
|
|
|
||
|
|
# Add another 100g for non-tribals, since they're generally in harder spots.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:defender = {
|
||
|
|
NOT = { government_has_flag = government_is_tribal }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
# *Another* 100g per rank of scope:defender over ducal.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:defender = { highest_held_title_tier >= tier_kingdom }
|
||
|
|
}
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:defender = { highest_held_title_tier >= tier_empire }
|
||
|
|
}
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
varangian_adventure_ai_targeting_value = {
|
||
|
|
value = 100
|
||
|
|
scope:attacker = {
|
||
|
|
# Weight up independent dukes.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:defender = { highest_held_title_tier = tier_duchy}
|
||
|
|
}
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
# Weight up for coastal counties.
|
||
|
|
every_in_list = {
|
||
|
|
list = target_titles
|
||
|
|
limit = {
|
||
|
|
tier = tier_county
|
||
|
|
is_coastal_county = yes
|
||
|
|
}
|
||
|
|
add = 50
|
||
|
|
}
|
||
|
|
# Weight down independent religious heads.
|
||
|
|
if = {
|
||
|
|
limit = { scope:defender = scope:defender.faith.religious_head }
|
||
|
|
add = -1000
|
||
|
|
}
|
||
|
|
# Weight down independent counts.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:defender = { highest_held_title_tier = tier_county }
|
||
|
|
}
|
||
|
|
add = -200
|
||
|
|
}
|
||
|
|
# Weight down small players.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:defender = {
|
||
|
|
is_ai = no
|
||
|
|
realm_size <= minor_realm_size
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = -1000
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
##################################################
|
||
|
|
# Shieldmaidens
|
||
|
|
|
||
|
|
shieldmaiden_veterancy_cap = 20
|
||
|
|
|
||
|
|
##################################################
|
||
|
|
# Laws
|
||
|
|
|
||
|
|
authority_cooldown_breaker_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Tribals get a slightly milder penalty, as their base cost is already high.
|
||
|
|
if = {
|
||
|
|
limit = { government_has_flag = government_is_tribal }
|
||
|
|
add = 4
|
||
|
|
}
|
||
|
|
# Everyone else gets the standard multiplier.
|
||
|
|
else = { add = 5 }
|
||
|
|
}
|
||
|
|
|
||
|
|
##################################################
|
||
|
|
# Trade Events
|
||
|
|
|
||
|
|
fp1_trade_events_eligible_settlement_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Add fort level multiplied by 1000.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 1 }
|
||
|
|
}
|
||
|
|
add = 1000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 2 }
|
||
|
|
}
|
||
|
|
add = 2000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 3 }
|
||
|
|
}
|
||
|
|
add = 3000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 4 }
|
||
|
|
}
|
||
|
|
add = 4000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 5 }
|
||
|
|
}
|
||
|
|
add = 5000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 6 }
|
||
|
|
}
|
||
|
|
add = 6000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 7 }
|
||
|
|
}
|
||
|
|
add = 7000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 8 }
|
||
|
|
}
|
||
|
|
add = 8000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level = 9 }
|
||
|
|
}
|
||
|
|
add = 9000
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:barony.title_province = { fort_level >= 10 }
|
||
|
|
}
|
||
|
|
add = 10000
|
||
|
|
}
|
||
|
|
# Subtract 500 to give room for error.
|
||
|
|
add = -500
|
||
|
|
}
|
||
|
|
|
||
|
|
fp1_trade_events_cash_settlement_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Every point of development is worth 1g extra.
|
||
|
|
add = scope:county.development_level
|
||
|
|
|
||
|
|
# Keeping to a sensible minimum & a balanced maximum.
|
||
|
|
min = 10
|
||
|
|
max = 50
|
||
|
|
}
|
||
|
|
|
||
|
|
fp1_trade_events_truce_length_value = 3650
|
||
|
|
|
||
|
|
fp1_trade_events_truce_renewal_date_value = {
|
||
|
|
value = fp1_trade_events_truce_length_value
|
||
|
|
|
||
|
|
add = -30
|
||
|
|
}
|
||
|
|
|
||
|
|
##################################################
|
||
|
|
# Jomsvikings
|
||
|
|
|
||
|
|
fp1_jomsvikings_coup_priority_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Weight up the Jomsvikings historical home, Walin.
|
||
|
|
if = {
|
||
|
|
limit = { this = title:c_kolobrzeg }
|
||
|
|
add = 1000
|
||
|
|
}
|
||
|
|
# Weight up OCMs.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
holder = {
|
||
|
|
any_held_title = {
|
||
|
|
tier = tier_county
|
||
|
|
count = 1
|
||
|
|
}
|
||
|
|
NOT = {
|
||
|
|
any_vassal = { highest_held_title_tier >= tier_county }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
# Weight up holders who have poor martial.
|
||
|
|
add = {
|
||
|
|
value = 50
|
||
|
|
subtract = holder.martial
|
||
|
|
}
|
||
|
|
# Weight down larger realms.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
holder = { realm_size >= minor_realm_size }
|
||
|
|
}
|
||
|
|
add = -20
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
holder = { realm_size >= medium_realm_size }
|
||
|
|
}
|
||
|
|
add = -20
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
holder = { realm_size >= major_realm_size }
|
||
|
|
}
|
||
|
|
add = -20
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
holder = { realm_size >= massive_realm_size }
|
||
|
|
}
|
||
|
|
add = -20
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
fp1_jomvsvikings_raid_value = {
|
||
|
|
value = 0
|
||
|
|
|
||
|
|
# Weight up for development.
|
||
|
|
add = development_level
|
||
|
|
# Weight up high control.
|
||
|
|
add = county_control
|
||
|
|
# Weight up for coastal counties.
|
||
|
|
if = {
|
||
|
|
limit = { is_coastal_county = yes }
|
||
|
|
add = 50
|
||
|
|
}
|
||
|
|
# Weight down for fort level.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { fort_level >= 2 }
|
||
|
|
}
|
||
|
|
add = -25
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { fort_level >= 3 }
|
||
|
|
}
|
||
|
|
add = -25
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { fort_level >= 4 }
|
||
|
|
}
|
||
|
|
add = -25
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { fort_level >= 5 }
|
||
|
|
}
|
||
|
|
add = -25
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
title_province = { fort_level >= 6 }
|
||
|
|
}
|
||
|
|
add = -25
|
||
|
|
}
|
||
|
|
# Weight down for capital.
|
||
|
|
if = {
|
||
|
|
limit = { this = root.capital_county }
|
||
|
|
add = -200
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
number_of_huscarls = {
|
||
|
|
value = 50
|
||
|
|
multiply = {
|
||
|
|
value = scope:recruiting_character.primary_title.tier
|
||
|
|
add = -1
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
number_of_bondi = {
|
||
|
|
value = 100
|
||
|
|
multiply = {
|
||
|
|
value = scope:recruiting_character.primary_title.tier
|
||
|
|
add = -1
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
huscarls_gold_value = {
|
||
|
|
value = monthly_character_income
|
||
|
|
multiply = 24
|
||
|
|
min = 30
|
||
|
|
max = 225
|
||
|
|
|
||
|
|
#Rounds up to the closest number divisible by 5
|
||
|
|
divide = 5
|
||
|
|
ceiling = yes
|
||
|
|
multiply = 5
|
||
|
|
}
|
||
|
|
|
||
|
|
bondi_gold_value = {
|
||
|
|
value = monthly_character_income
|
||
|
|
multiply = 12
|
||
|
|
min = 15
|
||
|
|
max = 125
|
||
|
|
|
||
|
|
#Rounds up to the closest number divisible by 5
|
||
|
|
divide = 5
|
||
|
|
ceiling = yes
|
||
|
|
multiply = 5
|
||
|
|
}
|