religions outfitted

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Magpie490 2024-11-16 19:09:11 +00:00
parent 88b311eb56
commit ee04dea50b
55 changed files with 54353 additions and 23 deletions

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###################
# 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