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159
common/script_values/00_stress_values.txt
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159
common/script_values/00_stress_values.txt
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############################
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# STRESS CHANGES
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############################
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miniscule_stress_gain = 10
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minor_stress_gain = 20
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medium_stress_gain = 40
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major_stress_gain = 60
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massive_stress_gain = 100
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monumental_stress_gain = 150
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miniscule_stress_loss = -5
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minor_stress_loss = -10
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medium_stress_loss = -20
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major_stress_loss = -40
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massive_stress_loss = -60
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monumental_stress_loss = -100
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#Thresholds
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minor_stress_gain_threshold = 100
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medium_stress_gain_threshold = 200
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major_stress_gain_threshold = 300
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max_stress_gain_threshold = 400
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#Values to be used in "stress_impact"
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miniscule_stress_impact_gain = 10
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minor_stress_impact_gain = 20
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medium_stress_impact_gain = 40
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major_stress_impact_gain = 80
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massive_stress_impact_gain = 100
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miniscule_stress_impact_loss = -5
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minor_stress_impact_loss = -15
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medium_stress_impact_loss = -30
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major_stress_impact_loss = -65
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massive_stress_impact_loss = -100
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# For certain traits 'nullifying' most of a medium stress gain, but some left for flavor.
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sub_medium_stress_impact_loss = -30
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sub_medium_stress_impact_gain = 30
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refund_perks_stress_impact = 100
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mental_break_opt_out_stress_gain = 25
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hunt_stress_loss_value = -30
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meager_feast_stress_loss_value = -10
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feast_stress_loss_value = -30
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medium_feast_stress_loss_value = -35
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lavish_feast_stress_loss_value = -40
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exotic_feast_stress_loss_value = -45
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activity_stress_loss_impact = -15
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activity_stress_gain_impact = 15
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#Duration of stress-induced opinion penalties in days
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default_stress_opinion_duration = 3650
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#Cost of changing a child's traits
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child_trait_change_stress_penalty = 30
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depart_from_own_trait_stress_cost = 10
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#Stress trigger values
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very_low_stress = 10
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low_stress = 25
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lower_than_baseline_stress = 50
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normal_baseline_stress = 75
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higher_than_baseline_stress = 100
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low_medium_stress = 125
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medium_stress = 150
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high_medium_stress = 175
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high_stress = 200
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very_high_stress = 250
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extremely_high_stress = 300
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# Mental Break values
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stress_threshold_cooldown_duration = {
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value = 1824 # 1 day less than 5 years
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if = {
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limit = {
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has_perk = mental_resilience_perk
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}
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add = 1095 # 3 years extra
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}
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floor = yes # Should be unneccessary, but ensures it's an int
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}
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stress_threshold_cooldown_duration_in_years = {
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value = 5
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if = {
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limit = {
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has_perk = mental_resilience_perk
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}
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add = 3
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}
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}
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stress_threshold_second_check_timing = {
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value = 1825 # 5 years
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if = {
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limit = {
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has_perk = mental_resilience_perk
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}
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add = 1095 # 3 years extra
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}
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floor = yes # Should be unneccessary, but ensures it's an int
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}
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generous_title_grant_value = {
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value = 0
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# Base stress value scaled on title tier.
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every_in_list = {
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list = target_titles
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add = {
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value = 0
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if = {
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limit = { this.tier = tier_county }
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add = minor_stress_loss # 10 base
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}
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else_if = {
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limit = { this.tier = tier_duchy }
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add = {
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value = medium_stress_loss
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multiply = 1.25 # 25 base
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}
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}
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else_if = {
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limit = { this.tier = tier_kingdom }
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add = {
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value = major_stress_loss
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multiply = 2 # 80 base
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}
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}
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else_if = {
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limit = { this.tier = tier_empire }
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add = {
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value = monumental_stress_loss
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multiply = 2 # 200 base
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}
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}
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# Lose more stress for giving away titles of your primary tier; lose less stress for giving away titles far below your primary in tier.
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multiply = {
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value = this.tier
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add = 1
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divide = scope:actor.primary_title.tier
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}
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# Round to the nearest multiple of 5.
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divide = 5
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round = yes
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multiply = 5
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# For a Duke, this will be x1.25 for Duchies (-30) and x1 for Counties(-10)
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# For a King, this will be x1.25 for a Kingdom (-100), x1 for a Duchy (-25) and x0.75 for Counties(-10)
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# 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)
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}
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}
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}
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