religions outfitted
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914
common/script_values/00_war_values.txt
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914
common/script_values/00_war_values.txt
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##############
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# WAR VALUES #
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##############
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# Truce Durations
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## Since we want these to work out to nice, even numbers, we calc them manually rather than use multipliers.
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standard_truce_duration_days = {
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value = 1825
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# Deductions.
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## Flexible truces perk.
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if = {
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limit = {
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scope:attacker = { has_perk = flexible_truces_perk }
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}
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add = -450
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}
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## Certain struggle phases.
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if = {
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limit = {
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scope:attacker = {
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any_character_struggle = {
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is_struggle_parameter_active_secondary_character_involvement_either_trigger = {
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PARAMETER = truces_by_involved_or_interlopers_within_region_shorter
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CHAR = scope:defender
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}
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}
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}
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}
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add = -900
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}
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if = {
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limit = {
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scope:attacker = {
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any_character_struggle = {
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is_struggle_parameter_active_secondary_character_involvement_either_trigger = {
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PARAMETER = truces_by_involved_or_interlopers_within_region_longer
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CHAR = scope:defender
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}
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}
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}
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}
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add = 900
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}
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# A truce should at least give a 2-year breather.
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min = 730
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if = {
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limit = {
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scope:attacker = {
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any_character_war = {
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primary_attacker = scope:attacker
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primary_defender = scope:defender
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using_cb = fp2_border_raid
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}
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}
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}
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multiply = 2
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}
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}
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#Victory Prestige Experience Gain
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mongol_invasion_cb_prestige_experience_gain = 10
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#Ally contribution prestige gain
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mongol_invasion_cb_ally_prestige = 100
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#Prestige gain
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mongol_invasion_cb_prestige_gain = 250
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#White peace prestige values
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mongol_invasion_cb_prestige_white_peace = -100
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# Determined Independence Cultural Tradition
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determined_independence_defensive_advantage_value = 15
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#############
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# Raid
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#############
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# Practiced Pirates Cultural Tradition
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not_tribal_raid_prestige_multiplier = 1.5
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raid_gold_value = { #How much cash does this settlement generate in a raid?
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value = monthly_income
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multiply = 10
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#Sensible max-mins.
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min = 30
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max = 100
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#Give a whole number.
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ceiling = yes
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}
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tour_tax_gold_value = {
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value = monthly_income
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multiply = 4
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#Give a whole number.
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ceiling = yes
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}
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viking_conquest_ai_score_value = {
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value = 1
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scope:attacker = {
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if = {
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limit = {
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can_use_viking_invasion_cbs_trigger = yes
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}
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if = {
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limit = { NOT = { culture = scope:defender.culture } }
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add = 0.5
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if = {
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limit = {
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NOT = { culture = { has_same_culture_heritage = scope:defender.culture } }
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}
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add = 0.5
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}
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}
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if = {
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limit = { NOT = { faith = scope:defender.faith } }
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add = 0.5
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if = {
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limit = { NOT = { faith.religion = scope:defender.faith.religion } }
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add = 0.5
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}
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}
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if = {
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limit = {
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scope:defender.faith = {
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has_doctrine_parameter = unreformed
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}
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}
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multiply = 0.2
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}
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if = {
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limit = {
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scope:defender.faith = scope:attacker.faith
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}
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multiply = 0.2
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}
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if = { # Russian Vikings stay home
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limit = {
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scope:attacker = {
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capital_province = {
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geographical_region = world_europe_east
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}
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NOT = {
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character_is_realm_neighbor = scope:defender
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}
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}
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}
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multiply = 0.1
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}
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if = { # Norsemen should prefer their historical targets
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limit = {
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scope:attacker = {
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OR = {
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capital_province = {
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geographical_region = world_europe_north
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}
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capital_province = {
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geographical_region = world_europe_west
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}
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capital_province = {
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geographical_region = world_europe_west_francia
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}
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capital_province = {
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geographical_region = world_europe_west_germania
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}
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}
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}
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scope:defender = {
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OR = {
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capital_province = {
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geographical_region = world_europe_west
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}
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capital_province = {
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geographical_region = world_europe_west_francia
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}
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capital_province = {
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geographical_region = world_europe_west_germania
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}
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}
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}
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}
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multiply = 10
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}
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if = { # Norsemen should not rush the Pope...
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limit = {
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scope:attacker.faith.religion = faith:norse_pagan.religion
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scope:defender = {
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has_title = title:k_papal_state
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}
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}
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multiply = 0.01
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}
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}
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# Haesteinn needs to stop merc'ing East Francia when the resulting kingdom simply will not last.
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if = {
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limit = { this = character:6878 }
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# Assuming the player hasn't opted into batshit Vikings.
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if = {
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limit = {
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NOT = { has_game_rule = fp1_scandi_adventurers_apocalyptic }
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}
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# Tell him to calm it down a bit and pick a damned duchy realm or something.
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if = {
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limit = {
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scope:defender = {
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OR = {
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realm_size >= massive_realm_size
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highest_held_title_tier >= tier_kingdom
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}
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}
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}
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multiply = 0
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}
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# ... and a bit of bonus score if said-realm is an NPC Mercia to get him to behave a bit more historically.
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if = {
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limit = {
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scope:defender = {
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primary_title = title:d_hereford
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is_independent_ruler = yes
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is_ai = yes
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}
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}
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multiply = 100
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}
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}
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# ... in which case, go extra wild.
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else_if = {
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limit = { has_game_rule = fp1_scandi_adventurers_apocalyptic }
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# Nothing but a shiny new kingdom will satisfy apocalypse-Haesteinn.
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if = {
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limit = {
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scope:defender = { highest_held_title_tier <= tier_duchy }
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}
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multiply = 0
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}
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}
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}
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}
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}
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struggle_conquest_ai_score_value = {
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value = 1
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scope:attacker = {
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# Are they a different faith than me?
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if = {
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limit = {
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NOT = { faith = scope:defender.faith }
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}
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add = 1
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}
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# Are they a different culture than me?
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if = {
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limit = {
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NOT = { culture = scope:defender.culture }
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}
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add = 1
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}
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# Do I have a negative relationship with them?
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if = {
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limit = { has_relation_nemesis = scope:defender }
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add = 2
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}
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else_if = {
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limit = {
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has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:defender }
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}
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add = 1
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}
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# Do I have a positive relationship with them?
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if = {
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limit = {
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OR = {
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has_relation_soulmate = scope:defender
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has_relation_best_friend = scope:defender
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}
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}
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add = -5
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}
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else_if = {
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limit = {
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has_any_good_relationship_with_character_trigger = { CHARACTER = scope:defender }
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}
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add = -1
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}
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# Multiply this up or down per the phase.
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## Some phases make people hunger for violence...
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if = {
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limit = {
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any_character_struggle = {
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is_struggle_type = iberian_struggle
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is_struggle_phase = struggle_iberia_phase_hostility
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}
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# Unless you're just not that sort of person.
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NOR = {
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has_trait = content
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has_trait = compassionate
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}
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}
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multiply = 2
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}
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## ... but in others, it seems abhorrent.
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if = {
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limit = {
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any_character_struggle = {
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is_struggle_type = iberian_struggle
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OR = {
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is_struggle_phase = struggle_iberia_phase_compromise
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is_struggle_phase = struggle_iberia_phase_conciliation
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}
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}
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NOR = {
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has_trait = ambitious
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has_trait = callous
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has_trait = sadistic
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}
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}
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multiply = 0.5
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}
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}
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}
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byzantium_conquests_ai_score_value = {
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value = 1
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# Are we part of the Roman empire?
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if = {
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limit = {
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scope:attacker = {
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# We only care about governors and above, so don't worry about counts even if they're within the empire.
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highest_held_title_tier >= tier_duchy
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# Now check title ownership.
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OR = {
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has_title = title:e_byzantium
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has_title = title:e_roman_empire
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any_liege_or_above = {
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OR = {
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has_title = title:e_byzantium
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has_title = title:e_roman_empire
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}
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}
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# Account for the 4th crusade.
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## Y'know, roughly.
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AND = {
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NOT = {
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exists = title:e_byzantium
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}
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primary_title = {
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OR = {
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empire = title:e_byzantium
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empire = title:e_latin_empire
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}
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}
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OR = {
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culture = { has_cultural_pillar = heritage_byzantine }
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culture = culture:greek
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culture = {
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any_parent_culture_or_above = {
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this = culture:greek
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}
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}
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}
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}
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}
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}
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}
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# Ok, cool. Now let's set some historical priorities.
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every_target_title = {
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title_province = {
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# Constantinople is king.
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if = {
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limit = { county = title:c_byzantion }
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add = 100
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}
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## We literally do not care about Rome: New York beats OG York, New Rome beats OG Rome.
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# Next, we prioritise Anatolia.
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else_if = {
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limit = { geographical_region = ghw_region_anatolia }
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add = 5
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}
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# Then Greece and the Balkans.
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else_if = {
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limit = {
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OR = {
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geographical_region = ghw_region_greece
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geographical_region = ghw_region_thessalonika
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geographical_region = custom_eastern_balkans
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}
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}
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add = 4.5
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}
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# Then Syria and co.
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else_if = {
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limit = { geographical_region = custom_roman_syria_palestina }
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add = 4
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}
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# Egypt.
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else_if = {
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limit = { geographical_region = custom_roman_aegyptus }
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add = 3.5
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}
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# Mesopotamia.
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else_if = {
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limit = { geographical_region = custom_roman_mesopotamia }
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add = 3
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}
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# Illyria.
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else_if = {
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limit = { geographical_region = custom_roman_illyricum }
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add = 2.5
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}
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# North Africa.
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else_if = {
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limit = {
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OR = {
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geographical_region = custom_roman_cyrenaica
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geographical_region = custom_roman_africa
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geographical_region = custom_roman_mauretania
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}
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}
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add = 2
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}
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# Italy.
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else_if = {
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limit = { geographical_region = ghw_region_italy }
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add = 1.8
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}
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# Iberia.
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else_if = {
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limit = { geographical_region = custom_roman_hispania }
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add = 1.5
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}
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# The remainder.
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## Anything we missed in the east.
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else_if = {
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# You say "why not use Eastern Roman Empire borders?", I say, if the players are gonna obsess over historical borders then so too shall the AI.
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limit = { geographical_region = custom_theodosian_ere }
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add = 1
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}
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## Then total.
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else_if = {
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limit = { geographical_region = custom_roman_empire }
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add = 0.5
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}
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# And _otherwise_, we probably don't want to even look at this thing.
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## May be overridden by weird preferance combination from other values, but generally we'll hopefully get a fairly insular, naval gazing Rome.
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}
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}
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}
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}
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muslim_invasions_prefer_nonmuslims_ai_score_value = {
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value = 1
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if = {
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limit = {
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scope:attacker.religion = religion:islam_religion
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}
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every_in_list = {
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list = target_titles
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if = {
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limit = {
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OR = {
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AND = {
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tier = tier_county
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NOT = { holder.top_liege.religion = religion:islam_religion }
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any_county_province = {
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geographical_region = ghw_region_holy_land
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}
|
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}
|
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AND = {
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tier > tier_county
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any_in_de_jure_hierarchy = {
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tier = tier_county
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NOT = { holder.top_liege.religion = religion:islam_religion }
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any_county_province = {
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geographical_region = ghw_region_holy_land
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}
|
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}
|
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}
|
||||
}
|
||||
}
|
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add = 1000
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}
|
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else_if = {
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limit = {
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OR = {
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AND = {
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tier = tier_county
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NOT = { holder.top_liege.religion = religion:islam_religion }
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any_county_province = {
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OR = {
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geographical_region = ghw_region_anatolia
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geographical_region = world_india
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}
|
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}
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}
|
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AND = {
|
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tier > tier_county
|
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any_in_de_jure_hierarchy = {
|
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tier = tier_county
|
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NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
any_county_province = {
|
||||
OR = {
|
||||
geographical_region = ghw_region_anatolia
|
||||
geographical_region = world_india
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 200
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
AND = {
|
||||
tier = tier_county
|
||||
NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
}
|
||||
AND = {
|
||||
tier > tier_county
|
||||
any_in_de_jure_hierarchy = {
|
||||
tier = tier_county
|
||||
NOT = { holder.top_liege.religion = religion:islam_religion }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Raid for captives
|
||||
raid_for_captives_ai_score_value = {
|
||||
value = 10
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
piety < 0
|
||||
}
|
||||
add = 15
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_zeal >= medium_positive_ai_value
|
||||
piety < 500
|
||||
}
|
||||
add = 5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_zeal >= very_high_positive_ai_value
|
||||
}
|
||||
add = ai_zeal
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
piety > 500
|
||||
}
|
||||
multiply = 0.5
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_zeal < 0
|
||||
NOT = {
|
||||
piety < -100
|
||||
}
|
||||
}
|
||||
multiply = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Artifact wars
|
||||
|
||||
relic_artifact_war_ai_score_value = {
|
||||
value = 10
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
ai_greed > 0
|
||||
}
|
||||
add = {
|
||||
value = ai_greed
|
||||
divide = 2
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_zeal > 0
|
||||
}
|
||||
add = ai_zeal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
artifact_war_ai_score_value = {
|
||||
value = 10
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
ai_greed > 0
|
||||
}
|
||||
add = {
|
||||
value = ai_greed
|
||||
divide = 2
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
ai_vengefulness > 0
|
||||
}
|
||||
add = ai_vengefulness
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############
|
||||
# Vassalization CB
|
||||
#############
|
||||
|
||||
vassalize_default_size = 4
|
||||
|
||||
vassalize_growth_per_innovation = 3
|
||||
|
||||
vassalization_size_limit = {
|
||||
value = vassalize_default_size
|
||||
scope:attacker = {
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_casus_belli
|
||||
}
|
||||
}
|
||||
add = vassalize_growth_per_innovation
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_chronicle_writing
|
||||
}
|
||||
}
|
||||
add = vassalize_growth_per_innovation
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_divine_right
|
||||
}
|
||||
}
|
||||
add = vassalize_growth_per_innovation
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
culture = {
|
||||
has_innovation = innovation_rightful_ownership
|
||||
}
|
||||
}
|
||||
add = vassalize_growth_per_innovation
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#############
|
||||
# GHWs
|
||||
#############
|
||||
third_of_defenders_strength = {
|
||||
value = ghw_defenders_strength
|
||||
multiply = 0.33
|
||||
}
|
||||
|
||||
#############
|
||||
# Siege
|
||||
#############
|
||||
|
||||
siege_base_capture_chance = {
|
||||
value = 35
|
||||
|
||||
# Dynasty Perk: Practiced Kidnappers
|
||||
if = {
|
||||
limit = {
|
||||
scope:occupant = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp1_pillage_legacy_3 }
|
||||
}
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
# Cultural Parameter: State Ransoms
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
# Either you're involved in large groups of the holding surrendering...
|
||||
scope:barony.culture = { has_cultural_parameter = knights_die_less_but_are_captured_more }
|
||||
# ... or you know your liege will pay your ransom.
|
||||
scope:barony.holder.culture = { has_cultural_parameter = knights_die_less_but_are_captured_more }
|
||||
}
|
||||
# Ransoms or no, the primary participants & their heirs know better than to surrender.
|
||||
character_is_potential_valuable_prisoner = no
|
||||
# And independent characters likewise have no incentive.
|
||||
is_independent_ruler = no
|
||||
}
|
||||
add = 50
|
||||
}
|
||||
}
|
||||
raid_base_capture_chance = {
|
||||
value = 20
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = root.army_commander
|
||||
}
|
||||
# Trait: Viking
|
||||
if = {
|
||||
limit = { root.army_commander = { has_trait = viking } }
|
||||
add = 5
|
||||
}
|
||||
# Dynasty Perk: Practiced Kidnappers
|
||||
if = {
|
||||
limit = {
|
||||
exists = root.army_commander.dynasty
|
||||
root.army_commander.dynasty = { has_dynasty_perk = fp1_pillage_legacy_3 }
|
||||
}
|
||||
add = 20
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_control_loss_value = {
|
||||
value = -40
|
||||
|
||||
# Dynasty Perk: No Quarter
|
||||
if = {
|
||||
limit = {
|
||||
root = {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp1_pillage_legacy_5 }
|
||||
}
|
||||
}
|
||||
add = -40
|
||||
}
|
||||
}
|
||||
|
||||
raid_county_control_loss_value = {
|
||||
value = -10
|
||||
|
||||
# Dynasty Perk: No Quarter
|
||||
if = {
|
||||
limit = {
|
||||
scope:raider ?= {
|
||||
exists = dynasty
|
||||
dynasty = { has_dynasty_perk = fp1_pillage_legacy_5 }
|
||||
}
|
||||
}
|
||||
add = -20
|
||||
}
|
||||
}
|
||||
|
||||
#############
|
||||
# CB Costs
|
||||
#############
|
||||
|
||||
|
||||
scale_10_war_defender_win = {
|
||||
value = 10
|
||||
|
||||
if = {
|
||||
limit= {
|
||||
scope:defender.culture = {
|
||||
has_cultural_parameter = more_fame_for_successful_defensive_wars
|
||||
}
|
||||
}
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
|
||||
######################
|
||||
# AI Decision Making #
|
||||
######################
|
||||
# The two effects below are to be used in combination as "root_military_strength_higher_than_value > target_military_strength_root_value" to check player vs enemy strength
|
||||
root_military_strength_higher_than_value = { # Once again joe saves the day or erm, script.
|
||||
value = 0
|
||||
add = max_military_strength # Add num of troops
|
||||
if = {
|
||||
limit = {
|
||||
any_ally = {
|
||||
NOT = { has_truce = scope:target_military }
|
||||
}
|
||||
}
|
||||
every_ally = {
|
||||
limit = {
|
||||
NOT = { has_truce = scope:target_military }
|
||||
}
|
||||
add = max_military_strength
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { exists = var:ai_strength_multiplier }
|
||||
multiply = var:ai_strength_multiplier # 1.25 == 25% stronger than, remember to potty train your script and have it remove the variable after usage!!
|
||||
}
|
||||
}
|
||||
|
||||
target_military_strength_root_value = { # One above calcs player strength (plus multiplier), this one is enemy strenth
|
||||
value = 0
|
||||
add = scope:target_military.max_military_strength # this should be a character, probably a top liege
|
||||
if = {
|
||||
limit = {
|
||||
any_ally = {
|
||||
NOT = { has_truce = root }
|
||||
}
|
||||
}
|
||||
every_ally = {
|
||||
limit = {
|
||||
NOT = { has_truce = root }
|
||||
}
|
||||
add = max_military_strength
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
war_attacker_total_strength_value = {
|
||||
value = 0
|
||||
every_war_attacker = { add = max_military_strength }
|
||||
}
|
||||
|
||||
war_defender_total_strength_value = {
|
||||
value = 0
|
||||
every_war_defender = { add = max_military_strength }
|
||||
}
|
||||
|
||||
war_attacker_total_strength_halved_value = {
|
||||
value = war_attacker_total_strength_value
|
||||
divide = 2
|
||||
}
|
||||
|
||||
war_defender_total_strength_halved_value = {
|
||||
value = war_defender_total_strength_value
|
||||
divide = 2
|
||||
}
|
||||
|
||||
war_attacker_total_strength_tenth_value = {
|
||||
value = war_attacker_total_strength_value
|
||||
divide = 10
|
||||
}
|
||||
|
||||
war_defender_total_strength_tenth_value = {
|
||||
value = war_defender_total_strength_value
|
||||
divide = 10
|
||||
}
|
||||
|
||||
war_attacker_total_current_strength_value = {
|
||||
value = 0
|
||||
every_war_attacker = { add = current_military_strength }
|
||||
}
|
||||
|
||||
war_defender_total_current_strength_value = {
|
||||
value = 0
|
||||
every_war_defender = { add = current_military_strength }
|
||||
}
|
||||
|
||||
war_attacker_total_current_strength_halved_value = {
|
||||
value = war_attacker_total_current_strength_value
|
||||
divide = 2
|
||||
}
|
||||
|
||||
war_defender_total_current_strength_halved_value = {
|
||||
value = war_defender_total_current_strength_value
|
||||
divide = 2
|
||||
}
|
||||
|
||||
war_attacker_total_current_strength_tenth_value = {
|
||||
value = war_attacker_total_current_strength_value
|
||||
divide = 10
|
||||
}
|
||||
|
||||
war_defender_total_current_strength_tenth_value = {
|
||||
value = war_defender_total_current_strength_value
|
||||
divide = 10
|
||||
}
|
||||
|
||||
war_attacker_total_current_strength_divided_by_defender_value = {
|
||||
value = war_attacker_total_current_strength_value
|
||||
divide = war_defender_total_current_strength_value
|
||||
round = yes
|
||||
}
|
||||
|
||||
war_defender_total_current_strength_divided_by_attacker_value = {
|
||||
value = war_defender_total_current_strength_value
|
||||
divide = war_attacker_total_current_strength_value
|
||||
round = yes
|
||||
}
|
||||
|
||||
war_total_participants_current_strength_value = {
|
||||
value = 0
|
||||
every_war_participant = { add = current_military_strength }
|
||||
}
|
||||
|
||||
total_war_attacker_strength_value = {
|
||||
value = 0
|
||||
every_character_war = {
|
||||
limit = { prev = primary_defender }
|
||||
every_war_attacker = { add = current_military_strength }
|
||||
}
|
||||
}
|
||||
|
||||
total_war_enemy_strength_value = {
|
||||
value = 0
|
||||
every_war_enemy = { add = current_military_strength }
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue