Disease tweaks
This commit is contained in:
parent
f2974b03b2
commit
884ac18c56
4 changed files with 343 additions and 319 deletions
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@ -1,319 +1,319 @@
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@default_tile_multiplier = 0.009702
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smallpox = {
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trait = smallpox
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color = { 88 12 31 }
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priority = 3
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shader_data = {
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strength = 0.8
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edge_fade = 0.25
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tile_multiplier = 0.004702
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texture_index = 0
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channel = alpha
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}
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name = {
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first_valid = {
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triggered_desc = {
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trigger = {
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outbreak_intensity = apocalyptic
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outbreak_province = province:3045
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}
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desc = epidemic_bonifacy_gift
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}
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triggered_desc = {
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trigger = {
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outbreak_intensity = apocalyptic
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outbreak_province = province:7596
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}
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desc = epidemic_raqguul_plague
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}
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random_valid = {
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triggered_desc = {
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trigger = {
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outbreak_intensity = apocalyptic
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outbreak_province = {
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geographical_region = ghw_region_egypt
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county.faith.religion = { is_in_family = rf_abrahamic }
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}
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}
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desc = epidemic_eleventh_plague
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}
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desc = epidemic_rulers_pox
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desc = epidemic_titled_rulers_pox
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desc = epidemic_animal_pox # Monkeypox, chickenpox and the like
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desc = epidemic_realm_pox
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desc = epidemic_holder_pox
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desc = epidemic_culture_pox
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desc = epidemic_location_pox
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}
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desc = trait_smallpox
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}
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}
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on_start = {
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# LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK
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epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province }
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#if = {
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# limit = {
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# outbreak_intensity = apocalyptic
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# }
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# if = {
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# limit = {
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# NOT = {
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# exists = global_var:epidemic_smallpox_apocalyptic
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# }
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# }
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# set_global_variable = {
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# name = epidemic_smallpox_apocalyptic
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# value = 1
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# }
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# }
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# else = {
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# change_global_variable = {
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# name = epidemic_smallpox_apocalyptic
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# add = 1
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# }
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# }
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#}
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#else_if = {
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# limit = {
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# outbreak_intensity = major
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# }
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# if = {
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# limit = {
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# NOT = {
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# exists = global_var:epidemic_smallpox_major
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# }
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# }
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# set_global_variable = {
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# name = epidemic_smallpox_major
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# value = 1
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# }
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# }
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# else = {
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# change_global_variable = {
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# name = epidemic_smallpox_major
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# add = 1
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# }
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# }
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#}
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#else = {
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# if = {
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# limit = {
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# NOT = {
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# exists = global_var:epidemic_smallpox_minor
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# }
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# }
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# set_global_variable = {
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# name = epidemic_smallpox_minor
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# value = 1
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# }
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# }
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# else = {
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# change_global_variable = {
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# name = epidemic_smallpox_minor
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# add = 1
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# }
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# }
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#}
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}
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on_monthly = {
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trigger_event = {
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on_action = epidemic_ongoing_events
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}
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}
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character_infection_chance = {
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value = character_infection_chance_default_value
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}
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can_infect_character = {
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can_contract_disease_trigger = { DISEASE = smallpox }
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immune_to_epidemic = { EPIDEMIC = scope:epidemic }
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}
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on_character_infected = {
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contract_disease_notify_effect = { DISEASE = smallpox }
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if = {
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limit = {
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is_commanding_army = yes
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}
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trigger_event = epidemic_events.0001 #we infect your army
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}
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}
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infection_levels = {
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10 = {
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province_modifier = {
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county_opinion_add = -2
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epidemic_travel_danger = 10
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development_decline = -1
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}
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}
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50 = {
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province_modifier = {
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county_opinion_add = -3
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epidemic_travel_danger = 20
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development_decline = -2
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}
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}
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80 = {
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province_modifier = {
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monthly_county_control_decline_add = -0.1
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supply_limit_mult = -0.2
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county_opinion_add = -5
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epidemic_travel_danger = 30
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development_decline = -3
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}
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}
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}
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outbreak_intensities = {
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minor = {
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outbreak_chance = {
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value = outbreak_chance_minor_default_value
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multiply = outbreak_chance_minor_mult_value
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multiply = recent_epidemics_outbreak_mult_value
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### NO DLC - We increase the chance to make up for the locked diseases ###
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if = {
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limit = {
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NOT = { has_dlc_feature = legends_of_the_dead }
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}
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multiply = 2
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}
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if = {
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limit = {
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has_game_rule = epidemic_frequency_disabled
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}
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multiply = 0
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}
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}
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spread_chance = {
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value = spread_chance_epidemics_default_value
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multiply = spread_chance_epidemics_mult_value
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}
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max_provinces = { 30 55 }
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infection_duration = {
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months = { 6 8 }
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}
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infection_progress_duration = {
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days = { 80 120 }
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}
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infection_recovery_duration = {
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days = { 15 22 }
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}
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}
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major = {
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outbreak_chance = {
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value = outbreak_chance_major_default_value
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multiply = outbreak_chance_major_mult_value
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multiply = recent_epidemics_outbreak_mult_value
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### NO DLC - We increase the chance to make up for the locked diseases ###
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if = {
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limit = {
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NOT = { has_dlc_feature = legends_of_the_dead }
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}
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multiply = 1.5
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}
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if = {
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limit = {
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has_game_rule = epidemic_frequency_disabled
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}
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multiply = 0
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}
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}
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spread_chance = {
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value = spread_chance_epidemics_default_value
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multiply = spread_chance_epidemics_mult_value
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}
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max_provinces = { 85 130 }
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infection_duration = {
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months = { 10 20 }
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}
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infection_progress_duration = {
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days = { 40 60 }
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}
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infection_recovery_duration = {
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days = 25
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}
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}
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apocalyptic = {
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outbreak_chance = {
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value = outbreak_chance_apocalyptic_default_value
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multiply = outbreak_chance_apocalyptic_mult_value
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multiply = recent_epidemics_outbreak_mult_value
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### NO DLC - We increase the chance to make up for the locked diseases ###
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if = {
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limit = {
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NOT = { has_dlc_feature = legends_of_the_dead }
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}
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multiply = 1.25
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}
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if = {
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limit = {
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has_game_rule = epidemic_frequency_disabled
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}
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multiply = 0
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}
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}
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spread_chance = {
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value = spread_chance_epidemics_default_value
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multiply = spread_chance_epidemics_mult_value
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}
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max_provinces = { 220 325 }
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infection_duration = {
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months = { 22 40 }
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}
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infection_progress_duration = {
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days = { 15 20 }
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}
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infection_recovery_duration = {
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days = { 25 35 }
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}
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}
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}
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on_province_infected = {
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county = {
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apply_infection_development_loss = { BASE = 5 }
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}
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cant_touch_this_achievement_effect = yes
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}
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on_province_recovered = {
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county = {
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remove_isolated_capital_modifiers_effect = yes
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}
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add_to_variable_list = {
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name = epidemic_cooldown
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target = scope:epidemic.epidemic_type
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years = 50
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}
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set_variable = {
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name = epidemic_cooldown_general
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years = 15
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}
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# Prosperity event
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plague_recovery_event_effect = yes
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}
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}
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#smallpox = {
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# trait = smallpox
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# color = { 88 12 31 }
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# priority = 3
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#
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# shader_data = {
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# strength = 0.8
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# edge_fade = 0.25
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# tile_multiplier = 0.004702
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# texture_index = 0
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# channel = alpha
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# }
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#
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# name = {
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# first_valid = {
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# triggered_desc = {
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# trigger = {
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# outbreak_intensity = apocalyptic
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# outbreak_province = province:3045
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# }
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# desc = epidemic_bonifacy_gift
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# }
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# triggered_desc = {
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# trigger = {
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# outbreak_intensity = apocalyptic
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# outbreak_province = province:7596
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# }
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# desc = epidemic_raqguul_plague
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# }
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# random_valid = {
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# triggered_desc = {
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# trigger = {
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# outbreak_intensity = apocalyptic
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# outbreak_province = {
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# geographical_region = ghw_region_egypt
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# county.faith.religion = { is_in_family = rf_abrahamic }
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# }
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# }
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# desc = epidemic_eleventh_plague
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# }
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# desc = epidemic_rulers_pox
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# desc = epidemic_titled_rulers_pox
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# desc = epidemic_animal_pox # Monkeypox, chickenpox and the like
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# desc = epidemic_realm_pox
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# desc = epidemic_holder_pox
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# desc = epidemic_culture_pox
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# desc = epidemic_location_pox
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# }
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# desc = trait_smallpox
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# }
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# }
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#
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# on_start = {
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# # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK
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# epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province }
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# #if = {
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# # limit = {
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# # outbreak_intensity = apocalyptic
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# # }
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# # if = {
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# # limit = {
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# # NOT = {
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# # exists = global_var:epidemic_smallpox_apocalyptic
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# # }
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# # }
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# # set_global_variable = {
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# # name = epidemic_smallpox_apocalyptic
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# # value = 1
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# # }
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# # }
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# # else = {
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# # change_global_variable = {
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# # name = epidemic_smallpox_apocalyptic
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# # add = 1
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# # }
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# # }
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# #}
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# #else_if = {
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# # limit = {
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# # outbreak_intensity = major
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# # }
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# # if = {
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# # limit = {
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# # NOT = {
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# # exists = global_var:epidemic_smallpox_major
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# # }
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# # }
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# # set_global_variable = {
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# # name = epidemic_smallpox_major
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# # value = 1
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# # }
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# # }
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# # else = {
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# # change_global_variable = {
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# # name = epidemic_smallpox_major
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# # add = 1
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# # }
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# # }
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# #}
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# #else = {
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# # if = {
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# # limit = {
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# # NOT = {
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# # exists = global_var:epidemic_smallpox_minor
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# # }
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# # }
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# # set_global_variable = {
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# # name = epidemic_smallpox_minor
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# # value = 1
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# # }
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# # }
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# # else = {
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# # change_global_variable = {
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# # name = epidemic_smallpox_minor
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# # add = 1
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# # }
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# # }
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# #}
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# }
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#
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# on_monthly = {
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# trigger_event = {
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# on_action = epidemic_ongoing_events
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# }
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# }
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#
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# character_infection_chance = {
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# value = character_infection_chance_default_value
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# }
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#
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# can_infect_character = {
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# can_contract_disease_trigger = { DISEASE = smallpox }
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# immune_to_epidemic = { EPIDEMIC = scope:epidemic }
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# }
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#
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# on_character_infected = {
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# contract_disease_notify_effect = { DISEASE = smallpox }
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# if = {
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# limit = {
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# is_commanding_army = yes
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# }
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# trigger_event = epidemic_events.0001 #we infect your army
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# }
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# }
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#
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# infection_levels = {
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# 10 = {
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# province_modifier = {
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# county_opinion_add = -2
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# epidemic_travel_danger = 10
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# development_decline = -1
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# }
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# }
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# 50 = {
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# province_modifier = {
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# county_opinion_add = -3
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# epidemic_travel_danger = 20
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# development_decline = -2
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# }
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# }
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# 80 = {
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# province_modifier = {
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# monthly_county_control_decline_add = -0.1
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# supply_limit_mult = -0.2
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# county_opinion_add = -5
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# epidemic_travel_danger = 30
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# development_decline = -3
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# }
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# }
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# }
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#
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# outbreak_intensities = {
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# minor = {
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# outbreak_chance = {
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# value = outbreak_chance_minor_default_value
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# multiply = outbreak_chance_minor_mult_value
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# multiply = recent_epidemics_outbreak_mult_value
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#
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# ### NO DLC - We increase the chance to make up for the locked diseases ###
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# if = {
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# limit = {
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# NOT = { has_dlc_feature = legends_of_the_dead }
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# }
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# multiply = 2
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# }
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# if = {
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# limit = {
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# has_game_rule = epidemic_frequency_disabled
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# }
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# multiply = 0
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# }
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# }
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# spread_chance = {
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# value = spread_chance_epidemics_default_value
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# multiply = spread_chance_epidemics_mult_value
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# }
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# max_provinces = { 30 55 }
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#
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# infection_duration = {
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# months = { 6 8 }
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# }
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#
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# infection_progress_duration = {
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# days = { 80 120 }
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# }
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#
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# infection_recovery_duration = {
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# days = { 15 22 }
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# }
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# }
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#
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# major = {
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# outbreak_chance = {
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# value = outbreak_chance_major_default_value
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# multiply = outbreak_chance_major_mult_value
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# multiply = recent_epidemics_outbreak_mult_value
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#
|
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# ### NO DLC - We increase the chance to make up for the locked diseases ###
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# if = {
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# limit = {
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# NOT = { has_dlc_feature = legends_of_the_dead }
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# }
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# multiply = 1.5
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# }
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# if = {
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# limit = {
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||||
# has_game_rule = epidemic_frequency_disabled
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# }
|
||||
# multiply = 0
|
||||
# }
|
||||
# }
|
||||
# spread_chance = {
|
||||
# value = spread_chance_epidemics_default_value
|
||||
# multiply = spread_chance_epidemics_mult_value
|
||||
# }
|
||||
# max_provinces = { 85 130 }
|
||||
#
|
||||
# infection_duration = {
|
||||
# months = { 10 20 }
|
||||
# }
|
||||
#
|
||||
# infection_progress_duration = {
|
||||
# days = { 40 60 }
|
||||
# }
|
||||
#
|
||||
# infection_recovery_duration = {
|
||||
# days = 25
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# apocalyptic = {
|
||||
# outbreak_chance = {
|
||||
# value = outbreak_chance_apocalyptic_default_value
|
||||
# multiply = outbreak_chance_apocalyptic_mult_value
|
||||
# multiply = recent_epidemics_outbreak_mult_value
|
||||
#
|
||||
# ### NO DLC - We increase the chance to make up for the locked diseases ###
|
||||
# if = {
|
||||
# limit = {
|
||||
# NOT = { has_dlc_feature = legends_of_the_dead }
|
||||
# }
|
||||
# multiply = 1.25
|
||||
# }
|
||||
# if = {
|
||||
# limit = {
|
||||
# has_game_rule = epidemic_frequency_disabled
|
||||
# }
|
||||
# multiply = 0
|
||||
# }
|
||||
# }
|
||||
# spread_chance = {
|
||||
# value = spread_chance_epidemics_default_value
|
||||
# multiply = spread_chance_epidemics_mult_value
|
||||
# }
|
||||
# max_provinces = { 220 325 }
|
||||
#
|
||||
# infection_duration = {
|
||||
# months = { 22 40 }
|
||||
# }
|
||||
#
|
||||
# infection_progress_duration = {
|
||||
# days = { 15 20 }
|
||||
# }
|
||||
#
|
||||
# infection_recovery_duration = {
|
||||
# days = { 25 35 }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# on_province_infected = {
|
||||
# county = {
|
||||
# apply_infection_development_loss = { BASE = 5 }
|
||||
# }
|
||||
# cant_touch_this_achievement_effect = yes
|
||||
# }
|
||||
#
|
||||
# on_province_recovered = {
|
||||
# county = {
|
||||
# remove_isolated_capital_modifiers_effect = yes
|
||||
# }
|
||||
# add_to_variable_list = {
|
||||
# name = epidemic_cooldown
|
||||
# target = scope:epidemic.epidemic_type
|
||||
# years = 50
|
||||
# }
|
||||
# set_variable = {
|
||||
# name = epidemic_cooldown_general
|
||||
# years = 15
|
||||
# }
|
||||
# # Prosperity event
|
||||
# plague_recovery_event_effect = yes
|
||||
# }
|
||||
#}
|
||||
|
||||
bubonic_plague = {
|
||||
trait = bubonic_plague
|
||||
|
|
|
|||
|
|
@ -62,6 +62,18 @@ physician_high_character_template = {
|
|||
medium_lifestyle_random_xp_high
|
||||
}
|
||||
}
|
||||
random = {
|
||||
chance = 10
|
||||
if = {
|
||||
limit = {
|
||||
root.capital_province = {
|
||||
geographical_region = world_europe
|
||||
}
|
||||
}
|
||||
add_character_flag = ai_will_not_convert
|
||||
set_character_faith = faith:trenchsinger
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -104,5 +116,17 @@ physician_excellent_character_template = {
|
|||
add_trait = lifestyle_herbalist
|
||||
}
|
||||
}
|
||||
random = {
|
||||
chance = 33
|
||||
if = {
|
||||
limit = {
|
||||
root.capital_province = {
|
||||
geographical_region = world_europe
|
||||
}
|
||||
}
|
||||
add_character_flag = ai_will_not_convert
|
||||
set_character_faith = faith:trenchsinger
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -212,7 +212,7 @@
|
|||
epidemic_events.1110.a: "Very well."
|
||||
epidemic_events.1110.b: "That site is only for me and mine."
|
||||
epidemic_events.1120.t: "A Gruesome Gift"
|
||||
epidemic_events.1120.desc: "As we enter [flung_corpse_location.GetName], a devilish idea crosses my mind. A few troops lie on the brink of death with [epidemic_scope.GetName] and soon will depart from this world. It is possible, however, for them to serve me in this war even in death.\n\nThe miasma from the corpses will surely cause more of my soldiers to fall ill, unless we were to dispose of the bodies somehow. Perhaps we may bring [corpse_flingee.GetName] to [corpse_flingee.GetHerHis] knees by sending [corpse_flingee.GetHerHim] a gift via catapult..."
|
||||
epidemic_events.1120.desc: "As we enter [flung_corpse_location.GetName], a devilish idea crosses my mind. A few troops lie on the brink of death with [epidemic_scope.GetName] and soon will depart from this world. It is possible, however, for them to serve me in this war even in death.\n\nThe germs from the corpses will surely cause more of my soldiers to fall ill, unless we were to dispose of the bodies somehow. Perhaps we may bring [corpse_flingee.GetName] to [corpse_flingee.GetHerHis] knees by sending [corpse_flingee.GetHerHim] a gift via catapult..."
|
||||
epidemic_events.1120.a: "Load up the bodies!"
|
||||
epidemic_events.1120.b: "This is obscene!"
|
||||
epidemic_events.1121.t: "A Gift From Above"
|
||||
|
|
|
|||
|
|
@ -1,13 +1,13 @@
|
|||
l_english:
|
||||
physician_epidemic_events.1000.t: "Unorthodox Treatment"
|
||||
physician_epidemic_events.1000.desc: "My [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] and [zealous_courtier.Custom2('MyCharacterIntroduction', ROOT.Char)] are at each other's throats over how to handle the spreading [epidemic_scope.GetName].\n\n"I am a physician!" Talāra insists. "Let me purge this plague!"\n\n"Heresy!" Mahakala snarls. "We must anoint the dead and give them proper [zealous_courtier.GetFaith.GetAdjective] rites.""
|
||||
physician_epidemic_events.1000.desc: "My [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] and [zealous_courtier.Custom2('MyCharacterIntroduction', ROOT.Char)] are at each other's throats over how to handle the spreading [epidemic_scope.GetName].\n\n"I am a physician!" [physician.GetFirstNameNoTooltip] insists. "Let me purge this plague!"\n\n"Heresy!" [zealous_courtier.GetFirstNameNoTooltip] snarls. "We must anoint the dead and give them proper [zealous_courtier.GetFaith.GetAdjective] rites.""
|
||||
physician_epidemic_events.1000.a: "Perhaps we should simply keep the bodies away from the living."
|
||||
physician_epidemic_events.1000.b: "We must do whatever we can to end this plague."
|
||||
physician_epidemic_events.1000.b.success: "The treatment works"
|
||||
physician_epidemic_events.1000.b.failure: "The treatment fails"
|
||||
physician_epidemic_events.1000.c: "We will not defile these bodies."
|
||||
physician_epidemic_events.1010.t: "Quarantine"
|
||||
physician_epidemic_events.1010.desc: "As [epidemic_scope.GetName] spreads, my [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] urges a drastic course: seal off the sick. "Miasma clings to corpses," [physician.GetSheHe] warns, "and bad air feeds the plague."\n\n[physician.GetSheHe|U] wants quarantine — no one in or out of infected lands.\n\n"In desperate times, my Kaiser, we must do what we must.""
|
||||
physician_epidemic_events.1010.desc: "As [epidemic_scope.GetName] spreads, my [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] urges a drastic course: seal off the sick. "Germs cling to corpses," [physician.GetSheHe] warns, "and unsanitary conditions feed the plague."\n\n[physician.GetSheHe|U] wants quarantine — no one in or out of infected lands.\n\n"In desperate times, my [ROOT.Char.GetTitleAsNameNoTooltip|U], we must do what we must.""
|
||||
physician_epidemic_events.1010.a: "Seal the roads. Quarantine the sick."
|
||||
physician_epidemic_events.1010.b: "This is too extreme."
|
||||
physician_epidemic_events.1020.t: "[epidemic.GetNameNoTooltip|U]: Early Prevention"
|
||||
|
|
@ -26,7 +26,7 @@
|
|||
physician_epidemic_events.1021.desc: "It would seem the moderate approach has proven successful, with a slow in spread of disease symptoms among the commoners. Though the impact is quite minimal, it should at least grant more time to work on a more permanent solution."
|
||||
physician_epidemic_events.1021.a: "Wonderful!"
|
||||
physician_epidemic_events.1022.t: "Early Prevention: Failure"
|
||||
physician_epidemic_events.1022.desc: "Not only have [physician.GetNamePossessive] preventative measures failed, they seem to have actually irritated the humors and made the corruption both more infectious and more severe."
|
||||
physician_epidemic_events.1022.desc: "Not only have [physician.GetNamePossessive] preventative measures failed, they seem to have actually invigorated the germs and made the pathogen both more infectious and more severe."
|
||||
physician_epidemic_events.1023.t: "$physician_epidemic_events.1021.t$"
|
||||
physician_epidemic_events.1023.desc: "The disease which was set to spread like a flame to paper across my realm has slowed to a crawl. The radical measures proposed by [physician.GetFirstName] have taken a toll on the economy in the short term, but [epidemic.GetName] may not quite be the threat we had all feared."
|
||||
physician_epidemic_events.1023.a: "$physician_epidemic_events.1021.a$"
|
||||
|
|
@ -48,7 +48,7 @@
|
|||
physician_epidemic_events.1040.a: "Let them feel the royal touch."
|
||||
physician_epidemic_events.1040.b: "Let the priests handle the poor."
|
||||
physician_epidemic_events.1050.t: "The [ROOT.Char.GetPrimaryTitle.GetAdjectiveNoTooltip|U] Inn"
|
||||
physician_epidemic_events.1050.desc: "My guards drag [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] before me in irons. [physician.GetSheHe]'s been treating wounded soldiers — friend and foe alike — after every battle.\n\nThey call [physician.GetHerHis] shelter the "[ROOT.Char.GetPrimaryTitle.GetAdjective|U] Inn", and my commanders demand it shut down. But Edaraja only says, "They bleed and suffer like our own. Who am I to turn them away?""
|
||||
physician_epidemic_events.1050.desc: "My guards drag [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] before me in irons. [physician.GetSheHe]'s been treating wounded soldiers — friend and foe alike — after every battle.\n\nThey call [physician.GetHerHis] shelter the "[ROOT.Char.GetPrimaryTitle.GetAdjective|U] Inn", and my commanders demand it shut down. But [physician.GetFirstNameNoTooltip] only says, "They bleed and suffer like our own. Who am I to turn them away?""
|
||||
physician_epidemic_events.1050.a: "[physician.GetSheHe|U] has my leave to continue."
|
||||
physician_epidemic_events.1050.b: "You only serve #EMP me!#!"
|
||||
physician_epidemic_events.1060.t: "A Desperate Banishment"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue