Excavation starting
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284
common/script_values/NEOW_excavation_values.txt
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284
common/script_values/NEOW_excavation_values.txt
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######################
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# excavation STUFF
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######################
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excavation_activity_base_cost = {
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value = standard_activity_base_cost
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# Adventurer
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if = {
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limit = { has_government = landless_adventurer_government }
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multiply = 0.25
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}
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}
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excavation_normal_option_cost = {
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value = 10
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multiply = activity_cost_scale_by_tier
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multiply = activity_cost_scale_by_era
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}
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excavation_good_option_cost = {
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value = 35
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multiply = activity_cost_scale_by_tier
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multiply = activity_cost_scale_by_era
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}
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standard_excavationing_cooldown_time = {
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value = 2
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}
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excavation_prestige_reward_value = {
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# Standard value for most chars.
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value = minor_prestige_value
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}
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excavation_piety_reward_value = {
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# Standard value for most chars.
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value = minor_piety_value
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}
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excavation_secondary_outcome = 1
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excavation_participants = 10
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excavation_event_delay_min = 25
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excavation_event_delay_max = 35
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min_default_excavation_events = 2
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max_default_excavation_events = 3
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chance_of_extra_excavation_events = 25
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min_excavation_event_spacing = 2
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max_excavation_event_spacing = 4
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excavation_activity_guest_list_size_value = {
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value = 4
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if = {
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limit = { primary_title.tier = tier_duchy }
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add = 2
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}
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else_if = {
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limit = { primary_title.tier = tier_kingdom }
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add = 4
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}
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if = {
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limit = { primary_title.tier >= tier_empire }
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add = 6
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}
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}
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excavation_prestige_guest_gain_value = {
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value = excavation_prestige_reward_value
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divide = 2
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}
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excavation_piety_guest_gain_value = {
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value = excavation_piety_reward_value
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divide = 2
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}
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excavation_activity_success_increase_minor_value = 3
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excavation_activity_success_increase_medium_value = 5
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excavation_activity_success_increase_major_value = 10
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excavation_activity_success_increase_massive_value = 15 # use very sparingly, this is huge
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excavation_activity_success_increase_adventurer_initial_medium_value = 30
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excavation_activity_success_increase_adventurer_initial_high_value = 50
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excavation_activity_success_decrease_minor_value = {
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value = excavation_activity_success_increase_minor_value
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multiply = -1
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}
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excavation_activity_success_decrease_medium_value = {
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value = excavation_activity_success_increase_medium_value
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multiply = -1
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}
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excavation_activity_success_decrease_major_value = {
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value = excavation_activity_success_increase_major_value
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multiply = -1
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}
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excavation_activity_success_decrease_massive_value = {
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value = excavation_activity_success_increase_massive_value
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multiply = -1
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}
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excavation_success_chance_value = {
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activity_host = {
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### HOST
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# SKILLS
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add = {
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value = learning
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divide = 4
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ceiling = yes
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max = 10
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desc = learning_modifier
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}
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add = {
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value = martial
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divide = 8
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ceiling = yes
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max = 10
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desc = martial_modifier
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}
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add = {
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value = prowess
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divide = 4
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ceiling = yes
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max = 10
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desc = prowess_modifier
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}
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# TRAIT
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add = {
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value = 0
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if = {
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limit = { has_trait = lifestyle_antiquarian }
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add = 3
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}
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desc = excavation_success_chance.trait
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}
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}
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# GUESTS
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if = { # excavationers
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limit = {
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any_attending_character = {
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NOR = {
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this = prev.activity_host
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# prev.activity_host.court_position:master_of_excavation_court_position ?= this
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}
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OR = {
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has_trait = lifestyle_antiquarian
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}
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}
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}
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add = {
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value = 0
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every_attending_character = {
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limit = {
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NOR = {
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this = prev.activity_host
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# prev.activity_host.court_position:master_of_excavation_court_position ?= this
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}
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has_trait = lifestyle_antiquarian
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}
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add = 3
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}
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desc = excavation_success_chance.attending_excavationers
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}
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}
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min = 10
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max = 80
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}
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excavation_success_chance_inverse_value = {
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value = 100
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subtract = excavation_success_chance_value
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}
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# PARTY SIZE
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# These should ALWAYS be synced with the relevant activity option select_travel_entourage_max parameter.
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excavation_entourage_party_size_small_max_value = 5
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excavation_entourage_party_size_normal_max_value = 10
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excavation_entourage_party_size_many_max_value = 15
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excavation_entourage_base_set_weighting_value = {
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if = {
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limit = {
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is_available_healthy_adult = yes
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bannable_serving_diarch_trigger = no
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OR = {
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has_court_position = master_of_hunt_court_position
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has_court_position = huntperson_camp_officer
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has_court_position = bodyguard_court_position
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has_court_position = court_physician_court_position
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has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host }
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has_trait = lifestyle_antiquarian
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}
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}
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# Base
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add = 50
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add = ai_energy
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add = ai_boldness
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# We want to have MoH most of all.
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if = {
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limit = { has_court_position = master_of_hunt_court_position }
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add = 100000
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}
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if = {
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limit = { has_court_position = huntperson_camp_officer }
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add = 100000
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}
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# We want bodyguards too.
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if = {
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limit = { has_court_position = bodyguard_court_position }
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add = 50000
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}
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# We want doctors too.
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if = {
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limit = { has_court_position = court_physician_court_position }
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add = 50000
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}
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# Adventurers bring their court.
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if = {
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limit = {
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scope:host = { has_government = landless_adventurer_government }
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}
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add = 500
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}
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# We want friends too.
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if = {
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limit = {
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has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host }
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}
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add = 500
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}
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}
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if = {
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limit = {
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bannable_serving_diarch_trigger = yes
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}
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add = -1000
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}
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}
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excavation_entourage_extras_set_weighting_value = {
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value = 0
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if = {
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limit = {
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is_available_healthy_adult = yes
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is_designated_diarch = no
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}
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# Base
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add = 150
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}
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}
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excavation_entourage_sodding_everyone_set_weighting_value = {
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value = 0
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if = {
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limit = {
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is_available_healthy_adult = yes
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is_designated_diarch = no
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}
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# Base
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add = 50
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# Alright, now we're just grabbing everyone.
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## Anyone who can fight.
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}
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}
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excavation_province_reference_value = {
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value = 0
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# TERRAIN
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if = {
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limit = {
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exists = var:recent_excavation_held
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}
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add = {
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value = -10
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multiply = var:recent_hunt_held
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desc = hunt_success_chance.recent_hunt_held
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}
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}
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}
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