religions outfitted
This commit is contained in:
parent
c770f78a27
commit
54da5c3a5b
110 changed files with 68595 additions and 23 deletions
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@ -866,6 +866,106 @@
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}
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}
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against_all_odds = {
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icon = core_tenet_against_all_odds
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is_shown = {
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religion_tag = anglican_religion
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}
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piety_cost = {
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value = faith_tenet_cost_low
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = against_all_odds }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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traits = {
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virtues = { just = 2 }
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sins = { arbitrary = 2 }
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}
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parameters = {
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easier_to_convert_faith_in_hills_forests = yes
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easier_to_convert_culture_in_same_faith_hills_forests = yes
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harder_to_convert_faith_away_in_hills_forests = yes
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sanctioned_false_conversion = yes
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}
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character_modifier = {
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hills_attrition_mult = -0.5
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hills_levy_size = 0.3
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hills_advantage = 5
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forest_attrition_mult = -0.5
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forest_levy_size = 0.3
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forest_advantage = 5
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}
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}
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for_king_and_country = {
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icon = core_tenet_for_king_and_country
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is_shown = {
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religion_tag = anglican_religion
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}
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piety_cost = {
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value = faith_tenet_cost_low
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = against_all_odds }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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traits = {
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virtues = { just = 2 }
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sins = { arbitrary = 2 }
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}
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parameters = {
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legalism_modified_law_costs = yes
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legalism_modified_law_costs_2 = yes
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legalism_reduced_faction_virtues = yes
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legalism_increased_faction_sins = yes
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legalism_trust_just_leader_active = yes
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excommunication_active = yes
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}
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}
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last_knights_of_britain = {
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icon = core_tenet_songs_of_roland
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is_shown = {
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religion_tag = anglican_religion
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}
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piety_cost = {
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value = faith_tenet_cost_low
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = last_knights_of_britain }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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traits = {
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virtues = { brave = 2 }
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sins = { craven = 2 }
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}
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character_modifier = {
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prowess = 4
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tolerance_advantage_mod = 2
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accolade_glory_gain_mult = 0.1
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}
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parameters = {
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clergy_can_fight = yes
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cheaper_holy_wars_active = yes
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great_holy_wars_active = yes
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ghw_no_hof_conversion_buffs_active = yes
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pilgrimage_decision_active = yes
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}
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}
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tenet_people_of_the_book = {
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icon = core_tenet_legalism
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is_shown = {
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@ -908,7 +1008,7 @@
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value = faith_tenet_cost_low
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = tenet_universal_scripture }
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limit = { has_doctrine = one_king_to_rule_them_all }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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@ -967,7 +1067,7 @@
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = tenet_pursuit_of_power }
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limit = { has_doctrine = tenet_restore_the_crown }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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@ -1005,7 +1105,7 @@
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = tenet_pursuit_of_power }
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limit = { has_doctrine = tenet_songs_of_roland }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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@ -1030,7 +1130,7 @@
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = tenet_struggle_submission }
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limit = { has_doctrine = tenet_the_first_age }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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@ -1056,7 +1156,7 @@
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = tenet_struggle_submission }
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limit = { has_doctrine = tenet_lorekeepers }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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@ -2434,6 +2534,101 @@
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}
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}
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the_queen_of_summer = {
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icon = the_queen_of_summer
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is_shown = {
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religion_tag = wicca_religion
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}
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piety_cost = {
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value = faith_tenet_cost_low
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = the_queen_of_summer }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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parameters = {
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believes_in_harmony_with_nature_invisible = yes
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piety_from_feasts_active = yes
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mandatory_feast_attendance = yes
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allows_brewery = yes
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}
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character_modifier = {
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forest_advantage = 5
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forest_attrition_mult = -0.25
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taiga_advantage = 5
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taiga_attrition_mult = -0.25
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jungle_advantage = 5
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jungle_attrition_mult = -0.25
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build_gold_cost = 0.1
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county_opinion_add = 5
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vassal_opinion = 5
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courtier_opinion = 5
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}
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}
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king_of_winter = {
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icon = the_king_of_winter
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is_shown = {
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religion_tag = wicca_religion
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}
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piety_cost = {
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value = faith_tenet_cost_low
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = king_of_winter }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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character_modifier = {
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prowess = 4
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tolerance_advantage_mod = 2
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}
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parameters = {
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clergy_can_fight = yes
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vows_of_poverty_active = yes
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unlock_voluntary_laampdom_faith = yes
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}
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traits = {
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virtues = { generous = 2 }
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sins = { greedy = 2 }
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}
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}
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the_book_of_shadows = {
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icon = core_tenet_alexandrian_catechism
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is_shown = {
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religion_tag = wicca_religion
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}
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piety_cost = {
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value = faith_tenet_cost_low
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# Multiplier for keeping same tenet
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if = {
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limit = { has_doctrine = the_book_of_shadows }
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multiply = faith_unchanged_doctrine_cost_mult
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}
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}
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parameters = {
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tenet_esotericism_mystic_education = yes
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}
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character_modifier = {
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monthly_learning_lifestyle_xp_gain_mult = 0.2
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learning_per_stress_level = 2
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}
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traits = {
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virtues = {
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scholar
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lifestyle_mystic = { weight = 1 }
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}
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}
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}
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tenet_ritual_celebrations = {
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icon = core_tenet_ritual_celebrations
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@ -112,6 +112,11 @@ special_tolerance = {
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hostility_override_special_doctrine_catholic_rite = 0
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}
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}
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special_doctrine_via_media = {
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parameters = {
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hostility_override_special_doctrine_christian = 1
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}
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}
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special_doctrine_christian = {
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visible = no
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}
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virtues = { forgiving compassionate chaste }
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sins = { vengeful sadistic lustful }
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}
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reserved_male_names = { #put witch names here later
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Andrew Antoninus Bartolomeus Benedict Christian Christopher Clement Constantine David Demetrius Eustace George Gregory
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Hans Isaac Joakim Jacob John Jordan Joseph Laurence Magnus Marcus Martin Matthew Michael Nicholas Patrick Paul Peter Philip
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#holy_site = segrada_familia
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#Special Tolerance | placeholder
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#doctrine = special_doctrine_ecumenical_christian
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doctrine = special_doctrine_esoteric_witchcraft
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doctrine = special_doctrine_via_media
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doctrine = special_doctrine_christian
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#Tenets | placeholder
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doctrine = tenet_vows_of_poverty
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doctrine = tenet_armed_pilgrimages
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doctrine = tenet_pursuit_of_power
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doctrine = against_all_odds
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doctrine = for_king_and_country
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doctrine = last_knights_of_britain
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holy_order_names = { #placeholder
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{ name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" }
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doctrine = doctrine_funeral_stoic
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traits = {
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virtues = { forgiving compassionate chaste }
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sins = { vengeful sadistic lustful }
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virtues = { }
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sins = { }
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}
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reserved_male_names = { #put witch names here later
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Andrew Antoninus Bartolomeus Benedict Christian Christopher Clement Constantine David Demetrius Eustace George Gregory
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Hans Isaac Joakim Jacob John Jordan Joseph Laurence Magnus Marcus Martin Matthew Michael Nicholas Patrick Paul Peter Philip
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@ -35,8 +35,8 @@
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doctrine = doctrine_funeral_stoic
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traits = {
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virtues = { forgiving compassionate chaste }
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sins = { vengeful sadistic lustful }
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virtues = { forgiving compassionate lustful }
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sins = { vengeful sadistic chaste }
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}
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reserved_male_names = { #put larp names here later
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@ -35,8 +35,8 @@
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doctrine = doctrine_funeral_stoic
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traits = {
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virtues = { forgiving compassionate chaste }
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sins = { vengeful sadistic lustful }
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virtues = { }
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sins = { }
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}
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reserved_male_names = { #put witch names here later
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@ -35,8 +35,8 @@
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doctrine = doctrine_funeral_stoic
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traits = {
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virtues = { forgiving compassionate chaste }
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sins = { vengeful sadistic lustful }
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virtues = { }
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sins = { }
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}
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reserved_male_names = { #put witch names here later
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@ -257,9 +257,9 @@
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doctrine = special_doctrine_esoteric_witchcraft
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#Tenets | placeholder
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doctrine = tenet_vows_of_poverty
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doctrine = tenet_armed_pilgrimages
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doctrine = tenet_pursuit_of_power
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doctrine = the_queen_of_summer
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doctrine = king_of_winter
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doctrine = the_book_of_shadows
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holy_order_names = { #placeholder
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{ name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" }
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2539
common/script_values/00_activity_values.txt
Normal file
2539
common/script_values/00_activity_values.txt
Normal file
File diff suppressed because it is too large
Load diff
126
common/script_values/00_age_values.txt
Normal file
126
common/script_values/00_age_values.txt
Normal file
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@ -0,0 +1,126 @@
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#Childhood
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childhood_personality_age = 3
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childhood_education_start_age = 6
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adulthood_start_age = 16
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age_plus_1 = {
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value = age
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add = 1
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}
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age_plus_3 = {
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value = age
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add = 3
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}
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age_plus_5 = {
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value = age
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add = 5
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}
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age_plus_10 = {
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value = age
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add = 10
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}
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age_plus_25 = {
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value = age
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add = 25
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}
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age_minus_1 = {
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value = age
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subtract = 1
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}
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age_minus_3 = {
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value = age
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subtract = 3
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}
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age_minus_5 = {
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value = age
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subtract = 5
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}
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age_minus_10 = {
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value = age
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subtract = 10
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}
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age_minus_25 = {
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value = age
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subtract = 25
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}
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age_dif_child_up = {
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value = age
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multiply = 1.4
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}
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age_dif_child_down = {
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value = age
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divide = 1.2
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}
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age_dif_child_up_friend = {
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value = age
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multiply = 1.3
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}
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age_dif_child_down_friend = {
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value = age
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divide = 1.3
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}
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years_to_adulthood = {
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value = adulthood_start_age
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subtract = age
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min = 0
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}
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less_than_two_years_to_adulthood_value = {
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value = adulthood_start_age
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subtract = 2
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}
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# 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.
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age_difference = {
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value = age
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subtract = scope:comparator.age
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abs = yes
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multiply = -1
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}
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grand_wedding_timeout = {
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value = 3 #please update GRAND_WEDDING_PROMISE_INFO loc if this changes
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if = {
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limit = {
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scope:spouse_1.age <= scope:spouse_2.age
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}
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add = scope:spouse_1.years_to_adulthood
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}
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else = {
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add = scope:spouse_2.years_to_adulthood
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}
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}
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grand_wedding_timeout_alt = {
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value = 3 #please update GRAND_WEDDING_PROMISE_INFO loc if this changes
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if = {
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limit = {
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scope:temp_marriage_scope.age <= scope:temp_marriage_scope.betrothed.age
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}
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add = scope:temp_marriage_scope.years_to_adulthood
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}
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else = {
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add = scope:temp_marriage_scope.betrothed.years_to_adulthood
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}
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}
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grand_wedding_timeout_notification = {
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value = grand_wedding_timeout
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multiply = 365
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subtract = 1
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}
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||||
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||||
grand_wedding_timeout_notification_alt = {
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value = grand_wedding_timeout_alt
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multiply = 365
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subtract = 1
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}
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2308
common/script_values/00_ai_values.txt
Normal file
2308
common/script_values/00_ai_values.txt
Normal file
File diff suppressed because it is too large
Load diff
256
common/script_values/00_artifact_values.txt
Normal file
256
common/script_values/00_artifact_values.txt
Normal file
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@ -0,0 +1,256 @@
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|
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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.
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reforge_artifact_cost = {
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value = { # Base cost is the missing durability - It shouldn't matter how often, or when, you repair an artifact
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value = scope:artifact.artifact_max_durability
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subtract = scope:artifact.artifact_durability
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desc = "BASE"
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||||
}
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if = { # Multiply base cost with artifact rarity - Except for trinkets
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||||
limit = {
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||||
scope:artifact = { rarity = illustrious }
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}
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multiply = {
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value = 4
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desc = reforge_artifact_durability_desc
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||||
}
|
||||
}
|
||||
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
|
||||
}
|
||||
}
|
||||
1943
common/script_values/00_basic_values.txt
Normal file
1943
common/script_values/00_basic_values.txt
Normal file
File diff suppressed because it is too large
Load diff
60
common/script_values/00_bastardy_values.txt
Normal file
60
common/script_values/00_bastardy_values.txt
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
1824
common/script_values/00_building_values.txt
Normal file
1824
common/script_values/00_building_values.txt
Normal file
File diff suppressed because it is too large
Load diff
8
common/script_values/00_character_legacy_values.txt
Normal file
8
common/script_values/00_character_legacy_values.txt
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
# 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
|
||||
}
|
||||
159
common/script_values/00_character_values.txt
Normal file
159
common/script_values/00_character_values.txt
Normal file
|
|
@ -0,0 +1,159 @@
|
|||
# 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 = {
|
||||
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
|
||||
}
|
||||
}
|
||||
10
common/script_values/00_combat_values.txt
Normal file
10
common/script_values/00_combat_values.txt
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# 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
|
||||
}
|
||||
192
common/script_values/00_contract_script_values.txt
Normal file
192
common/script_values/00_contract_script_values.txt
Normal file
|
|
@ -0,0 +1,192 @@
|
|||
##################################################
|
||||
# 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
|
||||
}
|
||||
73
common/script_values/00_council_values.txt
Normal file
73
common/script_values/00_council_values.txt
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
|
||||
|
||||
|
||||
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
|
||||
|
||||
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_allows = administrative }
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
council_scaled_admin_value = {
|
||||
value = 0 # This value should be 0 for anyone who isn't admin
|
||||
if = {
|
||||
limit = {
|
||||
government_allows = administrative
|
||||
}
|
||||
add = 1
|
||||
if = {
|
||||
limit = {
|
||||
liege = { highest_held_title_tier >= tier_empire }
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
129
common/script_values/00_county_control_values.txt
Normal file
129
common/script_values/00_county_control_values.txt
Normal file
|
|
@ -0,0 +1,129 @@
|
|||
######################
|
||||
# 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
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
386
common/script_values/00_court_amenities_values.txt
Normal file
386
common/script_values/00_court_amenities_values.txt
Normal file
|
|
@ -0,0 +1,386 @@
|
|||
############################
|
||||
# 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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
20
common/script_values/00_court_grandeur_values.txt
Normal file
20
common/script_values/00_court_grandeur_values.txt
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
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
|
||||
}
|
||||
754
common/script_values/00_court_position_values.txt
Normal file
754
common/script_values/00_court_position_values.txt
Normal file
|
|
@ -0,0 +1,754 @@
|
|||
|
||||
############################
|
||||
# MINOR TITLE COSTS
|
||||
############################
|
||||
|
||||
minor_court_position_salary = {
|
||||
add = {
|
||||
value = 0.25
|
||||
desc = COURT_POSITION_SALARY_BREAKDOWN_BASE
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS"
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 120
|
||||
}
|
||||
multiply = {
|
||||
value = 1.6
|
||||
desc = enormous_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 90
|
||||
}
|
||||
multiply = {
|
||||
value = 1.4
|
||||
desc = large_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 60
|
||||
}
|
||||
multiply = {
|
||||
value = 1.2
|
||||
desc = medium_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 30
|
||||
}
|
||||
multiply = {
|
||||
value = 1.1
|
||||
desc = small_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.75
|
||||
desc = culture_era_late_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.5
|
||||
desc = culture_era_high_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = culture_era_early_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = empire_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.25
|
||||
desc = tribal_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_parameter = cheaper_court_positions
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.8
|
||||
desc = esteemed_hospitality_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
}
|
||||
medium_court_position_salary = {
|
||||
add = {
|
||||
value = 0.5
|
||||
desc = COURT_POSITION_SALARY_BREAKDOWN_BASE
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS"
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 120
|
||||
}
|
||||
multiply = {
|
||||
value = 1.6
|
||||
desc = enormous_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 90
|
||||
}
|
||||
multiply = {
|
||||
value = 1.4
|
||||
desc = large_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 60
|
||||
}
|
||||
multiply = {
|
||||
value = 1.2
|
||||
desc = medium_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 30
|
||||
}
|
||||
multiply = {
|
||||
value = 1.1
|
||||
desc = small_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.75
|
||||
desc = culture_era_late_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.5
|
||||
desc = culture_era_high_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = culture_era_early_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = empire_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.25
|
||||
desc = tribal_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_parameter = cheaper_court_positions
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.8
|
||||
desc = esteemed_hospitality_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
}
|
||||
major_court_position_salary = {
|
||||
add = {
|
||||
value = 1.0
|
||||
desc = COURT_POSITION_SALARY_BREAKDOWN_BASE
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS"
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 120
|
||||
}
|
||||
multiply = {
|
||||
value = 1.6
|
||||
desc = enormous_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 90
|
||||
}
|
||||
multiply = {
|
||||
value = 1.4
|
||||
desc = large_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 60
|
||||
}
|
||||
multiply = {
|
||||
value = 1.2
|
||||
desc = medium_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 30
|
||||
}
|
||||
multiply = {
|
||||
value = 1.1
|
||||
desc = small_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.75
|
||||
desc = culture_era_late_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.5
|
||||
desc = culture_era_high_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = culture_era_early_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = empire_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.25
|
||||
desc = tribal_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_parameter = cheaper_court_positions
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.8
|
||||
desc = esteemed_hospitality_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_position_physician_salary = {
|
||||
add = {
|
||||
value = 0.1
|
||||
desc = COURT_POSITION_SALARY_BREAKDOWN_BASE
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS"
|
||||
}
|
||||
if = {
|
||||
limit = { exists = scope:liege }
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege.culture = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.75
|
||||
desc = culture_era_late_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.culture = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.5
|
||||
desc = culture_era_high_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.culture = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = culture_era_early_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = empire_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.25
|
||||
desc = tribal_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege.culture = {
|
||||
has_cultural_parameter = cheaper_court_positions
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.8
|
||||
desc = esteemed_hospitality_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_position_antiquarian_salary = {
|
||||
add = {
|
||||
value = 0.15
|
||||
desc = COURT_POSITION_SALARY_BREAKDOWN_BASE
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS"
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 120
|
||||
}
|
||||
multiply = {
|
||||
value = 1.6
|
||||
desc = enormous_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 90
|
||||
}
|
||||
multiply = {
|
||||
value = 1.4
|
||||
desc = large_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 60
|
||||
}
|
||||
multiply = {
|
||||
value = 1.2
|
||||
desc = medium_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege.sub_realm_size >= 30
|
||||
}
|
||||
multiply = {
|
||||
value = 1.1
|
||||
desc = small_realm_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_late_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.75
|
||||
desc = culture_era_late_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_high_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.5
|
||||
desc = culture_era_high_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_era_or_later = culture_era_early_medieval
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = culture_era_early_medieval_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
highest_held_title_tier >= tier_empire
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = empire_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_PLUS_NEGATIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.25
|
||||
desc = tribal_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_parameter = cheaper_court_positions
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.8
|
||||
desc = esteemed_hospitality_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
court_position_travel_leader_salary = {
|
||||
add = {
|
||||
value = 0.1
|
||||
desc = COURT_POSITION_SALARY_BREAKDOWN_BASE
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS"
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = {
|
||||
culture = {
|
||||
has_cultural_parameter = cheaper_court_positions
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = {
|
||||
value = 0.8
|
||||
desc = esteemed_hospitality_salary_mod
|
||||
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
minor_court_position_task_prestige_salary = 0.2
|
||||
|
||||
minor_court_position_prestige_salary = 0.5
|
||||
medium_court_position_prestige_salary = 1.0
|
||||
major_court_position_prestige_salary = 2.0
|
||||
|
||||
minor_court_position_piety_salary = 0.5
|
||||
medium_court_position_piety_salary = 1.0
|
||||
major_court_position_piety_salary = 2.0
|
||||
|
||||
minor_court_position_prestige_cost = -0.2
|
||||
|
||||
minor_court_position_prestige_revoke_cost = {
|
||||
value = 25
|
||||
if = {
|
||||
limit = {
|
||||
exists = this
|
||||
has_character_flag = temporary_court_position_cost_removal
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
medium_court_position_prestige_revoke_cost = {
|
||||
value = 75
|
||||
if = {
|
||||
limit = {
|
||||
exists = this
|
||||
has_character_flag = temporary_court_position_cost_removal
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
major_court_position_prestige_revoke_cost = {
|
||||
value = 200
|
||||
if = {
|
||||
limit = {
|
||||
exists = this
|
||||
has_character_flag = temporary_court_position_cost_removal
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
# INFLUENCE - EP3
|
||||
minor_court_position_influence_salary = 0.5
|
||||
medium_court_position_influence_salary = 1.0
|
||||
major_court_position_influence_salary = 2.0
|
||||
|
||||
minor_court_position_influence_cost = -0.2
|
||||
|
||||
minor_court_position_influence_revoke_cost = 25
|
||||
medium_court_position_influence_revoke_cost = 75
|
||||
major_court_position_influence_revoke_cost = 200
|
||||
|
||||
|
||||
############################
|
||||
# COURT POSITION EFFECTIVENESS LEVELS
|
||||
############################
|
||||
|
||||
terrible_effectiveness = 1
|
||||
poor_effectiveness = 2
|
||||
average_effectiveness = 3
|
||||
good_effectiveness = 4
|
||||
excellent_effectiveness = 5
|
||||
|
||||
garuda_prowess_svalue = 8
|
||||
|
||||
|
||||
executioner_control_value = {
|
||||
scope:actor = {
|
||||
every_court_position_holder = {
|
||||
type = executioner_court_position
|
||||
add = this.aptitude:executioner_court_position
|
||||
}
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
executioner_control_value_tooltip = { # Keep identical to executioner_control_value
|
||||
every_court_position_holder = {
|
||||
type = executioner_court_position
|
||||
add = this.aptitude:executioner_court_position
|
||||
}
|
||||
multiply = 3
|
||||
}
|
||||
|
||||
############################
|
||||
# COURT POSITION OPINIONS
|
||||
############################
|
||||
|
||||
regular_court_position_opinion = 5
|
||||
ceremonial_court_position_opinion = 10
|
||||
regular_camp_officer_opinion = 2
|
||||
high_camp_officer_opinion = 5
|
||||
|
||||
court_jester_position_opinion = {
|
||||
scope:employee = {
|
||||
if = {
|
||||
limit = {
|
||||
has_no_particular_noble_roots_trigger = yes
|
||||
}
|
||||
value = 5
|
||||
}
|
||||
else = {
|
||||
value = -20
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
adjust_court_position_score_for_unity = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:liege = { government_has_flag = government_is_clan }
|
||||
scope:employee = {
|
||||
house ?= scope:liege.house
|
||||
ai_wants_high_unity = yes
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:liege = { government_has_flag = government_is_clan }
|
||||
scope:employee = {
|
||||
NOT ={ house ?= scope:liege.house }
|
||||
ai_wants_low_unity = yes
|
||||
}
|
||||
}
|
||||
add = 25
|
||||
}
|
||||
}
|
||||
878
common/script_values/00_culture_values.txt
Normal file
878
common/script_values/00_culture_values.txt
Normal file
|
|
@ -0,0 +1,878 @@
|
|||
|
||||
# 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
|
||||
}
|
||||
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
|
||||
}
|
||||
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 = 50
|
||||
|
||||
tradition_base_cost = 2000
|
||||
tradition_double_base_cost = {
|
||||
value = tradition_base_cost
|
||||
multiply = 2
|
||||
}
|
||||
tradition_incompatible_ethos_penalty = 2000
|
||||
tradition_unfulfilled_criteria_penalty = 3000
|
||||
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 = {
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
103
common/script_values/00_decision_values.txt
Normal file
103
common/script_values/00_decision_values.txt
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
|
||||
# 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
|
||||
}
|
||||
3549
common/script_values/00_diarchy_values.txt
Normal file
3549
common/script_values/00_diarchy_values.txt
Normal file
File diff suppressed because it is too large
Load diff
1395
common/script_values/00_difficulty_values.txt
Normal file
1395
common/script_values/00_difficulty_values.txt
Normal file
File diff suppressed because it is too large
Load diff
10
common/script_values/00_distance_values.txt
Normal file
10
common/script_values/00_distance_values.txt
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
|
||||
#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
|
||||
1436
common/script_values/00_dlc_fp3_script_values.txt
Normal file
1436
common/script_values/00_dlc_fp3_script_values.txt
Normal file
File diff suppressed because it is too large
Load diff
114
common/script_values/00_dynasty_values.txt
Normal file
114
common/script_values/00_dynasty_values.txt
Normal file
|
|
@ -0,0 +1,114 @@
|
|||
###############
|
||||
# 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
|
||||
70
common/script_values/00_education_values.txt
Normal file
70
common/script_values/00_education_values.txt
Normal file
|
|
@ -0,0 +1,70 @@
|
|||
#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
|
||||
}
|
||||
}
|
||||
325
common/script_values/00_ep1_artifact_values.txt
Normal file
325
common/script_values/00_ep1_artifact_values.txt
Normal file
|
|
@ -0,0 +1,325 @@
|
|||
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
|
||||
}
|
||||
687
common/script_values/00_ep1_script_values.txt
Normal file
687
common/script_values/00_ep1_script_values.txt
Normal file
|
|
@ -0,0 +1,687 @@
|
|||
# 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
|
||||
}
|
||||
126
common/script_values/00_faction_values.txt
Normal file
126
common/script_values/00_faction_values.txt
Normal file
|
|
@ -0,0 +1,126 @@
|
|||
###################
|
||||
# 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_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
|
||||
183
common/script_values/00_game_rule_values.txt
Normal file
183
common/script_values/00_game_rule_values.txt
Normal file
|
|
@ -0,0 +1,183 @@
|
|||
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
|
||||
}
|
||||
186
common/script_values/00_goverment_values.txt
Normal file
186
common/script_values/00_goverment_values.txt
Normal file
|
|
@ -0,0 +1,186 @@
|
|||
###################
|
||||
# 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 = 3
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
#maguh_development_value = {
|
||||
# value = 0.01
|
||||
# multiply = clan_government_tax_collector_aptitude_multiplier
|
||||
#}
|
||||
53
common/script_values/00_governance_lifestyle_values.txt
Normal file
53
common/script_values/00_governance_lifestyle_values.txt
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
|
||||
#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
|
||||
}
|
||||
228
common/script_values/00_hold_court_values.txt
Normal file
228
common/script_values/00_hold_court_values.txt
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
|
||||
#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
|
||||
}
|
||||
|
||||
|
||||
99
common/script_values/00_holy_order_values.txt
Normal file
99
common/script_values/00_holy_order_values.txt
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
|
||||
#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
|
||||
}
|
||||
809
common/script_values/00_interaction_values.txt
Normal file
809
common/script_values/00_interaction_values.txt
Normal file
|
|
@ -0,0 +1,809 @@
|
|||
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_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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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_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
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
10
common/script_values/00_intrigue_lifestyle_values.txt
Normal file
10
common/script_values/00_intrigue_lifestyle_values.txt
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
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
|
||||
12
common/script_values/00_invasion_values.txt
Normal file
12
common/script_values/00_invasion_values.txt
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
|
||||
################################
|
||||
# Almohads
|
||||
################################
|
||||
almohad_appearance_base_chance = 1
|
||||
|
||||
titles_held_in_k_maghreb = {
|
||||
every_sub_realm_county = {
|
||||
limit = { kingdom = title:k_maghreb }
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
615
common/script_values/00_law_values.txt
Normal file
615
common/script_values/00_law_values.txt
Normal file
|
|
@ -0,0 +1,615 @@
|
|||
##############
|
||||
# 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
|
||||
}
|
||||
|
||||
#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: 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 = {
|
||||
has_variable = crown_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%
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#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%
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#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%
|
||||
}
|
||||
}
|
||||
}
|
||||
1069
common/script_values/00_legitimacy_values.txt
Normal file
1069
common/script_values/00_legitimacy_values.txt
Normal file
File diff suppressed because it is too large
Load diff
1025
common/script_values/00_lifestyle_values.txt
Normal file
1025
common/script_values/00_lifestyle_values.txt
Normal file
File diff suppressed because it is too large
Load diff
61
common/script_values/00_memory_values.txt
Normal file
61
common/script_values/00_memory_values.txt
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
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
|
||||
}
|
||||
}
|
||||
703
common/script_values/00_men_at_arms_values.txt
Normal file
703
common/script_values/00_men_at_arms_values.txt
Normal file
|
|
@ -0,0 +1,703 @@
|
|||
######################
|
||||
# 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]
|
||||
|
||||
|
||||
### 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]
|
||||
|
||||
|
||||
### Siege Weapons MAA
|
||||
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]
|
||||
|
||||
|
||||
### 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]
|
||||
|
||||
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]
|
||||
|
||||
chu_ko_nu_recruitment_cost = @[archers_recruitment_cost * 1.5]
|
||||
chu_ko_nu_low_maint_cost = @[archers_low_maint_cost * 1.5]
|
||||
chu_ko_nu_high_maint_cost = @[archers_high_maint_cost * 1.5]
|
||||
|
||||
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
|
||||
|
||||
### 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]
|
||||
|
||||
##############
|
||||
# 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 = {
|
||||
culture = {
|
||||
culture_has_heavy_infantry_maa = yes
|
||||
}
|
||||
}
|
||||
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 = {
|
||||
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 light cavalry
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_arabic
|
||||
has_cultural_pillar = heritage_iranian
|
||||
has_cultural_pillar = heritage_berber
|
||||
has_cultural_pillar = heritage_iberian
|
||||
has_cultural_pillar = heritage_indo_aryan
|
||||
}
|
||||
}
|
||||
}
|
||||
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 = {
|
||||
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 = {
|
||||
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_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
|
||||
}
|
||||
}
|
||||
|
||||
###################
|
||||
# Provisions Costs #
|
||||
###################
|
||||
|
||||
#TODO_CD_EP3; these can't actually be used due to some kind of load order issue: they're synced in each file instead. We should file a bug and see if Code can fix.
|
||||
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
|
||||
225
common/script_values/00_mongol_values.txt
Normal file
225
common/script_values/00_mongol_values.txt
Normal file
|
|
@ -0,0 +1,225 @@
|
|||
#######################
|
||||
# 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 = 1
|
||||
|
||||
# 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
|
||||
}
|
||||
}
|
||||
}
|
||||
5
common/script_values/00_poetry_values.txt
Normal file
5
common/script_values/00_poetry_values.txt
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
##################################################
|
||||
# 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
|
||||
4
common/script_values/00_prison_values.txt
Normal file
4
common/script_values/00_prison_values.txt
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
|
||||
dungeon_events_on_action_chance = {
|
||||
add = 50
|
||||
}
|
||||
38
common/script_values/00_regional_values.txt
Normal file
38
common/script_values/00_regional_values.txt
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
#############
|
||||
# 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
|
||||
}
|
||||
44
common/script_values/00_relation_values.txt
Normal file
44
common/script_values/00_relation_values.txt
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
# 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
|
||||
4863
common/script_values/00_scheme_values.txt
Normal file
4863
common/script_values/00_scheme_values.txt
Normal file
File diff suppressed because it is too large
Load diff
6
common/script_values/00_scholarship_lifestyle_values.txt
Normal file
6
common/script_values/00_scholarship_lifestyle_values.txt
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
|
||||
#Zealous Tracking
|
||||
scholarship_zealous_threshold = -3
|
||||
|
||||
#Cynical Tracking
|
||||
scholarsip_cynical_threshold = 3
|
||||
179
common/script_values/00_single_combat_values.txt
Normal file
179
common/script_values/00_single_combat_values.txt
Normal file
|
|
@ -0,0 +1,179 @@
|
|||
############################
|
||||
# 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
|
||||
}
|
||||
}
|
||||
159
common/script_values/00_stress_values.txt
Normal file
159
common/script_values/00_stress_values.txt
Normal file
|
|
@ -0,0 +1,159 @@
|
|||
############################
|
||||
# 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)
|
||||
}
|
||||
}
|
||||
}
|
||||
174
common/script_values/00_struggle_values.txt
Normal file
174
common/script_values/00_struggle_values.txt
Normal file
|
|
@ -0,0 +1,174 @@
|
|||
##################################################
|
||||
# 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
|
||||
}
|
||||
5
common/script_values/00_suggestion_values.txt
Normal file
5
common/script_values/00_suggestion_values.txt
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
recommended_num_maa_regiments_value = {
|
||||
# 1 for counts, 2 for dukes, 3 for kings, 4 for emperors
|
||||
value = highest_held_title_tier
|
||||
subtract = 1
|
||||
}
|
||||
173
common/script_values/00_title_tiers_values.txt
Normal file
173
common/script_values/00_title_tiers_values.txt
Normal file
|
|
@ -0,0 +1,173 @@
|
|||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
10
common/script_values/00_trait_values.txt
Normal file
10
common/script_values/00_trait_values.txt
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
#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
|
||||
164
common/script_values/00_travel_values.txt
Normal file
164
common/script_values/00_travel_values.txt
Normal file
|
|
@ -0,0 +1,164 @@
|
|||
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
|
||||
}
|
||||
}
|
||||
113
common/script_values/00_unity_values.txt
Normal file
113
common/script_values/00_unity_values.txt
Normal file
|
|
@ -0,0 +1,113 @@
|
|||
###################
|
||||
# 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 }
|
||||
63
common/script_values/00_visit_settlement_values.txt
Normal file
63
common/script_values/00_visit_settlement_values.txt
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
|
||||
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
|
||||
}
|
||||
914
common/script_values/00_war_values.txt
Normal file
914
common/script_values/00_war_values.txt
Normal file
|
|
@ -0,0 +1,914 @@
|
|||
##############
|
||||
# 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
|
||||
}
|
||||
# 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 #
|
||||
######################
|
||||
# The two effects below are to be used in combination as "root_military_strength_higher_than_value > target_military_strength_root_value" to check player vs enemy strength
|
||||
root_military_strength_higher_than_value = { # Once again joe saves the day or erm, script.
|
||||
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!!
|
||||
}
|
||||
}
|
||||
|
||||
target_military_strength_root_value = { # One above calcs player strength (plus multiplier), this one is enemy strenth
|
||||
value = 0
|
||||
add = scope:target_military.max_military_strength # this should be a character, probably a top liege
|
||||
if = {
|
||||
limit = {
|
||||
any_ally = {
|
||||
NOT = { has_truce = root }
|
||||
}
|
||||
}
|
||||
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 }
|
||||
}
|
||||
146
common/script_values/01_character_weighting_values.txt
Normal file
146
common/script_values/01_character_weighting_values.txt
Normal file
|
|
@ -0,0 +1,146 @@
|
|||
###################################
|
||||
# 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
|
||||
}
|
||||
16
common/script_values/01_dlc_bp1_script_values.txt
Normal file
16
common/script_values/01_dlc_bp1_script_values.txt
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
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
|
||||
55
common/script_values/01_dlc_bp2_script_values.txt
Normal file
55
common/script_values/01_dlc_bp2_script_values.txt
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
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
|
||||
}
|
||||
}
|
||||
1133
common/script_values/01_dlc_fp1_script_values.txt
Normal file
1133
common/script_values/01_dlc_fp1_script_values.txt
Normal file
File diff suppressed because it is too large
Load diff
1831
common/script_values/01_dynamic_values.txt
Normal file
1831
common/script_values/01_dynamic_values.txt
Normal file
File diff suppressed because it is too large
Load diff
403
common/script_values/01_starting_values.txt
Normal file
403
common/script_values/01_starting_values.txt
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|
|
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|
|||
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
84
common/script_values/02_dlc_ep1_script_values.txt
Normal file
84
common/script_values/02_dlc_ep1_script_values.txt
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
## 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
|
||||
4535
common/script_values/02_religion_values.txt
Normal file
4535
common/script_values/02_religion_values.txt
Normal file
File diff suppressed because it is too large
Load diff
123
common/script_values/02_ruler_designer_values.txt
Normal file
123
common/script_values/02_ruler_designer_values.txt
Normal file
|
|
@ -0,0 +1,123 @@
|
|||
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
|
||||
}
|
||||
}
|
||||
355
common/script_values/02_vassal_values.txt
Normal file
355
common/script_values/02_vassal_values.txt
Normal file
|
|
@ -0,0 +1,355 @@
|
|||
#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
|
||||
}
|
||||
1152
common/script_values/03_dlc_fp2_script_values.txt
Normal file
1152
common/script_values/03_dlc_fp2_script_values.txt
Normal file
File diff suppressed because it is too large
Load diff
209
common/script_values/04_ep2_accolade_values.txt
Normal file
209
common/script_values/04_ep2_accolade_values.txt
Normal file
|
|
@ -0,0 +1,209 @@
|
|||
#######################################
|
||||
# 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
|
||||
}
|
||||
}
|
||||
}
|
||||
1553
common/script_values/04_ep2_hunt_values.txt
Normal file
1553
common/script_values/04_ep2_hunt_values.txt
Normal file
File diff suppressed because it is too large
Load diff
86
common/script_values/04_ep2_tour_values.txt
Normal file
86
common/script_values/04_ep2_tour_values.txt
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
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
|
||||
}
|
||||
}
|
||||
|
||||
2521
common/script_values/04_ep2_tournament_values.txt
Normal file
2521
common/script_values/04_ep2_tournament_values.txt
Normal file
File diff suppressed because it is too large
Load diff
1137
common/script_values/04_ep2_wedding_values.txt
Normal file
1137
common/script_values/04_ep2_wedding_values.txt
Normal file
File diff suppressed because it is too large
Load diff
923
common/script_values/05_bp2_hostage_values.txt
Normal file
923
common/script_values/05_bp2_hostage_values.txt
Normal file
|
|
@ -0,0 +1,923 @@
|
|||
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
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
2084
common/script_values/06_ce1_epidemics_values.txt
Normal file
2084
common/script_values/06_ce1_epidemics_values.txt
Normal file
File diff suppressed because it is too large
Load diff
1505
common/script_values/06_ce1_legends_values.txt
Normal file
1505
common/script_values/06_ce1_legends_values.txt
Normal file
File diff suppressed because it is too large
Load diff
5400
common/script_values/07_ep3_values.txt
Normal file
5400
common/script_values/07_ep3_values.txt
Normal file
File diff suppressed because it is too large
Load diff
204
common/script_values/08_bp3_values.txt
Normal file
204
common/script_values/08_bp3_values.txt
Normal file
|
|
@ -0,0 +1,204 @@
|
|||
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 = 3500
|
||||
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
|
||||
}
|
||||
756
common/script_values/10_health_values.txt
Normal file
756
common/script_values/10_health_values.txt
Normal file
|
|
@ -0,0 +1,756 @@
|
|||
# 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
|
||||
|
||||
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
|
||||
44
common/script_values/50_major_decision_values.txt
Normal file
44
common/script_values/50_major_decision_values.txt
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
|
||||
#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
|
||||
287
common/script_values/50_pilgrimage_values.txt
Normal file
287
common/script_values/50_pilgrimage_values.txt
Normal file
|
|
@ -0,0 +1,287 @@
|
|||
#####################
|
||||
# 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
|
||||
}
|
||||
}
|
||||
3
common/script_values/50_province_values.txt
Normal file
3
common/script_values/50_province_values.txt
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
low_available_loot_value = 5
|
||||
medium_available_loot_value = 10
|
||||
high_available_loot_value = 15
|
||||
10
common/script_values/50_tribal_values.txt
Normal file
10
common/script_values/50_tribal_values.txt
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
feudalize_tribal_holding_interaction_cost = {
|
||||
value = 500
|
||||
if = {
|
||||
limit = {
|
||||
is_ai = yes
|
||||
capital_province = { has_holding_type = tribal_holding }
|
||||
}
|
||||
add = -250
|
||||
}
|
||||
}
|
||||
1195
common/script_values/99_casus_belli_values.txt
Normal file
1195
common/script_values/99_casus_belli_values.txt
Normal file
File diff suppressed because it is too large
Load diff
838
common/script_values/99_chancellor_values.txt
Normal file
838
common/script_values/99_chancellor_values.txt
Normal file
|
|
@ -0,0 +1,838 @@
|
|||
##################
|
||||
# Foreign Affairs
|
||||
##################
|
||||
|
||||
# Foreign Affairs opinion base modifier
|
||||
chancellor_foreign_affairs_opinion_base = {
|
||||
add = diplomacy
|
||||
divide = 2
|
||||
}
|
||||
|
||||
# Bonus to opinion from Adaptive Traditions
|
||||
chancellor_foreign_affairs_opinion_max_perk_bonus_modifier = {
|
||||
add = chancellor_foreign_affairs_opinion_base
|
||||
multiply = {
|
||||
add = adaptive_traditions_perk_impact_percent
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
# Bonus to opinion from Bureaucrats
|
||||
chancellor_foreign_affairs_opinion_max_erudition_modifier = {
|
||||
add = chancellor_foreign_affairs_opinion_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
# Bonus to opinion from Family Business
|
||||
chancellor_foreign_affairs_opinion_max_family_business_modifier = {
|
||||
add = chancellor_foreign_affairs_opinion_base
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
# Bonus to opinion from FP3 Consulted House Member
|
||||
chancellor_foreign_affairs_opinion_max_consulted_house_modifier = {
|
||||
add = chancellor_foreign_affairs_opinion_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
# Bonus to opinion from Astounding Presence
|
||||
chancellor_foreign_affairs_opinion_max_court_fashion_modifier = {
|
||||
add = chancellor_foreign_affairs_opinion_base
|
||||
multiply = {
|
||||
add = 10
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
# Calculated max opinion
|
||||
chancellor_foreign_affairs_opinion_max = {
|
||||
add = chancellor_foreign_affairs_opinion_base
|
||||
# Add bonus from Clerical Justification:
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = adaptive_traditions_perk }
|
||||
}
|
||||
add = chancellor_foreign_affairs_opinion_max_perk_bonus_modifier
|
||||
}
|
||||
# Add bonus from Bureaucrats
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = chancellor_foreign_affairs_opinion_max_erudition_modifier
|
||||
}
|
||||
# Add bonus from Family Business
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = chancellor_foreign_affairs_opinion_max_family_business_modifier
|
||||
}
|
||||
# Add bonus from FP3 Consulted House
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = chancellor_foreign_affairs_opinion_max_consulted_house_modifier
|
||||
}
|
||||
# Add bonus from Astounding Presence
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_character_modifier = court_fashion_foreign_modifier }
|
||||
}
|
||||
add = chancellor_foreign_affairs_opinion_max_court_fashion_modifier
|
||||
}
|
||||
}
|
||||
|
||||
# Set to max for AI, or gradual scale for players
|
||||
chancellor_foreign_affairs_realm_opinion_scale = {
|
||||
add = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
is_independent_ruler = no
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
add = chancellor_foreign_affairs_opinion_max
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
is_independent_ruler = no
|
||||
has_variable = chancellor_foreign_affairs_opinion_value
|
||||
}
|
||||
}
|
||||
add = liege.var:chancellor_foreign_affairs_opinion_value
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_foreign_affairs_independent_opinion_scale = {
|
||||
add = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
is_ai = yes
|
||||
is_independent_ruler = yes
|
||||
}
|
||||
}
|
||||
add = chancellor_foreign_affairs_opinion_max
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
is_independent_ruler = yes
|
||||
has_variable = chancellor_foreign_affairs_opinion_value
|
||||
}
|
||||
}
|
||||
add = liege.var:chancellor_foreign_affairs_opinion_value
|
||||
}
|
||||
}
|
||||
|
||||
# Calculate monthly increase
|
||||
chancellor_foreign_affairs_monthly_increase = {
|
||||
add = chancellor_foreign_affairs_opinion_max
|
||||
divide = 24
|
||||
}
|
||||
|
||||
### Prestige gain
|
||||
|
||||
# Base prestige gain scale
|
||||
chancellor_foreign_affairs_prestige_gain_base = {
|
||||
add = diplomacy
|
||||
divide = 20
|
||||
}
|
||||
|
||||
# Adaptive Traditions bonus
|
||||
chancellor_foreign_affairs_prestige_gain_perk_bonus_modifier = {
|
||||
if = {
|
||||
limit = { scope:councillor_liege = { has_perk = adaptive_traditions_perk } }
|
||||
add = chancellor_foreign_affairs_prestige_gain_base
|
||||
multiply = {
|
||||
value = adaptive_traditions_perk_impact_percent
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Bureaucrats bonus
|
||||
chancellor_foreign_affairs_prestige_gain_erudition_modifier = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_erudition_legacy_5_perk = yes }
|
||||
add = chancellor_foreign_affairs_prestige_gain_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Family Business bonus
|
||||
chancellor_foreign_affairs_prestige_gain_family_business_modifier = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_family_business_bonus = yes }
|
||||
add = chancellor_foreign_affairs_prestige_gain_base
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# FP3 Consulted House bonus
|
||||
chancellor_foreign_affairs_prestige_gain_consulted_house_modifier = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_consulted_house_bonus = yes }
|
||||
add = chancellor_foreign_affairs_prestige_gain_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Total prestige gained per month through foreign affairs, including all modifiers
|
||||
chancellor_foreign_affairs_prestige_total = {
|
||||
add = chancellor_foreign_affairs_prestige_gain_base
|
||||
add = chancellor_foreign_affairs_prestige_gain_perk_bonus_modifier
|
||||
add = chancellor_foreign_affairs_prestige_gain_erudition_modifier
|
||||
add = chancellor_foreign_affairs_prestige_gain_family_business_modifier
|
||||
add = chancellor_foreign_affairs_prestige_gain_consulted_house_modifier
|
||||
}
|
||||
|
||||
####################
|
||||
# Domestic Affairs
|
||||
####################
|
||||
chancellor_domestic_affairs_opinion_base = {
|
||||
add = diplomacy
|
||||
divide = 2
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_chains_of_loyalty_bonus = {
|
||||
add = chancellor_domestic_affairs_opinion_base
|
||||
multiply = {
|
||||
add = chains_of_loyalty_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_erudition_bonus = {
|
||||
add = chancellor_domestic_affairs_opinion_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_family_business_bonus = {
|
||||
add = chancellor_domestic_affairs_opinion_base
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_consulted_house_bonus = {
|
||||
add = chancellor_domestic_affairs_opinion_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_pandidakterion_bonus = {
|
||||
add = chancellor_domestic_affairs_opinion_base
|
||||
multiply = {
|
||||
add = 20
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_food_bonus = {
|
||||
add = chancellor_domestic_affairs_opinion_base
|
||||
multiply = {
|
||||
add = 15
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_cupbearer_bonus = {
|
||||
add = chancellor_domestic_affairs_opinion_base
|
||||
multiply = {
|
||||
add = 20
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_max = {
|
||||
add = chancellor_domestic_affairs_opinion_base
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = chains_of_loyalty_perk }
|
||||
}
|
||||
add = chancellor_domestic_affairs_opinion_chains_of_loyalty_bonus
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = chancellor_domestic_affairs_opinion_erudition_bonus
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = chancellor_domestic_affairs_opinion_family_business_bonus
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = chancellor_domestic_affairs_opinion_consulted_house_bonus
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_title = title:c_byzantion
|
||||
title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier }
|
||||
}
|
||||
}
|
||||
add = chancellor_domestic_affairs_opinion_pandidakterion_bonus
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_character_flag = food_improves_opinion
|
||||
}
|
||||
}
|
||||
add = chancellor_domestic_affairs_opinion_food_bonus
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_opinion_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
is_ai = yes
|
||||
is_independent_ruler = yes
|
||||
}
|
||||
}
|
||||
add = chancellor_domestic_affairs_opinion_max
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_variable = chancellor_domestic_affairs_opinion_value }
|
||||
}
|
||||
add = scope:councillor_liege.var:chancellor_domestic_affairs_opinion_value
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_monthly_increase = {
|
||||
add = chancellor_domestic_affairs_opinion_max
|
||||
divide = 24
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_tyranny_base = {
|
||||
add = diplomacy
|
||||
#multiply = 2
|
||||
min = 1
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_tyranny_chains_of_loyalty_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = chains_of_loyalty_perk }
|
||||
}
|
||||
add = {
|
||||
value = chancellor_domestic_affairs_tyranny_base
|
||||
multiply = {
|
||||
add = chains_of_loyalty_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_tyranny_erudition_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = {
|
||||
value = chancellor_domestic_affairs_tyranny_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_tyranny_family_business_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = chancellor_domestic_affairs_tyranny_base
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_tyranny_consulted_house_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = chancellor_domestic_affairs_tyranny_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_tyranny_food_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_character_flag = food_improves_opinion
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = chancellor_domestic_affairs_tyranny_base
|
||||
multiply = {
|
||||
add = 10
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_domestic_affairs_tyranny_total = {
|
||||
add = chancellor_domestic_affairs_tyranny_base
|
||||
add = chancellor_domestic_affairs_tyranny_chains_of_loyalty_bonus
|
||||
add = chancellor_domestic_affairs_tyranny_erudition_bonus
|
||||
add = chancellor_domestic_affairs_tyranny_family_business_bonus
|
||||
add = chancellor_domestic_affairs_tyranny_consulted_house_bonus
|
||||
add = chancellor_domestic_affairs_tyranny_food_bonus
|
||||
}
|
||||
|
||||
#####################
|
||||
# Integrate Title
|
||||
#####################
|
||||
|
||||
chancellor_integrate_title_current_progress = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:county }
|
||||
add = scope:county.active_de_jure_drift_progress
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_integrate_title_progress_gain = {
|
||||
add = diplomacy
|
||||
multiply = 0.035
|
||||
}
|
||||
|
||||
chancellor_integrate_title_erudition_bonus = {
|
||||
add = chancellor_integrate_title_progress_gain
|
||||
multiply = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
|
||||
chancellor_integrate_title_family_business_bonus = {
|
||||
add = chancellor_integrate_title_progress_gain
|
||||
multiply = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
|
||||
chancellor_integrate_title_consulted_house_bonus = {
|
||||
add = chancellor_integrate_title_progress_gain
|
||||
multiply = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
|
||||
|
||||
# Relation impact
|
||||
chancellor_integrate_title_monthly_increase_friend_bonus = {
|
||||
value = chancellor_integrate_title_progress_gain
|
||||
multiply = {
|
||||
add = council_friend_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
chancellor_integrate_title_monthly_increase_best_friend_bonus = {
|
||||
value = chancellor_integrate_title_progress_gain
|
||||
multiply = {
|
||||
add = council_best_friend_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
chancellor_integrate_title_monthly_increase_rival_bonus = {
|
||||
value = chancellor_integrate_title_progress_gain
|
||||
multiply = {
|
||||
add = council_rival_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
chancellor_integrate_title_monthly_increase_nemesis_bonus = {
|
||||
value = chancellor_integrate_title_progress_gain
|
||||
multiply = {
|
||||
add = council_nemesis_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_integrate_title_contextual_bonuses = {
|
||||
# Relation Bonuses/Penalties
|
||||
if = { # Friend
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_relation_friend = scope:councillor
|
||||
NOT = { has_relation_best_friend = scope:councillor }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = scope:councillor.chancellor_integrate_title_monthly_increase_friend_bonus
|
||||
desc = COUNCILLOR_IS_YOUR_FRIEND
|
||||
}
|
||||
}
|
||||
if = { # Best Friend
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_relation_best_friend = scope:councillor
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = scope:councillor.chancellor_integrate_title_monthly_increase_best_friend_bonus
|
||||
desc = COUNCILLOR_IS_YOUR_BEST_FRIEND
|
||||
}
|
||||
}
|
||||
if = { # Rival
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_relation_rival = scope:councillor
|
||||
NOT = { has_relation_nemesis = scope:councillor }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = scope:councillor.chancellor_integrate_title_monthly_increase_rival_bonus
|
||||
desc = COUNCILLOR_IS_YOUR_RIVAL
|
||||
}
|
||||
}
|
||||
if = { # Nemesis
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_relation_nemesis = scope:councillor
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = scope:councillor.chancellor_integrate_title_monthly_increase_nemesis_bonus
|
||||
desc = COUNCILLOR_IS_YOUR_NEMESIS
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = {
|
||||
value = scope:councillor.chancellor_integrate_title_erudition_bonus
|
||||
desc = INTEGRATE_TITLE_DYNASTY_PERK_BONUS_VALUE
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = scope:councillor.chancellor_integrate_title_family_business_bonus
|
||||
desc = FAMILY_BUSINESS_BONUS_VALUE
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = scope:councillor.chancellor_integrate_title_consulted_house_bonus
|
||||
desc = CONSULTED_HOUSE_BONUS_VALUE
|
||||
}
|
||||
}
|
||||
# EP3 Promote Integration
|
||||
if = {
|
||||
limit = {
|
||||
scope:county = { has_county_modifier = improve_de_jure_integration_modifier }
|
||||
scope:councillor_liege = scope:county.holder.top_liege
|
||||
}
|
||||
add = {
|
||||
value = chancellor_integrate_title_consulted_house_bonus
|
||||
desc = improve_de_jure_integration_modifier
|
||||
}
|
||||
}
|
||||
# EP3 Admin Emperor Bonus
|
||||
if = {
|
||||
limit = { # Task instigator is admin top liege
|
||||
scope:councillor_liege = {
|
||||
is_independent_ruler = yes
|
||||
government_allows = administrative
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = chancellor_integrate_title_admin_top_liege_bonus
|
||||
desc = chancellor_integrate_title_admin_top_liege_bonus_desc
|
||||
}
|
||||
}
|
||||
# EP3 Admin Realm County Bonus
|
||||
if = {
|
||||
limit = { # Task target is de jure part of an admin empire/kingdom
|
||||
NOT = {
|
||||
scope:councillor_liege = { government_allows = administrative }
|
||||
}
|
||||
trigger_if = {
|
||||
limit = { exists = scope:county.empire.holder }
|
||||
scope:county.empire.holder = { government_allows = administrative }
|
||||
}
|
||||
trigger_else = {
|
||||
scope:county.kingdom.holder ?= {
|
||||
is_independent_ruler = yes
|
||||
government_allows = administrative
|
||||
}
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = chancellor_integrate_title_admin_target_bonus
|
||||
desc = chancellor_integrate_title_admin_target_bonus_desc
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#####################
|
||||
# Bestow Royal Favor
|
||||
#####################
|
||||
|
||||
chancellor_bestow_royal_favor_base = 5
|
||||
|
||||
chancellor_bestow_royal_favor_monthly_change = {
|
||||
value = {
|
||||
add = scope:councillor.diplomacy
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_progress_gain = {
|
||||
add = diplomacy
|
||||
multiply = 0.5
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_opinion_increase_per_success_base = {
|
||||
add = {
|
||||
value = scope:councillor.diplomacy
|
||||
multiply = 0.3
|
||||
min = 1
|
||||
max = 10
|
||||
ceiling = yes
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_opinion_increase_per_success_grandeur = {
|
||||
add = {
|
||||
value = scope:councillor_liege.court_grandeur_current
|
||||
multiply = 0.05
|
||||
min = 1
|
||||
max = 10
|
||||
ceiling = yes
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_opinion_gain_erudition_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_erudition_legacy_5_perk = yes }
|
||||
add = chancellor_bestow_royal_favor_opinion_increase_per_success_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_opinion_gain_family_business_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_family_business_bonus = yes }
|
||||
add = chancellor_bestow_royal_favor_opinion_increase_per_success_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_opinion_gain_consulted_house_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_consulted_house_bonus = yes }
|
||||
add = chancellor_bestow_royal_favor_opinion_increase_per_success_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
round = yes
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_opinion_increase_per_success = {
|
||||
add = chancellor_bestow_royal_favor_opinion_increase_per_success_base
|
||||
add = chancellor_bestow_royal_favor_opinion_increase_per_success_grandeur
|
||||
add = chancellor_bestow_royal_favor_opinion_gain_erudition_bonus
|
||||
add = chancellor_bestow_royal_favor_opinion_gain_family_business_bonus
|
||||
add = chancellor_bestow_royal_favor_opinion_gain_consulted_house_bonus
|
||||
}
|
||||
|
||||
# Base prestige gain scale
|
||||
chancellor_bestow_royal_favor_prestige_gain_base = {
|
||||
add = scope:councillor.diplomacy
|
||||
divide = 5
|
||||
ceiling = yes
|
||||
divide = 10
|
||||
}
|
||||
|
||||
# Vassal's base prestige gain scale (static so we can add a character modifier)
|
||||
chancellor_bestow_royal_favor_prestige_gain_base_vassal = {
|
||||
add = 0.5
|
||||
}
|
||||
|
||||
chancellor_bestow_favor_prestige_gain_erudition_modifier = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_erudition_legacy_5_perk = yes }
|
||||
add = chancellor_bestow_royal_favor_prestige_gain_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_favor_prestige_gain_family_business_modifier = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_family_business_bonus = yes }
|
||||
add = chancellor_bestow_royal_favor_prestige_gain_base
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_favor_prestige_gain_consulted_house_modifier = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_consulted_house_bonus = yes }
|
||||
add = chancellor_bestow_royal_favor_prestige_gain_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_prestige_total = {
|
||||
add = chancellor_bestow_royal_favor_prestige_gain_base
|
||||
add = chancellor_bestow_favor_prestige_gain_erudition_modifier
|
||||
add = chancellor_bestow_favor_prestige_gain_family_business_modifier
|
||||
add = chancellor_bestow_favor_prestige_gain_consulted_house_modifier
|
||||
}
|
||||
|
||||
# Relation impact
|
||||
chancellor_bestow_royal_favor_base_total = {
|
||||
add = chancellor_bestow_royal_favor_base
|
||||
add = chancellor_bestow_royal_favor_monthly_change
|
||||
}
|
||||
|
||||
chancellor_bestow_royal_favor_monthly_increase_friend_bonus = {
|
||||
value = chancellor_bestow_royal_favor_base_total
|
||||
multiply = {
|
||||
add = council_friend_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
chancellor_bestow_royal_favor_monthly_increase_best_friend_bonus = {
|
||||
value = chancellor_bestow_royal_favor_base_total
|
||||
multiply = {
|
||||
add = council_best_friend_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
chancellor_bestow_royal_favor_monthly_increase_rival_bonus = {
|
||||
value = chancellor_bestow_royal_favor_base_total
|
||||
multiply = {
|
||||
add = council_rival_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
chancellor_bestow_royal_favor_monthly_increase_nemesis_bonus = {
|
||||
value = chancellor_bestow_royal_favor_base_total
|
||||
multiply = {
|
||||
add = council_nemesis_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
### Learn on the Job modifier
|
||||
chancellor_learn_on_the_job_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
liege = { has_perk = learn_on_the_job_perk }
|
||||
}
|
||||
add = diplomacy
|
||||
multiply = {
|
||||
add = learn_on_the_job_percentage
|
||||
divide = 100
|
||||
}
|
||||
floor = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
### Reliable House modifier
|
||||
chancellor_reliable_house_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege.dynasty
|
||||
liege.dynasty = { has_dynasty_perk = fp2_coterie_legacy_2 }
|
||||
house = liege.house
|
||||
}
|
||||
add = diplomacy
|
||||
multiply = {
|
||||
add = council_reliable_house_percentage
|
||||
divide = 100
|
||||
}
|
||||
floor = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
1762
common/script_values/99_court_chaplain_values.txt
Normal file
1762
common/script_values/99_court_chaplain_values.txt
Normal file
File diff suppressed because it is too large
Load diff
74
common/script_values/99_debug_values.txt
Normal file
74
common/script_values/99_debug_values.txt
Normal file
|
|
@ -0,0 +1,74 @@
|
|||
|
||||
debug_current_dread = {
|
||||
add = dread
|
||||
}
|
||||
|
||||
debug_number_of_unintimidated_vassals = {
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = root
|
||||
level = 0
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
debug_number_of_intimidated_vassals = {
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = root
|
||||
level = 1
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
debug_number_of_cowed_vassals = {
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = root
|
||||
level = 2
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
debug_percentage_of_dread_affected_vassals = {
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = root
|
||||
level > 0
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
divide = {
|
||||
every_vassal = {
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
multiply = 100
|
||||
}
|
||||
|
||||
debug_percentage_of_cowed_vassals = {
|
||||
every_vassal = {
|
||||
limit = {
|
||||
has_dread_level_towards = {
|
||||
target = root
|
||||
level = 2
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
divide = {
|
||||
every_vassal = {
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
multiply = 100
|
||||
}
|
||||
647
common/script_values/99_marshal_values.txt
Normal file
647
common/script_values/99_marshal_values.txt
Normal file
|
|
@ -0,0 +1,647 @@
|
|||
|
||||
######################
|
||||
# Organize Levies
|
||||
######################
|
||||
|
||||
### Improving Levies
|
||||
# Base value
|
||||
marshal_organize_levies_base = {
|
||||
add = 1
|
||||
}
|
||||
|
||||
marshal_organize_levies_skill_base = {
|
||||
add = martial
|
||||
multiply = 2
|
||||
}
|
||||
|
||||
# Erudition bonus
|
||||
marshal_organize_levies_erudition_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_erudition_legacy_5_perk = yes }
|
||||
add = {
|
||||
value = marshal_organize_levies_base
|
||||
add = marshal_organize_levies_skill_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Tradition: Family business
|
||||
marshal_organize_levies_family_business_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_family_business_bonus = yes }
|
||||
add = {
|
||||
value = marshal_organize_levies_base
|
||||
add = marshal_organize_levies_skill_base
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
marshal_organize_levies_consulted_house_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_consulted_house_bonus = yes }
|
||||
add = {
|
||||
value = marshal_organize_levies_base
|
||||
add = marshal_organize_levies_skill_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
marshal_organize_levies_pandidakterion_bonus = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_title = title:c_byzantion
|
||||
title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = marshal_organize_levies_base
|
||||
add = marshal_organize_levies_skill_base
|
||||
multiply = {
|
||||
add = 10
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Final value
|
||||
marshal_organize_levies_modifier_total = {
|
||||
add = marshal_organize_levies_base
|
||||
add = marshal_organize_levies_skill_base
|
||||
add = marshal_organize_levies_erudition_bonus
|
||||
add = marshal_organize_levies_family_business_bonus
|
||||
add = marshal_organize_levies_consulted_house_bonus
|
||||
add = marshal_organize_levies_pandidakterion_bonus
|
||||
}
|
||||
|
||||
### Army maintenance
|
||||
# Base value
|
||||
marshal_organize_levies_maintenance_base = {
|
||||
add = 1
|
||||
}
|
||||
|
||||
marshal_organize_levies_maintenance_skill_base = {
|
||||
add = martial
|
||||
}
|
||||
|
||||
# Erudition bonus
|
||||
marshal_organize_levies_maintenance_erudition_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_erudition_legacy_5_perk = yes }
|
||||
add = {
|
||||
value = marshal_organize_levies_maintenance_base
|
||||
add = marshal_organize_levies_maintenance_skill_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Tradition: Family business
|
||||
marshal_organize_levies_maintenance_family_business_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_family_business_bonus = yes }
|
||||
add = {
|
||||
value = marshal_organize_levies_maintenance_base
|
||||
add = marshal_organize_levies_maintenance_skill_base
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# FP3 Consulted House
|
||||
marshal_organize_levies_maintenance_consulted_house_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_consulted_house_bonus = yes }
|
||||
add = {
|
||||
value = marshal_organize_levies_maintenance_base
|
||||
add = marshal_organize_levies_maintenance_skill_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
task_organize_levies_maintenance_pandidakterion_bonus = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_title = title:c_byzantion
|
||||
title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = marshal_organize_levies_base
|
||||
add = marshal_organize_levies_skill_base
|
||||
multiply = {
|
||||
add = 10
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Final value
|
||||
marshal_organize_levies_maintenance_total = {
|
||||
add = marshal_organize_levies_maintenance_base
|
||||
add = marshal_organize_levies_maintenance_skill_base
|
||||
add = marshal_organize_levies_maintenance_erudition_bonus
|
||||
add = marshal_organize_levies_maintenance_family_business_bonus
|
||||
add = marshal_organize_levies_maintenance_consulted_house_bonus
|
||||
add = task_organize_levies_maintenance_pandidakterion_bonus
|
||||
}
|
||||
|
||||
########################
|
||||
# Train Commanders
|
||||
########################
|
||||
|
||||
### Overtime Boost MaA
|
||||
# Base modifier
|
||||
marshal_maa_overtime_boost_base = {
|
||||
add = martial
|
||||
}
|
||||
|
||||
# Max value
|
||||
marshal_maa_overtime_boost_max = {
|
||||
add = martial
|
||||
}
|
||||
|
||||
# Monthly Increase
|
||||
marshal_maa_overtime_boost_monthly_increase = {
|
||||
add = 1
|
||||
}
|
||||
|
||||
# Current
|
||||
marshal_maa_overtime_boost_scale = {
|
||||
add = 0
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = marshal_maa_overtime_boost
|
||||
}
|
||||
add = var:marshal_maa_overtime_boost
|
||||
}
|
||||
}
|
||||
|
||||
## Boost Knights
|
||||
marshal_knights_overtime_boost_scale = {
|
||||
add = 0
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = marshal_maa_overtime_boost
|
||||
}
|
||||
add = var:marshal_maa_overtime_boost
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
### Improve commanders
|
||||
# Base value
|
||||
marshal_train_commanders_monthly_chance_value_base = {
|
||||
add = martial
|
||||
divide = 2
|
||||
}
|
||||
# Erudition value
|
||||
marshal_train_commanders_monthly_chance_erudition_bonus = {
|
||||
add = marshal_train_commanders_monthly_chance_value_base
|
||||
multiply = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
|
||||
# Family Business
|
||||
marshal_train_commanders_monthly_chance_family_business_bonus = {
|
||||
add = marshal_train_commanders_monthly_chance_value_base
|
||||
multiply = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
|
||||
# FP3 Consulted House
|
||||
marshal_train_commanders_monthly_chance_consulted_house_bonus = {
|
||||
add = marshal_train_commanders_monthly_chance_value_base
|
||||
multiply = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
|
||||
# Master of Horse
|
||||
marshal_train_commanders_monthly_chance_master_of_horse_bonus = {
|
||||
add = marshal_train_commanders_monthly_chance_value_base
|
||||
multiply = 10
|
||||
divide = 100
|
||||
}
|
||||
|
||||
# Total value
|
||||
marshal_train_commanders_monthly_chance_value = {
|
||||
value = marshal_train_commanders_monthly_chance_value_base
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = marshal_train_commanders_monthly_chance_erudition_bonus
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = marshal_train_commanders_monthly_chance_family_business_bonus
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = marshal_train_commanders_monthly_chance_consulted_house_bonus
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
OR = {
|
||||
has_character_modifier = employer_booner_master_of_horse_2_modifier
|
||||
has_character_modifier = employer_booner_master_of_horse_3_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
add = marshal_train_commanders_monthly_chance_master_of_horse_bonus
|
||||
}
|
||||
}
|
||||
|
||||
task_supress_crime_progress = {
|
||||
add = martial
|
||||
divide = 10
|
||||
}
|
||||
|
||||
|
||||
################################
|
||||
# Increase Control
|
||||
################################
|
||||
marshal_increase_control_full_progress = {
|
||||
if = {
|
||||
limit = { exists = scope:county }
|
||||
add = scope:county.monthly_county_control_change
|
||||
}
|
||||
}
|
||||
|
||||
marshal_increase_control_current_progress = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { exists = scope:county }
|
||||
add = scope:county.county_control
|
||||
}
|
||||
}
|
||||
|
||||
marshal_increase_control_base = 0.2
|
||||
|
||||
marshal_increase_county_control_monthly_change = {
|
||||
add = martial
|
||||
divide = 30
|
||||
}
|
||||
|
||||
marshal_increase_control_base_total = {
|
||||
add = marshal_increase_control_base
|
||||
add = marshal_increase_county_control_monthly_change
|
||||
}
|
||||
|
||||
marshal_increase_control_monthly_increase_friend_bonus = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_relation_friend = scope:councillor
|
||||
NOT = { has_relation_best_friend = scope:councillor }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
value = council_friend_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
marshal_increase_control_monthly_increase_best_friend_bonus = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_relation_best_friend = scope:councillor
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
value = council_best_friend_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
marshal_increase_control_monthly_increase_rival_bonus = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_relation_rival = scope:councillor
|
||||
NOT = { has_relation_nemesis = scope:councillor }
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
value = council_rival_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
marshal_increase_control_monthly_increase_nemesis_bonus = {
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
has_relation_nemesis = scope:councillor
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
value = council_nemesis_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
marshal_increase_county_control_perk_bonus_monthly_change = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
liege = { has_perk = strict_organization_perk }
|
||||
}
|
||||
add = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
add = strict_organization_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
marshal_increase_county_control_erudition_bonus_monthly_change = {
|
||||
value = 0
|
||||
add = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
marshal_increase_county_control_family_business_bonus_monthly_change = {
|
||||
value = 0
|
||||
add = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
marshal_increase_county_control_consulted_house_bonus_monthly_change = {
|
||||
value = 0
|
||||
add = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
marshal_increase_county_control_experience_bonus_monthly_change = {
|
||||
value = 0
|
||||
add = marshal_increase_control_base_total
|
||||
multiply = {
|
||||
add = 10
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
marshal_increase_control_total = {
|
||||
value = marshal_increase_control_base
|
||||
add = marshal_increase_county_control_monthly_change
|
||||
add = marshal_increase_control_monthly_increase_friend_bonus
|
||||
add = marshal_increase_control_monthly_increase_best_friend_bonus
|
||||
add = marshal_increase_control_monthly_increase_rival_bonus
|
||||
add = marshal_increase_control_monthly_increase_nemesis_bonus
|
||||
add = marshal_increase_county_control_perk_bonus_monthly_change
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = marshal_increase_county_control_erudition_bonus_monthly_change
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = marshal_increase_county_control_family_business_bonus_monthly_change
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_character_modifier = event_bonus_to_county_control
|
||||
}
|
||||
add = marshal_increase_county_control_experience_bonus_monthly_change
|
||||
}
|
||||
}
|
||||
|
||||
marshal_councillor_county_corruption_value = {
|
||||
add = martial
|
||||
divide = 5
|
||||
}
|
||||
|
||||
marshal_county_county_corruption_value = {
|
||||
if = {
|
||||
limit = { exists = scope:county }
|
||||
add = scope:county.county_control
|
||||
divide = 5
|
||||
}
|
||||
}
|
||||
|
||||
marshal_remove_county_corruption_chance = {
|
||||
add = martial
|
||||
if = {
|
||||
limit = { exists = scope:county }
|
||||
add = {
|
||||
value = scope:county.county_control
|
||||
}
|
||||
}
|
||||
divide = 5
|
||||
}
|
||||
|
||||
marshal_learn_on_the_job_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
liege = { has_perk = learn_on_the_job_perk }
|
||||
}
|
||||
add = martial
|
||||
multiply = {
|
||||
add = learn_on_the_job_percentage
|
||||
divide = 100
|
||||
}
|
||||
floor = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
marshal_scheme_overtime_boost_scale = {
|
||||
add = 0
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = marshal_overtime_decrease
|
||||
}
|
||||
subtract = var:marshal_overtime_decrease
|
||||
}
|
||||
}
|
||||
|
||||
# Monthly Increase
|
||||
marshal_overtime_boost_monthly_increase = {
|
||||
add = martial
|
||||
multiply = 0.1
|
||||
floor = yes
|
||||
min = 0.1
|
||||
}
|
||||
|
||||
marshal_overtime_decrease_monthly_increase = {
|
||||
subtract = martial
|
||||
multiply = 0.05
|
||||
}
|
||||
|
||||
# Max value
|
||||
marshal_overtime_boost_base = {
|
||||
add = martial
|
||||
multiply = 2
|
||||
}
|
||||
|
||||
marshal_manage_guards_max_erudition_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_erudition_legacy_5_perk = yes }
|
||||
add = marshal_overtime_boost_base
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
marshal_manage_guards_max_family_business_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_family_business_bonus = yes }
|
||||
add = marshal_overtime_boost_base
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
marshal_manage_guards_max_consulted_house_bonus = {
|
||||
if = {
|
||||
limit = { councillor_liege_has_consulted_house_bonus = yes }
|
||||
add = marshal_overtime_boost_base
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
marshal_overtime_boost_max = {
|
||||
add = marshal_overtime_boost_base
|
||||
add = marshal_manage_guards_max_erudition_bonus
|
||||
add = marshal_manage_guards_max_family_business_bonus
|
||||
add = marshal_manage_guards_max_consulted_house_bonus
|
||||
}
|
||||
|
||||
marshal_overtime_boost_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
is_ai = yes
|
||||
is_independent_ruler = yes
|
||||
}
|
||||
}
|
||||
add = marshal_overtime_boost_max
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_variable = marshal_overtime_boost }
|
||||
}
|
||||
add = liege.var:marshal_overtime_boost
|
||||
}
|
||||
}
|
||||
|
||||
marshal_overtime_decrease_base = {
|
||||
subtract = martial
|
||||
multiply = 2
|
||||
floor = yes
|
||||
min = -40
|
||||
}
|
||||
|
||||
marshal_overtime_decrease_max = {
|
||||
add = marshal_overtime_decrease_base
|
||||
subtract = marshal_manage_guards_max_erudition_bonus
|
||||
subtract = marshal_manage_guards_max_family_business_bonus
|
||||
subtract = marshal_manage_guards_max_consulted_house_bonus
|
||||
}
|
||||
|
||||
marshal_overtime_decrease_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = {
|
||||
is_ai = yes
|
||||
is_independent_ruler = yes
|
||||
}
|
||||
}
|
||||
add = marshal_overtime_decrease_max
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_variable = marshal_overtime_boost }
|
||||
}
|
||||
add = liege.var:marshal_overtime_decrease
|
||||
}
|
||||
multiply = -1
|
||||
}
|
||||
|
||||
### Reliable House modifier
|
||||
marshal_reliable_house_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege.dynasty
|
||||
liege.dynasty = { has_dynasty_perk = fp2_coterie_legacy_2 }
|
||||
house = liege.house
|
||||
}
|
||||
add = martial
|
||||
multiply = {
|
||||
add = council_reliable_house_percentage
|
||||
divide = 100
|
||||
}
|
||||
floor = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
411
common/script_values/99_spouse_councillor_values.txt
Normal file
411
common/script_values/99_spouse_councillor_values.txt
Normal file
|
|
@ -0,0 +1,411 @@
|
|||
|
||||
spouse_skill_rating_1 = {
|
||||
add = mediocre_skill_rating
|
||||
}
|
||||
spouse_skill_rating_2 = {
|
||||
add = medium_skill_rating
|
||||
}
|
||||
spouse_skill_rating_3 = {
|
||||
add = decent_skill_rating
|
||||
}
|
||||
spouse_skill_rating_4 = {
|
||||
add = very_high_skill_rating
|
||||
}
|
||||
|
||||
inverted_spouse_skill_rating_1 = {
|
||||
subtract = spouse_skill_rating_1
|
||||
}
|
||||
inverted_spouse_skill_rating_2 = {
|
||||
subtract = spouse_skill_rating_2
|
||||
}
|
||||
inverted_spouse_skill_rating_3 = {
|
||||
subtract = spouse_skill_rating_3
|
||||
}
|
||||
inverted_spouse_skill_rating_4 = {
|
||||
subtract = spouse_skill_rating_4
|
||||
}
|
||||
|
||||
|
||||
spouse_default_task_diplomacy_scale = {
|
||||
add = diplomacy
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_default_task_martial_scale = {
|
||||
add = martial
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_default_task_intrigue_scale = {
|
||||
add = intrigue
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_default_task_learning_scale = {
|
||||
add = learning
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_default_task_stewardship_scale = {
|
||||
add = stewardship
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_task_court_politics_scale = {
|
||||
add = diplomacy
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_task_chivalry_scale = {
|
||||
add = martial
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_task_court_intrigue_scale = {
|
||||
add = intrigue
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_task_manage_domain_scale = {
|
||||
add = stewardship
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
spouse_task_patronage_scale = {
|
||||
add = learning
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor_liege.culture = { has_cultural_parameter = better_spouses }
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
#Spouse rank up values
|
||||
councillor_spouse_lifestyle_rank_up_threshold = 4 #Number of half-years the character has to have been performing a task in order to rank up in the relevant skill
|
||||
councillor_spouse_lifestyle_progress_factor = 0.75 #The factor by which the chance of ranking up each month is multiplied. At 1, one point of progress and one point of skill increase the chance (every six months) by 1%
|
||||
|
||||
councillor_spouse_lifestyle_progress_increase = 1 #How much progress is added every time
|
||||
|
||||
|
||||
#FROM EVENTS
|
||||
opinion_boost_neighboring_ruler_value = {
|
||||
add = 20
|
||||
if = {
|
||||
limit = {
|
||||
tier_difference = {
|
||||
target = root
|
||||
value = -1
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
tier_difference = {
|
||||
target = root
|
||||
value = -2
|
||||
}
|
||||
}
|
||||
multiply = 2.5
|
||||
}
|
||||
}
|
||||
|
||||
spouse_martial_event_troop_size = {
|
||||
add = martial
|
||||
add = prowess
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = strategist
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = overseer
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = gallant
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
|
||||
multiply = 10
|
||||
|
||||
round = yes
|
||||
}
|
||||
|
||||
councillor_spouse_martial_1005_a_value = {
|
||||
add = scope:councillor.martial
|
||||
divide = 2
|
||||
}
|
||||
503
common/script_values/99_spymaster_values.txt
Normal file
503
common/script_values/99_spymaster_values.txt
Normal file
|
|
@ -0,0 +1,503 @@
|
|||
|
||||
# Values used by the Spymaster tasks and ongoing Scheme Discovery
|
||||
|
||||
|
||||
monthly_scheme_discovery_chance_value = {
|
||||
# First grab our percentage chance to be discovered.
|
||||
value = 100
|
||||
subtract = scheme_secrecy
|
||||
# Then reduce it to 10% of itself, as it'll be checked very frequently.
|
||||
multiply = 0.1
|
||||
}
|
||||
|
||||
spymaster_learn_on_the_job_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
liege = { has_perk = learn_on_the_job_perk }
|
||||
}
|
||||
add = intrigue
|
||||
multiply = {
|
||||
add = learn_on_the_job_percentage
|
||||
divide = 100
|
||||
}
|
||||
floor = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
### Reliable House modifier
|
||||
spymaster_reliable_house_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege.dynasty
|
||||
liege.dynasty = { has_dynasty_perk = fp2_coterie_legacy_2 }
|
||||
house = liege.house
|
||||
}
|
||||
add = intrigue
|
||||
multiply = {
|
||||
add = council_reliable_house_percentage
|
||||
divide = 100
|
||||
}
|
||||
floor = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#########################################
|
||||
######## DISRUPT SCHEMES TASK ###########
|
||||
#########################################
|
||||
|
||||
spymaster_disrupt_schemes_hostile_scheme_resistance_base = {
|
||||
add = 5
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_modifier_base_scale = {
|
||||
add = intrigue
|
||||
divide = 2
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_court_of_shadows_modifier_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
liege = { has_perk = court_of_shadows_perk }
|
||||
}
|
||||
add = {
|
||||
value = spymaster_disrupt_schemes_hostile_scheme_resistance_base
|
||||
add = spymaster_disrupt_schemes_modifier_base_scale
|
||||
multiply = {
|
||||
add = court_of_shadows_perk_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_erudition_legacy_5_modifier_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_disrupt_schemes_hostile_scheme_resistance_base
|
||||
add = spymaster_disrupt_schemes_modifier_base_scale
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_family_business_modifier_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_disrupt_schemes_hostile_scheme_resistance_base
|
||||
add = spymaster_disrupt_schemes_modifier_base_scale
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_consulted_house_modifier_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_disrupt_schemes_hostile_scheme_resistance_base
|
||||
add = spymaster_disrupt_schemes_modifier_base_scale
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_modifier_final_scale = {
|
||||
add = spymaster_disrupt_schemes_hostile_scheme_resistance_base
|
||||
add = spymaster_disrupt_schemes_modifier_base_scale
|
||||
add = spymaster_disrupt_schemes_court_of_shadows_modifier_scale
|
||||
add = spymaster_disrupt_schemes_erudition_legacy_5_modifier_scale
|
||||
add = spymaster_disrupt_schemes_family_business_modifier_scale
|
||||
add = spymaster_disrupt_schemes_consulted_house_modifier_scale
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_scheme_discovery_modifier = {
|
||||
add = intrigue
|
||||
}
|
||||
|
||||
spymaster_find_secrets_disrupt_schemes_modifier = {
|
||||
add = intrigue
|
||||
}
|
||||
|
||||
spymaster_find_secrets_disrupt_schemes_modifier_factor = {
|
||||
value = 100
|
||||
subtract = {
|
||||
value = spymaster_find_secrets_disrupt_schemes_modifier
|
||||
multiply = 3
|
||||
}
|
||||
min = 10
|
||||
divide = 100
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_court_of_shadows_scheme_discovery_modifier_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
exists = liege
|
||||
liege = { has_perk = court_of_shadows_perk }
|
||||
}
|
||||
add = {
|
||||
add = spymaster_disrupt_schemes_scheme_discovery_modifier
|
||||
multiply = {
|
||||
add = court_of_shadows_perk_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_erudition_legacy_5_discovery_modifier_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = {
|
||||
add = spymaster_disrupt_schemes_scheme_discovery_modifier
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_family_business_discovery_modifier_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = {
|
||||
add = spymaster_disrupt_schemes_scheme_discovery_modifier
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_consulted_house_discovery_modifier_scale = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = {
|
||||
add = spymaster_disrupt_schemes_scheme_discovery_modifier
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_disrupt_schemes_total_modifier = {
|
||||
add = spymaster_disrupt_schemes_scheme_discovery_modifier
|
||||
add = spymaster_disrupt_schemes_court_of_shadows_scheme_discovery_modifier_scale
|
||||
add = spymaster_disrupt_schemes_erudition_legacy_5_discovery_modifier_scale
|
||||
add = spymaster_disrupt_schemes_family_business_discovery_modifier_scale
|
||||
add = spymaster_disrupt_schemes_consulted_house_discovery_modifier_scale
|
||||
}
|
||||
|
||||
|
||||
#########################################
|
||||
######## ESPIONAGE SCHEME TASK ##########
|
||||
#########################################
|
||||
|
||||
spymaster_espionage_modifier_base_scale = {
|
||||
add = intrigue
|
||||
multiply = -1
|
||||
max = -1
|
||||
}
|
||||
|
||||
spymaster_espionage_legacy_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_espionage_modifier_base_scale
|
||||
multiply = {
|
||||
value = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_family_business_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_espionage_modifier_base_scale
|
||||
multiply = {
|
||||
value = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_consulted_house_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_espionage_modifier_base_scale
|
||||
multiply = {
|
||||
value = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_court_type_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
has_dlc_feature = royal_court
|
||||
scope:councillor_liege = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
has_court_type = court_intrigue
|
||||
court_grandeur_current_level >= 4
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = spymaster_espionage_modifier_base_scale
|
||||
multiply = {
|
||||
value = court_intrigue_spymaster_task_bonus
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_modifier_final_scale = {
|
||||
add = spymaster_espionage_modifier_base_scale
|
||||
add = spymaster_espionage_legacy_bonus
|
||||
add = spymaster_espionage_family_business_bonus
|
||||
add = spymaster_espionage_consulted_house_bonus
|
||||
add = spymaster_espionage_court_type_bonus
|
||||
}
|
||||
|
||||
spymaster_espionage_success_chance_base = {
|
||||
add = 5
|
||||
}
|
||||
|
||||
spymaster_espionage_success_chance_modifier_base_scale = {
|
||||
add = {
|
||||
add = intrigue
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_success_chance_legacy_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_erudition_legacy_5_perk = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_espionage_success_chance_base
|
||||
add = spymaster_espionage_success_chance_modifier_base_scale
|
||||
multiply = {
|
||||
value = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_success_chance_family_business_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_family_business_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_espionage_success_chance_base
|
||||
add = spymaster_espionage_success_chance_modifier_base_scale
|
||||
multiply = {
|
||||
value = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_success_chance_consulted_house_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
councillor_liege_has_consulted_house_bonus = yes
|
||||
}
|
||||
add = {
|
||||
value = spymaster_espionage_success_chance_base
|
||||
add = spymaster_espionage_success_chance_modifier_base_scale
|
||||
multiply = {
|
||||
value = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_success_chance_court_type_bonus = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
has_dlc_feature = royal_court
|
||||
scope:councillor_liege = {
|
||||
has_royal_court = yes
|
||||
has_dlc_feature = royal_court
|
||||
has_court_type = court_intrigue
|
||||
court_grandeur_current_level >= 4
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = spymaster_espionage_success_chance_base
|
||||
add = spymaster_espionage_success_chance_modifier_base_scale
|
||||
multiply = {
|
||||
value = court_intrigue_spymaster_task_bonus
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_espionage_success_chance_total = {
|
||||
add = spymaster_espionage_success_chance_base
|
||||
add = spymaster_espionage_success_chance_modifier_base_scale
|
||||
add = spymaster_espionage_success_chance_legacy_bonus
|
||||
add = spymaster_espionage_success_chance_family_business_bonus
|
||||
add = spymaster_espionage_consulted_house_bonus
|
||||
add = spymaster_espionage_success_chance_court_type_bonus
|
||||
}
|
||||
|
||||
#########################################
|
||||
########### FIND SECRET TASK ############
|
||||
#########################################
|
||||
|
||||
spymaster_find_secrets_secret_discovery_chance = {
|
||||
add = scope:councillor.intrigue
|
||||
multiply = 5
|
||||
max = 95
|
||||
}
|
||||
|
||||
spymaster_find_secrets_base = 5
|
||||
|
||||
spymaster_find_secrets_monthly_increase = {
|
||||
add = intrigue
|
||||
}
|
||||
|
||||
spymaster_find_secrets_base_total = {
|
||||
add = spymaster_find_secrets_base
|
||||
add = spymaster_find_secrets_monthly_increase
|
||||
}
|
||||
|
||||
|
||||
|
||||
# Relation impact
|
||||
spymaster_find_secrets_monthly_increase_friend_bonus = {
|
||||
value = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = council_friend_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
spymaster_find_secrets_monthly_increase_best_friend_bonus = {
|
||||
value = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = council_best_friend_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
spymaster_find_secrets_monthly_increase_rival_bonus = {
|
||||
value = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = council_rival_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
spymaster_find_secrets_monthly_increase_nemesis_bonus = {
|
||||
value = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = council_nemesis_impact_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_find_secrets_perk_monthly_increase = {
|
||||
add = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = digging_for_dirt_perk_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
spymaster_find_secrets_erudition_monthly_increase = {
|
||||
add = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = erudition_legacy_5_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
spymaster_find_secrets_family_business_monthly_increase = {
|
||||
add = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = family_business_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
spymaster_find_secrets_consulted_house_monthly_increase = {
|
||||
add = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = consulted_house_councillors_percentage
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
|
||||
spymaster_court_of_no_secrets_event_increase = {
|
||||
add = spymaster_find_secrets_base_total
|
||||
multiply = {
|
||||
add = 15
|
||||
divide = 100
|
||||
}
|
||||
}
|
||||
1246
common/script_values/99_steward_values.txt
Normal file
1246
common/script_values/99_steward_values.txt
Normal file
File diff suppressed because it is too large
Load diff
436
common/script_values/99_vizier_councillor_values.txt
Normal file
436
common/script_values/99_vizier_councillor_values.txt
Normal file
|
|
@ -0,0 +1,436 @@
|
|||
|
||||
vizier_skill_rating_1 = {
|
||||
add = mediocre_skill_rating
|
||||
}
|
||||
vizier_skill_rating_2 = {
|
||||
add = medium_skill_rating
|
||||
}
|
||||
vizier_skill_rating_3 = {
|
||||
add = decent_skill_rating
|
||||
}
|
||||
vizier_skill_rating_4 = {
|
||||
add = very_high_skill_rating
|
||||
}
|
||||
|
||||
inverted_vizier_skill_rating_1 = {
|
||||
subtract = vizier_skill_rating_1
|
||||
}
|
||||
inverted_vizier_skill_rating_2 = {
|
||||
subtract = vizier_skill_rating_2
|
||||
}
|
||||
inverted_vizier_skill_rating_3 = {
|
||||
subtract = vizier_skill_rating_3
|
||||
}
|
||||
inverted_vizier_skill_rating_4 = {
|
||||
subtract = vizier_skill_rating_4
|
||||
}
|
||||
|
||||
|
||||
vizier_default_task_diplomacy_scale = {
|
||||
add = diplomacy
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_default_task_martial_scale = {
|
||||
add = martial
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_default_task_intrigue_scale = {
|
||||
add = intrigue
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_default_task_learning_scale = {
|
||||
add = learning
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_default_task_stewardship_scale = {
|
||||
add = stewardship
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 5
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_task_court_politics_scale = {
|
||||
add = diplomacy
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_task_chivalry_scale = {
|
||||
add = martial
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_task_court_intrigue_scale = {
|
||||
add = intrigue
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_task_manage_domain_scale = {
|
||||
add = stewardship
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
vizier_task_patronage_scale = {
|
||||
add = learning
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
multiply = 1.25
|
||||
}
|
||||
divide = 2
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:councillor_liege = { has_perk = loyalty_and_respect_perk }
|
||||
|
||||
scope:councillor = {
|
||||
AND = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp3_khvarenah_legacy_3 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ceiling = yes
|
||||
}
|
||||
else = {
|
||||
floor = yes
|
||||
}
|
||||
min = 1
|
||||
}
|
||||
|
||||
#vizier rank up values
|
||||
councillor_vizier_lifestyle_rank_up_threshold = 4 #Number of half-years the character has to have been performing a task in order to rank up in the relevant skill
|
||||
councillor_vizier_lifestyle_progress_factor = 0.75 #The factor by which the chance of ranking up each month is multiplied. At 1, one point of progress and one point of skill increase the chance (every six months) by 1%
|
||||
|
||||
councillor_vizier_lifestyle_progress_increase = 1 #How much progress is added every time
|
||||
122
common/script_values/_script_values.info
Normal file
122
common/script_values/_script_values.info
Normal file
|
|
@ -0,0 +1,122 @@
|
|||
Script values are simple or complex values that can be referenced virtually anywhere in script that takes a number (and in some cases true/false values).
|
||||
|
||||
They come in two main variants; simple static values, and formulas.
|
||||
|
||||
== Static values ==
|
||||
Static values are defined like this:
|
||||
name_of_scripted_value = value (E.G., "minor_stress_gain = 10")
|
||||
|
||||
They're referenced in script by their name:
|
||||
add_stress = minor_stress_gain
|
||||
|
||||
== Formulas ==
|
||||
For more complex values, it is possible to define mathematical formulas. These allow you to use everything available in the scope you're currently in.
|
||||
Be careful with these, as they have to be calculated every single time they're evaluated. Complex formulas can be performance intensive.
|
||||
Formulas do not work for true/false values.
|
||||
|
||||
A formula is declared using curly brackets, and follow this format:
|
||||
|
||||
name_of_scripted_value = {
|
||||
# Mathematical operations
|
||||
add = number/scripted value/scope.something
|
||||
subtract = ...
|
||||
multiply = ...
|
||||
divide = ... # Be careful not to divide by 0
|
||||
modulo = ...
|
||||
|
||||
value = ... # Sets the value to this number
|
||||
|
||||
max = ... # Sets the value to this number if it is currently higher. E.G., "max = 10" would cause the number 15 to become 10
|
||||
min = ... # Sets the value to this number if it is currently lower
|
||||
|
||||
round = yes # Rounds to nearest whole number
|
||||
ceiling = yes # Rounds up (towards positive infinity)
|
||||
floor = yes # Rounds down (towards negative infinity)
|
||||
|
||||
if = { # These operations are executed if the limit is met. You can also put "if" inside an "if"
|
||||
limit = { some conditions }
|
||||
add = 5
|
||||
divide = ...
|
||||
...
|
||||
}
|
||||
else_if = { # If the "if" above is not met, these operations are executed, as long as the limit is met. You can put several "else_if" in a row
|
||||
limit = { some conditions }
|
||||
operations...
|
||||
}
|
||||
else = { # If the "if" or "else_if" above is not met, these operations are executed
|
||||
operations...
|
||||
}
|
||||
|
||||
fixed_range = { # Gives a random fixed-point number in the range (E.G., 1.242)
|
||||
min = ... script value
|
||||
max = ...
|
||||
}
|
||||
|
||||
integer_range = { # Gives a random fixed-point number in the range (E.G., 1)
|
||||
min = ...
|
||||
max = ...
|
||||
}
|
||||
}
|
||||
|
||||
=== Execution order ===
|
||||
Operations are executed in the order defined.
|
||||
Example:
|
||||
value = {
|
||||
add = 5
|
||||
multiply = 4
|
||||
max = 10
|
||||
add = 5
|
||||
}
|
||||
Would result in "15", since "max = 10" would be applied before the last "add = 5"
|
||||
|
||||
=== Inlining ===
|
||||
Formulas can be written inline wherever scripted values work. So if a formula is only to be used once, there's no need to name it and have it in the scriptvalues folder.
|
||||
|
||||
Example:
|
||||
add_gold = {
|
||||
value = gold
|
||||
multiply = { # Yes, you can even inline them in the mathematical operators
|
||||
value = 1
|
||||
multiply = 0.5
|
||||
}
|
||||
}
|
||||
|
||||
=== Chaining ===
|
||||
You can reference named script formulas using scope chaining. For example, if you were to define this formula:
|
||||
example_age = {
|
||||
value = age
|
||||
}
|
||||
Then the following would work:
|
||||
add_gold = {
|
||||
value = mother.example_age
|
||||
}
|
||||
|
||||
== Ranges ==
|
||||
Script values can also define ranges.
|
||||
E.G., add_gold = { 1 5 } will add 1 to 5 gold.
|
||||
add_gold = { named_value another_named_value } will resolve the named values (including formulas).
|
||||
Note that you can't inline formulas within a range. E.G., you cannot do add_gold = { { value = 1 add = 2 } some_named_value }. If you need that, use integer_range or fixed_range from the script math system.
|
||||
|
||||
== Lists ==
|
||||
Script values support lists.
|
||||
E.G., add_gold = { every_child = { add = 1 } } will add as much gold as you have children.
|
||||
All lists should work, including those defined in script.
|
||||
|
||||
Ordered lists also work. E.G.,
|
||||
add_gold = {
|
||||
ordered_child = {
|
||||
order_by = age
|
||||
max = 3
|
||||
add = age
|
||||
}
|
||||
}
|
||||
|
||||
== Scoping ==
|
||||
You can change scope within script values just as you can in regular script.
|
||||
Example:
|
||||
add_gold = {
|
||||
father = {
|
||||
any_child = { add = 1 }
|
||||
}
|
||||
}
|
||||
This would add as much gold as your father has children.
|
||||
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Add table
Add a link
Reference in a new issue