2085 lines
35 KiB
Text
2085 lines
35 KiB
Text
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######################
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# Epidemics
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######################
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#### OUTBREAK CHANCE ###
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# Chance for an outbreak of this intensity to spawn on a province per year
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# % from 0-100 inclusive
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# root = potential province
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### CONTROL VALUES ###
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# These should be enough to change the balance of epidemics
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# Outbreak
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outbreak_chance_base_extra_low = 0.0005
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outbreak_chance_base_very_low = 0.001
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outbreak_chance_base_low = 0.01
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outbreak_chance_base_medium = 0.02
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outbreak_chance_base_high = 0.04
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outbreak_chance_base_very_high = 0.12
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outbreak_increase_add_low = 0.004
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outbreak_increase_add_medium = 0.008
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outbreak_increase_add_high = 0.016
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outbreak_increase_add_very_high = 0.032
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outbreak_increase_add_extra_high = 0.064
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outbreak_decrease_add_low = -0.003
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outbreak_decrease_add_medium = -0.008
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outbreak_decrease_add_high = -0.016
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outbreak_decrease_add_very_high = -0.032
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outbreak_decrease_add_unlikely = -0.064
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outbreak_increase_mult_low = 0.1
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outbreak_increase_mult_medium = 0.2
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outbreak_increase_mult_high = 0.4
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outbreak_increase_mult_very_high = 0.8
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outbreak_decrease_mult_low = -0.2
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outbreak_decrease_mult_medium = -0.35
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outbreak_decrease_mult_high = -0.6
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outbreak_decrease_mult_very_high = -0.8
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outbreak_decrease_mult_unlikely = -0.995
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# Spread
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spread_chance_base_low = 3.5
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spread_chance_base_medium = 5
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spread_chance_base_high = 9
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spread_increase_add_low = 2
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spread_increase_add_medium = 3
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spread_increase_add_high = 4
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spread_decrease_add_low = -0.5
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spread_decrease_add_medium = -1
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spread_decrease_add_high = -2
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spread_decrease_add_very_high = -3
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spread_increase_mult_low = 0.25
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spread_increase_mult_medium = 0.75
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spread_increase_mult_high = 1
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spread_increase_mult_very_high = 1.5
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spread_decrease_mult_low = -0.25
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spread_decrease_mult_medium = -0.5
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spread_decrease_mult_high = -0.75
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spread_decrease_mult_unlikely = -0.991
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outbreak_chance_minor_default_value = {
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value = outbreak_chance_base_low
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#Buildings
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if = {
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limit = {
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num_buildings >= 4
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}
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add = {
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value = num_buildings
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multiply = outbreak_increase_add_low
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}
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}
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#Tradeports
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if = {
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limit = {
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has_building_or_higher = common_tradeport_01
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}
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add = outbreak_increase_add_low
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_02
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}
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add = outbreak_increase_add_low
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_03
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}
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add = outbreak_increase_add_low
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_04
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_05
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_06
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}
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add = outbreak_increase_add_high
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_07
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}
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add = outbreak_increase_add_high
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_08
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}
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add = outbreak_increase_add_high
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}
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#Markets
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if = {
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limit = {
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has_building_or_higher = market_villages_01
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}
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add = outbreak_increase_add_low
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}
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if = {
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limit = {
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has_building_or_higher = market_villages_02
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}
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add = outbreak_increase_add_low
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}
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#Guild Halls
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if = {
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limit = {
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has_building_or_higher = guild_halls_01
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}
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add = outbreak_increase_add_high
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}
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if = {
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limit = {
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has_building_or_higher = guild_halls_04
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}
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add = outbreak_increase_add_high
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}
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if = {
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limit = {
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has_building_or_higher = guild_halls_06
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}
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add = outbreak_increase_add_high
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}
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if = {
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limit = {
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has_building_or_higher = guild_halls_08
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}
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add = outbreak_increase_add_high
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}
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if = {
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limit = {
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OR = {
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has_global_variable = is_in_tutorial
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AND = {
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has_global_variable = start_epidemic_grace
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OR = {
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county.holder = { is_ai = no }
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county.holder = {
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any_liege_or_above = { is_ai = no }
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}
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}
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}
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}
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}
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multiply = 0
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}
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}
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outbreak_chance_minor_mult_value = {
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value = 1
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# Game rules
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if = {
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limit = {
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has_game_rule = epidemic_frequency_often
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}
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add = outbreak_increase_mult_low
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}
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else_if = {
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limit = {
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has_game_rule = epidemic_frequency_very_often
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}
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add = outbreak_increase_mult_medium
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}
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else_if = {
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limit = {
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has_game_rule = epidemic_frequency_doomsday
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}
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add = outbreak_increase_mult_high
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}
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else_if = {
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limit = {
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has_game_rule = epidemic_frequency_rare
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}
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add = outbreak_decrease_mult_medium
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}
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else_if = {
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limit = {
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has_game_rule = epidemic_frequency_very_rare
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}
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add = outbreak_decrease_mult_high
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}
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#Development
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add = {
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value = county.development_level
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multiply = 0.002
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}
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#Era pacing
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if = {
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limit = {
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culture = {
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has_cultural_era_or_later = culture_era_late_medieval
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}
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}
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add = outbreak_decrease_mult_low
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}
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else_if = {
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limit = {
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culture = {
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has_cultural_era_or_later = culture_era_high_medieval
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}
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}
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add = 0
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}
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else_if = {
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limit = {
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culture = {
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has_cultural_era_or_later = culture_era_early_medieval
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}
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}
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add = 0
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}
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else_if = {
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limit = {
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culture = {
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has_cultural_era_or_later = culture_era_tribal
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}
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}
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add = outbreak_decrease_mult_low
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}
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#Terrain
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if = {
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limit = {
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OR = {
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terrain = hills
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terrain = forest
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terrain = desert
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terrain = desert_mountains
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terrain = mountains
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}
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}
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add = outbreak_decrease_mult_low
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}
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else_if = {
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limit = {
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OR = {
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terrain = jungle
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terrain = taiga
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}
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}
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add = outbreak_increase_mult_low
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}
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#Developed places
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if = {
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limit = {
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has_holding = yes
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}
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add = outbreak_increase_mult_low
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}
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if = {
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limit = {
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has_holding_type = city_holding
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}
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add = outbreak_increase_mult_low
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}
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multiply = 0.8
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min = 0.001
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}
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outbreak_chance_major_default_value = {
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value = outbreak_chance_base_very_low
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#Buildings
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if = {
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limit = {
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num_buildings >= 6
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}
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add = {
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value = num_buildings
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multiply = outbreak_increase_add_low
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}
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}
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#Tradeports
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if = {
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limit = {
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has_building_or_higher = common_tradeport_01
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}
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add = outbreak_increase_add_low
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_02
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_03
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}
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add = outbreak_increase_add_low
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_04
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_05
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_06
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_07
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = common_tradeport_08
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}
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add = outbreak_increase_add_medium
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}
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#Markets
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if = {
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limit = {
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has_building_or_higher = market_villages_01
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}
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add = outbreak_increase_add_low
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}
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if = {
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limit = {
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has_building_or_higher = market_villages_02
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}
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add = outbreak_increase_add_low
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}
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#Guild Halls
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if = {
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limit = {
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has_building_or_higher = guild_halls_01
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = guild_halls_02
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = guild_halls_03
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}
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add = outbreak_increase_add_medium
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}
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if = {
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limit = {
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has_building_or_higher = guild_halls_04
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}
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add = outbreak_increase_add_medium
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}
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|
||
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if = {
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limit = {
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OR = {
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has_global_variable = is_in_tutorial
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AND = {
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has_global_variable = start_epidemic_grace
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OR = {
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county.holder = { is_ai = no }
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||
|
|
county.holder = {
|
||
|
|
any_liege_or_above = { is_ai = no }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
multiply = 0
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
outbreak_chance_major_mult_value = {
|
||
|
|
value = 0.8
|
||
|
|
|
||
|
|
# Game rules
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_often
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_game_rule = epidemic_frequency_rare
|
||
|
|
has_game_rule = easy_difficulty
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_game_rule = epidemic_frequency_very_rare
|
||
|
|
has_game_rule = very_easy_difficulty
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#Development
|
||
|
|
add = {
|
||
|
|
value = county.development_level
|
||
|
|
multiply = 0.008
|
||
|
|
}
|
||
|
|
|
||
|
|
#Era pacing
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 0
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 0
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_early_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_tribal
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
|
||
|
|
#Terrain
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = hills
|
||
|
|
terrain = forest
|
||
|
|
terrain = desert
|
||
|
|
terrain = desert_mountains
|
||
|
|
terrain = mountains
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = jungle
|
||
|
|
terrain = taiga
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#Developed places
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding = yes
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding_type = city_holding
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
|
||
|
|
multiply = 1.05
|
||
|
|
|
||
|
|
min = 0.001
|
||
|
|
}
|
||
|
|
|
||
|
|
outbreak_chance_apocalyptic_default_value = {
|
||
|
|
value = outbreak_chance_base_extra_low
|
||
|
|
|
||
|
|
#Buildings
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
num_buildings >= 10
|
||
|
|
}
|
||
|
|
add = {
|
||
|
|
value = num_buildings
|
||
|
|
multiply = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
#Tradeports
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_01
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_02
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_03
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_04
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_05
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_06
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_07
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_08
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_medium
|
||
|
|
}
|
||
|
|
|
||
|
|
#Markets
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = market_villages_01
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = market_villages_02
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#Guild Halls
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = guild_halls_01
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = guild_halls_02
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = guild_halls_03
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = guild_halls_04
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_global_variable = is_in_tutorial
|
||
|
|
AND = {
|
||
|
|
has_global_variable = start_epidemic_grace
|
||
|
|
OR = {
|
||
|
|
county.holder = { is_ai = no }
|
||
|
|
county.holder = {
|
||
|
|
any_liege_or_above = { is_ai = no }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
multiply = 0
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
outbreak_chance_apocalyptic_mult_value = {
|
||
|
|
value = 0.5
|
||
|
|
|
||
|
|
# Game rules
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_often
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_rare
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_rare
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#Development
|
||
|
|
add = {
|
||
|
|
value = county.development_level
|
||
|
|
multiply = 0.008
|
||
|
|
}
|
||
|
|
|
||
|
|
#Era pacing
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 0
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_early_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_unlikely
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_tribal
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_unlikely
|
||
|
|
}
|
||
|
|
|
||
|
|
#Terrain
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = hills
|
||
|
|
terrain = forest
|
||
|
|
terrain = desert
|
||
|
|
terrain = desert_mountains
|
||
|
|
terrain = mountains
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = jungle
|
||
|
|
terrain = taiga
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#Developed places
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding = yes
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding_type = city_holding
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
|
||
|
|
multiply = 1.05
|
||
|
|
|
||
|
|
min = 0.0005
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
outbreak_chance_dysentery_default_value = {
|
||
|
|
|
||
|
|
value = outbreak_chance_base_low #Shouldn't happen unless there's an army present
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
any_army_in_location ?= {
|
||
|
|
OR = {
|
||
|
|
is_army_in_combat = yes
|
||
|
|
is_army_in_raid = yes
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_extra_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
any_army_in_location ?= {
|
||
|
|
count >= 1
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_very_high
|
||
|
|
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
any_army_in_location ?= {
|
||
|
|
is_army_in_siege = yes
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_extra_high
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
fort_level >= 12
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_very_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
fort_level >= 10
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
fort_level >= 8
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
fort_level >= 4
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
fort_level > 2
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_low
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_global_variable = is_in_tutorial
|
||
|
|
AND = {
|
||
|
|
has_global_variable = start_epidemic_grace
|
||
|
|
OR = {
|
||
|
|
county.holder = { is_ai = no }
|
||
|
|
county.holder = {
|
||
|
|
any_liege_or_above = { is_ai = no }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
multiply = 0
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
outbreak_chance_dysentery_mult_value = {
|
||
|
|
value = 1
|
||
|
|
min = 0.001
|
||
|
|
# Game rules
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_often
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_rare
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_rare
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#Era pacing
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 0
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 0
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_early_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_tribal
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
|
||
|
|
#Terrain
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = hills
|
||
|
|
terrain = forest
|
||
|
|
terrain = desert
|
||
|
|
terrain = desert_mountains
|
||
|
|
terrain = mountains
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = jungle
|
||
|
|
terrain = taiga
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#Developed places
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding = yes
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding_type = city_holding
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
outbreak_chance_black_plague_default_value = {
|
||
|
|
value = outbreak_chance_base_extra_low
|
||
|
|
|
||
|
|
#Buildings
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
num_buildings >= 20
|
||
|
|
}
|
||
|
|
add = {
|
||
|
|
value = num_buildings
|
||
|
|
multiply = outbreak_increase_add_medium
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_03
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_04
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_05
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_06
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_07
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_08
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_high
|
||
|
|
}
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_disabled
|
||
|
|
}
|
||
|
|
multiply = 0
|
||
|
|
}
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = bd_occurrence_random
|
||
|
|
}
|
||
|
|
add = outbreak_increase_add_high
|
||
|
|
}
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_global_variable = is_in_tutorial
|
||
|
|
AND = {
|
||
|
|
has_global_variable = start_epidemic_grace
|
||
|
|
OR = {
|
||
|
|
county.holder = { is_ai = no }
|
||
|
|
county.holder = {
|
||
|
|
any_liege_or_above = { is_ai = no }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
multiply = 0
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
outbreak_chance_black_plague_mult_value = {
|
||
|
|
value = 1
|
||
|
|
min = 0.001
|
||
|
|
#Development
|
||
|
|
add = {
|
||
|
|
value = county.development_level
|
||
|
|
multiply = 0.08
|
||
|
|
}
|
||
|
|
|
||
|
|
# Game rules
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_often
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_rare
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_rare
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#Era pacing
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
NOR = {
|
||
|
|
has_game_rule = bd_occurrence_random
|
||
|
|
has_game_rule = bd_frequency_unlimited
|
||
|
|
}
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_early_medieval
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
culture = {
|
||
|
|
has_cultural_era_or_later = culture_era_tribal
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_unlikely
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
#Terrain
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = hills
|
||
|
|
terrain = forest
|
||
|
|
terrain = desert
|
||
|
|
terrain = desert_mountains
|
||
|
|
terrain = mountains
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_decrease_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = jungle
|
||
|
|
terrain = taiga
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#Developed places
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding = yes
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding_type = city_holding
|
||
|
|
}
|
||
|
|
add = outbreak_increase_mult_low
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
#### SPREAD CHANCE ###
|
||
|
|
#Controls the spread of the epidemic
|
||
|
|
#root = potential_province
|
||
|
|
|
||
|
|
spread_chance_epidemics_default_value = {
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic = {
|
||
|
|
outbreak_intensity = apocalyptic
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_chance_base_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic = {
|
||
|
|
outbreak_intensity = major
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_chance_base_medium
|
||
|
|
}
|
||
|
|
else = { #minor
|
||
|
|
add = spread_chance_base_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#less patchy, add
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
county = {
|
||
|
|
any_county_province = {
|
||
|
|
any_province_epidemic = {
|
||
|
|
this.epidemic_type = scope:epidemic.epidemic_type
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#Dysentery spreads to armies and forts
|
||
|
|
if = {
|
||
|
|
limit = { scope:epidemic.epidemic_type = epidemic_type:dysentery }
|
||
|
|
add = {
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
any_army_in_location ?= {
|
||
|
|
is_army_in_siege = yes
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
any_army_in_location ?= {
|
||
|
|
OR = {
|
||
|
|
is_army_in_combat = yes
|
||
|
|
is_army_in_raid = yes
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
any_army_in_location ?= {
|
||
|
|
count >= 1
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = {
|
||
|
|
value = fort_level
|
||
|
|
multiply = spread_increase_mult_low
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
#Buildings
|
||
|
|
add = {
|
||
|
|
value = num_buildings
|
||
|
|
multiply = spread_increase_mult_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#Tradeports
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_01
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_02
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_03
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_04
|
||
|
|
}
|
||
|
|
add = spread_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_05
|
||
|
|
}
|
||
|
|
add = spread_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_06
|
||
|
|
}
|
||
|
|
add = spread_increase_add_medium
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_07
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = common_tradeport_08
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#Markets
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = market_villages_01
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = market_villages_02
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#Guild Halls
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = guild_halls_02
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = guild_halls_04
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = guild_halls_06
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_building_or_higher = guild_halls_08
|
||
|
|
}
|
||
|
|
add = spread_increase_add_high
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
#Terrain
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
terrain = farmlands
|
||
|
|
}
|
||
|
|
add = spread_increase_add_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = floodplains
|
||
|
|
terrain = wetlands
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = plains
|
||
|
|
terrain = steppe
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = hills
|
||
|
|
terrain = drylands
|
||
|
|
terrain = oasis
|
||
|
|
terrain = forest
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_decrease_add_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = jungle
|
||
|
|
terrain = taiga
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_decrease_add_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
terrain = desert
|
||
|
|
terrain = desert_mountains
|
||
|
|
terrain = mountains
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_decrease_add_medium
|
||
|
|
}
|
||
|
|
#Island?
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
geographical_region = divergence_island_regions
|
||
|
|
}
|
||
|
|
add = spread_decrease_add_medium
|
||
|
|
}
|
||
|
|
#Cultural Traditions
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
county.culture = {
|
||
|
|
OR = {
|
||
|
|
has_cultural_tradition = tradition_city_keepers
|
||
|
|
has_cultural_tradition = tradition_maritime_mercantilism
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
county.culture = {
|
||
|
|
OR = {
|
||
|
|
has_cultural_tradition = tradition_esteemed_hospitality
|
||
|
|
has_cultural_tradition = tradition_horse_lords
|
||
|
|
has_cultural_tradition = tradition_caravaneers
|
||
|
|
has_cultural_tradition = tradition_seafaring
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
county.culture = {
|
||
|
|
OR = {
|
||
|
|
has_cultural_tradition = tradition_practiced_pirates
|
||
|
|
has_cultural_tradition = tradition_parochialism
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_add_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
county.culture = {
|
||
|
|
has_cultural_tradition = tradition_hidden_cities
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_decrease_add_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
county.culture = {
|
||
|
|
has_cultural_parameter = less_plague_spread_culture
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_decrease_add_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#Reinfection shouldn't happen often
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic = {
|
||
|
|
is_target_in_variable_list = {
|
||
|
|
name = epidemic_cooldown
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_decrease_add_very_high
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
spread_chance_epidemics_mult_value = {
|
||
|
|
value = 1
|
||
|
|
min = 0.001
|
||
|
|
#Coastal Statistics Squash
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
is_coastal = yes
|
||
|
|
is_riverside_province = yes
|
||
|
|
}
|
||
|
|
NOR = {
|
||
|
|
has_building_or_higher = common_tradeport_04
|
||
|
|
num_buildings > 4
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_decrease_mult_medium
|
||
|
|
}
|
||
|
|
|
||
|
|
#Making sure that England gets properly rekted by the Black Plague
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_global_variable = black_death
|
||
|
|
scope:epidemic = global_var:black_death
|
||
|
|
OR = {
|
||
|
|
is_coastal = yes
|
||
|
|
is_riverside_province = yes
|
||
|
|
}
|
||
|
|
has_building_or_higher = common_tradeport_06
|
||
|
|
num_buildings > 10
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_very_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#less patchy, mult
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
county = {
|
||
|
|
any_county_province = {
|
||
|
|
any_province_epidemic = {
|
||
|
|
this.epidemic_type = scope:epidemic.epidemic_type
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_very_high
|
||
|
|
}
|
||
|
|
|
||
|
|
#Development
|
||
|
|
add = {
|
||
|
|
value = county.development_level
|
||
|
|
multiply = 0.025
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
# Game rules
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_very_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_often
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_low
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_rare
|
||
|
|
}
|
||
|
|
add = spread_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_rare
|
||
|
|
}
|
||
|
|
add = spread_decrease_mult_low
|
||
|
|
}
|
||
|
|
|
||
|
|
#Intensity mult
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic = {
|
||
|
|
outbreak_intensity = apocalyptic
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic = {
|
||
|
|
outbreak_intensity = major
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_medium
|
||
|
|
}
|
||
|
|
|
||
|
|
#Recent Epidemics
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
is_target_in_variable_list = {
|
||
|
|
name = epidemic_cooldown #Average lifespan
|
||
|
|
target = scope:epidemic.epidemic_type
|
||
|
|
}
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_often
|
||
|
|
}
|
||
|
|
add = spread_decrease_mult_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
add = spread_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
add = spread_decrease_mult_low
|
||
|
|
}
|
||
|
|
else = {
|
||
|
|
add = spread_decrease_mult_unlikely
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
#People still remember how to social distance in general
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_variable = epidemic_cooldown_general #Average social memory
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
add = spread_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
add = spread_decrease_mult_low
|
||
|
|
}
|
||
|
|
else = {
|
||
|
|
add = spread_decrease_mult_high
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
#Developed places
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding = yes
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_holding_type = castle_holding
|
||
|
|
has_holding_type = church_holding
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_low
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_holding_type = city_holding
|
||
|
|
}
|
||
|
|
add = spread_increase_mult_medium
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
#### DAILY INFECTION RATE ###
|
||
|
|
#The velocity at which the infection rate goes up in a province
|
||
|
|
|
||
|
|
infection_rate_change_value = {
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
#### CHARACTER INFECTION CHANCE ###
|
||
|
|
#Monthly chance for an epidemic to infect a character in the province
|
||
|
|
|
||
|
|
would_follow_social_distancing_value = {
|
||
|
|
value = -1 #let's assume medieval people wouldn't by default
|
||
|
|
if = {
|
||
|
|
limit = { has_perk = wash_your_hands_perk }
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = shy }
|
||
|
|
add = 1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = paranoid }
|
||
|
|
add = 2
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = reclusive }
|
||
|
|
add = 4
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = shrewd }
|
||
|
|
add = 1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = lifestyle_physician }
|
||
|
|
add = 4
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = lifestyle_herbalist }
|
||
|
|
add = 2
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = diligent }
|
||
|
|
add = 1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = craven }
|
||
|
|
add = 1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = temperate }
|
||
|
|
add = 1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = arbitrary }
|
||
|
|
add = -1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = brave }
|
||
|
|
add = -1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = impatient }
|
||
|
|
add = -2
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = gregarious }
|
||
|
|
add = -4
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { has_trait = dull }
|
||
|
|
add = -2
|
||
|
|
}
|
||
|
|
#Would your culture be touchy?/take this seriously
|
||
|
|
if = {
|
||
|
|
limit = { culture = { has_cultural_tradition = tradition_fp2_ritualised_friendship } }
|
||
|
|
add = -1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { culture = { has_cultural_tradition = tradition_life_is_just_a_joke } }
|
||
|
|
add = -1
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = { culture = { has_cultural_parameter = better_disease_resistance } }
|
||
|
|
add = 20
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
character_infection_chance_default_value = {
|
||
|
|
value = 10
|
||
|
|
#If you're already sick/weak you're screwed
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_trait = sickly
|
||
|
|
has_trait = inbred
|
||
|
|
health <= poor_health
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 20
|
||
|
|
}
|
||
|
|
#Epidemic Intensity
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic ?= {
|
||
|
|
outbreak_intensity = apocalyptic
|
||
|
|
epidemic_type.epidemic_trait = trait:bubonic_plague
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 40
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic ?= {
|
||
|
|
outbreak_intensity = apocalyptic
|
||
|
|
NOT = { epidemic_type.epidemic_trait = trait:bubonic_plague }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 30
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic ?= {
|
||
|
|
outbreak_intensity = major
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 20
|
||
|
|
}
|
||
|
|
else = { #minor
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#Let's see if you have any advantageous traits/perks / Wash your hands is included in the social distancing calculation, these are purely health related
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_trait = athletic
|
||
|
|
}
|
||
|
|
add = -4
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_perk = iron_constitution_perk
|
||
|
|
}
|
||
|
|
add = -6
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_perk = healthy_perk
|
||
|
|
}
|
||
|
|
add = -8
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_trait = whole_of_body
|
||
|
|
}
|
||
|
|
add = -10
|
||
|
|
}
|
||
|
|
#Things to bump the numbers
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
is_foreign_court_or_pool_guest = yes
|
||
|
|
}
|
||
|
|
add = 40
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
is_ruler = no
|
||
|
|
}
|
||
|
|
add = 10
|
||
|
|
}
|
||
|
|
#Children getting hit with measles
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:epidemic.epidemic_type.epidemic_trait = trait:measles
|
||
|
|
is_adult = no
|
||
|
|
}
|
||
|
|
add = 20
|
||
|
|
}
|
||
|
|
#"Old" people get hit more in general
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
age >= 65
|
||
|
|
}
|
||
|
|
add = 40
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
age >= 50
|
||
|
|
}
|
||
|
|
add = 20
|
||
|
|
}
|
||
|
|
# Camp resistance.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
host.domicile ?= { has_domicile_parameter = camp_infection_chance_buff_1 }
|
||
|
|
}
|
||
|
|
# Max buff.
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
host.domicile ?= { has_domicile_parameter = camp_infection_chance_buff_6 }
|
||
|
|
}
|
||
|
|
add = -40
|
||
|
|
}
|
||
|
|
# Very high buff.
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
host.domicile ?= { has_domicile_parameter = camp_infection_chance_buff_5 }
|
||
|
|
}
|
||
|
|
add = -30
|
||
|
|
}
|
||
|
|
# High buff.
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
host.domicile ?= { has_domicile_parameter = camp_infection_chance_buff_4 }
|
||
|
|
}
|
||
|
|
add = -25
|
||
|
|
}
|
||
|
|
# Medium buff.
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
host.domicile ?= { has_domicile_parameter = camp_infection_chance_buff_3 }
|
||
|
|
}
|
||
|
|
add = -20
|
||
|
|
}
|
||
|
|
# Small buff.
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
host.domicile ?= { has_domicile_parameter = camp_infection_chance_buff_2 }
|
||
|
|
}
|
||
|
|
add = -15
|
||
|
|
}
|
||
|
|
# Slight buff.
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
host.domicile ?= { has_domicile_parameter = camp_infection_chance_buff_1 }
|
||
|
|
}
|
||
|
|
add = -10
|
||
|
|
}
|
||
|
|
}
|
||
|
|
#Would you follow social distancing?
|
||
|
|
#your numerical social distance value gets transformed here into a bonus/malus
|
||
|
|
add = {
|
||
|
|
value = would_follow_social_distancing_value
|
||
|
|
multiply = -1 #inverted value
|
||
|
|
}
|
||
|
|
#How infected is your location?
|
||
|
|
#Follows the infection rate thresholds set for the barony/county modifiers
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
location = { epidemic_resistance > 80 }
|
||
|
|
}
|
||
|
|
multiply = 0.25
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
location = { epidemic_resistance > 50 }
|
||
|
|
}
|
||
|
|
multiply = 0.5
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
location = { epidemic_resistance > 10 }
|
||
|
|
}
|
||
|
|
multiply = 0.75
|
||
|
|
}
|
||
|
|
#Are you taking proper measures?
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_character_modifier = isolating_modifier
|
||
|
|
}
|
||
|
|
multiply = 0.25 #75% less likely
|
||
|
|
}
|
||
|
|
#How infected is your location?
|
||
|
|
#Follows the infection rate thresholds set for the barony/county modifiers
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
scope:province = { epidemic_resistance > 80 }
|
||
|
|
}
|
||
|
|
multiply = 0.25
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
scope:province = { epidemic_resistance > 50 }
|
||
|
|
}
|
||
|
|
multiply = 0.5
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
scope:province = { epidemic_resistance > 10 }
|
||
|
|
}
|
||
|
|
multiply = 0.75
|
||
|
|
}
|
||
|
|
min = 1 # Never totally immune
|
||
|
|
}
|
||
|
|
|
||
|
|
#How contagious is this character?
|
||
|
|
character_contagious_value = {
|
||
|
|
add = { #would they follow social distancing?
|
||
|
|
value = would_follow_social_distancing_value
|
||
|
|
multiply = -1 #inverted
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_trait = wheezing
|
||
|
|
}
|
||
|
|
add = 4
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
recent_epidemics_outbreak_mult_value = {
|
||
|
|
value = 1
|
||
|
|
min = 0.001
|
||
|
|
#Recently recovered from this epidemic
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
is_target_in_variable_list = {
|
||
|
|
name = epidemic_cooldown #Average lifespan
|
||
|
|
target = scope:epidemic_type
|
||
|
|
}
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
value = outbreak_decrease_mult_high
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
value = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else = {
|
||
|
|
value = outbreak_decrease_mult_unlikely
|
||
|
|
}
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
#People still remember how to social distance in general
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_variable = epidemic_cooldown_general #Average social memory
|
||
|
|
}
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_very_often
|
||
|
|
}
|
||
|
|
value = outbreak_decrease_mult_medium
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
has_game_rule = epidemic_frequency_doomsday
|
||
|
|
}
|
||
|
|
value = outbreak_decrease_mult_low
|
||
|
|
}
|
||
|
|
else = {
|
||
|
|
value = outbreak_decrease_mult_high
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
#How badly effected is a county's development?
|
||
|
|
epidemic_development_loss_value = {
|
||
|
|
subtract = scope:base_loss
|
||
|
|
|
||
|
|
#This feeds into the change_development_progress in 00_epidemics
|
||
|
|
#Bear in mind that minimal_development_progress_loss is 10
|
||
|
|
#and massive_development_progress_loss is 100
|
||
|
|
#Aim for something between those two extremes generally (in minus)
|
||
|
|
|
||
|
|
#Since we have widespread development loss handled by modifier, we
|
||
|
|
#now use this figure to 'chunk' down places with very high development
|
||
|
|
#so they are disproportionately affected
|
||
|
|
|
||
|
|
scope:epidemic = {
|
||
|
|
switch = {
|
||
|
|
trigger = outbreak_intensity
|
||
|
|
minor = { subtract = 2.5 }
|
||
|
|
major = { subtract = 5 }
|
||
|
|
apocalyptic = { subtract = 7.5 }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
# Development
|
||
|
|
subtract = {
|
||
|
|
value = development_level
|
||
|
|
multiply = 0.3
|
||
|
|
}
|
||
|
|
|
||
|
|
multiply = {
|
||
|
|
value = 6
|
||
|
|
divide = num_county_holdings
|
||
|
|
}
|
||
|
|
|
||
|
|
multiply = {
|
||
|
|
value = 100
|
||
|
|
subtract = title_province.epidemic_resistance
|
||
|
|
multiply = 0.005
|
||
|
|
add = 1
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
epidemic_fromdust_value = {
|
||
|
|
value = minor_gold_value
|
||
|
|
multiply = former_infected_county_count
|
||
|
|
}
|
||
|
|
|
||
|
|
former_infected_county_count = {
|
||
|
|
value = 1
|
||
|
|
every_in_list = {
|
||
|
|
variable = formerly_infected_counties
|
||
|
|
add = 0.1
|
||
|
|
}
|
||
|
|
}
|