Update 00_defines.txt
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1 changed files with 10 additions and 6 deletions
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@ -258,6 +258,8 @@ NCharacter = {
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MAA_STARTING_TREASURY_EXPENSE_MAX = 0.35 # Rulers will never start out spending more than this treasury on men at arms. For treasury-poor rulers this can mean they end up under MAA_STARTING_TREASURY_EXPENSE_MIN if one more MaA would put them above the max
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MAA_STARTING_BARTER_GOODS_EXPENSE_MIN = 0.1 # Rulers at game start will start out spending this much barter goods (or a bit more, as it'll overshoot) on men at arms
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MAA_STARTING_BARTER_GOODS_EXPENSE_MAX = 0.2 # Rulers will never start out spending more than this much barter goods on men at arms. For barter goods-poor rulers this can mean they end up under MAA_STARTING_BARTER_GOODS_EXPENSE_MIN if one more MaA would put them above the max
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MAA_STARTING_HERD_EXPENSE_MIN = 0.7 # Rulers at game start will start out spending this much herd (or a bit more, as it'll overshoot) on men at arms
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MAA_STARTING_HERD_EXPENSE_MAX = 0.9 # Rulers will never start out spending more than this much herd on men at arms. For herd-poor rulers this can mean they end up under MAA_STARTING_HERD_EXPENSE_MIN if one more MaA would put them above the max
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MAXIMUM_DIPLOMATIC_RANGE = 1000
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MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 750 # Used if a game rule with the restricted_diplomatic_range flag is used
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@ -667,6 +669,8 @@ NArmy = {
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MAA_PRESTIGE_BUY_COST_MULT = 2 # If using prestige as gold for MaA, multiply buy cost by this
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MAA_PRESTIGE_LOW_COST_MULT = 0.7 # If using prestige as gold for MaA, multiply basic maintenance cost by this
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MAA_PRESTIGE_HIGH_COST_MULT = 0.7 # If using prestige as gold for MaA, multiply raised/reinforce cost by this
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MAA_HERD_LOW_COST_MULT = 0.7 # If using herd as gold for MaA, multiply basic maintenance cost by this
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MAA_HERD_HIGH_COST_MULT = 0.7 # If using herd as gold for MaA, multiply raised/reinforce cost by this
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MAA_TREASURY_BUY_COST_MULT = 2 # If using treasury as gold for MaA, multiply buy cost by this
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MAA_TREASURY_LOW_COST_MULT = 0.7 # If using treasury as gold for MaA, multiply basic maintenance cost by this
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MAA_TREASURY_HIGH_COST_MULT = 0.7 # If using treasury as gold for MaA, multiply raised/reinforce cost by this
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@ -981,7 +985,7 @@ NProvince = {
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WINTER_SEVERITY_RANDOM_MIN = 0.5 # Sets the lower bound of the random value that is used when determining the next winter severity
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WINTER_SEVERITY_RANDOM_MAX = 1.0 # Sets the upper bound of the random value that is used when determining the next winter severity
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RAZE_HOLDING_COOLDOWN_YEARS = 5 # Sets the cooldown perid in years for nomads razing holdings that they completely control
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MAX_BUILDINGS = 6 # Maximum number of building slots that a province can have
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MAX_BUILDINGS = 7 # Maximum number of building slots that a province can have
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}
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NText = {
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@ -1103,12 +1107,12 @@ NCulture = {
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# Skill mod 37 -> 1 * 10 + 0.9 * 10 + 0.8 * 10 + 0.7 * 7 = 27.4
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# trailing points after the highest section take the last multiplier of the PER_SKILL_SECTION array, which should have at minimum 2 entries
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# this skill level bonus will not exceed the SKILL_CAP, so a Skill 100 character will still get at most (for example) 30% progress chance from their skill.
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 5 # base progress chance bonus if fascination
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 10 # base progress chance bonus if fascination
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_SKILL_BASE = 0 # skill level below which no bonus is given
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_LEVEL_SECTION_SIZE = 0 # size of each multiplier chunk. with 10, the first 10 bonus point will get the first multiplier and so on
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 20 # how high can the skill bonus be at most (BASE included)
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_LEVEL_SECTION_SIZE = 10 # size of each multiplier chunk. with 10, the first 10 bonus point will get the first multiplier and so on
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 45 # how high can the skill bonus be at most (BASE included)
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_PER_SKILL_SECTION = { 1 0.9 0.8 0.7 0.6 }
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_SKILL = 5 # used as the skill value if there is no cultural head
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INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_SKILL = 10 # used as the skill value if there is no cultural head
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INNOVATION_PROGRESS_GAIN_FROM_BONUS_FASCINATION = 1.5 # Additional progress rate if the innovation is current fascination AND was selected as bonus_fascination_innovation
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@ -1329,7 +1333,7 @@ NModifier = {
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AVERAGE_PROWESS_VALUE = 10 # Used by character_opinion_from_high_prowess_add and character_opinion_from_low_prowess_add modifiers to determine what's high and low
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}
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NPortrait = {
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GENE_DATABASE_VERSION = 4 # If the version saved in a file does not match this number, the portrait DNAs will get regenerated. Increase this number when making gene database changed that would break old portraits.
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GENE_DATABASE_VERSION = 5 # If the version saved in a file does not match this number, the portrait DNAs will get regenerated. Increase this number when making gene database changed that would break old portraits.
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GRACEFUL_AGING_START = 25 # After this age, added life expectancy will make a character look younger than they are; the effect grows the further past this point one goes
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GRACEFUL_AGING_END = 70 # This is the apparent age at which life expectancy stops slowing down visual aging (each year onwards ages you visually 1 year)
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MAX_AGE = 100.0 # At this age portraits will use the special age gene at full strength
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