From e71af02715e5dde54754ac892fe582b62d9d27d9 Mon Sep 17 00:00:00 2001 From: Magpie490 Date: Tue, 2 Dec 2025 18:22:22 +0000 Subject: [PATCH] Update 00_defines.txt --- N3OW/common/defines/00_defines.txt | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) diff --git a/N3OW/common/defines/00_defines.txt b/N3OW/common/defines/00_defines.txt index 5c97a36f..301842ae 100644 --- a/N3OW/common/defines/00_defines.txt +++ b/N3OW/common/defines/00_defines.txt @@ -258,6 +258,8 @@ NCharacter = { 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 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 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 + 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 + 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 MAXIMUM_DIPLOMATIC_RANGE = 1000 MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 750 # Used if a game rule with the restricted_diplomatic_range flag is used @@ -667,6 +669,8 @@ NArmy = { MAA_PRESTIGE_BUY_COST_MULT = 2 # If using prestige as gold for MaA, multiply buy cost by this MAA_PRESTIGE_LOW_COST_MULT = 0.7 # If using prestige as gold for MaA, multiply basic maintenance cost by this MAA_PRESTIGE_HIGH_COST_MULT = 0.7 # If using prestige as gold for MaA, multiply raised/reinforce cost by this + MAA_HERD_LOW_COST_MULT = 0.7 # If using herd as gold for MaA, multiply basic maintenance cost by this + MAA_HERD_HIGH_COST_MULT = 0.7 # If using herd as gold for MaA, multiply raised/reinforce cost by this MAA_TREASURY_BUY_COST_MULT = 2 # If using treasury as gold for MaA, multiply buy cost by this MAA_TREASURY_LOW_COST_MULT = 0.7 # If using treasury as gold for MaA, multiply basic maintenance cost by this MAA_TREASURY_HIGH_COST_MULT = 0.7 # If using treasury as gold for MaA, multiply raised/reinforce cost by this @@ -981,7 +985,7 @@ NProvince = { WINTER_SEVERITY_RANDOM_MIN = 0.5 # Sets the lower bound of the random value that is used when determining the next winter severity WINTER_SEVERITY_RANDOM_MAX = 1.0 # Sets the upper bound of the random value that is used when determining the next winter severity RAZE_HOLDING_COOLDOWN_YEARS = 5 # Sets the cooldown perid in years for nomads razing holdings that they completely control - MAX_BUILDINGS = 6 # Maximum number of building slots that a province can have + MAX_BUILDINGS = 7 # Maximum number of building slots that a province can have } NText = { @@ -1103,12 +1107,12 @@ NCulture = { # Skill mod 37 -> 1 * 10 + 0.9 * 10 + 0.8 * 10 + 0.7 * 7 = 27.4 # trailing points after the highest section take the last multiplier of the PER_SKILL_SECTION array, which should have at minimum 2 entries # 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. - INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 5 # base progress chance bonus if fascination + INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 10 # base progress chance bonus if fascination INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_SKILL_BASE = 0 # skill level below which no bonus is given - 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 - INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 20 # how high can the skill bonus be at most (BASE included) + 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 + INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 45 # how high can the skill bonus be at most (BASE included) INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_PER_SKILL_SECTION = { 1 0.9 0.8 0.7 0.6 } - INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_SKILL = 5 # used as the skill value if there is no cultural head + INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_SKILL = 10 # used as the skill value if there is no cultural head INNOVATION_PROGRESS_GAIN_FROM_BONUS_FASCINATION = 1.5 # Additional progress rate if the innovation is current fascination AND was selected as bonus_fascination_innovation @@ -1329,7 +1333,7 @@ NModifier = { 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 } NPortrait = { - 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. + 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. 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 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) MAX_AGE = 100.0 # At this age portraits will use the special age gene at full strength