Common folder updating pt 2
This commit is contained in:
parent
090f62bc4e
commit
4dae51d80b
433 changed files with 2615 additions and 412268 deletions
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@ -1097,7 +1097,7 @@ NCulture = {
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# Chance (0..100) to advance with the innovation each month:
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# base + from spread + from fascination
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INNOVATION_PROGRESS_CHANCE_BASE = 20
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INNOVATION_PROGRESS_CHANCE_BASE = 10
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INNOVATION_PROGRESS_CHANCE_FROM_SPREAD = 65 # chance bonus to innovation if there is any spread by nearby cultures
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INNOVATION_PROGRESS_CHANCE_SPREAD_AND_FASCINATION_MULTIPLIER = 1.5 # multiply Cultural Acceptance (100-based) by this as bonus multiplier if the current spread innovation is ALSO a fascination
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# from fascination = base + SKILL_LEVEL_BONUS( max( 0, head relevant skill - HEAD_SKILL_BASE ) )
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@ -1,163 +0,0 @@
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japan_administrative_government = { # Ritsuryo
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government_rules = {
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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dynasty_named_realms = no
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administrative = yes
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legitimacy = yes
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landless_playable = yes
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use_as_base_on_landed = yes
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use_as_base_on_rank_up = yes
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inherit_from_dynastic_government = no
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sticky_government = yes
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house_aspirations = yes
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noble_families = yes
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deny_powerful_vassal = yes
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}
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royal_court = any
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domicile_type = japanese_manor
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main_administrative_tier = county
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min_appointment_tier = county
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minimum_provincial_maa_tier = duchy
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primary_holding = castle_holding
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primary_heritages = { heritage_japonic }
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valid_holdings = { city_holding temple_citadel_holding }
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required_county_holdings = { castle_holding city_holding church_holding }
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vassal_contract_group = japan_administrative_vassal
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character_modifier = {
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# LEVIES & TAXES
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japan_feudal_government_tax_contribution_mult = -0.5
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japan_feudal_government_levy_contribution_mult = -0.5
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garrison_size = -0.5
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# MEN-AT-ARMS
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men_at_arms_cap = -2
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men_at_arms_limit = -2
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# KNIGHTS
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knight_limit = -5
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# VASSALS
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vassal_limit = 50 # Kampaku
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# DOMAIN
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domain_limit_max = 1 # Raised further by manor
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domain_tax_mult = 0.3
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}
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can_get_government = {
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has_tgp_dlc_trigger = yes
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top_liege = {
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OR = {
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government_is_japanese_trigger = yes
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has_character_flag = tgp_japan_restore_japanese_government_flag
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culture = culture:japanese
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culture = {
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any_parent_culture_or_above = { this = culture:japanese }
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}
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}
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}
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}
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# The Regent always remains in the same place.
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can_move_realm_capital = {
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NOT = { primary_title ?= title:e_japan }
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}
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compatible_government_type_succession = { japan_feudal_government }
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flags = {
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government_is_japan_administrative
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# These flags only exist for loc and in-game descriptions
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government_has_influence
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government_has_title_men_at_arms
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government_has_powerful_families
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government_has_county_tier_noble_families
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has_special_house_aspirations
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government_is_settled
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government_uses_domicile_but_not_adventurer
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has_unique_government_perks
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government_uses_admin_province_obligations
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government_has_house_blocs
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}
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color = { 250 90 150 }
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realm_mask_offset = { 0.02 0.072 }
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realm_mask_scale = { 0.88 0.88 }
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}
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japan_feudal_government = { # Soryo
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government_rules = {
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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dynasty_named_non_independent_landed_rulers = yes
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landless_playable = yes
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legitimacy = yes
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house_aspirations = yes
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use_as_base_on_landed = yes
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use_as_base_on_rank_up = yes
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noble_families = yes
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}
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royal_court = any
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character_modifier = {
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# LEVIES & TAXES
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japan_administrative_government_tax_contribution_mult = -0.5
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japan_administrative_government_levy_contribution_mult = -0.5
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garrison_size = -0.5
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# VASSALS
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vassal_limit = 50 # Shogun
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# KNIGHTS
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knight_effectiveness_mult = 0.1
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knight_limit = 2
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# DOMAIN
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domain_limit_max = 2 # Raised further by manor
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# SAMURAI
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archer_cavalry_recruitment_cost_mult = -0.25
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heavy_infantry_recruitment_cost_mult = -0.25
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}
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domicile_type = japanese_manor
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primary_holding = castle_holding
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primary_heritages = { heritage_japonic }
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valid_holdings = { temple_citadel_holding }
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required_county_holdings = { castle_holding city_holding church_holding }
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vassal_contract_group = japan_feudal_vassal
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can_get_government = {
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has_tgp_dlc_trigger = yes
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}
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# The Regent always remains in the same place.
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can_move_realm_capital = {
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NOT = { primary_title ?= title:e_japan }
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}
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compatible_government_type_succession = { japan_administrative_government }
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ai = {
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use_legends = yes
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}
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flags = {
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may_elevate_co_monarch
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government_is_japan_feudal
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government_has_county_tier_noble_families
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has_special_house_aspirations
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government_is_settled
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government_uses_domicile_but_not_adventurer
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has_unique_government_perks
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government_has_house_blocs
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}
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color = { 68 100 250 }
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realm_mask_offset = { 0.0 0.075 }
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realm_mask_scale = { 0.95 0.95 }
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}
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@ -303,6 +303,11 @@
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# Default is no
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#
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radiance = no
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### Brief: disable_regnal_numbers (bool)
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# Will this government disable regnal numbers for titles held by people with the same name
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# throughout its history? Default is no.
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disable_regnal_numbers = no
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}
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### mechanic_type ( government type )
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@ -441,6 +446,12 @@
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#
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royal_court = none / any / top_liege
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### brief: blocked_subject_courts (government_type)
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# prevents any vassals of the listed types from having their own royal court in tandem with the restrictions from royal_court
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# if left empty or not present no special restrictions will be set on vassal courts other than those specified by royal_court
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#
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blocked_subject_courts = { government_type_key ... }
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### brief: main_administrative_tier ( enum )
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# Title tier that enables most administrative mechanics
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# Such as title troops, map modes etc
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@ -1,266 +0,0 @@
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castle_holding = {
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primary_building = castle_01
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buildings = {
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capital_bureau_01
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hospices_01
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curtain_walls_01
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watchtowers_01
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outposts_01
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hill_forts_01
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ramparts_01
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farm_estates_01
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cereal_fields_01
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paddy_fields_01
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pastures_01
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peat_quarries_01
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hill_farms_01
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logging_camps_01
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plantations_01
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quarries_01
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orchards_01
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elephant_pens_01
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hunting_grounds_01
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regimental_grounds_01
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barracks_01
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military_camps_01
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camel_farms_01
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stables_01
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smiths_01
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hillside_grazing_01
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warrior_lodges_01
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horse_pastures_01
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windmills_01
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watermills_01
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caravanserai_01
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workshops_01
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wind_furnace_01
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powder_magazine_01
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common_tradeport_01
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hall_of_heroes_01
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special_sicilian_parliament_01
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special_greenhouse_01
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qanats_01
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murex_farm_01
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waterworks_01
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spice_plantation_01
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oath_warriors_building_01
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oath_faithful_building_01
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oath_poor_building_01
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monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet
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}
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}
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tribal_holding = {
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primary_building = tribe_01
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buildings = {
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palisades_01
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war_camps_01
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longhouses_01
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market_villages_01
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idjang_forts_01
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wantilan_01
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kora_kora_yards_01
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water_temples_01
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stilted_granaries_01
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hillside_grazing_01
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warrior_lodges_01
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horse_pastures_01
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common_tradeport_01 # only for trade_ports_enabled_for_tribals culture parameter
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oath_warriors_building_01
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oath_faithful_building_01
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oath_poor_building_01
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monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet
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}
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}
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city_holding = {
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primary_building = city_01
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buildings = {
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hospices_01
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outposts_01
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farm_estates_01
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cereal_fields_01
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paddy_fields_01
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pastures_01
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peat_quarries_01
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hill_farms_01
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logging_camps_01
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plantations_01
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quarries_01
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orchards_01
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elephant_pens_01
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hunting_grounds_01
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regimental_grounds_01
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barracks_01
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military_camps_01
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camel_farms_01
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stables_01
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smiths_01
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hillside_grazing_01
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warrior_lodges_01
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horse_pastures_01
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windmills_01
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watermills_01
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caravanserai_01
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workshops_01
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wind_furnace_01
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guild_halls_01
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common_tradeport_01
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qanats_01
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murex_farm_01
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waterworks_01
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spice_plantation_01
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breweries_01
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oath_warriors_building_01
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oath_faithful_building_01
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oath_poor_building_01
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monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet
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}
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can_be_inherited = yes
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}
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church_holding = {
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primary_building = temple_01
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buildings = {
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hospices_01
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scriptorium_01
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outposts_01
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farm_estates_01
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cereal_fields_01
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paddy_fields_01
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pastures_01
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peat_quarries_01
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hill_farms_01
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logging_camps_01
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plantations_01
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quarries_01
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orchards_01
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elephant_pens_01
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hunting_grounds_01
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regimental_grounds_01
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barracks_01
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military_camps_01
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camel_farms_01
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stables_01
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smiths_01
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hillside_grazing_01
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warrior_lodges_01
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horse_pastures_01
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windmills_01
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watermills_01
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caravanserai_01
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workshops_01
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wind_furnace_01
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monastic_schools_01
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megalith_01
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common_tradeport_01
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hall_of_heroes_01
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qanats_01
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waterworks_01
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breweries_01
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oath_warriors_building_01
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oath_faithful_building_01
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oath_poor_building_01
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}
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can_be_inherited = yes
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}
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nomad_holding = {
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primary_building = nomadic_camp_01
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counts_toward_domain_limit_if_disabled = no
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can_be_inherited = yes
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required_heir_government_types = { nomad_government }
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parameters = {
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no_buildings
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no_levies
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county_fertility
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}
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}
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herder_holding = {
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primary_building = herder_camp_01
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counts_toward_domain_limit_if_disabled = no
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can_be_inherited = yes
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required_heir_government_types = {
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nomad_government
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herder_government
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}
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parameters = {
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no_buildings
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no_levies
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county_fertility
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}
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}
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temple_citadel_holding = {
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primary_building = temple_citadel_01
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buildings = {
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citadel_shrine_01
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sacred_pool_01
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vihara_halls_01
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waterworks_01
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spice_plantation_01
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capital_bureau_01
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scriptorium_01
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monastic_schools_01
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megalith_01
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hospices_01
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farm_estates_01
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cereal_fields_01
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paddy_fields_01
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pastures_01
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peat_quarries_01
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hill_farms_01
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logging_camps_01
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plantations_01
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quarries_01
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orchards_01
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elephant_pens_01
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regimental_grounds_01
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barracks_01
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military_camps_01
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camel_farms_01
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stables_01
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smiths_01
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hillside_grazing_01
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warrior_lodges_01
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horse_pastures_01
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windmills_01
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watermills_01
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caravanserai_01
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workshops_01
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wind_furnace_01
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powder_magazine_01
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common_tradeport_01
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hall_of_heroes_01
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qanats_01
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breweries_01
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}
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can_be_inherited = yes
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}
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@ -1,71 +0,0 @@
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== Structure ==
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name_of_the_holding = {
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### brief: primary_building ( key )
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# The primary building for this holding
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# (will be built when creating a holding of this type)
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#
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primary_building = city_01
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### brief: buildings ( keys, optional )
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# First levels of all buildings buildable in the holding
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# (doesn't include the primary building)
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#
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buildings = {
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city_market_01
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common_shipyard_01
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...
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}
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### brief: can_be_inherited ( bool, optional)
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# Can a barony with this holding be inherited?
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# Default: yes
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#
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can_be_inherited = yes/no
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### brief: counts_toward_domain_limit_if_disabled ( bool, optional)
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# Does a barony with this holding type count toward a ruler's domain
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# limit if the holding is disabled?
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# Default: yes
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#
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counts_toward_domain_limit_if_disabled = yes/no
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### brief: required_heir_government_types ( array of database keys, optional )
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# Which government types are required to inherit a county title with
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# this holding built in the capital province when succession occurs?
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# If generating a character for county title of this province during succession,
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# the first government type in the list will be used.
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# Keys are mapped to the government types database: common/governments
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# Default: none
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#
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required_heir_government_types = {
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nomad_government
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...
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}
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### brief: parameters ( keys, optional )
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# An arbitrary list of parameter keys which can be checked with
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# the has_holding_parameter trigger
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# Default: none
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#
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parameters = {
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no_buildings
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...
|
||||
}
|
||||
}
|
||||
|
||||
== Modifiers ==
|
||||
The following modifiers are automatically generated for all holding types:
|
||||
|
||||
* <holding_type>_build_speed (example: church_holding_build_speed)
|
||||
* <holding_type>_build_gold_cost
|
||||
* <holding_type>_build_piety_cost
|
||||
* <holding_type>_build_prestige_cost
|
||||
* <holding_type>_holding_build_speed
|
||||
* <holding_type>_holding_build_gold_cost
|
||||
* <holding_type>_holding_build_piety_cost
|
||||
* <holding_type>_holding_build_prestige_cost
|
||||
These affect building buildings within such a holding or the holdings themselves.
|
||||
|
||||
These work everywhere the more generic version works. E.G., church_holding_build_speed will work everywhere build_speed does.
|
||||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -16,8 +16,6 @@
|
|||
can_title_have = {
|
||||
can_title_have_law_general_trigger = yes
|
||||
}
|
||||
should_start_with = {
|
||||
}
|
||||
succession = {
|
||||
order_of_succession = election
|
||||
election_type = feudal_elective
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -1,361 +0,0 @@
|
|||
#####################
|
||||
# IMPERIAL POLICIES #
|
||||
#####################
|
||||
|
||||
@imperial_policy_laws_cooldown_value = 10
|
||||
@imperial_policy_cost_value = 500
|
||||
|
||||
imperial_policy_laws = {
|
||||
default = manor_reform_law
|
||||
cumulative = no
|
||||
flag = imperial_policy
|
||||
|
||||
defense_mobilization_law = {
|
||||
flag = defense_mobilization_law
|
||||
|
||||
can_keep = {
|
||||
realm_law_use_imperial_policy_trigger = yes
|
||||
trigger_if = {
|
||||
limit = { is_independent_ruler = no }
|
||||
liege = { has_realm_law = defense_mobilization_law }
|
||||
}
|
||||
}
|
||||
|
||||
can_pass = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
top_liege = this
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = imperial_policy_laws_cooldown_desc
|
||||
NOT = { has_variable = imperial_policy_laws_cooldown }
|
||||
}
|
||||
}
|
||||
tgp_japan_defense_mobilization_valid_trigger = yes
|
||||
}
|
||||
|
||||
on_pass = {
|
||||
## Set cooldown
|
||||
set_variable = {
|
||||
name = imperial_policy_laws_cooldown
|
||||
years = @imperial_policy_laws_cooldown_value
|
||||
}
|
||||
tgp_imperial_policy_event_effect = yes
|
||||
}
|
||||
|
||||
modifier = {
|
||||
same_heritage_county_advantage_add = 5
|
||||
men_at_arms_maintenance = -0.15
|
||||
fort_level = 1
|
||||
hostile_raid_time = 0.15
|
||||
}
|
||||
flag = governors_may_recruit_japanese_horse_archers
|
||||
flag = cheaper_japanese_domicile_military_buildings
|
||||
|
||||
pass_cost = {
|
||||
prestige = @imperial_policy_cost_value
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 250
|
||||
}
|
||||
}
|
||||
|
||||
disarmament_law = {
|
||||
flag = disarmament_law
|
||||
flag = vassal_internal_wars_cost_doubled
|
||||
flag = japan_administrative_can_build_castles
|
||||
|
||||
can_keep = {
|
||||
realm_law_use_imperial_policy_trigger = yes
|
||||
trigger_if = {
|
||||
limit = { is_independent_ruler = no }
|
||||
liege = { has_realm_law = disarmament_law }
|
||||
}
|
||||
}
|
||||
|
||||
can_pass = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
top_liege = this
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = imperial_policy_laws_cooldown_desc
|
||||
NOT = { has_variable = imperial_policy_laws_cooldown }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_pass = {
|
||||
## Set cooldown
|
||||
set_variable = {
|
||||
name = imperial_policy_laws_cooldown
|
||||
years = @imperial_policy_laws_cooldown_value
|
||||
}
|
||||
tgp_imperial_policy_event_effect = yes
|
||||
}
|
||||
|
||||
modifier = {
|
||||
men_at_arms_recruitment_cost = 0.25
|
||||
japan_feudal_government_vassal_opinion = -15
|
||||
development_growth_factor = 0.15
|
||||
}
|
||||
|
||||
pass_cost = {
|
||||
prestige = @imperial_policy_cost_value
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 200
|
||||
if = {
|
||||
limit = {
|
||||
ai_has_warlike_personality = yes
|
||||
}
|
||||
value = -50
|
||||
}
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_japan_feudal }
|
||||
add = -1000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isolation_law = {
|
||||
flag = isolation_law
|
||||
flag = better_physician_treatments
|
||||
|
||||
can_keep = {
|
||||
realm_law_use_imperial_policy_trigger = yes
|
||||
trigger_if = {
|
||||
limit = { is_independent_ruler = no }
|
||||
liege = { has_realm_law = isolation_law }
|
||||
}
|
||||
}
|
||||
|
||||
can_pass = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
top_liege = this
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = imperial_policy_laws_cooldown_desc
|
||||
NOT = { has_variable = imperial_policy_laws_cooldown }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_pass = {
|
||||
## Set cooldown
|
||||
set_variable = {
|
||||
name = imperial_policy_laws_cooldown
|
||||
years = @imperial_policy_laws_cooldown_value
|
||||
}
|
||||
tgp_imperial_policy_event_effect = yes
|
||||
}
|
||||
|
||||
modifier = {
|
||||
development_growth_factor = -0.15
|
||||
epidemic_resistance = 15
|
||||
diplomatic_range_mult = -0.15
|
||||
}
|
||||
|
||||
pass_cost = {
|
||||
prestige = @imperial_policy_cost_value
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
any_realm_county = {
|
||||
any_county_province = {
|
||||
any_province_epidemic = {
|
||||
count >= 1
|
||||
outbreak_intensity >= apocalyptic
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 200
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
imperial_expansion_law = {
|
||||
flag = imperial_expansion_law
|
||||
flag = cheaper_japanese_domicile_military_buildings
|
||||
|
||||
can_keep = {
|
||||
realm_law_use_imperial_policy_trigger = yes
|
||||
trigger_if = {
|
||||
limit = { is_independent_ruler = no }
|
||||
liege = { has_realm_law = imperial_expansion_law }
|
||||
}
|
||||
}
|
||||
|
||||
can_pass = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
top_liege = this
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = imperial_policy_laws_cooldown_desc
|
||||
NOT = { has_variable = imperial_policy_laws_cooldown }
|
||||
}
|
||||
}
|
||||
tgp_japan_imperial_expansion_internal_peace_trigger = yes
|
||||
}
|
||||
|
||||
on_pass = {
|
||||
## Set cooldown
|
||||
set_variable = {
|
||||
name = imperial_policy_laws_cooldown
|
||||
years = @imperial_policy_laws_cooldown_value
|
||||
}
|
||||
tgp_imperial_policy_event_effect = yes
|
||||
}
|
||||
|
||||
modifier = {
|
||||
mercenary_hire_cost_mult = -0.15
|
||||
men_at_arms_recruitment_cost = -0.15
|
||||
japan_administrative_government_vassal_opinion = -35
|
||||
travel_danger = 20
|
||||
}
|
||||
|
||||
pass_cost = {
|
||||
prestige = @imperial_policy_cost_value
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 80
|
||||
if = {
|
||||
limit = {
|
||||
ai_has_warlike_personality = yes
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_japan_administrative }
|
||||
add = -1000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
manor_reform_law = {
|
||||
flag = manor_reform_law
|
||||
|
||||
can_keep = {
|
||||
realm_law_use_imperial_policy_trigger = yes
|
||||
trigger_if = {
|
||||
limit = { is_independent_ruler = no }
|
||||
liege = { has_realm_law = manor_reform_law }
|
||||
}
|
||||
}
|
||||
|
||||
can_pass = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
top_liege = this
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = imperial_policy_laws_cooldown_desc
|
||||
NOT = { has_variable = imperial_policy_laws_cooldown }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_pass = {
|
||||
## Set cooldown
|
||||
set_variable = {
|
||||
name = imperial_policy_laws_cooldown
|
||||
years = @imperial_policy_laws_cooldown_value
|
||||
}
|
||||
tgp_imperial_policy_event_effect = yes
|
||||
}
|
||||
|
||||
should_start_with = {
|
||||
realm_law_use_imperial_policy_trigger = yes
|
||||
}
|
||||
|
||||
modifier = {
|
||||
domicile_build_gold_cost = 0.25
|
||||
domicile_monthly_influence_mult = -0.25
|
||||
domicile_build_speed = 0.25
|
||||
build_gold_cost = -0.15
|
||||
build_speed = -0.15
|
||||
japan_administrative_government_vassal_opinion = -15
|
||||
}
|
||||
|
||||
pass_cost = {
|
||||
prestige = @imperial_policy_cost_value
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 100
|
||||
if = {
|
||||
limit = {
|
||||
ai_has_builder_or_pious_builder_personality = yes
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_japan_administrative }
|
||||
add = -100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bandit_crackdown_law = {
|
||||
flag = bandit_crackdown_law
|
||||
|
||||
can_keep = {
|
||||
realm_law_use_imperial_policy_trigger = yes
|
||||
trigger_if = {
|
||||
limit = { is_independent_ruler = no }
|
||||
liege = { has_realm_law = bandit_crackdown_law }
|
||||
}
|
||||
}
|
||||
|
||||
can_pass = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
top_liege = this
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = imperial_policy_laws_cooldown_desc
|
||||
NOT = { has_variable = imperial_policy_laws_cooldown }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_pass = {
|
||||
## Set cooldown
|
||||
set_variable = {
|
||||
name = imperial_policy_laws_cooldown
|
||||
years = @imperial_policy_laws_cooldown_value
|
||||
}
|
||||
tgp_imperial_policy_event_effect = yes
|
||||
}
|
||||
|
||||
modifier = {
|
||||
city_holding_build_gold_cost = -0.1
|
||||
barons_and_minor_landholders_opinion = 15
|
||||
monthly_county_control_growth_factor = 0.05
|
||||
monthly_county_control_growth_add = 0.2
|
||||
development_growth_factor = -0.15
|
||||
travel_danger = -10
|
||||
}
|
||||
|
||||
pass_cost = {
|
||||
prestige = @imperial_policy_cost_value
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { capital_county.county_control <= low_county_control }
|
||||
add = 150
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1060,7 +1060,13 @@ on_game_start = {
|
|||
limit = {
|
||||
game_start_date >= 1067.12.25
|
||||
}
|
||||
title:k_england = { set_coa = k_england_norman}
|
||||
title:k_england = { set_coa = k_england_norman }
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
game_start_date >= 938.1.1
|
||||
}
|
||||
title:k_viet = { set_coa = k_dai_viet }
|
||||
}
|
||||
|
||||
### GRANDEUR ###
|
||||
|
|
@ -6374,8 +6380,8 @@ on_game_start_after_lobby = {
|
|||
add_realm_law_skip_effects = camp_purpose_mercenaries
|
||||
}
|
||||
}
|
||||
## Liang Zhu Quanzhong
|
||||
character:liang_zhu_1 ?= {
|
||||
## Zhu Quanzhong
|
||||
character:zhu_quanzhong_1 ?= {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
|
|
@ -6385,7 +6391,7 @@ on_game_start_after_lobby = {
|
|||
}
|
||||
}
|
||||
## Miyoshi Kiyotsura
|
||||
character:miyoshi_kiyotsura_1 ?= {
|
||||
character:japanese_miyoshi_4 ?= {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
|
|
@ -6394,8 +6400,8 @@ on_game_start_after_lobby = {
|
|||
add_realm_law_skip_effects = camp_purpose_scholars
|
||||
}
|
||||
}
|
||||
## Yang-kil
|
||||
character:yang_kil_1 ?= {
|
||||
## Ki Hwon
|
||||
character:ki_hwon_1 ?= {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
|
|
@ -7687,18 +7693,87 @@ on_game_start_after_lobby = {
|
|||
set_global_variable = game_has_started
|
||||
|
||||
every_independent_ruler = {
|
||||
# Border War Law setup
|
||||
if = {
|
||||
limit = {
|
||||
has_realm_law_flag = top_liege_not_redirected_to_border_wars_law
|
||||
}
|
||||
primary_title = {
|
||||
set_vassal_wars_are_redirected_to_holder = no
|
||||
}
|
||||
}
|
||||
# Treasury setup for any government using treasury
|
||||
tgp_treasury_setup_effect = yes
|
||||
}
|
||||
|
||||
# TGP China education track switch
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = title:h_china.holder
|
||||
}
|
||||
title:h_china.holder = {
|
||||
add_to_list = realm_potential_education_flip_list
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = title:e_goryeo.holder
|
||||
}
|
||||
title:e_goryeo.holder = {
|
||||
add_to_list = realm_potential_education_flip_list
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = title:k_dali.holder
|
||||
}
|
||||
title:k_dali.holder = {
|
||||
add_to_list = realm_potential_education_flip_list
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = title:k_viet.holder
|
||||
}
|
||||
title:k_viet.holder = {
|
||||
add_to_list = realm_potential_education_flip_list
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = title:k_xia.holder
|
||||
}
|
||||
title:k_xia.holder = {
|
||||
add_to_list = realm_potential_education_flip_list
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = title:e_andong.holder
|
||||
}
|
||||
title:e_andong.holder = {
|
||||
add_to_list = realm_potential_education_flip_list
|
||||
}
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = realm_potential_education_flip_list
|
||||
every_vassal_or_below = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
OR = {
|
||||
AND = {
|
||||
OR = {
|
||||
vassal_contract_has_flag = celestial_province_military
|
||||
vassal_contract_has_flag = celestial_province_protectorate
|
||||
}
|
||||
has_trait_with_flag = civilian_province
|
||||
}
|
||||
AND = {
|
||||
OR = {
|
||||
vassal_contract_has_flag = celestial_province_standard
|
||||
vassal_contract_has_flag = celestial_province_industrial
|
||||
vassal_contract_has_flag = celestial_province_metropolitan
|
||||
}
|
||||
has_trait_with_flag = military_province
|
||||
}
|
||||
}
|
||||
}
|
||||
tgp_flip_education_track_on_game_start = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
events = {
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ on_title_destroyed = {
|
|||
top_liege = this
|
||||
administrative_counts_can_be_independent = no
|
||||
NOT = {
|
||||
has_government_flag = government_is_special_republic2
|
||||
has_government_flag = government_is_special_republic
|
||||
}
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
|
|
@ -590,7 +590,6 @@ on_title_gain = {
|
|||
scope:title = {
|
||||
has_county_modifier = mpo_siberian_permafrost_modifier_bad
|
||||
}
|
||||
culture ?= scope:title.culture
|
||||
culture ?= { has_cultural_parameter = permafrost_modifier_mechanic }
|
||||
}
|
||||
scope:title = {
|
||||
|
|
@ -604,7 +603,6 @@ on_title_gain = {
|
|||
has_county_modifier = mpo_siberian_permafrost_modifier
|
||||
}
|
||||
NOR = {
|
||||
culture ?= scope:title.culture
|
||||
culture ?= { has_cultural_parameter = permafrost_modifier_mechanic }
|
||||
}
|
||||
}
|
||||
|
|
@ -1045,14 +1043,24 @@ on_title_gain = {
|
|||
# KING+ TIER TITLES #
|
||||
#####################
|
||||
else = {
|
||||
# Newly formed Hegemon of China should spruce up their council
|
||||
if = {
|
||||
limit = { scope:title = title:h_china }
|
||||
save_scope_as = councillor_liege
|
||||
fill_the_ministry_effect = yes
|
||||
}
|
||||
# Hegemonies cannot have Ceremonial Regents
|
||||
if = {
|
||||
limit = {
|
||||
exists = this
|
||||
tgp_realm_has_ceremonial_liege_trigger = yes
|
||||
any_held_title = { exists = var:administrative_ui_special_title }
|
||||
scope:title.tier = tier_hegemony
|
||||
}
|
||||
tgp_destroy_ceremonial_throne_effect = yes
|
||||
if = {
|
||||
limit = { has_trait = former_emperor }
|
||||
remove_trait = former_emperor
|
||||
}
|
||||
}
|
||||
# Ceremonial Liege
|
||||
if = {
|
||||
|
|
@ -1342,20 +1350,36 @@ on_title_gain = {
|
|||
# When conquering China - Change to conquest phase
|
||||
if = {
|
||||
limit = {
|
||||
root.house != scope:previous_holder.house
|
||||
is_valid_celestial_dynasty = no
|
||||
root.dynasty != scope:previous_holder.dynasty
|
||||
}
|
||||
situation:dynastic_cycle = {
|
||||
situation_top_sub_region = {
|
||||
change_phase = { phase = situation_dynastic_cycle_phase_instability_conquest }
|
||||
if = {
|
||||
limit = {
|
||||
is_valid_celestial_dynasty = no
|
||||
}
|
||||
situation:dynastic_cycle = {
|
||||
situation_top_sub_region = {
|
||||
change_phase = { phase = situation_dynastic_cycle_phase_instability_conquest }
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
situation:dynastic_cycle ?= {
|
||||
situation_current_phase = situation_dynastic_cycle_phase_instability_conquest
|
||||
}
|
||||
}
|
||||
situation:dynastic_cycle = {
|
||||
situation_top_sub_region = {
|
||||
change_phase = { phase = situation_dynastic_cycle_phase_instability }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# When inheriting China - Move towards instability/chaotic phase
|
||||
else_if = {
|
||||
if = {
|
||||
limit = {
|
||||
root.house != scope:previous_holder.house
|
||||
months_from_game_start > 0 # We check this to avoid potentially triggering this immediately on game start
|
||||
current_date_is_start_date_trigger = no # We check this to avoid potentially triggering this immediately on game start
|
||||
}
|
||||
situation:dynastic_cycle = {
|
||||
if = {
|
||||
|
|
@ -1364,14 +1388,6 @@ on_title_gain = {
|
|||
}
|
||||
trigger_situation_catalyst = catalyst_new_dynasty_inherits
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
situation_current_phase = situation_dynastic_cycle_phase_instability_conquest
|
||||
}
|
||||
situation_top_sub_region = {
|
||||
change_phase = { phase = situation_dynastic_cycle_phase_instability }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# Clear the Strengthen Capital great project cooldown
|
||||
|
|
@ -1429,6 +1445,10 @@ on_title_gain = {
|
|||
scope:title = title:e_minister_of_works
|
||||
}
|
||||
}
|
||||
# set up the council holder as dejure liege of the ministry title, as this effect is not called with the same scope as council onactions
|
||||
scope:title.de_jure_liege.holder = {
|
||||
save_scope_as = councillor_liege
|
||||
}
|
||||
# If we get a minister title, make sure we set things up correctly
|
||||
switch = {
|
||||
trigger = scope:title
|
||||
|
|
@ -2303,21 +2323,32 @@ on_title_gain = {
|
|||
primary_title.tier <= scope:title.tier
|
||||
}
|
||||
every_vassal = {
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
|
||||
NOT = { var:pledge_loyalty_to_liege_grace ?= liege }
|
||||
NOT = { owns_story_of_type = story_cycle_pledge_loyalty_to_liege_overdue }
|
||||
}
|
||||
create_story = story_cycle_pledge_loyalty_to_liege_overdue
|
||||
random_owned_story = {
|
||||
type = story_cycle_pledge_loyalty_to_liege_overdue
|
||||
set_variable = new_liege_variant
|
||||
if = {
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
NOT = { var:pledge_loyalty_to_liege_grace ?= liege }
|
||||
NOT = { owns_story_of_type = story_cycle_pledge_loyalty_to_liege_overdue }
|
||||
}
|
||||
create_story = story_cycle_pledge_loyalty_to_liege_overdue
|
||||
story:story_cycle_pledge_loyalty_to_liege_overdue = {
|
||||
set_variable = new_liege_variant
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { # if you now have a new liege, and they also follow a culture with the Pay Homage requirement, you must swear continued fealty
|
||||
limit = {
|
||||
liege.culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
NOT = { var:pledge_loyalty_to_liege_grace ?= liege }
|
||||
NOT = { owns_story_of_type = story_cycle_pledge_loyalty_to_liege_overdue }
|
||||
}
|
||||
|
|
@ -2693,14 +2724,81 @@ on_title_gain = {
|
|||
is_house_head = no
|
||||
is_ai = yes
|
||||
government_is_japanese_trigger = yes
|
||||
scope:previous_holder = {
|
||||
is_ai = yes
|
||||
player_heir = { is_ai = yes }
|
||||
}
|
||||
scope:new_holder = {
|
||||
is_ai = yes
|
||||
player_heir = { is_ai = yes }
|
||||
}
|
||||
house.house_head = {
|
||||
is_ai = yes
|
||||
player_heir = { is_ai = yes }
|
||||
is_vassal_or_below_of = root
|
||||
}
|
||||
is_independent_ruler = yes
|
||||
}
|
||||
house = { set_house_head = root }
|
||||
}
|
||||
|
||||
if = { # If courtiers get lost between governorship assignments, move them home
|
||||
limit = {
|
||||
is_ai = no
|
||||
government_allows = merit
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
}
|
||||
every_courtier = {
|
||||
limit = {
|
||||
location != root.capital_province
|
||||
is_imprisoned = no
|
||||
is_travelling = no
|
||||
is_commanding_army = no
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
exists = knight_army
|
||||
}
|
||||
}
|
||||
set_location_to_default = yes
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = domicile.domicile_location
|
||||
}
|
||||
every_courtier = {
|
||||
limit = {
|
||||
location != root.domicile.domicile_location
|
||||
is_imprisoned = no
|
||||
is_travelling = no
|
||||
is_commanding_army = no
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
exists = knight_army
|
||||
}
|
||||
}
|
||||
set_location_to_default = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
# If you take another realm's dynasty-named title, reset its name
|
||||
if = {
|
||||
limit = {
|
||||
is_independent_ruler = yes
|
||||
government_has_flag = government_is_celestial
|
||||
scope:title ?= {
|
||||
tier >= tier_kingdom
|
||||
has_custom_title_name = yes
|
||||
this != root.primary_title
|
||||
}
|
||||
}
|
||||
scope:title = {
|
||||
reset_title_name = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
events = {
|
||||
roman_restoration.0005 #New Roman Emperor gets Augustus trait. (old holder, if still alive, loses it)
|
||||
|
|
@ -3455,6 +3553,70 @@ on_title_lost = {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if = { # If courtiers get lost between governorship assignments, move them home
|
||||
limit = {
|
||||
is_ai = no
|
||||
government_allows = merit
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
}
|
||||
every_courtier = {
|
||||
limit = {
|
||||
location != root.capital_province
|
||||
is_imprisoned = no
|
||||
is_travelling = no
|
||||
is_commanding_army = no
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
exists = knight_army
|
||||
}
|
||||
}
|
||||
set_location_to_default = yes
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
is_landed = no
|
||||
exists = domicile.domicile_location
|
||||
}
|
||||
every_courtier = {
|
||||
limit = {
|
||||
location != root.domicile.domicile_location
|
||||
is_imprisoned = no
|
||||
is_travelling = no
|
||||
is_commanding_army = no
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
exists = knight_army
|
||||
}
|
||||
}
|
||||
set_location_to_default = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Remove manually added Ministers if they're not ministers anymore
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
primary_title = title:e_minister_chancellor
|
||||
primary_title = title:e_minister_censor
|
||||
primary_title = title:e_minister_grand_marshal
|
||||
primary_title = title:e_minister_of_personnel
|
||||
primary_title = title:e_minister_of_revenue
|
||||
primary_title = title:e_minister_of_rites
|
||||
primary_title = title:e_minister_of_war
|
||||
primary_title = title:e_minister_of_justice
|
||||
primary_title = title:e_minister_of_works
|
||||
}
|
||||
}
|
||||
situation:dynastic_cycle = {
|
||||
remove_manual_participant = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3953,14 +4115,14 @@ on_vassal_change = {
|
|||
liege = root # I.e. root is independent
|
||||
government_has_flag = government_is_administrative
|
||||
NOT = {
|
||||
government_has_flag = government_is_special_republic2
|
||||
government_has_flag = government_is_special_republic
|
||||
}
|
||||
}
|
||||
# And is not of a high enough rank, change government
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
government_has_flag = government_is_special_republic2
|
||||
government_has_flag = government_is_special_republic
|
||||
}
|
||||
administrative_tier_allows_independence = no
|
||||
}
|
||||
|
|
@ -3996,11 +4158,14 @@ on_vassal_change = {
|
|||
### If a minister becomes independent we destroy the ministry title
|
||||
if = {
|
||||
limit = {
|
||||
# independent title
|
||||
OR = {
|
||||
liege ?= { tgp_has_access_to_ministry_trigger = no }
|
||||
this = top_liege
|
||||
}
|
||||
|
||||
any_held_title = {
|
||||
# has a ministry title that is not being swapped
|
||||
OR = {
|
||||
this = title:e_minister_chancellor
|
||||
this = title:e_minister_censor
|
||||
|
|
@ -4113,6 +4278,10 @@ on_vassal_change = {
|
|||
}
|
||||
# TGP end the ceremonial liege
|
||||
tgp_destroy_ceremonial_throne_effect = yes
|
||||
if = {
|
||||
limit = { has_trait = former_emperor }
|
||||
remove_trait = former_emperor
|
||||
}
|
||||
}
|
||||
|
||||
# Bloc
|
||||
|
|
|
|||
|
|
@ -2,29 +2,6 @@
|
|||
# Root does not exist
|
||||
yearly_global_pulse = {
|
||||
effect = {
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
government_allows = administrative
|
||||
is_house_head = yes
|
||||
trigger_if = {
|
||||
# This trigger is intentionally different from the similar effecy in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
|
||||
limit = { government_has_flag = government_has_county_tier_noble_families }
|
||||
highest_held_title_tier >= tier_county
|
||||
}
|
||||
trigger_else = { highest_held_title_tier >= tier_duchy }
|
||||
NOR = {
|
||||
any_held_title = { is_noble_family_title = yes }
|
||||
house = {
|
||||
any_house_member = {
|
||||
any_held_title = { is_noble_family_title = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
create_noble_family_effect = { GOVERNMENT_GIVER = this }
|
||||
domicile ?= { set_up_domicile_estate_effect = yes }
|
||||
}
|
||||
# Historical character spawner
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -898,29 +875,6 @@ yearly_playable_pulse = {
|
|||
}
|
||||
trigger_event = tgp_china_ministry.0100
|
||||
}
|
||||
# Border War Law
|
||||
if = {
|
||||
limit = {
|
||||
has_realm_law_flag = top_liege_not_redirected_to_border_wars_law
|
||||
primary_title = {
|
||||
are_vassal_wars_redirected_to_holder = yes
|
||||
}
|
||||
}
|
||||
primary_title = {
|
||||
set_vassal_wars_are_redirected_to_holder = no
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_realm_law_flag = top_liege_redirected_to_border_wars_law
|
||||
primary_title = {
|
||||
are_vassal_wars_redirected_to_holder = no
|
||||
}
|
||||
}
|
||||
primary_title = {
|
||||
set_vassal_wars_are_redirected_to_holder = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
# Assign or level up court type trait for courtiers in a royal court
|
||||
if = {
|
||||
|
|
@ -1336,6 +1290,47 @@ yearly_playable_pulse = {
|
|||
}
|
||||
set_location_to_default = yes
|
||||
}
|
||||
if = { # If courtiers get lost between governorship assignments, move them home
|
||||
limit = {
|
||||
government_allows = merit
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_landed = yes
|
||||
}
|
||||
every_courtier = {
|
||||
limit = {
|
||||
location != root.capital_province
|
||||
is_imprisoned = no
|
||||
is_travelling = no
|
||||
is_commanding_army = no
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
exists = knight_army
|
||||
}
|
||||
}
|
||||
set_location_to_default = yes
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = domicile.domicile_location
|
||||
}
|
||||
every_courtier = {
|
||||
limit = {
|
||||
location != root.domicile.domicile_location
|
||||
is_imprisoned = no
|
||||
is_travelling = no
|
||||
is_commanding_army = no
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
exists = knight_army
|
||||
}
|
||||
}
|
||||
set_location_to_default = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
|
|
@ -2419,7 +2414,7 @@ five_year_everyone_pulse = {
|
|||
is_married = no
|
||||
is_lowborn = no
|
||||
NOT = {
|
||||
government_has_flag = government_is_republic
|
||||
government_has_flag = government_is_special_republic
|
||||
}
|
||||
can_marry_trigger = yes
|
||||
}
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -1,126 +0,0 @@
|
|||
|
||||
#Childhood
|
||||
childhood_personality_age = 3
|
||||
childhood_education_start_age = 6
|
||||
|
||||
adulthood_start_age = 16
|
||||
|
||||
age_plus_1 = {
|
||||
value = age
|
||||
add = 1
|
||||
}
|
||||
age_plus_3 = {
|
||||
value = age
|
||||
add = 3
|
||||
}
|
||||
age_plus_5 = {
|
||||
value = age
|
||||
add = 5
|
||||
}
|
||||
age_plus_10 = {
|
||||
value = age
|
||||
add = 10
|
||||
}
|
||||
age_plus_25 = {
|
||||
value = age
|
||||
add = 25
|
||||
}
|
||||
age_minus_1 = {
|
||||
value = age
|
||||
subtract = 1
|
||||
}
|
||||
age_minus_3 = {
|
||||
value = age
|
||||
subtract = 3
|
||||
}
|
||||
age_minus_5 = {
|
||||
value = age
|
||||
subtract = 5
|
||||
}
|
||||
age_minus_10 = {
|
||||
value = age
|
||||
subtract = 10
|
||||
}
|
||||
age_minus_25 = {
|
||||
value = age
|
||||
subtract = 25
|
||||
}
|
||||
|
||||
|
||||
age_dif_child_up = {
|
||||
value = age
|
||||
multiply = 1.4
|
||||
}
|
||||
|
||||
age_dif_child_down = {
|
||||
value = age
|
||||
divide = 1.2
|
||||
}
|
||||
|
||||
|
||||
age_dif_child_up_friend = {
|
||||
value = age
|
||||
multiply = 1.3
|
||||
}
|
||||
|
||||
age_dif_child_down_friend = {
|
||||
value = age
|
||||
divide = 1.3
|
||||
}
|
||||
|
||||
years_to_adulthood = {
|
||||
value = adulthood_start_age
|
||||
subtract = age
|
||||
min = 0
|
||||
}
|
||||
|
||||
less_than_two_years_to_adulthood_value = {
|
||||
value = adulthood_start_age
|
||||
subtract = 2
|
||||
}
|
||||
|
||||
# Calculates the difference between the current scope and scope:comparator, with greater age difference resulting in lower negative numbers. Made to use with ordered lists to find characters close in age.
|
||||
age_difference = {
|
||||
value = age
|
||||
subtract = scope:comparator.age
|
||||
abs = yes
|
||||
multiply = -1
|
||||
}
|
||||
|
||||
grand_wedding_timeout = {
|
||||
value = 3 #please update GRAND_WEDDING_PROMISE_INFO loc if this changes
|
||||
if = {
|
||||
limit = {
|
||||
scope:spouse_1.age <= scope:spouse_2.age
|
||||
}
|
||||
add = scope:spouse_1.years_to_adulthood
|
||||
}
|
||||
else = {
|
||||
add = scope:spouse_2.years_to_adulthood
|
||||
}
|
||||
}
|
||||
|
||||
grand_wedding_timeout_alt = {
|
||||
value = 3 #please update GRAND_WEDDING_PROMISE_INFO loc if this changes
|
||||
if = {
|
||||
limit = {
|
||||
scope:temp_marriage_scope.age <= scope:temp_marriage_scope.betrothed.age
|
||||
}
|
||||
add = scope:temp_marriage_scope.years_to_adulthood
|
||||
}
|
||||
else = {
|
||||
add = scope:temp_marriage_scope.betrothed.years_to_adulthood
|
||||
}
|
||||
}
|
||||
|
||||
grand_wedding_timeout_notification = {
|
||||
value = grand_wedding_timeout
|
||||
multiply = 365
|
||||
subtract = 1
|
||||
}
|
||||
|
||||
grand_wedding_timeout_notification_alt = {
|
||||
value = grand_wedding_timeout_alt
|
||||
multiply = 365
|
||||
subtract = 1
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,256 +0,0 @@
|
|||
|
||||
|
||||
low_high_wealth_cutoff = 50 # The mid-point between the minimum wealth of an artifact and the maximum wealth of an artifact. Currently minimum and maximum are 0 and 100, respectively.
|
||||
|
||||
reforge_artifact_cost = {
|
||||
value = { # Base cost is the missing durability - It shouldn't matter how often, or when, you repair an artifact
|
||||
value = scope:artifact.artifact_max_durability
|
||||
subtract = scope:artifact.artifact_durability
|
||||
desc = "BASE"
|
||||
}
|
||||
if = { # Multiply base cost with artifact rarity - Except for trinkets
|
||||
limit = {
|
||||
scope:artifact = { rarity = illustrious }
|
||||
}
|
||||
multiply = {
|
||||
value = 4
|
||||
desc = reforge_artifact_durability_desc
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:artifact = { rarity = famed }
|
||||
}
|
||||
multiply = {
|
||||
value = 3
|
||||
desc = reforge_artifact_durability_desc
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:artifact = { rarity = masterwork }
|
||||
}
|
||||
multiply = {
|
||||
value = 2
|
||||
desc = reforge_artifact_durability_desc
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Used by AI when scoring artifacts for equipping
|
||||
# Will be added to the score of
|
||||
# code calculation: quality + wealth + (rarity * NDefines::NInventory::ARTIFACT_RARITY_AI_SCORE_MULT) + Scripted Template ai_score (if artifact has a scripted template)
|
||||
# The score of this will be added to the score of above
|
||||
# Best artifact will be selected to be equipped, and only artifacts with scores above 0 will be equipped.
|
||||
# root: character - owner of the Artifact
|
||||
# scope:artifact: artifact
|
||||
# scope:current_weight: is the score from the code calculation
|
||||
artifact_ai_will_equip_score = {
|
||||
if = { # To prevent the AI from equipping actively detrimental artifacts
|
||||
limit = {
|
||||
exists = scope:artifact
|
||||
scope:artifact = {
|
||||
has_variable = cursed_artifact
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = -10000
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Used by AI when scoring artifacts for reforging
|
||||
# Will be added to the score of
|
||||
# code calculation: quality + wealth + (rarity * NDefines::NInventory::ARTIFACT_RARITY_AI_SCORE_MULT) + Scripted Template ai_score (if artifact has a scripted template)
|
||||
# The score of this will be added to the score of above
|
||||
# Best artifact will be selected to be reforged, and only artifacts with scores above 0 will be reforged.
|
||||
# Only artifacts that are not good enough for equipping, will be considered for reforging
|
||||
|
||||
# root: character - owner of the Artifact
|
||||
# scope:artifact: artifact
|
||||
# scope:current_weight: is the score from the code calculation
|
||||
artifact_ai_will_reforge_score = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:artifact = {
|
||||
artifact_slot_type = miscellaneous
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
gold < 200
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
is_at_war = yes
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
artifact_rarity = {
|
||||
value = 1
|
||||
if = {
|
||||
limit = { rarity = common }
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = masterwork }
|
||||
add = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = famed }
|
||||
add = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = illustrious }
|
||||
add = 4
|
||||
}
|
||||
}
|
||||
|
||||
cheese_artifact_strength = {
|
||||
value = scope:cheese_artifact.artifact_max_durability
|
||||
subtract = scope:cheese_artifact.artifact_durability
|
||||
multiply = -1
|
||||
}
|
||||
|
||||
very_low_mummy_quality = 0
|
||||
low_mummy_quality = 100
|
||||
medium_mummy_quality = 250
|
||||
high_mummy_quality = 500
|
||||
very_high_mummy_quality = 1000
|
||||
|
||||
mummy_quality = {
|
||||
value = 0
|
||||
# Am I a good person?
|
||||
if = {
|
||||
limit = {
|
||||
num_virtuous_traits >= 1
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
if = { # 100
|
||||
limit = {
|
||||
num_virtuous_traits >= 2
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
if = { # 250
|
||||
limit = {
|
||||
num_virtuous_traits >= 3
|
||||
}
|
||||
add = 250
|
||||
}
|
||||
# Am I a bad person?
|
||||
if = {
|
||||
limit = {
|
||||
num_sinful_traits >= 1
|
||||
}
|
||||
add = -25
|
||||
}
|
||||
if = { # -50
|
||||
limit = {
|
||||
num_sinful_traits >= 2
|
||||
}
|
||||
add = -25
|
||||
}
|
||||
if = { # -100
|
||||
limit = {
|
||||
num_sinful_traits >= 3
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
# Am I a prestigious person?
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_county
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = { # 50
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_duchy
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = { # 100
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
if = { # 250
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
}
|
||||
add = 150
|
||||
}
|
||||
# Am I a HoF?
|
||||
if = {
|
||||
limit = {
|
||||
primary_title = { is_head_of_faith = yes }
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
# Traits that would make someone a good mummy probably
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = pilgrim
|
||||
NOT = {
|
||||
faith = { has_doctrine_parameter = forbidden_from_pilgrimage }
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = tourney_participant
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = { # Other lifestyles get 25
|
||||
limit = {
|
||||
any_trait_in_category = {
|
||||
category = lifestyle
|
||||
count >= 1
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = education_intrigue_5
|
||||
has_trait = education_diplomacy_5
|
||||
has_trait = education_stewardship_5
|
||||
has_trait = education_martial_5
|
||||
has_trait = education_learning_5
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
#Living Legend and Saints get more value
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = legend
|
||||
has_trait = saint
|
||||
}
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,60 +0,0 @@
|
|||
|
||||
|
||||
bastard_legitimacy_change_cutoff_age = 6
|
||||
|
||||
real_father_suspicion_base_value = 50
|
||||
husband_suspicion_base_value = 3
|
||||
|
||||
bastard_legitimization_prestige_cost = 150
|
||||
|
||||
house_head_legitimize_acceptance_base_value = -100
|
||||
|
||||
house_head_legitimize_approval_rating = {
|
||||
value = house_head_legitimize_acceptance_base_value
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:the_house_head = scope:the_legitimizer
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
|
||||
add = {
|
||||
value = scope:the_legitimizer.prestige_level
|
||||
multiply = 20
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:the_house_head = {
|
||||
opinion = {
|
||||
target = scope:the_legitimizer
|
||||
value >= 50
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 51
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:the_house_head = {
|
||||
opinion = {
|
||||
target = scope:the_bastard
|
||||
value >= 80
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 51
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:the_house_head = {
|
||||
opinion = {
|
||||
target = scope:the_legitimizer
|
||||
value <= 0
|
||||
}
|
||||
}
|
||||
}
|
||||
add = -30
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,8 +0,0 @@
|
|||
# Referenced by code. Scoring for the legacy screen
|
||||
# Root is the played character
|
||||
legacy_score = {
|
||||
value = 0
|
||||
add = prestige_level
|
||||
add = piety_level
|
||||
add = dynasty.dynasty_prestige_level
|
||||
}
|
||||
|
|
@ -1,166 +0,0 @@
|
|||
# For use with our new hybrid-skill duel system
|
||||
diplomacy_martial = {
|
||||
value = 0
|
||||
add = diplomacy
|
||||
add = martial
|
||||
divide = 2
|
||||
}
|
||||
|
||||
diplomacy_stewardship = {
|
||||
value = 0
|
||||
add = diplomacy
|
||||
add = stewardship
|
||||
divide = 2
|
||||
}
|
||||
|
||||
diplomacy_intrigue = {
|
||||
value = 0
|
||||
add = diplomacy
|
||||
add = intrigue
|
||||
divide = 2
|
||||
}
|
||||
|
||||
diplomacy_learning = {
|
||||
value = 0
|
||||
add = diplomacy
|
||||
add = learning
|
||||
divide = 2
|
||||
}
|
||||
|
||||
diplomacy_prowess = {
|
||||
value = 0
|
||||
add = diplomacy
|
||||
add = prowess
|
||||
divide = 2
|
||||
}
|
||||
|
||||
martial_stewardship = {
|
||||
value = 0
|
||||
add = martial
|
||||
add = stewardship
|
||||
divide = 2
|
||||
}
|
||||
|
||||
martial_intrigue = {
|
||||
value = 0
|
||||
add = martial
|
||||
add = intrigue
|
||||
divide = 2
|
||||
}
|
||||
|
||||
martial_learning = {
|
||||
value = 0
|
||||
add = martial
|
||||
add = learning
|
||||
divide = 2
|
||||
}
|
||||
|
||||
martial_prowess = {
|
||||
value = 0
|
||||
add = martial
|
||||
add = prowess
|
||||
divide = 2
|
||||
}
|
||||
|
||||
stewardship_intrigue = {
|
||||
value = 0
|
||||
add = stewardship
|
||||
add = intrigue
|
||||
divide = 2
|
||||
}
|
||||
|
||||
stewardship_learning = {
|
||||
value = 0
|
||||
add = stewardship
|
||||
add = learning
|
||||
divide = 2
|
||||
}
|
||||
|
||||
stewardship_prowess = {
|
||||
value = 0
|
||||
add = stewardship
|
||||
add = prowess
|
||||
divide = 2
|
||||
}
|
||||
|
||||
intrigue_learning = {
|
||||
value = 0
|
||||
add = intrigue
|
||||
add = learning
|
||||
divide = 2
|
||||
}
|
||||
|
||||
intrigue_prowess = {
|
||||
value = 0
|
||||
add = intrigue
|
||||
add = prowess
|
||||
divide = 2
|
||||
}
|
||||
|
||||
learning_prowess = {
|
||||
value = 0
|
||||
add = learning
|
||||
add = prowess
|
||||
divide = 2
|
||||
}
|
||||
|
||||
random_nickname_chance = {
|
||||
value = primary_title.tier
|
||||
add = {
|
||||
value = age
|
||||
divide = 10
|
||||
}
|
||||
add = prestige_level
|
||||
add = piety_level
|
||||
if = {
|
||||
limit = {
|
||||
prestige_level >= 3
|
||||
has_trait = conqueror
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
prestige_level >= 4
|
||||
has_trait = conqueror
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
primary_title.tier >= tier_duchy
|
||||
}
|
||||
add = primary_title.tier
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = no
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_nomadic
|
||||
age >= 25
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = random_nickname_frequency_halved
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_game_rule = random_nickname_frequency_quartered
|
||||
}
|
||||
multiply = 0.25
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_game_rule = random_nickname_frequency_doubled
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +0,0 @@
|
|||
# Check for an enemy Knight with at least 80% of our Prowess to be our opponent/wound-inflicter in combat events
|
||||
prowess_for_combat_event_opponent = {
|
||||
value = prowess
|
||||
multiply = 0.8
|
||||
}
|
||||
|
||||
vastly_outnumbered_combat_side_threshold = {
|
||||
value = side_strength
|
||||
multiply = 5
|
||||
}
|
||||
|
|
@ -1,192 +0,0 @@
|
|||
##################################################
|
||||
# Weights
|
||||
|
||||
# Control values.
|
||||
## For default weights.
|
||||
task_contract_weight_default_value = 50
|
||||
task_contract_weight_standard_bonus_value = 300
|
||||
task_contract_weight_slight_bonus_value = 100
|
||||
task_contract_weight_massive_bonus_value = 700
|
||||
## For contracts that are a bit shinier, but also quite a bit more specialised — stuff that won't be able to appear as often so we want to weight it up when it does.
|
||||
task_contract_weight_interesting_almost_rare_value = 100
|
||||
task_contract_weight_interesting_somewhat_rare_value = 200
|
||||
task_contract_weight_interesting_quite_rare_value = 300
|
||||
task_contract_weight_interesting_very_rare_value = 500
|
||||
## For contract employer traits.
|
||||
task_contract_weight_bonus_employer_has_associated_traits_value = 50
|
||||
task_contract_weight_malus_employer_has_associated_traits_value = -25
|
||||
task_contract_weight_employer_associated_traits_min_value = -50
|
||||
task_contract_weight_employer_associated_traits_max_value = 50
|
||||
## Change our weight by tier.
|
||||
task_contract_weight_by_tier_value = {
|
||||
## Weight up kings and emperors, if we can get 'em.
|
||||
if = {
|
||||
limit = { highest_held_title_tier >= tier_kingdom }
|
||||
add = 2
|
||||
}
|
||||
## And dukes somewhat.
|
||||
else_if = {
|
||||
limit = { highest_held_title_tier >= tier_duchy }
|
||||
add = 1.5
|
||||
}
|
||||
## Weight down barons, as they're dramatically less interesting to get work from.
|
||||
else_if = {
|
||||
limit = { highest_held_title_tier <= tier_barony }
|
||||
add = 0.01
|
||||
}
|
||||
else = { add = 1 }
|
||||
}
|
||||
## For contract employers already being your contact, has to be very high to overcome the above values
|
||||
task_contract_weight_employer_contact_list_value = {
|
||||
if = {
|
||||
limit = { is_contact_of = root }
|
||||
add = 10000
|
||||
}
|
||||
}
|
||||
|
||||
# Government weighting values.
|
||||
## Special contracts.
|
||||
laamp_contracts_weight_up_mercenary_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_mercenary }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
}
|
||||
laamp_contracts_weight_up_transport_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_transport }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
domicile = { has_domicile_parameter = receives_more_escort_contracts }
|
||||
}
|
||||
add = task_contract_weight_slight_bonus_value
|
||||
}
|
||||
}
|
||||
laamp_contracts_weight_up_criminal_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_criminal }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
# Otherwise, make criminal contracts a bit less likely — unless you're in dire straits...
|
||||
else_if = {
|
||||
limit = { gold >= 100 }
|
||||
add = {
|
||||
value = task_contract_weight_standard_bonus_value
|
||||
multiply = -0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
laamp_contracts_weight_up_criminal_massive_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_criminal }
|
||||
add = task_contract_weight_massive_bonus_value
|
||||
}
|
||||
# Otherwise, make criminal contracts a bit less likely — unless you're in dire straits...
|
||||
else_if = {
|
||||
limit = { gold >= 100 }
|
||||
add = {
|
||||
value = task_contract_weight_massive_bonus_value
|
||||
multiply = -0.75
|
||||
}
|
||||
}
|
||||
}
|
||||
## Diplo contracts.
|
||||
laamp_contracts_weight_up_diplomacy_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_diplomacy }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
}
|
||||
laamp_contracts_weight_up_diplomacy_slight_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_diplomacy_slight }
|
||||
add = task_contract_weight_slight_bonus_value
|
||||
}
|
||||
}
|
||||
## Martial contracts.
|
||||
laamp_contracts_weight_up_martial_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_martial }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
}
|
||||
laamp_contracts_weight_up_martial_slight_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_martial_slight }
|
||||
add = task_contract_weight_slight_bonus_value
|
||||
}
|
||||
}
|
||||
## Stewardship contracts.
|
||||
laamp_contracts_weight_up_stewardship_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_stewardship }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
}
|
||||
## Intrigue contracts.
|
||||
laamp_contracts_weight_up_intrigue_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_intrigue }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
}
|
||||
## Learning contracts.
|
||||
laamp_contracts_weight_up_learning_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_learning }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
}
|
||||
## Prowess contracts.
|
||||
laamp_contracts_weight_up_prowess_value = {
|
||||
if = {
|
||||
limit = { has_realm_law_flag = laamp_contracts_weight_up_prowess }
|
||||
add = task_contract_weight_standard_bonus_value
|
||||
}
|
||||
}
|
||||
|
||||
# Hygiene values.
|
||||
## Would this character unguardedly let others know what wealth they have?
|
||||
laamp_contract_would_signpost_own_prosperity_value = {
|
||||
# Weight up.
|
||||
## Traits that broadcast their wealth.
|
||||
if = {
|
||||
limit = { has_trait = arrogant }
|
||||
add = task_contract_weight_bonus_employer_has_associated_traits_value
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = ambitious }
|
||||
add = task_contract_weight_bonus_employer_has_associated_traits_value
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = improvident }
|
||||
add = task_contract_weight_bonus_employer_has_associated_traits_value
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = profligate }
|
||||
add = task_contract_weight_bonus_employer_has_associated_traits_value
|
||||
}
|
||||
# Weight down.
|
||||
## Traits that hide their prosperity.
|
||||
if = {
|
||||
limit = { has_trait = humble }
|
||||
add = task_contract_weight_malus_employer_has_associated_traits_value
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add = task_contract_weight_malus_employer_has_associated_traits_value
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = greedy }
|
||||
add = task_contract_weight_malus_employer_has_associated_traits_value
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = deceitful }
|
||||
add = task_contract_weight_malus_employer_has_associated_traits_value
|
||||
}
|
||||
# Restrictions.
|
||||
min = task_contract_weight_employer_associated_traits_min_value
|
||||
max = task_contract_weight_employer_associated_traits_max_value
|
||||
}
|
||||
|
|
@ -1,91 +0,0 @@
|
|||
|
||||
|
||||
|
||||
marshal_task_side_effect_cooldown = 365 #Number of days minimum before the Marshal can fire a side effect event from a task again
|
||||
marshal_task_modifier_duration = 1825 #Number of days that modifiers set by the marshal task should last for by default
|
||||
|
||||
chancellor_task_side_effect_cooldown = 365
|
||||
chancellor_task_modifier_duration = 1825
|
||||
|
||||
steward_task_side_effect_cooldown = 365
|
||||
steward_task_modifier_duration = 1825
|
||||
|
||||
spymaster_task_side_effect_cooldown = 365
|
||||
spymaster_task_modifier_duration = 1825
|
||||
|
||||
court_chaplain_task_side_effect_cooldown = 365
|
||||
court_chaplain_task_modifier_duration = 1825
|
||||
|
||||
kurultai_task_side_effect_cooldown = 95
|
||||
|
||||
council_scaled_monthly_income = {
|
||||
add = liege.highest_held_title_tier
|
||||
subtract = 2
|
||||
min = 0.5
|
||||
}
|
||||
|
||||
council_scaled_by_liege_tier = {
|
||||
add = liege.highest_held_title_tier
|
||||
subtract = 1
|
||||
min = 1
|
||||
}
|
||||
|
||||
council_scaled_skill_value = {
|
||||
add = liege.highest_held_title_tier
|
||||
subtract = 1
|
||||
}
|
||||
|
||||
council_friend_impact_percentage = 20
|
||||
|
||||
council_best_friend_impact_percentage = 30
|
||||
|
||||
council_rival_impact_percentage = -20
|
||||
|
||||
council_nemesis_impact_percentage = -30
|
||||
|
||||
council_reliable_house_percentage = 10
|
||||
|
||||
council_task_fabricate_claim_relative_strength = {
|
||||
value = max_military_strength
|
||||
multiply = 1.2
|
||||
}
|
||||
|
||||
council_scaled_by_liege_tier_not_admin = {
|
||||
value = council_scaled_by_liege_tier
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_administrative }
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
council_scaled_by_liege_tier_nomad = {
|
||||
value = council_scaled_by_liege_tier
|
||||
if = {
|
||||
limit = { NOT = { government_has_flag = government_is_nomadic } }
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
council_scaled_by_liege_tier_not_nomad = {
|
||||
value = council_scaled_by_liege_tier
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_nomadic }
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
council_scaled_admin_value = {
|
||||
value = 0 # This value should be 0 for anyone who isn't admin
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_administrative
|
||||
}
|
||||
add = 1
|
||||
if = {
|
||||
limit = {
|
||||
liege = { highest_held_title_tier >= tier_empire }
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,159 +0,0 @@
|
|||
######################
|
||||
# County Corruption values
|
||||
######################
|
||||
|
||||
miniscule_county_control_loss = -5
|
||||
minor_county_control_loss = -10
|
||||
medium_county_control_loss = -20
|
||||
major_county_control_loss = -30
|
||||
extreme_county_control_loss = -40
|
||||
massive_county_control_loss = -50
|
||||
monumental_county_control_loss = -75
|
||||
miniscule_county_control_gain = 5
|
||||
minor_county_control_gain = 10
|
||||
medium_county_control_gain = 20
|
||||
major_county_control_gain = 30
|
||||
extreme_county_control_gain = 40
|
||||
massive_county_control_gain = 50
|
||||
monumental_county_control_gain = 75
|
||||
|
||||
low_county_control = 33
|
||||
medium_county_control = 66
|
||||
full_county_control = 100
|
||||
|
||||
low_county_control_limit = 35
|
||||
high_county_control_limit = 95
|
||||
|
||||
high_control_county_corruption_removal_chance = 35
|
||||
|
||||
max_county_corruption_modifiers_at_once = 3
|
||||
|
||||
script_county_control = {
|
||||
value = 0
|
||||
add = county_control
|
||||
}
|
||||
|
||||
county_corruption_modifier_count = {
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_inefficient_tax_collection_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_deserting_levies_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_smuggling_ring_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_inefficient_census_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_lack_of_sheriffs_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_lack_of_courts_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_thieves_guild_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_unsafe_highways_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_uncooperative_guilds_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_lackluster_administration_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_roaming_bandits_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_wild_beast_attacks_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_upset_shepherds_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_rogue_warriors_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_county_modifier = county_corruption_unruly_nomads_modifier
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
county_control_corruption_gain_chance = {
|
||||
add = low_county_control_limit
|
||||
#Account for actual county control
|
||||
subtract = county_control # At low_county_control_limit Control, there is a 0 percent chance of gaining Corruption
|
||||
|
||||
divide = {
|
||||
add = 5 # A base of approximately 25% chance of gaining corruption per year at 0 Control
|
||||
}
|
||||
divide = { # Further reduce the chance of corruption per corruption modifier the County already has
|
||||
add = county_corruption_modifier_count
|
||||
multiply = 2
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
in_debt_county_corruption_gain_chance = {
|
||||
value = 3
|
||||
|
||||
add = { #Gold should always be a negative value at this point
|
||||
value = 0
|
||||
subtract = holder.gold
|
||||
multiply = 0.005 #Make it 1% more likely per -200 gold
|
||||
max = 5
|
||||
}
|
||||
|
||||
#Make it linearly less likely to accrue additional modifiers for each modifiers you have
|
||||
divide = {
|
||||
add = 1
|
||||
add = county_corruption_modifier_count
|
||||
}
|
||||
}
|
||||
|
|
@ -1,96 +0,0 @@
|
|||
# COUNTY FERTILITY VALUES
|
||||
# GATHERED TOGETHER IN ONE PLACE FOR BALANCING CONVENIENCE
|
||||
|
||||
# SEASONS
|
||||
#
|
||||
## ABUNDANT GRAZING (GOOD)
|
||||
|
||||
cf_abundant_grazing_growth_add_value = 2.0
|
||||
cf_abundant_grazing_growth_mult_value = 0.25
|
||||
|
||||
## SEVERE DROUGHT (BAD)
|
||||
|
||||
cf_severe_drought_decline_add_value = -0.5
|
||||
cf_severe_drought_decline_mult_value = 0.2
|
||||
cf_severe_drought_growth_mult_value = -0.2
|
||||
|
||||
## WHITE ZUD (BAD-BAD)
|
||||
|
||||
cf_white_zud_decline_add_value = -2
|
||||
cf_white_zud_decline_mult_value = 0.8
|
||||
cf_white_zud_growth_mult_value = -0.8
|
||||
|
||||
## COLD ZUD ( BAD )
|
||||
|
||||
cf_cold_zud_decline_add_value = -1
|
||||
cf_cold_zud_decline_mult_value = 0.4
|
||||
cf_cold_zud_growth_mult_value = -0.4
|
||||
|
||||
## EVERLASTING SUMMER ( GOOD-GOOD )
|
||||
|
||||
cf_warm_nights_growth_add_value = 2.0
|
||||
cf_warm_nights_growth_mult_value = 0.75
|
||||
|
||||
## BLESSING OF THE BLUE SKY ( BLISS )
|
||||
|
||||
cf_sky_blessing_growth_add_value = 8
|
||||
cf_sky_blessing_growth_mult_value = 3
|
||||
|
||||
# HAVSARSAN ( EVERYBODY WILL PERISH )
|
||||
|
||||
cf_havsarsan_decline_add_value = 4
|
||||
cf_havsarsan_decline_mult_value = 1
|
||||
cf_havsarsan_growth_mult_value = -3
|
||||
|
||||
# TERRAIN (only growth add)
|
||||
# NOTE: these are added per province in the county, so be mindful with the values
|
||||
|
||||
steppe_county_fertility_value = 0.35
|
||||
farmlands_county_fertility_value = 0.35
|
||||
oasis_county_fertility_value = 0.35
|
||||
plains_county_fertility_value = 0.25
|
||||
desert_county_fertility_value = 0.25
|
||||
drylands_county_fertility_value = 0.25
|
||||
hills_county_fertility_value = 0.2
|
||||
floodplains_county_fertility_value = 0.2
|
||||
wetlands_county_fertility_value = 0.2
|
||||
mountains_county_fertility_value = 0.15
|
||||
desert_mountains_county_fertility_value = 0.15
|
||||
forest_county_fertility_value = 0.15
|
||||
taiga_county_fertility_value = 0.15
|
||||
jungle_county_fertility_value = 0.05
|
||||
|
||||
# TERRAIN CULTURE MODIFIERS
|
||||
|
||||
high_culture_county_fertility_value_add = 0.4
|
||||
medium_culture_county_fertility_value_add = 0.1
|
||||
low_culture_county_fertility_value_add = 0.05
|
||||
|
||||
high_culture_county_fertility_value_mult = 0.2
|
||||
medium_culture_county_fertility_value_mult = 0.1
|
||||
low_culture_county_fertility_value_mult = 0.05
|
||||
|
||||
|
||||
# EVENT ETC MODIFIERS
|
||||
|
||||
massive_county_fertility_value_positive_add = 8
|
||||
major_county_fertility_value_positive_add = 6
|
||||
medium_county_fertility_value_positive_add = 4
|
||||
minor_county_fertility_value_positive_add = 2
|
||||
|
||||
massive_county_fertility_value_positive_mult = 1
|
||||
major_county_fertility_value_positive_mult = 0.6
|
||||
medium_county_fertility_value_positive_mult = 0.4
|
||||
minor_county_fertility_value_positive_mult = 0.2
|
||||
|
||||
massive_county_fertility_value_negative_add = -6
|
||||
major_county_fertility_value_negative_add = -4
|
||||
medium_county_fertility_value_negative_add = -2
|
||||
minor_county_fertility_value_negative_add = -1
|
||||
|
||||
massive_county_fertility_value_negative_mult = -0.8
|
||||
major_county_fertility_value_negative_mult = -0.6
|
||||
medium_county_fertility_value_negative_mult = -0.2
|
||||
minor_county_fertility_value_negative_mult = -0.1
|
||||
|
||||
|
||||
|
|
@ -1,400 +0,0 @@
|
|||
############################
|
||||
# AMENITIES COST VALUES
|
||||
############################
|
||||
# BASE VALUES
|
||||
|
||||
base_court_amenities_cost = {
|
||||
value = sub_realm_size
|
||||
divide = {
|
||||
add = 4
|
||||
subtract = {
|
||||
add = 0.25
|
||||
multiply = court_grandeur_current_level
|
||||
}
|
||||
}
|
||||
if = { # Add a baseline depending on rank
|
||||
limit = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
else = {
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.75
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.5
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = hard_difficulty
|
||||
is_ai = yes
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_game_rule = very_hard_difficulty
|
||||
is_ai = yes
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
court_amenities_cost_level_1 = {
|
||||
value = base_court_amenities_cost
|
||||
divide = 96
|
||||
min = 0.2
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
min = 0.4
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_1_fashion = {
|
||||
value = court_amenities_cost_level_1
|
||||
if = {
|
||||
limit = {
|
||||
has_character_flag = court_free_fashion
|
||||
}
|
||||
min = 0
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_1_food = {
|
||||
value = court_amenities_cost_level_1
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = rivers_of_wine_modifier
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_food_taster_2_modifier
|
||||
has_character_modifier = employer_booner_food_taster_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_1_lodgings = {
|
||||
value = court_amenities_cost_level_1
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_seneschal_2_modifier
|
||||
has_character_modifier = employer_booner_seneschal_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_1_servants = {
|
||||
value = court_amenities_cost_level_1
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_cupbearer_2_modifier
|
||||
has_character_modifier = employer_booner_cupbearer_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_2 = {
|
||||
value = base_court_amenities_cost
|
||||
divide = 48
|
||||
min = 0.4
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
min = 0.8
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_2_fashion = {
|
||||
value = court_amenities_cost_level_2
|
||||
if = {
|
||||
limit = {
|
||||
has_character_flag = court_cheaper_fashion
|
||||
}
|
||||
multiply = 0.8
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_2_food = {
|
||||
value = court_amenities_cost_level_2
|
||||
if = {
|
||||
limit = {
|
||||
has_character_flag = court_cheaper_food
|
||||
}
|
||||
multiply = 0.8
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = rivers_of_wine_modifier
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_food_taster_2_modifier
|
||||
has_character_modifier = employer_booner_food_taster_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_2_lodgings = {
|
||||
value = court_amenities_cost_level_2
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = lodgings_epidemics_resistance_modifier_1
|
||||
}
|
||||
multiply = 0.85
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = lodgings_epidemics_resistance_modifier_2
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_seneschal_2_modifier
|
||||
has_character_modifier = employer_booner_seneschal_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_2_servants = {
|
||||
value = court_amenities_cost_level_2
|
||||
if = {
|
||||
limit = {
|
||||
has_character_flag = court_cheaper_servants
|
||||
}
|
||||
multiply = 0.8
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_cupbearer_2_modifier
|
||||
has_character_modifier = employer_booner_cupbearer_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_3 = {
|
||||
value = base_court_amenities_cost
|
||||
divide = 32
|
||||
min = 0.6
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
min = 1.2
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_3_food = {
|
||||
value = court_amenities_cost_level_3
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = rivers_of_wine_modifier
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_food_taster_2_modifier
|
||||
has_character_modifier = employer_booner_food_taster_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_3_lodgings = {
|
||||
value = court_amenities_cost_level_3
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_seneschal_2_modifier
|
||||
has_character_modifier = employer_booner_seneschal_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_3_servants = {
|
||||
value = court_amenities_cost_level_3
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_cupbearer_2_modifier
|
||||
has_character_modifier = employer_booner_cupbearer_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_4 = {
|
||||
value = base_court_amenities_cost
|
||||
divide = 24
|
||||
min = 0.8
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
min = 1.6
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_4_food = {
|
||||
value = court_amenities_cost_level_4
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = rivers_of_wine_modifier
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_food_taster_2_modifier
|
||||
has_character_modifier = employer_booner_food_taster_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_4_lodgings = {
|
||||
value = court_amenities_cost_level_4
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_seneschal_2_modifier
|
||||
has_character_modifier = employer_booner_seneschal_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
court_amenities_cost_level_4_servants = {
|
||||
value = court_amenities_cost_level_4
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_cupbearer_2_modifier
|
||||
has_character_modifier = employer_booner_cupbearer_3_modifier
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
|
||||
############################
|
||||
# FASHION COSTS
|
||||
############################
|
||||
|
||||
court_fashion_acceptable_cost = {
|
||||
value = court_amenities_cost_level_1_fashion
|
||||
}
|
||||
court_fashion_decent_cost = {
|
||||
value = court_amenities_cost_level_2_fashion
|
||||
}
|
||||
court_fashion_good_cost = {
|
||||
value = court_amenities_cost_level_3
|
||||
}
|
||||
court_fashion_fantastic_cost = {
|
||||
value = court_amenities_cost_level_4
|
||||
}
|
||||
|
||||
############################
|
||||
# FOOD QUALITY COSTS
|
||||
############################
|
||||
|
||||
court_food_quality_modest_cost = {
|
||||
value = court_amenities_cost_level_1_food
|
||||
}
|
||||
court_food_quality_decent_cost = {
|
||||
value = court_amenities_cost_level_2_food
|
||||
}
|
||||
court_food_quality_lavish_cost = {
|
||||
value = court_amenities_cost_level_3_food
|
||||
}
|
||||
court_food_quality_exotic_cost = {
|
||||
value = court_amenities_cost_level_4_food
|
||||
}
|
||||
|
||||
############################
|
||||
# LODGING STANDARTS COSTS
|
||||
############################
|
||||
|
||||
court_lodging_standards_small_cost = {
|
||||
value = court_amenities_cost_level_1_lodgings
|
||||
}
|
||||
court_lodging_standards_middling_cost = {
|
||||
value = court_amenities_cost_level_2_lodgings
|
||||
}
|
||||
court_lodging_standards_spacious_cost = {
|
||||
value = court_amenities_cost_level_3_lodgings
|
||||
}
|
||||
court_lodging_standards_grand_cost = {
|
||||
value = court_amenities_cost_level_4_lodgings
|
||||
}
|
||||
|
||||
|
||||
############################
|
||||
# COURT SERVANTS COSTS
|
||||
############################
|
||||
|
||||
court_servants_few_cost = {
|
||||
value = court_amenities_cost_level_1_servants
|
||||
}
|
||||
court_court_servants_some_cost = {
|
||||
value = court_amenities_cost_level_2_servants
|
||||
}
|
||||
court_court_servants_many_cost = {
|
||||
value = court_amenities_cost_level_3_servants
|
||||
}
|
||||
court_servants_endless_cost = {
|
||||
value = court_amenities_cost_level_4_servants
|
||||
}
|
||||
|
||||
# Referenced from code
|
||||
# root is the character
|
||||
# Determines how long amenity cooldowns are in months
|
||||
court_amenity_cooldown_months = {
|
||||
value = 12
|
||||
}
|
||||
|
|
@ -1,20 +0,0 @@
|
|||
court_grandeur_rank_4_min_level = 9
|
||||
court_grandeur_rank_3_min_level = 6
|
||||
court_grandeur_rank_2_min_level = 3
|
||||
|
||||
current_cgv_above_expected_exact_value = {
|
||||
value = court_grandeur_current
|
||||
subtract = court_grandeur_minimum_expected
|
||||
}
|
||||
|
||||
indebt_guest_interaction_lost_test_grandeur_cost_value = { value = minor_court_grandeur_loss }
|
||||
|
||||
# Note: base chance is 50, so this works out at 50 + [this value] = guestimated likelihood (i.e., before traits and such) before the AI will consider using this interaction.
|
||||
indebt_guest_interaction_likely_success_control_value = 25
|
||||
|
||||
indebt_guest_interaction_get_intrigue_difference_value = {
|
||||
# Grab scope:actor's intrigue.
|
||||
value = scope:actor.intrigue
|
||||
# And then remove scope:recipient's.
|
||||
subtract = scope:recipient.intrigue
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,969 +0,0 @@
|
|||
|
||||
# Don't remove the below hex code thingy: not sure what black magic it's doing, but it prevents a startup error somehow.
|
||||
grant_title_cultural_acceptance_impact = {
|
||||
value = 0
|
||||
#How many counties am I giving away out of the total counties of this culture?
|
||||
add = {
|
||||
every_in_list = {
|
||||
list = target_titles
|
||||
limit = {
|
||||
tier = tier_county
|
||||
NOT = { culture = scope:actor.culture }
|
||||
culture = scope:recipient.culture
|
||||
NOT = {
|
||||
recent_history = {
|
||||
type = granted
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
divide = {
|
||||
value = culture_number_of_counties
|
||||
min = 1
|
||||
}
|
||||
multiply = 15 #If you are giving all counties with this culture self rule then you will increase acceptance by 15% - If this is changed also change revoke_title_culture_acceptance_impact
|
||||
|
||||
min = 0.5
|
||||
max = 15
|
||||
}
|
||||
add = { # Up to an additional 10 acceptance for Duchies or Kingdoms with a capital of this culture
|
||||
every_in_list = { #2 per duchy
|
||||
list = target_titles
|
||||
if = {
|
||||
limit = {
|
||||
tier = tier_duchy
|
||||
title_capital_county = {
|
||||
NOT = { culture = scope:actor.culture }
|
||||
culture = scope:recipient.culture
|
||||
}
|
||||
NOT = {
|
||||
recent_history = {
|
||||
type = granted
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
}
|
||||
every_in_list = { #3 per Kingdom
|
||||
list = target_titles
|
||||
if = {
|
||||
limit = {
|
||||
tier = tier_kingdom
|
||||
title_capital_county = {
|
||||
NOT = { culture = scope:actor.culture }
|
||||
culture = scope:recipient.culture
|
||||
}
|
||||
NOT = {
|
||||
recent_history = {
|
||||
type = granted
|
||||
years = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 3
|
||||
}
|
||||
}
|
||||
max = 10
|
||||
}
|
||||
}
|
||||
|
||||
revoke_title_culture_acceptance_impact = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:landed_title = {
|
||||
tier = tier_county
|
||||
NOT = { culture = scope:actor.culture }
|
||||
culture = scope:recipient.culture
|
||||
NOT = {
|
||||
recent_history = {
|
||||
type = revoked
|
||||
years = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
subtract = {
|
||||
value = 1
|
||||
divide = {
|
||||
value = scope:landed_title.culture.culture_number_of_counties
|
||||
min = 1
|
||||
}
|
||||
multiply = 15 #Same as used in grant above
|
||||
|
||||
min = 0.5
|
||||
max = 15
|
||||
}
|
||||
}
|
||||
else = {
|
||||
scope:landed_title = {
|
||||
subtract = tier
|
||||
add = 1 # because tier starts at the barony level and we want to start counting at the county level
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto_grant_county_cultural_acceptance_impact = {
|
||||
value = 0
|
||||
|
||||
add = {
|
||||
value = 1
|
||||
divide = {
|
||||
value = scope:landed_title.culture.culture_number_of_counties
|
||||
min = 1
|
||||
}
|
||||
multiply = 15 #Same as used in grant above
|
||||
|
||||
min = 0.5
|
||||
max = 15
|
||||
}
|
||||
}
|
||||
|
||||
culture_conversion_acceptance_impact = { #The smaller a culture is, the more upset it will be.
|
||||
subtract = {
|
||||
value = 1
|
||||
divide = {
|
||||
value = scope:county.culture.culture_number_of_counties
|
||||
min = 1
|
||||
}
|
||||
multiply = 15 #Same as used in grant above
|
||||
|
||||
min = 0.5
|
||||
max = 15
|
||||
}
|
||||
}
|
||||
|
||||
declare_war_culture_acceptance_impact = {
|
||||
value = 0
|
||||
scope:defender.primary_title = {
|
||||
subtract = tier
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
declare_war_culture_acceptance_impact = {
|
||||
value = 0
|
||||
scope:defender.primary_title = {
|
||||
subtract = tier
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
hybridization_threshold_flat_number_value = 40
|
||||
|
||||
hybridization_threshold_value = {
|
||||
value = hybridization_threshold_flat_number_value
|
||||
# Cultural Parameters
|
||||
if = {
|
||||
limit = {
|
||||
root.culture = {
|
||||
has_cultural_parameter = easier_to_hybridize
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
root = {
|
||||
has_trait = nomadic_philosophy
|
||||
NOT = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
root.culture = {
|
||||
has_cultural_parameter = harder_to_hybridize
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:culture
|
||||
scope:culture = {
|
||||
has_cultural_parameter = harder_to_hybridize
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
# Struggles
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:culture
|
||||
root = {
|
||||
OR = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
has_struggle_phase_parameter = easier_culture_hybridising_for_involved_and_interlopers
|
||||
is_culture_involved_in_struggle = scope:culture
|
||||
}
|
||||
any_character_struggle = {
|
||||
involvement = interloper
|
||||
has_struggle_phase_parameter = easier_culture_hybridising_for_involved_and_interlopers
|
||||
is_culture_involved_in_struggle = scope:culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
# Events
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
exists = var:special_culture
|
||||
var:special_culture = scope:culture
|
||||
}
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
# Council Position
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
has_variable = kurultai_culture_variable_value
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 100
|
||||
subtract = root.var:kurultai_culture_variable_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
max = 100
|
||||
min = 0
|
||||
}
|
||||
|
||||
hybridization_ai_threshold_value = {
|
||||
value = hybridization_threshold_flat_number_value
|
||||
add = 10
|
||||
}
|
||||
|
||||
culture_divergence_cooldown = {
|
||||
value = 100
|
||||
# Game Rules
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = slower_hybrid_and_divergence_cooldowns
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_game_rule = faster_hybrid_and_divergence_cooldowns
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_game_rule = no_hybrid_and_divergence_cooldowns
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
culture_hybrid_cooldown = {
|
||||
value = 50
|
||||
# Game Rules
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = slower_hybrid_and_divergence_cooldowns
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_game_rule = faster_hybrid_and_divergence_cooldowns
|
||||
}
|
||||
add = -25
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_game_rule = no_hybrid_and_divergence_cooldowns
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
add_tradition_cooldown = {
|
||||
value = 50
|
||||
if = {
|
||||
limit = {
|
||||
culture_head ?= {
|
||||
has_variable = kurultai_culture_variable_value
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 100
|
||||
subtract = culture_head.var:kurultai_culture_variable_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tradition_base_cost = {
|
||||
value = 2000
|
||||
if = {
|
||||
limit = {
|
||||
culture_head ?= {
|
||||
has_variable = kurultai_culture_variable_value
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 100
|
||||
subtract = culture_head.var:kurultai_culture_variable_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tradition_double_base_cost = {
|
||||
value = tradition_base_cost
|
||||
multiply = 2
|
||||
}
|
||||
tradition_incompatible_ethos_penalty = {
|
||||
value = 2000
|
||||
if = {
|
||||
limit = {
|
||||
culture_head ?= {
|
||||
has_variable = kurultai_culture_variable_value
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 100
|
||||
subtract = culture_head.var:kurultai_culture_variable_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tradition_unfulfilled_criteria_penalty = {
|
||||
value = 3000
|
||||
if = {
|
||||
limit = {
|
||||
culture_head ?= {
|
||||
has_variable = kurultai_culture_variable_value
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 100
|
||||
subtract = culture_head.var:kurultai_culture_variable_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tradition_replacement_cost_factor = 1.5
|
||||
tradition_replacement_cost_factor_tooltip = {
|
||||
value = tradition_replacement_cost_factor
|
||||
subtract = 1
|
||||
multiply = 100
|
||||
}
|
||||
|
||||
tradition_trait_discount = {
|
||||
value = tradition_base_cost
|
||||
multiply = -0.5
|
||||
}
|
||||
|
||||
tradition_heritage_discount = {
|
||||
value = tradition_base_cost
|
||||
multiply = -1
|
||||
}
|
||||
|
||||
tradition_replacement_cost_if_relevant = {
|
||||
value = 1
|
||||
if = {
|
||||
limit = {
|
||||
scope:replacing = yes
|
||||
}
|
||||
multiply = {
|
||||
value = tradition_replacement_cost_factor
|
||||
desc = replacing_tradition_cost_penalty_desc
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
culture_realm_size = {
|
||||
every_culture_county = { # TODO AO This is an abomination, replace with the below when it works
|
||||
limit = {
|
||||
holder = {
|
||||
OR = {
|
||||
this = scope:actor
|
||||
is_vassal_or_below_of = scope:actor
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
#save_temporary_scope_as = the_culture_value
|
||||
#scope:actor = {
|
||||
# every_sub_realm_county = {
|
||||
# limit = { culture = scope:the_culture_value }
|
||||
# add = 1
|
||||
# }
|
||||
#}
|
||||
}
|
||||
|
||||
culture_realm_size_larger_30_percent = {
|
||||
add = culture_realm_size
|
||||
multiply = 1.3
|
||||
}
|
||||
|
||||
culture_realm_size_cost_scopes = {
|
||||
every_culture_county = { # TODO AO This is an abomination, replace with the below when it works
|
||||
limit = {
|
||||
holder = {
|
||||
OR = {
|
||||
this = root
|
||||
is_vassal_or_below_of = root
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
#save_temporary_scope_as = the_culture_value
|
||||
#root = {
|
||||
# every_sub_realm_county = {
|
||||
# limit = { culture = scope:the_culture_value }
|
||||
# add = 1
|
||||
# }
|
||||
#}
|
||||
}
|
||||
|
||||
culture_size = {
|
||||
every_culture_county = {
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
culture_size_penalty = {
|
||||
value = 0
|
||||
add = {
|
||||
add = scope:culture.culture_realm_size_cost_scopes
|
||||
subtract = root.culture.culture_realm_size_cost_scopes
|
||||
multiply = 50
|
||||
}
|
||||
}
|
||||
|
||||
divergence_yearly_chance = {
|
||||
value = 5
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = less_common_divergent_culture_ai_frequency
|
||||
}
|
||||
multiply = 0.2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = relaxed_divergent_culture_ai_frequency
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = none_divergent_culture_ai_frequency
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
# % values used in events
|
||||
miniscule_positive_culture_acceptance = 2
|
||||
low_positive_culture_acceptance = 5
|
||||
medium_positive_culture_acceptance = 10
|
||||
miniscule_negative_culture_acceptance = -2
|
||||
low_negative_culture_acceptance = -5
|
||||
medium_negative_culture_acceptance = -10
|
||||
|
||||
### CULTURAL ACCEPTANCE VALUES ###
|
||||
miniscule_cultural_acceptance_value = 1
|
||||
minor_cultural_acceptance_value = 2.5
|
||||
medium_cultural_acceptance_value = 5
|
||||
major_cultural_acceptance_value = 10
|
||||
massive_cultural_acceptance_value = 15
|
||||
|
||||
miniscule_cultural_acceptance_gain = miniscule_cultural_acceptance_value
|
||||
minor_cultural_acceptance_gain = minor_cultural_acceptance_value
|
||||
medium_cultural_acceptance_gain = medium_cultural_acceptance_value
|
||||
major_cultural_acceptance_gain = major_cultural_acceptance_value
|
||||
massive_cultural_acceptance_gain = massive_cultural_acceptance_value
|
||||
|
||||
miniscule_cultural_acceptance_loss = {
|
||||
add = miniscule_cultural_acceptance_value
|
||||
multiply = -1
|
||||
}
|
||||
minor_cultural_acceptance_loss = {
|
||||
add = minor_cultural_acceptance_value
|
||||
multiply = -1
|
||||
}
|
||||
medium_cultural_acceptance_loss ={
|
||||
add = medium_cultural_acceptance_value
|
||||
multiply = -1
|
||||
}
|
||||
major_cultural_acceptance_loss = {
|
||||
add = major_cultural_acceptance_value
|
||||
multiply = -1
|
||||
}
|
||||
massive_cultural_acceptance_loss = {
|
||||
add = massive_cultural_acceptance_value
|
||||
multiply = -1
|
||||
}
|
||||
|
||||
language_learning_divide_value = 5
|
||||
|
||||
current_extra_languages = {
|
||||
value = num_of_known_languages
|
||||
subtract = 1
|
||||
}
|
||||
|
||||
language_soft_cap = {
|
||||
value = 2
|
||||
if = {
|
||||
limit = {
|
||||
learning >= language_learning_divide_value
|
||||
}
|
||||
add = {
|
||||
add = learning
|
||||
divide = language_learning_divide_value
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = open_minded_perk
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = smooth_operator_perk
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = been_there_done_that_perk
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_nomadic
|
||||
domicile ?= { has_domicile_parameter = nomad_yurt_language_cap }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = dynasty
|
||||
dynasty = {
|
||||
has_dynasty_perk = ep1_culture_legacy_1
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = extra_language_cap
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_cultural_parameter = extra_language_cap_2
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
language_soft_cap_modifier_value = {
|
||||
value = num_of_known_languages
|
||||
subtract = language_soft_cap
|
||||
}
|
||||
|
||||
|
||||
## Cultural Tradition values
|
||||
|
||||
grant_independence_prestige_gain_value = {
|
||||
value = 0
|
||||
add = {
|
||||
every_sub_realm_county = {
|
||||
add = {
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tribal_holding_fort_level_in_jungle_bonus_value = 1
|
||||
castle_holding_fort_level_in_jungle_bonus_value = 2
|
||||
camel_percentage_trigger_value_desc = 50
|
||||
camel_percentage_multiplier_value = {
|
||||
value = camel_percentage_trigger_value_desc
|
||||
divide = 100
|
||||
}
|
||||
xenophilic_nr_of_cultures_value = 3
|
||||
xenophilic_acceptance_value = 30
|
||||
xenophilic_nr_of_cultures_cost_value = 4
|
||||
xenophilic_acceptance_cost_value = 40
|
||||
|
||||
# Remember to sync the below with its corresponding non-scripted value taking parameter.
|
||||
## Can be found easily by searching for the value name, where it appears as a comment.
|
||||
longbow_competitions_minimum_archer_maa_value = 1200
|
||||
|
||||
republican_vassal_interaction_limit = 4
|
||||
|
||||
family_business_court_poistion_aptitude_bonus = 20
|
||||
|
||||
court_position_aptitude_family_business_value = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
culture = liege.culture
|
||||
culture = { has_cultural_parameter = close_family_better_court_positions }
|
||||
is_close_family_of = liege
|
||||
}
|
||||
add = {
|
||||
value = 20
|
||||
desc = tradition_family_entrepreneurship_name
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
family_business_councillors_percentage = 10
|
||||
legalistic_vassal_punishment_acceptance = 20
|
||||
maritime_mercantilism_coastal_holdings_value = 0.10
|
||||
maritime_mercantilism_coastal_holdings_value_tt = {
|
||||
value = maritime_mercantilism_coastal_holdings_value
|
||||
multiply = 100
|
||||
}
|
||||
|
||||
# Score for a given court language
|
||||
# Referenced by code!
|
||||
# Only used by the AI
|
||||
# Numbers get truncated; 10.3 and 10.4 is the same score
|
||||
# root = ruler
|
||||
# scope:target = ruler to copy language from
|
||||
# scope:my_language_counties = counties in the AI's realm with a culture with their native language
|
||||
# scope:their_language_counties = counties in the AI's realm with a culture with the target court language
|
||||
# scope:total_counties = counties in the AI's realm
|
||||
# scope:courts_with_language = how many royal courts use the same court language? Includes the target
|
||||
# scope:checking_native_language = are we scoring our own language?
|
||||
# See also the can_adopt_court_language scripted rule
|
||||
court_language_ai_score = {
|
||||
add = scope:their_language_counties
|
||||
|
||||
# Bit of relative score for percentage too
|
||||
add = {
|
||||
value = scope:their_language_counties
|
||||
multiply = 10
|
||||
divide = scope:total_counties
|
||||
}
|
||||
if = {
|
||||
limit = { scope:checking_native_language = no }
|
||||
subtract = scope:my_language_counties
|
||||
}
|
||||
|
||||
#Adjust for Court Grandeur.
|
||||
#World religions primarily cares about other courts that share their faith.
|
||||
add = {
|
||||
value = 0
|
||||
if = { #Islamic rulers cares about islamic courts
|
||||
limit = {
|
||||
faith.religion = religion:islam_religion
|
||||
scope:target.faith.religion = religion:islam_religion
|
||||
}
|
||||
add = {
|
||||
value = scope:target.court_grandeur_current
|
||||
if = { #Reduce further if not same faith
|
||||
limit = {
|
||||
NOT = { faith = scope:target.faith }
|
||||
}
|
||||
divide = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { #Christian cares about other Christians - especially of the same faith
|
||||
limit = {
|
||||
faith.religion = religion:christianity_religion
|
||||
scope:target.faith.religion = religion:christianity_religion
|
||||
}
|
||||
add = {
|
||||
value = scope:target.court_grandeur_current
|
||||
if = { #Reduce further if not same faith
|
||||
limit = {
|
||||
NOT = { faith = scope:target.faith }
|
||||
}
|
||||
divide = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { #Eastern Faiths
|
||||
limit = {
|
||||
OR = {
|
||||
faith.religion = religion:hinduism_religion
|
||||
faith.religion = religion:buddhism_religion
|
||||
faith.religion = religion:jainism_religion
|
||||
}
|
||||
OR = {
|
||||
scope:target.faith.religion = religion:hinduism_religion
|
||||
scope:target.faith.religion = religion:buddhism_religion
|
||||
scope:target.faith.religion = religion:jainism_religion
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = scope:target.court_grandeur_current
|
||||
if = { #Reduce further if not same Religion
|
||||
limit = {
|
||||
NOT = { faith.religion = scope:target.faith.religion }
|
||||
}
|
||||
divide = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { #Abrahamic religion matching vs non co-religionist - CGV Ignored
|
||||
limit = {
|
||||
OR = {
|
||||
faith.religion = religion:islam_religion
|
||||
faith.religion = religion:christianity_religion
|
||||
}
|
||||
NOT = { faith.religion = scope:target.faith.religion }
|
||||
}
|
||||
#Add nothing
|
||||
}
|
||||
else_if = { #Eastern religion matching vs non Eastern religion - CGV Ignored
|
||||
limit = {
|
||||
OR = {
|
||||
faith.religion = religion:hinduism_religion
|
||||
faith.religion = religion:buddhism_religion
|
||||
faith.religion = religion:jainism_religion
|
||||
}
|
||||
NOR = {
|
||||
scope:target.faith.religion = religion:hinduism_religion
|
||||
scope:target.faith.religion = religion:buddhism_religion
|
||||
scope:target.faith.religion = religion:jainism_religion
|
||||
}
|
||||
}
|
||||
#Add nothing
|
||||
}
|
||||
else = { #Everyone else just cares about the Grandeur directly
|
||||
add = scope:target.court_grandeur_current
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#Increase from number of other courts using the Language (1.5 per court).
|
||||
add = {
|
||||
value = scope:courts_with_language
|
||||
multiply = 1.5
|
||||
}
|
||||
|
||||
#Arbitrary Geographical Bias - if our courts are not in the same region the score is divided by 2.
|
||||
divide = {
|
||||
value = 1
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
#Europe:
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_europe_west_britannia }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_europe_west_britannia } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_europe_west_germania }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_europe_west_germania } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_europe_west_francia }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_europe_west_francia } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_europe_west_iberia }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_europe_west_iberia } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_europe_north }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_europe_north } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_europe_south_east }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_europe_south_east } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_europe_south_italy }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_europe_south_italy } }
|
||||
}
|
||||
#South Asia:
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_india_rajastan }
|
||||
scope:target.capital_province = { geographical_region = world_india_rajastan }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_india_bengal }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_india_bengal } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_india_deccan }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_india_deccan } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_burma }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_burma } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_himalaya }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_himalaya } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_middle_east }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_middle_east } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_middle_east_persia }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_middle_east_persia } }
|
||||
}
|
||||
#Africa
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_africa_north }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_africa_north } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_africa_west }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_africa_west } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_africa_east }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_africa_east } }
|
||||
}
|
||||
#Central Asia
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_steppe_west }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_steppe_west } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_steppe_east }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_steppe_east } }
|
||||
}
|
||||
AND = {
|
||||
capital_province = { geographical_region = world_tibet }
|
||||
NOT = { scope:target.capital_province = { geographical_region = world_tibet } }
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
# Prefer the status quo slightly. Needs to be last
|
||||
if = {
|
||||
limit = {
|
||||
scope:checking_native_language = yes
|
||||
has_court_language_of_culture = culture
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:checking_native_language = no
|
||||
scope:target = { has_royal_court = yes }
|
||||
has_same_court_language = scope:target
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
gold_per_culture_county_in_subrealm = {
|
||||
value = 0
|
||||
add = {
|
||||
scope:vassal_speaking_other_language = {
|
||||
every_sub_realm_county = {
|
||||
limit = {
|
||||
culture = scope:vassal_speaking_other_language.culture
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
## Culture Event Values
|
||||
|
||||
culture_tradition_events_0101_tutor_surcharge_value = { value = major_gold_value }
|
||||
|
||||
non_tribal_loot_value = {
|
||||
value = root.var:raid_loot
|
||||
multiply = not_tribal_raid_prestige_multiplier
|
||||
multiply = -1
|
||||
}
|
||||
|
||||
tradition_travel_discount = {
|
||||
value = -1000
|
||||
}
|
||||
|
||||
tradition_tournament_discount = {
|
||||
value = -2000
|
||||
}
|
||||
|
||||
traditionalist_discount = {
|
||||
value = -1500
|
||||
}
|
||||
|
||||
court_position_aptitude_eunuch_tradition_value = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
liege.culture = {
|
||||
has_cultural_parameter = eunuch_trait_bonuses
|
||||
}
|
||||
has_trait = eunuch_1
|
||||
}
|
||||
add = {
|
||||
value = 30
|
||||
desc = court_position_eunuch_trait
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
liege.culture = {
|
||||
has_cultural_parameter = eunuch_trait_bonuses
|
||||
}
|
||||
has_trait = beardless_eunuch
|
||||
}
|
||||
add = {
|
||||
value = 30
|
||||
desc = court_position_beardless_eunuch_trait
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_position_aptitude_boon_voyager_trait = {
|
||||
if = {
|
||||
limit = {
|
||||
employer ?= {
|
||||
is_landless_adventurer = no
|
||||
has_perk = gracious_host_impeccable_guest_perk
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = {
|
||||
value = 3
|
||||
multiply = employer.num_of_known_languages
|
||||
}
|
||||
desc = gracious_host_impeccable_guest_perk_bonus
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,103 +0,0 @@
|
|||
|
||||
# Accuse the Krstjani of Heresy
|
||||
accuse_the_krstjani_of_heresy_cancellation_cooldown_value = 10
|
||||
accuse_the_krstjani_of_heresy_failure_cooldown_value = 30
|
||||
accuse_the_krstjani_of_heresy_critical_failure_cooldown_value = 50
|
||||
|
||||
# Negotiate the Danelaw
|
||||
negotiate_the_danelaw_preferable_opponent_value = {
|
||||
value = 0
|
||||
|
||||
# Add 75 for every held duchy in k_england.
|
||||
every_held_title = {
|
||||
limit = {
|
||||
tier = tier_duchy
|
||||
kingdom = title:k_england
|
||||
}
|
||||
add = 75
|
||||
}
|
||||
# 50 for every directly held county in k_england.
|
||||
every_held_title = {
|
||||
limit = {
|
||||
tier = tier_county
|
||||
kingdom = title:k_england
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
# And 25 for every vassalised county in k_england.
|
||||
every_vassal = {
|
||||
limit = {
|
||||
any_held_title = {
|
||||
tier = tier_county
|
||||
kingdom = title:k_england
|
||||
}
|
||||
}
|
||||
every_held_title = {
|
||||
limit = {
|
||||
tier = tier_county
|
||||
kingdom = title:k_england
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
standard_commission_artifact_cooldown_time = {
|
||||
value = 1825
|
||||
#if = {
|
||||
# limit = {
|
||||
# root.culture = {
|
||||
# has_cultural_parameter = more_frequent_hunts
|
||||
# }
|
||||
# }
|
||||
# multiply = 0.5
|
||||
#}
|
||||
}
|
||||
|
||||
found_witch_coven_member_count_value = {
|
||||
value = 4
|
||||
}
|
||||
|
||||
found_witch_coven_member_percent_value = {
|
||||
value = 0.6
|
||||
}
|
||||
|
||||
found_witch_coven_member_percent_display_value = {
|
||||
value = found_witch_coven_member_percent_value
|
||||
multiply = 100
|
||||
}
|
||||
|
||||
invite_knights_decision_standard_value = {
|
||||
value = 12
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
dynasty ?= { has_dynasty_perk = ep2_activities_legacy_5 }
|
||||
involved_activity ?= { has_activity_type = activity_tournament }
|
||||
}
|
||||
}
|
||||
add = 6
|
||||
}
|
||||
}
|
||||
|
||||
invite_knights_decision_upper_value = {
|
||||
value = invite_knights_decision_standard_value
|
||||
add = 3
|
||||
}
|
||||
|
||||
fp3_antagonize_character_interaction_cooldown = {
|
||||
value = 2
|
||||
if = {
|
||||
limit = { NOT = { any_character_struggle = { is_struggle_type = persian_struggle } } }
|
||||
add = 3
|
||||
}
|
||||
}
|
||||
|
||||
invite_poets_decision_standard_value = {
|
||||
value = 14
|
||||
}
|
||||
|
||||
invite_poets_decision_upper_value = {
|
||||
value = invite_poets_decision_standard_value
|
||||
add = 4
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -1,10 +0,0 @@
|
|||
|
||||
#Values used for checking distance with the 'squared_distance' trigger.
|
||||
|
||||
squared_distance_small = 22500 #150 map-pixels. Roughly one Wales away (top to bottom).
|
||||
squared_distance_medium = 62500 #250 map-pixels. Roughly one Ireland away (top to bottom).
|
||||
squared_distance_large = 422500 #650 map-pixels. Roughly one France away (top to bottom).
|
||||
squared_distance_huge = 722500 #850 map-pixels. Roughly one Holy Roman Empire away (left to right).
|
||||
squared_distance_almost_massive = 1440000 #1200 map-pixels. Roughly 1.5 Holy Roman Empire away (left to right).
|
||||
squared_distance_massive = 2402500 #1550 map-pixels.
|
||||
squared_distance_monstrous = 9000000 #3000 map-pixels
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,114 +0,0 @@
|
|||
###############
|
||||
# DYNASTY
|
||||
###############
|
||||
|
||||
# Dynasty Warfare CB Discount Perk
|
||||
warfare_legacy_2_discount = 0.8 # 20% discount
|
||||
|
||||
# Dynasty Glory Marriage Acceptance Perk
|
||||
glory_legacy_1_marriage_acceptance = 30
|
||||
|
||||
# Dynasty Kin Personal Scheme Success Chance on Dynasty Perk
|
||||
kin_legacy_4_success_chance = 30
|
||||
|
||||
# Dynasty House Scheme Success Chance on Cultural Paramater
|
||||
cultural_house_personal_scheme_success_chance = 30
|
||||
|
||||
# Dynasty Blood 4 extra Genetic Trait chance
|
||||
blood_legacy_4_chance = 5
|
||||
blood_legacy_4_extra_player_chance = 5
|
||||
|
||||
# What age does Graceful Aging start
|
||||
kin_legacy_5_start_age = 30
|
||||
|
||||
# How often should the effect fire
|
||||
kin_legacy_5_every_x_year = 5
|
||||
|
||||
# Calculate whether the effect should be applied this year
|
||||
kin_legacy_5_age_modulo = {
|
||||
value = age
|
||||
modulo = kin_legacy_5_every_x_year
|
||||
}
|
||||
|
||||
erudition_legacy_5_percentage = 10
|
||||
|
||||
customs_legacy_percentage = 30
|
||||
|
||||
fp1_adventure_legacy_2_success_chance_seduction = 15
|
||||
|
||||
fp1_adventure_legacy_2_prestige_value = {
|
||||
value = 100
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:target.primary_title
|
||||
}
|
||||
multiply = {
|
||||
value = scope:target.primary_title.tier
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:target = {
|
||||
NOT = {
|
||||
exists = scope:target.primary_title
|
||||
}
|
||||
exists = scope:target.primary_spouse
|
||||
NOT = {
|
||||
scope:target.primary_spouse = prev
|
||||
}
|
||||
exists = scope:target.primary_spouse.primary_title
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = scope:target.primary_spouse.primary_title.tier
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
any_liege_or_above = {
|
||||
scope:target = {
|
||||
OR = {
|
||||
is_close_family_of = prev
|
||||
is_consort_of = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:target = {
|
||||
is_courtier_of = prev
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
ep2_activities_legacy_2_grand_weddings_discount_value = 0.5
|
||||
|
||||
ep2_activities_legacy_2_grand_weddings_acceptance_boost_value = 15
|
||||
|
||||
ep2_activities_legacy_1_pilgrimages_discount_value = 0.5
|
||||
|
||||
ep2_activities_legacy_1_pilgrimages_learning_add_value = 2
|
||||
|
||||
ep2_activities_legacy_1_pilgrimages_learning_learning_per_holy_site_value = 2
|
||||
|
||||
ep2_activities_legacy_1_pilgrimages_learning_visitable_holy_sites_cap_value = 5
|
||||
|
||||
ep2_activities_legacy_1_pilgrimages_learning_cap_value = {
|
||||
value = ep2_activities_legacy_1_pilgrimages_learning_learning_per_holy_site_value
|
||||
multiply = ep2_activities_legacy_1_pilgrimages_learning_visitable_holy_sites_cap_value
|
||||
}
|
||||
|
||||
ep2_activities_legacy_3_tours_modifier_duration_value = 20
|
||||
|
||||
#FP3 Values
|
||||
|
||||
khvarenah_legacy_marriage_acceptance = 10
|
||||
|
||||
khvarenah_legacy_aptitude = 10
|
||||
|
|
@ -1,70 +0,0 @@
|
|||
#Values used in the education of children
|
||||
|
||||
matching_childhood_trait_modifier_value = 20
|
||||
mismatching_childhood_trait_modifier_value = -20
|
||||
educator_skill_modifier_factor = 0.4
|
||||
educator_learning_skill_modifier_factor = 0.2
|
||||
|
||||
#Values to trigger outcome events from (How well did the child do?)
|
||||
education_level_1 = 7 # Required for education rank 2
|
||||
education_level_2 = 12 # Required for education rank 3
|
||||
education_level_3 = 17 # Required for education rank 4
|
||||
|
||||
#One-time bonuses / penalties
|
||||
education_small_bonus = 1
|
||||
education_medium_bonus = 2
|
||||
education_large_bonus = 3
|
||||
education_small_penalty = -1
|
||||
education_medium_penalty = -2
|
||||
education_large_penalty = -3
|
||||
|
||||
#Value for balancing point conversion between educations
|
||||
point_conversion_factor = 0.5
|
||||
|
||||
child_education_conversion_chance = {
|
||||
add = 0.1
|
||||
if = {
|
||||
limit = {
|
||||
age < 14
|
||||
}
|
||||
multiply = 0.2
|
||||
multiply = 0.3
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
age < 13
|
||||
}
|
||||
multiply = 0.4
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
age < 12
|
||||
}
|
||||
multiply = 0.6
|
||||
multiply = 0.7
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
age < 11
|
||||
}
|
||||
multiply = 0.8
|
||||
multiply = 0.9
|
||||
}
|
||||
}
|
||||
|
||||
child_education_conversion_tooltip_chance = {
|
||||
add = 1
|
||||
if = {
|
||||
limit = {
|
||||
age >= 15
|
||||
}
|
||||
subtract = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
age > 10
|
||||
}
|
||||
subtract = child_education_conversion_chance
|
||||
}
|
||||
}
|
||||
|
|
@ -1,325 +0,0 @@
|
|||
weapon_inspiration_average_skill_value = {
|
||||
value = martial
|
||||
add = {
|
||||
value = prowess
|
||||
multiply = 2
|
||||
}
|
||||
divide = 2
|
||||
}
|
||||
armor_inspiration_average_skill_value = {
|
||||
value = martial
|
||||
add = {
|
||||
value = prowess
|
||||
multiply = 2
|
||||
}
|
||||
divide = 2
|
||||
}
|
||||
book_inspiration_average_skill_value = {
|
||||
value = learning
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = legendary_author
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
}
|
||||
weaver_inspiration_average_skill_value = {
|
||||
value = diplomacy
|
||||
}
|
||||
adventure_inspiration_average_skill_value = {
|
||||
value = prowess
|
||||
multiply = 3
|
||||
add = {
|
||||
value = diplomacy
|
||||
multiply = 1.5
|
||||
}
|
||||
add = {
|
||||
value = learning
|
||||
multiply = 1.5
|
||||
}
|
||||
divide = 4
|
||||
}
|
||||
artisan_inspiration_average_skill_value = {
|
||||
value = stewardship
|
||||
}
|
||||
smith_inspiration_average_skill_value = {
|
||||
value = stewardship
|
||||
multiply = 2
|
||||
add = {
|
||||
value = prowess
|
||||
multiply = 2
|
||||
}
|
||||
add = diplomacy
|
||||
divide = 4
|
||||
}
|
||||
|
||||
alchemy_inspiration_average_skill_value = {
|
||||
value = learning
|
||||
}
|
||||
|
||||
low_inspiration_skill = 8
|
||||
medium_inspiration_skill = 12
|
||||
high_inspiration_skill = 16
|
||||
|
||||
#This is how much var:artifact_quality needs to have been improved in events to correspond to high or medium skill.
|
||||
medium_adventurer_epic_quality_level = 6
|
||||
high_adventurer_epic_quality_level = 8
|
||||
|
||||
more_expensive_inspirations_multiplier_value = 0.5
|
||||
|
||||
artifact_brooch_value = {
|
||||
value = 0
|
||||
# Base score of up to 50 based on brooch quality.
|
||||
add = {
|
||||
value = scope:quality
|
||||
multiply = 0.5
|
||||
}
|
||||
|
||||
# Brooches made out of certain materials gain bonus points.
|
||||
if = {
|
||||
limit = { has_artifact_feature = decoration_material_wire_gold }
|
||||
add = 25
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_artifact_feature = decoration_material_wire_electrum }
|
||||
add = 15
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_artifact_feature = decoration_material_wire_silver }
|
||||
add = 10
|
||||
}
|
||||
|
||||
if = {
|
||||
# brooches set with gems gain up to 25 points based on the wealth/rarity of the gemstones.
|
||||
limit = { has_artifact_feature = brooch_decoration_centerpiece_and_adornment }
|
||||
add = {
|
||||
value = scope:wealth
|
||||
multiply = 0.25
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
# brooches decorating with filigree gain up to 20 points based on quality, or the artisan's skill.
|
||||
limit = { has_artifact_feature = brooch_decoration_centerpiece }
|
||||
add = {
|
||||
value = scope:quality
|
||||
multiply = 0.20
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
# brooches decorating with just an adornment gain up to 15 points based on wealth/rarity of the adornment
|
||||
limit = { has_artifact_feature = brooch_decoration_adornment }
|
||||
add = {
|
||||
value = scope:wealth
|
||||
multiply = 0.15
|
||||
}
|
||||
}
|
||||
else = {
|
||||
# Assume brooch value is just based on wealth
|
||||
add = {
|
||||
value = scope:wealth
|
||||
multiply = 0.10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
artifact_wealth_quality_average_value = {
|
||||
if = {
|
||||
limit = {
|
||||
exists = var:wealth
|
||||
exists = var:quality
|
||||
}
|
||||
value = var:wealth
|
||||
add = var:quality
|
||||
multiply = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = scope:wealth
|
||||
exists = scope:quality
|
||||
}
|
||||
value = scope:wealth
|
||||
add = scope:quality
|
||||
multiply = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:quality
|
||||
}
|
||||
value = var:quality
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = scope:quality
|
||||
}
|
||||
value = scope:quality
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = var:wealth
|
||||
}
|
||||
value = var:wealth
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
exists = scope:wealth
|
||||
}
|
||||
value = scope:wealth
|
||||
}
|
||||
else = {
|
||||
value = 20
|
||||
}
|
||||
}
|
||||
|
||||
artifact_wealth_quality_combined_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:wealth }
|
||||
add = scope:wealth
|
||||
}
|
||||
if = {
|
||||
limit = { exists = scope:quality }
|
||||
add = scope:quality
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
# Modifiers to decide what armor type someone wants to make/is created
|
||||
artifact_armor_type_mail_weight_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
current_date >= 1100.1.1 #Chainmail arrives in India during 12th century
|
||||
culture_has_south_asian_heritage_pillar_trigger = yes
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
artifact_armor_type_plate_weight_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
#Full plate armor developed and became more wide-spread (mostly) during the late middle ages
|
||||
current_date >= 1250.1.1
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
#Full plate armor developed and became more wide-spread (mostly) during the late middle ages
|
||||
current_date >= 1300.1.1
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
#Mostly used in Europe (at least initially)
|
||||
culture_has_european_heritage_pillar_trigger = yes
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
|
||||
artifact_armor_type_scale_weight_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
#Fairly common everywhere, but use in Europe had declined
|
||||
culture_has_european_heritage_pillar_trigger = yes
|
||||
NOR = {
|
||||
culture = { has_cultural_pillar = heritage_byzantine }
|
||||
culture = { has_cultural_pillar = heritage_caucasian }
|
||||
culture = { has_cultural_pillar = heritage_turkic }
|
||||
}
|
||||
}
|
||||
add = -10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
# Much more commonly used by the nomadic mongols
|
||||
culture = { has_cultural_pillar = heritage_mongolic }
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
}
|
||||
artifact_armor_type_lamellar_weight_value = {
|
||||
value = 0
|
||||
if = {
|
||||
#More common in the Middle East and Asia
|
||||
limit = {
|
||||
OR = {
|
||||
culture_has_mena_heritage_pillar_trigger = yes
|
||||
culture_has_asian_heritage_pillar_trigger = yes
|
||||
}
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
}
|
||||
artifact_armor_type_laminar_weight_value = {
|
||||
value = 0
|
||||
if = {
|
||||
#More common in the Middle East and Asia
|
||||
|
||||
limit = {
|
||||
OR = {
|
||||
culture_has_asian_heritage_pillar_trigger = yes
|
||||
culture = { has_cultural_pillar = heritage_ugro_permian }
|
||||
culture_has_mena_heritage_pillar_trigger = yes
|
||||
}
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
}
|
||||
artifact_armor_type_brigandine_weight_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
culture_has_mena_heritage_pillar_trigger = yes
|
||||
culture_has_asian_heritage_pillar_trigger = yes
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
current_date >= 1240.1.1 #Reached eastern Europe after the Mongol invasion
|
||||
culture_has_east_european_heritage_pillar_trigger = yes
|
||||
}
|
||||
AND = {
|
||||
current_date >= 1270.1.1 #Reached the rest of Europe some centuries later
|
||||
culture_has_european_heritage_pillar_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
|
||||
# Used to set quality and wealth for banners found after a battle
|
||||
conquered_banner_value = {
|
||||
value = 10
|
||||
if = {
|
||||
limit = {
|
||||
scope:epic_loser = { highest_held_title_tier >= tier_empire }
|
||||
}
|
||||
add = 90
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:epic_loser = { highest_held_title_tier = tier_kingdom }
|
||||
}
|
||||
add = 60
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:epic_loser = { highest_held_title_tier = tier_duchy }
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
}
|
||||
|
||||
artifact_durability_percent = {
|
||||
value = artifact_durability
|
||||
divide = artifact_max_durability
|
||||
}
|
||||
|
|
@ -1,687 +0,0 @@
|
|||
# Referenced from code, in code value will be clamped between NRoyalCourt::COURT_GRANDEUR_MIN and NRoyalCourt::COURT_GRANDEUR_MAX
|
||||
# root = character calculating for
|
||||
court_grandeur_minimum_expected_value = {
|
||||
value = sub_realm_size
|
||||
divide = 4
|
||||
if = { # Elective Empires have slightly lower expectations (i.e. the HRE)
|
||||
limit = {
|
||||
any_held_title = {
|
||||
tier = tier_empire
|
||||
has_title_law_flag = elective_succession_law
|
||||
}
|
||||
}
|
||||
divide = 2
|
||||
}
|
||||
if = { # Add a baseline depending on rank
|
||||
limit = {
|
||||
highest_held_title_tier = tier_empire
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
else = {
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
multiply = 0
|
||||
add = court_grandeur_current
|
||||
}
|
||||
}
|
||||
|
||||
# Referenced from code for the multiplier of above/below expected court grandeur level modifiers
|
||||
court_grandeur_level_difference_modifier_multiplier = {
|
||||
value = 1
|
||||
if = { # Small realms receives larger bonuses for being above their expected level
|
||||
limit = {
|
||||
court_grandeur_current_level >= court_grandeur_minimum_expected_level
|
||||
}
|
||||
value = 100 # Realm size baseline
|
||||
divide = {
|
||||
value = sub_realm_size
|
||||
min = 1
|
||||
}
|
||||
min = 1
|
||||
max = 4
|
||||
}
|
||||
else = { # Big realms receives larger penalties for being below their expected level
|
||||
value = sub_realm_size
|
||||
multiply = 0.025
|
||||
min = 1
|
||||
max = 4
|
||||
}
|
||||
}
|
||||
|
||||
delusions_of_grandeur_level_difference = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 6
|
||||
}
|
||||
|
||||
ep1_court_grandeur_marriage_acceptance_value = {
|
||||
scope:actor = {
|
||||
add = court_grandeur_current_level
|
||||
subtract = court_grandeur_minimum_expected_level
|
||||
multiply = 5
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient.faith = {
|
||||
faith_hostility_level = {
|
||||
target = scope:actor.faith
|
||||
value = faith_astray_level
|
||||
}
|
||||
}
|
||||
}
|
||||
divide = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.faith = {
|
||||
faith_hostility_level = {
|
||||
target = scope:actor.faith
|
||||
value = faith_hostile_level
|
||||
}
|
||||
}
|
||||
}
|
||||
divide = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:recipient.faith = {
|
||||
faith_hostility_level = {
|
||||
target = scope:actor.faith
|
||||
value = faith_evil_level
|
||||
}
|
||||
}
|
||||
}
|
||||
divide = 4
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ep1_court_grandeur_marriage_acceptance_value_penalty = {
|
||||
scope:actor = {
|
||||
add = court_grandeur_current_level
|
||||
subtract = court_grandeur_minimum_expected_level
|
||||
multiply = 10
|
||||
}
|
||||
}
|
||||
|
||||
grandeur_loss_on_succession_value = {
|
||||
value = -10
|
||||
if = { # 100 Dread makes you lose 5 more grandeur
|
||||
limit = {
|
||||
dread > 0
|
||||
}
|
||||
subtract = {
|
||||
value = dread
|
||||
divide = 20
|
||||
}
|
||||
}
|
||||
if = { # 100 Tyranny makes you lose 10 more grandeur
|
||||
limit = {
|
||||
tyranny > 0
|
||||
}
|
||||
subtract = {
|
||||
value = tyranny
|
||||
divide = 10
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = primary_heir
|
||||
primary_heir = {
|
||||
has_trait = ambitious
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = primary_title
|
||||
primary_title = {
|
||||
has_order_of_succession = election
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
# The unmodified, average cost of sponsoring an Inspiration.
|
||||
basic_fund_inspiration_cost = {
|
||||
value = 100
|
||||
}
|
||||
|
||||
inspiration_cost_skill_multiplier = 0.5
|
||||
quality_bonus_per_skill_level_value = 2 # A character with an average skill value of 20 will produce artifacts with +40 quality
|
||||
|
||||
# Calculates the total number of characters in the world who have an active Inspiration.
|
||||
num_world_inspired_characters_value = {
|
||||
value = 0
|
||||
every_inspired_character = {
|
||||
limit = { has_completed_inspiration = no }
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
# Calculates the total number of characters in the world who currently have a Royal Court.
|
||||
num_world_royal_courts_value = {
|
||||
value = 0
|
||||
every_character_with_royal_court = {
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
# How many new inspirations can be created by inspiration_system.0005 each year if we are below the limit.
|
||||
max_new_inspirations_per_year_value = {
|
||||
value = 3 # 16% of the existing world region have a chance to get an inspired character
|
||||
add = {
|
||||
value = 15 #if every royal court is wealthy enough, we generate 1x nb of world region inspired characters
|
||||
multiply = {
|
||||
value = 0
|
||||
add = {
|
||||
every_character_with_royal_court = {
|
||||
limit = {
|
||||
OR = {
|
||||
is_ai = no
|
||||
AND = {
|
||||
is_ai = yes
|
||||
short_term_gold >= ai_inspiration_desired_gold_value
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
divide = {
|
||||
every_character_with_royal_court = {
|
||||
add = 1
|
||||
}
|
||||
min = 1 # security to avoid dividing by 0 if there is none royal court
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
}
|
||||
|
||||
# The 'ideal' limit for how many total inspirations will exist in the world at a time, per royal court.
|
||||
# Scripted effects can bring us over this value, but inspiration_system.0005 will not generate new inspirations until we fall back under it.
|
||||
ideal_total_inspirations_per_royal_court_value = 1.875
|
||||
|
||||
ideal_total_world_inspirations = {
|
||||
value = num_world_royal_courts_value
|
||||
multiply = ideal_total_inspirations_per_royal_court_value
|
||||
}
|
||||
|
||||
# How many months an inspired character will wait around in a court for before moving on to a new one.
|
||||
inspired_character_recent_arrival_duration_value = {
|
||||
value = 15
|
||||
# Adds -3 or +3 months, if they are (im)patient.
|
||||
if = {
|
||||
limit = { has_trait = impatient }
|
||||
subtract = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_trait = patient }
|
||||
add = 3
|
||||
}
|
||||
# Adds between +3 and -3 months before moving on, based on ai_energy.
|
||||
add = {
|
||||
value = ai_energy
|
||||
multiply = -0.03
|
||||
round = yes
|
||||
}
|
||||
}
|
||||
|
||||
# How many years a courtier must serve in a specific court to get the court type trait
|
||||
years_to_gain_court_type_trait = 5
|
||||
|
||||
# The trigger to check time served ("days_since_joined_court") needs days, so we convert the years here
|
||||
days_to_gain_court_type_trait = {
|
||||
add = years_to_gain_court_type_trait
|
||||
multiply = 365
|
||||
}
|
||||
|
||||
cgv_level_threshold_court_type_trait_1 = 5
|
||||
cgv_level_threshold_court_type_trait_2 = 8
|
||||
|
||||
# Court Type Values
|
||||
court_intrigue_spymaster_task_bonus = 20
|
||||
court_administrative_steward_task_bonus = 30
|
||||
|
||||
# Hold Court Grace Values
|
||||
hold_court_grace_period_years = 1825
|
||||
|
||||
hold_court_grace_period_comparison = {
|
||||
value = 1
|
||||
add = {
|
||||
value = current_year
|
||||
subtract = var:last_hold_court_date
|
||||
subtract = hold_court_grace_period_years # 5
|
||||
multiply = 0.1
|
||||
min = 0
|
||||
max = 1
|
||||
}
|
||||
# example
|
||||
# 1066 - 1054 = 12 - 5 = 7 * 0.1 = 0.7 + 1 = 1.7
|
||||
# subtract 5 as this is the hard cooldown, we only want to increase weight for years beyond that
|
||||
# modifier caps at 2 (10 years since last hold court)
|
||||
}
|
||||
|
||||
# To be used for court positions that are very mobile and requires a healthy and strong body
|
||||
court_position_aptitude_high_penalty_value = {
|
||||
if = {
|
||||
limit = {
|
||||
is_playable_character = yes
|
||||
}
|
||||
add = {
|
||||
value = -20
|
||||
desc = court_position_landed_penalty
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = maimed
|
||||
}
|
||||
add = {
|
||||
value = -25
|
||||
desc = court_position_maimed_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = wounded_3
|
||||
}
|
||||
add = {
|
||||
value = -25
|
||||
desc = court_position_wounded_3_trait
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_trait = wounded_2
|
||||
}
|
||||
add = {
|
||||
value = -15
|
||||
desc = court_position_wounded_2_trait
|
||||
}
|
||||
}
|
||||
#Wounded_1 is ok since it's not a serious injury... yet
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = blind
|
||||
}
|
||||
add = {
|
||||
value = -50
|
||||
desc = court_position_blind_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = infirm
|
||||
}
|
||||
add = {
|
||||
value = -75
|
||||
desc = court_position_infirm_trait
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# To be used for court positions that are NOT very mobile and doesn't really require a strong/healthy body
|
||||
court_position_aptitude_low_penalty_value = {
|
||||
if = {
|
||||
limit = {
|
||||
is_playable_character = yes
|
||||
}
|
||||
add = {
|
||||
value = -20
|
||||
desc = court_position_landed_penalty
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = maimed
|
||||
}
|
||||
add = {
|
||||
value = -15
|
||||
desc = court_position_maimed_trait
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = wounded_3
|
||||
}
|
||||
add = {
|
||||
value = -15
|
||||
desc = court_position_wounded_3_trait
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_trait = wounded_2
|
||||
}
|
||||
add = {
|
||||
value = -10
|
||||
desc = court_position_wounded_2_trait
|
||||
}
|
||||
}
|
||||
#Wounded_1 is ok since it's not a serious injury... yet
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = infirm
|
||||
}
|
||||
add = {
|
||||
value = -75
|
||||
desc = court_position_infirm_trait
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_position_candidate_score_base_value = {
|
||||
scope:liege = {
|
||||
# Not very likely to hire rivals
|
||||
if = {
|
||||
limit = {
|
||||
has_relation_rival = scope:employee
|
||||
}
|
||||
add = -1000
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { exists = scope:firing_court_position }
|
||||
scope:employee = { has_any_court_position = yes }
|
||||
}
|
||||
add = -150
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Aptitude goes from 1 to 5, so the score here goes from 4 to 20 (except significantly discouraging hiring someone who isn't the best)
|
||||
court_position_candidate_aptitude_value = {
|
||||
scope:employee = {
|
||||
# Does the liege have a better candidate that they should be hiring instead?
|
||||
if = {
|
||||
limit = {
|
||||
scope:highest_available_aptitude > scope:employee_aptitude
|
||||
}
|
||||
add = -125
|
||||
}
|
||||
# More likely to pick a courtier with a high aptitude, less likely to pick one with low
|
||||
add = {
|
||||
value = scope:employee_aptitude
|
||||
multiply = 4
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_position_debt_considerations_value = {
|
||||
scope:liege = {
|
||||
if = {
|
||||
limit = {
|
||||
debt_level >= 5
|
||||
}
|
||||
add = -5000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
debt_level >= 4
|
||||
}
|
||||
add = -1000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
debt_level >= 3
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
debt_level >= 2
|
||||
}
|
||||
add = -200
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
debt_level >= 1
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
if = { # Needs money for WAR!
|
||||
limit = {
|
||||
ai_has_conqueror_personality = yes
|
||||
}
|
||||
add = -100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_position_seneschal_debt_considerations_value = { # Regardless of debt, having a seneschal is good if your control is abysmal
|
||||
scope:liege = {
|
||||
if = {
|
||||
limit = {
|
||||
is_at_war = no
|
||||
NOT = {
|
||||
any_held_title = {
|
||||
tier = tier_county
|
||||
county_control < 100
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
debt_level >= 5
|
||||
}
|
||||
add = -5000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
debt_level >= 4
|
||||
}
|
||||
add = -1000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
debt_level >= 3
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
debt_level >= 2
|
||||
}
|
||||
add = -200
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
debt_level >= 1
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# This is balanced against a typical base score of 50
|
||||
# And a typical skill score of 12 (aptitude of 3)
|
||||
# We want to sit at roughly 10% of income spent
|
||||
# So 10% income spent needs to give -62 score
|
||||
# So the cost of them all we multiply by 600, for 10% = -60
|
||||
# While the cost of the position itself with 100. 5 positions of 2% each will then each get -2
|
||||
court_position_liege_score_base_value = {
|
||||
value = 0
|
||||
scope:liege = {
|
||||
subtract = {
|
||||
# Less likely to hire for the really expensive positions
|
||||
# But this is a pretty minor impact
|
||||
value = 100
|
||||
multiply = scope:percent_of_monthly_gold_income
|
||||
}
|
||||
subtract = {
|
||||
# Value decreases as cost of all positions increase
|
||||
value = 600
|
||||
if = {
|
||||
limit = {
|
||||
ai_should_focus_on_building_in_their_capital = yes
|
||||
}
|
||||
add = 400
|
||||
}
|
||||
multiply = scope:percent_of_monthly_gold_income_all_positions
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
order_mass_eviction_decision_cost_value = 350
|
||||
|
||||
exoticise_a_grand_hall_decision_cost_value = {
|
||||
# A nicely hefty base cost.
|
||||
value = massive_gold_value
|
||||
|
||||
# Modified down a bit for architect.
|
||||
if = {
|
||||
limit = { has_trait = architect }
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
|
||||
# Check the guts of the value inside a sub-value so that we can script a fallback.
|
||||
ep1_decision_0111_proportional_cgv_actual_gain_value = {
|
||||
value = 0
|
||||
|
||||
# Add the target's CGV.
|
||||
add = court_grandeur_current
|
||||
# Subtract root's CGV to get the difference.
|
||||
subtract = root.court_grandeur_current
|
||||
# Reduce it down a bit.
|
||||
multiply = 0.5
|
||||
# Round it out.
|
||||
round = yes
|
||||
}
|
||||
|
||||
ep1_decision_0111_proportional_cgv_gain_value = {
|
||||
value = 0
|
||||
|
||||
# Import the real tally from elsewhere.
|
||||
add = ep1_decision_0111_proportional_cgv_actual_gain_value
|
||||
# Fallback: we can't set a minimum, since we can have values either side of zero. If we hit zero, default to 1 instead.
|
||||
if = {
|
||||
limit = {
|
||||
ep1_decision_0111_proportional_cgv_actual_gain_value = 0
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
ep1_decision_0111_proportional_prestige_cost_value = {
|
||||
# Carry over our CGV differential.
|
||||
value = ep1_decision_0111_proportional_cgv_gain_value
|
||||
|
||||
# Invert it: if you lose CGV, we want you to gain prestige, and if you gain CGV, you should lose prestige.
|
||||
multiply = -1
|
||||
# Whilst we're here (and numbers are low), round things.
|
||||
round = yes
|
||||
# Make the cost a noteworthy fraction.
|
||||
multiply = 50
|
||||
}
|
||||
|
||||
ep1_flavour_0001_scion_minimum_age_value = 18
|
||||
|
||||
ep1_flavour_0001_scion_parent_minimum_age_value = {
|
||||
# Base of 20 for something kinda sensible.
|
||||
value = 20
|
||||
# Plus the scion's minimum age.
|
||||
add = ep1_flavour_0001_scion_minimum_age_value
|
||||
}
|
||||
|
||||
# Scripted value used so we can reference it in a custom tooltip.
|
||||
ep1_flavour_0021_courts_lose_opinion_value = 20
|
||||
|
||||
# Aaaaand a further linked value so that the loc plays nicely; otherwise we get a double negative of "loses -20".
|
||||
ep1_flavour_0021_courts_lose_opinion_actual_value = {
|
||||
value = ep1_flavour_0021_courts_lose_opinion_value
|
||||
multiply = -1
|
||||
}
|
||||
|
||||
# Scripted value used so we can reference it in a custom tooltip.
|
||||
ep1_flavour_0021_courts_gain_opinion_value = 20
|
||||
|
||||
# As the name says... value of gained prestige per level of food amenities at feasts!
|
||||
ep1_feast_prestige_per_food_amenities_value = {
|
||||
value = medium_prestige_gain
|
||||
if = {
|
||||
limit = {
|
||||
amenity_level = { type = court_food_quality value >= max_amenity_level }
|
||||
}
|
||||
add = {
|
||||
value = medium_prestige_gain
|
||||
multiply = 0.4
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
amenity_level = { type = court_food_quality value = very_high_amenity_level }
|
||||
}
|
||||
add = {
|
||||
value = medium_prestige_gain
|
||||
multiply = 0.25
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
amenity_level = { type = court_food_quality value = medium_amenity_level }
|
||||
}
|
||||
add = {
|
||||
value = medium_prestige_gain
|
||||
multiply = -0.25
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
amenity_level = { type = court_food_quality value <= low_amenity_level }
|
||||
}
|
||||
add = {
|
||||
value = medium_prestige_gain
|
||||
multiply = -0.4
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
challenge_for_artifact_prestige_cost_value = {
|
||||
value = 150
|
||||
scope:target = {
|
||||
if = {
|
||||
limit = { rarity = masterwork }
|
||||
multiply = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = famed }
|
||||
multiply = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = { rarity = illustrious }
|
||||
multiply = 4
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
challenge_for_artifact_prestige_limit_value = {
|
||||
value = challenge_for_artifact_prestige_cost_value
|
||||
divide = 3
|
||||
min = 150
|
||||
}
|
||||
|
||||
ep1_fund_inspiration_2100_rival_difference = {
|
||||
add = scope:other_inspiration_owner.inspiration.inspiration_gold_invested
|
||||
subtract = scope:inspiration_owner.inspiration.inspiration_gold_invested
|
||||
}
|
||||
|
||||
50_percent_of_owned_gold = {
|
||||
value = current_gold_value
|
||||
multiply = 0.5
|
||||
min = 1
|
||||
}
|
||||
|
||||
80_percent_of_owned_gold = {
|
||||
value = current_gold_value
|
||||
multiply = 0.8
|
||||
min = 1
|
||||
}
|
||||
|
|
@ -1,156 +0,0 @@
|
|||
###################
|
||||
# FACTION VALUES #
|
||||
###################
|
||||
|
||||
base_discontent_progress = 3
|
||||
|
||||
minor_discontent_gain = 10
|
||||
medium_discontent_gain = 20
|
||||
major_discontent_gain = 30
|
||||
minor_discontent_loss = -10
|
||||
medium_discontent_loss = -20
|
||||
major_discontent_loss = -30
|
||||
massive_discontent_loss = -50
|
||||
|
||||
faction_war_white_peace_cooldown = 5 # years
|
||||
faction_war_defeat_cooldown = 10 # years
|
||||
|
||||
faction_nation_fracturing_war_white_peace_cooldown = 15 # years
|
||||
faction_nation_fracturing_war_defeat_cooldown = 30 # years
|
||||
|
||||
|
||||
liberty_war_victory_cooldown = 5
|
||||
|
||||
# Values for the AI to evaluate how powerful factions are relative to each other.
|
||||
faction_power_minimal = {
|
||||
value = faction_power_threshold
|
||||
multiply = 0.25
|
||||
}
|
||||
faction_power_halfway_threshold = {
|
||||
value = faction_power_threshold
|
||||
multiply = 0.50
|
||||
}
|
||||
faction_power_pushing_threshold = {
|
||||
value = faction_power_threshold
|
||||
multiply = 0.75
|
||||
}
|
||||
|
||||
faction_weight_factor_power_minimal_penalty = 0.5
|
||||
faction_weight_factor_power_halfway_threshold = 1.20 # +20% total faction weight
|
||||
faction_weight_factor_power_pushing_threshold = 1.5 # +50% total faction weight
|
||||
faction_weight_factor_power_exceeds_threshold = 2 # +100% total faction weight
|
||||
|
||||
faction_discontent_for_extra_power = {
|
||||
value = base_discontent_progress
|
||||
multiply = { # We want discontent to increase gradually as a faction grows their military power.
|
||||
value = faction_power
|
||||
subtract = faction_power_threshold
|
||||
divide = faction_power_threshold # To get the % over the power threshold we are.
|
||||
multiply = 4 # At 25% bonus faction power, discontent increases 100% faster (compared to the base gain).
|
||||
}
|
||||
round = yes # To avoid having it say +0...
|
||||
max = 10 # Minimum 8 months to reach 100% discontent (no insta-revolts, no matter how powerful the faction is).
|
||||
}
|
||||
|
||||
total_county_levies = {
|
||||
value = 0
|
||||
|
||||
# Get the base levies from each province.
|
||||
every_in_de_jure_hierarchy = {
|
||||
limit = {
|
||||
tier = tier_barony
|
||||
}
|
||||
title_province = {
|
||||
add = building_levies
|
||||
}
|
||||
}
|
||||
|
||||
# Levy size multipliers (excluding ruler-specific modifiers, such as Martial skill).
|
||||
multiply = {
|
||||
# 100% Levy Base
|
||||
value = 1
|
||||
|
||||
# Adds bonus levies from Development (at base 20 development, +20% levies).
|
||||
add = {
|
||||
add = development_level
|
||||
multiply = 0.01
|
||||
}
|
||||
|
||||
# Adds bonus levies from cultural innovations.
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_bannus
|
||||
}
|
||||
}
|
||||
add = 0.1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_levies_to_raise = {
|
||||
value = total_county_levies
|
||||
|
||||
# Will summon between 75% and 175% of total county levy strength, depending on how much they hate you (most commonly will be 95-110% though, scores between -20 and -35 are the most common)
|
||||
multiply = {
|
||||
value = county_opinion
|
||||
multiply = -0.01
|
||||
add = 0.5
|
||||
}
|
||||
min = {
|
||||
value = building_max_garrison
|
||||
multiply = 1.2
|
||||
}
|
||||
}
|
||||
|
||||
county_horde_riders_to_raise = {
|
||||
if = {
|
||||
limit = {
|
||||
uses_county_fertility = yes
|
||||
}
|
||||
value = county_fertility
|
||||
}
|
||||
else = {
|
||||
value = 25
|
||||
}
|
||||
min = 10
|
||||
multiply = 30
|
||||
|
||||
# Will summon between 75% and 175% of total county levy strength, depending on how much they hate you (most commonly will be 95-110% though, scores between -20 and -35 are the most common)
|
||||
multiply = {
|
||||
value = county_opinion
|
||||
multiply = -0.01
|
||||
add = 0.5
|
||||
}
|
||||
min = {
|
||||
value = building_max_garrison
|
||||
multiply = 1.2
|
||||
}
|
||||
}
|
||||
|
||||
county_horde_riders_to_raise_power = {
|
||||
value = county_horde_riders_to_raise
|
||||
multiply = 2
|
||||
}
|
||||
|
||||
county_maa_to_raise = {
|
||||
value = total_county_levies
|
||||
|
||||
# Based on county levy strength, summon an appropiate number of MAAs that scales with popular opinion.
|
||||
multiply = {
|
||||
value = county_opinion
|
||||
multiply = -0.00003
|
||||
}
|
||||
round = yes
|
||||
min = 1
|
||||
}
|
||||
|
||||
peasant_war_victory_county_control_loss = -75
|
||||
peasant_war_starts_county_control_loss = -25
|
||||
|
||||
liege_opinion_value = {
|
||||
value = scope:opinion_of_current_liege
|
||||
}
|
||||
|
||||
# How many years of truce do you get with a faction's members for appointing their leader as co-emperor?
|
||||
faction_counter_offer_appointed_co_emperor_value = 10
|
||||
|
|
@ -1,183 +0,0 @@
|
|||
slower_game_rule_value = 0.5
|
||||
significantly_slower_game_rule_value = 0.25
|
||||
faster_game_rule_value = 2
|
||||
significantly_faster_game_rule_value = 4
|
||||
|
||||
random_harm_spiteful_diverse_skilled_value = 15
|
||||
random_harm_spiteful_multi_skilled_value = 18
|
||||
random_harm_spiteful_specialist_skilled_value = 23
|
||||
|
||||
random_harm_spiteful_perks_in_tree_total_value = 20
|
||||
|
||||
harm_game_rule_likelihood_minor_increase_value = 0.1
|
||||
harm_game_rule_likelihood_medium_increase_value = 0.25
|
||||
harm_game_rule_likelihood_major_increase_value = 0.4
|
||||
|
||||
harm_game_rule_likelihood_value = {
|
||||
value = 0
|
||||
# Set a base from the for various game rule configurations.
|
||||
## Default.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_game_rule = harm_dangerous
|
||||
has_game_rule = harm_spiteful
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
## Reduced.
|
||||
else_if = {
|
||||
limit = { has_game_rule = harm_illusion_of_safety }
|
||||
add = 0.25
|
||||
}
|
||||
## Disabled.
|
||||
### Covered in the trigger.
|
||||
## Increased.
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_game_rule = harm_tragic
|
||||
has_game_rule = harm_tragically_spiteful
|
||||
}
|
||||
}
|
||||
add = 1.5
|
||||
}
|
||||
## Increased even further for interesting characters.
|
||||
if = {
|
||||
limit = {
|
||||
# Must have an appropriate game rule.
|
||||
OR = {
|
||||
has_game_rule = harm_spiteful
|
||||
has_game_rule = harm_tragically_spiteful
|
||||
}
|
||||
}
|
||||
# And be suitably worthwhile!
|
||||
## Highly skilled.
|
||||
if = {
|
||||
limit = {
|
||||
calc_true_if = {
|
||||
amount >= 4
|
||||
diplomacy >= random_harm_spiteful_diverse_skilled_value
|
||||
martial >= random_harm_spiteful_diverse_skilled_value
|
||||
stewardship >= random_harm_spiteful_diverse_skilled_value
|
||||
intrigue >= random_harm_spiteful_diverse_skilled_value
|
||||
learning >= random_harm_spiteful_diverse_skilled_value
|
||||
prowess >= random_harm_spiteful_diverse_skilled_value
|
||||
}
|
||||
calc_true_if = {
|
||||
amount >= 2
|
||||
diplomacy >= random_harm_spiteful_multi_skilled_value
|
||||
martial >= random_harm_spiteful_multi_skilled_value
|
||||
stewardship >= random_harm_spiteful_multi_skilled_value
|
||||
intrigue >= random_harm_spiteful_multi_skilled_value
|
||||
learning >= random_harm_spiteful_multi_skilled_value
|
||||
prowess >= random_harm_spiteful_multi_skilled_value
|
||||
}
|
||||
OR = {
|
||||
diplomacy >= random_harm_spiteful_specialist_skilled_value
|
||||
martial >= random_harm_spiteful_specialist_skilled_value
|
||||
stewardship >= random_harm_spiteful_specialist_skilled_value
|
||||
intrigue >= random_harm_spiteful_specialist_skilled_value
|
||||
learning >= random_harm_spiteful_specialist_skilled_value
|
||||
prowess >= random_harm_spiteful_specialist_skilled_value
|
||||
}
|
||||
}
|
||||
add = harm_game_rule_likelihood_medium_increase_value
|
||||
}
|
||||
## Positive genetic traits.
|
||||
### First, we check number.
|
||||
#### We don't tolerate excess.
|
||||
if = {
|
||||
limit = { num_of_good_genetic_traits >= 2 }
|
||||
add = harm_game_rule_likelihood_minor_increase_value
|
||||
}
|
||||
#### Let alone impractical excess.
|
||||
else_if = {
|
||||
limit = { num_of_good_genetic_traits >= 3 }
|
||||
add = harm_game_rule_likelihood_medium_increase_value
|
||||
}
|
||||
### Then we check quality.
|
||||
#### Some buffs.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = beauty_good_1
|
||||
has_trait = intellect_good_1
|
||||
has_trait = physique_good_1
|
||||
}
|
||||
}
|
||||
add = harm_game_rule_likelihood_minor_increase_value
|
||||
}
|
||||
#### Clearly doing some breeding.
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = beauty_good_2
|
||||
has_trait = intellect_good_2
|
||||
has_trait = physique_good_2
|
||||
}
|
||||
}
|
||||
add = harm_game_rule_likelihood_medium_increase_value
|
||||
}
|
||||
#### Remember: you opted into this.
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = beauty_good_3
|
||||
has_trait = intellect_good_3
|
||||
has_trait = physique_good_3
|
||||
}
|
||||
}
|
||||
add = harm_game_rule_likelihood_major_increase_value
|
||||
}
|
||||
## Notable levels of prestige or piety.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
prestige_level >= max_prestige_level
|
||||
piety_level >= max_piety_level
|
||||
}
|
||||
}
|
||||
add = harm_game_rule_likelihood_minor_increase_value
|
||||
}
|
||||
## Very young or getting old & in charge of an important realm.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
age <= 28
|
||||
OR = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
realm_size >= monumental_realm_size
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
age >= 66
|
||||
OR = {
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
realm_size >= monumental_realm_size
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = harm_game_rule_likelihood_medium_increase_value
|
||||
}
|
||||
## Has capped out a noble number of perk trees.
|
||||
if = {
|
||||
limit = {
|
||||
calc_true_if = {
|
||||
amount >= 2
|
||||
perks_in_diplomacy_lifestyle >= random_harm_spiteful_perks_in_tree_total_value
|
||||
perks_in_martial_lifestyle >= random_harm_spiteful_perks_in_tree_total_value
|
||||
perks_in_stewardship_lifestyle >= random_harm_spiteful_perks_in_tree_total_value
|
||||
perks_in_intrigue_lifestyle >= random_harm_spiteful_perks_in_tree_total_value
|
||||
perks_in_learning_lifestyle >= random_harm_spiteful_perks_in_tree_total_value
|
||||
}
|
||||
}
|
||||
add = harm_game_rule_likelihood_medium_increase_value
|
||||
}
|
||||
}
|
||||
# But uhhh, make sure it never gets too ungodly kill-crazy.
|
||||
max = 2.5
|
||||
}
|
||||
|
|
@ -1,211 +0,0 @@
|
|||
###################
|
||||
# GOVERNMENT VALUES #
|
||||
###################
|
||||
|
||||
clan_government_levies_default = 0.04
|
||||
clan_government_levies_player = 0.25
|
||||
|
||||
clan_government_tax_default = 0.02
|
||||
clan_government_tax_player = 0.25
|
||||
|
||||
clan_government_tax_collector_aptitude_multiplier = {
|
||||
value = {
|
||||
if = {
|
||||
limit = {
|
||||
check_tax_collector_aptitude = {
|
||||
CHARACTER = scope:tax_collector
|
||||
VALUE = 5
|
||||
}
|
||||
}
|
||||
add = 15
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_tax_collector_aptitude = {
|
||||
CHARACTER = scope:tax_collector
|
||||
VALUE = 4
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_tax_collector_aptitude = {
|
||||
CHARACTER = scope:tax_collector
|
||||
VALUE = 3
|
||||
}
|
||||
}
|
||||
add = 6
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_tax_collector_aptitude = {
|
||||
CHARACTER = scope:tax_collector
|
||||
VALUE = 2
|
||||
}
|
||||
}
|
||||
add = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_tax_collector_aptitude = {
|
||||
CHARACTER = scope:tax_collector
|
||||
VALUE = 1
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else = {
|
||||
add = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
clan_government_levies_max_possible = {
|
||||
value = clan_government_levies_default
|
||||
}
|
||||
|
||||
clan_government_tax_max_possible = {
|
||||
value = clan_government_tax_default
|
||||
}
|
||||
|
||||
default_tax_obligation_ai_will_do = {
|
||||
value = 1
|
||||
if = {
|
||||
limit = {
|
||||
scope:is_current_obligation = yes
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
tax_obligation_base_ai_will_do = {
|
||||
value = default_tax_obligation_ai_will_do
|
||||
subtract = scope:num_slots_with_obligation # Give the AI some variety
|
||||
}
|
||||
|
||||
tax_obligation_half_of_slot = {
|
||||
value = scope:num_vassal_slots
|
||||
divide = 2
|
||||
}
|
||||
|
||||
#Feudal government values
|
||||
exempt_feudal_tax = 0
|
||||
low_feudal_tax = 0.025
|
||||
normal_feudal_tax = 0.1
|
||||
high_feudal_tax = 0.15
|
||||
extortionate_feudal_tax = 0.25
|
||||
|
||||
feudal_tax_exempt_level = 0
|
||||
feudal_tax_low_level = 1
|
||||
feudal_tax_normal_level = 2
|
||||
feudal_tax_high_level = 3
|
||||
feudal_tax_extortionate_level = 4
|
||||
|
||||
feudal_levies_exempt_level = 0
|
||||
feudal_levies_low_level = 1
|
||||
feudal_levies_normal_level = 2
|
||||
feudal_levies_high_level = 3
|
||||
feudal_levies_extortionate_level = 4
|
||||
|
||||
scutage_contract_tax = 0.5
|
||||
scutage_contract_tax_tooltip = {
|
||||
value = scutage_contract_tax
|
||||
multiply = 100
|
||||
}
|
||||
scutage_contract_levies = -0.75
|
||||
scutage_contract_levies_tooltip = {
|
||||
value = scutage_contract_levies
|
||||
multiply = 100
|
||||
multiply = -1
|
||||
}
|
||||
march_contract_taxes = -0.5
|
||||
march_contract_taxes_tooltip = {
|
||||
value = march_contract_taxes
|
||||
multiply = 100
|
||||
multiply = -1
|
||||
}
|
||||
castellan_contract_levies = 0.5
|
||||
castellan_contract_levies_tooltip = {
|
||||
value = castellan_contract_levies
|
||||
multiply = 100
|
||||
}
|
||||
palatinate_contract_taxes = -0.2
|
||||
palatinate_contract_levies = -0.2
|
||||
palatinate_contract_taxes_tooltip = {
|
||||
value = palatinate_contract_taxes
|
||||
multiply = 100
|
||||
multiply = -1
|
||||
}
|
||||
fortification_rights_contract_taxes = -0.10
|
||||
fortification_rights_contract_taxes_tooltip = {
|
||||
value = fortification_rights_contract_taxes
|
||||
multiply = 100
|
||||
multiply = -1
|
||||
}
|
||||
succession_rights_contract_law_cost = 0.25
|
||||
succession_rights_contract_law_cost_tooltip = {
|
||||
value = succession_rights_contract_law_cost
|
||||
multiply = 100
|
||||
}
|
||||
war_declaration_rights_allowed_cost_reduction = 0.5
|
||||
war_declaration_rights_allowed_cost_reduction_tooltip = {
|
||||
value = war_declaration_rights_allowed_cost_reduction
|
||||
multiply = 100
|
||||
}
|
||||
max_contract_changes = 4
|
||||
|
||||
family_entrepreneurship_tax = 1
|
||||
family_entrepreneurship_tax_tooltip = {
|
||||
value = family_entrepreneurship_tax
|
||||
multiply = 100
|
||||
}
|
||||
centralized_power_levies = 0.5
|
||||
centralized_power_levies_tooltip = {
|
||||
value = centralized_power_levies
|
||||
multiply = 100
|
||||
}
|
||||
centralized_power_tax = -1
|
||||
|
||||
|
||||
ghazi_religious_war_cost_reduction = 0.5
|
||||
ghazi_religious_war_cost_reduction_tooltip = {
|
||||
value = ghazi_religious_war_cost_reduction
|
||||
multiply = 100
|
||||
}
|
||||
|
||||
ghazi_prestige_cost_increments = 0.25
|
||||
ghazi_prestige_cost_increments_tooltip = {
|
||||
value = ghazi_prestige_cost_increments
|
||||
multiply = 100
|
||||
}
|
||||
|
||||
#Nomadic government values
|
||||
exempt_herd_tax = 0
|
||||
low_herd_tax = 0.05
|
||||
normal_herd_tax = 0.1
|
||||
high_herd_tax = 0.25
|
||||
extortionate_herd_tax = 0.4
|
||||
|
||||
herd_tax_exempt_level = 0
|
||||
herd_tax_low_level = 1
|
||||
herd_tax_normal_level = 2
|
||||
herd_tax_high_level = 3
|
||||
herd_tax_extortionate_level = 4
|
||||
|
||||
exempt_nomad_tax = 0
|
||||
low_nomad_tax = 0.05
|
||||
normal_nomad_tax = 0.1
|
||||
high_nomad_tax = 0.15
|
||||
extortionate_nomad_tax = 0.2
|
||||
|
||||
# Default Tributary values
|
||||
normal_tributary_tax = 0.25
|
||||
high_tributary_tax = 0.50
|
||||
normal_prestige_transfer = 0.1
|
||||
high_prestige_transfer = 0.25
|
||||
|
||||
#maguh_development_value = {
|
||||
# value = 0.01
|
||||
# multiply = clan_government_tax_collector_aptitude_multiplier
|
||||
#}
|
||||
|
|
@ -1,53 +0,0 @@
|
|||
|
||||
#Domesday Book Quality Levels
|
||||
stewardship_domain_special_1500_domesday_perfect_quality = 24
|
||||
stewardship_domain_special_1500_domesday_excellent_quality = 20
|
||||
stewardship_domain_special_1500_domesday_high_quality = 15
|
||||
stewardship_domain_special_1500_domesday_mediocre_quality = 10
|
||||
stewardship_domain_special_1500_domesday_poor_quality = 5
|
||||
|
||||
|
||||
#How much more monthly tax would character have to pay to their liege if obligation level was increased
|
||||
stewardship_duty_5021_monthly_tax_difference = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_exempt_level }
|
||||
add = low_feudal_tax
|
||||
subtract = feudal_tax_exempt_level
|
||||
}
|
||||
else_if = {
|
||||
limit = { vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_low_level }
|
||||
add = normal_feudal_tax
|
||||
subtract = low_feudal_tax
|
||||
}
|
||||
else_if = {
|
||||
limit = { vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_normal_level }
|
||||
add = high_feudal_tax
|
||||
subtract = normal_feudal_tax
|
||||
}
|
||||
else = { #Else because vassal obligation doesn't go any higher
|
||||
add = extortionate_feudal_tax
|
||||
subtract = high_feudal_tax
|
||||
}
|
||||
multiply = monthly_character_income
|
||||
}
|
||||
|
||||
#5 years of tax difference
|
||||
stewardship_duty_5021_big_money = {
|
||||
value = stewardship_duty_5021_monthly_tax_difference
|
||||
multiply = 120 #120 months = 10 years
|
||||
|
||||
divide = 5
|
||||
ceiling = yes
|
||||
multiply = 5
|
||||
}
|
||||
|
||||
#2.5 years of tax difference
|
||||
stewardship_duty_5021_small_money = {
|
||||
value = stewardship_duty_5021_monthly_tax_difference
|
||||
multiply = 60 #60 months = 5 years
|
||||
|
||||
divide = 5
|
||||
ceiling = yes
|
||||
multiply = 5
|
||||
}
|
||||
|
|
@ -1,228 +0,0 @@
|
|||
|
||||
#Values used for checking relative strengths of neighbors
|
||||
|
||||
hold_court_8010_75_strength_value = {
|
||||
value = ROOT.max_military_strength
|
||||
multiply = 0.75
|
||||
}
|
||||
|
||||
hold_court_8010_border_length_value = {
|
||||
value = 0
|
||||
every_sub_realm_county = {
|
||||
limit = { hold_court_8010_county_trigger = yes }
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = paranoid }
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = lazy }
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = craven }
|
||||
add = 1
|
||||
}
|
||||
if = {
|
||||
limit = { is_powerful_vassal = yes }
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
hold_court_holding_cost_cheaper_value = {
|
||||
value = main_building_tier_1_cost
|
||||
multiply = 0.8
|
||||
}
|
||||
|
||||
hold_court_holding_cost_half_value = {
|
||||
value = main_building_tier_1_cost
|
||||
multiply = 0.8
|
||||
divide = 2
|
||||
}
|
||||
|
||||
hold_court_holding_cost_double_value = {
|
||||
value = main_building_tier_1_cost
|
||||
multiply = 2
|
||||
}
|
||||
|
||||
hold_court_holding_cost_architect_cheaper_value = {
|
||||
value = main_building_tier_1_cost
|
||||
multiply = 0.6
|
||||
}
|
||||
|
||||
hold_court_holding_cost_architect_expensive_value = {
|
||||
value = main_building_tier_1_cost
|
||||
multiply = 1.2
|
||||
}
|
||||
|
||||
hold_court_8180_contract_weak_value = {
|
||||
value = 2
|
||||
}
|
||||
|
||||
hold_court_8180_contract_average_value = {
|
||||
value = 3
|
||||
}
|
||||
|
||||
hold_court_8180_contract_good_value = {
|
||||
value = 4
|
||||
}
|
||||
|
||||
hold_court_8180_contract_great_value = {
|
||||
value = 5
|
||||
}
|
||||
|
||||
hold_court_8180_contract_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 1 }
|
||||
add = hold_court_8180_contract_good_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 2 }
|
||||
add = hold_court_8180_contract_weak_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 3 }
|
||||
add = hold_court_8180_contract_weak_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 4 }
|
||||
add = hold_court_8180_contract_average_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 5 }
|
||||
add = hold_court_8180_contract_good_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 6 }
|
||||
add = hold_court_8180_contract_good_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 7 }
|
||||
add = hold_court_8180_contract_average_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 8 }
|
||||
add = hold_court_8180_contract_average_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 9 }
|
||||
add = hold_court_8180_contract_great_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 10 }
|
||||
add = hold_court_8180_contract_average_value
|
||||
}
|
||||
if = {
|
||||
limit = { scope:contract_lord.var:hc_8180_contract_var = 11 }
|
||||
add = hold_court_8180_contract_average_value
|
||||
}
|
||||
}
|
||||
|
||||
hold_court_8180_artifact_value = {
|
||||
value = scope:vassal_artifact.var:quality
|
||||
divide = 2
|
||||
}
|
||||
|
||||
court_8190_vassal_modifier_value = {
|
||||
value = 0
|
||||
subtract = steward_promote_culture_base_total
|
||||
multiply = -0.10
|
||||
}
|
||||
|
||||
court_8190_county_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
any_realm_county = { culture = scope:other_vassal.culture }
|
||||
}
|
||||
every_realm_county = {
|
||||
limit = { culture = scope:other_vassal.culture }
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_8200_pope_modifier_value = {
|
||||
value = 0
|
||||
subtract = court_chaplain_conversion_base_total
|
||||
multiply = -0.15
|
||||
}
|
||||
|
||||
court_8200_vassal_modifier_value = {
|
||||
value = 0
|
||||
subtract = court_chaplain_conversion_base_total
|
||||
multiply = -0.10
|
||||
}
|
||||
|
||||
court_8200_county_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
any_realm_county = { faith = scope:infidel_vassal.faith }
|
||||
}
|
||||
every_realm_county = {
|
||||
limit = { faith = scope:infidel_vassal.faith }
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_8260_faction_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:vassal_faction }
|
||||
scope:vassal_faction = {
|
||||
every_faction_member = { add = 1 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_8090_half_building_cost_value = {
|
||||
value = medium_gold_value
|
||||
divide = 2
|
||||
max = 50
|
||||
}
|
||||
|
||||
court_8090_discount_building_cost_value = {
|
||||
value = medium_gold_value
|
||||
divide = 3
|
||||
multiply = 2
|
||||
max = 65
|
||||
}
|
||||
|
||||
hold_court_8330_other_vassals_count = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
NOR = {
|
||||
has_vassal_stance = barons_and_minor_landholders
|
||||
trigger_if = {
|
||||
limit = { exists = scope:vassal_1 }
|
||||
has_same_vassal_stance_as_trigger = { COMPARE = scope:vassal_1 }
|
||||
}
|
||||
trigger_if = {
|
||||
limit = { exists = scope:vassal_2 }
|
||||
has_same_vassal_stance_as_trigger = { COMPARE = scope:vassal_2 }
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
initial_petitioners_value = 3
|
||||
|
||||
petitioner_total_chain_length_value = {
|
||||
value = initial_petitioners_value
|
||||
# Add the start and end events.
|
||||
add = 2
|
||||
}
|
||||
|
||||
petitioner_current_progress_value = {
|
||||
value = scope:event_chain_progress
|
||||
add = 1
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1,99 +0,0 @@
|
|||
|
||||
#Holy Order standard values
|
||||
holy_order_barony_number_soft_threshold = 10
|
||||
|
||||
#Setup values
|
||||
holy_order_gold_cost = {
|
||||
value = 500
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
}
|
||||
add = -300
|
||||
}
|
||||
# Remove cost if there's a free credit available.
|
||||
if = {
|
||||
limit = { has_character_modifier = next_free_ho_hire_modifier }
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
holy_order_piety_cost = {
|
||||
value = 1000
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
}
|
||||
add = -600
|
||||
}
|
||||
# Remove cost if there's a free credit available.
|
||||
if = {
|
||||
limit = { has_character_modifier = next_free_ho_hire_modifier }
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
holy_order_starting_gold = {
|
||||
value = 250
|
||||
}
|
||||
|
||||
cancel_holy_order_piety_cost = {
|
||||
value = 500
|
||||
}
|
||||
|
||||
|
||||
#Holy Order province calculations
|
||||
holy_order_barony_value_calculation = {
|
||||
value = 0
|
||||
add = scope:request_target.major_gold_value
|
||||
add = {
|
||||
value = scope:request_target.medium_gold_value
|
||||
multiply = {
|
||||
value = county.development_level
|
||||
multiply = 0.1
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
has_holding_type = castle_holding
|
||||
}
|
||||
}
|
||||
multiply = 1.2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
OR = {
|
||||
has_building = castle_02
|
||||
has_building = city_02
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
OR = {
|
||||
has_building = castle_03
|
||||
has_building = city_03
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.4
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
OR = {
|
||||
has_building = castle_04
|
||||
has_building = city_04
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.6
|
||||
}
|
||||
|
||||
max = massive_gold_max_value
|
||||
}
|
||||
|
|
@ -1,918 +0,0 @@
|
|||
golden_obligation_value = {
|
||||
if = {
|
||||
limit = {
|
||||
ransom_cost_value < medium_gold_value
|
||||
ransom_cost_value > minor_gold_value
|
||||
}
|
||||
value = minor_gold_value
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
ransom_cost_value < medium_gold_value
|
||||
ransom_cost_value < minor_gold_value
|
||||
}
|
||||
value = ransom_cost_value
|
||||
}
|
||||
else = {
|
||||
value = medium_gold_value
|
||||
}
|
||||
}
|
||||
|
||||
golden_obligation_value_check_current_situation = {
|
||||
add = gold
|
||||
max = golden_obligation_value
|
||||
}
|
||||
|
||||
ransom_herd_value_recipient = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:recipient.domicile
|
||||
}
|
||||
add = scope:recipient.domicile.medium_herd_value
|
||||
}
|
||||
}
|
||||
|
||||
ransom_herd_value_actor = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:actor.domicile
|
||||
}
|
||||
add = scope:actor.domicile.medium_herd_value
|
||||
}
|
||||
}
|
||||
|
||||
ransom_cost_value = {
|
||||
value = ransom_cost
|
||||
# Some cultures are better at ransoming than others.
|
||||
if = {
|
||||
limit = {
|
||||
exists = imprisoner
|
||||
imprisoner.culture = { has_cultural_parameter = can_demand_higher_ransoms_from_lower_tiers }
|
||||
# Kings and emperors are already worth more, so we just boost landless and ducal-tier or below.
|
||||
OR = {
|
||||
NOT = { exists = liege }
|
||||
highest_held_title_tier <= tier_duchy
|
||||
}
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
# Rich guests can pay a bit more...
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { exists = liege }
|
||||
gold >= 100
|
||||
}
|
||||
add = 90
|
||||
}
|
||||
#increase it if the imprisoner has a Haggler Officer employed
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:imprisoner
|
||||
scope:imprisoner ?= {
|
||||
employs_court_position = person_haggler_camp_officer
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = scope:imprisoner.court_position:person_haggler_camp_officer.aptitude:person_haggler_camp_officer
|
||||
add = 1
|
||||
divide = 15
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
imprisoner ?= {
|
||||
employs_court_position = person_haggler_camp_officer
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = imprisoner.court_position:person_haggler_camp_officer.aptitude:person_haggler_camp_officer
|
||||
add = 1
|
||||
divide = 15
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
#decrease it if the imprisoned has a Haggler Officer employed
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
exists = scope:imprisoner
|
||||
scope:recipient ?= scope:imprisoner
|
||||
}
|
||||
AND = {
|
||||
exists = imprisoner
|
||||
scope:recipient ?= imprisoner
|
||||
}
|
||||
}
|
||||
scope:actor ?= {
|
||||
employs_court_position = person_haggler_camp_officer
|
||||
}
|
||||
}
|
||||
divide = {
|
||||
value = scope:actor.court_position:person_haggler_camp_officer.aptitude:person_haggler_camp_officer
|
||||
add = 1
|
||||
divide = 10
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
#decrease it if the imprisoned has a Haggler Officer employed
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
exists = scope:imprisoner
|
||||
scope:actor ?= scope:imprisoner
|
||||
}
|
||||
AND = {
|
||||
exists = imprisoner
|
||||
scope:actor ?= imprisoner
|
||||
}
|
||||
}
|
||||
scope:recipient ?= {
|
||||
employs_court_position = person_haggler_camp_officer
|
||||
}
|
||||
}
|
||||
divide = {
|
||||
value = scope:recipient.court_position:person_haggler_camp_officer.aptitude:person_haggler_camp_officer
|
||||
add = 1
|
||||
divide = 10
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_game_rule = hard_difficulty
|
||||
OR = {
|
||||
scope:imprisoner ?= {
|
||||
is_ai = no
|
||||
}
|
||||
imprisoner ?= {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_game_rule = very_hard_difficulty
|
||||
OR = {
|
||||
scope:imprisoner ?= {
|
||||
is_ai = no
|
||||
}
|
||||
imprisoner ?= {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0.25
|
||||
}
|
||||
}
|
||||
|
||||
current_situation_gold_ransom = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
exists = liege
|
||||
}
|
||||
}
|
||||
add = gold
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
is_ruler = no
|
||||
}
|
||||
add = liege.gold
|
||||
}
|
||||
else = {
|
||||
add = gold
|
||||
}
|
||||
max = ransom_cost_value
|
||||
}
|
||||
|
||||
half_ransom_cost_value = {
|
||||
value = {
|
||||
add = ransom_cost_value
|
||||
divide = 2
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
half_increased_ransom_cost_value = {
|
||||
value = {
|
||||
add = increased_ransom_cost_value
|
||||
divide = 2
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
increased_ransom_cost_value = {
|
||||
value = {
|
||||
add = ransom_cost_value
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
increased_ransom_cost = {
|
||||
value = {
|
||||
add = ransom_cost
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
#reverse all ransom_cost_value calculations leaving just the haggler value and show it in all ransom interation windows
|
||||
haggler_ransom_cost_modifier = {
|
||||
value = ransom_cost_value
|
||||
# Rich guests can pay a bit more...
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { exists = liege }
|
||||
gold >= 100
|
||||
}
|
||||
subtract = 90
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = imprisoner
|
||||
imprisoner.culture = { has_cultural_parameter = can_demand_higher_ransoms_from_lower_tiers }
|
||||
# Kings and emperors are already worth more, so we just boost landless and ducal-tier or below.
|
||||
OR = {
|
||||
NOT = { exists = liege }
|
||||
highest_held_title_tier <= tier_duchy
|
||||
}
|
||||
}
|
||||
divide = 1.5
|
||||
}
|
||||
subtract = ransom_cost
|
||||
}
|
||||
|
||||
grant_title_opinion_sum_baronies = {
|
||||
if = { # if no other titles present, calc for baronies
|
||||
limit = {
|
||||
any_in_list = {
|
||||
list = titles_to_grant
|
||||
tier = tier_barony
|
||||
}
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = titles_to_grant
|
||||
limit = {
|
||||
tier = tier_barony
|
||||
}
|
||||
add = 20 # barony grant opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
grant_title_opinion_sum_counties = {
|
||||
if = { # if no higher titles present, calc for counties
|
||||
limit = {
|
||||
any_in_list = {
|
||||
list = titles_to_grant
|
||||
tier = tier_county
|
||||
}
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = titles_to_grant
|
||||
limit = {
|
||||
tier = tier_county
|
||||
}
|
||||
add = 40 # county grant opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
grant_title_opinion_sum_duchies = {
|
||||
if = {
|
||||
limit = {
|
||||
any_in_list = {
|
||||
list = titles_to_grant
|
||||
tier = tier_duchy
|
||||
}
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = titles_to_grant
|
||||
limit = {
|
||||
tier = tier_duchy
|
||||
}
|
||||
add = 60 # county grant opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
grant_title_opinion_sum_kingdoms = {
|
||||
if = {
|
||||
limit = {
|
||||
any_in_list = {
|
||||
list = titles_to_grant
|
||||
tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = titles_to_grant
|
||||
limit = {
|
||||
tier = tier_kingdom
|
||||
}
|
||||
add = 80 # kingdom grant opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
grant_title_opinion_sum_empires = {
|
||||
if = {
|
||||
limit = {
|
||||
any_in_list = {
|
||||
list = titles_to_grant
|
||||
tier = tier_empire
|
||||
}
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = titles_to_grant
|
||||
limit = {
|
||||
tier = tier_empire
|
||||
}
|
||||
add = 100 # empire grant opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Used in the corresponding character interaction
|
||||
# when granting a title to the member of a faction.
|
||||
grant_title_opinion_sum_discontent_calc = {
|
||||
value = 0
|
||||
|
||||
add = {
|
||||
if = {
|
||||
limit = {
|
||||
grant_title_opinion_sum_empires > 0
|
||||
}
|
||||
add = {
|
||||
value = grant_title_opinion_sum_empires
|
||||
multiply = 0.6
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
grant_title_opinion_sum_kingdoms > 0
|
||||
}
|
||||
add = {
|
||||
value = grant_title_opinion_sum_kingdoms
|
||||
divide = 2
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
grant_title_opinion_sum_duchies > 0
|
||||
}
|
||||
add = {
|
||||
value = grant_title_opinion_sum_duchies
|
||||
divide = 3
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
grant_title_opinion_sum_counties > 0
|
||||
}
|
||||
add = {
|
||||
value = grant_title_opinion_sum_counties
|
||||
divide = 4
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
grant_title_opinion_sum_baronies > 0
|
||||
}
|
||||
add = {
|
||||
value = grant_title_opinion_sum_baronies
|
||||
divide = 4
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Discontent should *drop* when someone is granted a title
|
||||
multiply = -1
|
||||
}
|
||||
|
||||
courtly_vassal_lowborn_grant_penalty = {
|
||||
if = {
|
||||
limit = {
|
||||
any_in_list = {
|
||||
list = titles_to_grant
|
||||
tier >= tier_county
|
||||
}
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = titles_to_grant
|
||||
limit = {
|
||||
tier = tier_county
|
||||
}
|
||||
add = -5
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = titles_to_grant
|
||||
limit = {
|
||||
tier = tier_duchy
|
||||
}
|
||||
add = -20
|
||||
}
|
||||
|
||||
every_in_list = {
|
||||
list = titles_to_grant
|
||||
limit = {
|
||||
tier > tier_duchy
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
number_of_courtly_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = courtly
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_participating_courtly_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = courtly
|
||||
is_participant_in_activity = root.involved_activity
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_glory_hound_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = glory_hound
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_participating_glory_hound_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = glory_hound
|
||||
is_participant_in_activity = root.involved_activity
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_parochial_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = parochial
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_participating_parochial_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = parochial
|
||||
is_participant_in_activity = root.involved_activity
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_zealot_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = zealot
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_participating_zealot_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = zealot
|
||||
is_participant_in_activity = root.involved_activity
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_minority_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = minority
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_belligerent_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = belligerent
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_participating_belligerent_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = belligerent
|
||||
is_participant_in_activity = root.involved_activity
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
number_of_barons_and_minor_landholders_vassals = {
|
||||
value = 0
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_vassal_stance = barons_and_minor_landholders
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
council_position_locked_value = {
|
||||
value = 25
|
||||
}
|
||||
|
||||
marriage_fertile_age_value = {
|
||||
value = {
|
||||
add = 16
|
||||
subtract = scope:secondary_recipient.age
|
||||
add = scope:secondary_actor.age
|
||||
}
|
||||
}
|
||||
|
||||
marriage_fertile_age_reverse_value = {
|
||||
value = {
|
||||
add = 16
|
||||
subtract = scope:secondary_actor.age
|
||||
add = scope:secondary_recipient.age
|
||||
}
|
||||
}
|
||||
|
||||
marriage_female_fertility_cutoff_age_value = {
|
||||
value = {
|
||||
add = define:NChildbirth|MAX_FEMALE_REPRODUCTION_AGE
|
||||
add = -3
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = fecund
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = dynasty
|
||||
dynasty = {
|
||||
has_dynasty_perk = blood_legacy_5
|
||||
}
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
offer_vassalage_acceptance_value = {
|
||||
value = {
|
||||
add = -35
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor.culture = {
|
||||
cultural_acceptance = { target = scope:recipient.culture value >= 80 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 33
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.culture = {
|
||||
cultural_acceptance = { target = scope:recipient.culture value >= 70 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 30
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.culture = {
|
||||
cultural_acceptance = { target = scope:recipient.culture value >= 60 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 25
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.culture = {
|
||||
cultural_acceptance = { target = scope:recipient.culture value >= 50 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 20
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.culture = {
|
||||
cultural_acceptance = { target = scope:recipient.culture value >= 40 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 15
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.culture = {
|
||||
cultural_acceptance = { target = scope:recipient.culture value >= 30 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.culture = {
|
||||
cultural_acceptance = { target = scope:recipient.culture value >= 20 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 8
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.culture = {
|
||||
cultural_acceptance = { target = scope:recipient.culture value >= 10 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vassal_claim_liege_title_interaction_highlight_value = {
|
||||
value = {
|
||||
add = monumental_prestige_value
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor.prestige_level > scope:recipient.prestige_level
|
||||
}
|
||||
subtract = {
|
||||
value = medium_prestige_value
|
||||
multiply = scope:actor.prestige_level
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor.prestige_level < scope:recipient.prestige_level
|
||||
}
|
||||
add = {
|
||||
value = medium_prestige_value
|
||||
multiply = scope:recipient.prestige_level
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
script_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
}
|
||||
}
|
||||
|
||||
one_and_a_half_times_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
twice_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
|
||||
fifty_percent_more_of_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
eighty_percent_of_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
multiply = 0.8
|
||||
}
|
||||
}
|
||||
|
||||
a_third_of_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
multiply = 0.3
|
||||
}
|
||||
}
|
||||
|
||||
forty_percent_of_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
multiply = 0.4
|
||||
}
|
||||
}
|
||||
|
||||
fifty_percent_of_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
ten_percent_of_current_military_strength = {
|
||||
value = {
|
||||
add = current_military_strength
|
||||
multiply = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
eighty_percent_of_max_military_strength = {
|
||||
value = {
|
||||
add = max_military_strength
|
||||
multiply = 0.8
|
||||
}
|
||||
}
|
||||
|
||||
fifty_percent_of_max_military_strength = {
|
||||
value = {
|
||||
add = max_military_strength
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
twenty_percent_of_max_military_strength = {
|
||||
value = {
|
||||
add = max_military_strength
|
||||
multiply = 0.2
|
||||
}
|
||||
}
|
||||
|
||||
designate_heir_cost = 1000
|
||||
designate_heir_admin_prestige_cost = 500
|
||||
designate_heir_admin_influence_cost = 150
|
||||
designate_heir_laamp_prestige_cost = 150
|
||||
|
||||
marry_close_family_tiers_acceptance_value = {
|
||||
value = 0
|
||||
|
||||
scope:secondary_actor = {
|
||||
save_temporary_scope_as = tier_comparison_first
|
||||
every_close_family_member = {
|
||||
even_if_dead = yes
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier > scope:tier_comparison_first.highest_held_title_tier
|
||||
}
|
||||
|
||||
save_temporary_scope_as = tier_comparison_first
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scope:secondary_recipient = {
|
||||
save_temporary_scope_as = tier_comparison_second
|
||||
every_close_family_member = {
|
||||
even_if_dead = yes
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier > scope:tier_comparison_second.highest_held_title_tier
|
||||
}
|
||||
|
||||
save_temporary_scope_as = tier_comparison_second
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
add = scope:tier_comparison_first.highest_held_title_tier
|
||||
subtract = scope:tier_comparison_second.highest_held_title_tier
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:recipient = { is_close_family_of = scope:secondary_recipient }
|
||||
}
|
||||
|
||||
multiply = 30
|
||||
}
|
||||
else = {
|
||||
multiply = 20
|
||||
}
|
||||
}
|
||||
|
||||
elope_close_family_tiers_acceptance_value = {
|
||||
value = 0
|
||||
|
||||
scope:actor = {
|
||||
save_temporary_scope_as = tier_comparison_first
|
||||
every_close_family_member = {
|
||||
even_if_dead = yes
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier > scope:tier_comparison_first.highest_held_title_tier
|
||||
}
|
||||
|
||||
save_temporary_scope_as = tier_comparison_first
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scope:recipient = {
|
||||
save_temporary_scope_as = tier_comparison_second
|
||||
every_close_family_member = {
|
||||
even_if_dead = yes
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier > scope:tier_comparison_second.highest_held_title_tier
|
||||
}
|
||||
|
||||
save_temporary_scope_as = tier_comparison_second
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
add = scope:tier_comparison_first.highest_held_title_tier
|
||||
subtract = scope:tier_comparison_second.highest_held_title_tier
|
||||
multiply = 25
|
||||
}
|
||||
|
||||
duchy_confederation_vassals_value = {
|
||||
value = 0
|
||||
scope:actor.confederation = {
|
||||
every_confederation_member = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_county
|
||||
}
|
||||
add = -1
|
||||
}
|
||||
}
|
||||
#First 3 confederates are free
|
||||
add = 3
|
||||
#Multiply by 20 to get impact
|
||||
max = 0
|
||||
multiply = 15
|
||||
}
|
||||
|
||||
duchy_confederation_vassals_value_recipient = {
|
||||
value = 0
|
||||
scope:recipient.confederation = {
|
||||
every_confederation_member = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_county
|
||||
}
|
||||
add = -1
|
||||
}
|
||||
}
|
||||
#First 5 confederates are free
|
||||
add = 5
|
||||
#Multiply by 20 to get impact
|
||||
max = 0
|
||||
multiply = 15
|
||||
}
|
||||
|
|
@ -1,10 +0,0 @@
|
|||
scheme_starting_opportunities_per_intrigue_threshold_value = 15
|
||||
scheme_starting_opportunities_per_intrigue_increment_value = 5
|
||||
|
||||
#Depravity Tracking
|
||||
intrigue_depravity_compassionate_loss_threshold = 3
|
||||
intrigue_depravity_threshold = 3
|
||||
|
||||
#Deceit Tracking
|
||||
intrigue_deception_honest_loss_threshold = 3
|
||||
intrigue_deception_threshold = 3
|
||||
|
|
@ -1,12 +0,0 @@
|
|||
|
||||
################################
|
||||
# Almohads
|
||||
################################
|
||||
almohad_appearance_base_chance = 1
|
||||
|
||||
titles_held_in_k_maghreb = {
|
||||
every_sub_realm_county = {
|
||||
limit = { kingdom = title:k_maghreb }
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
|
@ -1,739 +0,0 @@
|
|||
##############
|
||||
# LAW VALUES #
|
||||
##############
|
||||
|
||||
# Scaling value used to calculate realm law cost changes.
|
||||
subrealm_size_modifier = {
|
||||
every_sub_realm_county = {
|
||||
add = 10
|
||||
}
|
||||
max = 900
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = cheaper_to_change_laws }
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
# Learning: Base Law Cost Reduction
|
||||
learning_law_cost_modifier = {
|
||||
value = 0
|
||||
subtract = learning
|
||||
add = 8
|
||||
divide = 50
|
||||
min = -0.5
|
||||
}
|
||||
|
||||
# Prowess: Base Dominance Cost Reduction
|
||||
prowess_law_cost_modifier = {
|
||||
value = 0
|
||||
subtract = prowess
|
||||
add = 8
|
||||
divide = 75
|
||||
min = -0.5
|
||||
}
|
||||
|
||||
#Faith: The modifier used to calculate the Legalism modifier if the character's faith has Legalism
|
||||
legalism_law_cost_modifier = {
|
||||
value = 0
|
||||
add = num_sinful_traits
|
||||
subtract = num_virtuous_traits
|
||||
divide = 10
|
||||
min = -0.3
|
||||
}
|
||||
|
||||
#Faith: The modifier used to calculate the Warmonger modifier if the character's faith has Warmonger
|
||||
warmonger_law_cost_modifier = {
|
||||
value = 0
|
||||
add = num_sinful_traits
|
||||
subtract = num_virtuous_traits
|
||||
divide = 10
|
||||
min = -0.3
|
||||
}
|
||||
|
||||
#Faith: Religious Law
|
||||
religious_legal_pronouncements_modifier = -0.1
|
||||
|
||||
#Faith: Natural Primitivism
|
||||
natural_primitivism_modifier = 1.5
|
||||
|
||||
#Crown Authority Change
|
||||
increase_crown_authority_prestige_base = 100
|
||||
|
||||
increase_crown_authority_prestige_cost = {
|
||||
add = {
|
||||
desc = "BASE_VALUE"
|
||||
value = increase_crown_authority_prestige_base
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
|
||||
# Realm Size Penalty: +10 Prestige cost per county controlled by you(r vassals)
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
culture = { has_cultural_parameter = cheaper_to_change_laws }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "realm_size"
|
||||
format = "BREAKDOWN_FORMAT_REALM_SIZE_PRESTIGE_COST"
|
||||
value = subrealm_size_modifier
|
||||
}
|
||||
}
|
||||
if = { #Reduced penalty from Tradition (for tooltip)
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = cheaper_to_change_laws }
|
||||
}
|
||||
add = {
|
||||
desc = "realm_size"
|
||||
format = "TRADITION_BREAKDOWN_LAW_REALM_SIZE_COST"
|
||||
value = subrealm_size_modifier
|
||||
}
|
||||
}
|
||||
|
||||
# Learning Modifier (2% more expensive for each skill point below 8 Learning)
|
||||
if = {
|
||||
limit = {
|
||||
learning < 8
|
||||
}
|
||||
add = {
|
||||
desc = "poor_learning_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_crown_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = learning_law_cost_modifier
|
||||
}
|
||||
}
|
||||
else_if = { # (2% less expensive for each skill point below 8 Learning)
|
||||
limit = {
|
||||
learning > 8
|
||||
}
|
||||
add = {
|
||||
desc = "learning_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_crown_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = learning_law_cost_modifier
|
||||
}
|
||||
}
|
||||
|
||||
# Tenet Modifiers
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = legalism_modified_law_costs
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_legalism_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_crown_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = legalism_law_cost_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = natural_primitivism_law_cost_increase
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
desc = "rite_primitivism_law_cost_tooltip"
|
||||
value = natural_primitivism_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_independent_ruler = no
|
||||
vassal_contract_has_flag = locked_to_partition
|
||||
}
|
||||
multiply = {
|
||||
desc = "succession_rights_forced_partition"
|
||||
value = 1.25 # succession_rights_contract_law_cost = 0.25
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
desc = "rite_pronouncements_law_cost_tooltip"
|
||||
value = 0.9 # religious_legal_pronouncements_modifier = -0.1
|
||||
}
|
||||
}
|
||||
|
||||
# Apply All-Things cooldown breaker multiplier.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_variable = crown_authority_cooldown
|
||||
has_variable = imperial_bureaucracy_cooldown
|
||||
}
|
||||
culture = { has_innovation = innovation_all_things }
|
||||
}
|
||||
# If the tally exists, multiply by that.
|
||||
if = {
|
||||
limit = { has_variable = authority_cooldown_break_tally }
|
||||
multiply = {
|
||||
desc = "breaking_authority_cooldown"
|
||||
value = var:authority_cooldown_break_tally
|
||||
}
|
||||
}
|
||||
# Otherwise, multiply by the stock tally base.
|
||||
else = {
|
||||
multiply = {
|
||||
desc = "breaking_authority_cooldown"
|
||||
value = authority_cooldown_breaker_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Character Modifier Bonuses
|
||||
if = {
|
||||
limit = { has_character_modifier = yearly_benevolent_forgiveness_modifier }
|
||||
multiply = {
|
||||
desc = "character_modifiers_law_cost_tooltip"
|
||||
value = 0.9 # yearly_benevolent_forgiveness_modifier = -10%
|
||||
}
|
||||
}
|
||||
|
||||
# Character Modifier Maluses
|
||||
if = {
|
||||
limit = { has_character_modifier = vassal_distrust_modifier }
|
||||
multiply = {
|
||||
desc = "character_modifiers_law_cost_tooltip"
|
||||
value = 1.1 # vassal_distrust_modifier = +10%
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Tribal Authority Change
|
||||
increase_tribal_authority_prestige_base = 200
|
||||
|
||||
increase_tribal_authority_prestige_cost = {
|
||||
add = {
|
||||
desc = "BASE_VALUE"
|
||||
value = increase_tribal_authority_prestige_base
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
# +10 Prestige cost per county controlled by you(r vassals)
|
||||
add = {
|
||||
desc = "realm_size"
|
||||
format = "BREAKDOWN_FORMAT_REALM_SIZE_PRESTIGE_COST"
|
||||
value = subrealm_size_modifier
|
||||
}
|
||||
|
||||
# Learning Modifier (2% more expensive for each skill point below 8 Learning)
|
||||
if = {
|
||||
limit = {
|
||||
learning < 8
|
||||
}
|
||||
add = {
|
||||
desc = "poor_learning_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_crown_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = learning_law_cost_modifier
|
||||
}
|
||||
}
|
||||
else_if = { # (2% less expensive for each skill point below 8 Learning)
|
||||
limit = {
|
||||
learning > 8
|
||||
}
|
||||
add = {
|
||||
desc = "learning_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_crown_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = learning_law_cost_modifier
|
||||
}
|
||||
}
|
||||
|
||||
# Tenet Modifiers
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = legalism_modified_law_costs
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_legalism_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_crown_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = legalism_law_cost_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = natural_primitivism_law_cost_increase
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_primitivism_law_cost_tooltip"
|
||||
value = natural_primitivism_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
desc = "rite_pronouncements_law_cost_tooltip"
|
||||
value = 0.9 # religious_legal_pronouncements_modifier = -0.1
|
||||
}
|
||||
}
|
||||
|
||||
# Apply All-Things cooldown breaker multiplier.
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = tribal_authority_cooldown
|
||||
culture = { has_innovation = innovation_all_things }
|
||||
}
|
||||
# If the tally exists, multiply by that.
|
||||
if = {
|
||||
limit = { has_variable = authority_cooldown_break_tally }
|
||||
multiply = {
|
||||
desc = "breaking_authority_cooldown"
|
||||
value = var:authority_cooldown_break_tally
|
||||
}
|
||||
}
|
||||
# Otherwise, multiply by the stock tally base.
|
||||
else = {
|
||||
multiply = {
|
||||
desc = "breaking_authority_cooldown"
|
||||
value = authority_cooldown_breaker_value
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Character Modifier Bonuses
|
||||
if = {
|
||||
limit = { has_character_modifier = yearly_benevolent_forgiveness_modifier }
|
||||
multiply = {
|
||||
desc = "character_modifiers_law_cost_tooltip"
|
||||
value = 0.9 # yearly_benevolent_forgiveness_modifier = -10%
|
||||
}
|
||||
}
|
||||
|
||||
# Character Modifier Maluses
|
||||
if = {
|
||||
limit = { has_character_modifier = vassal_distrust_modifier }
|
||||
multiply = {
|
||||
desc = "character_modifiers_law_cost_tooltip"
|
||||
value = 1.1 # vassal_distrust_modifier = +10%
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Dominance / Nomadic Authority Change
|
||||
increase_nomadic_authority_herd_cost_base = 500
|
||||
|
||||
increase_nomadic_authority_herd_cost = {
|
||||
add = {
|
||||
desc = "BASE_VALUE"
|
||||
value = increase_nomadic_authority_herd_cost_base
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
multiply = {
|
||||
desc = "era_law_cost_scale"
|
||||
value = domicile.herd_value_scale_by_era
|
||||
}
|
||||
multiply = {
|
||||
desc = "dominance_law_cost_scale"
|
||||
value = dominance_value
|
||||
}
|
||||
}
|
||||
|
||||
increase_nomadic_authority_prestige_base = 300
|
||||
|
||||
increase_nomadic_authority_prestige_cost = {
|
||||
add = {
|
||||
desc = "BASE_VALUE"
|
||||
value = increase_nomadic_authority_prestige_base
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
# +10 Prestige cost per county controlled by you(r vassals)
|
||||
add = {
|
||||
desc = "realm_size"
|
||||
format = "BREAKDOWN_FORMAT_REALM_SIZE_PRESTIGE_COST"
|
||||
value = subrealm_size_modifier
|
||||
}
|
||||
|
||||
# Prowess Modifier (2% more expensive for each skill point below 8 Prowess)
|
||||
if = {
|
||||
limit = {
|
||||
prowess < 8
|
||||
}
|
||||
add = {
|
||||
desc = "poor_prowess_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_nomadic_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = prowess_law_cost_modifier
|
||||
}
|
||||
}
|
||||
else_if = { # (2% less expensive for each skill point above 8 Prowess)
|
||||
limit = {
|
||||
prowess > 8
|
||||
}
|
||||
add = {
|
||||
desc = "prowess_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_nomadic_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = prowess_law_cost_modifier
|
||||
}
|
||||
}
|
||||
|
||||
# Tenet Modifiers
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = warmonger
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "tenet_warmonger_law_cost_tooltip"
|
||||
value = {
|
||||
add = increase_crown_authority_prestige_base
|
||||
add = subrealm_size_modifier
|
||||
}
|
||||
multiply = warmonger_law_cost_modifier
|
||||
}
|
||||
}
|
||||
|
||||
# Apply All-Things cooldown breaker multiplier.
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = nomadic_authority_cooldown
|
||||
culture = { has_innovation = innovation_all_things }
|
||||
}
|
||||
# If the tally exists, multiply by that.
|
||||
if = {
|
||||
limit = { has_variable = authority_cooldown_break_tally }
|
||||
multiply = {
|
||||
desc = "breaking_authority_cooldown"
|
||||
value = var:authority_cooldown_break_tally
|
||||
}
|
||||
}
|
||||
# Otherwise, multiply by the stock tally base.
|
||||
else = {
|
||||
multiply = {
|
||||
desc = "breaking_authority_cooldown"
|
||||
value = authority_cooldown_breaker_value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Succession Law Change
|
||||
change_succession_law_prestige_base = 500
|
||||
@title_succession_law_mult = 3 #How many times more expensive is it to add custom title succession than change your realm succession?
|
||||
|
||||
change_succession_law_prestige_cost = {
|
||||
add = {
|
||||
desc = "BASE_VALUE"
|
||||
value = change_succession_law_prestige_base
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
#Clans pay more
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_clan
|
||||
}
|
||||
add = {
|
||||
desc = "clan_government_cost_tooltip"
|
||||
value = change_succession_law_prestige_base
|
||||
multiply = 4
|
||||
}
|
||||
}
|
||||
#Calculate the Legalism modifier if relevant
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = legalism_modified_law_costs
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_legalism_law_cost_tooltip"
|
||||
value = change_succession_law_prestige_base
|
||||
multiply = legalism_law_cost_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = natural_primitivism_law_cost_increase
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_primitivism_law_cost_tooltip"
|
||||
value = natural_primitivism_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_independent_ruler = no
|
||||
vassal_contract_has_flag = locked_to_partition
|
||||
}
|
||||
multiply = {
|
||||
desc = "succession_rights_forced_partition"
|
||||
value = 1.25 # succession_rights_contract_law_cost = 0.25
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
desc = "rite_pronouncements_law_cost_tooltip"
|
||||
value = 0.9 # religious_legal_pronouncements_modifier = -0.1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
change_title_succession_law_prestige_cost = {
|
||||
add = {
|
||||
desc = "BASE_VALUE"
|
||||
value = change_succession_law_prestige_base
|
||||
multiply = @title_succession_law_mult
|
||||
}
|
||||
#Calculate the Legalism modifier if relevant
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = legalism_modified_law_costs
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_legalism_law_cost_tooltip"
|
||||
value = change_succession_law_prestige_base
|
||||
multiply = legalism_law_cost_modifier
|
||||
multiply = @title_succession_law_mult
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = natural_primitivism_law_cost_increase
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_primitivism_law_cost_tooltip"
|
||||
value = natural_primitivism_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_independent_ruler = no
|
||||
vassal_contract_has_flag = locked_to_partition
|
||||
}
|
||||
multiply = {
|
||||
desc = "succession_rights_forced_partition"
|
||||
value = 1.25 # succession_rights_contract_law_cost = 0.25
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
desc = "rite_pronouncements_law_cost_tooltip"
|
||||
value = 0.9 # religious_legal_pronouncements_modifier = -0.1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@hre_title_succession_law_mult = 20
|
||||
change_hre_title_succession_law_prestige_cost = {
|
||||
add = {
|
||||
desc = "BASE_VALUE"
|
||||
value = change_succession_law_prestige_base
|
||||
multiply = @hre_title_succession_law_mult
|
||||
}
|
||||
#Calculate the Legalism modifier if relevant
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = legalism_modified_law_costs
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_legalism_law_cost_tooltip"
|
||||
value = change_succession_law_prestige_base
|
||||
multiply = legalism_law_cost_modifier
|
||||
multiply = @hre_title_succession_law_mult
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = natural_primitivism_law_cost_increase
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_primitivism_law_cost_tooltip"
|
||||
value = natural_primitivism_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
desc = "rite_pronouncements_law_cost_tooltip"
|
||||
value = 0.9 # religious_legal_pronouncements_modifier = -0.1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
admin_law_prestige_base_cost = 200
|
||||
admin_law_realm_size_cost = {
|
||||
value = realm_size
|
||||
max = admin_law_prestige_base_cost # Realm size can double the cost
|
||||
if = {
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = cheaper_to_change_laws }
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
admin_law_prestige_cost = {
|
||||
add = {
|
||||
desc = "BASE_VALUE"
|
||||
value = admin_law_prestige_base_cost
|
||||
format = "BASE_VALUE_FORMAT"
|
||||
}
|
||||
|
||||
# Realm Size Penalty: +10 Prestige cost per county controlled by you(r vassals)
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
culture = { has_cultural_parameter = cheaper_to_change_laws }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "realm_size"
|
||||
format = "BREAKDOWN_FORMAT_REALM_SIZE_PRESTIGE_COST"
|
||||
value = admin_law_realm_size_cost
|
||||
}
|
||||
}
|
||||
if = { #Reduced penalty from Tradition (for tooltip)
|
||||
limit = {
|
||||
culture = { has_cultural_parameter = cheaper_to_change_laws }
|
||||
}
|
||||
add = {
|
||||
desc = "realm_size"
|
||||
format = "TRADITION_BREAKDOWN_LAW_REALM_SIZE_COST"
|
||||
value = admin_law_realm_size_cost
|
||||
}
|
||||
}
|
||||
|
||||
# Learning Modifier (2% more expensive for each skill point below 8 Learning)
|
||||
if = {
|
||||
limit = {
|
||||
learning < 8
|
||||
}
|
||||
add = {
|
||||
desc = "poor_learning_law_cost_tooltip"
|
||||
value = {
|
||||
add = admin_law_prestige_base_cost
|
||||
add = admin_law_realm_size_cost
|
||||
}
|
||||
multiply = learning_law_cost_modifier
|
||||
}
|
||||
}
|
||||
else_if = { # (2% less expensive for each skill point below 8 Learning)
|
||||
limit = {
|
||||
learning > 8
|
||||
}
|
||||
add = {
|
||||
desc = "learning_law_cost_tooltip"
|
||||
value = {
|
||||
add = admin_law_prestige_base_cost
|
||||
add = admin_law_realm_size_cost
|
||||
}
|
||||
multiply = learning_law_cost_modifier
|
||||
}
|
||||
}
|
||||
|
||||
# Tenet Modifiers
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = legalism_modified_law_costs
|
||||
}
|
||||
}
|
||||
add = {
|
||||
desc = "rite_legalism_law_cost_tooltip"
|
||||
value = {
|
||||
add = admin_law_prestige_base_cost
|
||||
add = admin_law_realm_size_cost
|
||||
}
|
||||
multiply = legalism_law_cost_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = natural_primitivism_law_cost_increase
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
desc = "rite_primitivism_law_cost_tooltip"
|
||||
value = natural_primitivism_modifier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
faith = {
|
||||
has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
desc = "rite_pronouncements_law_cost_tooltip"
|
||||
value = 0.9 # religious_legal_pronouncements_modifier = -0.1
|
||||
}
|
||||
}
|
||||
|
||||
# Character Modifier Bonuses
|
||||
if = {
|
||||
limit = { has_character_modifier = yearly_benevolent_forgiveness_modifier }
|
||||
multiply = {
|
||||
desc = "character_modifiers_law_cost_tooltip"
|
||||
value = 0.9 # yearly_benevolent_forgiveness_modifier = -10%
|
||||
}
|
||||
}
|
||||
|
||||
# Character Modifier Maluses
|
||||
if = {
|
||||
limit = { has_character_modifier = vassal_distrust_modifier }
|
||||
multiply = {
|
||||
desc = "character_modifiers_law_cost_tooltip"
|
||||
value = 1.1 # vassal_distrust_modifier = +10%
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -1,61 +0,0 @@
|
|||
memory_default_duration = {
|
||||
value = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
is_ruler = yes
|
||||
any_close_family_member = {
|
||||
is_ruler = yes
|
||||
}
|
||||
any_spouse = {
|
||||
is_ruler = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 125
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier >= tier_duchy
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
any_relation = {
|
||||
type = rival
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
any_relation = {
|
||||
type = friend
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
any_relation = {
|
||||
type = ward
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
is_ai = no
|
||||
any_parent = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 195
|
||||
}
|
||||
}
|
||||
|
|
@ -1,926 +0,0 @@
|
|||
######################
|
||||
# Men-at-Arms Values #
|
||||
######################
|
||||
|
||||
#########
|
||||
# Costs #
|
||||
#########
|
||||
|
||||
@high_maint_mult = 3
|
||||
|
||||
### Base Cost Values
|
||||
@skirmisher_recruitment_cost = 45
|
||||
@skirmisher_low_maint_cost = 0.15
|
||||
@skirmisher_high_maint_cost = @[skirmisher_low_maint_cost * high_maint_mult]
|
||||
|
||||
@archers_recruitment_cost = 55
|
||||
@archers_low_maint_cost = 0.2
|
||||
@archers_high_maint_cost = @[archers_low_maint_cost * high_maint_mult]
|
||||
|
||||
@pikemen_recruitment_cost = 75
|
||||
@pikemen_low_maint_cost = 0.3
|
||||
@pikemen_high_maint_cost = @[pikemen_low_maint_cost * high_maint_mult]
|
||||
|
||||
@heavy_infantry_recruitment_cost = 90
|
||||
@heavy_infantry_low_maint_cost = 0.4
|
||||
@heavy_infantry_high_maint_cost = @[heavy_infantry_low_maint_cost * high_maint_mult]
|
||||
|
||||
@light_cavalry_recruitment_cost = 85
|
||||
@light_cavalry_low_maint_cost = 0.35
|
||||
@light_cavalry_high_maint_cost = @[light_cavalry_low_maint_cost * high_maint_mult]
|
||||
|
||||
@heavy_cavalry_recruitment_cost = 200
|
||||
@heavy_cavalry_low_maint_cost = 0.7
|
||||
@heavy_cavalry_high_maint_cost = @[heavy_cavalry_low_maint_cost * high_maint_mult]
|
||||
|
||||
@siege_weapons_recruitment_cost = 60
|
||||
@siege_weapons_low_maint_cost = 0.1
|
||||
@siege_weapons_high_maint_cost = @[siege_weapons_low_maint_cost * high_maint_mult]
|
||||
|
||||
@gunpowder_recruitment_cost = 76
|
||||
@gunpowder_low_maint_cost = 0.35
|
||||
@gunpowder_high_maint_cost = @[gunpowder_low_maint_cost * high_maint_mult]
|
||||
|
||||
|
||||
### Base MAA
|
||||
skirmisher_recruitment_cost = @[skirmisher_recruitment_cost]
|
||||
skirmisher_low_maint_cost = @[skirmisher_low_maint_cost]
|
||||
skirmisher_high_maint_cost = @[skirmisher_high_maint_cost]
|
||||
|
||||
bowmen_recruitment_cost = @[archers_recruitment_cost]
|
||||
bowmen_low_maint_cost = @[archers_low_maint_cost]
|
||||
bowmen_high_maint_cost = @[archers_high_maint_cost]
|
||||
|
||||
crossbowmen_recruitment_cost = @[archers_recruitment_cost * 1.6]
|
||||
crossbowmen_low_maint_cost = @[archers_low_maint_cost * 1.5]
|
||||
crossbowmen_high_maint_cost = @[archers_high_maint_cost * 1.5]
|
||||
|
||||
pikemen_recruitment_cost = @[pikemen_recruitment_cost]
|
||||
pikemen_low_maint_cost = @[pikemen_low_maint_cost]
|
||||
pikemen_high_maint_cost = @[pikemen_high_maint_cost]
|
||||
|
||||
heavy_infantry_recruitment_cost = @[heavy_infantry_recruitment_cost]
|
||||
heavy_infantry_low_maint_cost = @[heavy_infantry_low_maint_cost]
|
||||
heavy_infantry_high_maint_cost = @[heavy_infantry_high_maint_cost]
|
||||
|
||||
light_cavalry_recruitment_cost = @[light_cavalry_recruitment_cost]
|
||||
light_cavalry_low_maint_cost = @[light_cavalry_low_maint_cost]
|
||||
light_cavalry_high_maint_cost = @[light_cavalry_high_maint_cost]
|
||||
|
||||
heavy_cavalry_recruitment_cost = @[heavy_cavalry_recruitment_cost]
|
||||
heavy_cavalry_low_maint_cost = @[heavy_cavalry_low_maint_cost]
|
||||
heavy_cavalry_high_maint_cost = @[heavy_cavalry_high_maint_cost]
|
||||
|
||||
handgunner_recruitment_cost = @[gunpowder_recruitment_cost]
|
||||
handgunner_low_maint_cost = @[gunpowder_low_maint_cost]
|
||||
handgunner_high_maint_cost = @[gunpowder_high_maint_cost]
|
||||
|
||||
|
||||
### Siege Weapons MAA
|
||||
torch_bearers_recruitment_cost = @[siege_weapons_recruitment_cost * 0.5]
|
||||
torch_bearers_low_maint_cost = @[siege_weapons_low_maint_cost * 0.5]
|
||||
torch_bearers_high_maint_cost = @[siege_weapons_high_maint_cost * 0.5]
|
||||
|
||||
onager_recruitment_cost = @[siege_weapons_recruitment_cost]
|
||||
onager_low_maint_cost = @[siege_weapons_low_maint_cost]
|
||||
onager_high_maint_cost = @[siege_weapons_high_maint_cost]
|
||||
|
||||
mangonel_recruitment_cost = @[siege_weapons_recruitment_cost * 1.1]
|
||||
mangonel_low_maint_cost = @[siege_weapons_low_maint_cost * 1.1]
|
||||
mangonel_high_maint_cost = @[siege_weapons_high_maint_cost * 1.1]
|
||||
|
||||
trebuchet_recruitment_cost = @[siege_weapons_recruitment_cost * 1.3]
|
||||
trebuchet_low_maint_cost = @[siege_weapons_low_maint_cost * 1.3]
|
||||
trebuchet_high_maint_cost = @[siege_weapons_high_maint_cost * 1.3]
|
||||
|
||||
bombard_recruitment_cost = @[siege_weapons_recruitment_cost * 1.6]
|
||||
bombard_low_maint_cost = @[siege_weapons_low_maint_cost * 1.6]
|
||||
bombard_high_maint_cost = @[siege_weapons_high_maint_cost * 1.6]
|
||||
|
||||
ballista_recruitment_cost = @[siege_weapons_recruitment_cost]
|
||||
ballista_low_maint_cost = @[siege_weapons_low_maint_cost]
|
||||
ballista_high_maint_cost = @[siege_weapons_high_maint_cost]
|
||||
|
||||
cloud_ladder_recruitment_cost = @[siege_weapons_recruitment_cost * 1.1]
|
||||
cloud_ladder_low_maint_cost = @[siege_weapons_low_maint_cost * 1.1]
|
||||
cloud_ladder_high_maint_cost = @[siege_weapons_high_maint_cost * 1.1]
|
||||
|
||||
siege_tower_recruitment_cost = @[siege_weapons_recruitment_cost * 1.3]
|
||||
siege_tower_low_maint_cost = @[siege_weapons_low_maint_cost * 1.3]
|
||||
siege_tower_high_maint_cost = @[siege_weapons_high_maint_cost * 1.3]
|
||||
|
||||
cannon_recruitment_cost = @[gunpowder_recruitment_cost * 1.6]
|
||||
cannon_low_maint_cost = @[gunpowder_low_maint_cost * 1.6]
|
||||
cannon_high_maint_cost = @[gunpowder_high_maint_cost * 1.6]
|
||||
|
||||
### Cultural MAA
|
||||
huscarls_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.28]
|
||||
huscarls_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.28]
|
||||
huscarls_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.28]
|
||||
|
||||
landsknecht_recruitment_cost = @[pikemen_recruitment_cost * 1.2]
|
||||
landsknecht_low_maint_cost = @[pikemen_low_maint_cost * 1.2]
|
||||
landsknecht_high_maint_cost = @[pikemen_high_maint_cost * 1.2]
|
||||
|
||||
longbowmen_recruitment_cost = @[archers_recruitment_cost * 1.2]
|
||||
longbowmen_low_maint_cost = @[archers_low_maint_cost * 1.2]
|
||||
longbowmen_high_maint_cost = @[archers_high_maint_cost * 1.2]
|
||||
|
||||
goedendag_recruitment_cost = @[skirmisher_recruitment_cost + 0]
|
||||
goedendag_low_maint_cost = @[skirmisher_low_maint_cost + 0]
|
||||
goedendag_high_maint_cost = @[skirmisher_high_maint_cost + 0]
|
||||
|
||||
gendarme_recruitment_cost = @[heavy_cavalry_recruitment_cost * 1.2]
|
||||
gendarme_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.2]
|
||||
gendarme_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.2]
|
||||
|
||||
chasseur_recruitment_cost = @[light_cavalry_recruitment_cost * 1.3]
|
||||
chasseur_low_maint_cost = @[light_cavalry_low_maint_cost * 1.3]
|
||||
chasseur_high_maint_cost = @[light_cavalry_high_maint_cost * 1.3]
|
||||
|
||||
picchieri_recruitment_cost = @[pikemen_recruitment_cost * 1.3]
|
||||
picchieri_low_maint_cost = @[pikemen_low_maint_cost * 1.3]
|
||||
picchieri_high_maint_cost = @[pikemen_high_maint_cost * 1.3]
|
||||
|
||||
praetorian_recruitment_cost = @[heavy_infantry_recruitment_cost * 2]
|
||||
praetorian_low_maint_cost = @[heavy_infantry_low_maint_cost * 2]
|
||||
praetorian_high_maint_cost = @[heavy_infantry_high_maint_cost * 2]
|
||||
|
||||
caballero_recruitment_cost = @[light_cavalry_recruitment_cost + 0]
|
||||
caballero_low_maint_cost = @[light_cavalry_low_maint_cost * 1.1]
|
||||
caballero_high_maint_cost = @[light_cavalry_high_maint_cost * 1.1]
|
||||
|
||||
mulaththamun_recruitment_cost = @[light_cavalry_recruitment_cost + 0]
|
||||
mulaththamun_low_maint_cost = @[light_cavalry_low_maint_cost * 1.1]
|
||||
mulaththamun_high_maint_cost = @[light_cavalry_high_maint_cost * 1.1]
|
||||
|
||||
paiks_recruitment_cost = @[archers_recruitment_cost * 1.1]
|
||||
paiks_low_maint_cost = @[archers_low_maint_cost * 1.1]
|
||||
paiks_high_maint_cost = @[archers_high_maint_cost * 1.1]
|
||||
|
||||
archers_of_the_nile_recruitment_cost = @[archers_recruitment_cost * 1.1]
|
||||
archers_of_the_nile_low_maint_cost = @[archers_low_maint_cost * 1.1]
|
||||
archers_of_the_nile_high_maint_cost = @[archers_high_maint_cost * 1.1]
|
||||
|
||||
sahel_rider_recruitment_cost = @[light_cavalry_recruitment_cost + 5]
|
||||
sahel_rider_low_maint_cost = @[light_cavalry_low_maint_cost * 1.1]
|
||||
sahel_rider_high_maint_cost = @[light_cavalry_high_maint_cost * 1.1]
|
||||
|
||||
cataphract_recruitment_cost = @[heavy_cavalry_recruitment_cost * 1.3]
|
||||
cataphract_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.3]
|
||||
cataphract_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.3]
|
||||
|
||||
monaspa_recruitment_cost = @[heavy_cavalry_recruitment_cost * 1.25]
|
||||
monaspa_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.25]
|
||||
monaspa_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.25]
|
||||
|
||||
hobelar_recruitment_cost = @[light_cavalry_recruitment_cost * 1.1]
|
||||
hobelar_low_maint_cost = @[light_cavalry_low_maint_cost * 1.1]
|
||||
hobelar_high_maint_cost = @[light_cavalry_high_maint_cost * 1.1]
|
||||
|
||||
schiltron_recruitment_cost = @[pikemen_recruitment_cost * 1.5]
|
||||
schiltron_low_maint_cost = @[pikemen_low_maint_cost * 1.5]
|
||||
schiltron_high_maint_cost = @[pikemen_high_maint_cost * 1.5]
|
||||
|
||||
metsanvartija_recruitment_cost = @[archers_recruitment_cost * 1.1]
|
||||
metsanvartija_low_maint_cost = @[archers_low_maint_cost * 1.1]
|
||||
metsanvartija_high_maint_cost = @[archers_high_maint_cost * 1.1]
|
||||
|
||||
horse_archers_recruitment_cost = @[skirmisher_recruitment_cost * 3]
|
||||
horse_archers_low_maint_cost = @[skirmisher_low_maint_cost * 3]
|
||||
horse_archers_high_maint_cost = @[skirmisher_high_maint_cost * 3]
|
||||
|
||||
warrior_monks_gold_recruitment_cost = 45
|
||||
warrior_monks_piety_recruitment_cost = 200
|
||||
warrior_monks_gold_low_maint_cost = 0.1
|
||||
warrior_monks_gold_high_maint_cost = 0.3
|
||||
warrior_monks_piety_low_maint_cost = 0.2
|
||||
warrior_monks_piety_high_maint_cost = 0.6
|
||||
|
||||
ayyar_recruitment_cost = @[heavy_infantry_recruitment_cost - 15]
|
||||
ayyar_low_maint_cost = @[heavy_infantry_low_maint_cost * 0.9]
|
||||
ayyar_high_maint_cost = @[heavy_infantry_high_maint_cost * 0.9]
|
||||
|
||||
mubarizun_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.2]
|
||||
mubarizun_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.2]
|
||||
mubarizun_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.2]
|
||||
|
||||
druzhina_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.3]
|
||||
druzhina_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.3]
|
||||
druzhina_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.3]
|
||||
|
||||
hussar_recruitment_cost = @[light_cavalry_recruitment_cost * 1.3]
|
||||
hussar_low_maint_cost = @[light_cavalry_low_maint_cost * 1.3]
|
||||
hussar_high_maint_cost = @[light_cavalry_high_maint_cost * 1.3]
|
||||
|
||||
horn_warrior_recruitment_cost = @[skirmisher_recruitment_cost + 0]
|
||||
horn_warrior_low_maint_cost = @[skirmisher_low_maint_cost + 0]
|
||||
horn_warrior_high_maint_cost = @[skirmisher_high_maint_cost + 0]
|
||||
|
||||
bush_hunter_recruitment_cost = @[archers_recruitment_cost + 0]
|
||||
bush_hunter_low_maint_cost = @[archers_low_maint_cost * 1.1]
|
||||
bush_hunter_high_maint_cost = @[archers_high_maint_cost * 1.1]
|
||||
|
||||
shomer_recruitment_cost = @[skirmisher_recruitment_cost + 0]
|
||||
shomer_low_maint_cost = @[skirmisher_low_maint_cost + 0]
|
||||
shomer_high_maint_cost = @[skirmisher_high_maint_cost + 0]
|
||||
|
||||
khandayat_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.2]
|
||||
khandayat_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.2]
|
||||
khandayat_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.2]
|
||||
|
||||
garudas_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.28]
|
||||
garudas_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.28]
|
||||
garudas_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.28]
|
||||
|
||||
mountaineer_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.2]
|
||||
mountaineer_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.2]
|
||||
mountaineer_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.2]
|
||||
|
||||
guinea_warrior_recruitment_cost = @[skirmisher_recruitment_cost * 1.2]
|
||||
guinea_warrior_low_maint_cost = @[skirmisher_low_maint_cost * 1.2]
|
||||
guinea_warrior_high_maint_cost = @[skirmisher_high_maint_cost * 1.2]
|
||||
|
||||
sarawit_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.2]
|
||||
sarawit_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.2]
|
||||
sarawit_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.2]
|
||||
|
||||
abudrar_recruitment_cost = @[skirmisher_recruitment_cost * 1.8]
|
||||
abudrar_low_maint_cost = @[skirmisher_low_maint_cost * 1.8]
|
||||
abudrar_high_maint_cost = @[skirmisher_high_maint_cost * 1.8]
|
||||
|
||||
zbrojnosh_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.1]
|
||||
zbrojnosh_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.1]
|
||||
zbrojnosh_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.1]
|
||||
|
||||
palace_guards_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.2]
|
||||
palace_guards_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.2]
|
||||
palace_guards_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.2]
|
||||
|
||||
shenbigong_recruitment_cost = @[archers_recruitment_cost * 1.75]
|
||||
shenbigong_low_maint_cost = @[archers_low_maint_cost * 1.75]
|
||||
shenbigong_high_maint_cost = @[archers_high_maint_cost * 1.75]
|
||||
|
||||
bondi_recruitment_cost = @[pikemen_recruitment_cost * 0.67]
|
||||
bondi_low_maint_cost = @[pikemen_low_maint_cost * 0.67]
|
||||
bondi_high_maint_cost = @[pikemen_high_maint_cost * 0.67]
|
||||
|
||||
vigmen_recruitment_cost = @[archers_recruitment_cost * 1.1]
|
||||
vigmen_low_maint_cost = @[archers_low_maint_cost * 1.1]
|
||||
vigmen_high_maint_cost = @[archers_high_maint_cost * 1.1]
|
||||
|
||||
varangian_veterans_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.67]
|
||||
varangian_veterans_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.67]
|
||||
varangian_veterans_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.67]
|
||||
|
||||
jomsviking_pirates_recruitment_cost = @[skirmisher_recruitment_cost * 1.4]
|
||||
jomsviking_pirates_low_maint_cost = @[skirmisher_low_maint_cost * 1.4]
|
||||
jomsviking_pirates_high_maint_cost = @[skirmisher_high_maint_cost * 1.4]
|
||||
|
||||
tawashi_recruitment_cost = @[light_cavalry_recruitment_cost * 1.1]
|
||||
tawashi_low_maint_cost = @[light_cavalry_low_maint_cost * 1.1]
|
||||
tawashi_high_maint_cost = @[light_cavalry_high_maint_cost * 1.1]
|
||||
|
||||
ayrudzi_recruitment_cost = @[light_cavalry_recruitment_cost]
|
||||
ayrudzi_low_maint_cost = @[light_cavalry_low_maint_cost]
|
||||
ayrudzi_high_maint_cost = @[light_cavalry_high_maint_cost]
|
||||
|
||||
conrois_recruitment_cost = @[heavy_cavalry_recruitment_cost * 0.85]
|
||||
conrois_low_maint_cost = @[heavy_cavalry_low_maint_cost * 0.85]
|
||||
conrois_high_maint_cost = @[heavy_cavalry_high_maint_cost * 0.85]
|
||||
|
||||
akritai_recruitment_cost = @[skirmisher_recruitment_cost * 0.9]
|
||||
akritai_low_maint_cost = @[skirmisher_low_maint_cost * 0.9]
|
||||
akritai_high_maint_cost = @[skirmisher_high_maint_cost * 0.9]
|
||||
|
||||
skoutatoi_recruitment_cost = @[pikemen_recruitment_cost * 1.1]
|
||||
skoutatoi_low_maint_cost = @[pikemen_low_maint_cost * 1.1]
|
||||
skoutatoi_high_maint_cost = @[pikemen_high_maint_cost * 1.1]
|
||||
|
||||
ballistrai_recruitment_cost = @[archers_recruitment_cost * 1.15]
|
||||
ballistrai_low_maint_cost = @[archers_low_maint_cost * 0.75]
|
||||
ballistrai_high_maint_cost = @[archers_high_maint_cost * 0.75]
|
||||
|
||||
asawira_recruitment_cost = 300
|
||||
asawira_low_maint_cost = 1
|
||||
asawira_high_maint_cost = 3
|
||||
|
||||
fire_lancers_recruitment_cost = @[gunpowder_recruitment_cost]
|
||||
fire_lancers_low_maint_cost = @[gunpowder_low_maint_cost]
|
||||
fire_lancers_high_maint_cost = @[gunpowder_high_maint_cost]
|
||||
|
||||
gakgung_archers_recruitment_cost = @[archers_recruitment_cost * 1.2]
|
||||
gakgung_archers_low_maint_cost = @[archers_low_maint_cost * 1.2]
|
||||
gakgung_archers_high_maint_cost = @[archers_high_maint_cost * 1.2]
|
||||
|
||||
ballista_elephant_recruitment_cost = @[heavy_cavalry_recruitment_cost * 2.2]
|
||||
ballista_elephant_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.4]
|
||||
ballista_elephant_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.6]
|
||||
|
||||
pesilat_warriors_recruitment_cost = @[skirmisher_recruitment_cost * 0.9]
|
||||
pesilat_warriors_low_maint_cost = @[skirmisher_low_maint_cost * 0.9]
|
||||
pesilat_warriors_high_maint_cost = @[skirmisher_high_maint_cost * 0.9]
|
||||
|
||||
samurai_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.67]
|
||||
samurai_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.67]
|
||||
samurai_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.67]
|
||||
|
||||
zhanmadao_infantry_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.2]
|
||||
zhanmadao_infantry_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.2]
|
||||
zhanmadao_infantry_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.2]
|
||||
|
||||
burenjia_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.33]
|
||||
burenjia_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.33]
|
||||
burenjia_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.33]
|
||||
|
||||
tiefutu_recruitment_cost = @[heavy_cavalry_recruitment_cost * 1.3]
|
||||
tiefutu_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.3]
|
||||
tiefutu_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.3]
|
||||
|
||||
rocket_carts_recruitment_cost = @[archers_recruitment_cost * 1.25]
|
||||
rocket_carts_low_maint_cost = @[archers_low_maint_cost * 0.9] # uses gunpowder, but also uses less men than archers would
|
||||
rocket_carts_high_maint_cost = @[archers_high_maint_cost * 0.9]
|
||||
|
||||
### Regional MAA
|
||||
camel_rider_recruitment_cost = @[light_cavalry_recruitment_cost + 0]
|
||||
camel_rider_low_maint_cost = @[light_cavalry_low_maint_cost * 0.8]
|
||||
camel_rider_high_maint_cost = @[light_cavalry_high_maint_cost * 0.8]
|
||||
|
||||
war_elephant_recruitment_cost = @[heavy_cavalry_recruitment_cost * 2]
|
||||
war_elephant_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.2]
|
||||
war_elephant_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.4]
|
||||
|
||||
guanch_vaulter_recruitment_cost = @[skirmisher_recruitment_cost * 1.2]
|
||||
guanch_vaulter_low_maint_cost = @[skirmisher_low_maint_cost * 1.2]
|
||||
guanch_vaulter_high_maint_cost = @[skirmisher_high_maint_cost * 1.2]
|
||||
|
||||
###Accolade MaA
|
||||
|
||||
accolade_skirmisher_recruitment_cost = @[skirmisher_recruitment_cost * 2]
|
||||
accolade_bowmen_recruitment_cost = @[archers_recruitment_cost * 2]
|
||||
accolade_crossbowmen_recruitment_cost = @[archers_recruitment_cost * 1.6 * 2]
|
||||
accolade_pikemen_recruitment_cost = @[pikemen_recruitment_cost * 2]
|
||||
accolade_heavy_infantry_recruitment_cost = @[heavy_infantry_recruitment_cost * 2]
|
||||
accolade_light_cavalry_recruitment_cost = @[light_cavalry_recruitment_cost * 2]
|
||||
accolade_heavy_cavalry_recruitment_cost = @[heavy_cavalry_recruitment_cost * 2]
|
||||
accolade_camel_rider_recruitment_cost = @[light_cavalry_recruitment_cost * 2]
|
||||
accolade_siege_weapons_recruitment_cost = @[siege_weapons_recruitment_cost * 2]
|
||||
accolade_war_elephant_recruitment_cost = @[heavy_cavalry_recruitment_cost * 4]
|
||||
accolade_horse_archers_recruitment_cost = @[skirmisher_recruitment_cost * 3 * 2]
|
||||
|
||||
varangian_guards_recruitment_cost = @[heavy_infantry_recruitment_cost * 0.8]
|
||||
varangian_guards_low_maint_cost = @[heavy_infantry_low_maint_cost * 0.8]
|
||||
varangian_guards_high_maint_cost = @[heavy_infantry_high_maint_cost * 0.8]
|
||||
|
||||
handpicked_faithful_recruitment_cost = @[heavy_infantry_recruitment_cost * 0.75]
|
||||
handpicked_faithful_low_maint_cost = @[heavy_infantry_low_maint_cost * 0.75]
|
||||
handpicked_faithful_high_maint_cost = @[heavy_infantry_high_maint_cost * 0.75]
|
||||
|
||||
#MPO
|
||||
|
||||
steppe_raiders_recruitment_cost = @[light_cavalry_recruitment_cost * 0.9]
|
||||
steppe_raiders_low_maint_cost = @[light_cavalry_low_maint_cost * 0.9]
|
||||
steppe_raiders_high_maint_cost = @[light_cavalry_high_maint_cost * 0.9]
|
||||
|
||||
heavy_horse_archers_recruitment_cost = @[skirmisher_recruitment_cost * 3.5]
|
||||
heavy_horse_archers_low_maint_cost = @[skirmisher_low_maint_cost * 3.5]
|
||||
heavy_horse_archers_high_maint_cost = @[skirmisher_high_maint_cost * 3.5]
|
||||
|
||||
nomad_lancers_recruitment_cost = @[heavy_cavalry_recruitment_cost * 0.95]
|
||||
nomad_lancers_low_maint_cost = @[heavy_cavalry_low_maint_cost * 0.95]
|
||||
nomad_lancers_high_maint_cost = @[heavy_cavalry_high_maint_cost * 0.95]
|
||||
|
||||
kheshig_recruitment_cost = @[skirmisher_recruitment_cost * 5]
|
||||
kheshig_veterans_low_maint_cost = @[skirmisher_low_maint_cost * 5]
|
||||
kheshig_veterans_high_maint_cost = @[skirmisher_high_maint_cost * 5]
|
||||
|
||||
mangudai_recruitment_cost = @[skirmisher_recruitment_cost * 2.2]
|
||||
mangudai_low_maint_cost = @[skirmisher_low_maint_cost * 2.2]
|
||||
mangudai_high_maint_cost = @[skirmisher_high_maint_cost * 2.2]
|
||||
|
||||
cataphract_archers_recruitment_cost = @[heavy_cavalry_recruitment_cost * 1.3]
|
||||
cataphract_archers_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.3]
|
||||
cataphract_archers_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.3]
|
||||
|
||||
maturkan_warriors_recruitment_cost = @[archers_recruitment_cost * 1.05]
|
||||
maturkan_warriors_low_maint_cost = @[archers_low_maint_cost * 1.05]
|
||||
maturkan_warriors_high_maint_cost = @[archers_high_maint_cost * 1.05]
|
||||
|
||||
##############
|
||||
# AI Weights #
|
||||
##############
|
||||
|
||||
culture_ai_weight_skirmishers = {
|
||||
value = -10
|
||||
|
||||
if = { # Cultures that favours skirmishers
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_baltic
|
||||
has_cultural_pillar = heritage_ugro_permian
|
||||
has_cultural_pillar = heritage_balto_finnic
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
if = { # Cultures that dislike skirmishers
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_central_germanic
|
||||
has_cultural_pillar = heritage_frankish
|
||||
has_cultural_pillar = heritage_iberian
|
||||
has_cultural_pillar = heritage_latin
|
||||
}
|
||||
}
|
||||
}
|
||||
add = -60
|
||||
}
|
||||
|
||||
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
|
||||
limit = {
|
||||
culture = {
|
||||
culture_has_skirmisher_maa = yes
|
||||
}
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_archers = {
|
||||
value = 0
|
||||
|
||||
if = { # Cultures that favours archers
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_west_germanic
|
||||
has_cultural_pillar = heritage_brythonic
|
||||
has_cultural_pillar = heritage_east_african
|
||||
has_cultural_pillar = heritage_indo_aryan
|
||||
has_cultural_pillar = heritage_dravidian
|
||||
has_cultural_pillar = heritage_burman
|
||||
has_cultural_pillar = heritage_chinese
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 40
|
||||
}
|
||||
if = { # Cultures that dislike archers
|
||||
limit = {
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_central_germanic }
|
||||
culture = { has_cultural_pillar = heritage_frankish }
|
||||
}
|
||||
}
|
||||
add = -60
|
||||
}
|
||||
|
||||
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
|
||||
limit = {
|
||||
culture = {
|
||||
culture_has_archer_maa = yes
|
||||
}
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_heavy_infantry = {
|
||||
value = 0
|
||||
|
||||
if = { # Cultures that favours heavy infantry
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_central_germanic
|
||||
has_cultural_pillar = heritage_north_germanic
|
||||
has_cultural_pillar = heritage_west_germanic
|
||||
has_cultural_pillar = heritage_east_slavic
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 40
|
||||
}
|
||||
|
||||
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
|
||||
limit = {
|
||||
OR = {
|
||||
culture = {
|
||||
culture_has_heavy_infantry_maa = yes
|
||||
}
|
||||
|
||||
# Zhanmadao (China)
|
||||
vassal_contract_has_flag = celestial_province_military
|
||||
vassal_contract_has_flag = celestial_province_protectorate
|
||||
}
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_pikemen = {
|
||||
value = 0
|
||||
|
||||
if = { # Cultures that favours spearmen
|
||||
limit = {
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_central_germanic }
|
||||
culture = { has_cultural_pillar = heritage_latin }
|
||||
}
|
||||
}
|
||||
add = 40
|
||||
}
|
||||
|
||||
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
|
||||
limit = {
|
||||
culture = {
|
||||
culture_has_pikemen_maa = yes
|
||||
}
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_light_cavalry = {
|
||||
value = 20
|
||||
|
||||
if = { # Cultures that REALLY like light cavalry
|
||||
limit = {
|
||||
mpo_can_recruit_nomad_maa_trigger = no
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_iranian }
|
||||
}
|
||||
}
|
||||
add = 80
|
||||
}
|
||||
if = { # Cultures that favours light cavalry
|
||||
limit = {
|
||||
mpo_can_recruit_nomad_maa_trigger = no
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_arabic
|
||||
has_cultural_pillar = heritage_berber
|
||||
has_cultural_pillar = heritage_iberian
|
||||
has_cultural_pillar = heritage_indo_aryan
|
||||
has_cultural_pillar = heritage_turkic
|
||||
has_cultural_pillar = heritage_mongolic
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 40
|
||||
}
|
||||
if = { # Cultures that dislike light cavalry
|
||||
limit = {
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_central_germanic }
|
||||
culture = { has_cultural_pillar = heritage_tibetan }
|
||||
culture = { has_cultural_pillar = heritage_baltic }
|
||||
culture = { has_cultural_pillar = heritage_burman }
|
||||
culture = { has_cultural_pillar = heritage_somalian }
|
||||
}
|
||||
}
|
||||
add = -60
|
||||
}
|
||||
|
||||
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
|
||||
limit = {
|
||||
culture = {
|
||||
culture_has_light_cavalry_maa = yes
|
||||
}
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
|
||||
if = { # Cultures with a preference for Camel Riders should buy those over normal light cavalry
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_war_camels
|
||||
}
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_arabic }
|
||||
culture = { has_cultural_pillar = heritage_berber }
|
||||
}
|
||||
}
|
||||
add = -200
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_heavy_cavalry = {
|
||||
value = 0
|
||||
|
||||
if = { # Cultures that REALLY like heavy cavalry
|
||||
limit = {
|
||||
mpo_can_recruit_nomad_maa_trigger = no
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_iranian }
|
||||
|
||||
# Steppe cultures
|
||||
culture = { has_cultural_pillar = heritage_turkic }
|
||||
culture = { has_cultural_pillar = heritage_mongolic }
|
||||
}
|
||||
}
|
||||
add = 80
|
||||
}
|
||||
if = { # Cultures that favours heavy cavalry
|
||||
limit = {
|
||||
mpo_can_recruit_nomad_maa_trigger = no
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_central_germanic }
|
||||
culture = { has_cultural_pillar = heritage_frankish }
|
||||
culture = { has_cultural_pillar = heritage_indo_aryan }
|
||||
}
|
||||
}
|
||||
add = 40
|
||||
}
|
||||
if = { # Cultures that dislike heavy cavalry
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_tibetan
|
||||
has_cultural_pillar = heritage_baltic
|
||||
has_cultural_pillar = heritage_south_slavic
|
||||
has_cultural_pillar = heritage_sahelian
|
||||
has_cultural_pillar = heritage_senegambian
|
||||
has_cultural_pillar = heritage_west_african
|
||||
has_cultural_pillar = heritage_yoruba
|
||||
has_cultural_pillar = heritage_somalian
|
||||
has_cultural_pillar = heritage_east_african
|
||||
has_cultural_pillar = heritage_burman
|
||||
}
|
||||
}
|
||||
}
|
||||
add = -60
|
||||
}
|
||||
|
||||
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
|
||||
limit = {
|
||||
culture = {
|
||||
culture_has_heavy_cavalry_maa = yes
|
||||
}
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_camels = {
|
||||
value = 20
|
||||
|
||||
if = { # Cultures that favours camel riders
|
||||
limit = {
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_arabic }
|
||||
culture = { has_cultural_pillar = heritage_berber }
|
||||
}
|
||||
}
|
||||
add = 80
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_elephants = {
|
||||
value = 0
|
||||
|
||||
if = { # Cultures that favours war elephants
|
||||
limit = {
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_dravidian }
|
||||
culture = { has_cultural_pillar = heritage_indo_aryan }
|
||||
culture = { has_cultural_pillar = heritage_burman }
|
||||
}
|
||||
}
|
||||
add = 60
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_vigmen = {
|
||||
value = 60
|
||||
|
||||
if = { # Cultures that favours heavy infantry
|
||||
limit = {
|
||||
any_sub_realm_county = { is_coastal_county = yes }
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
}
|
||||
|
||||
counter_synergy_ai_weight_archers = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = heavy_infantry
|
||||
value >= 3
|
||||
}
|
||||
NOT = { #no need to add more if i.e. regional or inherited maa of that type already exists
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = archers
|
||||
value >= 1
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 60
|
||||
}
|
||||
}
|
||||
|
||||
counter_synergy_ai_weight_pikemen = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = archers
|
||||
value >= 3
|
||||
}
|
||||
NOT = { #no need to add more if i.e. regional or inherited maa of that type already exists
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = pikemen
|
||||
value >= 1
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 60
|
||||
}
|
||||
}
|
||||
|
||||
counter_synergy_ai_weight_heavy_infantry = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = heavy_cavalry
|
||||
value >= 3
|
||||
}
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = light_cavalry
|
||||
value >= 3
|
||||
}
|
||||
}
|
||||
NOT = { #no need to add more if i.e. regional or inherited maa of that type already exists
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = heavy_infantry
|
||||
value >= 1
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 60
|
||||
}
|
||||
}
|
||||
|
||||
counter_synergy_ai_weight_gunpowder = {
|
||||
value = 200 # Since these are hard-limited elsewhere, prefer them highly
|
||||
if = {
|
||||
limit = {
|
||||
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = pikemen
|
||||
value >= 3
|
||||
}
|
||||
NOT = {
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = gunpowder
|
||||
value >= 1
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 60
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = { has_cultural_pillar = heritage_chinese }
|
||||
}
|
||||
add = 10 # more gun
|
||||
}
|
||||
}
|
||||
|
||||
counter_synergy_ai_weight_light_cavalry = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = skirmishers
|
||||
value >= 3
|
||||
}
|
||||
NOT = { #no need to add more if i.e. regional or inherited maa of that type already exists
|
||||
number_maa_regiments_of_base_type = {
|
||||
type = light_cavalry
|
||||
value >= 1
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 60
|
||||
}
|
||||
}
|
||||
|
||||
culture_ai_weight_crossbowmen = {
|
||||
value = counter_synergy_ai_weight_crossbowmen
|
||||
|
||||
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
|
||||
limit = {
|
||||
culture = {
|
||||
culture_has_improved_crossbowmen = yes
|
||||
}
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
}
|
||||
|
||||
counter_synergy_ai_weight_crossbowmen = {
|
||||
value = counter_synergy_ai_weight_archers
|
||||
|
||||
if = { # They counter heavy cavalry, so less interesting early on
|
||||
limit = {
|
||||
current_date < 1150.1.1
|
||||
}
|
||||
add = -100
|
||||
}
|
||||
}
|
||||
|
||||
###################
|
||||
# Provisions Costs #
|
||||
###################
|
||||
|
||||
provisions_cost_infantry_cheap = 3
|
||||
provisions_cost_infantry_moderate = 7
|
||||
provisions_cost_infantry_expensive = 12
|
||||
provisions_cost_infantry_bankrupting = 15
|
||||
|
||||
provisions_cost_cavalry_cheap = 7
|
||||
provisions_cost_cavalry_moderate = 15
|
||||
provisions_cost_cavalry_expensive = 21
|
||||
provisions_cost_cavalry_bankrupting = 30
|
||||
|
||||
# Generally used for siege weapons & adjacent similar stuff.
|
||||
## Cheaper than cavalry, as they need less support infrastructure than mounted troops, but more expensive than infantry — tools may not eat but heavy supplies still need transporting, proofing against the elements, etc, whilst hard-to-find engineers may not put up with common grub.
|
||||
provisions_cost_special_cheap = 6
|
||||
provisions_cost_special_moderate = 12
|
||||
provisions_cost_special_expensive = 18
|
||||
provisions_cost_special_bankrupting = 24
|
||||
|
||||
############
|
||||
# GUN MATH #
|
||||
############
|
||||
|
||||
gunpowder_raise_limit_existing_gunpowder_units = {
|
||||
value = 0
|
||||
|
||||
every_maa_regiment = {
|
||||
limit = {
|
||||
is_personal_maa_regiment = yes
|
||||
OR = {
|
||||
is_maa_type = handgunners
|
||||
is_maa_type = fire_lancers
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
gunpowder_raise_limit_existing_gunpowder_buildings = {
|
||||
value = 0
|
||||
|
||||
every_directly_owned_province = {
|
||||
limit = {
|
||||
has_building_or_higher = powder_magazine_01
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_building_or_higher = powder_magazine_07
|
||||
}
|
||||
add = gunpowder_building_limit_bonus_3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = powder_magazine_04
|
||||
}
|
||||
add = gunpowder_building_limit_bonus_2
|
||||
}
|
||||
else = {
|
||||
add = gunpowder_building_limit_bonus_1
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = domicile
|
||||
}
|
||||
domicile = {
|
||||
if = {
|
||||
limit = {
|
||||
has_domicile_building_or_higher = east_asian_estate_gunpowder_storage_03
|
||||
}
|
||||
add = gunpowder_building_limit_bonus_2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_domicile_building_or_higher = east_asian_estate_gunpowder_storage_01
|
||||
}
|
||||
add = gunpowder_building_limit_bonus_1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gunpowder_building_limit_bonus_1 = 1
|
||||
gunpowder_building_limit_bonus_2 = 2
|
||||
gunpowder_building_limit_bonus_3 = 3
|
||||
|
|
@ -1,239 +0,0 @@
|
|||
#######################
|
||||
# MONGOL VALUES
|
||||
#######################
|
||||
# Conquering things
|
||||
# Drinking mare's milk
|
||||
# Destroying civilisations
|
||||
# Fighting
|
||||
|
||||
|
||||
# Chance of Mongols appearing per year between 1180 and 1250
|
||||
temujin_appearance_base_chance = {
|
||||
value = 1
|
||||
#player temujin should start getting a higher chance of becoming Genghis faster
|
||||
if = {
|
||||
limit = {
|
||||
exists = character:125501
|
||||
character:125501 = {
|
||||
is_ai = no
|
||||
is_physically_able_ai_adult = yes
|
||||
}
|
||||
current_date > 1190.1.1
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
}
|
||||
|
||||
# Weight used in selecting targets for the automated Mongol invasions
|
||||
mongol_invasion_target_character_weight = {
|
||||
value = 0.001
|
||||
every_sub_realm_county = {
|
||||
if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_start_region
|
||||
}
|
||||
}
|
||||
add = 10000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_1
|
||||
}
|
||||
}
|
||||
add = 5000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_2
|
||||
}
|
||||
}
|
||||
add = 3000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_3
|
||||
}
|
||||
}
|
||||
add = 2000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_4
|
||||
}
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_prio_5
|
||||
}
|
||||
}
|
||||
add = 500
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = special_mongol_empire_conquest_region_cleanup
|
||||
}
|
||||
}
|
||||
add = 250
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
title_province = {
|
||||
geographical_region = world_tibet
|
||||
}
|
||||
}
|
||||
add = -100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Mongol breakup succession score
|
||||
mongol_breakup_succession_score = {
|
||||
# Prioritize the actual heir
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:old_mongol_emperor.primary_heir
|
||||
this = scope:old_mongol_emperor.primary_heir
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
# A bonus for being of the same house
|
||||
if = {
|
||||
limit = {
|
||||
exists = house
|
||||
house = scope:old_mongol_emperor.house
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
# Prioritize siblings
|
||||
if = {
|
||||
limit = {
|
||||
is_sibling_of = scope:old_mongol_emperor
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
# Children of children of the old khan gain some priority
|
||||
else_if = {
|
||||
limit = {
|
||||
any_parent = {
|
||||
any_parent = {
|
||||
this = scope:old_mongol_emperor
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
is_close_family_of = scope:old_mongol_emperor
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
is_close_or_extended_family_of = scope:old_mongol_emperor
|
||||
}
|
||||
add = 15
|
||||
}
|
||||
# Skill bonuses
|
||||
add = sum_of_all_skills_value
|
||||
|
||||
# Gender preference, can't check for realm law so using faith
|
||||
if = {
|
||||
limit = {
|
||||
is_female = yes
|
||||
scope:old_mongol_emperor.faith = {
|
||||
has_doctrine_parameter = male_dominated_law
|
||||
}
|
||||
}
|
||||
multiply = 0.1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:old_mongol_emperor.faith = {
|
||||
has_doctrine_parameter = female_dominated_law
|
||||
}
|
||||
}
|
||||
multiply = 0.1
|
||||
}
|
||||
|
||||
# A penalty for not being the same culture, mongol, or an accepted culture
|
||||
if = {
|
||||
limit = {
|
||||
NOR = {
|
||||
culture = scope:old_mongol_emperor.culture
|
||||
culture = culture:mongol
|
||||
culture = {
|
||||
cultural_acceptance = {
|
||||
target = scope:old_mongol_emperor.culture
|
||||
value >= 75
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0.1
|
||||
}
|
||||
|
||||
# Not adult
|
||||
if = {
|
||||
limit = {
|
||||
is_adult = no
|
||||
}
|
||||
multiply = 0.1
|
||||
}
|
||||
|
||||
# Ill health
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_contagious_deadly_disease_trigger = yes
|
||||
has_epidemic_disease_trigger = yes
|
||||
health <= poor_health
|
||||
has_trait = infirm
|
||||
has_trait = incapable
|
||||
}
|
||||
}
|
||||
multiply = 0.01
|
||||
}
|
||||
}
|
||||
|
||||
temujin_soldier_female_chance = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:temujin } } }
|
||||
dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:temujin } }
|
||||
}
|
||||
add = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:temujin } }
|
||||
NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:temujin } } }
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
else = {
|
||||
add = 50
|
||||
}
|
||||
}
|
||||
|
||||
mongol_successor_faith_chance = {
|
||||
value = 0
|
||||
save_temporary_scope_as = county_faith_check
|
||||
add = {
|
||||
scope:faith_changer = {
|
||||
every_vassal = {
|
||||
faith = scope:county_faith_check.faith
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,5 +0,0 @@
|
|||
##################################################
|
||||
# Send Poem Interaction
|
||||
|
||||
# This needs to be synced with @send_poem_cooldown_years_value in 00_poetry_opinions.txt.
|
||||
send_poem_cooldown_years_value = 5
|
||||
|
|
@ -1,4 +0,0 @@
|
|||
|
||||
dungeon_events_on_action_chance = {
|
||||
add = 50
|
||||
}
|
||||
|
|
@ -1,38 +0,0 @@
|
|||
#############
|
||||
# SAHARA & SAHEL
|
||||
#############
|
||||
|
||||
local_slave_gold_value = { #How much would a colossal slave raid fetch from this place?
|
||||
value = monthly_income
|
||||
multiply = 10
|
||||
|
||||
#Sensible max-mins.
|
||||
min = 30
|
||||
max = 100
|
||||
|
||||
#Give a whole number.
|
||||
ceiling = yes
|
||||
}
|
||||
|
||||
slaver_reparations_value = {
|
||||
value = monthly_character_income
|
||||
|
||||
#Sensible max-mins.
|
||||
min = 10
|
||||
max = 120
|
||||
|
||||
#Give a whole number.
|
||||
ceiling = yes
|
||||
}
|
||||
|
||||
selfish_liege_slave_gold_value = {
|
||||
value = monthly_income
|
||||
multiply = 5
|
||||
|
||||
#Sensible max-mins.
|
||||
min = 15
|
||||
max = 80
|
||||
|
||||
#Give a whole number.
|
||||
ceiling = yes
|
||||
}
|
||||
|
|
@ -1,44 +0,0 @@
|
|||
# Default relation opinions
|
||||
default_friend_opinion = 15
|
||||
default_rival_opinion = -15
|
||||
default_lover_opinion = 15
|
||||
|
||||
#Rivalry score adjustments
|
||||
minor_rival_score_gain = 10
|
||||
medium_rival_score_gain = 20
|
||||
major_rival_score_gain = 30
|
||||
massive_rival_score_gain = 40
|
||||
|
||||
#Rivalry score diff thresholds
|
||||
minor_story_owner_advantage = 10
|
||||
medium_story_owner_advantage = 30
|
||||
major_story_owner_advantage = 50
|
||||
minor_target_rival_advantage = -10
|
||||
medium_target_rival_advantage = -30
|
||||
major_target_rival_advantage = -50
|
||||
|
||||
# Existing Relationship Tallies
|
||||
sum_friends_and_rivals_tally_value = {
|
||||
value = 0
|
||||
every_relation = {
|
||||
type = friend
|
||||
add = 1
|
||||
}
|
||||
every_relation = {
|
||||
type = rival
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
sum_potential_friends_and_potential_rivals_tally_value = {
|
||||
value = 0
|
||||
every_relation = {
|
||||
type = potential_friend
|
||||
add = 1
|
||||
}
|
||||
every_relation = {
|
||||
type = potential_rival
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
getwomanmangirlboy_age_threshold_value = 20
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,6 +0,0 @@
|
|||
|
||||
#Zealous Tracking
|
||||
scholarship_zealous_threshold = -3
|
||||
|
||||
#Cynical Tracking
|
||||
scholarsip_cynical_threshold = 3
|
||||
|
|
@ -1,179 +0,0 @@
|
|||
############################
|
||||
# COMBAT SETTINGS
|
||||
############################
|
||||
|
||||
# By default, how much % extra do we pump it up when someone is risking injury? Occurs *after* it has been determined that they may be injured, and just increases that chance.
|
||||
starting_injury_bonus = 10
|
||||
|
||||
# How much of a gap do you need, initially, between you and your opponent in order to win?
|
||||
starting_success_threshold = 125
|
||||
|
||||
# How many rounds can the single combat go before it enters sudden death?
|
||||
round_cap_limit = 4
|
||||
|
||||
# When does it get easier to injure yourself, and by how much?
|
||||
round_injury_bonus_lower = 3
|
||||
round_injury_bonus_lowest = 4
|
||||
round_injury_adjustment_lower = 10
|
||||
round_injury_adjustment_lowest = 30
|
||||
|
||||
# When does it get easier to win, and by how much?
|
||||
round_success_threshold_lower = 3
|
||||
round_success_threshold_lowest = 4
|
||||
round_success_adjustment_lower = -15
|
||||
round_success_adjustment_lowest = -20
|
||||
|
||||
############################
|
||||
# SINGLE COMBAT SKILL RATINGS
|
||||
############################
|
||||
|
||||
low_scsk = low_skill_rating
|
||||
mediocre_scsk = mediocre_skill_rating
|
||||
medium_scsk = medium_skill_rating
|
||||
decent_scsk = decent_skill_rating
|
||||
high_scsk = high_skill_rating
|
||||
very_high_scsk = very_high_skill_rating
|
||||
extremely_high_scsk = extremely_high_skill_rating
|
||||
|
||||
############################
|
||||
# COMBAT ROLLS
|
||||
############################
|
||||
|
||||
# Injury Risk values
|
||||
injury_risk_none = 0
|
||||
injury_risk_low = 25
|
||||
injury_risk_medium = 50
|
||||
injury_risk_high = 75
|
||||
injury_risk_very_high = 100
|
||||
|
||||
# Duel Success values
|
||||
duel_success_none = 0
|
||||
duel_success_low = 25
|
||||
duel_success_medium = 50
|
||||
duel_success_high = 75
|
||||
duel_success_very_high = 100
|
||||
|
||||
############################
|
||||
# DESC THRESHOLDS
|
||||
############################
|
||||
|
||||
sc_defender_injury_check_actual = {
|
||||
value = scope:sc_defender.var:sc_defender_injury_risk_check
|
||||
subtract = scope:sc_defender.var:sc_defender_duel_success_score
|
||||
}
|
||||
|
||||
sc_attacker_injury_check_actual = {
|
||||
value = scope:sc_attacker.var:sc_attacker_injury_risk_check
|
||||
subtract = scope:sc_attacker.var:sc_attacker_duel_success_score
|
||||
}
|
||||
|
||||
single_combat_injury_very_unlikely_value = -50
|
||||
single_combat_injury_unlikely_value = -10
|
||||
single_combat_injury_neutral_value = 10
|
||||
single_combat_injury_likely_value = 40
|
||||
|
||||
single_combat_success_almost_impossible_value = -70
|
||||
single_combat_success_very_unlikely_value = -45
|
||||
single_combat_success_unlikely_value = -20
|
||||
single_combat_success_likely_value = 20
|
||||
single_combat_success_very_likely_value = 45
|
||||
single_combat_success_almost_certain_value = 70
|
||||
|
||||
############################
|
||||
# COMBAT MOVE WEIGHTING CONTROLS
|
||||
############################
|
||||
|
||||
sce_regular_combat_repeat_down_weight = -750
|
||||
|
||||
############################
|
||||
# COMBAT MOVE AI WEIGHTS
|
||||
############################
|
||||
|
||||
sce_ai_mod_trait_weight_light = 25
|
||||
|
||||
sce_ai_mod_trait_weight_medium = 50
|
||||
|
||||
sce_ai_mod_trait_weight_heavy = 75
|
||||
|
||||
sce_ai_mod_trait_down_weight_medium = -50
|
||||
|
||||
############################
|
||||
# COMBAT MOVE SPECIAL EFFECTS VALUES
|
||||
############################
|
||||
|
||||
combat_move_pocket_silver_value = 20
|
||||
|
||||
combat_move_reason_you_suck_speech_value = {
|
||||
value = diplomacy
|
||||
# Every 1pts of diplomacy gives 5 prestige.
|
||||
multiply = 5
|
||||
}
|
||||
|
||||
combat_move_butchery_dread_value = {
|
||||
value = prowess
|
||||
# Every 2pts of prowess gives a point of dread.
|
||||
divide = 2
|
||||
# Up to a sensible maximum.
|
||||
max = 10
|
||||
}
|
||||
|
||||
combat_move_blade_dance_value = {
|
||||
value = prowess
|
||||
# Every 1pts of prowess gives 5 prestige.
|
||||
multiply = 5
|
||||
}
|
||||
|
||||
# Since this doesn't refere to a true threshold, a malus means incrementing the number (bringing you closer to the eventual target).
|
||||
combat_move_wound_threshold_malus_1 = 30
|
||||
combat_move_wound_threshold_malus_2 = 40
|
||||
combat_move_wound_threshold_malus_3 = 50
|
||||
|
||||
# Since this doesn't refere to a true threshold, a bonus means decrementing the number (bringing you further away from the eventual target).
|
||||
combat_move_wound_threshold_bonus_1 = -30
|
||||
combat_move_wound_threshold_bonus_2 = -40
|
||||
combat_move_wound_threshold_bonus_3 = -50
|
||||
|
||||
############################
|
||||
# MISC
|
||||
############################
|
||||
|
||||
# Calculates a character's prowess, plus the number of traits they have with beneficial special combat moves.
|
||||
sce_has_single_combat_special_traits_value = {
|
||||
value = prowess
|
||||
|
||||
# Blademaster.
|
||||
if = {
|
||||
limit = { has_trait = lifestyle_blademaster }
|
||||
add = 10
|
||||
}
|
||||
# Hunter.
|
||||
if = {
|
||||
limit = { has_trait = lifestyle_hunter }
|
||||
add = 10
|
||||
}
|
||||
# Berserker.
|
||||
if = {
|
||||
limit = { has_trait = berserker }
|
||||
add = 10
|
||||
}
|
||||
# Shieldmaiden.
|
||||
if = {
|
||||
limit = { has_trait = shieldmaiden }
|
||||
add = 10
|
||||
}
|
||||
# Varangian.
|
||||
if = {
|
||||
limit = { has_trait = varangian }
|
||||
add = 10
|
||||
}
|
||||
# Deviant.
|
||||
if = {
|
||||
limit = { has_trait = deviant }
|
||||
add = 10
|
||||
}
|
||||
# Viking.
|
||||
if = {
|
||||
limit = { has_trait = viking }
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
|
|
@ -1,159 +0,0 @@
|
|||
############################
|
||||
# STRESS CHANGES
|
||||
############################
|
||||
|
||||
miniscule_stress_gain = 10
|
||||
minor_stress_gain = 20
|
||||
medium_stress_gain = 40
|
||||
major_stress_gain = 60
|
||||
massive_stress_gain = 100
|
||||
monumental_stress_gain = 150
|
||||
|
||||
miniscule_stress_loss = -5
|
||||
minor_stress_loss = -10
|
||||
medium_stress_loss = -20
|
||||
major_stress_loss = -40
|
||||
massive_stress_loss = -60
|
||||
monumental_stress_loss = -100
|
||||
|
||||
#Thresholds
|
||||
minor_stress_gain_threshold = 100
|
||||
medium_stress_gain_threshold = 200
|
||||
major_stress_gain_threshold = 300
|
||||
max_stress_gain_threshold = 400
|
||||
|
||||
#Values to be used in "stress_impact"
|
||||
miniscule_stress_impact_gain = 10
|
||||
minor_stress_impact_gain = 20
|
||||
medium_stress_impact_gain = 40
|
||||
major_stress_impact_gain = 80
|
||||
massive_stress_impact_gain = 100
|
||||
miniscule_stress_impact_loss = -5
|
||||
minor_stress_impact_loss = -15
|
||||
medium_stress_impact_loss = -30
|
||||
major_stress_impact_loss = -65
|
||||
massive_stress_impact_loss = -100
|
||||
|
||||
# For certain traits 'nullifying' most of a medium stress gain, but some left for flavor.
|
||||
sub_medium_stress_impact_loss = -30
|
||||
sub_medium_stress_impact_gain = 30
|
||||
|
||||
refund_perks_stress_impact = 100
|
||||
|
||||
mental_break_opt_out_stress_gain = 25
|
||||
hunt_stress_loss_value = -30
|
||||
meager_feast_stress_loss_value = -10
|
||||
feast_stress_loss_value = -30
|
||||
medium_feast_stress_loss_value = -35
|
||||
lavish_feast_stress_loss_value = -40
|
||||
exotic_feast_stress_loss_value = -45
|
||||
activity_stress_loss_impact = -15
|
||||
activity_stress_gain_impact = 15
|
||||
|
||||
#Duration of stress-induced opinion penalties in days
|
||||
default_stress_opinion_duration = 3650
|
||||
|
||||
|
||||
#Cost of changing a child's traits
|
||||
child_trait_change_stress_penalty = 30
|
||||
depart_from_own_trait_stress_cost = 10
|
||||
|
||||
|
||||
#Stress trigger values
|
||||
very_low_stress = 10
|
||||
low_stress = 25
|
||||
lower_than_baseline_stress = 50
|
||||
normal_baseline_stress = 75
|
||||
higher_than_baseline_stress = 100
|
||||
low_medium_stress = 125
|
||||
medium_stress = 150
|
||||
high_medium_stress = 175
|
||||
high_stress = 200
|
||||
very_high_stress = 250
|
||||
extremely_high_stress = 300
|
||||
|
||||
|
||||
# Mental Break values
|
||||
stress_threshold_cooldown_duration = {
|
||||
value = 1824 # 1 day less than 5 years
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = mental_resilience_perk
|
||||
}
|
||||
add = 1095 # 3 years extra
|
||||
}
|
||||
floor = yes # Should be unneccessary, but ensures it's an int
|
||||
}
|
||||
stress_threshold_cooldown_duration_in_years = {
|
||||
value = 5
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = mental_resilience_perk
|
||||
}
|
||||
add = 3
|
||||
}
|
||||
}
|
||||
stress_threshold_second_check_timing = {
|
||||
value = 1825 # 5 years
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = mental_resilience_perk
|
||||
}
|
||||
add = 1095 # 3 years extra
|
||||
}
|
||||
floor = yes # Should be unneccessary, but ensures it's an int
|
||||
}
|
||||
|
||||
generous_title_grant_value = {
|
||||
value = 0
|
||||
# Base stress value scaled on title tier.
|
||||
every_in_list = {
|
||||
list = target_titles
|
||||
|
||||
add = {
|
||||
value = 0
|
||||
|
||||
if = {
|
||||
limit = { this.tier = tier_county }
|
||||
add = minor_stress_loss # 10 base
|
||||
}
|
||||
else_if = {
|
||||
limit = { this.tier = tier_duchy }
|
||||
add = {
|
||||
value = medium_stress_loss
|
||||
multiply = 1.25 # 25 base
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { this.tier = tier_kingdom }
|
||||
add = {
|
||||
value = major_stress_loss
|
||||
multiply = 2 # 80 base
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { this.tier = tier_empire }
|
||||
add = {
|
||||
value = monumental_stress_loss
|
||||
multiply = 2 # 200 base
|
||||
}
|
||||
}
|
||||
|
||||
# Lose more stress for giving away titles of your primary tier; lose less stress for giving away titles far below your primary in tier.
|
||||
multiply = {
|
||||
value = this.tier
|
||||
add = 1
|
||||
divide = scope:actor.primary_title.tier
|
||||
}
|
||||
|
||||
# Round to the nearest multiple of 5.
|
||||
divide = 5
|
||||
round = yes
|
||||
multiply = 5
|
||||
|
||||
# For a Duke, this will be x1.25 for Duchies (-30) and x1 for Counties(-10)
|
||||
# For a King, this will be x1.25 for a Kingdom (-100), x1 for a Duchy (-25) and x0.75 for Counties(-10)
|
||||
# For an Emperor, this will be x1.25 for an Empire(-200), x1 for a Kingdom(-80), x0.75 for a Duchy(-20) and x0.4 for a Counties (-5)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,174 +0,0 @@
|
|||
##################################################
|
||||
# Struggle Scripted Values
|
||||
##################################################
|
||||
|
||||
##################################################
|
||||
# Agnostic Values
|
||||
|
||||
# Since we never take points away from catalysts, we only need them in the positive.
|
||||
minimal_struggle_catalyst_gain = 1
|
||||
minor_struggle_catalyst_gain = 3
|
||||
medium_struggle_catalyst_gain = 5
|
||||
major_struggle_catalyst_gain = 10
|
||||
massive_struggle_catalyst_gain = 25
|
||||
monumental_struggle_catalyst_gain = 50
|
||||
|
||||
# "over time" values for balancing passage of time catalysts.
|
||||
minimal_struggle_catalyst_over_time_gain = 1
|
||||
minor_struggle_catalyst_over_time_gain = 2
|
||||
medium_struggle_catalyst_over_time_gain = 3
|
||||
major_struggle_catalyst_over_time_gain = 5
|
||||
massive_struggle_catalyst_over_time_gain = 10
|
||||
monumental_struggle_catalyst_over_time_gain = 20
|
||||
|
||||
# Special values for syncing catalysts between phases that need different values than the standard for balancing purposes.
|
||||
catalyst_forming_alliance_between_supporter_detractor_rulers_value = 2
|
||||
catalyst_fp3_yearly_time_out_ending_drift = {
|
||||
value = 1
|
||||
# If we're past 960, bump it up.
|
||||
if = {
|
||||
limit = { current_year >= 960 }
|
||||
add = 1
|
||||
}
|
||||
# If we're past 1000, really bump it up.
|
||||
## Remember that this is cumulative.
|
||||
if = {
|
||||
limit = { current_year >= 1000 }
|
||||
add = 3
|
||||
}
|
||||
}
|
||||
|
||||
# Mess around with the AI's priorities for war targets.
|
||||
## We mostly apply this in nakedly aggressive wars; AI with claims or de jure rights elsewhere shouldn't want to forgo them completely.
|
||||
struggle_wars_prioritise_struggle_targets_value = {
|
||||
value = 1
|
||||
|
||||
# If scope:attacker is involved in a struggle, we tank how much they want to attack non-struggle characters.
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
is_secondary_character_involvement_neither_trigger = { CHAR = scope:defender }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0.25
|
||||
}
|
||||
# And scope:defender is an interloper in the same struggle, we double-dip.
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
is_secondary_character_involvement_interloper_trigger = { CHAR = scope:defender }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
|
||||
# Agenda impact
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
any_character_struggle = {
|
||||
phase_has_catalyst = catalyst_winning_large_conquest_war
|
||||
}
|
||||
has_character_flag = agenda_towards_escalation
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
any_character_struggle = {
|
||||
phase_has_catalyst = catalyst_winning_large_conquest_war
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 0.25
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
##################################################
|
||||
# Catalyst Values
|
||||
|
||||
catalyst_forming_alliance_with_major_uninvolved_power_power_realm_size_value = { value = massive_realm_size }
|
||||
|
||||
catalyst_cooldown_between_significant_character_deaths_years_value = 25
|
||||
|
||||
##################################################
|
||||
# Phase Values
|
||||
|
||||
# Sundry bonuses for council tasks and such.
|
||||
boost_county_conversion_phase_bonus_value = {
|
||||
value = court_chaplain_conversion_base_total
|
||||
multiply = 0.25
|
||||
}
|
||||
|
||||
boost_county_conversion_phase_malus_value = {
|
||||
value = court_chaplain_conversion_base_total
|
||||
multiply = -0.25
|
||||
}
|
||||
|
||||
# Used for random weighting.
|
||||
add_X_per_sub_realm_struggle_county_value = {
|
||||
every_sub_realm_county = {
|
||||
limit = {
|
||||
any_county_struggle = { this = root }
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
}
|
||||
|
||||
fp2_struggle_0011_gift_cost_value = { value = major_gold_value }
|
||||
|
||||
fp2_struggle_compromise_ending_minimal_empire_size = 5
|
||||
|
||||
# What we show in loc.
|
||||
fp3_caliph_gets_cheaper_subjugation_cb_show_value = 0.2
|
||||
# What we actually use in script.
|
||||
fp3_caliph_gets_cheaper_subjugation_cb_actual_value = {
|
||||
value = 1
|
||||
subtract = fp3_caliph_gets_cheaper_subjugation_cb_show_value
|
||||
}
|
||||
|
||||
# Empower viziers.
|
||||
fp3_empower_viziers_swing_value = 25
|
||||
|
||||
##################################################
|
||||
# FP3 Control Values
|
||||
|
||||
# At what threshold of house heads do we activate successively larger antagonistic house catalysts?
|
||||
catalyst_yearly_influential_house_is_antagonistic_major_control_value = 10
|
||||
catalyst_yearly_influential_house_is_antagonistic_medium_control_value = 6
|
||||
catalyst_yearly_influential_house_is_antagonistic_minor_control_value = 3
|
||||
catalyst_yearly_influential_house_is_antagonistic_minimal_control_value = 1
|
||||
|
||||
# At what threshold of house heads do we activate successively larger harmonious house catalysts?
|
||||
catalyst_yearly_influential_house_is_harmonious_major_control_value = 10
|
||||
catalyst_yearly_influential_house_is_harmonious_medium_control_value = 6
|
||||
catalyst_yearly_influential_house_is_harmonious_minor_control_value = 3
|
||||
catalyst_yearly_influential_house_is_harmonious_minimal_control_value = 1
|
||||
|
||||
sub_realm_size_value = {
|
||||
value = sub_realm_size
|
||||
}
|
||||
|
||||
caliph_realm_size_value = {
|
||||
value = title:d_sunni.holder.realm_size
|
||||
}
|
||||
|
|
@ -1,5 +0,0 @@
|
|||
recommended_num_maa_regiments_value = {
|
||||
# 1 for counts, 2 for dukes, 3 for kings, 4 for emperors
|
||||
value = highest_held_title_tier
|
||||
subtract = 1
|
||||
}
|
||||
|
|
@ -1,173 +0,0 @@
|
|||
tier_unlanded = 0
|
||||
tier_barony = 1
|
||||
tier_county = 2
|
||||
tier_duchy = 3
|
||||
tier_kingdom = 4
|
||||
tier_empire = 5
|
||||
|
||||
highest_held_title_tier_plus_one = {
|
||||
value = highest_held_title_tier
|
||||
add = 1
|
||||
max = tier_empire
|
||||
}
|
||||
|
||||
highest_held_title_tier_minus_one = {
|
||||
value = highest_held_title_tier
|
||||
subtract = 1
|
||||
min = tier_unlanded
|
||||
}
|
||||
|
||||
# Referenced in code, what % of a title's counties you need to own to create it
|
||||
# Note: First item with 'desc' is considered the base and will be shown as 'neutral'
|
||||
# root = creating character
|
||||
# scope:title = the title
|
||||
create_title_counties_percentage = {
|
||||
scope:title = {
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
tier = tier_duchy
|
||||
tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 0.5
|
||||
desc = CREATE_TITLE_PERCENTAGE_BASE_DUCHY_KINGDOM
|
||||
}
|
||||
if = {
|
||||
limit = { # Do you have Legitimacy?
|
||||
root ?= {
|
||||
has_legitimacy = yes
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
has_legitimacy_flag = extra_reduced_title_creation_cost
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = -0.25 #25%
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_EXTRA_REDUCED
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
root = { has_legitimacy_flag = very_reduced_title_creation_cost }
|
||||
}
|
||||
add = {
|
||||
value = -0.20 #30%
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_VERY_REDUCED
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
root = { has_legitimacy_flag = reduced_title_creation_cost }
|
||||
}
|
||||
add = {
|
||||
value = -0.15 #35%
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_REDUCED
|
||||
}
|
||||
}
|
||||
else = {
|
||||
#If you're level 2/1/0 or don't have Legitimacy you get no discounts
|
||||
add = {
|
||||
value = 0.0
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_NONE
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
#If you're level 2/1/0 or don't have Legitimacy you get no discounts
|
||||
add = {
|
||||
# We add 0 with a 'desc', so we show up in the GUI and people understand legitimacy is a way to improve this
|
||||
value = 0.0
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_NONE
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = { #Smaller discounts for Empires
|
||||
limit = {
|
||||
tier = tier_empire
|
||||
}
|
||||
add = {
|
||||
value = 0.8
|
||||
desc = CREATE_TITLE_PERCENTAGE_BASE_EMPIRE
|
||||
}
|
||||
if = {
|
||||
limit = { # Do you have Legitimacy?
|
||||
root = {
|
||||
has_legitimacy = yes
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
has_legitimacy_flag = extra_reduced_title_creation_cost
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = -0.15 #65%
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_EXTRA_REDUCED
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
root = { has_legitimacy_flag = very_reduced_title_creation_cost }
|
||||
}
|
||||
add = {
|
||||
value = -0.10 #70%
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_VERY_REDUCED
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
root = { has_legitimacy_flag = reduced_title_creation_cost }
|
||||
}
|
||||
add = {
|
||||
value = -0.05 #75%
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_REDUCED
|
||||
}
|
||||
}
|
||||
else = {
|
||||
#If you're level 1/0 or don't have Legitimacy you get no discounts
|
||||
add = {
|
||||
value = 0.0
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_NONE
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
#If you're level 1/0 or don't have Legitimacy you get no discounts
|
||||
add = {
|
||||
# We add 0 with a 'desc', so we show up in the GUI and people understand legitimacy is a way to improve this
|
||||
value = 0.0
|
||||
desc = CREATE_TITLE_PERCENTAGE_LEGITIMACY_DISCOUNT_NONE
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Referenced in code, what % of a title's counties you need to own to usurp it
|
||||
# root = creating character
|
||||
# scope:title = the title
|
||||
usurp_title_counties_percentage = {
|
||||
scope:title = {
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
tier = tier_duchy
|
||||
tier = tier_kingdom
|
||||
}
|
||||
}
|
||||
add = 0.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
tier = tier_empire
|
||||
}
|
||||
add = 0.8
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +0,0 @@
|
|||
#Trait xp
|
||||
miniscule_trait_xp = 1
|
||||
minor_trait_xp = 3
|
||||
medium_trait_xp = 5
|
||||
major_trait_xp = 10
|
||||
massive_trait_xp = 20 #Rarely ever use
|
||||
|
||||
#XP needed for trait level
|
||||
trait_second_level = 50
|
||||
trait_third_level = 100
|
||||
|
|
@ -1,164 +0,0 @@
|
|||
traveler_rank_up_1_threshold = 10
|
||||
traveler_rank_up_2_threshold = 20
|
||||
traveler_rank_up_3_threshold = 30
|
||||
traveler_rank_up_4_threshold = 40
|
||||
traveler_rank_up_5_threshold = 50
|
||||
traveler_rank_up_6_threshold = 60
|
||||
traveler_rank_up_7_threshold = 70
|
||||
traveler_rank_up_8_threshold = 80
|
||||
traveler_rank_up_9_threshold = 90
|
||||
traveler_rank_up_10_threshold = 100
|
||||
|
||||
# Read time constants
|
||||
@hills_danger_value = 45
|
||||
@mountains_danger_value = 65
|
||||
@desert_danger_value = 50
|
||||
@desert_mountains_danger_value = 65
|
||||
@jungle_danger_value = 65
|
||||
@forest_danger_value = 45
|
||||
@taiga_danger_value = 55
|
||||
@wetlands_danger_value = 65
|
||||
@steppe_danger_value = 50
|
||||
@floodplains_danger_value = 35
|
||||
@drylands_danger_value = 35
|
||||
@epidemic_danger_value = 80
|
||||
@high_reduction_constant = -1
|
||||
@medium_reduction_constant = @[2 / 3 * -1]
|
||||
@low_reduction_constant = @[1 / 3 * -1]
|
||||
|
||||
# Script values other files can reference
|
||||
hills_danger_value = @hills_danger_value
|
||||
mountains_danger_value = @mountains_danger_value
|
||||
desert_danger_value = @desert_danger_value
|
||||
desert_mountains_danger_value = @desert_mountains_danger_value
|
||||
jungle_danger_value = @jungle_danger_value
|
||||
forest_danger_value = @forest_danger_value
|
||||
taiga_danger_value = @taiga_danger_value
|
||||
wetlands_danger_value = @wetlands_danger_value
|
||||
steppe_danger_value = @steppe_danger_value
|
||||
floodplains_danger_value = @floodplains_danger_value
|
||||
drylands_danger_value = @drylands_danger_value
|
||||
epidemic_danger_value = @epidemic_danger_value
|
||||
|
||||
ocean_danger_value = 75
|
||||
coastal_sea_danger_value = 50
|
||||
low_sea_danger_reduction = -25
|
||||
medium_sea_danger_reduction = -45
|
||||
|
||||
hills_high_danger_reduction = @[hills_danger_value * high_reduction_constant]
|
||||
hills_medium_danger_reduction = @[hills_danger_value * medium_reduction_constant -2]
|
||||
hills_low_danger_reduction = @[hills_danger_value * low_reduction_constant +1]
|
||||
|
||||
mountains_high_danger_reduction = @[mountains_danger_value * high_reduction_constant]
|
||||
mountains_medium_danger_reduction = @[mountains_danger_value * medium_reduction_constant +1]
|
||||
mountains_low_danger_reduction = @[mountains_danger_value * low_reduction_constant -2]
|
||||
|
||||
desert_high_danger_reduction = @[desert_danger_value * high_reduction_constant]
|
||||
desert_medium_danger_reduction = @[desert_danger_value * medium_reduction_constant +1]
|
||||
desert_low_danger_reduction = @[desert_danger_value * low_reduction_constant -2]
|
||||
|
||||
|
||||
desert_mountains_high_danger_reduction = @[desert_mountains_danger_value * high_reduction_constant]
|
||||
desert_mountains_medium_danger_reduction = @[desert_mountains_danger_value * medium_reduction_constant +1]
|
||||
desert_mountains_low_danger_reduction = @[desert_mountains_danger_value * low_reduction_constant -2]
|
||||
|
||||
jungle_high_danger_reduction = @[jungle_danger_value * high_reduction_constant]
|
||||
jungle_medium_danger_reduction = @[jungle_danger_value * medium_reduction_constant +1]
|
||||
jungle_low_danger_reduction = @[jungle_danger_value * low_reduction_constant -2]
|
||||
|
||||
forest_high_danger_reduction = @[forest_danger_value * high_reduction_constant]
|
||||
forest_medium_danger_reduction = @[forest_danger_value * medium_reduction_constant -2]
|
||||
forest_low_danger_reduction = @[forest_danger_value * low_reduction_constant +1]
|
||||
|
||||
taiga_high_danger_reduction = @[taiga_danger_value * high_reduction_constant]
|
||||
taiga_medium_danger_reduction = @[taiga_danger_value * medium_reduction_constant -1]
|
||||
taiga_low_danger_reduction = @[taiga_danger_value * low_reduction_constant -1]
|
||||
|
||||
wetlands_high_danger_reduction = @[wetlands_danger_value * high_reduction_constant]
|
||||
wetlands_medium_danger_reduction = @[wetlands_danger_value * medium_reduction_constant +1]
|
||||
wetlands_low_danger_reduction = @[wetlands_danger_value * low_reduction_constant -2]
|
||||
|
||||
steppe_high_danger_reduction = @[steppe_danger_value * high_reduction_constant]
|
||||
steppe_medium_danger_reduction = @[steppe_danger_value * medium_reduction_constant +1]
|
||||
steppe_low_danger_reduction = @[steppe_danger_value * low_reduction_constant -2]
|
||||
|
||||
floodplains_high_danger_reduction = @[floodplains_danger_value * high_reduction_constant]
|
||||
floodplains_medium_danger_reduction = @[floodplains_danger_value * medium_reduction_constant +1]
|
||||
floodplains_low_danger_reduction = @[floodplains_danger_value * low_reduction_constant -2]
|
||||
|
||||
drylands_high_danger_reduction = @[drylands_danger_value * high_reduction_constant]
|
||||
drylands_medium_danger_reduction = @[drylands_danger_value * medium_reduction_constant +1]
|
||||
drylands_low_danger_reduction = @[drylands_danger_value * low_reduction_constant -2]
|
||||
|
||||
epidemic_high_danger_reduction = @[epidemic_danger_value * high_reduction_constant]
|
||||
epidemic_medium_danger_reduction = @[epidemic_danger_value * medium_reduction_constant +1]
|
||||
epidemic_low_danger_reduction = @[epidemic_danger_value * low_reduction_constant -2]
|
||||
|
||||
# Travel Option Cost Scripted Values
|
||||
low_travel_option_base_cost = 2
|
||||
medium_travel_option_base_cost = 5
|
||||
high_travel_option_base_cost = 10
|
||||
|
||||
tier_multiplier = {
|
||||
value = primary_title.tier
|
||||
subtract = 1
|
||||
min = 1
|
||||
}
|
||||
|
||||
very_low_travel_option_cost = {
|
||||
value = low_travel_option_cost
|
||||
multiply = 0.5
|
||||
}
|
||||
low_travel_option_cost = {
|
||||
value = low_travel_option_base_cost
|
||||
multiply = tier_multiplier
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = well_prepared_perk
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
medium_travel_option_cost = {
|
||||
value = medium_travel_option_base_cost
|
||||
multiply = tier_multiplier
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = well_prepared_perk
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
high_travel_option_cost = {
|
||||
value = high_travel_option_base_cost
|
||||
multiply = tier_multiplier
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = well_prepared_perk
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
}
|
||||
|
||||
struggle_low_danger_impact = {
|
||||
value = 15
|
||||
}
|
||||
|
||||
struggle_medium_danger_impact = {
|
||||
value = 30
|
||||
}
|
||||
|
||||
struggle_high_danger_impact = {
|
||||
value = 50
|
||||
}
|
||||
|
||||
food_poison_value = {
|
||||
value = 15
|
||||
subtract = health
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = iron_constitution_perk
|
||||
}
|
||||
add = -5
|
||||
}
|
||||
}
|
||||
|
|
@ -1,113 +0,0 @@
|
|||
###################
|
||||
# UNITY VALUES #
|
||||
###################
|
||||
|
||||
# BASE HOUSE UNITY VALUES
|
||||
miniscule_unity_value = 1
|
||||
minor_unity_value = 2
|
||||
medium_unity_value = 4
|
||||
major_unity_value = 6
|
||||
massive_unity_value = 10
|
||||
|
||||
miniscule_unity_loss = {
|
||||
value = 0
|
||||
subtract = miniscule_unity_value
|
||||
}
|
||||
minor_unity_loss = {
|
||||
value = 0
|
||||
subtract = minor_unity_value
|
||||
}
|
||||
medium_unity_loss = {
|
||||
value = 0
|
||||
subtract = medium_unity_value
|
||||
}
|
||||
major_unity_loss = {
|
||||
value = 0
|
||||
subtract = major_unity_value
|
||||
}
|
||||
massive_unity_loss = {
|
||||
value = 0
|
||||
subtract = massive_unity_value
|
||||
}
|
||||
|
||||
miniscule_unity_gain = miniscule_unity_value
|
||||
minor_unity_gain = minor_unity_value
|
||||
medium_unity_gain = medium_unity_value
|
||||
major_unity_gain = major_unity_value
|
||||
massive_unity_gain = massive_unity_value
|
||||
|
||||
unity_house_head_multiplier_value = 2 # How much more of an impact house heads have on house unity
|
||||
|
||||
number_of_landed_house_members_value = {
|
||||
value = 0
|
||||
house = {
|
||||
every_house_member = {
|
||||
limit = {
|
||||
is_landed_or_landless_administrative = yes
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
number_of_landed_house_unity_members_value = {
|
||||
value = 0
|
||||
every_house_member = {
|
||||
limit = {
|
||||
is_landed_or_landless_administrative = yes
|
||||
}
|
||||
add = 1
|
||||
max = 10
|
||||
}
|
||||
desc = MODIFIER_DEFINITION_MAIN_DESC_HOUSE_UNITY
|
||||
}
|
||||
|
||||
# EFFECTS AND PARAMETER VALUES
|
||||
unity_antagonistic_cb_cost_display_value = -30
|
||||
unity_antagonistic_cb_cost_value = {
|
||||
value = 1
|
||||
add = {
|
||||
value = unity_antagonistic_cb_cost_display_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
unity_competitive_cb_cost_display_value = -15
|
||||
unity_competitive_cb_cost_value = {
|
||||
value = 1
|
||||
add = {
|
||||
value = unity_competitive_cb_cost_display_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
unity_friendly_cb_cost_display_value = 15
|
||||
unity_friendly_cb_cost_value = {
|
||||
value = 1
|
||||
add = {
|
||||
value = unity_friendly_cb_cost_display_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
unity_harmonious_cb_cost_display_value = 30
|
||||
unity_harmonious_cb_cost_value = {
|
||||
value = 1
|
||||
add = {
|
||||
value = unity_harmonious_cb_cost_display_value
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
unity_antagonistic_invasion_cooldown_value = {
|
||||
value = 10
|
||||
}
|
||||
|
||||
clan_powerful_vassal_no_alliance_opinion_penalty_value = {
|
||||
value = -30
|
||||
}
|
||||
clan_vassal_no_alliance_opinion_penalty_value = {
|
||||
value = -15
|
||||
}
|
||||
|
||||
unity_major_decision_piety_cost = { value = 200 }
|
||||
unity_minor_decision_piety_cost = { value = 100 }
|
||||
|
|
@ -1,69 +0,0 @@
|
|||
|
||||
visit_settlement_lock_days = {
|
||||
value = 0
|
||||
add = define:NGame|MULTIPLAYER_EVENT_TIME_OUT
|
||||
add = 2 #Some buffer
|
||||
}
|
||||
|
||||
visit_settlement_minimum_cooldown_days = 90 #3 months
|
||||
visit_settlement_minimum_cooldown_months = 3 #Sync with visit_settlement_minimum_cooldown_days
|
||||
visit_settlement_small_cooldown_days = 180 #6 months
|
||||
visit_settlement_small_cooldown_months = 6 #Sync with visit_settlement_small_cooldown_days
|
||||
visit_settlement_medium_cooldown_days = 365 #1 year
|
||||
visit_settlement_medium_cooldown_year = 1 #Sync with visit_settlement_medium_cooldown_days
|
||||
visit_settlement_cooldown_days = 730 #2 years
|
||||
visit_settlement_large_cooldown_days = 1460 #4 years
|
||||
|
||||
num_contracts_spawned_value = 2
|
||||
|
||||
old_adventurer_stashed_gold_value = 50
|
||||
old_adventurer_stashed_provisions_value = 1000
|
||||
|
||||
many_followers_value = 15
|
||||
|
||||
visit_settlement_provision_refill_value = {
|
||||
value = provision_refill_value
|
||||
multiply = 1.5
|
||||
}
|
||||
|
||||
#Provisions split into percentages, steps of 20%
|
||||
twenty_percent_provisions_value = {
|
||||
value = max_provisions
|
||||
multiply = 0.2
|
||||
}
|
||||
forty_percent_provisions_value = {
|
||||
value = max_provisions
|
||||
multiply = 0.4
|
||||
}
|
||||
sixty_percent_provisions_value = {
|
||||
value = max_provisions
|
||||
multiply = 0.6
|
||||
}
|
||||
eighty_percent_provisions_value = {
|
||||
value = max_provisions
|
||||
multiply = 0.8
|
||||
}
|
||||
|
||||
#Used to calculate quarter of the provisions needed for you to reach max provisions, maxed at 2000
|
||||
quarter_to_max_provisions_value = {
|
||||
value = root.domicile.max_provisions
|
||||
subtract = root.domicile.provisions
|
||||
divide = 4
|
||||
max = 2000
|
||||
}
|
||||
|
||||
#Used to calculate half of the provisions needed for you to reach max provisions
|
||||
half_to_max_provisions_value = {
|
||||
value = root.domicile.max_provisions
|
||||
subtract = root.domicile.provisions
|
||||
divide = 2
|
||||
}
|
||||
|
||||
visit_settlement_skill_gain_cap_value = 5
|
||||
|
||||
laamp_ai_spending_pants_value = 500
|
||||
|
||||
visit_settlement_piety_gain_value = {
|
||||
value = major_piety_gain
|
||||
divide = root.var:visit_settlement_church_donation
|
||||
}
|
||||
|
|
@ -1,970 +0,0 @@
|
|||
##############
|
||||
# WAR VALUES #
|
||||
##############
|
||||
|
||||
# Truce Durations
|
||||
## Since we want these to work out to nice, even numbers, we calc them manually rather than use multipliers.
|
||||
standard_truce_duration_days = {
|
||||
value = 1825
|
||||
# Deductions.
|
||||
## Flexible truces perk.
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = { has_perk = flexible_truces_perk }
|
||||
}
|
||||
add = -450
|
||||
}
|
||||
## Certain struggle phases.
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
any_character_struggle = {
|
||||
is_struggle_parameter_active_secondary_character_involvement_either_trigger = {
|
||||
PARAMETER = truces_by_involved_or_interlopers_within_region_shorter
|
||||
CHAR = scope:defender
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = -900
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
any_character_struggle = {
|
||||
is_struggle_parameter_active_secondary_character_involvement_either_trigger = {
|
||||
PARAMETER = truces_by_involved_or_interlopers_within_region_longer
|
||||
CHAR = scope:defender
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 900
|
||||
}
|
||||
## Shorter truce if both sides are nomads
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = { government_has_flag = government_is_nomadic }
|
||||
scope:defender = { government_has_flag = government_is_nomadic }
|
||||
}
|
||||
subtract = 730
|
||||
}
|
||||
# A truce should at least give a 2-year breather.
|
||||
min = 730
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
any_character_war = {
|
||||
primary_attacker = scope:attacker
|
||||
primary_defender = scope:defender
|
||||
using_cb = fp2_border_raid
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
|
||||
#Victory Prestige Experience Gain
|
||||
mongol_invasion_cb_prestige_experience_gain = 10
|
||||
|
||||
#Ally contribution prestige gain
|
||||
mongol_invasion_cb_ally_prestige = 100
|
||||
|
||||
#Prestige gain
|
||||
mongol_invasion_cb_prestige_gain = 250
|
||||
|
||||
#White peace prestige values
|
||||
mongol_invasion_cb_prestige_white_peace = -100
|
||||
|
||||
# Determined Independence Cultural Tradition
|
||||
determined_independence_defensive_advantage_value = 15
|
||||
|
||||
#############
|
||||
# Raid
|
||||
#############
|
||||
|
||||
# Practiced Pirates Cultural Tradition
|
||||
not_tribal_raid_prestige_multiplier = 1.5
|
||||
|
||||
raid_gold_value = { #How much cash does this settlement generate in a raid?
|
||||
value = monthly_income
|
||||
multiply = 10
|
||||
|
||||
#Sensible max-mins.
|
||||
min = 30
|
||||
max = 100
|
||||
|
||||
#Give a whole number.
|
||||
ceiling = yes
|
||||
}
|
||||
|
||||
tour_tax_gold_value = {
|
||||
value = monthly_income
|
||||
multiply = 4
|
||||
|
||||
#Give a whole number.
|
||||
ceiling = yes
|
||||
}
|
||||
|
||||
viking_conquest_ai_score_value = {
|
||||
value = 1
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
can_use_viking_invasion_cbs_trigger = yes
|
||||
}
|
||||
if = {
|
||||
limit = { NOT = { culture = scope:defender.culture } }
|
||||
add = 0.5
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { culture = { has_same_culture_heritage = scope:defender.culture } }
|
||||
}
|
||||
add = 0.5
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { NOT = { faith = scope:defender.faith } }
|
||||
add = 0.5
|
||||
if = {
|
||||
limit = { NOT = { faith.religion = scope:defender.faith.religion } }
|
||||
add = 0.5
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:defender.faith = {
|
||||
has_doctrine_parameter = unreformed
|
||||
}
|
||||
}
|
||||
multiply = 0.2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:defender.faith = scope:attacker.faith
|
||||
}
|
||||
multiply = 0.2
|
||||
}
|
||||
if = { # Russian Vikings stay home
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
capital_province = {
|
||||
geographical_region = world_europe_east
|
||||
}
|
||||
NOT = {
|
||||
character_is_realm_neighbor = scope:defender
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0.1
|
||||
}
|
||||
if = { # Norsemen should prefer their historical targets
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
OR = {
|
||||
capital_province = {
|
||||
geographical_region = world_europe_north
|
||||
}
|
||||
capital_province = {
|
||||
geographical_region = world_europe_west
|
||||
}
|
||||
capital_province = {
|
||||
geographical_region = world_europe_west_francia
|
||||
}
|
||||
capital_province = {
|
||||
geographical_region = world_europe_west_germania
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:defender = {
|
||||
OR = {
|
||||
capital_province = {
|
||||
geographical_region = world_europe_west
|
||||
}
|
||||
capital_province = {
|
||||
geographical_region = world_europe_west_francia
|
||||
}
|
||||
capital_province = {
|
||||
geographical_region = world_europe_west_germania
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 10
|
||||
}
|
||||
if = { # Norsemen should not rush the Pope...
|
||||
limit = {
|
||||
scope:attacker.faith.religion = faith:norse_pagan.religion
|
||||
scope:defender = {
|
||||
has_title = title:k_papal_state
|
||||
}
|
||||
}
|
||||
multiply = 0.01
|
||||
}
|
||||
}
|
||||
# Haesteinn needs to stop merc'ing East Francia when the resulting kingdom simply will not last.
|
||||
if = {
|
||||
limit = { this = character:6878 }
|
||||
# Assuming the player hasn't opted into batshit Vikings.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_game_rule = fp1_scandi_adventurers_apocalyptic }
|
||||
}
|
||||
# Tell him to calm it down a bit and pick a damned duchy realm or something.
|
||||
if = {
|
||||
limit = {
|
||||
scope:defender = {
|
||||
OR = {
|
||||
realm_size >= massive_realm_size
|
||||
highest_held_title_tier >= tier_kingdom
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
# ... and a bit of bonus score if said-realm is an NPC Mercia to get him to behave a bit more historically.
|
||||
if = {
|
||||
limit = {
|
||||
scope:defender = {
|
||||
primary_title = title:d_hereford
|
||||
is_independent_ruler = yes
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
multiply = 100
|
||||
}
|
||||
}
|
||||
# ... in which case, go extra wild.
|
||||
else_if = {
|
||||
limit = { has_game_rule = fp1_scandi_adventurers_apocalyptic }
|
||||
# Nothing but a shiny new kingdom will satisfy apocalypse-Haesteinn.
|
||||
if = {
|
||||
limit = {
|
||||
scope:defender = { highest_held_title_tier <= tier_duchy }
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struggle_conquest_ai_score_value = {
|
||||
value = 1
|
||||
scope:attacker = {
|
||||
# Are they a different faith than me?
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { faith = scope:defender.faith }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
# Are they a different culture than me?
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { culture = scope:defender.culture }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
# Do I have a negative relationship with them?
|
||||
if = {
|
||||
limit = { has_relation_nemesis = scope:defender }
|
||||
add = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:defender }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
# Do I have a positive relationship with them?
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_relation_soulmate = scope:defender
|
||||
has_relation_best_friend = scope:defender
|
||||
}
|
||||
}
|
||||
add = -5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:defender }
|
||||
}
|
||||
add = -1
|
||||
}
|
||||
# Multiply this up or down per the phase.
|
||||
## Some phases make people hunger for violence...
|
||||
if = {
|
||||
limit = {
|
||||
any_character_struggle = {
|
||||
is_struggle_type = iberian_struggle
|
||||
is_struggle_phase = struggle_iberia_phase_hostility
|
||||
}
|
||||
# Unless you're just not that sort of person.
|
||||
NOR = {
|
||||
has_trait = content
|
||||
has_trait = compassionate
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
## ... but in others, it seems abhorrent.
|
||||
if = {
|
||||
limit = {
|
||||
any_character_struggle = {
|
||||
is_struggle_type = iberian_struggle
|
||||
OR = {
|
||||
is_struggle_phase = struggle_iberia_phase_compromise
|
||||
is_struggle_phase = struggle_iberia_phase_conciliation
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
has_trait = ambitious
|
||||
has_trait = callous
|
||||
has_trait = sadistic
|
||||
}
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
byzantium_conquests_ai_score_value = {
|
||||
value = 1
|
||||
# Are we part of the Roman empire?
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
# We only care about governors and above, so don't worry about counts even if they're within the empire.
|
||||
highest_held_title_tier >= tier_duchy
|
||||
# Now check title ownership.
|
||||
OR = {
|
||||
has_title = title:e_byzantium
|
||||
has_title = title:e_roman_empire
|
||||
any_liege_or_above = {
|
||||
OR = {
|
||||
has_title = title:e_byzantium
|
||||
has_title = title:e_roman_empire
|
||||
}
|
||||
}
|
||||
# Account for the 4th crusade.
|
||||
## Y'know, roughly.
|
||||
AND = {
|
||||
NOT = {
|
||||
exists = title:e_byzantium
|
||||
}
|
||||
primary_title = {
|
||||
OR = {
|
||||
empire = title:e_byzantium
|
||||
empire = title:e_latin_empire
|
||||
}
|
||||
}
|
||||
OR = {
|
||||
culture = { has_cultural_pillar = heritage_byzantine }
|
||||
culture = culture:greek
|
||||
culture = {
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:greek
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# Ok, cool. Now let's set some historical priorities.
|
||||
every_target_title = {
|
||||
title_province = {
|
||||
# Constantinople is king.
|
||||
if = {
|
||||
limit = { county = title:c_byzantion }
|
||||
add = 100
|
||||
}
|
||||
## We literally do not care about Rome: New York beats OG York, New Rome beats OG Rome.
|
||||
# Next, we prioritise Anatolia.
|
||||
else_if = {
|
||||
limit = { geographical_region = ghw_region_anatolia }
|
||||
add = 5
|
||||
}
|
||||
# Then Greece and the Balkans.
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
geographical_region = ghw_region_greece
|
||||
geographical_region = ghw_region_thessalonika
|
||||
geographical_region = custom_eastern_balkans
|
||||
}
|
||||
}
|
||||
add = 4.5
|
||||
}
|
||||
# Then Syria and co.
|
||||
else_if = {
|
||||
limit = { geographical_region = custom_roman_syria_palestina }
|
||||
add = 4
|
||||
}
|
||||
# Egypt.
|
||||
else_if = {
|
||||
limit = { geographical_region = custom_roman_aegyptus }
|
||||
add = 3.5
|
||||
}
|
||||
# Mesopotamia.
|
||||
else_if = {
|
||||
limit = { geographical_region = custom_roman_mesopotamia }
|
||||
add = 3
|
||||
}
|
||||
# Illyria.
|
||||
else_if = {
|
||||
limit = { geographical_region = custom_roman_illyricum }
|
||||
add = 2.5
|
||||
}
|
||||
# North Africa.
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
geographical_region = custom_roman_cyrenaica
|
||||
geographical_region = custom_roman_africa
|
||||
geographical_region = custom_roman_mauretania
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
# Italy.
|
||||
else_if = {
|
||||
limit = { geographical_region = ghw_region_italy }
|
||||
add = 1.8
|
||||
}
|
||||
# Iberia.
|
||||
else_if = {
|
||||
limit = { geographical_region = custom_roman_hispania }
|
||||
add = 1.5
|
||||
}
|
||||
# The remainder.
|
||||
## Anything we missed in the east.
|
||||
else_if = {
|
||||
# You say "why not use Eastern Roman Empire borders?", I say, if the players are gonna obsess over historical borders then so too shall the AI.
|
||||
limit = { geographical_region = custom_theodosian_ere }
|
||||
add = 1
|
||||
}
|
||||
## Then total.
|
||||
else_if = {
|
||||
limit = { geographical_region = custom_roman_empire }
|
||||
add = 0.5
|
||||
}
|
||||
# And _otherwise_, we probably don't want to even look at this thing.
|
||||
## May be overridden by weird preferance combination from other values, but generally we'll hopefully get a fairly insular, naval gazing Rome.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
muslim_invasions_prefer_nonmuslims_ai_score_value = {
|
||||
value = 1
|
||||
if = {
|
||||
limit = {
|
||||
scope:attacker.religion = religion:islam_religion
|
||||
}
|
||||
every_in_list = {
|
||||
list = target_titles
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
tier = tier_county
|
||||
NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
any_county_province = {
|
||||
geographical_region = ghw_region_holy_land
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
tier > tier_county
|
||||
any_in_de_jure_hierarchy = {
|
||||
tier = tier_county
|
||||
NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
any_county_province = {
|
||||
geographical_region = ghw_region_holy_land
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
tier = tier_county
|
||||
NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
any_county_province = {
|
||||
OR = {
|
||||
geographical_region = ghw_region_anatolia
|
||||
geographical_region = world_india
|
||||
}
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
tier > tier_county
|
||||
any_in_de_jure_hierarchy = {
|
||||
tier = tier_county
|
||||
NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
any_county_province = {
|
||||
OR = {
|
||||
geographical_region = ghw_region_anatolia
|
||||
geographical_region = world_india
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 200
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
tier = tier_county
|
||||
NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
}
|
||||
AND = {
|
||||
tier > tier_county
|
||||
any_in_de_jure_hierarchy = {
|
||||
tier = tier_county
|
||||
NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Raid for captives
|
||||
raid_for_captives_ai_score_value = {
|
||||
value = 10
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
piety < 0
|
||||
}
|
||||
add = 15
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_zeal >= medium_positive_ai_value
|
||||
piety < 500
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_zeal >= very_high_positive_ai_value
|
||||
}
|
||||
add = ai_zeal
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
piety > 500
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_zeal < 0
|
||||
NOT = {
|
||||
piety < -100
|
||||
}
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Artifact wars
|
||||
|
||||
relic_artifact_war_ai_score_value = {
|
||||
value = 10
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
ai_greed > 0
|
||||
}
|
||||
add = {
|
||||
value = ai_greed
|
||||
divide = 2
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_zeal > 0
|
||||
}
|
||||
add = ai_zeal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
artifact_war_ai_score_value = {
|
||||
value = 10
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
ai_greed > 0
|
||||
}
|
||||
add = {
|
||||
value = ai_greed
|
||||
divide = 2
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_vengefulness > 0
|
||||
}
|
||||
add = ai_vengefulness
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############
|
||||
# Vassalization CB
|
||||
#############
|
||||
|
||||
vassalize_default_size = 4
|
||||
|
||||
vassalize_growth_per_innovation = 3
|
||||
|
||||
vassalization_size_limit = {
|
||||
value = vassalize_default_size
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_casus_belli
|
||||
}
|
||||
}
|
||||
add = vassalize_growth_per_innovation
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_chronicle_writing
|
||||
}
|
||||
}
|
||||
add = vassalize_growth_per_innovation
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_divine_right
|
||||
}
|
||||
}
|
||||
add = vassalize_growth_per_innovation
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_rightful_ownership
|
||||
}
|
||||
}
|
||||
add = vassalize_growth_per_innovation
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############
|
||||
# GHWs
|
||||
#############
|
||||
third_of_defenders_strength = {
|
||||
value = ghw_defenders_strength
|
||||
multiply = 0.33
|
||||
}
|
||||
|
||||
#############
|
||||
# Siege
|
||||
#############
|
||||
|
||||
siege_base_capture_chance = {
|
||||
value = 35
|
||||
|
||||
# Dynasty Perk: Practiced Kidnappers
|
||||
if = {
|
||||
limit = {
|
||||
scope:occupant = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp1_pillage_legacy_3 }
|
||||
}
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
# Cultural Parameter: State Ransoms
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
# Either you're involved in large groups of the holding surrendering...
|
||||
scope:barony.culture = { has_cultural_parameter = knights_die_less_but_are_captured_more }
|
||||
# ... or you know your liege will pay your ransom.
|
||||
scope:barony.holder.culture = { has_cultural_parameter = knights_die_less_but_are_captured_more }
|
||||
}
|
||||
# Ransoms or no, the primary participants & their heirs know better than to surrender.
|
||||
character_is_potential_valuable_prisoner = no
|
||||
# And independent characters likewise have no incentive.
|
||||
is_independent_ruler = no
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
}
|
||||
raid_base_capture_chance = {
|
||||
value = 20
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = root.army_commander
|
||||
}
|
||||
# Trait: Viking
|
||||
if = {
|
||||
limit = { root.army_commander = { has_trait = viking } }
|
||||
add = 5
|
||||
}
|
||||
# Dynasty Perk: Practiced Kidnappers
|
||||
if = {
|
||||
limit = {
|
||||
exists = root.army_commander.dynasty
|
||||
root.army_commander.dynasty = { has_dynasty_perk = fp1_pillage_legacy_3 }
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_control_loss_value = {
|
||||
value = -40
|
||||
|
||||
# Dynasty Perk: No Quarter
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp1_pillage_legacy_5 }
|
||||
}
|
||||
}
|
||||
add = -40
|
||||
}
|
||||
}
|
||||
|
||||
raid_county_control_loss_value = {
|
||||
value = -10
|
||||
|
||||
# Dynasty Perk: No Quarter
|
||||
if = {
|
||||
limit = {
|
||||
scope:raider ?= {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp1_pillage_legacy_5 }
|
||||
}
|
||||
}
|
||||
add = -20
|
||||
}
|
||||
}
|
||||
|
||||
#############
|
||||
# CB Costs
|
||||
#############
|
||||
|
||||
|
||||
scale_10_war_defender_win = {
|
||||
value = 10
|
||||
|
||||
if = {
|
||||
limit= {
|
||||
scope:defender.culture = {
|
||||
has_cultural_parameter = more_fame_for_successful_defensive_wars
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
|
||||
######################
|
||||
# AI Decision Making #
|
||||
######################
|
||||
|
||||
# Compute military strength against *scope:target_military*.
|
||||
#
|
||||
# This script value and the one after it are to be used in combination as
|
||||
# "root_military_strength_higher_than_military_target_value > target_military_strength_root_value"
|
||||
# to check player vs enemy strength.
|
||||
root_military_strength_higher_than_military_target_value = {
|
||||
value = 0
|
||||
add = max_military_strength # Add num of troops
|
||||
if = {
|
||||
limit = {
|
||||
any_ally = {
|
||||
NOT = { has_truce = scope:target_military }
|
||||
}
|
||||
}
|
||||
every_ally = {
|
||||
limit = {
|
||||
NOT = { has_truce = scope:target_military }
|
||||
}
|
||||
add = max_military_strength
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { exists = var:ai_strength_multiplier }
|
||||
multiply = var:ai_strength_multiplier # 1.25 == 25% stronger than, remember to potty train your script and have it remove the variable after usage!!
|
||||
}
|
||||
}
|
||||
|
||||
# One above calcs player strength (plus multiplier), this one is enemy strength.
|
||||
target_military_strength_root_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:target_military }
|
||||
add = scope:target_military.max_military_strength # this should be a character, probably a top liege
|
||||
scope:target_military = {
|
||||
every_ally = {
|
||||
limit = {
|
||||
NOT = { has_truce = root }
|
||||
}
|
||||
add = max_military_strength
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Compute military strength against *scope:recipient*.
|
||||
#
|
||||
# This script value and the one after it are to be used in combination as
|
||||
# "root_military_strength_higher_than_recipient_value > recipient_strength_root_value"
|
||||
# to check player vs enemy strength.
|
||||
root_military_strength_higher_than_recipient_value = {
|
||||
value = 0
|
||||
add = max_military_strength # Add num of troops
|
||||
if = {
|
||||
limit = {
|
||||
any_ally = {
|
||||
NOT = { has_truce = scope:recipient }
|
||||
}
|
||||
}
|
||||
every_ally = {
|
||||
limit = {
|
||||
NOT = { has_truce = scope:recipient }
|
||||
}
|
||||
add = max_military_strength
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { exists = var:ai_strength_multiplier }
|
||||
multiply = var:ai_strength_multiplier # 1.25 == 25% stronger than, remember to potty train your script and have it remove the variable after usage!!
|
||||
}
|
||||
}
|
||||
|
||||
# One above calcs player strength (plus multiplier), this one is enemy strength.
|
||||
recipient_strength_root_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:recipient }
|
||||
add = scope:recipient.max_military_strength # this should be a character, probably a top liege
|
||||
scope:recipient = {
|
||||
every_ally = {
|
||||
limit = {
|
||||
NOT = { has_truce = root }
|
||||
}
|
||||
add = max_military_strength
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
war_attacker_total_strength_value = {
|
||||
value = 0
|
||||
every_war_attacker = { add = max_military_strength }
|
||||
}
|
||||
|
||||
war_defender_total_strength_value = {
|
||||
value = 0
|
||||
every_war_defender = { add = max_military_strength }
|
||||
}
|
||||
|
||||
war_attacker_total_strength_halved_value = {
|
||||
value = war_attacker_total_strength_value
|
||||
divide = 2
|
||||
}
|
||||
|
||||
war_defender_total_strength_halved_value = {
|
||||
value = war_defender_total_strength_value
|
||||
divide = 2
|
||||
}
|
||||
|
||||
war_attacker_total_strength_tenth_value = {
|
||||
value = war_attacker_total_strength_value
|
||||
divide = 10
|
||||
}
|
||||
|
||||
war_defender_total_strength_tenth_value = {
|
||||
value = war_defender_total_strength_value
|
||||
divide = 10
|
||||
}
|
||||
|
||||
war_attacker_total_current_strength_value = {
|
||||
value = 0
|
||||
every_war_attacker = { add = current_military_strength }
|
||||
}
|
||||
|
||||
war_defender_total_current_strength_value = {
|
||||
value = 0
|
||||
every_war_defender = { add = current_military_strength }
|
||||
}
|
||||
|
||||
war_attacker_total_current_strength_halved_value = {
|
||||
value = war_attacker_total_current_strength_value
|
||||
divide = 2
|
||||
}
|
||||
|
||||
war_defender_total_current_strength_halved_value = {
|
||||
value = war_defender_total_current_strength_value
|
||||
divide = 2
|
||||
}
|
||||
|
||||
war_attacker_total_current_strength_tenth_value = {
|
||||
value = war_attacker_total_current_strength_value
|
||||
divide = 10
|
||||
}
|
||||
|
||||
war_defender_total_current_strength_tenth_value = {
|
||||
value = war_defender_total_current_strength_value
|
||||
divide = 10
|
||||
}
|
||||
|
||||
war_attacker_total_current_strength_divided_by_defender_value = {
|
||||
value = war_attacker_total_current_strength_value
|
||||
divide = war_defender_total_current_strength_value
|
||||
round = yes
|
||||
}
|
||||
|
||||
war_defender_total_current_strength_divided_by_attacker_value = {
|
||||
value = war_defender_total_current_strength_value
|
||||
divide = war_attacker_total_current_strength_value
|
||||
round = yes
|
||||
}
|
||||
|
||||
war_total_participants_current_strength_value = {
|
||||
value = 0
|
||||
every_war_participant = { add = current_military_strength }
|
||||
}
|
||||
|
||||
total_war_attacker_strength_value = {
|
||||
value = 0
|
||||
every_character_war = {
|
||||
limit = { prev = primary_defender }
|
||||
every_war_attacker = { add = current_military_strength }
|
||||
}
|
||||
}
|
||||
|
||||
total_war_enemy_strength_value = {
|
||||
value = 0
|
||||
every_war_enemy = { add = current_military_strength }
|
||||
}
|
||||
|
|
@ -1,146 +0,0 @@
|
|||
###################################
|
||||
# Character Weighting Values
|
||||
# For a given character, each value will return a given score based on how relevant/important that character is to ROOT given the situation.
|
||||
###################################
|
||||
# Weight List:
|
||||
# captured_combatant_weights_for_root_participant - For evaluating importance of prisoners captured during war, for the participants of that war.
|
||||
# captured_combatant_weights_for_root_nonparticipant - For evaluating importance of prisoners captured during war for noncombatants (e.g., relatives of the prisoner).
|
||||
# slain_combatant_weights_for_root_participant - For evaluating importance of casualties slain during war, for the participants of that war.
|
||||
# slain_combatant_weights_for_root_nonparticipant - For evaluating importance of casualties slain during war for noncombatants (e.g., relatives of the deceased).
|
||||
|
||||
captured_combatant_weights_for_root_participant = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
# Captured primary participants are worth 100% warscore, so are absolute #1 priority.
|
||||
exists = scope:combat_war
|
||||
OR = {
|
||||
this = scope:combat_war.primary_attacker
|
||||
this = scope:combat_war.primary_defender
|
||||
}
|
||||
}
|
||||
add = 5000
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
# Captured heirs of primary participants are worth 50% warscore, so are #2 priority.
|
||||
exists = scope:combat_war
|
||||
OR = {
|
||||
is_heir_of = scope:combat_war.primary_attacker
|
||||
is_heir_of = scope:combat_war.primary_defender
|
||||
}
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
if = { limit = { this = root.player_heir } # My own heir is of 3rd importance, since they are very important in the long term but not immediately relevant to the ongoing war.
|
||||
add = 500
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
# The person I just defeated in combat is of 4th importance, since they are defeated 'for good' (for the moment).
|
||||
exists = scope:combat_loser
|
||||
this = scope:combat_loser
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
if = { limit = { is_close_family_of = root}
|
||||
add = 50
|
||||
}
|
||||
if = { limit = { is_of_major_interest_to_root_trigger = yes }
|
||||
add = 10
|
||||
}
|
||||
if = { limit = { is_of_minor_interest_to_root_trigger = yes}
|
||||
add = 5
|
||||
}
|
||||
add = this.highest_held_title_tier
|
||||
}
|
||||
|
||||
captured_combatant_weights_for_root_nonparticipant = {
|
||||
value = 0
|
||||
|
||||
if = { limit = { this = root.player_heir }
|
||||
add = 1000
|
||||
}
|
||||
if = { limit = { is_heir_of = root }
|
||||
add = 500
|
||||
}
|
||||
if = { limit = { is_of_major_interest_to_root_trigger = yes }
|
||||
add = 100
|
||||
}
|
||||
if = { limit = { is_consort_of = root }
|
||||
add = 50
|
||||
}
|
||||
if = { limit = { is_child_of = root }
|
||||
add = 25
|
||||
}
|
||||
if = { limit = { is_of_minor_interest_to_root_trigger = yes }
|
||||
add = 10
|
||||
}
|
||||
if = { limit = { is_courtier_of = root }
|
||||
add = 1
|
||||
}
|
||||
add = this.highest_held_title_tier
|
||||
}
|
||||
|
||||
slain_combatant_weights_for_root_participant = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
# Slain primary participants do not give warscore, but can change the outcome of the ongoing war (esp. if their successors are reluctant to continue the war).
|
||||
exists = scope:combat_war
|
||||
OR = {
|
||||
this = scope:combat_war.primary_attacker
|
||||
this = scope:combat_war.primary_defender
|
||||
}
|
||||
}
|
||||
add = 1000
|
||||
}
|
||||
if = { limit = { this = root.player_heir } # I care about my heir in the long-term, even if not immediately relevant.
|
||||
add = 500
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
# If I killed the person I just fought in battle, I don't have to worry about them any more!
|
||||
exists = scope:combat_loser
|
||||
this = scope:combat_loser
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
if = { limit = { is_close_family_of = root}
|
||||
add = 50
|
||||
}
|
||||
if = { limit = { is_of_major_interest_to_root_trigger = yes }
|
||||
add = 10
|
||||
}
|
||||
if = { limit = { is_of_minor_interest_to_root_trigger = yes}
|
||||
add = 5
|
||||
}
|
||||
add = this.highest_held_title_tier
|
||||
}
|
||||
|
||||
slain_combatant_weights_for_root_nonparticipant = {
|
||||
value = 0
|
||||
|
||||
if = { limit = { this = root.player_heir }
|
||||
add = 1000
|
||||
}
|
||||
if = { limit = { is_heir_of = root }
|
||||
add = 500
|
||||
}
|
||||
if = { limit = { is_of_major_interest_to_root_trigger = yes }
|
||||
add = 100
|
||||
}
|
||||
if = { limit = { is_consort_of = root }
|
||||
add = 50
|
||||
}
|
||||
if = { limit = { is_child_of = root }
|
||||
add = 25
|
||||
}
|
||||
if = { limit = { is_of_minor_interest_to_root_trigger = yes }
|
||||
add = 10
|
||||
}
|
||||
if = { limit = { is_courtier_of = root }
|
||||
add = 1
|
||||
}
|
||||
add = this.highest_held_title_tier
|
||||
}
|
||||
|
|
@ -1,16 +0,0 @@
|
|||
house_feud_death_counter_value = {
|
||||
value = var:house_feud_death_counter
|
||||
}
|
||||
|
||||
house_feud_kill_counter_value = {
|
||||
value = var:house_feud_kill_counter
|
||||
}
|
||||
|
||||
house_feud_balance_value = {
|
||||
value = house_feud_kill_counter_value
|
||||
subtract = house_feud_death_counter_value
|
||||
}
|
||||
|
||||
house_feud_small_counter_value = 0.5
|
||||
house_feud_medium_counter_value = 1
|
||||
house_feud_big_counter_value = 2
|
||||
|
|
@ -1,55 +0,0 @@
|
|||
event_troop_150_root_scale = {
|
||||
value = 150
|
||||
multiply = {
|
||||
value = root.primary_title.tier
|
||||
}
|
||||
}
|
||||
|
||||
event_troop_150_vassal_scale = {
|
||||
value = 150
|
||||
multiply = {
|
||||
value = scope:vassal.primary_title.tier
|
||||
}
|
||||
}
|
||||
|
||||
event_troop_100_root_scale = {
|
||||
value = 100
|
||||
multiply = {
|
||||
value = root.primary_title.tier
|
||||
}
|
||||
}
|
||||
|
||||
event_troop_100_vassal_scale = {
|
||||
value = 100
|
||||
multiply = {
|
||||
value = scope:vassal.primary_title.tier
|
||||
}
|
||||
}
|
||||
|
||||
event_troop_50_root_scale = {
|
||||
value = 50
|
||||
multiply = {
|
||||
value = root.primary_title.tier
|
||||
}
|
||||
}
|
||||
|
||||
event_troop_50_vassal_scale = {
|
||||
value = 50
|
||||
multiply = {
|
||||
value = scope:vassal.primary_title.tier
|
||||
}
|
||||
}
|
||||
|
||||
event_troop_25_root_scale = {
|
||||
value = 25
|
||||
multiply = {
|
||||
value = root.primary_title.tier
|
||||
}
|
||||
}
|
||||
|
||||
event_troop_25_vassal_scale = {
|
||||
value = 25
|
||||
multiply = {
|
||||
value = scope:vassal.primary_title.tier
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -1,403 +0,0 @@
|
|||
|
||||
|
||||
starting_prestige = {
|
||||
value = {
|
||||
# Longer-lived characters start with some inherent prestige.
|
||||
add = {
|
||||
value = medium_prestige_value
|
||||
multiply = {
|
||||
value = 0
|
||||
|
||||
# Bonus for older characters (who have presumably accomplished more).
|
||||
if = {
|
||||
limit = { age > 12}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 24}
|
||||
add = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 36}
|
||||
add = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 48}
|
||||
add = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 60}
|
||||
add = 5
|
||||
}
|
||||
|
||||
# Bonus/penalty for traits.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = arrogant
|
||||
has_trait = ambitious
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = humble
|
||||
has_trait = content
|
||||
}
|
||||
}
|
||||
add = -1
|
||||
}
|
||||
|
||||
# Humble/content children shouldn't have a prestige penalty!
|
||||
min = 0
|
||||
}
|
||||
}
|
||||
|
||||
# Rulers also gain bonus prestige based on their tier.
|
||||
add = {
|
||||
value = medium_prestige_value
|
||||
multiply = highest_held_title_tier
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
starting_piety = {
|
||||
value = {
|
||||
# All characters start with some about of piety based on how long they have lived a virtuous life.
|
||||
add = {
|
||||
value = medium_piety_value
|
||||
multiply = {
|
||||
add = num_virtuous_traits
|
||||
subtract = num_sinful_traits
|
||||
if = {
|
||||
limit = { has_trait = zealous }
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_trait = cynical }
|
||||
add = -1
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { age > 12}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 24}
|
||||
add = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 36}
|
||||
add = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 48}
|
||||
add = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 60}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Rulers also gain some Piety based on tier (but less than piety than prestige).
|
||||
add = {
|
||||
value = minor_piety_value
|
||||
multiply = highest_held_title_tier
|
||||
}
|
||||
|
||||
# Nobody starts with negative piety, not even even sinful characters.
|
||||
min = minor_piety_value
|
||||
}
|
||||
}
|
||||
|
||||
starting_influence = {
|
||||
value = {
|
||||
# Longer-lived characters start with some inherent influence.
|
||||
add = {
|
||||
value = medium_influence_value
|
||||
multiply = {
|
||||
value = 0
|
||||
|
||||
# Bonus for older characters (who have presumably had time to establish themselves more).
|
||||
if = {
|
||||
limit = { age > 12}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 24}
|
||||
add = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 36}
|
||||
add = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 48}
|
||||
add = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = { age > 60}
|
||||
add = 5
|
||||
}
|
||||
|
||||
# Bonus/penalty for traits.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = generous
|
||||
has_trait = deceitful
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = impatient
|
||||
has_trait = trusting
|
||||
}
|
||||
}
|
||||
add = -1
|
||||
}
|
||||
|
||||
# Children who are impatient/trusting children shouldn't start with negative influence!
|
||||
min = 0
|
||||
}
|
||||
}
|
||||
|
||||
# Rulers also gain bonus prestige based on their tier.
|
||||
add = {
|
||||
value = medium_prestige_value
|
||||
multiply = highest_held_title_tier
|
||||
}
|
||||
}
|
||||
}
|
||||
# What cultural acceptance should two cultures start with?
|
||||
# root = culture 1
|
||||
# scope:culture = culture 2
|
||||
starting_culture_acceptance = {
|
||||
# Cultures start with the baseline as their default acceptance
|
||||
value = culture_acceptance_baseline
|
||||
|
||||
# Historical one-time increases to Cultural Acceptance (added on top of the baseline)
|
||||
# Note: List the cultures in the same order as they appear in script in common\culture\cultures.
|
||||
if = {
|
||||
limit = { current_date >= 1060.1.1 } # Changes for the 1066 bookmark
|
||||
if = {
|
||||
limit = { # The Ghaznavids have ruled over Afghan land for a few generations - Let's help them keep it
|
||||
this = culture:afghan
|
||||
scope:culture = culture:turkish
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = { # The Ghaznavids have ruled over Punjabi land for some time - We don't want them to revolt too quickly
|
||||
this = culture:punjabi
|
||||
scope:culture = culture:turkish
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# What cultural acceptance should two cultures drift down towards if above?
|
||||
# root = culture 1
|
||||
# scope:culture = culture 2
|
||||
# this is calculated late in startup after history setup
|
||||
culture_acceptance_baseline = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { # To stop errors in observe mode
|
||||
exists = root
|
||||
exists = scope:culture
|
||||
|
||||
# Set up some scopes we'll need
|
||||
trigger_if = {
|
||||
limit = {
|
||||
culture_number_of_counties > 0
|
||||
}
|
||||
calc_culture_dominant_religion = { save_temporary_scope_as = our_religion }
|
||||
calc_culture_dominant_faith = { save_temporary_scope_as = our_faith }
|
||||
}
|
||||
scope:culture = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
culture_number_of_counties > 0
|
||||
}
|
||||
calc_culture_dominant_religion = { save_temporary_scope_as = their_religion }
|
||||
calc_culture_dominant_faith = { save_temporary_scope_as = their_faith }
|
||||
}
|
||||
}
|
||||
}
|
||||
# Increase base acceptance for sharing the same heritage
|
||||
if = {
|
||||
limit = {
|
||||
has_same_culture_heritage = scope:culture
|
||||
}
|
||||
add = {
|
||||
value = 20 # please update CULTURE_PILLAR_TOOLTIP_HERITAGE_EFFECT if this number changes
|
||||
desc = ACCEPTANCE_BASELINE_HERITAGE
|
||||
}
|
||||
}
|
||||
# Increase base acceptance for sharing same language
|
||||
if = {
|
||||
limit = {
|
||||
has_same_culture_language = scope:culture
|
||||
}
|
||||
add = {
|
||||
value = 10 # please update CULTURE_PILLAR_TOOLTIP_LANGUAGE_EFFECT if this number changes
|
||||
desc = ACCEPTANCE_BASELINE_LANGUAGE
|
||||
}
|
||||
}
|
||||
# Increase base acceptance for sharing the same ethos if cultures are present within the same geographical area
|
||||
if = {
|
||||
limit = {
|
||||
has_same_culture_ethos = scope:culture
|
||||
OR = {
|
||||
cultures_share_relevant_region_trigger = yes
|
||||
#In case cultures are bordering each other in two different regions
|
||||
any_culture_county = {
|
||||
any_neighboring_county = {
|
||||
culture = scope:culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
desc = ACCEPTANCE_BASELINE_ETHOS
|
||||
}
|
||||
}
|
||||
# General Faith acceptance modifiers
|
||||
if = { # Same Religion
|
||||
limit = {
|
||||
exists = scope:our_religion
|
||||
exists = scope:their_religion
|
||||
scope:our_religion = scope:their_religion
|
||||
root = {
|
||||
any_culture_county = {
|
||||
percent >= 0.5
|
||||
religion = scope:our_religion
|
||||
}
|
||||
}
|
||||
scope:culture = {
|
||||
any_culture_county = {
|
||||
percent >= 0.5
|
||||
religion = scope:our_religion
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
desc = ACCEPTANCE_BASELINE_RELIGION
|
||||
}
|
||||
}
|
||||
if = { # Same exact Faith
|
||||
limit = {
|
||||
exists = scope:our_faith
|
||||
exists = scope:their_faith
|
||||
scope:our_faith = scope:their_faith
|
||||
root = {
|
||||
any_culture_county = {
|
||||
percent >= 0.5
|
||||
faith = scope:our_faith
|
||||
}
|
||||
}
|
||||
scope:culture = {
|
||||
any_culture_county = {
|
||||
percent >= 0.5
|
||||
faith = scope:our_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
desc = ACCEPTANCE_BASELINE_FAITH
|
||||
}
|
||||
}
|
||||
if = { # Eastern faiths
|
||||
limit = {
|
||||
exists = scope:our_religion
|
||||
exists = scope:their_religion
|
||||
scope:our_religion = {
|
||||
is_in_family = rf_eastern
|
||||
}
|
||||
scope:their_religion = {
|
||||
is_in_family = rf_eastern
|
||||
}
|
||||
|
||||
any_culture_county = {
|
||||
percent >= 0.5
|
||||
title_province = {
|
||||
religion = {
|
||||
is_in_family = rf_eastern
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:culture = {
|
||||
any_culture_county = {
|
||||
percent >= 0.5
|
||||
title_province = {
|
||||
religion = {
|
||||
is_in_family = rf_eastern
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 5
|
||||
desc = ACCEPTANCE_BASELINE_EASTERN_RELIGION
|
||||
}
|
||||
}
|
||||
if = { # Pluralistic close faiths
|
||||
limit = {
|
||||
exists = scope:our_faith
|
||||
exists = scope:their_faith
|
||||
scope:our_faith = {
|
||||
has_doctrine = doctrine_pluralism_pluralistic
|
||||
}
|
||||
scope:their_faith = {
|
||||
has_doctrine = doctrine_pluralism_pluralistic
|
||||
}
|
||||
any_culture_county = {
|
||||
percent >= 0.5
|
||||
title_province = {
|
||||
faith = {
|
||||
has_doctrine = doctrine_pluralism_pluralistic
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:culture = {
|
||||
any_culture_county = {
|
||||
percent >= 0.5
|
||||
title_province = {
|
||||
faith = {
|
||||
has_doctrine = doctrine_pluralism_pluralistic
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
OR = {
|
||||
cultures_share_relevant_region_trigger = yes
|
||||
#In case cultures are bordering each other in two different regions
|
||||
any_culture_county = {
|
||||
any_neighboring_county = {
|
||||
culture = scope:culture
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
desc = ACCEPTANCE_BASELINE_CLOSE_PLURALISTS
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,84 +0,0 @@
|
|||
## Referenced from code, in code value will be clamped between NRoyalCourt::COURT_GRANDEUR_MIN and NRoyalCourt::COURT_GRANDEUR_MAX
|
||||
## root = character calculating for
|
||||
#court_grandeur_minimum_expected_value = {
|
||||
# value = 50
|
||||
#}
|
||||
#
|
||||
#ep1_court_grandeur_marriage_acceptance_value = 50
|
||||
#
|
||||
## Referenced from code for the multiplier of above/below expected court grandeur level modifiers
|
||||
#court_grandeur_level_difference_modifier_multiplier = {
|
||||
# value = sub_realm_size
|
||||
# multiply = 0.01
|
||||
#}
|
||||
|
||||
0_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
}
|
||||
|
||||
1_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 1
|
||||
}
|
||||
|
||||
2_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 2
|
||||
}
|
||||
|
||||
3_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 3
|
||||
}
|
||||
|
||||
4_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 4
|
||||
}
|
||||
|
||||
5_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 5
|
||||
}
|
||||
|
||||
6_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 6
|
||||
}
|
||||
|
||||
7_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 7
|
||||
}
|
||||
|
||||
9_levels_above_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
add = 9
|
||||
}
|
||||
|
||||
1_levels_below_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
subtract = 1
|
||||
}
|
||||
|
||||
3_levels_below_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
subtract = 3
|
||||
}
|
||||
|
||||
5_levels_below_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
subtract = 5
|
||||
}
|
||||
|
||||
7_levels_below_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
subtract = 7
|
||||
}
|
||||
|
||||
9_levels_below_expected_level = {
|
||||
value = court_grandeur_minimum_expected_level
|
||||
subtract = 9
|
||||
}
|
||||
|
||||
cp_bonus_aptitude_value = 10
|
||||
|
|
@ -38,13 +38,13 @@ faith_doctrine_cost_mid = 400
|
|||
faith_doctrine_cost_high = 600
|
||||
faith_doctrine_cost_massive = 1000
|
||||
|
||||
faith_tenet_cost_discount_scholar_official_tradition = 0
|
||||
faith_tenet_cost_low = 500
|
||||
faith_tenet_cost_mid = 1000
|
||||
faith_tenet_cost_high = 1500
|
||||
faith_tenet_cost_massive = 2000
|
||||
|
||||
faith_unchanged_doctrine_cost_mult = 0.5
|
||||
faith_unchanged_tolerance_doctrine_cost_mult = 0
|
||||
faith_changed_doctrine_cost_mult_two_step = 1.50
|
||||
faith_changed_doctrine_cost_mult_three_step = 2.25
|
||||
faith_changed_doctrine_cost_mult_four_step = 3.50
|
||||
|
|
@ -74,6 +74,8 @@ regional_heresy_factor = {
|
|||
|
||||
meditation_duration = 185 # In days
|
||||
|
||||
local_shrine_duration = 14
|
||||
|
||||
faction_county_opinion_astray = {
|
||||
value = county_opinion
|
||||
multiply = -1.0
|
||||
|
|
@ -377,7 +379,7 @@ claim_piety_value = {
|
|||
# Landless adventurers can't get cheap access to legitimists without putting in some leg-work.
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor = { is_landless_adventurer = yes }
|
||||
scope:actor = { has_government = landless_adventurer_government }
|
||||
}
|
||||
multiply = 10
|
||||
}
|
||||
|
|
@ -2221,7 +2223,7 @@ great_holy_war_target_kingdom_weight = {
|
|||
limit = {
|
||||
title_capital_county = {
|
||||
squared_distance = {
|
||||
target = title:c_wuluhai
|
||||
target = title:c_langshan
|
||||
value >= ghw_target_distance_01_threshold
|
||||
}
|
||||
}
|
||||
|
|
@ -2625,7 +2627,7 @@ great_holy_war_target_kingdom_weight = {
|
|||
limit = {
|
||||
title_capital_county = {
|
||||
squared_distance = {
|
||||
target = title:c_wuluhai
|
||||
target = title:c_langshan
|
||||
value >= ghw_target_distance_02_threshold
|
||||
}
|
||||
}
|
||||
|
|
@ -3029,7 +3031,7 @@ great_holy_war_target_kingdom_weight = {
|
|||
limit = {
|
||||
title_capital_county = {
|
||||
squared_distance = {
|
||||
target = title:c_wuluhai
|
||||
target = title:c_langshan
|
||||
value >= ghw_target_distance_03_threshold
|
||||
}
|
||||
}
|
||||
|
|
@ -3075,6 +3077,8 @@ great_holy_war_target_kingdom_weight = {
|
|||
geographical_region = ghw_region_the_sahel
|
||||
geographical_region = ghw_region_north_african_interior
|
||||
geographical_region = ghw_region_subsahelian_africa
|
||||
geographical_region = world_steppe
|
||||
geographical_region = world_asia_north_east
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3507,56 +3511,38 @@ faith_conversion_cost_mult = {
|
|||
# More expensive if you convert to a faith outside of your religion's family
|
||||
if = {
|
||||
limit = {
|
||||
scope:new_faith = {
|
||||
religion = { is_in_family = rf_abrahamic }
|
||||
}
|
||||
scope:character = {
|
||||
faith = {
|
||||
religion = {
|
||||
NOT = { is_in_family = rf_abrahamic }
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:new_faith = { has_doctrine = special_doctrine_immaterial_harmony }
|
||||
scope:character.faith = { has_doctrine = special_doctrine_immaterial_harmony }
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
add = {
|
||||
desc = faith_conversion_cost_other_religion_family
|
||||
desc = faith_conversion_cost_immaterial_harmony
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 2
|
||||
value = -0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:new_faith = {
|
||||
religion = { is_in_family = rf_eastern }
|
||||
}
|
||||
scope:character = {
|
||||
faith = {
|
||||
religion = {
|
||||
NOT = { is_in_family = rf_eastern }
|
||||
OR = {
|
||||
AND = {
|
||||
scope:new_faith.religion = { is_in_family = rf_abrahamic }
|
||||
NOT = {
|
||||
scope:character.faith.religion = { is_in_family = rf_abrahamic }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
add = {
|
||||
desc = faith_conversion_cost_other_religion_family
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:new_faith = {
|
||||
religion = { is_in_family = rf_pagan }
|
||||
}
|
||||
scope:character = {
|
||||
faith = {
|
||||
religion = { NOT = { is_in_family = rf_pagan } }
|
||||
AND = {
|
||||
scope:new_faith.religion = { is_in_family = rf_eastern }
|
||||
NOT = {
|
||||
scope:character.faith.religion = { is_in_family = rf_eastern }
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
scope:new_faith.religion = { is_in_family = rf_pagan }
|
||||
NOT = {
|
||||
scope:character.faith.religion = { is_in_family = rf_pagan }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3574,15 +3560,9 @@ faith_conversion_cost_mult = {
|
|||
if = {
|
||||
limit = {
|
||||
scope:new_faith = {
|
||||
NOT = {
|
||||
has_doctrine_parameter = unreformed
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
faith = {
|
||||
has_doctrine_parameter = unreformed
|
||||
}
|
||||
NOT = { has_doctrine_parameter = unreformed }
|
||||
}
|
||||
scope:character.faith = { has_doctrine_parameter = unreformed }
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
|
|
@ -3594,19 +3574,49 @@ faith_conversion_cost_mult = {
|
|||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
any_courtier = {
|
||||
has_character_flag = suzerains_missionary
|
||||
faith = scope:new_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
subtract = {
|
||||
desc = faith_conversion_cost_suzerains_missionary
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 0.1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# More expensive to convert to something inside your religion family that's not the same religion
|
||||
if = {
|
||||
limit = {
|
||||
scope:new_faith = {
|
||||
religion = { is_in_family = rf_abrahamic }
|
||||
scope:new_faith.religion = { is_in_family = rf_abrahamic }
|
||||
scope:character.faith.religion = {
|
||||
is_in_family = rf_abrahamic
|
||||
this != scope:new_faith.religion
|
||||
}
|
||||
scope:character = {
|
||||
faith = {
|
||||
religion = {
|
||||
is_in_family = rf_abrahamic
|
||||
NOT = { this = scope:new_faith.religion}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
add = {
|
||||
desc = faith_conversion_cost_inside_religion_family
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:new_faith.religion = { is_in_family = rf_eastern }
|
||||
scope:character.faith.religion = {
|
||||
is_in_family = rf_eastern
|
||||
this != scope:new_faith.religion
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
|
|
@ -3620,39 +3630,10 @@ faith_conversion_cost_mult = {
|
|||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:new_faith = {
|
||||
religion = { is_in_family = rf_eastern }
|
||||
}
|
||||
scope:character = {
|
||||
faith = {
|
||||
religion = {
|
||||
is_in_family = rf_eastern
|
||||
NOT = { this = scope:new_faith.religion}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
add = {
|
||||
desc = faith_conversion_cost_inside_religion_family
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:new_faith = {
|
||||
religion = { is_in_family = rf_pagan }
|
||||
}
|
||||
scope:character = {
|
||||
faith = {
|
||||
religion = {
|
||||
is_in_family = rf_pagan
|
||||
NOT = { this = scope:new_faith.religion}
|
||||
}
|
||||
}
|
||||
scope:new_faith.religion = { is_in_family = rf_pagan }
|
||||
scope:character.faith.religion = {
|
||||
is_in_family = rf_pagan
|
||||
this != scope:new_faith.religion
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
|
|
@ -3843,18 +3824,13 @@ faith_conversion_cost_mult = {
|
|||
any_realm_province = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
liege ?= {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
|
||||
liege ?= {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3891,18 +3867,13 @@ faith_conversion_cost_mult = {
|
|||
any_realm_province = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
liege ?= {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
|
||||
liege ?= {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3939,18 +3910,13 @@ faith_conversion_cost_mult = {
|
|||
any_realm_province = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
liege ?= {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
|
||||
liege ?= {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3975,7 +3941,7 @@ faith_conversion_cost_mult = {
|
|||
faith = {
|
||||
religion = {
|
||||
is_in_family = rf_abrahamic
|
||||
NOT = { this = scope:new_faith.religion}
|
||||
this != scope:new_faith.religion
|
||||
}
|
||||
}
|
||||
OR = {
|
||||
|
|
@ -3988,18 +3954,13 @@ faith_conversion_cost_mult = {
|
|||
any_realm_province = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
liege ?= {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
|
||||
liege ?= {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -4024,7 +3985,7 @@ faith_conversion_cost_mult = {
|
|||
faith = {
|
||||
religion = {
|
||||
is_in_family = rf_eastern
|
||||
NOT = { this = scope:new_faith.religion}
|
||||
this != scope:new_faith.religion
|
||||
}
|
||||
}
|
||||
OR = {
|
||||
|
|
@ -4037,18 +3998,13 @@ faith_conversion_cost_mult = {
|
|||
any_realm_province = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
liege ?= {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
|
||||
liege ?= {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -4073,7 +4029,7 @@ faith_conversion_cost_mult = {
|
|||
faith = {
|
||||
religion = {
|
||||
is_in_family = rf_pagan
|
||||
NOT = { this = scope:new_faith.religion}
|
||||
this != scope:new_faith.religion
|
||||
}
|
||||
}
|
||||
OR = {
|
||||
|
|
@ -4086,18 +4042,13 @@ faith_conversion_cost_mult = {
|
|||
any_realm_province = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
liege ?= {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
|
||||
liege ?= {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -4125,18 +4076,13 @@ faith_conversion_cost_mult = {
|
|||
any_realm_province = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
liege ?= {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
AND = {
|
||||
exists = liege
|
||||
liege = {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
|
||||
liege ?= {
|
||||
any_vassal = {
|
||||
faith = scope:new_faith
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -4172,6 +4118,87 @@ faith_conversion_cost_mult = {
|
|||
}
|
||||
}
|
||||
|
||||
################################################
|
||||
# Conversion Discount from Confucian Education
|
||||
################################################
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:new_faith.religion = religion:confucianism_religion
|
||||
scope:character = {
|
||||
has_trait = confucian_education
|
||||
has_trait_xp = {
|
||||
trait = confucian_education
|
||||
value >= 20 #Confused Confucian
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
has_trait_xp = {
|
||||
trait = confucian_education
|
||||
value >= 80 #Moral Paragon
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
subtract = {
|
||||
desc = faith_conversion_cost_confucian_education
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 0.7
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
has_trait_xp = {
|
||||
trait = confucian_education
|
||||
value >= 60 #Virtuous Ethicist
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
subtract = {
|
||||
desc = faith_conversion_cost_confucian_education
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
has_trait_xp = {
|
||||
trait = confucian_education
|
||||
value >= 40 #Studious Classicist
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
subtract = {
|
||||
desc = faith_conversion_cost_confucian_education
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 0.25
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
multiply = {
|
||||
value = 1
|
||||
subtract = {
|
||||
desc = faith_conversion_cost_confucian_education
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 0.1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
########################################
|
||||
# Conversion Discounts from Traditions #
|
||||
########################################
|
||||
|
|
@ -4236,6 +4263,38 @@ faith_conversion_cost_mult = {
|
|||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
has_variable = japan_1010_discount
|
||||
}
|
||||
scope:new_faith = var:japan_1010_discount
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
subtract = {
|
||||
desc = faith_conversion_cost_tgp_japan_1010_event
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = {
|
||||
has_character_flag = tgp_japan_1040_discount
|
||||
}
|
||||
scope:new_faith.religion = religion:shintoism_religion
|
||||
}
|
||||
multiply = {
|
||||
value = 1
|
||||
subtract = {
|
||||
desc = faith_conversion_cost_tgp_japan_1040_event
|
||||
format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD"
|
||||
value = 0.5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Removing 1 to offset the value and present it as expected by the code
|
||||
subtract = {
|
||||
|
|
@ -4561,6 +4620,7 @@ holy_site_reform_tracker_value = {
|
|||
OR = {
|
||||
is_holy_site_controlled_by = root
|
||||
root.confederation ?= {
|
||||
is_house_based = no # any_confederation_member is not performant for house blocs
|
||||
any_confederation_member = {
|
||||
scope:current_holy_site = {
|
||||
is_holy_site_controlled_by = prev
|
||||
|
|
|
|||
|
|
@ -1,123 +0,0 @@
|
|||
ruler_designer_general_skill_value_cost = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:value > 0
|
||||
scope:value < 5
|
||||
}
|
||||
add = 2
|
||||
multiply = scope:value
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:value > 4
|
||||
scope:value < 9
|
||||
}
|
||||
add = 4
|
||||
multiply = {
|
||||
value = scope:value
|
||||
subtract = 4
|
||||
}
|
||||
add = 8
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:value > 8
|
||||
scope:value < 13
|
||||
}
|
||||
add = 7
|
||||
multiply = {
|
||||
value = scope:value
|
||||
subtract = 8
|
||||
}
|
||||
add = 24
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:value > 12
|
||||
scope:value < 17
|
||||
}
|
||||
add = 11
|
||||
multiply = {
|
||||
value = scope:value
|
||||
subtract = 12
|
||||
}
|
||||
add = 52
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:value > 16
|
||||
}
|
||||
add = 17
|
||||
multiply = {
|
||||
value = scope:value
|
||||
subtract = 16
|
||||
}
|
||||
add = 96
|
||||
}
|
||||
}
|
||||
|
||||
ruler_designer_diplomacy_skill_value_cost = { value = ruler_designer_general_skill_value_cost }
|
||||
ruler_designer_martial_skill_value_cost = { value = ruler_designer_general_skill_value_cost }
|
||||
ruler_designer_stewardship_skill_value_cost = { value = ruler_designer_general_skill_value_cost }
|
||||
ruler_designer_intrigue_skill_value_cost = { value = ruler_designer_general_skill_value_cost }
|
||||
ruler_designer_learning_skill_value_cost = { value = ruler_designer_general_skill_value_cost }
|
||||
|
||||
ruler_designer_prowess_skill_value_cost = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:value > 0
|
||||
scope:value < 5
|
||||
}
|
||||
add = 1
|
||||
multiply = scope:value
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:value > 4
|
||||
scope:value < 9
|
||||
}
|
||||
add = 2
|
||||
multiply = {
|
||||
value = scope:value
|
||||
subtract = 4
|
||||
}
|
||||
add = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:value > 8
|
||||
scope:value < 13
|
||||
}
|
||||
add = 4
|
||||
multiply = {
|
||||
value = scope:value
|
||||
subtract = 8
|
||||
}
|
||||
add = 12
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:value > 12
|
||||
scope:value < 17
|
||||
}
|
||||
add = 7
|
||||
multiply = {
|
||||
value = scope:value
|
||||
subtract = 12
|
||||
}
|
||||
add = 28
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:value > 16
|
||||
}
|
||||
add = 11
|
||||
multiply = {
|
||||
value = scope:value
|
||||
subtract = 16
|
||||
}
|
||||
add = 56
|
||||
}
|
||||
}
|
||||
|
|
@ -1,355 +0,0 @@
|
|||
#Needs to be loaded after
|
||||
|
||||
################
|
||||
# Stop War attacker chance calculation
|
||||
################
|
||||
|
||||
stop_war_diplomacy_modifier = {
|
||||
value = diplomacy
|
||||
multiply = 5
|
||||
}
|
||||
|
||||
stop_war_relation_penalties = {
|
||||
# Opinion Penalties
|
||||
if = {
|
||||
limit = {
|
||||
opinion = {
|
||||
target = scope:actor
|
||||
value < -49
|
||||
}
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
opinion = {
|
||||
target = scope:actor
|
||||
value < 0
|
||||
}
|
||||
}
|
||||
add = -25
|
||||
}
|
||||
|
||||
# Relationship Penalty
|
||||
if = {
|
||||
limit = {
|
||||
has_relation_rival = scope:actor
|
||||
}
|
||||
add = -100
|
||||
}
|
||||
}
|
||||
|
||||
stop_war_relation_bonuses = {
|
||||
# Opinion Bonuses
|
||||
if = {
|
||||
limit = {
|
||||
opinion = {
|
||||
target = scope:actor
|
||||
value >= 50
|
||||
}
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
opinion = {
|
||||
target = scope:actor
|
||||
value > 0
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
|
||||
# Relationship Bonus
|
||||
if = {
|
||||
limit = {
|
||||
has_relation_friend = scope:actor
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
}
|
||||
|
||||
#Calculated in scope:recipient
|
||||
stop_war_attacker_likelihood_calculation = {
|
||||
if = {
|
||||
# Cowed characters always accept.
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = scope:actor
|
||||
level = 2
|
||||
}
|
||||
}
|
||||
value = 100
|
||||
}
|
||||
else = {
|
||||
# Calculate chance of character accepting.
|
||||
# Penalties are added first, which then get reduced by Intimidation (if applicable).
|
||||
# Then bonuses are added, and finally circumstantial modifiers.
|
||||
|
||||
###################
|
||||
# Negative Values #
|
||||
###################
|
||||
subtract = stop_war_diplomacy_modifier
|
||||
add = stop_war_relation_penalties
|
||||
|
||||
# Trait Penalties
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = stubborn
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = ambitious
|
||||
}
|
||||
add = -30
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = disloyal
|
||||
}
|
||||
add = -25
|
||||
}
|
||||
|
||||
#########################
|
||||
# Indimidation Modifier #
|
||||
#########################
|
||||
if = {
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = scope:actor
|
||||
level = 1
|
||||
}
|
||||
}
|
||||
multiply = 0.5 # Reduces all current penalties by 50%
|
||||
}
|
||||
|
||||
###################
|
||||
# Positive Values #
|
||||
###################
|
||||
|
||||
# Liege's Diplomacy
|
||||
add = scope:actor.stop_war_diplomacy_modifier
|
||||
add = stop_war_relation_bonuses
|
||||
|
||||
# Traits
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = fickle
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = loyal
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
|
||||
#######################
|
||||
# Other Circumstances #
|
||||
#######################
|
||||
|
||||
# Warscore
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:target
|
||||
}
|
||||
subtract = scope:target.attacker_war_score
|
||||
}
|
||||
|
||||
# Admin
|
||||
if = {
|
||||
limit = {
|
||||
is_governor = yes
|
||||
}
|
||||
add = 50
|
||||
if = {
|
||||
limit = {
|
||||
scope:target = { has_realm_law = imperial_bureaucracy_3 }
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:target = { has_realm_law = imperial_bureaucracy_2 }
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:target = { has_realm_law = imperial_bureaucracy_1 }
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
|
||||
#TODO: Strong claim/Weak claim difference
|
||||
|
||||
#TODO: Laws
|
||||
|
||||
min = 5
|
||||
max = 95
|
||||
}
|
||||
}
|
||||
|
||||
stop_war_defender_likelihood_calculation = {
|
||||
if = {
|
||||
# Cowed characters always accept.
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = scope:actor
|
||||
level = 2
|
||||
}
|
||||
}
|
||||
value = 100
|
||||
}
|
||||
else_if = {
|
||||
#If it's a war over the defender's last county, they won't say yes.
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:target
|
||||
any_held_title = {
|
||||
count = 1
|
||||
tier = tier_county
|
||||
always = yes
|
||||
save_temporary_scope_as = last_county_title
|
||||
}
|
||||
scope:target.casus_belli = {
|
||||
any_target_title = {
|
||||
this = scope:last_county_title
|
||||
}
|
||||
}
|
||||
}
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
else = {
|
||||
# Calculate chance of character accepting.
|
||||
# Penalties are added first, which then get reduced by Intimidation (if applicable).
|
||||
# Then bonuses are added, and finally circumstantial modifiers.
|
||||
|
||||
###################
|
||||
# Negative Values #
|
||||
###################
|
||||
subtract = stop_war_diplomacy_modifier
|
||||
add = stop_war_relation_penalties
|
||||
|
||||
# Traits
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = arrogant
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = ambitious
|
||||
}
|
||||
add = -30
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = disloyal
|
||||
}
|
||||
add = -25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = greedy
|
||||
}
|
||||
add = -20
|
||||
}
|
||||
|
||||
#########################
|
||||
# Intimidation Modifier #
|
||||
#########################
|
||||
if = {
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = scope:actor
|
||||
level = 1
|
||||
}
|
||||
}
|
||||
multiply = 0.75 # Reduces all current penalties by 25% (Intentionally less than the 50% reduction for attackers, because defenders have more to lose).
|
||||
}
|
||||
|
||||
###################
|
||||
# Positive Values #
|
||||
###################
|
||||
|
||||
# Liege's Diplomacy
|
||||
add = scope:actor.stop_war_diplomacy_modifier
|
||||
add = stop_war_relation_bonuses
|
||||
|
||||
# Traits
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = humble
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = loyal
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
|
||||
#######################
|
||||
# Other Circumstances #
|
||||
#######################
|
||||
|
||||
# Warscore
|
||||
if = {
|
||||
limit = {
|
||||
exists = scope:target
|
||||
}
|
||||
subtract = scope:target.defender_war_score
|
||||
}
|
||||
|
||||
# Admin
|
||||
if = {
|
||||
limit = {
|
||||
is_governor = yes
|
||||
}
|
||||
add = 50
|
||||
if = {
|
||||
limit = {
|
||||
scope:target = { has_realm_law = imperial_bureaucracy_3 }
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:target = { has_realm_law = imperial_bureaucracy_2 }
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:target = { has_realm_law = imperial_bureaucracy_1 }
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
|
||||
#TODO: Strong claim/Weak claim difference
|
||||
|
||||
#TODO: Laws
|
||||
|
||||
min = 1
|
||||
max = 95
|
||||
}
|
||||
}
|
||||
|
||||
stop_war_attacker_bribe_size = {
|
||||
value = medium_gold_value
|
||||
multiply = 2
|
||||
}
|
||||
|
||||
stop_war_defender_bribe_size = {
|
||||
value = medium_gold_value
|
||||
multiply = 4
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,209 +0,0 @@
|
|||
#######################################
|
||||
# KNIGHTLY ACCOLADE VALUES
|
||||
#######################################
|
||||
|
||||
accolade_low_value = 5
|
||||
accolade_medium_value = 10
|
||||
accolade_high_value = 20
|
||||
|
||||
accolade_prowess_requirement_value = 8
|
||||
accolade_prowess_requirement_high_value = 15
|
||||
|
||||
accolade_opinion_multiplier_value = {
|
||||
value = 0
|
||||
## Below the minimum opinion, we don't want to factor them in at all.
|
||||
if = {
|
||||
limit = {
|
||||
reverse_opinion = {
|
||||
target = scope:owner
|
||||
value < -25
|
||||
}
|
||||
}
|
||||
# Here, we do nothing. Zero is the desired multiplier.
|
||||
}
|
||||
## Below the recommended opinion, we like them less.
|
||||
else_if = {
|
||||
limit = {
|
||||
reverse_opinion = {
|
||||
target = scope:owner
|
||||
value < 10
|
||||
}
|
||||
}
|
||||
add = 0.5
|
||||
}
|
||||
## Above the nepotistic opinion, we prioritise their wants more heavily.
|
||||
else_if = {
|
||||
limit = {
|
||||
reverse_opinion = {
|
||||
target = scope:owner
|
||||
value >= 90
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
## Or else they're in the default range, so x1 is good enough.
|
||||
else = { add = 1 }
|
||||
}
|
||||
|
||||
accolade_uninteresting_base_value = 0
|
||||
accolade_standard_base_value = 200
|
||||
accolade_fascinating_base_value = 400
|
||||
accolade_must_have_base_value = 800
|
||||
|
||||
accolade_weighted_up_in_earlier_eras_value = {
|
||||
value = 0
|
||||
culture ?= {
|
||||
# If we're in the TE, weight this attribute up a bit.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_cultural_era_or_later = culture_era_early_medieval }
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
# If we're in the EME, weight this attribute up even further.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
accolade_weighted_up_in_later_eras_value = {
|
||||
value = 0
|
||||
culture ?= {
|
||||
# If we're in the HME, weight this attribute up a bit.
|
||||
if = {
|
||||
limit = { has_cultural_era_or_later = culture_era_high_medieval }
|
||||
add = 100
|
||||
}
|
||||
# If we're in the LME, weight this attribute up even further.
|
||||
if = {
|
||||
limit = { has_cultural_era_or_later = culture_era_late_medieval }
|
||||
add = 200
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
maa_accolade_minimum_martial_value = medium_skill_rating
|
||||
|
||||
###############
|
||||
# COMMON ATTRIBUTES
|
||||
###############
|
||||
|
||||
accolade_agent_acceptance_chance_bonus = accolade_medium_value
|
||||
accolade_agent_acceptance_chance_bonus_high = accolade_high_value
|
||||
accolade_invite_courtiers_value = accolade_high_value
|
||||
accolade_imprisonment_chance_value = 15
|
||||
accolade_imprisonment_chance_value_high = 25
|
||||
accolade_wise_educator_prestige = 100
|
||||
accolade_wise_educator_prestige_high = 250
|
||||
accolade_wise_educator_prowess = 1
|
||||
accolade_wise_educator_prowess_high = 3
|
||||
accolade_white_peace_prestige_value = major_prestige_value
|
||||
accolade_seduction_vulnerability_value = 15
|
||||
accolade_politicker_join_scheme_value = 25
|
||||
accolade_charmer_fertility_value = 0.25
|
||||
accolade_charmer_fertility_high_value = 0.5
|
||||
accolade_charmer_attraction_opinion_value = accolade_medium_value
|
||||
accolade_charmer_attraction_opinion_high_value = accolade_high_value
|
||||
accolade_piety_reduction_value = 0.5
|
||||
accolade_piety_reduction_value_high = 0.25
|
||||
|
||||
###############
|
||||
# SKILLED ATTRIBUTES
|
||||
###############
|
||||
|
||||
accolade_scales_of_power_value = -10
|
||||
accolade_scales_of_power_value_high = -15
|
||||
|
||||
accolade_development_growth_on_tournament_completion_value = 50
|
||||
accolade_development_level_on_tournament_completion_value = 1
|
||||
accolade_county_control_gain_value = medium_county_control_gain
|
||||
|
||||
accolade_contender_trait_xp_low_value = 10
|
||||
accolade_contender_trait_xp_medium_value = 15
|
||||
accolade_contender_trait_xp_high_value = 20
|
||||
|
||||
accolade_all_knights_trait_xp_low_value = 5
|
||||
accolade_all_knights_trait_xp_high_value = 10
|
||||
|
||||
|
||||
###############
|
||||
# MAA ATTRIBUTES
|
||||
###############
|
||||
|
||||
accolade_hostile_knight_death_in_battle_low_value = 0.25
|
||||
accolade_hostile_knight_death_in_battle_medium_value = 0.5
|
||||
accolade_hostile_knight_death_in_battle_high_value = 0.75
|
||||
|
||||
accolade_hostile_knight_death_in_battle_actual_low_value = {
|
||||
value = accolade_hostile_knight_death_in_battle_low_value
|
||||
add = 1
|
||||
}
|
||||
accolade_hostile_knight_death_in_battle_actual_medium_value = {
|
||||
value = accolade_hostile_knight_death_in_battle_medium_value
|
||||
add = 1
|
||||
}
|
||||
accolade_hostile_knight_death_in_battle_actual_high_value = {
|
||||
value = accolade_hostile_knight_death_in_battle_high_value
|
||||
add = 1
|
||||
}
|
||||
|
||||
###############
|
||||
# EMINENT ATTRIBUTES
|
||||
###############
|
||||
|
||||
acclaimed_knight_hunt_danger_value = 10
|
||||
acclaimed_knight_hunt_danger_value_high = 15
|
||||
accolade_tournament_invite_acceptance_value = 20
|
||||
accolade_feast_wedding_invite_acceptance_value = 20
|
||||
acclaimed_knight_prestige_from_victory_value = miniscule_prestige_value
|
||||
acclaimed_knight_prestige_from_victory_value_high = minor_prestige_value
|
||||
|
||||
accolade_defends_family_low_value = -0.25
|
||||
accolade_defends_family_medium_value = -0.5
|
||||
accolade_defends_family_high_value = -0.75
|
||||
|
||||
accolade_defends_family_actual_low_value = {
|
||||
value = accolade_defends_family_low_value
|
||||
add = 1
|
||||
}
|
||||
accolade_defends_family_actual_medium_value = {
|
||||
value = accolade_defends_family_medium_value
|
||||
add = 1
|
||||
}
|
||||
accolade_defends_family_actual_high_value = {
|
||||
value = accolade_defends_family_high_value
|
||||
add = 1
|
||||
}
|
||||
|
||||
num_accolades_multiplier = {
|
||||
value = 0
|
||||
every_accolade = {
|
||||
limit = {
|
||||
is_accolade_active = no
|
||||
NOT = { exists = accolade_successor }
|
||||
has_potential_accolade_successors = no
|
||||
NOT = {
|
||||
primary_type = {
|
||||
this = accolade_type:house_knight_attribute
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
if = {
|
||||
limit = {
|
||||
accolade_rank = 3
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
accolade_rank > 3
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,86 +0,0 @@
|
|||
tour_stop_value = { # the cost of adding a tour stop
|
||||
value = medium_gold_value
|
||||
if = {
|
||||
limit = { exists = scope:province }
|
||||
if = {
|
||||
limit = { "scope:previous_province.squared_distance(scope:province)" <= squared_distance_small }
|
||||
multiply = 0.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
"scope:previous_province.squared_distance(scope:province)" > squared_distance_small
|
||||
"scope:previous_province.squared_distance(scope:province)" <= squared_distance_medium
|
||||
}
|
||||
multiply = 0.45
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
"scope:previous_province.squared_distance(scope:province)" > squared_distance_medium
|
||||
"scope:previous_province.squared_distance(scope:province)" <= squared_distance_large
|
||||
}
|
||||
multiply = 0.65
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
"scope:previous_province.squared_distance(scope:province)" > squared_distance_large
|
||||
"scope:previous_province.squared_distance(scope:province)" <= squared_distance_huge
|
||||
}
|
||||
multiply = 0.85
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
"scope:previous_province.squared_distance(scope:province)" > squared_distance_huge
|
||||
"scope:previous_province.squared_distance(scope:province)" <= squared_distance_almost_massive
|
||||
}
|
||||
multiply = 1.05
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
"scope:previous_province.squared_distance(scope:province)" > squared_distance_almost_massive
|
||||
"scope:previous_province.squared_distance(scope:province)" <= squared_distance_massive
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
#Klingenberg -> Jerusalem
|
||||
if = {
|
||||
limit = {
|
||||
"scope:previous_province.squared_distance(scope:province)" > squared_distance_massive
|
||||
"scope:previous_province.squared_distance(scope:province)" <= squared_distance_monstrous
|
||||
}
|
||||
multiply = 1.55
|
||||
}
|
||||
#Klingenberg -> Kanchipuram
|
||||
if = {
|
||||
limit = { "scope:previous_province.squared_distance(scope:province)" > squared_distance_monstrous }
|
||||
multiply = 2.05
|
||||
}
|
||||
}
|
||||
multiply = activity_cost_scale_by_era
|
||||
}
|
||||
|
||||
|
||||
welcome = 3
|
||||
neutral = 2
|
||||
suspicious = 1
|
||||
|
||||
tour_entourage_weight_value = {
|
||||
value = 100
|
||||
add = standard_travel_entourage_additions
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = gregarious
|
||||
has_trait = lifestyle_reveler
|
||||
has_trait = gluttonous
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_close_family_of = scope:host
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -7,6 +7,13 @@
|
|||
}
|
||||
add = true_ruler_value
|
||||
}
|
||||
# Education 5 boost
|
||||
if = {
|
||||
limit = {
|
||||
has_trait_with_flag = offer_vassalisation_25
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
#Events
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -14,6 +21,38 @@
|
|||
}
|
||||
add = 20
|
||||
}
|
||||
# Struggles
|
||||
if = {
|
||||
limit = {
|
||||
scope:impress_check = {
|
||||
has_opinion_modifier = {
|
||||
modifier = scheme_sway_and_compelled_to_submit_opinion
|
||||
target = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
#Rekindler of Iran
|
||||
if = {
|
||||
limit = {
|
||||
dynasty ?= { has_dynasty_modifier = fp3_rekindler_of_iran_modifier }
|
||||
scope:impress_check = {
|
||||
culture = { has_cultural_pillar = heritage_iranian }
|
||||
}
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
#Obedience
|
||||
if = {
|
||||
limit = {
|
||||
scope:impress_check = {
|
||||
is_obedient_to = prev
|
||||
}
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
|
||||
#Cultural Acceptance
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -24,6 +63,12 @@
|
|||
}
|
||||
add = offer_vassalage_acceptance_value
|
||||
}
|
||||
#Has no Available Vassal Limit
|
||||
if = {
|
||||
limit = { vassal_limit_available < 1 }
|
||||
add = -1000
|
||||
}
|
||||
|
||||
#Different faith, no pluralism.
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -64,9 +109,7 @@
|
|||
if = {
|
||||
limit = {
|
||||
scope:impress_check = {
|
||||
NOT = {
|
||||
faith = root.faith
|
||||
}
|
||||
faith != root.faith
|
||||
faith = { has_doctrine = doctrine_pluralism_pluralistic }
|
||||
}
|
||||
NOT = {
|
||||
|
|
@ -103,9 +146,7 @@
|
|||
if = {
|
||||
limit = {
|
||||
scope:impress_check = {
|
||||
NOT = {
|
||||
faith = root.faith
|
||||
}
|
||||
faith != root.faith
|
||||
root.faith = { has_doctrine = doctrine_pluralism_pluralistic }
|
||||
faith = { has_doctrine = doctrine_pluralism_pluralistic }
|
||||
}
|
||||
|
|
@ -136,7 +177,7 @@
|
|||
}
|
||||
}
|
||||
}
|
||||
#I am a King!
|
||||
#I am a King! Or Emperor
|
||||
if = {
|
||||
limit = {
|
||||
scope:impress_check = { highest_held_title_tier = tier_kingdom }
|
||||
|
|
@ -166,6 +207,12 @@
|
|||
}
|
||||
add = -100
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:impress_check.highest_held_title_tier = tier_empire
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
#We just fought against each other.
|
||||
|
|
@ -213,12 +260,34 @@
|
|||
}
|
||||
add = -20
|
||||
}
|
||||
# I am Nomadic and you are Nomadic
|
||||
if = {
|
||||
limit = {
|
||||
scope:impress_check = { government_has_flag = government_is_nomadic }
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
# I am Nomadic and you are not
|
||||
if = {
|
||||
limit = {
|
||||
scope:impress_check = { government_has_flag = government_is_nomadic }
|
||||
NOT = { government_has_flag = government_is_nomadic }
|
||||
}
|
||||
add = -75
|
||||
}
|
||||
# You are Nomadic and I am not
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_nomadic
|
||||
scope:impress_check = { government_has_flag = government_is_nomadic }
|
||||
}
|
||||
add = -75
|
||||
}
|
||||
#Isolationist tradition
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
root.culture = scope:impress_check.culture
|
||||
}
|
||||
root.culture != scope:impress_check.culture
|
||||
scope:impress_check.culture = {
|
||||
has_cultural_tradition = tradition_isolationist
|
||||
}
|
||||
|
|
@ -244,6 +313,13 @@
|
|||
}
|
||||
add = 10
|
||||
}
|
||||
# Is a Hegemon
|
||||
if = {
|
||||
limit = {
|
||||
highest_held_title_tier = tier_hegemony
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
# Allied
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -270,9 +346,7 @@
|
|||
scope:impress_check = {
|
||||
NOT = {
|
||||
any_neighboring_top_liege_realm_owner = {
|
||||
NOT = {
|
||||
this = root
|
||||
}
|
||||
this != root
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
|
|
@ -297,177 +371,71 @@
|
|||
}
|
||||
add = -100
|
||||
}
|
||||
|
||||
#Distant Realm - No Connection
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
number_of_powerful_vassals >= 1
|
||||
NOT = {
|
||||
character_is_realm_neighbor = scope:impress_check
|
||||
}
|
||||
scope:impress_check.capital_province = {
|
||||
squared_distance = { target = prev.capital_province value < 200000 }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
add = -250
|
||||
}
|
||||
if = { #Remote Realm.
|
||||
limit = {
|
||||
NOT = {
|
||||
character_is_realm_neighbor = scope:impress_check
|
||||
}
|
||||
scope:impress_check.capital_province = { squared_distance = { target = prev.capital_province value >= 200000 } }
|
||||
}
|
||||
add = -500
|
||||
}
|
||||
#Military Strength
|
||||
add = {
|
||||
value = 1
|
||||
subtract = {
|
||||
value = scope:impress_check.max_military_strength # Intended for recipient to use max, to avoid having vassalizations become too easy for weakened realms
|
||||
divide = { value = current_military_strength min = 1 }
|
||||
}
|
||||
multiply = 20
|
||||
ceiling = yes
|
||||
}
|
||||
#Vassal Opinion
|
||||
if = {
|
||||
limit = {
|
||||
number_of_powerful_vassals >= 1
|
||||
}
|
||||
add = {
|
||||
value = 0
|
||||
root = {
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -10 }
|
||||
NOT = { opinion = { target = root value <= -20 } }
|
||||
}
|
||||
add = -10
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -20 }
|
||||
NOT = { opinion = { target = root value <= -30 } }
|
||||
}
|
||||
add = -20
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -30 }
|
||||
NOT = { opinion = { target = root value <= -40 } }
|
||||
}
|
||||
add = -30
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -40 }
|
||||
NOT = { opinion = { target = root value <= -50 } }
|
||||
}
|
||||
add = -40
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -50 }
|
||||
NOT = { opinion = { target = root value <= -60 } }
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -60 }
|
||||
NOT = { opinion = { target = root value <= -70 } }
|
||||
}
|
||||
add = -60
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -70 }
|
||||
NOT = { opinion = { target = root value <= -80 } }
|
||||
}
|
||||
add = -70
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -80 }
|
||||
NOT = { opinion = { target = root value <= -90 } }
|
||||
}
|
||||
add = -80
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -90 }
|
||||
NOT = { opinion = { target = root value <= -100 } }
|
||||
}
|
||||
add = -90
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value <= -100 }
|
||||
}
|
||||
add = -100
|
||||
}
|
||||
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value < 10 }
|
||||
NOT = { opinion = { target = root value > -10 } }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 10 }
|
||||
NOT = { opinion = { target = root value >= 20 } }
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 20 }
|
||||
NOT = { opinion = { target = root value >= 30 } }
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 30 }
|
||||
NOT = { opinion = { target = root value >= 40 } }
|
||||
}
|
||||
add = 30
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 40 }
|
||||
NOT = { opinion = { target = root value >= 50 } }
|
||||
}
|
||||
add = 40
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 50 }
|
||||
NOT = { opinion = { target = root value >= 60 } }
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 60 }
|
||||
NOT = { opinion = { target = root value >= 70 } }
|
||||
}
|
||||
add = 60
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 70 }
|
||||
NOT = { opinion = { target = root value >= 80 } }
|
||||
}
|
||||
add = 70
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 80 }
|
||||
NOT = { opinion = { target = root value >= 90 } }
|
||||
}
|
||||
add = 80
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 90 }
|
||||
NOT = { opinion = { target = root value >= 100 } }
|
||||
}
|
||||
add = 90
|
||||
}
|
||||
every_powerful_vassal = {
|
||||
limit = {
|
||||
opinion = { target = root value >= 100 }
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
|
||||
every_powerful_vassal = {
|
||||
if = {
|
||||
limit = {
|
||||
number_of_powerful_vassals > 0
|
||||
save_temporary_opinion_value_as = {
|
||||
name = vassal_opinion
|
||||
target = prev
|
||||
}
|
||||
}
|
||||
divide = number_of_powerful_vassals
|
||||
add = scope:vassal_opinion
|
||||
}
|
||||
else = {
|
||||
divide = 5
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
number_of_powerful_vassals > 0
|
||||
}
|
||||
divide = number_of_powerful_vassals
|
||||
}
|
||||
else = {
|
||||
divide = 5
|
||||
}
|
||||
}
|
||||
|
||||
divide = 5
|
||||
}
|
||||
}
|
||||
|
||||
#MINOR
|
||||
#Friend modifier.
|
||||
if = {
|
||||
limit = {
|
||||
|
|
@ -690,7 +658,7 @@
|
|||
limit = {
|
||||
scope:impress_check = {
|
||||
has_dread_level_towards = {
|
||||
target = root
|
||||
target = prev
|
||||
level = 2
|
||||
}
|
||||
}
|
||||
|
|
@ -699,11 +667,9 @@
|
|||
value = 20
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
exists = root.dynasty
|
||||
dynasty = {
|
||||
has_dynasty_perk = guile_legacy_5
|
||||
}
|
||||
exists = dynasty
|
||||
dynasty = {
|
||||
has_dynasty_perk = guile_legacy_5
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
|
|
@ -711,22 +677,18 @@
|
|||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
if = { # DIPLOMATIC COURT GRANDEUR BONUS
|
||||
limit = {
|
||||
root = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
has_court_type = court_diplomatic
|
||||
court_grandeur_current_level >= 1
|
||||
}
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
has_court_type = court_diplomatic
|
||||
court_grandeur_current_level >= 1
|
||||
}
|
||||
add = {
|
||||
value = root.court_grandeur_current
|
||||
value = court_grandeur_current
|
||||
if = {
|
||||
limit = { # Reduce the bonus if you are below your expected level
|
||||
root = {
|
||||
court_grandeur_current_level < court_grandeur_minimum_expected_level
|
||||
}
|
||||
court_grandeur_current_level < court_grandeur_minimum_expected_level
|
||||
}
|
||||
multiply = 0.15
|
||||
}
|
||||
|
|
@ -735,38 +697,111 @@
|
|||
}
|
||||
}
|
||||
}
|
||||
# LEGITIMACY
|
||||
|
||||
# INSPECTION BONUSES
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
is_valid_for_legitimacy_change = yes
|
||||
legitimacy_level != 3
|
||||
is_rightful_liege_of = scope:impress_check
|
||||
scope:impress_check = {
|
||||
has_variable_list = lesser_inspection_bonus
|
||||
is_target_in_variable_list = {
|
||||
name = lesser_inspection_bonus
|
||||
target = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { root.legitimacy_level <= 2 }
|
||||
add = -15
|
||||
}
|
||||
if = {
|
||||
limit = { root.legitimacy_level <= 1 }
|
||||
add = -15
|
||||
}
|
||||
if = {
|
||||
limit = { root.legitimacy_level >= 4 }
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = { root.legitimacy_level >= 5 }
|
||||
add = 20
|
||||
}
|
||||
if = {
|
||||
limit = { root.legitimacy_level >= 6 }
|
||||
add = 30
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:impress_check = {
|
||||
has_variable_list = inspection_bonus
|
||||
is_target_in_variable_list = {
|
||||
name = inspection_bonus
|
||||
target = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:impress_check = {
|
||||
has_variable_list = inspection_reward
|
||||
is_target_in_variable_list = {
|
||||
name = inspection_reward
|
||||
target = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = inspection_reward_focused_vassal_acceptance
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
|
||||
# LOW LEGITIMACY
|
||||
if = {
|
||||
limit = {
|
||||
has_legitimacy_flag = reduced_vassalization_acceptance
|
||||
}
|
||||
add = -25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_legitimacy_flag = very_reduced_vassalization_acceptance
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_legitimacy_flag = massively_reduced_vassalization_acceptance
|
||||
}
|
||||
add = -75
|
||||
}
|
||||
# HIGH LEGITIMACY
|
||||
if = {
|
||||
limit = {
|
||||
has_legitimacy_flag = increased_vassalization_acceptance
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_legitimacy_flag = very_increased_vassalization_acceptance
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_legitimacy_flag = extra_increased_vassalization_acceptance
|
||||
}
|
||||
add = 75
|
||||
}
|
||||
|
||||
#HISTORICALLY ADMIN PEOPLES WANT TO BE ADMIN
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_administrative
|
||||
scope:impress_check = {
|
||||
culture = {
|
||||
OR = {
|
||||
this = culture:greek
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:greek
|
||||
}
|
||||
this = culture:han
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:han
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
add = 30
|
||||
}
|
||||
|
||||
# AI-only weights, keep the pope from vassalizing too fast
|
||||
|
|
@ -778,6 +813,45 @@
|
|||
}
|
||||
add = -50
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
has_variable = severed_head_vassalization
|
||||
var:severed_head_vassalization = {
|
||||
this = scope:impress_check
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 200
|
||||
desc = COWED_BY_SEVERED_HEAD_MODIFIER
|
||||
}
|
||||
|
||||
#Mandala Tributaries should not want to be vassals
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_mandala
|
||||
scope:impress_check = { is_tributary_of = scope:actor }
|
||||
}
|
||||
add = -35
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
government_has_flag = government_is_mandala
|
||||
scope:impress_check = { government_has_flag = government_is_mandala }
|
||||
}
|
||||
|
||||
add = -25
|
||||
}
|
||||
|
||||
#Your Radiance
|
||||
if = {
|
||||
limit = {
|
||||
has_unruined_mandala_capital_trigger = yes
|
||||
}
|
||||
add = mandala_radiance_value
|
||||
}
|
||||
}
|
||||
|
||||
base_wedding_cost = {
|
||||
|
|
@ -1132,7 +1206,7 @@ number_of_current_and_former_spouses = {
|
|||
add = 1
|
||||
}
|
||||
every_memory = {
|
||||
limit = { has_memory_type = spouse_died }
|
||||
memory_type = spouse_died
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,928 +0,0 @@
|
|||
actor_current_military_strength = {
|
||||
value = {
|
||||
add = scope:actor.current_military_strength
|
||||
}
|
||||
}
|
||||
|
||||
recipient_current_military_strength = {
|
||||
value = {
|
||||
add = scope:recipient.current_military_strength
|
||||
}
|
||||
}
|
||||
|
||||
actor_ally_military_strength = {
|
||||
value = 0
|
||||
scope:actor = {
|
||||
every_ally = { add = current_military_strength }
|
||||
}
|
||||
}
|
||||
|
||||
recipient_ally_military_strength = {
|
||||
value = 0
|
||||
scope:recipient = {
|
||||
every_ally = { add = current_military_strength }
|
||||
}
|
||||
}
|
||||
|
||||
max_strength_ninety_percent_value = {
|
||||
value = max_military_strength
|
||||
multiply = 0.9
|
||||
}
|
||||
|
||||
max_strength_seventy_five_percent_value = {
|
||||
value = max_military_strength
|
||||
multiply = 0.9
|
||||
}
|
||||
|
||||
max_strength_with_allies_value = {
|
||||
value = max_military_strength
|
||||
every_ally = { add = max_military_strength }
|
||||
}
|
||||
|
||||
current_strength_ninety_percent_value = {
|
||||
value = current_military_strength
|
||||
multiply = 0.9
|
||||
}
|
||||
|
||||
current_strength_seventy_five_percent_value = {
|
||||
value = current_military_strength
|
||||
multiply = 0.9
|
||||
}
|
||||
|
||||
current_strength_with_allies_value = {
|
||||
value = current_military_strength
|
||||
every_ally = { add = current_military_strength }
|
||||
}
|
||||
|
||||
current_allies_strength_value = {
|
||||
value = 0
|
||||
every_ally = { add = current_military_strength }
|
||||
}
|
||||
|
||||
current_strength_with_allies_fifty_percent_value = {
|
||||
value = current_military_strength
|
||||
every_ally = { add = current_military_strength }
|
||||
multiply = 0.5
|
||||
}
|
||||
|
||||
current_strength_with_allies_seventy_five_percent_value = {
|
||||
value = current_military_strength
|
||||
every_ally = { add = current_military_strength }
|
||||
multiply = 0.75
|
||||
}
|
||||
|
||||
recipient_strength_divided_by_actors_value = {
|
||||
value = 1
|
||||
add = {
|
||||
value = scope:recipient.current_military_strength # 1828
|
||||
scope:recipient = {
|
||||
every_ally = { add = current_military_strength }
|
||||
}
|
||||
divide = {
|
||||
value = scope:actor.current_military_strength # 1382
|
||||
scope:actor = {
|
||||
every_ally = { add = current_military_strength }
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
# 1828 / 1382 = 1.32
|
||||
subtract = 1 # 1.32 - 1 = 0.32
|
||||
multiply = 100 # 0.32 * 100 = 32
|
||||
max = 50
|
||||
min = -50
|
||||
}
|
||||
max = 20
|
||||
}
|
||||
|
||||
hostage_secondary_recipient_place_in_succession = {
|
||||
scope:recipient.primary_title = {
|
||||
if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:secondary_recipient value = 1 }
|
||||
}
|
||||
add = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:secondary_recipient value = 2 }
|
||||
}
|
||||
add = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:secondary_recipient value = 3 }
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
else = { add = 1 }
|
||||
}
|
||||
}
|
||||
|
||||
hostage_secondary_actor_place_in_succession = {
|
||||
scope:actor.primary_title = {
|
||||
if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:secondary_actor value = 1 }
|
||||
}
|
||||
add = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:secondary_actor value = 2 }
|
||||
}
|
||||
add = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:secondary_actor value = 3 }
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
else = { add = 1 }
|
||||
}
|
||||
}
|
||||
|
||||
demand_hostage_acceptance_value = {
|
||||
value = 10
|
||||
if = {
|
||||
limit = {
|
||||
NOR = { # Close in power
|
||||
scope:actor.current_strength_ninety_percent_value > scope:recipient.current_military_strength
|
||||
scope:actor.current_military_strength < scope:recipient.current_strength_ninety_percent_value
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
|
||||
bp2_yearly_6203_levy_size = {
|
||||
value = 250
|
||||
multiply = {
|
||||
value = 0
|
||||
add = scope:home_court.primary_title.tier
|
||||
if = {
|
||||
limit = {
|
||||
scope:home_court.culture = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:home_court.culture = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
subtract = 1
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
bp2_yearly_6203_skirmishers_size = {
|
||||
value = 1
|
||||
multiply = {
|
||||
value = 0
|
||||
add = scope:home_court.primary_title.tier
|
||||
if = {
|
||||
limit = {
|
||||
scope:home_court.culture = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:home_court.culture = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
subtract = 1
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
# Determine how much Prestige the Warden receives
|
||||
# root - hostage
|
||||
# scope:warden - warden
|
||||
# scope:home_court - home court
|
||||
hostage_prestige_income_value = {
|
||||
# Defines
|
||||
# < 20 - 0.1 per month
|
||||
# 20-49 - 0.5 per month
|
||||
# >= 50 - 1 per month
|
||||
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
# No gain within dynasty
|
||||
bp2_hostage_benefits_valid_trigger = yes
|
||||
}
|
||||
# Dynasty Level Difference
|
||||
if = {
|
||||
limit = { bp2_warden_dynasty_renown_lower_trigger = { WARDEN = scope:warden HOME_COURT = home_court } }
|
||||
add = {
|
||||
value = scope:home_court.dynasty.dynasty_prestige_level
|
||||
subtract = scope:warden.dynasty.dynasty_prestige_level
|
||||
min = 1
|
||||
multiply = 15
|
||||
desc = HOSTAGE_DYNASTY_PRESTIGE_LEVEL_DIFFERENCES
|
||||
}
|
||||
}
|
||||
# Tier Difference
|
||||
if = {
|
||||
limit = { bp2_warden_title_tier_lower_trigger = { WARDEN = scope:warden HOME_COURT = home_court } }
|
||||
add = {
|
||||
value = scope:home_court.primary_title.tier
|
||||
subtract = scope:warden.primary_title.tier
|
||||
min = 1
|
||||
multiply = 15
|
||||
desc = HOSTAGE_TIER_DIFFERENCES_REASON
|
||||
}
|
||||
}
|
||||
# Prestige Level Difference
|
||||
if = {
|
||||
limit = { bp2_warden_prestige_level_lower_trigger = { WARDEN = scope:warden HOME_COURT = home_court } }
|
||||
add = {
|
||||
value = scope:home_court.prestige_level
|
||||
subtract = scope:warden.prestige_level
|
||||
min = 1
|
||||
multiply = 15
|
||||
desc = HOSTAGE_PRESTIGE_DIFFERENCES_REASON
|
||||
}
|
||||
}
|
||||
# Hostage from Liege or above
|
||||
if = {
|
||||
limit = {
|
||||
scope:home_court = { is_liege_or_above_of = scope:warden }
|
||||
}
|
||||
add = {
|
||||
value = 15
|
||||
desc = HOSTAGE_LIEGE_OF_WARDEN
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:warden = { has_character_flag = halved_hostage_prestige_income }
|
||||
}
|
||||
add = -25
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Determines how much Piety the Warden receives
|
||||
# root - hostage
|
||||
# scope:warden - warden
|
||||
# scope:home_court - home court
|
||||
hostage_piety_income_value = {
|
||||
# Defines
|
||||
# < 20 - 0.1 per month
|
||||
# 20-49 - 0.5 per month
|
||||
# >= 50 - 1 per month
|
||||
|
||||
value = 0
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
# No gain within same dynasty
|
||||
bp2_hostage_benefits_valid_trigger = yes
|
||||
# Piety gain only for lower renown or rank
|
||||
OR = {
|
||||
bp2_warden_dynasty_renown_lower_trigger = {
|
||||
WARDEN = scope:warden
|
||||
HOME_COURT = scope:home_court
|
||||
}
|
||||
bp2_warden_title_tier_lower_trigger = {
|
||||
WARDEN = scope:warden
|
||||
HOME_COURT = scope:home_court
|
||||
}
|
||||
}
|
||||
}
|
||||
# Faith Hostility
|
||||
if = {
|
||||
limit = { scope:warden.faith != scope:home_court.faith }
|
||||
if = {
|
||||
limit = {
|
||||
scope:warden.faith = {
|
||||
faith_hostility_level = {
|
||||
target = scope:home_court.faith
|
||||
value = faith_hostile_level
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:warden.faith = {
|
||||
faith_hostility_level = {
|
||||
target = scope:home_court.faith
|
||||
value = faith_evil_level
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
}
|
||||
# Dynasty Renown Difference
|
||||
if = {
|
||||
limit = { bp2_warden_dynasty_renown_lower_trigger = { WARDEN = scope:warden HOME_COURT = home_court } }
|
||||
add = 10
|
||||
}
|
||||
# Title Difference
|
||||
if = {
|
||||
limit = { bp2_warden_title_tier_lower_trigger = { WARDEN = scope:warden HOME_COURT = home_court } }
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Determines how much Renown the Warden's Dynasty receives
|
||||
# root - hostage
|
||||
# scope:warden - warden
|
||||
# scope:home_court - home court
|
||||
hostage_renown_income_value = {
|
||||
# Defines
|
||||
# < 20 - nothing
|
||||
# 20-49 - 0.25 per month
|
||||
# >= 50 - 0.5 per month
|
||||
|
||||
value = 0
|
||||
|
||||
if = {
|
||||
limit = { bp2_hostage_benefits_valid_trigger = yes } # No gain within same dynasty
|
||||
# Dynasty Renown Difference
|
||||
if = {
|
||||
limit = { bp2_warden_dynasty_renown_lower_trigger = { WARDEN = scope:warden HOME_COURT = home_court } }
|
||||
add = {
|
||||
value = scope:home_court.dynasty.dynasty_prestige_level
|
||||
subtract = scope:warden.dynasty.dynasty_prestige_level
|
||||
min = 1
|
||||
multiply = 20
|
||||
desc = HOSTAGE_DYNASTY_PRESTIGE_LEVEL_DIFFERENCES
|
||||
}
|
||||
}
|
||||
# Title Tier Difference
|
||||
if = {
|
||||
limit = { bp2_warden_title_tier_lower_trigger = { WARDEN = scope:warden HOME_COURT = home_court } }
|
||||
add = {
|
||||
value = scope:home_court.primary_title.tier
|
||||
subtract = scope:warden.primary_title.tier
|
||||
min = 1
|
||||
multiply = 10
|
||||
desc = HOSTAGE_TIER_DIFFERENCES_REASON
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Sorts hostages by relevance in various character lists
|
||||
# root - hostage
|
||||
hostage_value = {
|
||||
value = 0
|
||||
# Age inversed, younger is better, over 25 is bad
|
||||
if = {
|
||||
limit = { age != 25 }
|
||||
add = {
|
||||
value = 25
|
||||
subtract = age
|
||||
}
|
||||
desc = HOSTAGE_AGE_REASON
|
||||
}
|
||||
# Bonus for young children
|
||||
if = {
|
||||
limit = { age <= 12 }
|
||||
add = {
|
||||
value = 10
|
||||
desc = HOSTAGE_CHILD_REASON
|
||||
}
|
||||
}
|
||||
# Bonus for own children
|
||||
if = {
|
||||
limit = { is_child_of = scope:home_court }
|
||||
add = {
|
||||
value = 20
|
||||
desc = HOSTAGE_OWN_CHILD_REASON
|
||||
}
|
||||
}
|
||||
# Bonus for own grandchildren
|
||||
else_if = {
|
||||
limit = { is_grandchild_of = scope:home_court }
|
||||
add = {
|
||||
value = 10
|
||||
desc = HOSTAGE_OWN_GRANDCHILD_REASON
|
||||
}
|
||||
}
|
||||
# Line of succession
|
||||
if = {
|
||||
limit = { is_heir_of = scope:home_court }
|
||||
add = {
|
||||
value = 10
|
||||
scope:home_court.primary_title = {
|
||||
if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:hostage value = 1 }
|
||||
}
|
||||
add = 90
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:hostage value = 2 }
|
||||
}
|
||||
add = 40
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
place_in_line_of_succession = { target = scope:hostage value = 3 }
|
||||
}
|
||||
add = 15
|
||||
}
|
||||
}
|
||||
desc = HOSTAGE_SUCCESSION_PLACE_REASON
|
||||
}
|
||||
}
|
||||
# Non-inheriting
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait_with_flag = can_not_marry
|
||||
switch = {
|
||||
trigger = is_female
|
||||
yes = {
|
||||
scope:home_court = { has_realm_law = male_only_law }
|
||||
}
|
||||
no = {
|
||||
scope:home_court = { has_realm_law = female_only_law }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = -50
|
||||
desc = HOSTAGE_RECIPIENT_SEX_REASON
|
||||
}
|
||||
}
|
||||
# Sickly
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = sickly
|
||||
has_weak_physical_health_traits_trigger = yes
|
||||
has_short_disease_trigger = yes
|
||||
has_serious_disease_trigger = yes
|
||||
has_trait = incapable
|
||||
has_trait = infirm
|
||||
health <= poor_health
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = -25
|
||||
desc = HOSTAGE_SICK_REASON
|
||||
}
|
||||
}
|
||||
# Bad genes
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = physique_bad
|
||||
has_trait = intellect_bad
|
||||
has_trait = beauty_bad
|
||||
has_trait = inbred
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = -15
|
||||
desc = HOSTAGE_BAD_GENES_REASON
|
||||
}
|
||||
}
|
||||
# Good genes/healthy
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = physique_good
|
||||
has_trait = beauty_good
|
||||
has_trait = intellect_good
|
||||
has_trait = fecund
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 15
|
||||
desc = HOSTAGE_GOOD_GENES_REASON
|
||||
}
|
||||
}
|
||||
# Good genes/healthy
|
||||
if = {
|
||||
limit = { health >= good_health }
|
||||
add = {
|
||||
value = 10
|
||||
if = {
|
||||
limit = { health >= excellent_health }
|
||||
add = 10
|
||||
}
|
||||
desc = HOSTAGE_HEALTHY_REASON
|
||||
}
|
||||
}
|
||||
# Dynasty Level Difference
|
||||
if = {
|
||||
limit = { bp2_warden_dynasty_renown_lower_trigger = { WARDEN = scope:warden HOME_COURT = scope:home_court } }
|
||||
add = {
|
||||
value = scope:home_court.dynasty.dynasty_prestige_level
|
||||
subtract = scope:warden.dynasty.dynasty_prestige_level
|
||||
min = 1
|
||||
multiply = 20
|
||||
desc = HOSTAGE_RENOWN_DIFFERENCES_REASON
|
||||
}
|
||||
}
|
||||
# Tier Difference
|
||||
if = {
|
||||
limit = { bp2_warden_title_tier_lower_trigger = { WARDEN = scope:warden HOME_COURT = scope:home_court } }
|
||||
add = {
|
||||
value = scope:home_court.primary_title.tier
|
||||
subtract = scope:warden.primary_title.tier
|
||||
min = 1
|
||||
multiply = 20
|
||||
desc = HOSTAGE_TIER_DIFFERENCES_REASON
|
||||
}
|
||||
}
|
||||
# Prestige Level Difference
|
||||
if = {
|
||||
limit = { bp2_warden_prestige_level_lower_trigger = { WARDEN = scope:warden HOME_COURT = scope:home_court } }
|
||||
add = {
|
||||
value = scope:home_court.prestige_level
|
||||
subtract = scope:warden.prestige_level
|
||||
min = 1
|
||||
multiply = 20
|
||||
desc = HOSTAGE_PRESTIGE_DIFFERENCES_REASON
|
||||
}
|
||||
}
|
||||
# Independence
|
||||
if = {
|
||||
limit = {
|
||||
scope:home_court = { is_independent_ruler = yes }
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
desc = HOSTAGE_HOME_COURT_INDEPENDENT_RULER_REASON
|
||||
}
|
||||
}
|
||||
# Neighboring
|
||||
if = {
|
||||
limit = {
|
||||
scope:home_court = { character_is_land_realm_neighbor = scope:warden }
|
||||
}
|
||||
add = {
|
||||
value = 10
|
||||
desc = HOSTAGE_HOME_COURT_NEIGHBORING_RULER_REASON
|
||||
}
|
||||
}
|
||||
# Hostage from Liege or above
|
||||
if = {
|
||||
limit = {
|
||||
scope:home_court = { is_liege_or_above_of = scope:warden }
|
||||
}
|
||||
add = {
|
||||
value = 50
|
||||
desc = HOSTAGE_HOME_COURT_LIEGE_REASON
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Positive actor interaction
|
||||
interaction_actor_hostage_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:secondary_actor }
|
||||
scope:actor = { save_temporary_scope_as = home_court }
|
||||
scope:recipient = { save_temporary_scope_as = warden }
|
||||
scope:secondary_actor = { save_temporary_scope_as = hostage }
|
||||
add = scope:hostage.hostage_value
|
||||
ceiling = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Negative recipient interaction
|
||||
interaction_recipient_hostage_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:secondary_recipient }
|
||||
scope:actor = { save_temporary_scope_as = warden }
|
||||
scope:recipient = { save_temporary_scope_as = home_court }
|
||||
scope:secondary_recipient = { save_temporary_scope_as = hostage }
|
||||
add = scope:hostage.hostage_value
|
||||
floor = yes
|
||||
multiply = -1 # Negative as hostage value makes home court more reluctant
|
||||
}
|
||||
}
|
||||
|
||||
# Positive actor interaction
|
||||
war_actor_hostage_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:secondary_actor }
|
||||
scope:actor = { save_temporary_scope_as = home_court }
|
||||
scope:recipient = { save_temporary_scope_as = warden }
|
||||
scope:secondary_actor = { save_temporary_scope_as = hostage }
|
||||
add = scope:hostage.hostage_value
|
||||
ceiling = yes
|
||||
}
|
||||
if = { # Cowardly characters more willing to use hostages
|
||||
limit = {
|
||||
exists = scope:warden
|
||||
scope:warden.ai_boldness < 0
|
||||
}
|
||||
add = {
|
||||
value = scope:warden.ai_boldness
|
||||
multiply = 0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_BOLDNESS
|
||||
}
|
||||
if = { # Compassionate characters are less willing to use hostages
|
||||
limit = {
|
||||
exists = scope:warden
|
||||
scope:warden.ai_compassion > 0
|
||||
}
|
||||
add = {
|
||||
value = scope:warden.ai_compassion
|
||||
multiply = -0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_COMPASSION
|
||||
}
|
||||
if = { # Greedy characters are more willing to gain but not give hostage
|
||||
limit = {
|
||||
exists = scope:warden
|
||||
scope:warden.ai_greed != 0
|
||||
}
|
||||
add = {
|
||||
value = scope:warden.ai_greed
|
||||
multiply = 0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_GREED
|
||||
}
|
||||
if = { # Honorable characters are more willing to use hostages, dishonorable only to take them
|
||||
limit = {
|
||||
exists = scope:warden
|
||||
scope:warden.ai_honor != 0
|
||||
}
|
||||
add = {
|
||||
value = scope:warden.ai_honor
|
||||
if = {
|
||||
limit = { scope:warden.ai_honor < 0 }
|
||||
multiply = -0.2
|
||||
}
|
||||
else = { multiply = 0.2 }
|
||||
}
|
||||
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_HONOR
|
||||
}
|
||||
if = { # Honorable characters are more willing to use hostages, dishonorable only when to take them
|
||||
limit = {
|
||||
exists = scope:home_court
|
||||
scope:home_court.ai_honor > 0
|
||||
exists = scope:warden
|
||||
scope:home_court = { is_vassal_of = scope:warden }
|
||||
scope:warden = { has_realm_law_flag = vassal_refusal_is_treason }
|
||||
}
|
||||
add = {
|
||||
value = scope:home_court.ai_honor
|
||||
if = {
|
||||
limit = { scope:warden.ai_honor < 0 }
|
||||
multiply = -0.2
|
||||
}
|
||||
else = { multiply = 0.2 }
|
||||
}
|
||||
desc = HOSTAGE_REALM_LAW_REASON
|
||||
}
|
||||
if = { # Rational characters are more willing to use hostages
|
||||
limit = {
|
||||
exists = scope:warden
|
||||
scope:warden.ai_rationality != 0
|
||||
}
|
||||
add = {
|
||||
value = scope:warden.ai_rationality
|
||||
multiply = 0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_RATIONALITY
|
||||
}
|
||||
if = { # Special trait bonus
|
||||
limit = {
|
||||
scope:home_court = { has_trait = education_diplomacy_5 }
|
||||
}
|
||||
add = {
|
||||
value = 50
|
||||
}
|
||||
desc = HOSTAGE_HOME_COURT_EDUCATION_REASON
|
||||
}
|
||||
divide = 10
|
||||
min = 1
|
||||
max = {
|
||||
value = 15
|
||||
if = {
|
||||
limit = {
|
||||
scope:home_court = { has_trait = education_diplomacy_5 }
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
|
||||
# Negative recipient interaction
|
||||
war_recipient_hostage_value = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:secondary_recipient }
|
||||
scope:actor = { save_temporary_scope_as = warden }
|
||||
scope:recipient = { save_temporary_scope_as = home_court }
|
||||
scope:secondary_recipient = { save_temporary_scope_as = hostage }
|
||||
add = scope:hostage.hostage_value
|
||||
floor = yes
|
||||
multiply = -1 # Negative as hostage value makes home court more reluctant
|
||||
}
|
||||
# -7
|
||||
if = { # Cowardly characters more willing to use hostages
|
||||
limit = {
|
||||
exists = scope:home_court
|
||||
scope:home_court.ai_boldness < 0
|
||||
}
|
||||
add = {
|
||||
value = scope:home_court.ai_boldness
|
||||
multiply = -0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_BOLDNESS
|
||||
}
|
||||
if = { # Compassionate characters are less willing to use hostages
|
||||
limit = {
|
||||
exists = scope:home_court
|
||||
scope:home_court.ai_compassion > 0
|
||||
}
|
||||
add = {
|
||||
value = scope:home_court.ai_compassion
|
||||
multiply = -0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_COMPASSION
|
||||
}
|
||||
if = { # Greedy characters are more willing to gain but not give hostage
|
||||
limit = {
|
||||
exists = scope:home_court
|
||||
scope:home_court.ai_greed != 0
|
||||
}
|
||||
add = {
|
||||
value = scope:home_court.ai_greed
|
||||
multiply = -0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_GREED
|
||||
}
|
||||
if = { # Honorable characters are more willing to use hostages, dishonorable only to take them
|
||||
limit = {
|
||||
exists = scope:home_court
|
||||
scope:home_court.ai_honor != 0
|
||||
}
|
||||
add = {
|
||||
value = scope:home_court.ai_honor
|
||||
multiply = 0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_HONOR
|
||||
}
|
||||
if = { # Honorable characters are more willing to use hostages, dishonorable only when to take them
|
||||
limit = {
|
||||
exists = scope:home_court
|
||||
scope:home_court.ai_honor > 0
|
||||
exists = scope:warden
|
||||
scope:home_court = { is_vassal_of = scope:warden }
|
||||
scope:warden = { has_realm_law_flag = vassal_refusal_is_treason }
|
||||
}
|
||||
add = {
|
||||
value = scope:home_court.ai_honor
|
||||
multiply = 0.2
|
||||
}
|
||||
desc = HOSTAGE_REALM_LAW_REASON
|
||||
}
|
||||
if = { # Rational characters are more willing to use hostages
|
||||
limit = {
|
||||
exists = scope:home_court
|
||||
scope:home_court.ai_rationality != 0
|
||||
}
|
||||
add = {
|
||||
value = scope:home_court.ai_rationality
|
||||
multiply = 0.2
|
||||
}
|
||||
desc = HOSTAGE_AI_VALUE_MODIFIER_RATIONALITY
|
||||
}
|
||||
divide = 10
|
||||
max = -1
|
||||
min = -15
|
||||
round = yes
|
||||
}
|
||||
|
||||
# Negative recipient interaction
|
||||
interaction_relative_hostage_value = {
|
||||
value = 0
|
||||
add = interaction_actor_hostage_value
|
||||
subtract = interaction_recipient_hostage_value
|
||||
round = yes
|
||||
}
|
||||
|
||||
# Negative recipient interaction
|
||||
call_to_arms_hostage_value = {
|
||||
home_court = { save_temporary_scope_as = home_court }
|
||||
warden = { save_temporary_scope_as = warden }
|
||||
save_temporary_scope_as = hostage
|
||||
value = hostage_value
|
||||
}
|
||||
|
||||
bp2_hostage_loyalty_hook_chance_value = {
|
||||
value = 20
|
||||
# Time - max +35
|
||||
if = {
|
||||
limit = {
|
||||
hostage_duration = { years >= 2 }
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
hostage_duration = { years >= 4 }
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
hostage_duration = { years >= 6 }
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
hostage_duration = { years >= 8 }
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
hostage_duration = { years >= 10 }
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
hostage_duration = { years >= 14 }
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
# Traits - max +30
|
||||
if = {
|
||||
limit = { has_trait = loyal }
|
||||
add = 10
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_trait = disloyal }
|
||||
add = -10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = trusting }
|
||||
add = 10
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_trait = paranoid }
|
||||
add = -10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = just }
|
||||
add = 10
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_trait = arbitrary }
|
||||
add = -10
|
||||
}
|
||||
# Opinion - max +33
|
||||
if = {
|
||||
limit = { exists = scope:warden_opinion }
|
||||
add = {
|
||||
value = scope:warden_opinion
|
||||
multiply = 0.33
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
hostage_adulthood_retained_halved_prestige_duration_value = 10
|
||||
|
||||
offer_hostage_military_strength_value = {
|
||||
value = current_military_strength
|
||||
multiply = 1.5
|
||||
}
|
||||
|
||||
demand_hostage_military_strength_value = {
|
||||
value = current_military_strength
|
||||
multiply = 0.65
|
||||
}
|
||||
|
||||
hostage_tier_check_value = {
|
||||
value = highest_held_title_tier
|
||||
subtract = 1
|
||||
min = tier_county
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -1,250 +0,0 @@
|
|||
wayfarer_the_real_threat_value = {
|
||||
value = 1
|
||||
if = {
|
||||
limit = { is_landed = yes }
|
||||
add = {
|
||||
add = 100
|
||||
multiply = primary_title.tier
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { has_relation_rival = root }
|
||||
add = 100
|
||||
}
|
||||
if = {
|
||||
limit = { is_close_family_of = root }
|
||||
add = 100
|
||||
}
|
||||
if = {
|
||||
limit = { has_any_court_position = yes }
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
|
||||
max_regiment_count_plus_one = {
|
||||
value = maa_regiments_max_count
|
||||
add = 1
|
||||
}
|
||||
|
||||
battle_poi_number_value = {
|
||||
value = 3000
|
||||
if = {
|
||||
limit = {
|
||||
current_year > 1400
|
||||
}
|
||||
multiply = 6
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
current_year > 1300
|
||||
}
|
||||
multiply = 5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
current_year > 1200
|
||||
}
|
||||
multiply = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
current_year > 1100
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
current_year > 1000
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
|
||||
inspection_levy_reward_value = {
|
||||
value = 150
|
||||
multiply = {
|
||||
value = root.highest_held_title_tier
|
||||
subtract = 1
|
||||
}
|
||||
multiply = {
|
||||
value = current_year
|
||||
subtract = 900
|
||||
divide = 100
|
||||
floor = yes
|
||||
}
|
||||
min = 100
|
||||
max = 2000
|
||||
}
|
||||
|
||||
extra_building_resources_value = {
|
||||
value = 0
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = extra_building_resources
|
||||
}
|
||||
add = var:extra_building_resources
|
||||
}
|
||||
min = 1
|
||||
|
||||
desc = MODIFIER_DEFINITION_EXTRA_BUILDING_RESOURCES
|
||||
}
|
||||
|
||||
court_brewmaster_multiplier = {
|
||||
value = 1
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
any_court_position_holder = {
|
||||
type = court_brewmaster_court_position
|
||||
aptitude = {
|
||||
court_position = court_brewmaster_court_position
|
||||
value >= 4
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_court_position_holder = {
|
||||
type = court_brewmaster_court_position
|
||||
aptitude = {
|
||||
court_position = court_brewmaster_court_position
|
||||
value >= 3
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_court_position_holder = {
|
||||
type = court_brewmaster_court_position
|
||||
aptitude = {
|
||||
court_position = court_brewmaster_court_position
|
||||
value >= 2
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.15
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_court_position_holder = {
|
||||
type = court_brewmaster_court_position
|
||||
aptitude = {
|
||||
court_position = court_brewmaster_court_position
|
||||
value >= 1
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
any_court_position_holder = {
|
||||
type = court_brewmaster_court_position
|
||||
}
|
||||
}
|
||||
multiply = 1.05
|
||||
}
|
||||
}
|
||||
|
||||
brewery_counter_value = {
|
||||
value = current_year
|
||||
|
||||
scope:brewery_county ?= {
|
||||
subtract = var:brewery_counter_var
|
||||
}
|
||||
}
|
||||
|
||||
brewery_counter_25 = {
|
||||
value = current_year
|
||||
subtract = var:brewery_counter_var
|
||||
|
||||
divide = 25
|
||||
floor = yes
|
||||
multiply = 25
|
||||
}
|
||||
|
||||
church_investment_value = {
|
||||
value = current_year
|
||||
|
||||
subtract = var:church_investment_year_var
|
||||
|
||||
divide = 2
|
||||
ceiling = yes
|
||||
min = 1
|
||||
|
||||
desc = MODIFIER_DEFINITION_CHURCH_INVESTMENTS
|
||||
}
|
||||
|
||||
of_the_people_perk_value = {
|
||||
value = 0
|
||||
add = diplomacy
|
||||
multiply = 10
|
||||
min = 50
|
||||
}
|
||||
|
||||
bosporan_kingdom_modifier_scale_value = {
|
||||
value = 1
|
||||
every_house_member = {
|
||||
every_held_title = {
|
||||
limit = {
|
||||
tier = tier_county
|
||||
title_province = { geographical_region = black_sea_coast_region }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
max = 15
|
||||
|
||||
desc = MODIFIER_DEFINITION_BOSPORAN_KINGDOM
|
||||
}
|
||||
|
||||
tally_current_followers = {
|
||||
value = 0
|
||||
|
||||
every_courtier_or_guest = {
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
tally_roll_of_patrons = {
|
||||
value = 0
|
||||
|
||||
every_contact = {
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
camp_pavillion_level = {
|
||||
value = 0
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
domicile ?= { has_domicile_building_or_higher = camp_main_01 }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
domicile ?= { has_domicile_building_or_higher = camp_main_02 }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
domicile ?= { has_domicile_building_or_higher = camp_main_03 }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
domicile ?= { has_domicile_building_or_higher = camp_main_04 }
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,474 +0,0 @@
|
|||
###################
|
||||
# NOMAD YURT VALUES #
|
||||
###################
|
||||
|
||||
# Beware, this file is full of MATH!
|
||||
|
||||
###############################
|
||||
#AI VALUES
|
||||
|
||||
nomadic_capital_literally_invaluable_building = {
|
||||
value = 1000
|
||||
}
|
||||
|
||||
nomadic_capital_extremely_important_building = {
|
||||
value = 100
|
||||
}
|
||||
|
||||
nomadic_capital_very_important_building = {
|
||||
value = 15
|
||||
}
|
||||
|
||||
nomadic_capital_main_building_1 = {
|
||||
value = 8
|
||||
}
|
||||
|
||||
nomadic_capital_main_building_2 = {
|
||||
value = 7
|
||||
if = {
|
||||
limit = {
|
||||
owner = {
|
||||
short_term_gold >= yurt_main_building_gold_cost_tier_2
|
||||
prestige >= yurt_main_building_prestige_cost_tier_2
|
||||
}
|
||||
herd >= yurt_main_building_herd_cost_tier_2
|
||||
}
|
||||
add = 4
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
herd >= {
|
||||
value = max_herd
|
||||
multiply = 0.9
|
||||
}
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_capital_main_building_3 = {
|
||||
value = 6
|
||||
if = {
|
||||
limit = {
|
||||
owner = {
|
||||
short_term_gold >= yurt_main_building_gold_cost_tier_3
|
||||
prestige >= yurt_main_building_prestige_cost_tier_3
|
||||
}
|
||||
herd >= yurt_main_building_herd_cost_tier_3
|
||||
}
|
||||
add = 4
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
herd >= {
|
||||
value = max_herd
|
||||
multiply = 0.9
|
||||
}
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_capital_main_building_4 = {
|
||||
value = 5
|
||||
if = {
|
||||
limit = {
|
||||
owner = {
|
||||
short_term_gold >= yurt_main_building_gold_cost_tier_4
|
||||
prestige >= yurt_main_building_prestige_cost_tier_4
|
||||
}
|
||||
herd >= yurt_main_building_herd_cost_tier_4
|
||||
}
|
||||
add = 4
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
herd >= {
|
||||
value = max_herd
|
||||
multiply = 0.9
|
||||
}
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_capital_main_building_5 = {
|
||||
value = 4
|
||||
if = {
|
||||
limit = {
|
||||
owner = {
|
||||
short_term_gold >= yurt_main_building_gold_cost_tier_5
|
||||
prestige >= yurt_main_building_prestige_cost_tier_5
|
||||
}
|
||||
herd >= yurt_main_building_herd_cost_tier_5
|
||||
}
|
||||
add = 4
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
herd >= {
|
||||
value = max_herd
|
||||
multiply = 0.9
|
||||
}
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_capital_main_building_6 = {
|
||||
value = 3
|
||||
if = {
|
||||
limit = {
|
||||
owner = {
|
||||
short_term_gold >= yurt_main_building_gold_cost_tier_6
|
||||
prestige >= yurt_main_building_prestige_cost_tier_6
|
||||
}
|
||||
herd >= yurt_main_building_herd_cost_tier_6
|
||||
}
|
||||
add = 4
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
herd >= {
|
||||
value = max_herd
|
||||
multiply = 0.9
|
||||
}
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
}
|
||||
|
||||
nomadic_capital_interior_building_1 = {
|
||||
value = 9
|
||||
}
|
||||
|
||||
nomadic_capital_interior_building_2 = {
|
||||
value = 8
|
||||
}
|
||||
|
||||
nomadic_capital_interior_building_3 = {
|
||||
value = 7
|
||||
}
|
||||
|
||||
nomadic_capital_interior_building_4 = {
|
||||
value = 6
|
||||
}
|
||||
|
||||
nomadic_capital_interior_building_5 = {
|
||||
value = 5
|
||||
}
|
||||
|
||||
nomadic_capital_interior_building_6 = {
|
||||
value = 4
|
||||
}
|
||||
|
||||
nomadic_capital_interior_building_7 = {
|
||||
value = 3
|
||||
}
|
||||
|
||||
nomadic_capital_interior_building_8 = {
|
||||
value = 2
|
||||
}
|
||||
|
||||
nomadic_capital_exterior_building_1 = {
|
||||
value = 11
|
||||
}
|
||||
|
||||
nomadic_capital_exterior_building_2 = {
|
||||
value = 7
|
||||
}
|
||||
|
||||
nomadic_capital_exterior_building_3 = {
|
||||
value = 6
|
||||
}
|
||||
|
||||
nomadic_capital_exterior_building_4 = {
|
||||
value = 5
|
||||
}
|
||||
|
||||
nomadic_capital_exterior_building_5 = {
|
||||
value = 4
|
||||
}
|
||||
|
||||
nomadic_capital_exterior_building_6 = {
|
||||
value = 3
|
||||
}
|
||||
|
||||
nomadic_capital_exterior_building_7 = {
|
||||
value = 2
|
||||
}
|
||||
|
||||
nomadic_capital_exterior_building_8 = {
|
||||
value = 4
|
||||
}
|
||||
|
||||
###################################
|
||||
# Construction Cost
|
||||
# NOTE: the costs are designed with different progression. The early tiers are cheap and cost mostly herd, the higher cost more and more prestige, then skyrocket with gold cost
|
||||
|
||||
# Control mult values
|
||||
# They follow the equation Xn = A*X(n-1)+ B^(n-1)*(increase_value), X1 = base_value + increase_value
|
||||
# Set them all to 1 to get your standard, boring like your life, linear progression
|
||||
|
||||
@yurt_building_herd_mult_A = 1
|
||||
@yurt_building_herd_mult_B = 1
|
||||
|
||||
@yurt_building_prestige_mult_A = 1.1
|
||||
@yurt_building_prestige_mult_B = 0.8
|
||||
|
||||
@yurt_building_gold_mult_A = 0.6
|
||||
@yurt_building_gold_mult_B = 1.6
|
||||
|
||||
#main building control costs
|
||||
|
||||
@yurt_main_building_herd_base_cost = 200
|
||||
@yurt_main_building_herd_increase_cost = 200
|
||||
|
||||
@yurt_main_building_prestige_base_cost = 40
|
||||
@yurt_main_building_prestige_increase_cost = 80
|
||||
|
||||
@yurt_main_building_gold_base_cost = 100
|
||||
@yurt_main_building_gold_increase_cost = 40
|
||||
|
||||
|
||||
#external building control costs
|
||||
|
||||
@yurt_external_building_herd_base_cost = 200
|
||||
@yurt_external_building_herd_increase_cost = 100
|
||||
|
||||
@yurt_external_building_prestige_base_cost = 15
|
||||
@yurt_external_building_prestige_increase_cost = 45
|
||||
|
||||
@yurt_external_building_gold_base_cost = 0
|
||||
@yurt_external_building_gold_increase_cost = 20
|
||||
|
||||
|
||||
#internal building control costs
|
||||
|
||||
@yurt_internal_building_herd_base_cost = 100
|
||||
@yurt_internal_building_herd_increase_cost = 50
|
||||
|
||||
@yurt_internal_building_prestige_base_cost = 8
|
||||
@yurt_internal_building_prestige_increase_cost = 24
|
||||
|
||||
@yurt_internal_building_gold_base_cost = 4
|
||||
@yurt_internal_building_gold_increase_cost = 8
|
||||
|
||||
###################################
|
||||
# Construction herd values
|
||||
|
||||
# main yurt
|
||||
|
||||
@yurt_main_building_herd_cost_1 = @[yurt_main_building_herd_base_cost + yurt_main_building_herd_increase_cost]
|
||||
@yurt_main_building_herd_cost_2 = @[yurt_building_herd_mult_A*yurt_main_building_herd_cost_1 + yurt_building_herd_mult_B*yurt_main_building_herd_increase_cost]
|
||||
@yurt_main_building_herd_cost_3 = @[yurt_building_herd_mult_A*yurt_main_building_herd_cost_2 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_main_building_herd_increase_cost]
|
||||
@yurt_main_building_herd_cost_4 = @[yurt_building_herd_mult_A*yurt_main_building_herd_cost_3 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_main_building_herd_increase_cost]
|
||||
@yurt_main_building_herd_cost_5 = @[yurt_building_herd_mult_A*yurt_main_building_herd_cost_4 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_main_building_herd_increase_cost]
|
||||
@yurt_main_building_herd_cost_6 = @[yurt_building_herd_mult_A*yurt_main_building_herd_cost_5 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_main_building_herd_increase_cost]
|
||||
|
||||
|
||||
# external yurts
|
||||
|
||||
@yurt_external_building_herd_cost_1 = @[yurt_external_building_herd_base_cost + yurt_external_building_herd_increase_cost]
|
||||
@yurt_external_building_herd_cost_2 = @[yurt_building_herd_mult_A*yurt_external_building_herd_cost_1 + yurt_building_herd_mult_B*yurt_external_building_herd_increase_cost]
|
||||
@yurt_external_building_herd_cost_3 = @[yurt_building_herd_mult_A*yurt_external_building_herd_cost_2 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_external_building_herd_increase_cost]
|
||||
@yurt_external_building_herd_cost_4 = @[yurt_building_herd_mult_A*yurt_external_building_herd_cost_3 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_external_building_herd_increase_cost]
|
||||
@yurt_external_building_herd_cost_5 = @[yurt_building_herd_mult_A*yurt_external_building_herd_cost_4 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_external_building_herd_increase_cost]
|
||||
@yurt_external_building_herd_cost_6 = @[yurt_building_herd_mult_A*yurt_external_building_herd_cost_5 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_external_building_herd_increase_cost]
|
||||
|
||||
|
||||
# internal yurts
|
||||
|
||||
@yurt_internal_building_herd_cost_1 = @[yurt_internal_building_herd_base_cost + yurt_internal_building_herd_increase_cost]
|
||||
@yurt_internal_building_herd_cost_2 = @[yurt_building_herd_mult_A*yurt_internal_building_herd_cost_1 + yurt_building_herd_mult_B*yurt_internal_building_herd_increase_cost]
|
||||
@yurt_internal_building_herd_cost_3 = @[yurt_building_herd_mult_A*yurt_internal_building_herd_cost_2 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_internal_building_herd_increase_cost]
|
||||
@yurt_internal_building_herd_cost_4 = @[yurt_building_herd_mult_A*yurt_internal_building_herd_cost_3 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_internal_building_herd_increase_cost]
|
||||
@yurt_internal_building_herd_cost_5 = @[yurt_building_herd_mult_A*yurt_internal_building_herd_cost_4 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_internal_building_herd_increase_cost]
|
||||
@yurt_internal_building_herd_cost_6 = @[yurt_building_herd_mult_A*yurt_internal_building_herd_cost_5 + yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_building_herd_mult_B*yurt_internal_building_herd_increase_cost]
|
||||
|
||||
###################################
|
||||
# Construction prestige values
|
||||
|
||||
# main yurt
|
||||
|
||||
@yurt_main_building_prestige_cost_1 = @[yurt_main_building_prestige_base_cost + yurt_main_building_prestige_increase_cost]
|
||||
@yurt_main_building_prestige_cost_2 = @[yurt_building_prestige_mult_A*yurt_main_building_prestige_cost_1 + yurt_building_prestige_mult_B*yurt_main_building_prestige_increase_cost]
|
||||
@yurt_main_building_prestige_cost_3 = @[yurt_building_prestige_mult_A*yurt_main_building_prestige_cost_2 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_main_building_prestige_increase_cost]
|
||||
@yurt_main_building_prestige_cost_4 = @[yurt_building_prestige_mult_A*yurt_main_building_prestige_cost_3 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_main_building_prestige_increase_cost]
|
||||
@yurt_main_building_prestige_cost_5 = @[yurt_building_prestige_mult_A*yurt_main_building_prestige_cost_4 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_main_building_prestige_increase_cost]
|
||||
@yurt_main_building_prestige_cost_6 = @[yurt_building_prestige_mult_A*yurt_main_building_prestige_cost_5 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_main_building_prestige_increase_cost]
|
||||
|
||||
|
||||
# external yurts
|
||||
|
||||
@yurt_external_building_prestige_cost_1 = @[yurt_external_building_prestige_base_cost + yurt_external_building_prestige_increase_cost]
|
||||
@yurt_external_building_prestige_cost_2 = @[yurt_building_prestige_mult_A*yurt_external_building_prestige_cost_1 + yurt_building_prestige_mult_B*yurt_external_building_prestige_increase_cost]
|
||||
@yurt_external_building_prestige_cost_3 = @[yurt_building_prestige_mult_A*yurt_external_building_prestige_cost_2 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_external_building_prestige_increase_cost]
|
||||
@yurt_external_building_prestige_cost_4 = @[yurt_building_prestige_mult_A*yurt_external_building_prestige_cost_3 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_external_building_prestige_increase_cost]
|
||||
@yurt_external_building_prestige_cost_5 = @[yurt_building_prestige_mult_A*yurt_external_building_prestige_cost_4 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_external_building_prestige_increase_cost]
|
||||
@yurt_external_building_prestige_cost_6 = @[yurt_building_prestige_mult_A*yurt_external_building_prestige_cost_5 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_external_building_prestige_increase_cost]
|
||||
|
||||
|
||||
# internal yurts
|
||||
|
||||
@yurt_internal_building_prestige_cost_1 = @[yurt_internal_building_prestige_base_cost + yurt_internal_building_prestige_increase_cost]
|
||||
@yurt_internal_building_prestige_cost_2 = @[yurt_building_prestige_mult_A*yurt_internal_building_prestige_cost_1 + yurt_building_prestige_mult_B*yurt_internal_building_prestige_increase_cost]
|
||||
@yurt_internal_building_prestige_cost_3 = @[yurt_building_prestige_mult_A*yurt_internal_building_prestige_cost_2 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_internal_building_prestige_increase_cost]
|
||||
@yurt_internal_building_prestige_cost_4 = @[yurt_building_prestige_mult_A*yurt_internal_building_prestige_cost_3 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_internal_building_prestige_increase_cost]
|
||||
@yurt_internal_building_prestige_cost_5 = @[yurt_building_prestige_mult_A*yurt_internal_building_prestige_cost_4 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_internal_building_prestige_increase_cost]
|
||||
@yurt_internal_building_prestige_cost_6 = @[yurt_building_prestige_mult_A*yurt_internal_building_prestige_cost_5 + yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_building_prestige_mult_B*yurt_internal_building_prestige_increase_cost]
|
||||
|
||||
|
||||
###################################
|
||||
# Construction gold values
|
||||
|
||||
# main yurt
|
||||
|
||||
@yurt_main_building_gold_cost_1 = @[yurt_main_building_gold_base_cost + yurt_main_building_gold_increase_cost]
|
||||
@yurt_main_building_gold_cost_2 = @[yurt_building_gold_mult_A*yurt_main_building_gold_cost_1 + yurt_building_gold_mult_B*yurt_main_building_gold_increase_cost]
|
||||
@yurt_main_building_gold_cost_3 = @[yurt_building_gold_mult_A*yurt_main_building_gold_cost_2 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_main_building_gold_increase_cost]
|
||||
@yurt_main_building_gold_cost_4 = @[yurt_building_gold_mult_A*yurt_main_building_gold_cost_3 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_main_building_gold_increase_cost]
|
||||
@yurt_main_building_gold_cost_5 = @[yurt_building_gold_mult_A*yurt_main_building_gold_cost_4 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_main_building_gold_increase_cost]
|
||||
@yurt_main_building_gold_cost_6 = @[yurt_building_gold_mult_A*yurt_main_building_gold_cost_5 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_main_building_gold_increase_cost]
|
||||
|
||||
|
||||
# external yurts
|
||||
|
||||
@yurt_external_building_gold_cost_1 = @[yurt_external_building_gold_base_cost + yurt_external_building_gold_increase_cost]
|
||||
@yurt_external_building_gold_cost_2 = @[yurt_building_gold_mult_A*yurt_external_building_gold_cost_1 + yurt_building_gold_mult_B*yurt_external_building_gold_increase_cost]
|
||||
@yurt_external_building_gold_cost_3 = @[yurt_building_gold_mult_A*yurt_external_building_gold_cost_2 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_external_building_gold_increase_cost]
|
||||
@yurt_external_building_gold_cost_4 = @[yurt_building_gold_mult_A*yurt_external_building_gold_cost_3 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_external_building_gold_increase_cost]
|
||||
@yurt_external_building_gold_cost_5 = @[yurt_building_gold_mult_A*yurt_external_building_gold_cost_4 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_external_building_gold_increase_cost]
|
||||
@yurt_external_building_gold_cost_6 = @[yurt_building_gold_mult_A*yurt_external_building_gold_cost_5 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_external_building_gold_increase_cost]
|
||||
|
||||
|
||||
# internal yurts
|
||||
|
||||
@yurt_internal_building_gold_cost_1 = @[yurt_internal_building_gold_base_cost + yurt_internal_building_gold_increase_cost]
|
||||
@yurt_internal_building_gold_cost_2 = @[yurt_building_gold_mult_A*yurt_internal_building_gold_cost_1 + yurt_building_gold_mult_B*yurt_internal_building_gold_increase_cost]
|
||||
@yurt_internal_building_gold_cost_3 = @[yurt_building_gold_mult_A*yurt_internal_building_gold_cost_2 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_internal_building_gold_increase_cost]
|
||||
@yurt_internal_building_gold_cost_4 = @[yurt_building_gold_mult_A*yurt_internal_building_gold_cost_3 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_internal_building_gold_increase_cost]
|
||||
@yurt_internal_building_gold_cost_5 = @[yurt_building_gold_mult_A*yurt_internal_building_gold_cost_4 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_internal_building_gold_increase_cost]
|
||||
@yurt_internal_building_gold_cost_6 = @[yurt_building_gold_mult_A*yurt_internal_building_gold_cost_5 + yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_building_gold_mult_B*yurt_internal_building_gold_increase_cost]
|
||||
|
||||
|
||||
|
||||
###################################
|
||||
# Getting the final values, no calculations
|
||||
|
||||
yurt_main_building_herd_cost_tier_1 = @yurt_main_building_herd_cost_1
|
||||
yurt_main_building_herd_cost_tier_2 = @yurt_main_building_herd_cost_2
|
||||
yurt_main_building_herd_cost_tier_3 = @yurt_main_building_herd_cost_3
|
||||
yurt_main_building_herd_cost_tier_4 = @yurt_main_building_herd_cost_4
|
||||
yurt_main_building_herd_cost_tier_5 = @yurt_main_building_herd_cost_5
|
||||
yurt_main_building_herd_cost_tier_6 = @yurt_main_building_herd_cost_6
|
||||
|
||||
yurt_external_building_herd_cost_tier_1 = @yurt_external_building_herd_cost_1
|
||||
yurt_external_building_herd_cost_tier_2 = @yurt_external_building_herd_cost_2
|
||||
yurt_external_building_herd_cost_tier_3 = @yurt_external_building_herd_cost_3
|
||||
yurt_external_building_herd_cost_tier_4 = @yurt_external_building_herd_cost_4
|
||||
yurt_external_building_herd_cost_tier_5 = @yurt_external_building_herd_cost_5
|
||||
yurt_external_building_herd_cost_tier_6 = @yurt_external_building_herd_cost_6
|
||||
|
||||
yurt_internal_building_herd_cost_tier_1 = @yurt_internal_building_herd_cost_1
|
||||
yurt_internal_building_herd_cost_tier_2 = @yurt_internal_building_herd_cost_2
|
||||
yurt_internal_building_herd_cost_tier_3 = @yurt_internal_building_herd_cost_3
|
||||
yurt_internal_building_herd_cost_tier_4 = @yurt_internal_building_herd_cost_4
|
||||
yurt_internal_building_herd_cost_tier_5 = @yurt_internal_building_herd_cost_5
|
||||
yurt_internal_building_herd_cost_tier_6 = @yurt_internal_building_herd_cost_6
|
||||
|
||||
yurt_main_building_prestige_cost_tier_1 = @yurt_main_building_prestige_cost_1
|
||||
yurt_main_building_prestige_cost_tier_2 = @yurt_main_building_prestige_cost_2
|
||||
yurt_main_building_prestige_cost_tier_3 = @yurt_main_building_prestige_cost_3
|
||||
yurt_main_building_prestige_cost_tier_4 = @yurt_main_building_prestige_cost_4
|
||||
yurt_main_building_prestige_cost_tier_5 = @yurt_main_building_prestige_cost_5
|
||||
yurt_main_building_prestige_cost_tier_6 = @yurt_main_building_prestige_cost_6
|
||||
|
||||
yurt_external_building_prestige_cost_tier_1 = @yurt_external_building_prestige_cost_1
|
||||
yurt_external_building_prestige_cost_tier_2 = @yurt_external_building_prestige_cost_2
|
||||
yurt_external_building_prestige_cost_tier_3 = @yurt_external_building_prestige_cost_3
|
||||
yurt_external_building_prestige_cost_tier_4 = @yurt_external_building_prestige_cost_4
|
||||
yurt_external_building_prestige_cost_tier_5 = @yurt_external_building_prestige_cost_5
|
||||
yurt_external_building_prestige_cost_tier_6 = @yurt_external_building_prestige_cost_6
|
||||
|
||||
yurt_internal_building_prestige_cost_tier_1 = @yurt_internal_building_prestige_cost_1
|
||||
yurt_internal_building_prestige_cost_tier_2 = @yurt_internal_building_prestige_cost_2
|
||||
yurt_internal_building_prestige_cost_tier_3 = @yurt_internal_building_prestige_cost_3
|
||||
yurt_internal_building_prestige_cost_tier_4 = @yurt_internal_building_prestige_cost_4
|
||||
yurt_internal_building_prestige_cost_tier_5 = @yurt_internal_building_prestige_cost_5
|
||||
yurt_internal_building_prestige_cost_tier_6 = @yurt_internal_building_prestige_cost_6
|
||||
|
||||
yurt_main_building_gold_cost_tier_1 = {
|
||||
value = @yurt_main_building_gold_cost_1
|
||||
|
||||
}
|
||||
yurt_main_building_gold_cost_tier_2 = {
|
||||
value = @yurt_main_building_gold_cost_2
|
||||
|
||||
}
|
||||
yurt_main_building_gold_cost_tier_3 = {
|
||||
value = @yurt_main_building_gold_cost_3
|
||||
|
||||
}
|
||||
yurt_main_building_gold_cost_tier_4 = {
|
||||
value = @yurt_main_building_gold_cost_4
|
||||
|
||||
}
|
||||
yurt_main_building_gold_cost_tier_5 = {
|
||||
value = @yurt_main_building_gold_cost_5
|
||||
|
||||
}
|
||||
yurt_main_building_gold_cost_tier_6 = {
|
||||
value = @yurt_main_building_gold_cost_6
|
||||
|
||||
}
|
||||
|
||||
yurt_external_building_gold_cost_tier_1 = {
|
||||
value = @yurt_external_building_gold_cost_1
|
||||
|
||||
}
|
||||
yurt_external_building_gold_cost_tier_2 = {
|
||||
value = @yurt_external_building_gold_cost_2
|
||||
|
||||
}
|
||||
yurt_external_building_gold_cost_tier_3 = {
|
||||
value = @yurt_external_building_gold_cost_3
|
||||
|
||||
}
|
||||
yurt_external_building_gold_cost_tier_4 = {
|
||||
value = @yurt_external_building_gold_cost_4
|
||||
|
||||
}
|
||||
yurt_external_building_gold_cost_tier_5 = {
|
||||
value = @yurt_external_building_gold_cost_5
|
||||
|
||||
}
|
||||
yurt_external_building_gold_cost_tier_6 = {
|
||||
value = @yurt_external_building_gold_cost_6
|
||||
|
||||
}
|
||||
|
||||
yurt_internal_building_gold_cost_tier_1 = {
|
||||
value = @yurt_internal_building_gold_cost_1
|
||||
|
||||
}
|
||||
yurt_internal_building_gold_cost_tier_2 = {
|
||||
value = @yurt_internal_building_gold_cost_2
|
||||
|
||||
}
|
||||
yurt_internal_building_gold_cost_tier_3 = {
|
||||
value = @yurt_internal_building_gold_cost_3
|
||||
|
||||
}
|
||||
yurt_internal_building_gold_cost_tier_4 = {
|
||||
value = @yurt_internal_building_gold_cost_4
|
||||
|
||||
}
|
||||
yurt_internal_building_gold_cost_tier_5 = {
|
||||
value = @yurt_internal_building_gold_cost_5
|
||||
|
||||
}
|
||||
yurt_internal_building_gold_cost_tier_6 = {
|
||||
value = @yurt_internal_building_gold_cost_6
|
||||
|
||||
}
|
||||
|
|
@ -1,5 +0,0 @@
|
|||
# Catalyst values
|
||||
minor_the_great_steppe_catalyst_gain = 15
|
||||
medium_the_great_steppe_catalyst_gain = 100
|
||||
major_the_great_steppe_catalyst_gain = 250
|
||||
massive_the_great_steppe_catalyst_gain = 500
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,759 +0,0 @@
|
|||
# Dependencies:
|
||||
# _basic_values.txt
|
||||
|
||||
# When their health drop too low and they're slated for death, a character will die within 15-50 days (based on DEATH_MAXIMUM_DELAY , DEATH_MINIMUM_DELAY and DEATH_CHECK_INTERVAL in defines)
|
||||
|
||||
######################
|
||||
# Diseases
|
||||
######################
|
||||
|
||||
#### TREATMENT PROCESS SPEED ###
|
||||
#The speed should most likely be under the minimum delay between health check and death DEATH_MINIMUM_DELAY (15)
|
||||
|
||||
court_physician_search_min = 7
|
||||
court_physician_search_max = 10
|
||||
|
||||
physician_treatment_delay_ruler_min = 2
|
||||
physician_treatment_delay_ruler_max = 4
|
||||
physician_treatment_delay_subject_min = 6 #Subject span should be after ruler span so ruler's own treatment is always first
|
||||
physician_treatment_delay_subject_max = 15
|
||||
|
||||
|
||||
### RECOVERY TIMES ###
|
||||
minimum_recovery_time = 51 #Needs to be higher than 50 (the longest amount of days between health change and death, so that a character can't recover before they're slated to be checked for death)
|
||||
|
||||
ill_recovery_min = minimum_recovery_time
|
||||
ill_recovery_max = 365
|
||||
|
||||
pneumonic_recovery_min = minimum_recovery_time
|
||||
pneumonic_recovery_max = 250
|
||||
|
||||
gout_ridden_recovery_min = { #1 year
|
||||
value = minimum_recovery_time
|
||||
add = 314
|
||||
}
|
||||
gout_ridden_recovery_max = 10950 #30 years
|
||||
|
||||
smallpox_min_recovery_time = minimum_recovery_time
|
||||
smallpox_max_recovery_time = 150
|
||||
|
||||
bubonic_plague_min_recovery_time = minimum_recovery_time
|
||||
bubonic_plague_max_recovery_time = 150
|
||||
|
||||
measles_min_recovery_time = minimum_recovery_time
|
||||
measles_max_recovery_time = 100
|
||||
|
||||
dysentery_min_recovery_time = minimum_recovery_time
|
||||
dysentery_max_recovery_time = 100
|
||||
|
||||
ergotism_min_recovery_time = minimum_recovery_time
|
||||
ergotism_max_recovery_time = 150
|
||||
|
||||
### CONTAGION ###
|
||||
smallpox_contagion_min = 15 #If there is a physician, the character should be likely to meet them before first spread
|
||||
smallpox_contagion_max = 65
|
||||
|
||||
bubonic_plague_contagion_min = 15 #If there is a physician, the character should be likely to meet them before first spread
|
||||
bubonic_plague_contagion_max = 45 #Shorter than smallpox because you die faster
|
||||
|
||||
|
||||
|
||||
physician_contagion_prevention_value = {
|
||||
add = physician_base_skill_factor #Between 1 for average skill and 3 for high skill
|
||||
if = {
|
||||
limit = {
|
||||
AND = {
|
||||
has_trait = lifestyle_physician
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_physician
|
||||
value >= 100
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
has_trait = lifestyle_physician
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_physician
|
||||
value >= 50
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
has_trait = lifestyle_mystic
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_mystic
|
||||
value >= 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = lifestyle_physician
|
||||
AND = {
|
||||
has_trait = lifestyle_mystic
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_mystic
|
||||
value >= 50
|
||||
}
|
||||
}
|
||||
has_trait = lifestyle_herbalist
|
||||
}
|
||||
}
|
||||
multiply = 1.3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_trait = lifestyle_mystic
|
||||
}
|
||||
multiply = 1.1
|
||||
}
|
||||
max = 7.5
|
||||
}
|
||||
|
||||
|
||||
|
||||
#####################
|
||||
# Treatments
|
||||
#####################
|
||||
|
||||
|
||||
|
||||
|
||||
######################
|
||||
# Court Physician
|
||||
######################
|
||||
|
||||
high_skill_court_physician_cost = {
|
||||
value = medium_gold_value
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = anatomical_studies_perk
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
low_skill_court_physician_cost = {
|
||||
value = minor_gold_value
|
||||
if = {
|
||||
limit = {
|
||||
has_perk = anatomical_studies_perk
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
physician_base_skill_factor = {
|
||||
# 1 for an average learning skill character without traits
|
||||
# 0.2 min for low learning
|
||||
# ~3 for high skill character without traits
|
||||
add = learning
|
||||
divide = average_skill_rating #At average skill rating, we have a factor of 1
|
||||
if = {
|
||||
limit = { learning >= high_skill_rating } #At high skill rating, they become 30% better
|
||||
multiply = 1.3
|
||||
}
|
||||
min = 0.2
|
||||
}
|
||||
|
||||
|
||||
|
||||
physician_safe_treatment_skill_factor = {
|
||||
# 1 for an average learning skill character without traits
|
||||
# 0.2 min for low learning
|
||||
# ~3 for high skill character without traits
|
||||
# ~12 for high skill character with best trait (physician_3)
|
||||
|
||||
value = physician_base_skill_factor
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
AND = {
|
||||
has_trait = lifestyle_physician
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_physician
|
||||
value >= 100
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
has_trait = lifestyle_physician
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_physician
|
||||
value >= 50
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
has_trait = lifestyle_mystic
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_mystic
|
||||
value >= 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = lifestyle_physician
|
||||
AND = {
|
||||
has_trait = lifestyle_mystic
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_mystic
|
||||
value >= 50
|
||||
}
|
||||
}
|
||||
has_trait = lifestyle_herbalist
|
||||
}
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_trait = lifestyle_mystic
|
||||
}
|
||||
multiply = 1.2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
liege ?= {
|
||||
domicile ?= {
|
||||
has_domicile_building_or_higher = bath_04
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
liege ?= {
|
||||
domicile ?= {
|
||||
has_domicile_building_or_higher = bath_01
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
liege = { has_perk = anatomical_studies_perk }
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
#################
|
||||
# Weight
|
||||
################
|
||||
#These values are used to calculate the target weight that characters will trend towards once every three years
|
||||
|
||||
underweight_threshold = 0
|
||||
overweight_threshold = 0
|
||||
|
||||
underweight_value = -50
|
||||
overweight_value = 50
|
||||
|
||||
feast_weight_modifier_value = {
|
||||
add = 5
|
||||
# You have a lot of very desirable food
|
||||
if = {
|
||||
limit = {
|
||||
scope:activity.activity_host = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
amenity_level = {
|
||||
type = court_food_quality
|
||||
value >= 5
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 3
|
||||
}
|
||||
# You have a lot of food in general
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:activity.activity_host = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
amenity_level = {
|
||||
type = court_food_quality
|
||||
value >= 3
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
# It's a smaller amount of food, but it's still a feast
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:activity.activity_host = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
amenity_level = {
|
||||
type = court_food_quality
|
||||
value <= 1
|
||||
}
|
||||
}
|
||||
}
|
||||
add = -1
|
||||
}
|
||||
}
|
||||
hunt_weight_modifier_value = -4
|
||||
cake_shaft_modifier_value = 4
|
||||
|
||||
character_weight_base_value = {
|
||||
add = 0
|
||||
#Any modifiers that will affect weight?
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = yes # Players gaining weight is handled through health.5004
|
||||
has_character_modifier = gaining_weight_modifier
|
||||
}
|
||||
add = 35
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = yes # Players losing weight is handled through health.5005
|
||||
has_character_modifier = losing_weight_modifier
|
||||
}
|
||||
add = -35
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = fasting_bad_modifier
|
||||
}
|
||||
add = -10
|
||||
}
|
||||
|
||||
#Do you have a food taster? For some reason your plate is always weirdly empty since you employed them...
|
||||
if = {
|
||||
limit = {
|
||||
employs_court_position = food_taster_court_position
|
||||
}
|
||||
add = -5
|
||||
}
|
||||
|
||||
#Any activities attended/other things that will affect weight?
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = character_weight_variable
|
||||
}
|
||||
add = var:character_weight_variable
|
||||
}
|
||||
|
||||
# PRISON/STARVATION
|
||||
if = {
|
||||
limit = {
|
||||
is_imprisoned = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_in_prison_type = dungeon
|
||||
}
|
||||
add = -75
|
||||
}
|
||||
else = {
|
||||
add = -30
|
||||
}
|
||||
}
|
||||
|
||||
# DISEASE
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = consumption
|
||||
}
|
||||
add = -75
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = cancer
|
||||
}
|
||||
add = -50
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = great_pox
|
||||
}
|
||||
add = -35
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = leper
|
||||
}
|
||||
add = -15
|
||||
}
|
||||
|
||||
# Court amenities, weight gain from court_food_quality
|
||||
if = {
|
||||
limit = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
court_owner = {
|
||||
amenity_level = { type = court_food_quality value = 3 }
|
||||
}
|
||||
}
|
||||
add = 3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
court_owner = {
|
||||
amenity_level = { type = court_food_quality value = 4 }
|
||||
}
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
court_owner = {
|
||||
amenity_level = { type = court_food_quality value = 5 }
|
||||
}
|
||||
}
|
||||
add = 7
|
||||
}
|
||||
|
||||
########
|
||||
#Trait check
|
||||
########
|
||||
#ADD
|
||||
if = {
|
||||
limit = { has_trait = gluttonous }
|
||||
add = 50
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = comfort_eater }
|
||||
add = 25
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = drunkard }
|
||||
add = 20
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = hashishiyah }
|
||||
add = 20
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = lazy }
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = greedy }
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = calm }
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = trusting }
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = gregarious }
|
||||
add = 10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = patient }
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = arrogant }
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = ambitious }
|
||||
add = 5
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = lifestyle_reveler
|
||||
}
|
||||
add = 5
|
||||
if = {
|
||||
limit = {
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_reveler
|
||||
value >= 100
|
||||
}
|
||||
}
|
||||
add = 15
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_trait_xp = {
|
||||
trait = lifestyle_reveler
|
||||
value >= 50
|
||||
}
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
|
||||
#SUBTRACT
|
||||
if = {
|
||||
limit = { has_trait = shy }
|
||||
add = -5
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = zealous }
|
||||
add = -5
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = craven }
|
||||
add = -5
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = impatient }
|
||||
add = -10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = fickle}
|
||||
add = -10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = vengeful }
|
||||
add = -10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = wrathful }
|
||||
add = -10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = humble }
|
||||
add = -10
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = content }
|
||||
add = -15
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = generous }
|
||||
add = -15
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = diligent }
|
||||
add = -15 # Further 'moderation' impact below.
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = temperate }
|
||||
add = -20 # Further 'moderation' impact below.
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = reclusive }
|
||||
add = -20
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = paranoid }
|
||||
add = -25
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = inappetetic }
|
||||
add = -50
|
||||
}
|
||||
|
||||
# MODERATION - reduces weight if overweight, and increases it if underweight
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = athletic
|
||||
}
|
||||
multiply = 0.8
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = whole_of_body
|
||||
}
|
||||
multiply = 0.75
|
||||
}
|
||||
if = {
|
||||
limit = { is_very_young_character = yes }
|
||||
multiply = 0.33
|
||||
}
|
||||
if = {
|
||||
limit = { is_young_character = yes }
|
||||
multiply = 0.66
|
||||
}
|
||||
if = {
|
||||
limit = { is_aging_character = yes }
|
||||
multiply = 1.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = physique_good_1
|
||||
}
|
||||
multiply = 0.9
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = physique_good_2
|
||||
}
|
||||
multiply = 0.8
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = physique_good_3
|
||||
}
|
||||
multiply = 0.7
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = temperate
|
||||
}
|
||||
multiply = 0.9
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = diligent
|
||||
}
|
||||
multiply = 0.9
|
||||
}
|
||||
|
||||
#Bad physique has the opposite effect, making you skew even further towards extremes
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = physique_bad_1
|
||||
}
|
||||
multiply = 1.1
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = physique_bad_2
|
||||
}
|
||||
multiply = 1.2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = physique_bad_3
|
||||
}
|
||||
multiply = 1.3
|
||||
}
|
||||
}
|
||||
|
||||
base_weight_plus = {
|
||||
add = base_weight
|
||||
add = 10
|
||||
}
|
||||
|
||||
base_weight_minus = {
|
||||
add = base_weight
|
||||
add = -10
|
||||
}
|
||||
|
||||
#The actual value that will be looked at
|
||||
character_weight_target_value = {
|
||||
add = character_weight_base_value
|
||||
|
||||
#To even the numbers out some if you have "good" and/or active traits
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
character_weight_base_value < base_weight_minus
|
||||
character_weight_base_value > base_weight_plus
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { #You weigh too little
|
||||
character_weight_base_value < base_weight_minus
|
||||
}
|
||||
if = {
|
||||
limit = { has_trait = lifestyle_hunter }
|
||||
add = 2
|
||||
if = {
|
||||
limit = {
|
||||
hunt_lifestyle_track_greater_equal_trigger = { TRACK = hunter GREATER_EQUAL = 50 }
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
hunt_lifestyle_track_greater_equal_trigger = { TRACK = hunter GREATER_EQUAL = 100 }
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_lifestyle = martial_lifestyle
|
||||
}
|
||||
add = 10
|
||||
}
|
||||
}
|
||||
else = { #You weigh too much
|
||||
if = {
|
||||
limit = { has_trait = lifestyle_hunter }
|
||||
if = {
|
||||
limit = {
|
||||
hunt_lifestyle_track_greater_equal_trigger = { TRACK = hunter GREATER_EQUAL = 50 }
|
||||
}
|
||||
add = -2
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
hunt_lifestyle_track_greater_equal_trigger = { TRACK = hunter GREATER_EQUAL = 100 }
|
||||
}
|
||||
add = -2
|
||||
}
|
||||
else = {
|
||||
add = -2
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_lifestyle = martial_lifestyle
|
||||
}
|
||||
add = -10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Pregnancy
|
||||
pregnancy_month = {
|
||||
value = pregnancy_days
|
||||
divide = 30
|
||||
floor = yes
|
||||
min = 1
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vigorous_sex_age_difference_value = {
|
||||
value = age
|
||||
subtract = 25
|
||||
}
|
||||
|
||||
harm_event_random_list_low_odd_success_value = 40
|
||||
harm_event_random_list_low_odd_failure_value = 60
|
||||
harm_event_random_list_medium_odd_success_value = 60
|
||||
harm_event_random_list_medium_odd_failure_value = 40
|
||||
harm_event_random_list_high_odd_success_value = 70
|
||||
harm_event_random_list_high_odd_failure_value = 30
|
||||
|
|
@ -1,48 +0,0 @@
|
|||
|
||||
#Central Asia Decision values
|
||||
greatest_of_khans_target_counties = 100
|
||||
|
||||
invite_claimants_decision_prestige_value = {
|
||||
if = {
|
||||
limit = { highest_held_title_tier = tier_empire }
|
||||
add = monumental_prestige_value
|
||||
}
|
||||
else_if = {
|
||||
limit = { highest_held_title_tier = tier_kingdom }
|
||||
add = massive_prestige_value
|
||||
}
|
||||
else_if = {
|
||||
limit = { highest_held_title_tier = tier_duchy }
|
||||
add = major_prestige_value
|
||||
}
|
||||
else_if = {
|
||||
limit = { highest_held_title_tier = tier_county }
|
||||
add = medium_prestige_value
|
||||
}
|
||||
}
|
||||
|
||||
# Adopt Feudalism
|
||||
convert_to_feudalism_development_requirement = {
|
||||
value = 10
|
||||
if = {
|
||||
limit = {
|
||||
holder = {
|
||||
any_neighboring_top_liege_realm_owner = {
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
subtract = 5
|
||||
}
|
||||
}
|
||||
|
||||
convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value = 6
|
||||
|
||||
convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value = terrible_development_level
|
||||
|
||||
expand_duchy_max_size_value = {
|
||||
value = 4
|
||||
}
|
||||
|
|
@ -1,287 +0,0 @@
|
|||
#####################
|
||||
# PILGRIMAGE VALUES #
|
||||
#####################
|
||||
|
||||
# Reward values
|
||||
short_pilgrimage_piety_gain = {
|
||||
value = medium_piety_gain
|
||||
if = {
|
||||
limit = {
|
||||
exists = dynasty
|
||||
dynasty = {
|
||||
has_dynasty_perk = erudition_legacy_4
|
||||
}
|
||||
}
|
||||
multiply = 1.3
|
||||
}
|
||||
}
|
||||
|
||||
#Needs to be synced with the x_pilgrimage_piety_multiplier below to display the actual increase in %
|
||||
medium_pilgrimage_piety_gain = {
|
||||
value = medium_piety_gain
|
||||
multiply = 1.5
|
||||
if = {
|
||||
limit = {
|
||||
exists = dynasty
|
||||
dynasty = {
|
||||
has_dynasty_perk = erudition_legacy_4
|
||||
}
|
||||
}
|
||||
multiply = 1.3
|
||||
}
|
||||
}
|
||||
|
||||
medium_pilgrimage_piety_multiplier = { value = 50 }
|
||||
|
||||
long_pilgrimage_piety_gain = {
|
||||
value = medium_piety_gain
|
||||
multiply = 2.5
|
||||
if = {
|
||||
limit = {
|
||||
exists = dynasty
|
||||
dynasty = {
|
||||
has_dynasty_perk = erudition_legacy_4
|
||||
}
|
||||
}
|
||||
multiply = 1.3
|
||||
}
|
||||
}
|
||||
|
||||
long_pilgrimage_piety_multiplier = { value = 150 }
|
||||
|
||||
very_long_pilgrimage_piety_gain = {
|
||||
value = medium_piety_gain
|
||||
multiply = 3.5
|
||||
if = {
|
||||
limit = {
|
||||
exists = dynasty
|
||||
dynasty = {
|
||||
has_dynasty_perk = erudition_legacy_4
|
||||
}
|
||||
}
|
||||
multiply = 1.3
|
||||
}
|
||||
}
|
||||
|
||||
very_long_pilgrimage_piety_multiplier = { value = 250 }
|
||||
|
||||
#This needs to be synced with cost/length multipliers in the Solo Pilgrimage phase cost in the activity_types\pilgrimage.txt file
|
||||
pilgrimage_length_cost_tier_1 = {
|
||||
value = scope:host.medium_gold_value
|
||||
multiply = 0.2
|
||||
}
|
||||
|
||||
#Praha -> Cologne
|
||||
pilgrimage_length_cost_tier_2 = {
|
||||
value = scope:host.medium_gold_value
|
||||
multiply = 0.4
|
||||
}
|
||||
|
||||
pilgrimage_length_cost_tier_3 = {
|
||||
value = scope:host.medium_gold_value
|
||||
multiply = 0.6
|
||||
}
|
||||
|
||||
pilgrimage_length_cost_tier_4 = {
|
||||
value = scope:host.medium_gold_value
|
||||
multiply = 0.8
|
||||
}
|
||||
|
||||
pilgrimage_length_cost_tier_5 = {
|
||||
value = scope:host.medium_gold_value
|
||||
multiply = 1
|
||||
}
|
||||
|
||||
#Klingenberg -> Jerusalem
|
||||
pilgrimage_length_cost_tier_6 = {
|
||||
value = scope:host.medium_gold_value
|
||||
multiply = 1.2
|
||||
}
|
||||
|
||||
#Klingenberg -> Kanchipuram
|
||||
pilgrimage_length_cost_tier_7 = {
|
||||
value = scope:host.medium_gold_value
|
||||
multiply = 1.5
|
||||
}
|
||||
|
||||
pilgrimage_low_pious_multiplier = { value = 1.1 }
|
||||
#Make sure the multiplier values sync up with the multiplier_tt values to display the Reward Tiers as percentages
|
||||
pilgrimage_low_pious_multiplier_tt = {
|
||||
value = pilgrimage_low_pious_multiplier
|
||||
multiply = 100
|
||||
subtract = 100
|
||||
}
|
||||
pilgrimage_mid_pious_multiplier = { value = 1.25 }
|
||||
#Make sure the multiplier values sync up with the multiplier_tt values to display the Reward Tiers as percentages
|
||||
pilgrimage_mid_pious_multiplier_tt = {
|
||||
value = pilgrimage_mid_pious_multiplier
|
||||
multiply = 100
|
||||
subtract = 100
|
||||
}
|
||||
pilgrimage_high_pious_multiplier = { value = 1.75 }
|
||||
#Make sure the multiplier values sync up with the multiplier_tt values to display the Reward Tiers as percentages
|
||||
pilgrimage_high_pious_multiplier_tt = {
|
||||
value = pilgrimage_high_pious_multiplier
|
||||
multiply = 100
|
||||
subtract = 100
|
||||
}
|
||||
pilgrimage_perfect_pious_multiplier = { value = 2.5 }
|
||||
#Make sure the multiplier values sync up with the multiplier_tt values to display the Reward Tiers as percentages
|
||||
pilgrimage_perfect_pious_multiplier_tt = {
|
||||
value = pilgrimage_perfect_pious_multiplier
|
||||
multiply = 100
|
||||
subtract = 100
|
||||
}
|
||||
|
||||
pilgrimage_low_pious_trait_xp_value = { value = medium_trait_xp }
|
||||
pilgrimage_mid_pious_trait_xp_value = { value = major_trait_xp }
|
||||
pilgrimage_high_pious_trait_xp_value = { value = massive_trait_xp }
|
||||
pilgrimage_perfect_pious_trait_xp_value = {
|
||||
value = massive_trait_xp
|
||||
multiply = 2
|
||||
}
|
||||
|
||||
pilgrimage_low_worldly_acceptance_value = { value = 1 }
|
||||
pilgrimage_mid_worldly_acceptance_value = { value = 3 }
|
||||
pilgrimage_high_worldly_acceptance_value = { value = 5 }
|
||||
pilgrimage_perfect_worldly_acceptance_value = { value = 7 }
|
||||
|
||||
|
||||
# Distances to target holy site
|
||||
long_pilgrimage_max_length = 5000000 # 5M Over this distance, it will be an exceptionally long pilgrimage
|
||||
medium_pilgrimage_max_length = 1000000 # 1M, slightly larger than 1 'holy roman empire' away
|
||||
short_pilgrimage_max_length = 100000 # 100K, slightly larger than 1 'ireland' away.
|
||||
|
||||
hajj_cooldown_value = 1
|
||||
pilgrimage_cooldown_value = 5
|
||||
|
||||
pilgrimage_entourage_pomp_appropriate_max_value = 5
|
||||
pilgrimage_entourage_pomp_ceremonial_max_value = 10
|
||||
pilgrimage_entourage_pomp_throng_max_value = 20
|
||||
# This one doesn't sync with anything, just presenting it here for consistency/ease of tweaking.
|
||||
pilgrimage_entourage_pomp_humble_max_value = 7
|
||||
|
||||
pilgrimage_entourage_base_set_weighting_value = {
|
||||
if = {
|
||||
limit = { bannable_serving_diarch_trigger = no }
|
||||
# We want to have bodyguards most of all.
|
||||
if = {
|
||||
limit = { has_court_position = bodyguard_court_position }
|
||||
add = 1000
|
||||
}
|
||||
if = {
|
||||
limit = { has_court_position = akolouthos_court_position }
|
||||
add = 1000
|
||||
}
|
||||
# But we'll settle for knights.
|
||||
else_if = {
|
||||
limit = {
|
||||
is_knight = yes
|
||||
prowess >= high_skill_rating
|
||||
}
|
||||
# We keep the weight low, since you'll probably have a good few such knights and we don't want them hogging all the spots.
|
||||
add = 5
|
||||
}
|
||||
# Also maybe someone to just chat to.
|
||||
## Positive relations.
|
||||
if = {
|
||||
limit = {
|
||||
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host }
|
||||
}
|
||||
# Same faith, standard weight.
|
||||
if = {
|
||||
limit = { faith = scope:host.faith }
|
||||
add = 100
|
||||
}
|
||||
# Other faith, _ehhhh_, they're for company but it's still a spiritual shindig.
|
||||
else = { add = 10 }
|
||||
}
|
||||
## Religious figures.
|
||||
if = {
|
||||
limit = {
|
||||
save_temporary_scope_as = current_char
|
||||
OR = {
|
||||
liege ?= { cp:councillor_court_chaplain ?= scope:current_char }
|
||||
AND = {
|
||||
faith = scope:host.faith
|
||||
has_trait = devoted
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 300
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
bannable_serving_diarch_trigger = yes
|
||||
}
|
||||
add = -5000
|
||||
}
|
||||
}
|
||||
|
||||
pilgrimage_entourage_extras_set_weighting_value = {
|
||||
# Same-faith only for all of these.
|
||||
if = {
|
||||
limit = {
|
||||
faith = scope:host.faith
|
||||
bannable_serving_diarch_trigger = no
|
||||
}
|
||||
# Assorted hangers-on.
|
||||
## Anyone with a court position.
|
||||
if = {
|
||||
limit = { has_any_court_position = yes }
|
||||
add = 50
|
||||
}
|
||||
## Zealous courtiers & those with high learning.
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_trait = zealous
|
||||
AND = {
|
||||
learning >= very_high_skill_rating
|
||||
NOT = { has_trait = cynical }
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
bannable_serving_diarch_trigger = yes
|
||||
}
|
||||
add = -5000
|
||||
}
|
||||
}
|
||||
|
||||
pilgrimage_entourage_sodding_everyone_set_weighting_value = {
|
||||
# Same-faith only for all of these.
|
||||
if = {
|
||||
limit = {
|
||||
faith = scope:host.faith
|
||||
is_designated_diarch = no
|
||||
}
|
||||
# Alright, now we're just grabbing everyone.
|
||||
## Plus landless councillors.
|
||||
if = {
|
||||
limit = { is_councillor = yes }
|
||||
add = 100
|
||||
}
|
||||
## Anyone with a learning education.
|
||||
if = {
|
||||
limit = { has_trait = education_learning }
|
||||
add = 25
|
||||
}
|
||||
## Finally, any adult courtier.
|
||||
if = {
|
||||
limit = { is_adult = yes }
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
bannable_serving_diarch_trigger = yes
|
||||
}
|
||||
add = -5000
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +0,0 @@
|
|||
low_available_loot_value = 5
|
||||
medium_available_loot_value = 10
|
||||
high_available_loot_value = 15
|
||||
Some files were not shown because too many files have changed in this diff Show more
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Add table
Add a link
Reference in a new issue