Bugs
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17 changed files with 13699 additions and 1275 deletions
578
common/factions/00_nomadic_faction.txt
Normal file
578
common/factions/00_nomadic_faction.txt
Normal file
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@ -0,0 +1,578 @@
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nomadic_faction = {
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casus_belli = nomadic_war
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leaders_allowed_to_leave = no
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player_can_join = no
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sort_order = 3
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name = FACTION_NOMAD_DYNAMIC_NAME
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short_effect_desc = nomadic_faction_short_effect_desc
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discontent_progress = {
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base = 0
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modifier = {
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add = 5
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desc = "BASE_COLON"
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}
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}
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power_threshold = 0
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requires_county = yes
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requires_character = no
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is_valid = {
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always = yes
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}
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is_county_valid = {
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# Counties can only be in a faction against the top liege in their realm (who is inherently independent).
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scope:faction.faction_target = holder.top_liege
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holder.top_liege = {
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NOR = {
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has_government = herder_government
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any_owned_story = {
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OR = {
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story_type = story_greatest_of_khans
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story_type = story_mongol_invasion
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}
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}
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}
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}
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title_province = {
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OR = {
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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can_character_join = {
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joined_faction = scope:faction
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}
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can_county_join = {
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title_province = {
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OR = {
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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can_county_create = {
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county_opinion < 0
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# Can only join factions against our top liege (not direct liege)
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scope:target = holder.top_liege
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holder.top_liege = {
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NOR = {
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has_government = herder_government
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any_owned_story = {
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OR = {
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story_type = story_greatest_of_khans
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story_type = story_mongol_invasion
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}
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}
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}
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}
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title_province = {
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OR = {
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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####
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# BLOCKERS
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####
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# General Faction immunity
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custom_description = {
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text = character_is_immune_to_factions
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subject = scope:target
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NOT = { scope:target = { immune_to_factions_trigger = yes } }
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}
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}
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can_character_become_leader = {
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always = yes
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}
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county_create_score = {
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base = -5
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compare_modifier = { # Non-nomads get it at -15 county opinion
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trigger = {
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scope:target = {
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NOT = { government_has_flag = government_is_nomadic }
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}
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}
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value = county_opinion
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multiplier = -2
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desc = "FACTION_REASON_COUNTY_OPINION"
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}
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compare_modifier = { # Nomads get it at roughly -35 county opinion
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trigger = {
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scope:target = {
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government_has_flag = government_is_nomadic
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}
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}
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value = county_opinion
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multiplier = -1
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desc = "FACTION_REASON_COUNTY_OPINION"
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}
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# If the targeted ruler isn't nomadic... time to rumble
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modifier = {
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add = 20
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scope:target = {
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NOR = {
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_herder
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}
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}
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desc = "FACTION_REASON_DISLIKE_NON_NOMADS"
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}
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legalism_virtue_and_sin_modifier = {
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TARGET = scope:target
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SCORE_PER_TRAIT = 10
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}
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# Realm Stability Settings
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modifier = {
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add = 25
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has_game_rule = lesser_realm_stability
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}
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modifier = {
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add = -25
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has_game_rule = higher_realm_stability
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}
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modifier = {
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add = -50
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has_game_rule = extreme_realm_stability
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
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add = 25
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has_game_rule = lesser_realm_stability_ai_only
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scope:target = {
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is_ai = yes
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}
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
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add = -25
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has_game_rule = higher_realm_stability_ai_only
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scope:target = {
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is_ai = yes
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}
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
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add = -50
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has_game_rule = extreme_realm_stability_ai_only
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scope:target = {
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is_ai = yes
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}
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}
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# Conquerors
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modifier = {
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add = -100
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scope:target = { ai_should_get_conqueror_bonuses = yes }
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}
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modifier = {
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add = -200
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scope:target = { ai_should_get_extreme_conqueror_bonuses = yes }
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}
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# 10-year 'grace period' from nomadic factions forming after game start
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modifier = {
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years_from_game_start <= 10
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factor = {
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value = 0
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if = {
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limit = { years_from_game_start >= 5 }
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add = years_from_game_start
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subtract = 5
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divide = 5 # In year 6 factions can begin forming, but at 20% weighting. This increases to 40% in year 7, 60% in year 8, etc., up to 100% in year 10 where things are then normal.
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}
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}
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}
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}
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county_join_score = {
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base = 0
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compare_modifier = { # Non-nomads get it at -10 county opinion
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trigger = {
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scope:faction.faction_target = {
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NOT = { government_has_flag = government_is_nomadic }
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}
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}
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value = county_opinion
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multiplier = -2
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desc = "FACTION_REASON_COUNTY_OPINION"
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}
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compare_modifier = { # Nomads get it at roughly -30 county opinion
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trigger = {
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scope:faction.faction_target = {
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government_has_flag = government_is_nomadic
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}
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}
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value = county_opinion
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multiplier = -1
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desc = "FACTION_REASON_COUNTY_OPINION"
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}
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# If the targeted ruler isn't nomadic... time to rumble
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modifier = {
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add = 10
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scope:faction.faction_target = {
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NOR = {
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_herder
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}
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}
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desc = "FACTION_REASON_DISLIKE_NON_NOMADS"
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}
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legalism_virtue_and_sin_modifier = {
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TARGET = scope:faction.faction_target
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SCORE_PER_TRAIT = 10
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}
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# Realm Stability Settings
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
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add = 25
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has_game_rule = lesser_realm_stability
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
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add = -25
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has_game_rule = higher_realm_stability
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
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add = -50
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has_game_rule = extreme_realm_stability
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
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add = 25
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has_game_rule = lesser_realm_stability_ai_only
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scope:faction.faction_target = {
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is_ai = yes
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}
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
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add = -25
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has_game_rule = higher_realm_stability_ai_only
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scope:faction.faction_target = {
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is_ai = yes
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}
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
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add = -50
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has_game_rule = extreme_realm_stability_ai_only
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scope:faction.faction_target = {
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is_ai = yes
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}
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}
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# Conquerors
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modifier = {
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add = -100
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scope:faction.faction_target = { ai_should_get_conqueror_bonuses = yes }
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}
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modifier = {
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add = -200
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scope:faction.faction_target = { ai_should_get_extreme_conqueror_bonuses = yes }
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}
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}
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county_power = county_horde_riders_to_raise_power
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ai_join_score = {
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}
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on_creation = {
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random_faction_county_member = {
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save_scope_as = founding_county
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}
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set_variable = {
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name = faction_culture
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value = scope:founding_county.culture
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}
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set_variable = {
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name = faction_faith
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value = scope:founding_county.faith
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}
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}
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on_destroy = {
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set_variable = {
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name = peasant_destroying
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value = yes
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}
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if = {
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limit = { exists = special_character }
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special_character = {
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save_temporary_scope_as = destroyer_of_titles
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if = {
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limit = {
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has_variable = peasant_title
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exists = this.var:peasant_title.holder
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}
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destroy_title = this.var:peasant_title
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}
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if = {
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limit = {
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NOT = {
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has_character_flag = successful_nomad_revolt_leader
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}
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}
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every_held_title = {
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limit = {
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is_landless_type_title = yes
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}
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scope:destroyer_of_titles = { destroy_title = prev }
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}
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if = {
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limit = { # To make sure we aren't in debt
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gold > 0
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}
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remove_long_term_gold = gold # Zero out our wallet since the revolt is over and we're going back to being unlanded.
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}
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}
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if = {
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limit = {
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is_alive = yes # To prevent dead people from being checked for variables
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}
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if = {
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limit = {
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has_variable = rebel_leader_peasants
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}
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remove_variable = rebel_leader_peasants
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}
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remove_variable = peasant_title
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remove_character_flag = peasant_faction_random_peasant
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remove_character_flag = peasant_faction_claimant_without_title
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if = {
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limit = {
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has_character_flag = peasant_faction_random_peasant
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NOT = { has_character_flag = peasant_revolt_do_not_kill }
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}
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death = {
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death_reason = death_vanished
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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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demand = {
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setup_nomadic_leader_effect = yes
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# Faction leader is unhappy if they reach the point of needing to issue an ultimatim.
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faction_leader = {
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add_opinion = {
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modifier = angry_opinion
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target = root.faction_target
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opinion = -50
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}
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}
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# Save scopes that will be used in the demand event.
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save_scope_as = faction
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special_character = {
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save_scope_as = peasant_leader
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}
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# Check for relevant vassals that owns any land targeted by the faction.
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save_temporary_scope_as = county_faction
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every_faction_county_member = {
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limit = {
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holder = {
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NOT = { this = scope:faction.faction_target }
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NOT = { is_in_list = nomadic_faction_vassal_targets }
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}
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}
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holder = {
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add_to_list = nomadic_faction_vassal_targets
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}
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}
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every_faction_county_member = {
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holder = {
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every_liege_or_above = {
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limit = {
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NOT = { this = scope:faction.faction_target }
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NOT = { is_in_list = nomadic_faction_vassal_targets }
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}
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add_to_list = nomadic_faction_vassal_targets
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}
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}
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}
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# Check if there is a player affected by the faction. AI rulers are blocked from accepting the faction demand if so.
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if = {
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limit = {
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any_in_list = {
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list = nomadic_faction_vassal_targets
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is_ai = no
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}
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}
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scope:faction = {
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set_variable = {
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name = faction_targets_player
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value = yes
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}
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}
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}
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# Fire the demand event. A follow up event will be sent to affected vassals.
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scope:faction.faction_target = {
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trigger_event = faction_demand.9998
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}
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}
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ai_demand_chance = {
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base = 100
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modifier = {
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add = -1000
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faction_target = {
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involved_activity ?= {
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has_activity_type = activity_coronation
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activity_host = prev
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}
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}
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}
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}
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on_war_start = {
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# Duchy initialization so we can concentrate the rebels in just a few important counties instead of spreading them over the entire realm.
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every_faction_county_member = {
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duchy = {
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if = {
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limit = {
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NOT = {
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is_in_list = areas_of_rebellion
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}
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}
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add_to_list = areas_of_rebellion
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}
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}
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}
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# Check where in the duchy the rebellion troops should spawn, then spawn them.
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every_in_list = {
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list = areas_of_rebellion
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save_temporary_scope_as = this_duchy
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# Determine where in the duchy those troops should spawn.
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ordered_in_de_jure_hierarchy = {
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# Troops can only spawn in counties that belong to our faction!
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limit = {
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tier = tier_county
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any_title_joined_faction = {
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this = root
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}
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}
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order_by = county_fertility
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title_province = {
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save_temporary_scope_as = local_center_of_rebellion
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}
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}
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# Spawn the faction troops in the designated location.
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root.faction_leader = {
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spawn_nomadic_revolt_troops = yes
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}
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# Give the populist leader a commander for each stack of troops.
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create_character = {
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template = new_commander_character
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location = scope:local_center_of_rebellion
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faith = root.faction_leader.faith
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culture = root.faction_leader.culture
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save_scope_as = new_populist_commander
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gender_female_chance = {
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if = {
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limit = { root.faction_leader.culture = { has_cultural_parameter = martial_custom_male_only_combatant } }
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add = 0
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}
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else_if = {
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limit = { root.faction_leader.culture = { has_cultural_parameter = martial_custom_female_only_combatant } }
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add = 100
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}
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else = {
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add = 50
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}
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}
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}
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scope:new_populist_commander = {
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set_employer = root.faction_leader
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add_trait = nomadic_philosophy
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}
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}
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# Give the populist leader a small purse so they don't immediately go bankrupt with army maintenance.
|
||||
every_faction_county_member = {
|
||||
root.faction_leader = {
|
||||
add_gold = 25
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
leader_leaves = {
|
||||
# Should only trigger when the leader is captured in battle.
|
||||
if = {
|
||||
limit = {
|
||||
special_character ?= {
|
||||
is_alive = no
|
||||
}
|
||||
}
|
||||
faction_war = {
|
||||
end_war = defender
|
||||
}
|
||||
destroy_faction = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_variable = peasant_destroying }
|
||||
exists = faction_war
|
||||
}
|
||||
faction_war = {
|
||||
end_war = defender
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
character_allow_create = no
|
||||
|
||||
special_character_title = "FACTIONS_WINDOW_LEADER"
|
||||
|
||||
inherit_membership = no
|
||||
|
||||
multiple_targeting = no
|
||||
}
|
||||
|
||||
740
common/factions/00_peasant_faction_new.txt
Normal file
740
common/factions/00_peasant_faction_new.txt
Normal file
|
|
@ -0,0 +1,740 @@
|
|||
@base_peasant_discontent_progress = 2
|
||||
|
||||
peasant_faction = {
|
||||
casus_belli = peasant_war
|
||||
|
||||
short_effect_desc = peasant_faction_short_effect_desc
|
||||
|
||||
sort_order = 5
|
||||
|
||||
leaders_allowed_to_leave = no
|
||||
player_can_join = no
|
||||
power_threshold = 0 # Peasant Factions place their demand regardless of their Power
|
||||
|
||||
discontent_progress = {
|
||||
base = @base_peasant_discontent_progress
|
||||
# modifier = {
|
||||
# faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
|
||||
# add = 10
|
||||
# desc = ep3_story_cycle_restoring_rome_faction_discontent
|
||||
# }
|
||||
modifier = {
|
||||
faction_target = { can_vassals_be_attacked = yes }
|
||||
add = 2
|
||||
desc = border_war_increased_peasant_discontent
|
||||
}
|
||||
modifier = {
|
||||
faction_target = {
|
||||
top_participant_group:dynastic_cycle ?= {
|
||||
has_participant_group_parameter = dynastic_cycle_more_peasant_factions
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
desc = instability_increased_peasant_discontent
|
||||
}
|
||||
}
|
||||
|
||||
name = FACTION_PEASANT_NAME
|
||||
|
||||
requires_county = yes
|
||||
requires_character = no
|
||||
|
||||
is_valid = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
is_county_valid = {
|
||||
# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
|
||||
holder = scope:faction.faction_target
|
||||
title_province = {
|
||||
NOR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
is_character_valid = {
|
||||
has_valid_faction_members_trigger = yes
|
||||
}
|
||||
|
||||
demand = {
|
||||
save_scope_as = faction
|
||||
setup_peasant_leader_effect = yes
|
||||
special_character = {
|
||||
save_scope_as = peasant_leader
|
||||
}
|
||||
|
||||
faction_leader = {
|
||||
add_opinion = {
|
||||
modifier = angry_opinion
|
||||
target = root.faction_target
|
||||
opinion = -50
|
||||
}
|
||||
}
|
||||
scope:faction.faction_target = {
|
||||
trigger_event = faction_demand.1101
|
||||
}
|
||||
}
|
||||
|
||||
ai_demand_chance = {
|
||||
base = 0
|
||||
|
||||
modifier = {
|
||||
add = 100
|
||||
any_faction_county_member = {}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
add = -1000
|
||||
faction_target = {
|
||||
involved_activity ?= {
|
||||
has_activity_type = activity_coronation
|
||||
activity_host = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_creation = {
|
||||
random_faction_county_member = {
|
||||
save_scope_as = founding_county
|
||||
}
|
||||
|
||||
set_variable = {
|
||||
name = faction_culture
|
||||
value = scope:founding_county.culture
|
||||
}
|
||||
set_variable = {
|
||||
name = faction_faith
|
||||
value = scope:founding_county.faith
|
||||
}
|
||||
}
|
||||
|
||||
on_destroy = {
|
||||
set_variable = {
|
||||
name = peasant_destroying
|
||||
value = yes
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { exists = special_character }
|
||||
special_character = {
|
||||
if = {
|
||||
#Verify that the title exists before trying to destroy it
|
||||
limit = {
|
||||
has_variable = peasant_title
|
||||
exists = this.var:peasant_title
|
||||
NOT = { has_variable = peasant_war_escalates }
|
||||
}
|
||||
destroy_title = this.var:peasant_title
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { is_alive = yes }
|
||||
# Zero out our wallet since the revolt is over.
|
||||
if = {
|
||||
limit = { # To make sure we're not in debt
|
||||
gold > 0
|
||||
}
|
||||
remove_long_term_gold = gold
|
||||
}
|
||||
|
||||
# The peasant leader mysteriously vanishes on the next game tick.
|
||||
if = {
|
||||
limit = { NOT = { has_character_flag = peasant_revolt_do_not_kill } }
|
||||
trigger_event = {
|
||||
id = faction_demand.1102
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_join_score = {
|
||||
base = 0
|
||||
compare_modifier = {
|
||||
desc = "FACTION_REASON_COUNTY_OPINION"
|
||||
value = county_opinion
|
||||
multiplier = -1.0
|
||||
}
|
||||
|
||||
# If a suitable Popular Faction exists, perfer to join it instead.
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_PREFER_POPULIST_FACTION"
|
||||
add = -10
|
||||
AND = {
|
||||
county_opinion <= -15
|
||||
scope:faction.faction_target = {
|
||||
top_liege = {
|
||||
any_targeting_faction = {
|
||||
faction_type = populist_faction
|
||||
any_faction_county_member = {
|
||||
this.title_province.faith = root.title_province.faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# If a suitable Escalated Faction exists, prefer to join it instead.
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_PREFER_ESCALATED_FACTION"
|
||||
add = -10
|
||||
scope:faction.faction_target = {
|
||||
any_targeting_faction = {
|
||||
faction_type = escalated_peasant_faction
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Reduced weight for a character's own capital to join a revolt against them.
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_CAPITAL_COUNTY"
|
||||
add = -10
|
||||
this.title_province = scope:faction.faction_target.capital_province
|
||||
}
|
||||
|
||||
legalism_virtue_and_sin_modifier = {
|
||||
TARGET = scope:faction.faction_target
|
||||
SCORE_PER_TRAIT = 10 # Worth 10 opinion per virtue.
|
||||
}
|
||||
|
||||
# Ruling Caste
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_RULING_CASTE"
|
||||
add = -25
|
||||
culture != scope:faction.faction_target.culture
|
||||
scope:faction.faction_target.culture = { has_cultural_parameter = peasant_and_populist_factions_less_common }
|
||||
}
|
||||
|
||||
# Defiant Ambushers
|
||||
modifier = {
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
culture != scope:faction.faction_target.culture
|
||||
culture = { has_cultural_parameter = county_peasant_and_populist_factions_more_common }
|
||||
}
|
||||
|
||||
# Difficulty Settings
|
||||
modifier = { # Easy
|
||||
desc = "FACTION_REASON_DIFFICULTY_EASY"
|
||||
add = -50
|
||||
has_game_rule = easy_difficulty
|
||||
scope:faction.faction_target = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
modifier = { # Very Easy
|
||||
desc = "FACTION_REASON_DIFFICULTY_VERY_EASY"
|
||||
add = -150
|
||||
has_game_rule = very_easy_difficulty
|
||||
scope:faction.faction_target = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
modifier = { # Hard
|
||||
desc = "FACTION_REASON_DIFFICULTY_HARD"
|
||||
add = -50
|
||||
has_game_rule = hard_difficulty
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = { # Very Hard
|
||||
desc = "FACTION_REASON_DIFFICULTY_VERY_HARD"
|
||||
add = -150
|
||||
has_game_rule = very_hard_difficulty
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Conquerors
|
||||
desc = "NO_FRIVOLOUS_ACTIVITIES_REASON"
|
||||
add = -85
|
||||
scope:faction.faction_target = {
|
||||
ai_should_get_conqueror_bonuses = yes
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Conquerors
|
||||
desc = "NO_FRIVOLOUS_ACTIVITIES_REASON"
|
||||
add = -150
|
||||
scope:faction.faction_target = {
|
||||
ai_should_get_extreme_conqueror_bonuses = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Realm Stability Settings
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -50
|
||||
has_game_rule = higher_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -100
|
||||
has_game_rule = extreme_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -50
|
||||
has_game_rule = higher_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -100
|
||||
has_game_rule = extreme_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Conquerors
|
||||
modifier = {
|
||||
add = -100
|
||||
scope:faction.faction_target = { ai_should_get_conqueror_bonuses = yes }
|
||||
}
|
||||
modifier = {
|
||||
add = -200
|
||||
scope:faction.faction_target = { ai_should_get_extreme_conqueror_bonuses = yes }
|
||||
}
|
||||
|
||||
# stay if at war with the target
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_AT_WAR_WITH_TARGET"
|
||||
add = 1000
|
||||
exists = joined_faction
|
||||
joined_faction = {
|
||||
faction_is_at_war = yes
|
||||
}
|
||||
}
|
||||
# TGP Dynastic Cycle in Instability phase
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY"
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
scope:faction.faction_target = {
|
||||
top_participant_group:dynastic_cycle ?= {
|
||||
has_participant_group_parameter = dynastic_cycle_more_peasant_factions
|
||||
}
|
||||
}
|
||||
}
|
||||
# Pure Land
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_POPULIST_PEASANT_MORE_LIKELY"
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
faith != scope:faction.faction_target.faith
|
||||
faith = {
|
||||
has_doctrine_parameter = peasant_and_populist_factions_more_common
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_create_score = {
|
||||
base = 0
|
||||
|
||||
####
|
||||
# AI Modifiers
|
||||
####
|
||||
|
||||
compare_modifier = {
|
||||
value = county_opinion
|
||||
multiplier = -1.0
|
||||
}
|
||||
|
||||
# If a suitable Popular Faction exists, perfer to join it instead.
|
||||
modifier = {
|
||||
add = -10
|
||||
AND = {
|
||||
county_opinion <= -15
|
||||
scope:target = {
|
||||
top_liege = {
|
||||
any_targeting_faction = {
|
||||
faction_type = populist_faction
|
||||
any_faction_county_member = {
|
||||
this.title_province.faith = root.title_province.faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# If a suitable Escalated Faction exists, prefer to join it instead.
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_PREFER_ESCALATED_FACTION"
|
||||
add = -100
|
||||
scope:target = {
|
||||
any_targeting_faction = {
|
||||
faction_type = escalated_peasant_faction
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Reduced weight for a character's own capital to join a revolt against them.
|
||||
modifier = {
|
||||
add = -20
|
||||
exists = scope:target.capital_province
|
||||
this.title_province = scope:target.capital_province
|
||||
}
|
||||
|
||||
legalism_virtue_and_sin_modifier = {
|
||||
TARGET = scope:target
|
||||
SCORE_PER_TRAIT = 10 # Worth 10 opinion per virtue.
|
||||
}
|
||||
|
||||
# Ruling Caste
|
||||
modifier = {
|
||||
add = -25
|
||||
culture != scope:target.culture
|
||||
scope:target.culture = {
|
||||
has_cultural_parameter = peasant_and_populist_factions_less_common
|
||||
}
|
||||
}
|
||||
|
||||
# Defiant Ambushers
|
||||
modifier = {
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
culture != scope:target.culture
|
||||
culture = { has_cultural_parameter = county_peasant_and_populist_factions_more_common }
|
||||
}
|
||||
|
||||
# Difficulty Settings
|
||||
modifier = { # Easy
|
||||
add = -50
|
||||
has_game_rule = easy_difficulty
|
||||
scope:target = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
modifier = { # Very Easy
|
||||
add = -150
|
||||
has_game_rule = very_easy_difficulty
|
||||
scope:target = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
modifier = { # Hard
|
||||
desc = "FACTION_REASON_DIFFICULTY_HARD"
|
||||
add = -50
|
||||
has_game_rule = hard_difficulty
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = { # Very Hard
|
||||
desc = "FACTION_REASON_DIFFICULTY_VERY_HARD"
|
||||
add = -150
|
||||
has_game_rule = very_hard_difficulty
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = { # Conquerors
|
||||
add = -150
|
||||
scope:target = {
|
||||
ai_should_get_extreme_conqueror_bonuses = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
# Realm Stability Settings
|
||||
modifier = {
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
add = -50
|
||||
has_game_rule = higher_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
add = -100
|
||||
has_game_rule = extreme_realm_stability
|
||||
}
|
||||
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -50
|
||||
has_game_rule = higher_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -100
|
||||
has_game_rule = extreme_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Conquerors
|
||||
modifier = {
|
||||
add = -100
|
||||
scope:target = { ai_should_get_conqueror_bonuses = yes }
|
||||
}
|
||||
modifier = {
|
||||
add = -200
|
||||
scope:target = { ai_should_get_extreme_conqueror_bonuses = yes }
|
||||
}
|
||||
# TGP Dynastic Cycle in Instability phase
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY"
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
scope:target = {
|
||||
top_participant_group:dynastic_cycle ?= {
|
||||
has_participant_group_parameter = dynastic_cycle_more_peasant_factions
|
||||
}
|
||||
}
|
||||
}
|
||||
# Pure Land
|
||||
modifier = {
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
faith != scope:target.faith
|
||||
faith = {
|
||||
has_doctrine_parameter = peasant_and_populist_factions_more_common
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_join_score = {
|
||||
}
|
||||
|
||||
can_character_join = {
|
||||
custom_tooltip = {
|
||||
text = can_join_escalated_peasant_faction_tt
|
||||
OR = {
|
||||
joined_faction = scope:faction
|
||||
domicile ?= {
|
||||
has_domicile_parameter = can_join_peasant_factions
|
||||
}
|
||||
has_trait = peasant_leader
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_county_join = {
|
||||
# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
|
||||
|
||||
holder = scope:faction.faction_target
|
||||
|
||||
title_province = {
|
||||
NOR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_county_create = {
|
||||
# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
|
||||
|
||||
holder = scope:target
|
||||
|
||||
scope:target = {
|
||||
NAND = {
|
||||
is_ai = yes
|
||||
OR = {
|
||||
has_trait = greatest_of_khans
|
||||
has_character_modifier = the_great_khan_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
####
|
||||
# BLOCKERS
|
||||
####
|
||||
# General Faction immunity
|
||||
custom_description = {
|
||||
text = character_is_immune_to_factions
|
||||
subject = scope:target
|
||||
NOT = { scope:target = { immune_to_factions_trigger = yes } }
|
||||
}
|
||||
|
||||
title_province = {
|
||||
NOR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_character_become_leader = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
on_war_start = {
|
||||
# Give the peasant leader a small purse so they don't immediately go bankrupt with army maintenance.
|
||||
every_faction_county_member = {
|
||||
root.faction_leader = {
|
||||
add_gold = 10
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { has_variable = ep3_governor_yearly_8150_ignored }
|
||||
root.faction_leader = {
|
||||
spawn_army = {
|
||||
name = ep3_governor_yearly_8150_troop_name
|
||||
men_at_arms = {
|
||||
type = light_footmen
|
||||
stacks = 2
|
||||
}
|
||||
war = root.faction_war
|
||||
location = root.faction_leader.location
|
||||
origin = root.faction_leader.location
|
||||
inheritable = no
|
||||
}
|
||||
}
|
||||
remove_variable = ep3_governor_yearly_8150_ignored
|
||||
}
|
||||
|
||||
# If the target is Restoring Rome, the faction gets a military boon
|
||||
# if = {
|
||||
# limit = {
|
||||
# root.faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
|
||||
# }
|
||||
# save_scope_value_as = {
|
||||
# name = spawn_army_size_levies
|
||||
# value = {
|
||||
# value = 1
|
||||
# root = {
|
||||
# every_faction_county_member = {
|
||||
# add = building_levies
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# root.faction_leader = {
|
||||
# spawn_army = {
|
||||
# name = ep3_restoring_rome_citizen_army_name
|
||||
# levies = scope:spawn_army_size_levies
|
||||
# men_at_arms = {
|
||||
# type = pikemen_unit
|
||||
# stacks = 16
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = mangonel
|
||||
# stacks = 6
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = armored_footmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = light_footmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = bowmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# war = root.faction_war
|
||||
# location = root.faction_leader.location
|
||||
# origin = root.faction_leader.location
|
||||
# inheritable = no
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
root.faction_leader = {
|
||||
spawn_army = {
|
||||
name = peasant_leader_army_name
|
||||
men_at_arms = {
|
||||
type = pikemen_militia
|
||||
stacks = {
|
||||
value = root.faction_leader.location.county.county_levies_to_raise
|
||||
divide = 100
|
||||
multiply = {
|
||||
value = "root.faction_leader.has_trait_xp(peasant_leader)"
|
||||
multiply = 0.05
|
||||
}
|
||||
round = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
men_at_arms = {
|
||||
type = torch_bearers
|
||||
stacks = {
|
||||
value = "root.faction_leader.has_trait_xp(peasant_leader)"
|
||||
multiply = 0.1
|
||||
round = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
war = root.faction_war
|
||||
location = root.faction_leader.location
|
||||
origin = root.faction_leader.location
|
||||
inheritable = no
|
||||
war_keep_on_attacker_victory = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
leader_leaves = {
|
||||
# Should only trigger when the leader is captured in battle.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_variable = peasant_destroying }
|
||||
exists = faction_war
|
||||
}
|
||||
faction_war = {
|
||||
end_war = defender
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_power = {
|
||||
value = county_levies_to_raise
|
||||
# if = {
|
||||
# limit = {
|
||||
# scope:faction.faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
|
||||
# }
|
||||
# multiply = 2
|
||||
# }
|
||||
if = {
|
||||
limit = {
|
||||
faith = { has_doctrine_parameter = peasant_and_populist_factions_more_common }
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
character_allow_create = no
|
||||
|
||||
special_character_title = "FACTIONS_WINDOW_LEADER"
|
||||
|
||||
inherit_membership = no
|
||||
|
||||
county_can_switch_to_other_faction = yes
|
||||
}
|
||||
1825
common/factions/00_populist_faction.txt
Normal file
1825
common/factions/00_populist_faction.txt
Normal file
File diff suppressed because it is too large
Load diff
1491
common/factions/10_tgp_factions.txt
Normal file
1491
common/factions/10_tgp_factions.txt
Normal file
File diff suppressed because it is too large
Load diff
378
common/factions/_factions.info
Normal file
378
common/factions/_factions.info
Normal file
|
|
@ -0,0 +1,378 @@
|
|||
== Structure ==
|
||||
This documentation does not currently include all possible parameters due to the limited knowledge of the author.
|
||||
|
||||
|
||||
# Identifier for the faction is also used for localizing the name & description.
|
||||
<faction key> = {
|
||||
|
||||
# Dynamic name, will look for the identifier of the type (faction_name) if doesn't exist or if it's empty.
|
||||
name = [loc_key|dynamic descriotion]
|
||||
|
||||
# Dynamic description, will look for the identifier of the type + _desc (faction_name_desc) if doesn't exist or if it's empty.
|
||||
description = [loc_key|dynamic description]
|
||||
|
||||
# Dynamic description of the effect, used to summarize faction goals
|
||||
short_effect_desc = [loc_key|dynamic description]
|
||||
|
||||
## Faction with claimant for a title
|
||||
#
|
||||
# Faction needs a character and a title to properly function.
|
||||
# Used for claimant factions where a character and a title must be provided by the player.
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
claimant = <yes/no>
|
||||
|
||||
## Character interaction creates the faction (optional)
|
||||
#
|
||||
# Used for claimant factions where a character and a title must be provided by the player.
|
||||
#
|
||||
# Enabling this will replace the original behaviour of the faction buttons in the faction window.
|
||||
# Instead of starting a faction it will pop up a window for a character interaction.
|
||||
# The character interaction is then responsible for starting the faction.
|
||||
#
|
||||
character_interaction = <character interaction key>
|
||||
|
||||
## Effect fired when a faction of this type is created.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
on_creation = <effets>
|
||||
|
||||
## Effect fired when a faction of this type is destroyed.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
on_destroy = <effects>
|
||||
|
||||
## Effect that will launch when the demand triggers.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
demand = <effects>
|
||||
|
||||
# Effect that will launch every NDefines::NFaction::UPDATE_INTERVAL_DAYS.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
update_effect = <effects>
|
||||
|
||||
## Effect that will launch when the faction declares war.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
on_declaration = <effects>
|
||||
|
||||
## Effect that will launch when a character leaves the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
# - faction_member: The leaving faction member
|
||||
#
|
||||
character_leaves = <effects>
|
||||
|
||||
## Effect that will launch when the leader leaves the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
# - faction_member: The leaving faction member
|
||||
#
|
||||
leader_leaves = <effects>
|
||||
|
||||
## Does AI character want to join?
|
||||
#
|
||||
# MTTH that calculates the the score to join an active faction of this type.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: character that might join.
|
||||
# - faction: target is the active faction.
|
||||
#
|
||||
# Note that the score is then modified by code to weigh in the effects of Boldness/Dread, Energy and Rationality.
|
||||
# See NFaction AI defines.
|
||||
#
|
||||
ai_join_score = <mtth>
|
||||
|
||||
# MTTH that calculates the the score to create an active faction of this type.
|
||||
#
|
||||
# Uses the SCOPE_CHARACTER of the character that tries to create it.
|
||||
# - target: target is the targeted character.
|
||||
#
|
||||
# The claimant faction has two additional scopes:
|
||||
# - claimant: (who is the potential claimant)
|
||||
# - title: (the title to claim for).
|
||||
#
|
||||
# Note that the score is then modified by code to weigh in the effects of Boldness/Dread, Energy and Rationality. See NFaction AI defines.
|
||||
ai_create_score = <mtth>
|
||||
|
||||
## MTTH that calculates the score to join an active faction of this type.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the title that tries to join
|
||||
# - faction: target is the active faction.
|
||||
#
|
||||
county_join_score = <mtth>
|
||||
|
||||
## MTTH that calculates the score to create an active faction of this type.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the title that tries to create it.
|
||||
# - target: the targeted character.
|
||||
#
|
||||
# If the score is >= NDefines::NFaction::COUNTY_CREATE_MIN_SCORE, and it gets a random chance 0-100 on a monthly update.
|
||||
#
|
||||
county_create_score = <mtth>
|
||||
|
||||
## Script value defining the absolute power of a single county member.
|
||||
#
|
||||
# The final power is calculated as ratio of this power and the target's military strength.
|
||||
#
|
||||
county_power = <script value>
|
||||
|
||||
## MTTH that calculates the score to trigger the demand effect of active faction of this type.
|
||||
#
|
||||
# Scope:
|
||||
# - root: the faction
|
||||
#
|
||||
# Checked once a month
|
||||
#
|
||||
ai_demand_chance = <mtth>
|
||||
|
||||
## MTTH that calculates the discontent progress change of the active faction.
|
||||
#
|
||||
# Scope:
|
||||
# - root: the faction
|
||||
#
|
||||
discontent_progress = <mtth>
|
||||
|
||||
## MTTH for power threshold at which the discontent starts ticking up.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
# NFaction::DEFAULT_POWER_THRESHOLD define if not set
|
||||
#
|
||||
power_threshold = <mtth>
|
||||
|
||||
## Trigger to check if the faction is still valid.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
is_valid = <triggers>
|
||||
|
||||
## Trigger to check if the faction type should be shown to the player
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the player
|
||||
#
|
||||
is_shown = <triggers>
|
||||
|
||||
## Trigger to check if a character is still valid to be part of the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the member character
|
||||
# - faction: the faction
|
||||
#
|
||||
is_character_valid = <triggers>
|
||||
|
||||
## Trigger to check if a county is still valid to be part of the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the county county
|
||||
# - faction: the active faction
|
||||
#
|
||||
is_county_valid = <triggers>
|
||||
|
||||
## Trigger to check if a character can join the active faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the character that tries to join.
|
||||
# - faction: the active faction.
|
||||
#
|
||||
# The is_character_valid check ais automatically included, so its triggers should not be repeated here.
|
||||
#
|
||||
can_character_join = <triggers>
|
||||
|
||||
## Trigger to check if a character can create the active faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the character that tries to create.
|
||||
# - SCOPE:target target is target character of the faction.
|
||||
#
|
||||
can_character_create = <triggers>
|
||||
|
||||
## Can faction be created by a player?
|
||||
#
|
||||
# Trigger to check if the button to create a faction will be enabled.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the character that might create a faction of this type
|
||||
# - target: target character of the faction
|
||||
#
|
||||
# Falls back to the regular can_character_create triggers if left empty.
|
||||
#
|
||||
can_character_create_ui = <triggers> # ???
|
||||
|
||||
## Trigger to check if a member character can become the leader of the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the character attempting to become leader
|
||||
# - faction: the faction
|
||||
#
|
||||
can_character_become_leader = <triggers>
|
||||
|
||||
## Trigger to check if a title can join the active faction
|
||||
#
|
||||
# Scopes:
|
||||
# - root: landed title that tries to join
|
||||
# - faction: the active faction.
|
||||
#
|
||||
# Note: is_county_valid is automatically included and its triggers should not be repeated here.
|
||||
#
|
||||
can_county_join = <triggers>
|
||||
|
||||
# Trigger to check if a title can create the active faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the title that tries to create this faction
|
||||
# - target: character that the faction is intended to target
|
||||
#
|
||||
can_county_create = <triggers>
|
||||
|
||||
## Are characters allowed to create this at all?
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
character_allow_create = <yes/no>
|
||||
|
||||
## Are characters allowed to join all?
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
character_allow_join = <yes/no>
|
||||
|
||||
## Is county allowed to create this faction type?
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
county_allow_create = <yes>
|
||||
|
||||
## Is a county allow joint this faction type?
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
county_allow_join = <yes/no>
|
||||
|
||||
## Is the leader allowed to leave the faction?
|
||||
#
|
||||
# (used for faction that create leaders)
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
leaders_allowed_to_leave = <yes/no>
|
||||
|
||||
## Are player characters allowed to join?
|
||||
#
|
||||
# When not allowed the join button for this faction type will be hidden for players.
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
player_can_join = <yes/no>
|
||||
|
||||
## Can the target have more of one faction of this type targeting them?
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
multiple_targeting = <yes/no>
|
||||
|
||||
# The casus belly to be executed for the war
|
||||
casus_belli = <casus belly key>
|
||||
|
||||
# How the special character of this faction will be called
|
||||
special_character_title = <loc key>
|
||||
|
||||
## Will this faction ignore the faction soft block?
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
ignore_soft_block = <yes/no>
|
||||
|
||||
## Inherit membership?
|
||||
#
|
||||
# Heirs that changed liege or tier as a result of succession will inherit faction membership.
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
inherit_membership = <yes/no>
|
||||
|
||||
## Requires at least one county member, otherwise it will be destroyed.
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
requires_county = <yes/no>
|
||||
|
||||
## Requires at least one character member, otherwise it will be destroyed.
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
requires_character = <yes/no>
|
||||
|
||||
## Requires a valid faction leader, otherwise it will be destroyed.
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
requires_leader = <yes/no>
|
||||
|
||||
## Will counties switch factions?
|
||||
#
|
||||
# Make counties leave this faction if there's a better factions available for them to join or create
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
county_can_switch_to_other_faction = <yes/no>
|
||||
|
||||
# Order to sort factions in the UI. Lower value => higher in list.
|
||||
#
|
||||
# Default: 0
|
||||
#
|
||||
sort_order = 1..n
|
||||
|
||||
## Should the special title be shown in the interface or not?
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
show_special_title = <yes/no>
|
||||
}
|
||||
|
||||
== Event targets ==
|
||||
[SCOPE_FACTION.faction_target] - Links to the character targeting the faction
|
||||
[SCOPE_FACTION.faction_leader] - Links to the character leading the faction
|
||||
[SCOPE_FACTION.faction_war] - Links to the faction war
|
||||
[SCOPE_FACTION.special_character] - Links to the special character
|
||||
[SCOPE_FACTION.special_title] - Links to the special title
|
||||
[SCOPE_CHARACTER.leading_faction] - Links to the faction is leading. Null faction if it's not leading any faction
|
||||
[SCOPE_CHARACTER.joined_faction] - Links to the faction the character is in. Null faction if it's not in any faction
|
||||
|
||||
== Related loc/UI functions ==
|
||||
[Faction.GetName] - Gets the name of the faction type. E.G., "Independent Faction"
|
||||
[Faction.GetDescription] - Gets the description of the faction type
|
||||
[Faction.GetDiscontent] - Gets the current dicontent of the faction
|
||||
[Faction.IsAtWar] - Gets if the faction is currently at war
|
||||
[Faction.GetPower] - Gets tthe current power of the faction
|
||||
[Faction.GetTarget] - Gets the target character of the faction
|
||||
[Faction.GetLeader] - Gets the leader of the faction
|
||||
[Faction.GetSpecialCharacter] - Gets the special character of the faction
|
||||
[Faction.GetSpecialTitle] - Gets the special title of the faction
|
||||
[Faction.GetSpecialCharacterTitle] - Gets the title for the faction's special character eg: Claimant, Leader etc.
|
||||
[Faction.HasSpecialCharacter] - Checks if there is a special character of the faction
|
||||
[Faction.HasSpecialTitle] - Checks if there is a special title of the faction
|
||||
|
||||
== Related lists ==
|
||||
[targeting_faction] - List of the factions targeting the SCOPE_CHARCTER
|
||||
[faction_member] - List of the character members in the SCOPE_FACTION
|
||||
[faction_county_member] - List of the county members in the SCOPE_FACTION
|
||||
Loading…
Add table
Add a link
Reference in a new issue