diff --git a/common/script_values/07_ep3_values.txt b/common/script_values/07_ep3_values.txt deleted file mode 100644 index 3e113426..00000000 --- a/common/script_values/07_ep3_values.txt +++ /dev/null @@ -1,6703 +0,0 @@ -# INFLUENCE - -#Note! These are base values, use loss/gain below -miniscule_influence_value = 10 -minor_influence_value = 30 -medium_influence_value = 60 -major_influence_value = 100 -massive_influence_value = 150 -monumental_influence_value = 250 - - -miniscule_influence_loss = { - value = 0 - subtract = miniscule_influence_value -} -minor_influence_loss = { - value = 0 - subtract = minor_influence_value -} -medium_influence_loss = { - value = 0 - subtract = medium_influence_value -} -major_influence_loss = { - value = 0 - subtract = major_influence_value -} -massive_influence_loss = { - value = 0 - subtract = massive_influence_value -} -monumental_influence_loss = { - value = 0 - subtract = monumental_influence_value -} - -miniscule_influence_gain = miniscule_influence_value -minor_influence_gain = minor_influence_value -medium_influence_gain = medium_influence_value -major_influence_gain = major_influence_value -massive_influence_gain = massive_influence_value -monumental_influence_gain = monumental_influence_value - -#Influence Levels -low_negative_influence_level = -1 -low_influence_level = 1 -medium_influence_level = 2 -high_influence_level = 3 -very_high_influence_level = 4 -max_influence_level = 5 - -max_dynasty_influence_level = 10 -high_dynasty_influence_level = 7 -medium_dynasty_influence_level = 4 -low_dynasty_influence_level = 2 -min_dynasty_influence_level = 0 - - -influence_modifier_scaling_value = { - value = influence_level - min = 1 - desc = MODIFIER_DEFINITION_MAIN_DESC_INFLUENCE_LEVEL -} - -### Estate building cost values -# Base costs -estate_external_building_normal_base_cost_value = { - if = { - limit = { - government_has_flag = government_is_celestial - } - value = 50 - } - else = { - value = 100 - } -} -estate_external_building_high_base_cost_value = { - if = { - limit = { - government_has_flag = government_is_celestial - } - value = 75 - } - else = { - value = 150 - } -} -estate_internal_building_normal_base_cost_value = { - if = { - limit = { - government_has_flag = government_is_celestial - } - value = 25 - } - else = { - value = 50 - } -} -estate_internal_building_high_base_cost_value = { - if = { - limit = { - government_has_flag = government_is_celestial - } - value = 40 - } - else = { - value = 75 - } -} - -# External building costs - normal -estate_external_building_normal_cost_tier_1_value = { - value = estate_external_building_normal_base_cost_value - multiply = estate_location_cost_modifier_value -} -estate_external_building_normal_cost_tier_2_value = { - value = { - value = estate_external_building_normal_base_cost_value - multiply = 2 - } - multiply = estate_location_cost_modifier_value -} -estate_external_building_normal_cost_tier_3_value = { - value = { - value = estate_external_building_normal_base_cost_value - multiply = 3 - } - multiply = estate_location_cost_modifier_value -} -estate_external_building_normal_cost_tier_4_value = { - value = { - value = estate_external_building_normal_base_cost_value - multiply = 4 - } - multiply = estate_location_cost_modifier_value -} -estate_external_building_normal_cost_tier_5_value = { - value = { - value = estate_external_building_normal_base_cost_value - multiply = 5 - } - multiply = estate_location_cost_modifier_value -} -estate_external_building_normal_cost_tier_6_value = { - value = { - value = estate_external_building_normal_base_cost_value - multiply = 6 - } - multiply = estate_location_cost_modifier_value -} - -# External building costs - high -estate_external_building_high_cost_tier_1_value = { - value = estate_external_building_high_base_cost_value - multiply = estate_location_cost_modifier_value -} -estate_external_building_high_cost_tier_2_value = { - value = { - value = estate_external_building_high_base_cost_value - multiply = 2 - } - multiply = estate_location_cost_modifier_value -} -estate_external_building_high_cost_tier_3_value = { - value = { - value = estate_external_building_high_base_cost_value - multiply = 3 - } - multiply = estate_location_cost_modifier_value -} -estate_external_building_high_cost_tier_4_value = { - value = { - value = estate_external_building_high_base_cost_value - multiply = 4 - } - multiply = estate_location_cost_modifier_value -} -estate_external_building_high_cost_tier_5_value = { - value = { - value = estate_external_building_high_base_cost_value - multiply = 5 - } - multiply = estate_location_cost_modifier_value -} -estate_external_building_high_cost_tier_6_value = { - value = { - value = estate_external_building_high_base_cost_value - multiply = 6 - } - multiply = estate_location_cost_modifier_value -} - -# Internal building costs - normal -estate_internal_building_normal_cost_tier_1_value = { - value = estate_internal_building_normal_base_cost_value - multiply = estate_location_cost_modifier_value -} -estate_internal_building_normal_cost_tier_2_value = { - value = { - value = estate_internal_building_normal_base_cost_value - multiply = 2 - } - multiply = estate_location_cost_modifier_value -} -estate_internal_building_normal_cost_tier_3_value = { - value = { - value = estate_internal_building_normal_base_cost_value - multiply = 3 - } - multiply = estate_location_cost_modifier_value -} -estate_internal_building_normal_cost_tier_4_value = { - value = { - value = estate_internal_building_normal_base_cost_value - multiply = 4 - } - multiply = estate_location_cost_modifier_value -} -estate_internal_building_normal_cost_tier_5_value = { - value = { - value = estate_internal_building_normal_base_cost_value - multiply = 5 - } - multiply = estate_location_cost_modifier_value -} -estate_internal_building_normal_cost_tier_6_value = { - value = { - value = estate_internal_building_normal_base_cost_value - multiply = 6 - } - multiply = estate_location_cost_modifier_value -} - -# Internal building costs - high -estate_internal_building_high_cost_tier_1_value = { - value = estate_internal_building_high_base_cost_value - multiply = estate_location_cost_modifier_value -} -estate_internal_building_high_cost_tier_2_value = { - value = { - value = estate_internal_building_high_base_cost_value - multiply = 2 - } - multiply = estate_location_cost_modifier_value -} -estate_internal_building_high_cost_tier_3_value = { - value = { - value = estate_internal_building_high_base_cost_value - multiply = 3 - } - multiply = estate_location_cost_modifier_value -} -estate_internal_building_high_cost_tier_4_value = { - value = { - value = estate_internal_building_high_base_cost_value - multiply = 4 - } - multiply = estate_location_cost_modifier_value -} -estate_internal_building_high_cost_tier_5_value = { - value = { - value = estate_internal_building_high_base_cost_value - multiply = 5 - } - multiply = estate_location_cost_modifier_value -} -estate_internal_building_high_cost_tier_6_value = { - value = { - value = estate_internal_building_high_base_cost_value - multiply = 6 - } - multiply = estate_location_cost_modifier_value -} - -# Estate location modifier value -estate_location_cost_modifier_value = { - value = 1 - - if = { # Everything is a bit more expensive in the capital - limit = { - domicile.domicile_location = top_liege.capital_province - } - add = 0.2 - } - else_if = { # Everything is a bit cheaper in themes along the borders - limit = { - any_top_realm_border_county = { - duchy = root.domicile.domicile_location.county.duchy - } - } - add = -0.2 - } -} - -### Estate building AI values -estate_building_ai_modifier_value = { - if = { - limit = { # Some characters should want to build in their estate before they construct buildings in holdings - scope:owner = { - OR = { - has_trait = arbitrary - has_trait = gluttonous - has_trait = greedy - } - } - } - add = 10 - } - if = { # Character's loyal to the realm should very slightly favor constructing buildings in holdings first - limit = { - scope:owner = { - has_trait = loyal - OR = { - has_trait = diligent - has_trait = just - } - } - } - add = -1 # This will generally (though not guaranteed) make the AI build estate buildings one tier later than normal - } -} -# - -granary_modifier_scaling_value = { - value = 1 - if = { - limit = { - exists = root - } - domicile ?= { - if = { - limit = { - has_domicile_building_or_higher = grain_field_01 - } - if = { - limit = { has_domicile_building = grain_field_06 } - add = 6 - } - else_if = { - limit = { has_domicile_building = grain_field_05 } - add = 5 - } - else_if = { - limit = { has_domicile_building = grain_field_04 } - add = 4 - } - else_if = { - limit = { has_domicile_building = grain_field_03 } - add = 3 - } - else_if = { - limit = { has_domicile_building = grain_field_02 } - add = 2 - } - else = { - add = 1 - } - } - if = { - limit = { - has_domicile_building_or_higher = east_asian_estate_rice_field_01 - } - if = { - limit = { has_domicile_building = east_asian_estate_rice_field_06 } - add = 6 - } - else_if = { - limit = { has_domicile_building = east_asian_estate_rice_field_05 } - add = 5 - } - else_if = { - limit = { has_domicile_building = east_asian_estate_rice_field_04 } - add = 4 - } - else_if = { - limit = { has_domicile_building = east_asian_estate_rice_field_03 } - add = 3 - } - else_if = { - limit = { has_domicile_building = east_asian_estate_rice_field_02 } - add = 2 - } - else = { - add = 1 - } - } - if = { - limit = { - domicile_location = { - this = root.top_liege.capital_province - } - } - add = 2 - } - if = { - limit = { - domicile_location = { - OR = { - terrain = farmlands - terrain = floodplains - terrain = terraced_hills - } - } - } - add = 5 - } - if = { - limit = { - domicile_location.county = { - county_control < 100 - } - } - add = { - value = 100 - subtract = domicile.domicile_location.county.county_control - multiply = 0.1 - round = yes - min = 1 - } - } - if = { - limit = { - domicile_location.county = { - development_level >= estate_granary_development_bonus_2_value - } - } - multiply = 3 - } - else_if = { - limit = { - domicile_location.county = { - development_level >= estate_granary_development_bonus_1_value - } - } - multiply = 2 - } - if = { - limit = { - domicile_location = { - any_province_epidemic = { } - } - } - multiply = 2 - } - } - } - desc = MODIFIER_DEFINITION_ESTATE_SCALING_DESC -} -estate_granary_development_bonus_1_value = 30 -estate_granary_development_bonus_2_value = 60 - -estate_construction_influence_gain_value = { - value = 20 - - # Bonus from governing with Civilian Administration - if = { - limit = { vassal_contract_has_flag = admin_influence_construction_bonus } - add = 20 - } - - # Increase from Estate Building - if = { - limit = { - domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_5 } - } - multiply = { - value = 1 - add = estate_construction_influence_bonus_5_value - } - } - else_if = { - limit = { - domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_4 } - } - multiply = { - value = 1 - add = estate_construction_influence_bonus_4_value - } - } - else_if = { - limit = { - domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_3 } - } - multiply = { - value = 1 - add = estate_construction_influence_bonus_3_value - } - } - else_if = { - limit = { - domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_2 } - } - multiply = { - value = 1 - add = estate_construction_influence_bonus_2_value - } - } - else_if = { - limit = { - domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_1 } - } - multiply = { - value = 1 - add = estate_construction_influence_bonus_1_value - } - } -} -estate_construction_influence_bonus_1_value = 0.2 -estate_construction_influence_bonus_2_value = 0.4 -estate_construction_influence_bonus_3_value = 0.6 -estate_construction_influence_bonus_4_value = 0.8 -estate_construction_influence_bonus_5_value = 1 - -influence_inherit_large_bonus_value = 0.3 -influence_inherit_medium_bonus_value = 0.2 -influence_inherit_small_bonus_value = 0.1 - -appointment_score_script_value = { - value = "appointment_candidate_score(root.primary_title)" - min = 1 - desc = APPOINTMENT_SCORE_SCRIPT_VALUE_DESC -} - -# The cost for taking command of other theme troops - ROOT is the title the requested troops belong to -admin_title_troop_command_cost_value = { - save_temporary_scope_as = recipient_title - - # Base cost - Set in 00_defines.txt - value = { - value = define:NAdministrative|BASE_REASSIGN_COST - format = "BASE_VALUE_FORMAT" - desc = "BASE_VALUE" - } - - if = { # Increase cost based on the total number of regiments - The first three regiments are not accounted for, we consider them a part of the base cost - limit = { - scope:recipient_title = { - OR = { - any_owned_title_maa_regiment = { - count > 3 - } - any_owned_title_maa_regiment = { - maa_size > 3 - } - AND = { - any_owned_title_maa_regiment = { - count > 2 - } - any_owned_title_maa_regiment = { - maa_size > 1 - } - } - AND = { - any_owned_title_maa_regiment = { - count > 1 - } - any_owned_title_maa_regiment = { - maa_size > 2 - } - } - } - } - } - add = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = { - value = { - scope:recipient_title = { - every_title_maa_regiment = { - add = maa_size - } - } - subtract = 3 - divide = 20 - } - } - desc = ADMIN_TITLE_TROOP_COST_ARMY_SIZE_DESC - } - } - - # You are fighting a defensive war - if = { - limit = { - scope:actor = { - any_character_war = { - is_war_leader = scope:actor - is_defender = scope:actor - } - } - } - subtract = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = 0.25 - desc = ADMIN_TITLE_TROOP_COST_DEFENDER_DESC - } - } - # You are fighting an offensive war, and the troop owner is far away - else_if = { - limit = { - scope:recipient_title.holder = { top_liege != this } - scope:actor = { - any_war_enemy = { - realm_to_title_distance_squared = { - target = scope:recipient_title - value > 100000 - } - } - } - } - add = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = 0.25 - desc = ADMIN_TITLE_TROOP_COST_ATTACKER_DESC - } - } - - # The Troop owner is inside the war goal - if = { - limit = { - holder = { - target_is_liege_or_above = scope:actor - OR = { - any_held_title = { is_contested = yes } - any_vassal = { - any_held_title = { is_contested = yes } - } - } - } - } - subtract = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = 0.25 - desc = ADMIN_TITLE_TROOP_COST_OWNER_IN_WAR_GOAL_DESC - } - } - - # If you are independent - The cost is reduced with your laws - # Imperial Bureaucracy for admin, and Army Command Structure for celestial - if = { # Admin - limit = { - scope:actor = { - top_liege = this - realm_law_use_imperial_bureaucracy = yes - } - } - if = { - limit = { - scope:actor = { - has_realm_law_flag = admin_title_troop_cost_reduction_high - } - } - subtract = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = admin_law_cost_reduction_high_value - desc = ADMIN_TITLE_TROOP_COST_LAW_2_DESC - } - } - else_if = { - limit = { - scope:actor = { - has_realm_law_flag = admin_title_troop_cost_reduction - } - } - subtract = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = admin_law_cost_reduction_value - desc = ADMIN_TITLE_TROOP_COST_LAW_1_DESC - } - } - } - else_if = { # Celestial - limit = { - scope:actor = { - top_liege = this - realm_law_use_celestial_bureaucracy = yes - } - } - if = { - limit = { - scope:actor = { - has_realm_law_flag = admin_title_troop_cost_reduction_very_high - } - } - subtract = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = admin_law_cost_reduction_very_high_value - desc = ADMIN_TITLE_TROOP_COST_LAW_3_CELESTIAL_DESC - } - } - else_if = { - limit = { - scope:actor = { - has_realm_law_flag = admin_title_troop_cost_reduction_high - } - } - subtract = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = admin_law_cost_reduction_high_value - desc = ADMIN_TITLE_TROOP_COST_LAW_2_CELESTIAL_DESC - } - } - else_if = { - limit = { - scope:actor = { - has_realm_law_flag = admin_title_troop_cost_reduction - } - } - subtract = { - value = define:NAdministrative|BASE_REASSIGN_COST - multiply = admin_law_cost_reduction_value - desc = ADMIN_TITLE_TROOP_COST_LAW_1_CELESTIAL_DESC - } - } - } - - # In Meritocratic governments, we prefer to not let the AI borrow from players, since they can be - # called in via 'request_military_aid_interaction' / 'send_military_aid_interaction' - if = { - limit = { - scope:actor = { - government_has_flag = government_has_merit - is_ai = yes - } - scope:recipient_title = { - holder = { - is_ai = no - } - } - } - multiply = 100000 - } -} -admin_law_cost_reduction_value = 0.25 -admin_law_cost_reduction_high_value = 0.5 -admin_law_cost_reduction_very_high_value = 0.75 - -admin_troops_reclaim_cost_cooldown_value = 5 - -# Some control values that we reference in loc. -diarch_more_efficient_administrative_emperor_promotion_candidate_massive_value = 1.5 -diarch_more_efficient_administrative_emperor_promotion_candidate_major_value = 1 -diarch_more_efficient_administrative_emperor_promotion_candidate_medium_value = 0.75 -diarch_more_efficient_administrative_emperor_promotion_candidate_mild_value = 0.5 - -# For use when promoting a candidate via interaction. -appointment_score_interaction_multiplier_modifiers_value = { - value = 1 - # Co-emperors are more efficient to promote. - if = { - limit = { - exists = scope:target - exists = scope:secondary_recipient - appointment_interactions_recipient_is_suitable_co_emperor_trigger = yes - } - if = { - limit = { - scope:actor.top_liege = { has_diarchy_active_parameter = diarch_more_efficient_administrative_emperor_promotion_candidate_massive } - } - add = diarch_more_efficient_administrative_emperor_promotion_candidate_massive_value - } - else_if = { - limit = { - scope:actor.top_liege = { has_diarchy_active_parameter = diarch_more_efficient_administrative_emperor_promotion_candidate_major } - } - add = diarch_more_efficient_administrative_emperor_promotion_candidate_major_value - } - else_if = { - limit = { - scope:actor.top_liege = { has_diarchy_active_parameter = diarch_more_efficient_administrative_emperor_promotion_candidate_medium } - } - add = diarch_more_efficient_administrative_emperor_promotion_candidate_medium_value - } - else_if = { - limit = { - scope:actor.top_liege = { has_diarchy_active_parameter = diarch_more_efficient_administrative_emperor_promotion_candidate_mild } - } - add = diarch_more_efficient_administrative_emperor_promotion_candidate_mild_value - } - } -} - -# Eparch values -eparch_aptitude_modifier_scaling_value = { - value = 1 - if = { - limit = { exists = root } - add = root.aptitude:eparch_court_position - } - desc = MODIFIER_DEFINITION_MAIN_DESC_EPARCH_APTITUDE -} -university_cost_reduction_value = 0.25 -eparch_scheme_secrecy_bonus_value = { - if = { - limit = { - scope:owner ?= { has_court_position = eparch_court_position } - scope:target = { - domicile ?= { domicile_location = owner.top_liege.capital_province } - } - } - add = { - value = 15 - desc = eparch_scheme_bonus_desc - } - } -} - -# State Faith -ep3_state_faith_conversion_mult_value = 2 - -# Hold Triumph Decision -ep3_triumph_gold_cost = { - value = 100 - if = { - limit = { - NOT = { government_allows = administrative } - } - add = 100 - if = { - limit = { - NOT = { - has_variable = ep3_valid_triumph_victory - } - } - add = 200 - } - } -} - -ep3_triumph_influence_cost = { - value = 0 - if = { - limit = { - government_allows = administrative - } - add = 50 - if = { - limit = { - NOT = { - has_variable = ep3_valid_triumph_victory - } - } - add = 200 - } - } -} - -# Laamp - -ep3_laamp_chance_score_value = { - value = 0 - add = { value = sum_of_all_skills_and_prowess_value divide = 4 } - add = { value = piety_level multiply = 2 } # Devotion - add = { value = prestige_level multiply = 2 } # Fame - # Age - if = { - limit = { age < 25 } - add = 3 - } - # Personality - if = { - limit = { has_trait = ambitious } - add = 3 - } - if = { - limit = { has_trait = brave } - add = 3 - } - if = { - limit = { has_trait = arrogant } - add = 3 - } - if = { - limit = { has_trait = stubborn } - add = 3 - } - # Genetics - if = { - limit = { has_trait = beauty_good } - add = 3 - } - if = { - limit = { has_trait = intellect_good } - add = 3 - } - if = { - limit = { has_trait = physique_good } - add = 3 - } - # Fame/Lifestyle/Commander - every_character_trait = { - limit = { - OR = { - has_trait_category = fame - has_trait_category = lifestyle - has_trait_category = commander - } - } - add = 3 - } - # Education - if = { - limit = { has_trait = education_martial } - add = 5 - } - if = { - limit = { has_trait = education_martial_prowess } - add = 5 - } - # Bastardry - if = { - limit = { has_trait = bastard } - add = 5 - } - if = { - limit = { has_trait = legitimized_bastard } - add = 3 - } - if = { - limit = { has_trait = wild_oat } - add = 3 - } - if = { - limit = { has_trait = child_of_concubine } - add = 3 - } - # Cosmetics - if = { - limit = { has_trait = scarred } - add = 3 - } - if = { - limit = { has_trait = one_eyed } - add = 3 - } - if = { - limit = { has_trait = disfigured } - add = 3 - } - # Culture/Faith - if = { - limit = { - faith = { has_doctrine_parameter = unlock_voluntary_laampdom_faith } - } - add = 5 - } - if = { - limit = { - culture = { has_cultural_parameter = unlock_voluntary_laampdom } - } - add = 5 - } - if = { - limit = { - has_trait = nomadic_philosophy - } - add = 5 - } - if = { - limit = { - culture = { has_cultural_parameter = much_more_likely_to_be_laamps } - } - add = 50 - } - if = { - limit = { - culture = { has_cultural_parameter = more_likely_to_be_laamps } - } - add = 25 - } - # Too much to lose - every_heir_title = { - add = { - value = 0 - subtract = tier - } - } - every_held_title = { - add = { - value = tier - multiply = -2 - } - } - # Stop streaks - every_held_title = { - limit = { - previous_holder ?= { - is_alive = yes - government_has_flag = government_is_landless_adventurer - } - } - add = -75 - } - # Encourage potential legitimists and such to go wandering. - if = { - limit = { realm_size <= 0 } - every_claim = { - limit = { tier >= tier_kingdom } - add = 30 - } - } -} - -request_laamp_invasion_sponsorship_gold_cost = { - value = 300 - if = { - limit = { scope:recipient.highest_held_title_tier >= tier_empire } - add = 200 - } -} - -## Referenced in code -ep3_hire_laamp_mercs_cost_value = { - value = scope:recipient.current_military_strength - divide = 10 - min = scope:actor.minor_gold_value - multiply = { - value = { - scope:actor = { - every_character_war = { - limit = { - is_war_leader = scope:actor - } - add = 1 - } - } - min = 1 - } - } - if = { - limit = { - scope:recipient.domicile = { has_domicile_parameter = camp_improved_mercenary_contract_rewards } - } - multiply = camp_improved_mercenary_contract_rewards_value - } - if = { - limit = { - scope:recipient = { has_perk = hard_rule_perk } - } - multiply = adventurer_hard_rule_contract_rewards_value - } -} - -ep3_hire_laamp_mercs_payment_value = { - value = scope:war_contribution_value - divide = 10 - min = scope:employer.medium_gold_value - if = { - limit = { - scope:laamp_temp.domicile ?= { has_domicile_parameter = camp_improved_mercenary_contract_rewards } - } - multiply = camp_improved_mercenary_contract_rewards_value - } - if = { - limit = { - exists = scope:war_valuable_prisoners - } - add = { - value = scope:war_valuable_prisoners - multiply = 20 - } - } - if = { - limit = { - scope:laamp_temp ?= { has_perk = hard_rule_perk } - } - multiply = adventurer_hard_rule_contract_rewards_value - } - max = { - value = scope:employer.yearly_character_income - if = { - limit = { - scope:employer.gold > 0 - } - add = scope:employer.gold - } - } -} - -ep3_laamp_flavour_ewan_4041_regiment_damage_wildfires_min = 20 -ep3_laamp_flavour_ewan_4041_regiment_damage_wildfires_max = 50 - -ep3_laamp_flavour_ewan_4041_regiment_damage_avalanches_min = 30 -ep3_laamp_flavour_ewan_4041_regiment_damage_avalanches_max = 60 - -ep3_laamp_flavour_ewan_4041_regiment_damage_flash_floods_min = 20 -ep3_laamp_flavour_ewan_4041_regiment_damage_flash_floods_max = 40 - -ep3_laamp_flavour_ewan_4041_regiment_damage_frozen_water_min = 15 -ep3_laamp_flavour_ewan_4041_regiment_damage_frozen_water_max = 30 - -ep3_laamp_flavour_ewan_4041_regiment_damage_earthquake_min = 50 -ep3_laamp_flavour_ewan_4041_regiment_damage_earthquake_max = 80 - -chariot_race_entrance_fee = { - value = 50 -} - -chariot_race_base_cost_value = { - value = 200 -} - -chariot_ordering_value = { - value = 0 - add = aptitude:charioteer_court_position - round = yes -} - -charioteer_chance_to_win = { - value = 1 - add = prowess - add = aptitude:charioteer_court_position - round = yes -} - -charioteer_chance_to_place = { - value = 1 - add = prowess - add = aptitude:charioteer_court_position - round = yes -} - -charioteer_chance_to_show = { - value = 1 - add = prowess - add = aptitude:charioteer_court_position - round = yes -} - -charioteer_victory_score_value = { - value = 0 - if = { - limit = { is_alive = yes} - if = { - limit = { has_variable = chariot_race_victory_score } - add = var:chariot_race_victory_score - } - } -} - -charioteer_passive_phase_gui_sort_value = { - value = 1 - if = { - limit = { is_alive = yes } - add = this.aptitude:charioteer_court_position - } -} - -charioteer_placement_middle = { - value = 0 - add = { - value = involved_activity.var:num_charioteers - divide = 2 - } -} - -following_charioteer_index = { - value = var:current_place_in_race - add = 1 - max = 12 -} - -ahead_charioteer_index = { - value = var:current_place_in_race - subtract = 1 - min = 1 -} - -2_ahead_charioteer_index = { - value = var:current_place_in_race - subtract = 2 - min = 1 -} - -bookkeeper_small_commission_value = { - value = 0.2 - if = { - limit = { - scope:host.court_position:bookmaker_court_position ?= { - has_character_flag = bookmaker_cooking_the_books - } - } - multiply = 3 - } -} - -bookkeeper_medium_commission_value = { - value = 0.3 - if = { - limit = { - scope:host.court_position:bookmaker_court_position ?= { - has_character_flag = bookmaker_cooking_the_books - } - } - multiply = 3 - } -} - -bookkeeper_large_commission_value = { - value = 0.4 - if = { - limit = { - scope:host.court_position:bookmaker_court_position ?= { - has_character_flag = bookmaker_cooking_the_books - } - } - multiply = 3 - } -} - -# Distance value used instead of diplo range for LAAMP interactions range -ep3_laamp_interaction_max_range = 450000 #from Byzantion to west and east edges of ERE in 1066 - -purchase_land_county_cost_value = 400 -purchase_land_duchy_cost_value = 1000 - -ep3_laamp_invasion_levies_size_value = { - value = 0 - add = scope:supporter.max_military_strength - divide = 10 - max = { - # Standard base max. - value = varangian_adventurers_standard_levy_cap_value - } -} - -ep3_laamp_invasion_ai_targeting_value = { - value = 100 - scope:attacker = { - # Weight up claims. - if = { - limit = { - scope:attacker = { - any_claim = { - OR = { - holder = scope:defender - holder.top_liege = scope:defender - } - } - } - } - add = 100 - } - # Weight up those who are already overwhelmed. - if = { - limit = { - scope:defender = { gold < 0 } - } - add = 100 - } - # Weight up those who are already overwhelmed. - if = { - limit = { - scope:defender = { is_at_war = yes } - } - add = 100 - } - # Weight up independent dukes. - if = { - limit = { - scope:defender = { highest_held_title_tier = tier_duchy } - } - add = 100 - } - # Weight up independent kings. - if = { - limit = { - scope:defender = { highest_held_title_tier = tier_kingdom } - } - add = 50 - } - # Weight up for coastal counties. - every_in_list = { - list = target_titles - limit = { - tier = tier_county - is_coastal_county = yes - } - add = 50 - } - # Weight down independent religious heads. - if = { - limit = { scope:defender = scope:defender.faith.religious_head } - add = -1000 - } - # Weight down independent counts. - if = { - limit = { - scope:defender = { highest_held_title_tier = tier_county } - } - add = -200 - } - # Weight down small players. - if = { - limit = { - scope:defender = { - is_ai = no - realm_size <= minor_realm_size - } - } - add = -1000 - } - } -} - -ep3_laamp_invasion_cb_cost = { - add = { - if = { - limit = { - any_in_list = { - list = target_titles - tier >= tier_empire - } - } - add = 10000 - } - else_if = { - limit = { - any_in_list = { - list = target_titles - tier >= tier_kingdom - } - } - add = 5000 - } - else_if = { - limit = { - any_in_list = { - list = target_titles - tier >= tier_duchy - } - } - add = 2000 - } - else = { add = 500 } - desc = "CB_BASE_COST" - } - - # Reduce the cost to make this more feasible for the AI. - scope:attacker = { - if = { - limit = { is_ai = yes } - multiply = 0.1 - } - } - - #Halve cost if Lust for Land modifier - if = { - limit = { - scope:attacker = { - has_character_modifier = ep3_lust_for_land_modifier - } - } - divide = { - value = 2 - desc = "lust_for_land_modifier_tt" - } - } -} - -ep3_laamp_invasion_base_piety_cost = { - add = common_cb_impious_piety_cost - if = { - limit = { - scope:defender.faith = scope:attacker.faith - } - add = { - value = major_piety_value - desc = CB_SAME_FAITH_COST - } - } -} - -# Governor efficiency used in code -# root - charater that is evaluated for the governorship -# End result should be a multiplier, but we add larger values to present it better in the breakdown. E.g. we add 10, but divide it with 100 to make it 0.1. -governor_efficiency = { - value = { - # Everyone will calculate their Efficiency according to the following: - # Skills - add = { - add = { - desc = diplomacy_concept - add = { - value = diplomacy - multiply = 1.7 - } - round = yes - } - add = { - desc = martial_concept - add = { - value = martial - multiply = 1.7 - } - round = yes - } - add = { - desc = stewardship_concept - add = { - value = stewardship - multiply = 1.7 - } - round = yes - } - add = { - desc = intrigue_concept - add = { - value = intrigue - multiply = 1.7 - } - round = yes - } - add = { - desc = learning_concept - add = { - value = learning - multiply = 1.7 - } - round = yes - } - divide = 100 - } - if = { - limit = { - realm_size >= 65 - realm_size < 75 - } - add = { - add = { - value = -5 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 75 - realm_size < 85 - } - add = { - add = { - value = -10 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 85 - realm_size < 95 - } - add = { - add = { - value = -15 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 95 - realm_size < 105 - } - add = { - add = { - value = -20 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 105 - realm_size < 115 - } - add = { - add = { - value = -25 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 115 - realm_size < 125 - } - add = { - add = { - value = -30 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 125 - realm_size < 135 - } - add = { - add = { - value = -35 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 135 - realm_size < 145 - } - add = { - add = { - value = -40 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 145 - realm_size < 155 - } - add = { - add = { - value = -45 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 155 - realm_size < 165 - } - add = { - add = { - value = -50 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 175 - realm_size < 185 - } - add = { - add = { - value = -55 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 185 - realm_size < 195 - } - add = { - add = { - value = -60 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 195 - realm_size < 205 - } - add = { - add = { - value = -65 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 205 - realm_size < 215 - } - add = { - add = { - value = -70 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 215 - realm_size < 225 - } - add = { - add = { - value = -75 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 225 - realm_size < 235 - } - add = { - add = { - value = -80 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 235 - realm_size < 245 - } - add = { - add = { - value = -85 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 245 - realm_size < 255 - } - add = { - add = { - value = -90 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 255 - realm_size < 265 - } - add = { - add = { - value = -95 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 265 - realm_size < 275 - } - add = { - add = { - value = -100 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 275 - realm_size < 285 - } - add = { - add = { - value = -105 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 285 - realm_size < 295 - } - add = { - add = { - value = -110 - desc = game_concept_realm_size - } - divide = 100 - } - } - else_if = { - limit = { - realm_size >= 300 - } - add = { - add = { - value = -115 - desc = game_concept_realm_size - } - divide = 100 - } - } - else = { - } - # Rank 4 or 5 education trait - if = { - limit = { - has_trait_with_flag = level_5_education - } - add = { - add = { - value = 4 - desc = has_rank_5_education_desc - } - divide = 100 - } - } - else_if = { - limit = { - has_trait_with_flag = level_4_education - } - add = { - add = { - value = 2 - desc = has_rank_4_education_desc - } - divide = 100 - } - } - - # Governor trait - if = { # You only get a small bonus since the trait also provides skills that will increase Efficiency further - limit = { - has_trait = governor - has_trait_xp = { - trait = governor - value >= 25 - } - } - add = { - add = { - value = 0 - if = { - limit = { - has_trait_xp = { - trait = governor - value >= 100 - } - } - add = 12 - } - else_if = { - limit = { - has_trait_xp = { - trait = governor - value >= 75 - } - } - add = 9 - } - else_if = { - limit = { - has_trait_xp = { - trait = governor - value >= 50 - } - } - add = 6 - } - else_if = { - limit = { - has_trait_xp = { - trait = governor - value >= 25 - } - } - add = 3 - } - desc = governor_trait_short_desc - } - divide = 100 - } - } - - # Estate - if = { - limit = { domicile ?= { has_domicile_parameter = estate_governor_efficiency_bonus } } - add = { - add = { - value = estate_governor_efficiency_bonus_value - multiply = 100 - desc = "[estate_buildings|E]" - } - divide = 100 - } - } - else_if = { - limit = { - house ?= { - house_head ?= { - domicile ?= { has_domicile_parameter = estate_governor_efficiency_bonus_for_house_members } - } - } - } - add = { - add = { - value = estate_governor_efficiency_house_bonus_value - multiply = 100 - desc = "[domicile_buildings|E]" - } - divide = 100 - } - } - - # Aspirations - if = { - limit = { # Service - house ?= { has_house_power_parameter = service_house_governor_efficiency_bonus } - } - add = { - add = { - value = service_house_governor_efficiency_bonus_value - multiply = 100 - desc = service_house_power - } - divide = 100 - } - } - if = { - limit = { # Governance - house ?= { has_house_power_parameter = governance_improved_governor_efficiency_bonus } - } - add = { - add = { - value = governance_improved_governor_efficiency_bonus_value - multiply = 100 - desc = celestial_governor_name_desc - } - divide = 100 - } - } - - # Bonuses from active Governorship Obligation/Administration - if = { - limit = { vassal_contract_has_flag = admin_martial_obligation_bonus } - add = { - add = { - value = martial - multiply = efficiency_skill_increase_value - desc = admin_martial_obligation_bonus_desc - } - divide = 100 - } - } - if = { - limit = { vassal_contract_has_flag = admin_stewardship_obligation_bonus } - add = { - add = { - value = stewardship - multiply = efficiency_skill_increase_value - desc = admin_stewardship_obligation_bonus_desc - } - divide = 100 - } - } - if = { - limit = { vassal_contract_has_flag = admin_prowess_obligation_bonus } - add = { - add = { - value = prowess - multiply = efficiency_skill_increase_value - desc = admin_prowess_obligation_bonus_desc - } - divide = 100 - } - } - if = { - limit = { vassal_contract_has_flag = admin_prestige_obligation_bonus } - add = { - add = { - value = prestige_level - multiply = efficiency_currency_level_increase_value - desc = admin_prestige_obligation_bonus_desc - } - divide = 100 - } - } - if = { - limit = { vassal_contract_has_flag = admin_tradeport_obligation_bonus } - add = { - add = { - every_sub_realm_barony = { - limit = { - title_province = { has_building_or_higher = common_tradeport_01 } - } - add = efficiency_building_increase_value - } - desc = admin_tradeport_obligation_bonus_desc - } - divide = 100 - } - } - # Celestial Obligation/Administration (we split these out to have separate loc) - if = { - limit = { vassal_contract_has_flag = celestial_province_protectorate } - add = { - add = { - value = martial - multiply = efficiency_skill_increase_value - desc = celestial_province_protectorate_name_desc - } - divide = 100 - } - } - if = { - limit = { vassal_contract_has_flag = celestial_province_metropolitan } - add = { - add = { - value = diplomacy - multiply = efficiency_skill_increase_value - desc = celestial_province_metropolitan_name_desc - } - divide = 100 - } - } - - # Dynasty Legacy Perk - if = { - limit = { - dynasty ?= { ep3_administrative_legacy_track_perks >= 1 } - } - add = { - add = { - value = 5 - desc = "[GetDynastyPerk('ep3_administrative_legacy_1').GetName]" - } - divide = 100 - } - } - - if = { - limit = { - dynasty ?= { has_dynasty_perk = tgp_chinese_legacy_3 } - } - add = { - add = { - value = 5 - desc = "[GetDynastyPerk('tgp_chinese_legacy_3').GetName]" - } - divide = 100 - } - } - - # Lifestyle Perks - # Positions of Power Stewardship Perk - if = { - limit = { has_perk = positions_of_power_perk } - add = { - add = { - value = 5 - desc = "[GetPerk('positions_of_power_perk').GetName(GetPlayer)]" - } - divide = 100 - } - } - # Strict Organization Martial Perk - if = { - limit = { has_perk = strict_organization_perk } - add = { - add = { - value = 5 - desc = "[GetPerk('strict_organization_perk').GetName(GetPlayer)]" - } - divide = 100 - } - } - - # Eparch court position - if = { - limit = { - employs_court_position = eparch_court_position - } - add = { - add = { - value = 1 - court_position:eparch_court_position ?= { - add = aptitude:eparch_court_position - } - multiply = 2 - desc = eparch_increase_efficiency_desc - } - divide = 100 - } - } - else_if = { - limit = { - top_liege ?= { - employs_court_position = eparch_court_position - } - NOT = { has_court_position = eparch_court_position } - domicile ?= { - domicile_location = { - this = county.holder.top_liege.capital_province - } - } - } - add = { - add = { - value = 1 - top_liege ?= { - court_position:eparch_court_position ?= { - add = aptitude:eparch_court_position - } - } - desc = eparch_increase_efficiency_vassal_desc - } - divide = 100 - } - } - if = { - limit = { - employs_court_position = grand_mentor_court_position - } - add = { - add = { - value = 1 - court_position:grand_mentor_court_position ?= { - add = aptitude:grand_mentor_court_position - } - multiply = 2 - desc = grand_mentor_powerfuL_family_score_desc - } - divide = 100 - } - } - if = { - limit = { - employs_court_position = grand_guardian_court_position - } - add = { - add = { - value = 1 - court_position:grand_guardian_court_position ?= { - add = aptitude:grand_guardian_court_position - } - multiply = 2 - desc = grand_guardian_powerfuL_family_score_desc - } - divide = 100 - } - } - if = { - limit = { - employs_court_position = grand_preceptor_court_position - } - add = { - add = { - value = 1 - court_position:grand_preceptor_court_position ?= { - add = aptitude:grand_preceptor_court_position - } - multiply = 2 - desc = grand_preceptor_powerfuL_family_score_desc - } - divide = 100 - } - } - - # Events - add = { - add = { - desc = gov_efficiency_events_desc - if = { #ep3_emperor_yearly.2150 - limit = { has_character_flag = ep3_2150_found_truth } - add = 10 - } - if = { #ep3_governor_yearly.3070 - limit = { - has_character_modifier = contented_governing_countrymen_modifier - exists = capital_county - culture = capital_county.culture - } - add = 10 - } - if = { #ep3_emperor_yearly.2160 - limit = { has_character_flag = ep3_2160_success } - add = 5 - } - if = { #ep3_emperor_yearly.2160 - limit = { has_character_flag = ep3_2160_failure } - add = -5 - } - if = { #ep3_governor_yearly.3100 - limit = { has_character_modifier = ep3_ignoring_realm_decline_modifier } - add = -5 - } - if = { #ep3_governor_yearly.3080 - limit = { has_character_flag = ep3_governor_ignored_isolation } - add = -5 - } - if = { #ep3_governor_yearly.3080 - limit = { has_character_modifier = ep3_anxious_for_new_assignment_modifier } - add = -5 - } - if = { #ep3_emperor_yearly.2170 - limit = { has_character_flag = ep3_2170_success } - add = 5 - } - if = { - limit = { has_character_modifier = restored_greek_theme_modifier } - add = 10 - } - if = { #ep3_emperor_yearly.2190 - limit = { has_character_flag = ep3_2190_honest } - add = 10 - } - if = { #ep3_emperor_yearly.2200 - limit = { has_character_flag = ep3_embezzling_governor } - add = -5 - } - if = { - limit = { has_character_modifier = ep3_bolstered_governor_treasury_modifier } - add = 5 - } - if = { - limit = { has_character_modifier = ep3_governor_yearly_8050_imperial_recruiter_modifier } - add = 5 - } - if = { - limit = { has_character_flag = ep3_8060_efficiency_drop } - add = -5 - } - if = { - limit = { has_character_modifier = ep3_governor_yearly_8050_imperial_resources_modifier } - add = -5 - } - if = { - limit = { has_character_modifier = ep3_governor_yearly_8120_relief_rejected_modifier } - add = -5 - } - if = { - limit = { has_character_modifier = ep3_governor_yearly_8130_raised_taxes_modifier } - add = -5 - } - if = { - limit = { has_character_modifier = ep3_governor_yearly_8130_raised_almonage_modifier } - add = 5 - } - if = { - limit = { has_character_modifier = noble_administrators_modifier } - add = 5 - } - if = { - limit = { has_character_flag = ep3_governor_yearly_3050_neglect_duties } - add = -5 - } - if = { - limit = { has_character_flag = ep3_governor_yearly_3002_landlord_fight } - add = -5 - } - if = { - limit = { has_character_flag = ep3_governor_yearly_3002_landlord_wins } - add = -10 - } - if = { - limit = { has_character_flag = ep3_governor_yearly_3002_landlord_dominates } - add = -15 - } - if = { - limit = { has_character_modifier = ep3_governor_yearly_8040_domicile_development_modifier } - add = -10 - } - } - divide = 100 - } - - # Interactions - add = { - add = { - desc = gov_efficiency_interactions_desc - if = { - limit = { has_character_modifier = ep3_boost_efficiency_modifier } - add = { - value = { - value = efficiency_interaction_change_value - if = { - limit = { exists = var:ep3_governor_efficiency_stack } - multiply = var:ep3_governor_efficiency_stack - } - } - } - } - if = { - limit = { has_character_modifier = ep3_damage_efficiency_modifier } - add = { - value = { - value = efficiency_interaction_change_value - multiply = -1 # Negativise - if = { - limit = { exists = var:ep3_governor_efficiency_stack } - multiply = var:ep3_governor_efficiency_stack - } - } - } - } - } - divide = 100 - } - - # Schemes - add = { - add = { - desc = "[GetModifier('scheme_slandered_modifier').GetNameWithTooltip]" - if = { - limit = { has_character_modifier = scheme_slandered_modifier } - add = efficiency_slandered_value - } - } - divide = 100 - } - - # Eunuch - if = { - limit = { - exists = liege - liege.culture ?= { - OR = { - has_cultural_parameter = eunuch_trait_bonuses - has_cultural_parameter = court_machinations_eunuch_trait_bonuses - } - } - has_trait = eunuch_1 - } - add = { - add = { - value = 10 - desc = court_position_eunuch_trait - } - divide = 100 - } - } - else_if = { - limit = { - exists = liege - liege.culture ?= { - OR = { - has_cultural_parameter = eunuch_trait_bonuses - has_cultural_parameter = court_machinations_eunuch_trait_bonuses - } - } - has_trait = beardless_eunuch - } - add = { - add = { - value = 10 - desc = court_position_beardless_eunuch_trait - } - divide = 100 - } - } - - # Non-de jure governors get a penalty - if = { - limit = { - top_liege ?= { save_temporary_scope_as = top_liege_temp } - is_governor = yes - any_sub_realm_county = { - NOT = { - trigger_if = { - limit = { scope:top_liege_temp.highest_held_title_tier > tier_empire } - target_is_de_jure_liege_or_above = scope:top_liege_temp.primary_title - } - trigger_else_if = { - limit = { scope:top_liege_temp.highest_held_title_tier = tier_empire } - empire ?= scope:top_liege_temp.primary_title - } - trigger_else = { kingdom ?= scope:top_liege_temp.primary_title } - } - } - } - add = { - add = { - value = de_jure_governor_bonus - desc = de_jure_governor_desc - } - divide = 100 - } - } - - # TGP DYNASTIC CYCLE - if = { - limit = { - top_liege ?= { - has_title = title:h_china - top_participant_group:dynastic_cycle ?= { - has_participant_group_parameter = dynastic_cycle_governor_efficiency_penalty - } - } - } - add = { - add = { - value = { - add = corruption_phase_governor_efficiency_penalty_value - multiply = { - value = top_liege.legitimacy_level - subtract = 5 - } - } - desc = corruption_phase_governor_efficiency_penalty_desc - } - divide = 100 - } - } - if = { # The Forbidden City special building bonus - limit = { - top_liege ?= { - capital_province = { - has_building_or_higher = forbidden_city_01 - } - } - } - add = { - add = { - value = forbidden_city_bonus_value - desc = "[GetBuilding('forbidden_city_01').GetName]" - } - divide = 100 - } - } - if = { # The Great Barracks duchy building bonus (great project) - limit = { - OR = { - vassal_contract_has_flag = celestial_military_appointment # Only for celestial military governors - government_has_flag = government_is_administrative # All regular admin types are eligible - is_independent_ruler = yes # The top liege can always use it - } - any_directly_owned_province ?= { - has_building_or_higher = celestial_great_barracks_01 - } - } - add = { - add = { - value = great_barracks_bonus_value - desc = "[GetBuilding('celestial_great_barracks_01').GetName]" - } - divide = 100 - } - } - - # TGP TREASURY BUDGET - if = { - limit = { - top_liege ?= { - OR = { - has_realm_law = budget_allocation_salary_0 - has_realm_law = budget_allocation_salary_5 - AND = { - has_realm_law = budget_allocation_salary_10 - situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_stability_advancement } - } - AND = { - has_realm_law = budget_allocation_salary_15 - situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_stability_advancement } - } - } - } - } - add = { - add = { - value = -5 - if = { - limit = { - OR = { - has_realm_law = budget_allocation_salary_0 - has_realm_law = budget_allocation_salary_5 - } - situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_stability_advancement } - } - add = -5 - } - desc = low_salary_desc - } - divide = 100 - } - } - - # TGP JAPAN DOMICILE - if = { - limit = { - domicile ?= { has_domicile_parameter = japanese_archives_governor_efficiency_boost } - } - add = { - value = 2.5 - domicile ?= { - if = { - limit = { has_domicile_building_or_higher = japanese_archive_02 } - add = 2.5 - } - if = { - limit = { has_domicile_building_or_higher = japanese_archive_03 } - add = 2.5 - } - if = { - limit = { has_domicile_building_or_higher = japanese_archive_04 } - add = 2.5 - } - if = { - limit = { has_domicile_building_or_higher = japanese_archive_05 } - add = 2.5 - } - } - desc = japanese_archives_governor_efficiency_boost_desc - } - } - #HOUSE BLOC - if = { - limit = { - confederation ?= { has_cohesion_level_parameter = any_member_house_governor_efficiency_boost } - } - multiply = { - value = 1.1 - desc = SERVICE_BLOC_COHESION_DESC - } - } - - min = 0.5 # Can't go lower than -50% - max = 1.5 # Can't go higher than +50% - } -} - -# Governor efficiency as presented in the interface. -governor_efficiency_presented = { - value = { - add = governor_efficiency - multiply = 100 # Make percentile - subtract = 100 # Shift calculation to be between -50% and 50% - } -} - -efficiency_skill_increase_value = 0.5 -efficiency_currency_level_increase_value = 4 -efficiency_building_increase_value = 2 -efficiency_slandered_value = -5 -admin_contract_cooldown_value = 5 - -governance_task_contract_tier_value = { - value = 1 - - if = { - limit = { - scope:task_contract.task_contract_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER - scope:task_contract.task_contract_tier < define:NTaskContract|HIGH_TASK_CONTRACT_TIER - } - add = 0.5 - } - else_if = { - limit = { - scope:task_contract.task_contract_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER - } - add = 1 - } -} - -governance_modifier_scaling_tier_value = { - value = 1 - if = { - limit = { - scope:task_contract.task_contract_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER - scope:task_contract.task_contract_tier < define:NTaskContract|HIGH_TASK_CONTRACT_TIER - } - add = 1 - } - else_if = { - limit = { - scope:task_contract.task_contract_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER - } - add = 2 - } - desc = MODIFIER_DEFINITION_MAIN_DESC_GOVERNANCE_TIER -} - -estate_governance_contract_bonus_value = 0.5 - -appointment_cost_multiplier_value = { - value = 1 - if = { - limit = { - top_liege = { has_realm_law = male_preference_law } - is_female = yes - } - add = 1 - } - else_if = { - limit = { - top_liege = { has_realm_law = male_only_law } - is_female = yes - } - multiply = 3 - } - else_if = { - limit = { - top_liege = { has_realm_law = female_preference_law } - is_female = no - } - multiply = 1 - } - else_if = { - limit = { - top_liege = { has_realm_law = female_only_law } - is_female = no - } - multiply = 3 - } -} - -appointment_minor_influence_cost = { - value = 50 -} - -appointment_medium_influence_cost = { - value = 100 -} - -appointment_major_influence_cost = { - value = 250 -} - -appointment_score_minor_value = { - value = appointment_minor_influence_cost - multiply = 0.2 -} - -appointment_score_medium_value = { - value = appointment_medium_influence_cost - multiply = 0.2 -} - -appointment_score_major_value = { - value = appointment_major_influence_cost - multiply = 0.2 -} - -appointment_score_minor_loss_value = { - value = appointment_score_minor_value - multiply = -1 -} - -appointment_score_medium_loss_value = { - value = appointment_score_medium_value - multiply = -1 -} - -appointment_score_major_loss_value = { - value = appointment_score_major_value - multiply = -1 -} - -appointment_score_max_tt_value = { - value = 0 - if = { - limit = { - exists = scope:target - exists = scope:secondary_recipient - NOT = { scope:secondary_recipient = scope:target.current_heir } - } - add = { - value = "scope:target.current_heir.appointment_candidate_score(scope:target)" - multiply = 1.1 - } - subtract = "scope:secondary_recipient.appointment_candidate_score(scope:target)" - min = 4 # We do this to prevent cases when the default score of the candidate is already much higher than that the heir - } - multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value -} - -appointment_score_medium_tt_value = { - value = appointment_score_medium_value - multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value -} - -appointment_score_major_tt_value = { - value = appointment_score_major_value - multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value -} - -appointment_score_medium_loss_tt_value = { - value = appointment_score_medium_loss_value - multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value -} - -appointment_score_major_loss_tt_value = { - value = appointment_score_major_loss_value - multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value -} - -appointment_non_preferred_gender_penalty_value = 0.8 -appointment_opposite_gender_penalty_value = 1 - -admin_council_cost_value = { - add = { - add = { - value = monumental_influence_value - multiply = 2 - } - desc = BASE - } - - # Cost reduction from Estates - if = { - limit = { - scope:actor ?= { - domicile ?= { has_domicile_parameter = estate_reduce_council_position_cost } - } - } - multiply = { - value = { - value = 1 - subtract = estate_reduce_council_position_cost_value - } - desc = market_02_domicile_building - } - } - - # Cost reduction from lifestyles - if = { - limit = { - scope:actor ?= { - has_perk = positions_of_power_perk - } - } - multiply = { - value = { - value = 1 - subtract = admin_council_cost_perk_value - } - desc = "[GetPerk('honored_to_serve_perk').GetName(GetPlayer)]" - } - } - - # Being a Powerful or Dominant Family reduces the cost significantly - if = { - limit = { - scope:actor.house = { is_dominant_family = yes } - } - multiply = { - value = 0.25 - desc = is_dominant_family_desc - } - } - else_if = { - limit = { - scope:actor.house = { is_powerful_family = yes } - } - multiply = { - value = 0.5 - desc = is_powerful_family_desc - } - } -} -admin_council_loss_value = { - value = admin_council_cost_value - multiply = -1 -} -admin_council_cost_perk_value = 0.3 - -admin_state_faith_cost_perk_value = 0.2 - -estate_move_cooldown_value = 180 -estate_governor_efficiency_bonus_value = 0.1 -estate_governor_efficiency_house_bonus_value = 0.05 -estate_increased_governance_scheme_success_value = 10 -estate_local_theme_cost_reduction_value = -0.25 -estate_court_tutor_cost_reduction_low_value = 0.25 -estate_court_tutor_cost_reduction_value = 0.5 -estate_court_tutor_cost_reduction_high_value = 0.75 -estate_increased_tutor_aptitude_value = 20 -estate_increase_charioteer_aptitude_value = 20 -estate_improved_wine_cellar_1_value = 0.1 -estate_improved_wine_cellar_2_value = 0.25 -estate_improved_wine_cellar_3_value = 0.5 -estate_increase_bodyguard_aptitude_1_value = 5 -estate_increase_bodyguard_aptitude_2_value = 15 -estate_cheaper_feast_cost_value = 0.2 -estate_reduce_council_position_cost_value = 0.2 -estate_reduce_commission_artifact_cost_value = 0.5 -estate_increase_antiquarian_aptitude_value = 20 -estate_increase_physician_aptitude_value = 10 -estate_increase_physician_aptitude_2_value = 15 -estate_increase_physician_aptitude_3_value = 20 -estate_increase_master_of_hunt_aptitude_value = 20 -estate_increase_master_of_horse_aptitude_value = 20 -estate_cheaper_hunt_cost_value = 0.2 -estate_granary_gold_bonus_value = 0.5 -estate_increase_powerful_famil_rating_per_dynasty_level_value = 3 -estate_cheaper_funeral_cost_value = 0.2 -estate_cheaper_pilgrimage_cost_value = 0.2 -estate_powerful_family_rating_1_value = 10 -estate_powerful_family_rating_2_value = 20 -estate_powerful_family_rating_3_value = 30 -estate_powerful_family_rating_4_value = 40 -estate_powerful_family_rating_5_value = 50 -estate_powerful_family_rating_6_value = 60 - -chariot_kathisma_access_difficulty_value = { - value = medium_skill_rating - if = { - limit = { - OR = { - is_powerful_vassal = yes - any_held_title = { is_noble_family_title = yes } - } - } - divide = 2 - } -} - -marshal_court_jester_contribution_value = { - add = diplomacy - divide = 60 -} - -camp_improved_court_physician_aptitude_value = 10 - -ep3_iconoclast_vassal_count = { - value = 0 - every_vassal_or_below = { - limit = { faith = faith:iconoclast } - add = 1 - } -} - -# DYNASTY LEGACY PERKS - - -#CONTRACTS -task_contract_tier_value = { - value = highest_held_title_tier -} - -task_contract_escort_gold_value = { - value = minor_gold_max_value - if = { - limit = { - highest_held_title_tier > 1 - } - multiply = highest_held_title_tier - } -} -#ratio between attacker's military strength and defender's strength -task_contract_join_war_attacker_strength_ratio_value = { - value = scope:attacker.current_military_strength - divide = scope:defender.current_military_strength -} - -task_contract_war_duration_value = { - value = root.war_days -} -task_contract_attacker_war_score_value = { - value = root.attacker_war_score -} -task_contract_defender_war_score_value = { - value = root.defender_war_score -} -task_contract_t1_value = { value = define:NTaskContract|LOW_TASK_CONTRACT_TIER } -task_contract_t2_value = { value = define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER } -task_contract_t3_value = { value = define:NTaskContract|HIGH_TASK_CONTRACT_TIER } - -council_task_contracts_limit_value = { - value = 1 -} - -################################################## -# Contract Reward Values - -# Gold values for laamps. -## Basic gold values are based on domain/income size. This isn't useful for us, so we balance on a separate scale. -## Bear in mind that these are heavily scaled by _tier_ later on. -miniscule_gold_laamps_value = { - value = 5 - if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_late_medieval } - } - multiply = 1.75 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_high_medieval } - } - multiply = 1.25 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_early_medieval } - } - multiply = 1 - } - else = { multiply = 0.75 } -} -tiny_gold_laamps_value = { - value = 10 - if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_late_medieval } - } - multiply = 1.75 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_high_medieval } - } - multiply = 1.25 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_early_medieval } - } - multiply = 1 - } - else = { multiply = 0.75 } -} -minor_gold_laamps_value = { - value = 25 - if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_late_medieval } - } - multiply = 1.75 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_high_medieval } - } - multiply = 1.25 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_early_medieval } - } - multiply = 1 - } - else = { multiply = 0.75 } -} -medium_gold_laamps_value = { - value = 50 - if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_late_medieval } - } - multiply = 1.75 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_high_medieval } - } - multiply = 1.25 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_early_medieval } - } - multiply = 1 - } - else = { multiply = 0.75 } -} -major_gold_laamps_value = { - value = 80 - if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_late_medieval } - } - multiply = 1.75 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_high_medieval } - } - multiply = 1.25 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_early_medieval } - } - multiply = 1 - } - else = { multiply = 0.75 } -} -massive_gold_laamps_value = { - value = 120 - if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_late_medieval } - } - multiply = 1.75 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_high_medieval } - } - multiply = 1.25 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_early_medieval } - } - multiply = 1 - } - else = { multiply = 0.75 } -} -monumental_gold_laamps_value = { - value = 180 - if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_late_medieval } - } - multiply = 1.75 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_high_medieval } - } - multiply = 1.25 - } - else_if = { - limit = { - culture = { has_cultural_era_or_later = culture_era_early_medieval } - } - multiply = 1 - } - else = { multiply = 0.75 } -} - -# Opinion. -## Default opinion reward for excelling when completing a contract. -task_contract_opinion_excelled_reward_value = 60 -## Default opinion reward for successfully completing a contract. -task_contract_opinion_standard_reward_value = 30 -## Default opinion reward for kinda completing a contract. -task_contract_opinion_reduced_reward_value = 20 -## Default opinion penalty for goofing a contract. -task_contract_opinion_standard_failure_value = -30 -## Default opinion penalty for _massively_ goofing a contract. -task_contract_opinion_critical_failure_value = -50 -## Opinion penalty for successfully prosecuting a criminal contract against someone. -task_contract_opinion_crime_success_value = -60 -## Opinion penalty for successfully prosecuting a criminal contract against someone. -task_contract_opinion_crime_failure_value = -30 -## Opinion penalty for successfully prosecuting a criminal contract against someone. -task_contract_opinion_crime_backed_down_value = -10 - -# Extra rewards. -task_contract_extra_reward_multiplier_value = 1.5 # Update all relevant parameter tootlips if this is changed! e.g. improved_learning_contract_rewards - -# How do we multiply the cash rewards in a task contract depending on the employer's tier? -task_contract_tier_gold_multiplier_value = { - value = 1 # Barons and counts are neutral, so no multiplier needed here. - if = { - limit = { exists = scope:task_contract.task_contract_employer } - # Kings'n'emperors. - if = { - limit = { scope:task_contract.task_contract_employer.highest_held_title_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER } - add = 3 - } - # Dukes. - else_if = { - limit = { scope:task_contract.task_contract_employer.highest_held_title_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER } - add = 2 - } - # Courtiers first, as we give them a bit less. - else_if = { - limit = { scope:task_contract.task_contract_employer.highest_held_title_tier <= 0 } - add = 0.5 - ceiling = yes - } - } -} -# How do we multiply the non-cash rewards in a task contract depending on the employer's tier? -task_contract_tier_other_reward_multiplier_value = { - value = 1 # Barons and counts are neutral, so no multiplier needed here. - if = { - limit = { exists = scope:task_contract.task_contract_employer } - # Kings'n'emperors. - if = { - limit = { scope:task_contract.task_contract_employer.highest_held_title_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER } - add = 2.5 - } - # Dukes. - else_if = { - limit = { scope:task_contract.task_contract_employer.highest_held_title_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER } - add = 1.5 - } - } -} - -# PRESTIGE — NORMAL CONTRACTS -## Default scaling reward. -task_contract_success_prestige_gain_full_value = { - value = 150 - multiply = task_contract_tier_other_reward_multiplier_value - if = { - limit = { - scope:taker ?= { - has_perk = firm_hand_perk - } - } - multiply = 1.2 - } - if = { - limit = { - scope:taker ?= { - house = { - has_house_modifier = legacy_adventurer_house_modifier - } - } - } - multiply = 1.15 - } -} -## Boosted scaling reward. -task_contract_success_prestige_gain_critical_value = { - value = task_contract_success_prestige_gain_full_value - multiply = 1.5 -} -## Half default scaling reward. -task_contract_success_prestige_gain_half_value = { - value = task_contract_success_prestige_gain_full_value - multiply = 0.5 - min = 25 -} -## Default scaling loss on failure. -task_contract_failure_prestige_loss_full_value = { - value = -25 - multiply = task_contract_tier_other_reward_multiplier_value -} -## Doubled prestige loss -task_contract_failure_prestige_loss_double_value = { - value = task_contract_failure_prestige_loss_full_value - multiply = 2 -} - -# PRESTIGE — CRIMINAL CONTRACTS -## Criminal scaling loss on failure. -### A little higher, for obvious reasons. -task_contract_failure_prestige_loss_crime_value = { - value = task_contract_failure_prestige_loss_full_value - multiply = task_contract_tier_other_reward_multiplier_value -} -task_contract_failure_prestige_loss_crime_half_value = { - value = task_contract_failure_prestige_loss_crime_value - multiply = 0.5 -} -## Default award on invalidation. -task_contract_invalidated_prestige_gain_value = { - value = task_contract_success_prestige_gain_full_value - multiply = 0.5 -} - -# PIETY -## Default scaling reward. -task_contract_success_piety_gain_full_value = { - value = 100 - multiply = task_contract_tier_other_reward_multiplier_value -} -##Critical scaling reward -task_contract_success_piety_gain_critical_value = { - value = task_contract_success_piety_gain_full_value - multiply = 2 -} -## Half default scaling reward. -task_contract_success_piety_gain_half_value = { - value = task_contract_success_piety_gain_full_value - multiply = 0.5 - min = 25 -} -## Default scaling loss on failure. -task_contract_failure_piety_loss_full_value = { - value = -50 - multiply = task_contract_tier_other_reward_multiplier_value -} - -# GOLD — NORMAL CONTRACTS -## Default scaling reward. -task_contract_success_gold_gain_full_value = { - # Base value + multiplier. - value = 50 - multiply = task_contract_tier_gold_multiplier_value - # Lifestyle perks. - if = { - limit = { - exists = scope:task_contract.task_contract_taker - scope:task_contract.task_contract_taker = { has_perk = at_any_cost_perk } - } - multiply = 1.25 - } - # Stuff that NEEDS to stay at the bottom. - ## Vary our final tally up a bit. - if = { - limit = { - exists = scope:task_contract.task_contract_taker - scope:task_contract.task_contract_employer.ai_greed != 0 - } - add = { - value = scope:task_contract.task_contract_employer.ai_greed - multiply = -0.2 - } - } - ## Plus change the last digit around slightly so the values look a little less robotic. - if = { - limit = { exists = scope:gold_fuzz } - add = scope:gold_fuzz - } - ## And boost a bit further for exceptional rewards, so that they're never beneath the common rewards. - if = { - limit = { - exists = scope:gold_safety_margin - scope:gold_safety_margin = flag:yes - } - add = 10 - } - ## Shouldn't happen but just in case someone is really, really, _really_ stingy: never pay less than at least a truly pathetic amount. - min = 25 -} -## Critical scaling reward. -task_contract_success_gold_gain_critical_value = { - value = task_contract_success_gold_gain_full_value - if = { - limit = { exists = scope:task_contract_tier } - if = { - limit = { scope:task_contract_tier >= 3 } - multiply = 1.25 - } - else_if = { - limit = { scope:task_contract_tier >= 2 } - multiply = 1.5 - } - else = { multiply = 1.75 } - } - else = { - if = { - limit = { scope:task_contract.task_contract_tier >= 3 } - multiply = 1.25 - } - else_if = { - limit = { scope:task_contract.task_contract_tier >= 2 } - multiply = 1.5 - } - else = { multiply = 1.75 } - } -} -## Half default scaling reward. -task_contract_success_gold_gain_half_value = { - value = task_contract_success_gold_gain_full_value - multiply = 0.5 -} -## One third default scaling reward. -task_contract_success_gold_gain_third_value = { - value = task_contract_success_gold_gain_full_value - multiply = 0.33 -} -## Default award on invalidation. -task_contract_invalidated_gold_gain_value = { - value = task_contract_success_gold_gain_full_value - multiply = 0.1 -} - -# GOLD — TRAVEL CONTRACTS -## Travel scaling reward. -task_contract_success_gold_gain_travel_value = { - # Base value + multiplier. - value = 75 - multiply = task_contract_tier_gold_multiplier_value - # Lifestyle perks. - if = { - limit = { exists = scope:task_contract.task_contract_taker } - if = { - limit = { - scope:task_contract.task_contract_taker = { has_perk = at_any_cost_perk } - } - multiply = 1.25 - } - if = { - limit = { - scope:task_contract.task_contract_taker = { has_perk = malice_implicit_perk } - } - multiply = 2 - } - } - # Stuff that NEEDS to stay at the bottom. - ## Vary our final tally up a bit. - if = { - limit = { - exists = scope:task_contract.task_contract_employer - scope:task_contract.task_contract_employer.ai_greed != 0 - } - add = { - value = scope:task_contract.task_contract_employer.ai_greed - multiply = -0.2 - } - } - ## Plus change the last digit around slightly so the values look a little less robotic. - if = { - limit = { exists = scope:gold_fuzz } - add = scope:gold_fuzz - } - ## And boost a bit further for exceptional rewards, so that they're never beneath the common rewards. - if = { - limit = { - exists = scope:gold_safety_margin - scope:gold_safety_margin ?= flag:yes - } - add = 10 - } - ## Shouldn't happen but just in case someone is really, really, _really_ stingy: never pay less than at least a truly pathetic amount. - min = 25 -} -## Travel critical scaling reward. -task_contract_success_gold_gain_critical_travel_value = { - value = task_contract_success_gold_gain_travel_value - if = { - limit = { exists = scope:task_contract_tier } - if = { - limit = { scope:task_contract_tier >= 3 } - multiply = 1.25 - } - else_if = { - limit = { scope:task_contract_tier >= 2 } - multiply = 1.5 - } - else = { multiply = 1.75 } - } - else = { - if = { - limit = { scope:task_contract.task_contract_tier >= 3 } - multiply = 1.25 - } - else_if = { - limit = { scope:task_contract.task_contract_tier >= 2 } - multiply = 1.5 - } - else = { multiply = 1.75 } - } -} -## Half travel scaling reward. -task_contract_success_gold_gain_half_travel_value = { - value = task_contract_success_gold_gain_travel_value - multiply = 0.5 -} - -# GOLD — CRIMINAL CONTRACTS -## Criminal scaling reward. -task_contract_success_gold_gain_crime_value = { - # Base value + multiplier. - value = 100 - multiply = task_contract_tier_gold_multiplier_value - # Lifestyle perks. - if = { - limit = { exists = scope:task_contract.task_contract_taker } - if = { - limit = { - scope:task_contract.task_contract_taker = { has_perk = at_any_cost_perk } - } - multiply = 1.25 - } - if = { - limit = { - scope:task_contract.task_contract_taker = { has_perk = malice_implicit_perk } - } - multiply = 2 - } - } - # Stuff that NEEDS to stay at the bottom. - ## Vary our final tally up a bit. - ### This time, we add _more_ gold the greedier the employer is — it's a criminal reward, so the greedier they are, the more gold they have available (albeit not to the same degree as the inverse in normal contracts). - if = { - limit = { exists = scope:task_contract.task_contract_employer } - if = { - limit = { scope:task_contract.task_contract_employer.ai_greed > 1 } - add = { - value = scope:task_contract.task_contract_employer.ai_greed - multiply = 0.1 - } - } - ### Take it down only a marginal amount for generous chars, as we still want criminal contracts to almost always pay more. - else_if = { - limit = { scope:task_contract.task_contract_employer.ai_greed < -1 } - add = { - value = scope:task_contract.task_contract_employer.ai_greed - multiply = -0.05 - } - } - } - ## Plus change the last digit around slightly so the values look a little less robotic. - if = { - limit = { exists = scope:gold_fuzz } - add = scope:gold_fuzz - } - ## And boost a bit further for exceptional rewards, so that they're never beneath the common rewards. - if = { - limit = { - exists = scope:gold_safety_margin - scope:gold_safety_margin = flag:yes - } - add = 10 - } - ## Shouldn't happen but just in case someone is really, really, _really_ stingy: never pay less than at least a truly pathetic amount. - min = 60 -} -## Criminal critical scaling reward. -task_contract_success_gold_gain_critical_crime_value = { - value = task_contract_success_gold_gain_crime_value - if = { - limit = { exists = scope:task_contract_tier } - if = { - limit = { scope:task_contract_tier >= 3 } - multiply = 1.25 - } - else_if = { - limit = { scope:task_contract_tier >= 2 } - multiply = 1.5 - } - else = { multiply = 1.75 } - } - else = { - if = { - limit = { scope:task_contract.task_contract_tier >= 3 } - multiply = 1.25 - } - else_if = { - limit = { scope:task_contract.task_contract_tier >= 2 } - multiply = 1.5 - } - else = { multiply = 1.75 } - } -} -## Half criminal scaling reward. -task_contract_success_gold_gain_half_crime_value = { - value = task_contract_success_gold_gain_crime_value - multiply = 0.5 -} - -# Provisions. -## We don't scale these by tier. -task_contract_success_provisions_gain_minor_value = 250 -task_contract_success_provisions_gain_medium_value = 500 -task_contract_success_provisions_gain_major_value = 1000 -task_contract_success_provisions_gain_massive_value = 1500 -task_contract_failure_provisions_gain_minor_value = 0 - -adventurer_siege_replenish_amount = { - value = 0 - add = scope:barony.title_province.available_loot - multiply = { - value = 2 - if = { - limit = { - root = { has_perk = a_mans_home_perk } - } - add = 2 - } - } -} - -adventurer_siege_provisions_amount = { - value = 0 - add = scope:barony.title_province.available_loot - multiply = 20 -} - -human_provision_value = { - value = 100 - add = scope:recipient.current_weight - multiply = 3 -} - -# Gallowsbait XP -reduced_criminal_contract_xp_gain_value = 0.75 -reduced_criminal_contract_xp_gain_loc_value = { - value = 1 - subtract = reduced_criminal_contract_xp_gain_value -} -gallowsbait_xp_minor_gain = small_lifestyle_random_xp_low -gallowsbait_xp_medium_gain = { - value = gallowsbait_xp_minor_gain - multiply = 2 # Between low and mid -} -gallowsbait_xp_major_gain = small_lifestyle_random_xp_mid -gallowsbait_xp_massive_gain = small_lifestyle_random_xp_high - -# Knight Errant XP -knight_errant_xp_minor_gain = small_lifestyle_random_xp_low -knight_errant_xp_medium_gain = { - value = knight_errant_xp_minor_gain - multiply = 2 # Between low and mid -} -knight_errant_xp_major_gain = small_lifestyle_random_xp_mid -knight_errant_xp_massive_gain = small_lifestyle_random_xp_high - -laamp_base_0011_num_removable_potential_rivals_value = { - every_relation = { - type = potential_rival - limit = { laamp_base_0011_valid_potential_rival_trigger = yes } - add = 1 - } -} - -laamp_base_2041_num_counties_to_rob_sans_capital_value = { - value = laamp_base_2041_num_counties_to_rob_value - add = -1 -} - -laamp_base_2041_num_counties_to_rob_value = { - add = highest_held_title_tier - add = 2 -} - -laamp_base_2011_desired_surveyable_holdings_per_tier_value = { - value = highest_held_title_tier - add = -1 - multiply = 3 -} -laamp_base_2011_actual_surveyable_holdings_per_tier_value = { - value = sub_realm_size - every_sub_realm_barony = { - limit = { - holder.highest_held_title_tier = tier_barony - title_province != root.domicile.domicile_location - } - add = 1 - } -} - -laamp_base_contract_schemes_1301_min_troops_value = 750 -laamp_base_contract_schemes_2661_other_skill_threshold_value = very_high_skill_rating -laamp_base_contract_schemes_2661_sacrifice_loan_length_min_value = 4 -laamp_base_contract_schemes_2661_sacrifice_loan_length_max_value = 8 - -################################################## -# Camp Values - -adventurer_hard_rule_contract_rewards_value = 1.25 - -# How much bonus gold do we get from warfare contracts for having the lockwagon upgrade? -## Applied within a script value, not as an extra modifier. -camp_improved_mercenary_contract_rewards_value = 1.5 -## Shift the value around a bit for loc. -camp_improved_mercenary_contract_rewards_loc_value = { - value = camp_improved_mercenary_contract_rewards_value - add = -1 -} - -# How much a proportion of a camp building's cost do we get back on demolishing it? -camp_refund_mult_value = 0.5 - -# Camp additional buildings standard costs. -camp_building_upgrade_cost_t1_value = 60 -camp_building_upgrade_cost_t2_value = 120 -camp_building_upgrade_cost_t3_value = 180 -camp_building_upgrade_cost_t4_value = 240 -camp_building_upgrade_cost_t5_value = 300 -camp_building_upgrade_cost_t6_value = 360 - -# Assorted gold costs for camp buildings. -camp_main_02_domicile_building_gold_cost_value = 200 -camp_main_03_domicile_building_gold_cost_value = 350 -camp_main_04_domicile_building_gold_cost_value = 500 -supply_tent_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -supply_tent_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -supply_tent_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -supply_tent_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -supply_tent_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value -supply_tent_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value -supply_tent_sutler_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -supply_tent_mender_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -supply_tent_smithy_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -supply_tent_arsenal_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -supply_tent_reserve_provisions_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -supply_tent_reserve_water_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -supply_tent_climbing_gear_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -supply_tent_subdued_gear_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -barber_tent_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -barber_tent_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -barber_tent_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -barber_tent_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -barber_tent_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value -barber_tent_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value -barber_tent_surgeons_tools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -barber_tent_dentists_tools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -barber_tent_torturers_tools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -barber_tent_reference_corpus_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -barber_tent_morticians_tools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -baggage_train_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -baggage_train_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -baggage_train_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -baggage_train_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -baggage_train_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value -baggage_train_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value -baggage_train_ample_steeds_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -baggage_train_porters_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -baggage_train_trackers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -baggage_train_kennel_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -baggage_train_siege_engineers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -baggage_train_shrine_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -baggage_train_scribes_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -baggage_train_bartering_grounds_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -baggage_train_proof_of_claims_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -baggage_train_ransom_cages_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -baggage_train_negotiators_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -baggage_train_ascetics_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -baggage_train_pleasure_tents_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -mess_tent_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -mess_tent_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -mess_tent_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -mess_tent_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -mess_tent_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value -mess_tent_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value -mess_tent_herbalists_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -mess_tent_brewers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -mess_tent_curers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -mess_tent_bakers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -mess_tent_cooks_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -camp_fire_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_fire_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -camp_fire_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -camp_fire_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -camp_fire_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value -camp_fire_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value -camp_fire_trailing_musicians_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -camp_fire_wandering_poets_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -camp_fire_capering_fools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_fire_libations_for_the_lost_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_fire_local_hangers_on_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_fire_future_dreams_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -camp_fire_nightly_debates_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -camp_fire_juicy_rumors_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -proving_grounds_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -proving_grounds_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -proving_grounds_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -proving_grounds_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -proving_grounds_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value -proving_grounds_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value -proving_grounds_horse_run_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -proving_grounds_camel_run_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -proving_grounds_elephantry_reserve_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -proving_grounds_the_stump_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -proving_grounds_personal_bouts_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -proving_grounds_training_circle_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -proving_grounds_mock_battle_drills_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -proving_grounds_lockwagon_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -proving_grounds_martial_study_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -proving_grounds_the_stick_game_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -proving_grounds_bodyguard_drills_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -camp_perimeter_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_perimeter_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value -camp_perimeter_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -camp_perimeter_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value -camp_perimeter_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value -camp_perimeter_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value -camp_perimeter_good_siting_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_perimeter_fixed_layout_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_perimeter_extra_watch_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_perimeter_palisade_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value -camp_perimeter_ditch_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value -camp_perimeter_camp_hygiene_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value - -# Control weights for camp ai_will_do buildings. -## Base value. -camp_building_ai_base_t1 = 70 -camp_building_ai_base_t2 = 80 -camp_building_ai_base_t3 = 90 -camp_building_ai_base_t4 = 100 -### We use this for both highly useful buildings & for unique unlocks, so that camps prioritise stuff specific to their purpose. -camp_building_ai_base_t5 = 100 -## Flavour bonuses. -camp_building_ai_bonus_t1 = 10 -camp_building_ai_bonus_t2 = 20 -camp_building_ai_bonus_t3 = 30 -## Flavour penalties. -camp_building_ai_malus_t1 = -20 -camp_building_ai_malus_t2 = -40 -camp_building_ai_malus_t3 = -60 -## Camp Purpose-specific bonuses. -camp_building_ai_camp_purpose_t1 = 20 -camp_building_ai_camp_purpose_t2 = 40 -camp_building_ai_camp_purpose_t3 = 60 -## Try to pick matching upgrades depending on our lifestyle. -camp_building_ai_lifestyle_bias_value = 75 - -# Various camp ai_will_do building values. -camp_main_main_path_value = { - value = camp_building_ai_base_t3 - # Traits. - ## ++ Arrogant. - if = { - limit = { - owner = { has_trait = arrogant } - } - add = camp_building_ai_bonus_t2 - } - ## ++ Ambitious. - if = { - limit = { - owner = { has_trait = ambitious } - } - add = camp_building_ai_bonus_t2 - } - ## - Content. - if = { - limit = { - owner = { has_trait = content } - } - add = camp_building_ai_malus_t1 - } - ## -- Humble. - if = { - limit = { - owner = { has_trait = humble } - } - add = camp_building_ai_malus_t2 - } -} -supply_tent_main_path_value = { - value = camp_building_ai_base_t4 - # Traits. - ## +++ Logistician. - if = { - limit = { - owner = { has_trait = logistician } - } - add = camp_building_ai_bonus_t3 - } - ## +++ Organiser. - if = { - limit = { - owner = { has_trait = organizer } - } - add = camp_building_ai_bonus_t3 - } - ## + Patient - if = { - limit = { - owner = { has_trait = patient } - } - add = camp_building_ai_bonus_t1 - } - ## + Diligent. - if = { - limit = { - owner = { has_trait = diligent } - } - add = camp_building_ai_bonus_t1 - } - ## - Lazy. - if = { - limit = { - owner = { has_trait = lazy } - } - add = camp_building_ai_malus_t1 - } - # Camp Purpose. - if = { - limit = { - owner = { - OR = { - has_realm_law_flag = unlocks_supply_tent_reserve_provisions - has_realm_law_flag = unlocks_supply_tent_reserve_water - has_realm_law_flag = unlocks_supply_tent_climbing_gear - has_realm_law_flag = unlocks_supply_tent_subdued_gear - } - } - } - add = camp_building_ai_camp_purpose_t2 - } -} -barber_tent_main_path_value = { - value = camp_building_ai_base_t2 - # Traits. - ## +++ Lifestyle Physician. - if = { - limit = { - owner = { has_trait = lifestyle_physician } - } - add = camp_building_ai_bonus_t3 - } - ## ++ Whole of Body. - if = { - limit = { - owner = { has_trait = whole_of_body } - } - add = camp_building_ai_bonus_t2 - } - ## + Gregarious. - if = { - limit = { - owner = { has_trait = gregarious } - } - add = camp_building_ai_bonus_t1 - } - ## + Eccentric. - if = { - limit = { - owner = { has_trait = eccentric } - } - add = camp_building_ai_bonus_t1 - } - # Camp Purpose. - if = { - limit = { - owner = { - OR = { - has_realm_law_flag = unlocks_barber_tent_reference_corpus - has_realm_law_flag = unlocks_barber_tent_morticians_tools - } - } - } - add = camp_building_ai_camp_purpose_t1 - } -} -baggage_train_main_path_value = { - value = camp_building_ai_base_t4 - # Traits. - ## +++ Logistician. - if = { - limit = { - owner = { has_trait = logistician } - } - add = camp_building_ai_bonus_t3 - } - ## +++ Organiser. - if = { - limit = { - owner = { has_trait = organizer } - } - add = camp_building_ai_bonus_t3 - } - ## ++ Gregarious. - if = { - limit = { - owner = { has_trait = gregarious } - } - add = camp_building_ai_bonus_t2 - } - ## ++ Diligent. - if = { - limit = { - owner = { has_trait = diligent } - } - add = camp_building_ai_bonus_t2 - } - ## - Lazy. - if = { - limit = { - owner = { has_trait = lazy } - } - add = camp_building_ai_malus_t1 - } - ## -- Shy. - if = { - limit = { - owner = { has_trait = shy } - } - add = camp_building_ai_malus_t2 - } - # Camp Purpose. - if = { - limit = { - owner = { - OR = { - has_realm_law_flag = unlocks_baggage_train_siege_engineers - has_realm_law_flag = unlocks_baggage_train_scribes - has_realm_law_flag = unlocks_baggage_train_proof_of_claims - has_realm_law_flag = unlocks_baggage_train_ransom_cages - has_realm_law_flag = unlocks_baggage_train_negotiators - has_realm_law_flag = unlocks_baggage_train_ascetics - } - } - } - add = camp_building_ai_camp_purpose_t3 - } -} -mess_tent_main_path_value = { - value = camp_building_ai_base_t2 - # Traits. - ## +++ Gluttonous. - if = { - limit = { - owner = { has_trait = gluttonous } - } - add = camp_building_ai_bonus_t3 - } - ## + Greedy. - if = { - limit = { - owner = { has_trait = greedy } - } - add = camp_building_ai_bonus_t1 - } - ## --- Temperate. - if = { - limit = { - owner = { has_trait = temperate } - } - add = camp_building_ai_malus_t3 - } -} -camp_fire_main_path_value = { - value = camp_building_ai_base_t3 - # Traits. - ## +++ Gregarious. - if = { - limit = { - owner = { has_trait = gregarious } - } - add = camp_building_ai_bonus_t3 - } - ## ++ Humble. - if = { - limit = { - owner = { has_trait = humble } - } - add = camp_building_ai_bonus_t2 - } - ## --- Arrogant. - if = { - limit = { - owner = { has_trait = arrogant } - } - add = camp_building_ai_malus_t3 - } - ## --- Shy. - if = { - limit = { - owner = { has_trait = shy } - } - add = camp_building_ai_malus_t3 - } - # Camp Purpose. - if = { - limit = { - owner = { - OR = { - has_realm_law_flag = unlocks_camp_fire_local_hangers_on - has_realm_law_flag = unlocks_camp_fire_future_dreams - has_realm_law_flag = unlocks_camp_fire_nightly_debates - has_realm_law_flag = unlocks_camp_fire_juicy_rumors - } - } - } - add = camp_building_ai_camp_purpose_t3 - } -} -proving_grounds_main_path_value = { - value = camp_building_ai_base_t3 - # Traits. - ## +++ Wrathful. - if = { - limit = { - owner = { has_trait = wrathful } - } - add = camp_building_ai_bonus_t3 - } - ## +++ Athletic. - if = { - limit = { - owner = { has_trait = athletic } - } - add = camp_building_ai_bonus_t3 - } - ## - Calm. - if = { - limit = { - owner = { has_trait = calm } - } - add = camp_building_ai_malus_t1 - } - # Camp Purpose. - if = { - limit = { - owner = { - OR = { - has_realm_law_flag = unlocks_proving_grounds_lockwagon - has_realm_law_flag = unlocks_proving_grounds_martial_study - has_realm_law_flag = unlocks_proving_grounds_the_stick_game - has_realm_law_flag = unlocks_proving_grounds_bodyguard_drills - } - } - } - add = camp_building_ai_camp_purpose_t3 - } -} -camp_perimeter_main_path_value = { - value = camp_building_ai_base_t1 - # Traits. - ## +++ Paranoid. - if = { - limit = { - owner = { has_trait = paranoid } - } - add = camp_building_ai_bonus_t3 - } - ## ++ Deceitful. - if = { - limit = { - owner = { has_trait = deceitful } - } - add = camp_building_ai_bonus_t2 - } - ## - Honest. - if = { - limit = { - owner = { has_trait = honest } - } - add = camp_building_ai_malus_t1 - } - ## --- Trusting. - if = { - limit = { - owner = { has_trait = trusting } - } - add = camp_building_ai_malus_t3 - } - # Camp Purpose. - if = { - limit = { - owner = { - OR = { - has_realm_law_flag = unlocks_camp_perimeter_extra_watch - has_realm_law_flag = unlocks_camp_perimeter_palisade - has_realm_law_flag = unlocks_camp_perimeter_ditch - } - } - } - add = camp_building_ai_camp_purpose_t1 - } -} - -################################################## -# Misc Values - -prison_break_value = { - value = 1 - if = { - limit = { - is_primary_heir_of = prev - } - add = 10 - } - if = { - limit = { - this = prev.primary_spouse - } - add = 10 - } -} - -# Powerful Family Rating -# House power score is used in code to enable bonuses from powerful houses -# root - house under evaluation -house_power_score = { - value = { - value = 0 - - save_temporary_scope_as = target_house - # Add a small amount of score for each house member within the realm (less for Japan) - if = { - limit = { - exists = house_head - } - if = { - limit = { - house_head = { government_is_japanese_trigger = yes } - } - add = { - every_house_member = { - limit = { top_liege = scope:target_house.house_head.top_liege } - add = 1.5 - } - desc = members_in_realm_desc - } - } - else = { - add = { - every_house_member = { - limit = { top_liege = scope:target_house.house_head.top_liege } - add = 3 - } - desc = members_in_realm_desc - } - } - - # Add scoring based on the House Head's Level of Influence - if = { - limit = { - house_head = { - NOT = { government_has_flag = government_has_merit } - influence_level >= 1 - } - } - add = { - value = house_head.influence_level - multiply = 5 - desc = house_head_influence_level_desc - } - } - - # Add scoring based on the House head's Merit Rank - if = { - limit = { - house_head = { - government_has_flag = government_has_merit - merit_level >= 1 - } - } - add = { - value = house_head.merit_level - multiply = 5 - desc = house_head_merit_level_desc - } - } - - # House head is a movement leader - if = { - limit = { - house_head = { - any_character_situation = { situation_type = dynastic_cycle } - is_any_movement_leader = yes - } - } - add = { - value = 10 - desc = house_head_is_movement_leader_desc - } - } - - # Add scoring for every house member on top liege's council - Higher for ministers - if = { - limit = { - exists = house_head.top_liege - house_head.top_liege = { - any_councillor = { - exists = house - scope:target_house ?= house - } - } - } - add = { - house_head.top_liege = { - every_councillor = { - limit = { - exists = house - scope:target_house ?= house - } - add = 15 - } - if = { - limit = { - tgp_has_access_to_ministry_trigger = yes - } - multiply = 2 - } - } - desc = house_members_on_council_desc - } - } - - # A house member is the favored ministers - if = { - limit = { - house_head.top_liege ?= { - employs_court_position = favored_minister_court_position - court_position:favored_minister_court_position = { - house ?= scope:target_house - } - } - } - add = { - value = 10 - desc = house_member_is_favored_minister_desc - } - } - - # Malus for not practicing the state faith - if = { - limit = { - house_head.top_liege ?= { government_allows = state_faith } - NOT = { house_head.top_liege.primary_title.state_faith ?= scope:target_house.house_head.faith } - } - add = { - value = -25 - desc = house_head_different_faith_powerful_family_rating - } - } - - # Estate building bonuses - if = { # Market - limit = { - house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_6 } - } - add = { - value = estate_powerful_family_rating_6_value - desc = estate_buildings_desc - } - } - else_if = { - limit = { - house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_5 } - } - add = { - value = estate_powerful_family_rating_5_value - desc = estate_buildings_desc - } - } - else_if = { - limit = { - house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_4 } - } - add = { - value = estate_powerful_family_rating_4_value - desc = estate_buildings_desc - } - } - else_if = { - limit = { - house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_3 } - } - add = { - value = estate_powerful_family_rating_3_value - desc = estate_buildings_desc - } - } - else_if = { - limit = { - house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_2 } - } - add = { - value = estate_powerful_family_rating_2_value - desc = estate_buildings_desc - } - } - else_if = { - limit = { - house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating } - } - add = { - value = estate_powerful_family_rating_1_value - desc = estate_buildings_desc - } - } - if = { # Catacombs - limit = { - exists = house_head.dynasty - house_head.domicile ?= { has_domicile_parameter = estate_powerful_family_rating_per_dynasty_level } - } - add = { - value = estate_increase_powerful_famil_rating_per_dynasty_level_value - multiply = house_head.dynasty.dynasty_prestige_level - desc = estate_buildings_desc - } - } - - # When your estate is located in the realm's capital - if = { - limit = { - house_head = { - exists = top_liege.capital_province - domicile ?= { - is_domicile_type = estate - domicile_location = prev.top_liege.capital_province - } - } - } - add = { - value = 10 - desc = estate_in_capital_desc - } - } - - # Obligation/Theme Administration bonus - if = { - limit = { - house_head = { vassal_contract_has_flag = admin_prestige_obligation_bonus } - } - add = { - value = 10 - desc = imperial_theme_type_desc - } - } - - # Heart of the Family Diplomacy Lifestyle Perk - if = { - limit = { house_head = { has_perk = familial_familiar_perk } } - add = { - value = 10 - desc = familial_familiar_perk_name - } - } - - # Base score increase from Power is a Ladder dynasty legacy perk - if = { - limit = { - house_head.dynasty ?= { ep3_administrative_legacy_track_perks >= 3 } - } - add = { - value = 15 - desc = house_power_ep3_administrative_legacy_3 - } - } - - # Merit Dynasty Legacy Perk - if = { - limit = { - house_head.dynasty ?= { has_dynasty_perk = tgp_chinese_legacy_4 } - } - add = { - value = 15 - desc = movement_power_chinese_legacy_4 - } - } - - # From Mass Arrests Decision - if = { - limit = { house_head = { has_character_flag = mass_arrests_house_power_malus } } - add = { - value = -15 - desc = ep3_mass_arrests_house_power_malus - } - } - - if = { - limit = { house_head.confederation ?= { leading_house ?= scope:target_house } } - add = { - value = 0 - house_head.confederation = { - every_confederation_member_house = { add = 10 } - } - desc = led_bloc_size_desc - } - } - - # The number of governorships the house holds - multiply = { - value = 1 - every_house_member = { - limit = { - # Using the triggers of is_governor directly to save performance - is_landed = yes - government_allows = administrative - top_liege != this - highest_held_title_tier >= main_administrative_tier - house.house_head.top_liege ?= top_liege - } - add = 0.4 # Let's add a multiplier to the overall score for each governorship - } - desc = held_governoships_desc - } - - # Bonus for being the Ceremonial house - if = { - limit = { house_head = { tgp_is_in_ceremonial_house_trigger = yes } } - add = { - value = 100 - desc = tgp_ceremonial_house_desc - } - } - - # Bonus for being the imperial house (we deliberately but this at the end, behind the governorship multiplier, as an added bonus on top of everything else) - if = { - limit = { - any_house_member = { - top_liege = this - #primary_title.tier >= tier_empire (this is commented out because the house in power should always get this big boost) - house.house_head.top_liege ?= top_liege - } - } - add = { - value = 100 - if = { - limit = { - any_house_member = { - top_liege = this - primary_title.tier < tier_empire - house.house_head.top_liege ?= top_liege - } - } - subtract = 50 #For Kings and below the bonus is not quite as high - they are not a far ahead of everyone else as an emperor - } - desc = imperial_house_desc - } - } - - # Status Challenged - if = { - limit = { has_variable_list = status_challenged_by } - save_temporary_value_as = temp_total - subtract = { - value = scope:temp_total - multiply = { - value = 0.05 - multiply = { - value = 0 - every_in_list = { - variable = status_challenged_by - add = 1 - } - } - } - desc = challenge_status_powerful_family_rating_modifier - } - } - } - else = { - add = { - value = -100 - desc = house_is_lowborn_desc - } - } - } - - round = yes -} - -# Maximum investment a character can make to support a candidate for a title appointment -# root - investor -appointment_investment_cap = { - value = { - add = { - value = 50 # Base - desc = BASE_VALUE - } - ##### FAMILY RATING - if = { - limit = { house.house_head ?= this } - add = { - value = house.house_power_score - desc = appointment_investment_cap_family_rating - } - } - ##### AGE - if = { # ADULT - scaling bonus - limit = { is_adult = yes } - add = { - value = { - add = age - subtract = 16 - divide = 2 - ceiling = yes - } - desc = appointment_investment_cap_age - } - } - else = { # CHILD - scaling malus - add = { - value = { - add = age - subtract = 16 - divide = 2 - floor = yes - } - desc = appointment_investment_cap_age - } - } - ##### INFLUENCE LEVEL - if = { # NEGATIVE - limit = { influence_level < 1 } - add = { - value = -20 - desc = appointment_investment_cap_influence_level - } - } - else_if = { # POSITIVE - limit = { influence_level > 1 } - add = { - value = { - add = influence_level - multiply = 10 - } - desc = appointment_investment_cap_influence_level - } - } - ##### ESTATE BUILDINGS - if = { - limit = { exists = house.house_head.domicile } - house.house_head.domicile = { - add = { - value = 0 - if = { - limit = { has_domicile_building = estate_main_02 } - add = 10 - } - else_if = { - limit = { has_domicile_building = estate_main_03 } - add = 20 - } - else_if = { - limit = { has_domicile_building = estate_main_04 } - add = 30 - } - else_if = { - limit = { has_domicile_building = estate_main_05 } - add = 40 - } - if = { - limit = { has_domicile_building = reception_hall_02 } - add = 10 - } - else_if = { - limit = { has_domicile_building = reception_hall_03 } - add = 20 - } - else_if = { - limit = { has_domicile_building = reception_hall_04 } - add = 30 - } - else_if = { - limit = { has_domicile_building = reception_hall_05 } - add = 40 - } - if = { - limit = { has_domicile_building = japanese_manor_office_01 } - add = 5 - } - else_if = { - limit = { has_domicile_building = japanese_manor_office_02 } - add = 10 - } - else_if = { - limit = { has_domicile_building = japanese_manor_office_03 } - add = 15 - } - else_if = { - limit = { has_domicile_building = japanese_manor_office_04 } - add = 20 - } - else_if = { - limit = { has_domicile_building = japanese_manor_office_05 } - add = 25 - } - else_if = { - limit = { has_domicile_building = japanese_manor_office_06 } - add = 30 - } - desc = appointment_investment_cap_estate_buildings - } - } - } - ##### FAMILY ATTRIBUTES - house ?= { - add = { - value = 0 - if = { - limit = { has_house_power_parameter = increased_investment_cap_bonus_3 } - add = increased_investment_cap_bonus_3_value - } - else_if = { - limit = { has_house_power_parameter = increased_investment_cap_bonus_2 } - add = increased_investment_cap_bonus_2_value - } - else_if = { - limit = { has_house_power_parameter = increased_investment_cap_bonus_1 } - add = increased_investment_cap_bonus_1_value - } - desc = political_meddlers_attribute_name_desc - } - } - ##### EXPANDED POWER BASE - save_temporary_value_as = temp_total - if = { - limit = { has_character_modifier = ep3_expanded_power_base_minor_modifier } - add = { - value = scope:temp_total - multiply = 0.10 - round = yes - min = 25 - desc = ep3_expanded_power_base_minor_modifier - } - } - if = { - limit = { has_character_modifier = ep3_expanded_power_base_medium_modifier } - add = { - value = scope:temp_total - multiply = 0.20 - round = yes - min = 50 - desc = ep3_expanded_power_base_medium_modifier - } - } - if = { - limit = { has_character_modifier = ep3_expanded_power_base_major_modifier } - add = { - value = scope:temp_total - multiply = 0.30 - round = yes - min = 75 - desc = ep3_expanded_power_base_major_modifier - } - } - ##### MERIT - if = { - limit = { merit_level >= 1 } - add = { - value = { - add = merit_level - multiply = 5 - } - desc = "[merit_level|E]" - } - } - ##### CELESTIAL MINISTER - if = { - limit = { - is_councillor = yes - liege ?= { - tgp_has_access_to_ministry_trigger = yes - } - } - add = { - value = 10 - desc = is_a_minister_desc - } - } - min = 0 - } -} - -dominant_family_threshold_value = 0.25 - -ep3_governor_yearly_8150_total_count_value = { - value = 0 - every_in_list = { - list = rebel_counties - add = 1 - } - every_in_list = { - list = potential_rebel_counties - add = 1 - } -} - -#special bonus to traveling friends from a court event -court_position_aptitude_traveling_friends_value = { - if = { - limit = { - has_character_flag = travelling_friend - liege ?= { - any_court_position_holder = { - OR = { - has_relation_best_friend = root - has_relation_friend = root - } - has_character_flag = travelling_friend - } - } - } - add = { - value = 20 - desc = court_position_traveling_friend - } - } -} - -ep3_foreign_ruler_interest_in_coup_value = { - value = 0 - every_claim = { - limit = { - any_de_jure_top_liege = { - this = scope:target_char - } - } - add = 1 - } - if = { - limit = { has_relation_nemesis = scope:target_char } - add = 2 - } - else_if = { - limit = { has_relation_rival = scope:target_char } - add = 1 - } -} - -ep3_distance_to_comparator_claim = { - value = 0 - add = "title_capital_county.squared_distance(scope:comparator.capital_county)" - abs = yes - multiply = -1 -} - -ep3_distance_to_comparator_capital_county = { - value = 0 - add = "squared_distance(scope:comparator.capital_county)" - abs = yes - multiply = -1 -} - -number_of_granaries_in_egypt_value = { - value = 0 - every_county_in_region = { - region = custom_roman_aegyptus - limit = { - any_county_province = { - has_building_or_higher = cereal_fields_05 - } - } - add = 1 - max = 10 - } - min = 1 - desc = MODIFIER_DEFINITION_MAIN_DESC_PER_EGYPT_GRANARY -} - -grain_dole_cost = { - value = 1500 -} - -pay_off_crusaders_value = { - value = 0 - every_in_list = { - list = paying_off_crusaders - add = 1 - } - multiply = 150 -} - -ep3_byz_regiments_gained_value = { - value = 1 - if = { - limit = { - exists = scope:regiment_1 - highest_held_title_tier >= tier_kingdom - } - add = 1 - } - if = { - limit = { - exists = scope:regiment_2 - OR = { - highest_held_title_tier >= tier_duchy - this = scope:attacker - } - } - add = 1 - } -} - -ep3_byz_regiments_ck_value = { - value = 0 - if = { - limit = { - exists = scope:regiment_1 - } - add = 2 - } - if = { - limit = { - exists = scope:regiment_2 - } - add = 3 - } -} - -ep3_byz_reward_levy_size_value = { - value = 100 - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 5 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 10 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 15 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 20 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 25 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 30 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 35 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 40 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 50 - } - } - add = 150 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 65 - } - } - add = 200 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 80 - } - } - add = 250 - } - if = { - limit = { - highest_held_title_tier = tier_duchy - } - multiply = 1.33 - } - if = { - limit = { - highest_held_title_tier >= tier_kingdom - } - multiply = 1.66 - } -} - -ep3_sacking_byz_capital_payoff_value = { - value = 220 - - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 5 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 10 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 15 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 20 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 25 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 30 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 35 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 40 - } - } - add = 100 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 50 - } - } - add = 150 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 65 - } - } - add = 200 - } - if = { - limit = { - title:e_byzantium.holder.capital_county = { - development_level >= 80 - } - } - add = 250 - } -} - -number_vassals_converting_to_new_state_faith = { - value = 0 - every_vassal = { - limit = { - opinion = { - target = root - value >= 30 - } - faith != root.faith - NOT = { has_vassal_stance = zealot } - is_ai = yes - } - add = 1 - } -} - -# Hasan Sabbah event troops - -hasan_sabbah_max_levies_value = 20000 - -hasan_sabbah_event_troops_value = { - value = 0 - - # Add troops for each appropriate county. - root.location.county.holder.top_liege = { - every_sub_realm_county = { - limit = { - faith = root.faith - } - add = 500 - } - } - - max = { - # Standard base max. - value = hasan_sabbah_max_levies_value - } - divide = 5 -} - -maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult = 4 - -provision_refill_value = { - value = 0.125 - if = { - limit = { - trigger_if = { - limit = { exists = scope:laamp_temp } - scope:laamp_temp = { has_perk = prepared_conscription_perk } - } - trigger_else = { always = no } - } - multiply = 1.25 - } - if = { - limit = { - scope:laamp_temp ?= { - has_perk = personal_touch_perk - landless_inspector_king_of_the_wilds = yes - } - } - multiply = 1.25 - } - if = { - limit = { - scope:laamp_temp ?= { - is_ai = no - has_game_rule = hard_difficulty - } - } - multiply = 0.5 - } - else_if = { - limit = { - scope:laamp_temp ?= { - is_ai = no - has_game_rule = very_hard_difficulty - } - } - multiply = 0.2 - } -} - -provision_refill_value_tt = { - value = 0.125 - if = { - limit = { has_perk = prepared_conscription_perk } - multiply = 1.25 - } - if = { - limit = { - has_perk = personal_touch_perk - landless_inspector_king_of_the_wilds = yes - } - multiply = 1.25 - } - if = { - limit = { - is_ai = no - has_game_rule = hard_difficulty - } - multiply = 0.5 - } - else_if = { - limit = { - is_ai = no - has_game_rule = very_hard_difficulty - } - multiply = 0.2 - } -} - -gold_refill_value = { - value = 3 - if = { - limit = { - scope:laamp_temp = { has_perk = cutting_corners_perk } - } - multiply = 1.25 - } - if = { - limit = { - scope:laamp_temp ?= { - has_perk = personal_touch_perk - landless_inspector_king_of_the_wilds = yes - } - } - multiply = 1.25 - } - if = { - limit = { - scope:laamp_temp ?= { - government_has_flag = government_is_nomadic - } - } - multiply = 1.5 - } - if = { - limit = { - scope:laamp_temp ?= { - is_ai = no - has_game_rule = hard_difficulty - } - } - multiply = 0.5 - } - else_if = { - limit = { - scope:laamp_temp ?= { - is_ai = no - has_game_rule = very_hard_difficulty - } - } - multiply = 0.2 - } - if = { - limit = { - trigger_if = { - limit = { exists = scope:laamp_temp } - scope:laamp_temp = { government_has_flag = government_is_nomadic } - } - trigger_else = { always = no } - } - multiply = { - add = scope:laamp_temp.martial - subtract = 8 - divide = 100 - add = 1 - } - } -} - -gold_refill_value_tt = { - value = 2 - if = { - limit = { - has_perk = cutting_corners_perk - } - multiply = 1.25 - } - if = { - limit = { - has_perk = personal_touch_perk - landless_inspector_king_of_the_wilds = yes - } - multiply = 1.25 - } - if = { - limit = { - government_has_flag = government_is_nomadic - } - multiply = 1.5 - } - if = { - limit = { - is_ai = no - has_game_rule = hard_difficulty - } - multiply = 0.5 - } - else_if = { - limit = { - is_ai = no - has_game_rule = very_hard_difficulty - } - multiply = 0.2 - } - if = { - limit = { - government_has_flag = government_is_nomadic - } - multiply = { - add = martial - subtract = 8 - divide = 100 - add = 1 - } - } -} - -replenishable_troops_value = { - value = maa_max_troops_count - subtract = maa_current_troops_count - if = { - limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes } - multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult - } -} - -replenishable_troops_with_provisions_value = { - value = replenishable_troops_value - max = { - add = scope:current_provisions_max_value_scope - multiply = provision_refill_value - } -} - -replenishable_troops_with_gold_value = { - value = replenishable_troops_value - max = { - add = scope:current_gold_max_value_scope - multiply = gold_refill_value - } -} - -replenishable_troops_max_provisions_value = { - value = 0 - scope:actor = { - every_maa_regiment = { - add = { - add = maa_max_troops_count - subtract = maa_current_troops_count - if = { - limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes } - multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult - } - } - } - } - max = scope:actor.domicile.provisions - divide = provision_refill_value - multiply = -1 -} - -replenishable_troops_payed_provisions_tt_value = { - value = 0 - every_maa_regiment = { - add = { - add = maa_max_troops_count - subtract = maa_current_troops_count - if = { - limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes } - multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult - } - } - } - divide = provision_refill_value_tt - max = domicile.provisions -} - -replenishable_troops_max_provisions_tt_value = { - value = 0 - every_maa_regiment = { - add = { - add = maa_max_troops_count - subtract = maa_current_troops_count - } - } - max = { - value = domicile.provisions - multiply = provision_refill_value_tt - } -} - -replenishable_troops_payed_gold_tt_value = { - value = 0 - every_maa_regiment = { - add = { - add = maa_max_troops_count - subtract = maa_current_troops_count - if = { - limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes } - multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult - } - } - } - divide = gold_refill_value_tt - max = gold -} - -replenishable_troops_max_gold_tt_value = { - value = 0 - every_maa_regiment = { - add = { - add = maa_max_troops_count - subtract = maa_current_troops_count - if = { - limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes } - multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult - } - } - } - max = { - value = gold - multiply = gold_refill_value_tt - } -} - -replenishable_troops_provision_cost_value = { - value = scope:actor.replenishable_troops_value - max = scope:actor.domicile.max_provisions - multiply = -1 -} - -reinforce_soldiers_regiment_soldiers_value = { - value = reinforce_soldiers_regiment_max_value - min = 1 - max = reinforce_soldiers_max_value -} - -reinforce_soldiers_regiment_max_value = { - value = 25 - if = { - limit = { - scope:actor = { has_perk = soldiers_of_lesser_fortune_perk } - } - multiply = 4 - } -} - -reinforce_soldiers_regiment_max_value_tooltip = { - value = 25 - if = { - limit = { - has_perk = soldiers_of_lesser_fortune_perk - } - multiply = 4 - } -} - -reinforce_soldiers_max_value = { - value = maa_max_troops_count - subtract = maa_current_troops_count -} - -reinforce_soldiers_reinforcable_regiments_value = { - value = 0 - every_maa_regiment = { - limit = { maa_current_troops_count < maa_max_troops_count } - # Cheaper cavalry - if = { - limit = { - OR = { - is_unit_type = light_cavalry - is_unit_type = heavy_cavalry - } - regiment_owner.domicile ?= { has_domicile_parameter = camp_cheaper_cavalry_reinforcement } - } - add = 0.5 - } - else = { add = 1 } - } - min = 0.5 -} - -reinforce_soldiers_reinforcable_regiments_undiscounted_value = { - value = 0 - every_maa_regiment = { - limit = { maa_current_troops_count < maa_max_troops_count } - add = 1 - } - min = 1 -} - -reinforce_soldiers_gold_value = { - value = minor_gold_value - if = { - limit = { - domicile ?= { has_domicile_parameter = camp_improved_reinforcement_from_gold } - } - multiply = 0.5 - } - multiply = reinforce_soldiers_reinforcable_regiments_value -} - -reinforce_soldiers_dread_cost_value = { - value = 5 - if = { - limit = { - scope:actor.domicile = { has_domicile_parameter = camp_improved_entice_local_mercenaries } - } - add = -2.5 - } - multiply = reinforce_soldiers_reinforcable_regiments_value -} - -small_empire_size_value = 75 -large_empire_size_value = 125 - -current_size_empire_value = { add = root.realm_size } - -laamp_improved_learning_contract_success_value = 20 # Update parameter tooltip if this is changed! - -laamp_improved_tracker_contract_success_value = 20 # Update parameter tooltip if this is changed! - -# Currently this define is set to 100, so adjust with that in mind. -provisions_privation_threshold_start = { value = define:NCharacter|PROVISIONS_LOW_WARNING } -provisions_privation_threshold_low = 66 -provisions_privation_threshold_very_low = 33 -provisions_privation_threshold_empty = 0 - -gather_provisions_forage_base_value = { - # TERRAIN - if = { - limit = { - OR = { - terrain = desert - terrain = desert_mountains - terrain = taiga - } - } - add = 100 - } - else_if = { - limit = { - NOT = { - root = { has_perk = golden_aplomb_perk } - } - OR = { - terrain = drylands - terrain = jungle - terrain = mountains - terrain = wetlands - terrain = steppe - } - } - add = 250 - } - else = { add = 500 } - # BUILDINGS - if = { - limit = { has_building_or_higher = pastures_01 } - add = 25 - } - if = { - limit = { has_building_or_higher = orchards_01 } - add = 25 - } - if = { - limit = { has_building_or_higher = farm_estates_01 } - add = 25 - } - if = { - limit = { has_building_or_higher = cereal_fields_01 } - add = 25 - } - if = { - limit = { has_building_or_higher = plantations_01 } - add = 25 - } - if = { - limit = { has_building_or_higher = hill_farms_01 } - add = 25 - } - # WINTER - if = { - limit = { has_province_modifier = winter_mild_modifier } - add = -50 - } - else_if = { - limit = { has_province_modifier = winter_normal_modifier } - add = -100 - } - else_if = { - limit = { has_province_modifier = winter_harsh_modifier } - add = -150 - } - min = 50 - # We deliberately apply this after the min, since it's a global boost. - if = { - limit = { - root.domicile = { has_domicile_parameter = camp_improves_gather_provisions_hunting } - } - multiply = camp_improves_gather_provisions_hunting_value - } - if = { - limit = { - root = { has_perk = it_is_my_domain_perk } - } - multiply = 1.25 - } - if = { # Inspector Lifestyle Perk - limit = { - landless_inspector_terrain_knowing_the_land_trigger = yes - root = { has_perk = know_your_land_know_your_people_perk } - } - multiply = 1.5 - } -} -# Parameter improvements from camp buildings. -camp_improves_gather_provisions_hunting_value = 1.5 -camp_improves_gather_provisions_hunting_loc_value = { - value = camp_improves_gather_provisions_hunting_value - add = -1 -} - -gather_provisions_hunt_base_value = { - value = 50 - # TERRAIN - if = { - limit = { - OR = { - terrain = farmlands - terrain = floodplains - terrain = wetlands - } - } - add = 100 - } - else_if = { - limit = { - NOT = { - root = { has_perk = golden_aplomb_perk } - } - OR = { - terrain = desert - terrain = desert_mountains - terrain = mountains - terrain = taiga - terrain = steppe - } - } - add = 250 - } - else = { add = 500 } - # HOLDING - if = { - limit = { has_holding = no } - add = 50 - } - # BUILDINGS - if = { - limit = { has_building_or_higher = hunting_grounds_01 } - add = 50 - } - if = { - limit = { has_building_or_higher = royal_forest_01 } - add = 100 - } - min = 5 - # We deliberately apply this after the min, since it's a global boost. - if = { - limit = { - root.domicile = { has_domicile_parameter = camp_improves_gather_provisions_foraging } - } - multiply = camp_improves_gather_provisions_foraging_value - } - if = { - limit = { - root = { has_perk = it_is_my_domain_perk } - } - multiply = 1.25 - } -} -# Parameter improvements from camp buildings. -camp_improves_gather_provisions_foraging_value = 1.5 -camp_improves_gather_provisions_foraging_loc_value = { - value = camp_improves_gather_provisions_foraging_value - add = -1 -} - -provisions_low_value = 10 - -adventurers_make_local_deals_option_value = { - value = 0 - if = { - limit = { root.current_travel_plan.current_location.available_loot > 0 } - add = root.current_travel_plan.current_location.available_loot - divide = 4 - } -} - -strong_governor_military_value = { - value = 0 - add = scope:emperor.max_military_strength - multiply = 0.2 -} - -ep3_emperors_war_strength_value = { - value = 0 - if = { - limit = { - scope:emperor = { - is_defender_in_war = scope:war - } - } - scope:war = { - every_war_defender = { - add = current_military_strength - } - } - } - else = { - scope:war = { - every_war_attacker = { - add = current_military_strength - } - } - } -} - -ep3_emperors_war_strength_double_value = { - value = 0 - if = { - limit = { - scope:emperor = { - is_defender_in_war = scope:war - } - } - scope:war = { - every_war_defender = { - add = current_military_strength - } - } - } - else = { - scope:war = { - every_war_attacker = { - add = current_military_strength - } - } - } - multiply = 2 -} - -ep3_emperors_foe_war_strength_value = { - value = 0 - if = { - limit = { - scope:emperor = { - is_defender_in_war = scope:war - } - } - scope:war = { - every_war_attacker = { - add = current_military_strength - } - } - } - else = { - scope:war = { - every_war_defender = { - add = current_military_strength - } - } - } -} - -ep3_emperors_foe_war_strength_double_value = { - value = 0 - if = { - limit = { - scope:emperor = { - is_defender_in_war = scope:war - } - } - scope:war = { - every_war_attacker = { - add = current_military_strength - } - } - } - else = { - scope:war = { - every_war_defender = { - add = current_military_strength - } - } - } - multiply = 2 -} - -ep3_governor_yearly_3050_regiment_size_value = { - value = 0 - scope:regiment = { - add = maa_size - } -} - -provisions_threshold_critical_low_value = { value = define:NCharacter|PROVISIONS_LOW_WARNING } #Will literally throw a warning in the UI if provisions go beneath this - -provisions_threshold_low_value = { - value = max_provisions - multiply = 0.2 -} -provisions_threshold_mid_value = { - value = max_provisions - multiply = 0.5 -} -provisions_threshold_good_value = { - value = max_provisions - multiply = 0.8 -} - -ep3_legacy_domicile_artifact_counter_illustrious_score = { - value = var:ep3_legacy_domicile_artifact_counter_illustrious - multiply = 4 -} -ep3_legacy_domicile_artifact_counter_famed_score = { - value = var:ep3_legacy_domicile_artifact_counter_famed - multiply = 3 -} -ep3_legacy_domicile_artifact_counter_masterwork_score = { - value = var:ep3_legacy_domicile_artifact_counter_masterwork - multiply = 2 -} -ep3_legacy_domicile_artifact_counter_common_score = { - value = var:ep3_legacy_domicile_artifact_counter_common - multiply = 1 -} -cabinet_of_curiosities_artifact_score = { - value = 0 - if = { - limit = { has_variable = ep3_legacy_domicile_artifact_counter_illustrious } - add = ep3_legacy_domicile_artifact_counter_illustrious_score - } - if = { - limit = { has_variable = ep3_legacy_domicile_artifact_counter_famed } - add = ep3_legacy_domicile_artifact_counter_famed_score - } - if = { - limit = { has_variable = ep3_legacy_domicile_artifact_counter_masterwork } - add = ep3_legacy_domicile_artifact_counter_masterwork_score - } - if = { - limit = { has_variable = ep3_legacy_domicile_artifact_counter_common } - add = ep3_legacy_domicile_artifact_counter_common_score - } -} - -latin_emp_army_levies_value = { - value = 100 - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_early_medieval - } - } - add = 100 - } - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_high_medieval - } - } - add = 200 - } - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_late_medieval - } - } - add = 200 - } -} - -latin_emp_army_maa_value = { - value = 1 - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_early_medieval - } - } - add = 1 - } - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_high_medieval - } - } - add = 1 - } - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_late_medieval - } - } - add = 1 - } -} - -boost_efficiency_maximum_value = 40 -damage_efficiency_minimum_value = -40 -efficiency_interaction_cooldown_years_value = 5 -efficiency_interaction_change_value = 4 - -ep3_governor_yearly_3070_governorship_value = { - value = 0 - every_sub_realm_county = { - add = 1 - } -} - -ep3_found_despotate_control_total_value = { - value = 0 - primary_title.kingdom = { - every_de_jure_county = { add = 1 } - } -} - -ep3_found_despotate_control_held_value = { - value = 0 - save_temporary_scope_as = holder_temp - primary_title.kingdom = { - every_de_jure_county = { - limit = { - county_held_or_vassal_to_target_trigger = { TARGET = scope:holder_temp } - } - add = 1 - } - } -} - -ep3_found_despotate_control_percent_value = { - value = ep3_found_despotate_control_held_value - divide = ep3_found_despotate_control_total_value - multiply = 100 -} - -military_strength_25_percent_value = { - value = current_military_strength - multiply = 0.25 -} - -military_strength_75_percent_value = { - value = current_military_strength - multiply = 0.75 -} - -number_of_counties_with_heresy_1 = { - value = 0 - top_liege = { - every_realm_county = { - limit = { - faith = scope:heresy_1 - } - add = 1 - } - } -} - -number_of_counties_with_heresy_2 = { - value = 0 - top_liege = { - every_realm_county = { - limit = { - faith = scope:heresy_2 - } - add = 1 - } - } -} - -number_of_counties_with_heresy_3 = { - value = 0 - top_liege = { - every_realm_county = { - limit = { - faith = scope:heresy_3 - } - add = 1 - } - } -} - -number_of_counties_with_heresy_acceptance = { - value = 0 - every_realm_county = { - limit = { - faith = scope:heresy - } - add = 10 - } -} - -number_of_vassals_with_heresy_acceptance = { - value = 0 - every_vassal = { - limit = { - faith = scope:heresy - } - add = 5 - } -} - -influence_difference_value = { - value = scope:heretic.influence - subtract = root.influence - multiply = 0.1 -} - -architect_aptitude_scale_value = { - value = 1 - multiply = root.court_position:royal_architect_court_position.aptitude:royal_architect_court_position -} - -ep3_actor_governor_trait_level_value = { - value = -1 - scope:actor ?= { - if = { - limit = { has_trait = governor } - add = 1 - } - if = { - limit = { has_trait_xp = { trait = governor value >= 25 } } - add = 1 - } - if = { - limit = { has_trait_xp = { trait = governor value >= 50 } } - add = 1 - } - if = { - limit = { has_trait_xp = { trait = governor value >= 75 } } - add = 1 - } - if = { - limit = { has_trait_xp = { trait = governor value >= 100 } } - add = 1 - } - } -} - -ep3_recipient_governor_trait_level_value = { - value = -1 - scope:recipient ?= { - if = { - limit = { has_trait = governor } - add = 1 - } - if = { - limit = { has_trait_xp = { trait = governor value >= 25 } } - add = 1 - } - if = { - limit = { has_trait_xp = { trait = governor value >= 50 } } - add = 1 - } - if = { - limit = { has_trait_xp = { trait = governor value >= 75 } } - add = 1 - } - if = { - limit = { has_trait_xp = { trait = governor value >= 100 } } - add = 1 - } - } -} - -ep3_actor_recipient_governor_trait_level_diff_value = { - value = ep3_actor_governor_trait_level_value - subtract = ep3_recipient_governor_trait_level_value -} - -event_troops_ep3_separatist_scale_value = { - value = 100 - multiply = { - value = root.location.duchy.holder.primary_title.tier - } -} - -hostile_scheme_variable_list_value = { - value = 0 - scope:owner = { - every_in_list = { - variable = supporting_hostile_schemes - add = 5 - } - } -} - - - -personal_scheme_variable_list_value = { - value = 0 - scope:owner = { - every_in_list = { - variable = supporting_personal_schemes - add = 5 - } - } -} - -political_scheme_variable_list_value = { - value = 0 - scope:owner = { - every_in_list = { - variable = supporting_political_schemes - add = 5 - } - } -} - -hostile_scheme_base_bonus_per_character = 5 -personal_scheme_base_bonus_per_character = 5 -political_scheme_base_bonus_per_character = 5 - -# Laamps above this count must be exceptional characters or of interest to the player. -## This is because there are various things they do that are _fairly_ unperformant, so it's important that we put a good soft-cap on their numbers to stop them growing out of control and tanking performance. -### Code decisions were made assuming that there would be _maybe_ 200 on the map in the late game, give or take ~50. -#### More than that will work mechanically but prepare for substantial frame rate drops. -max_desired_laamps_value = { - value = 200 - switch = { - trigger = has_game_rule - ai_laamp_numbers_25 = { value = 25 } - ai_laamp_numbers_50 = { value = 50 } - ai_laamp_numbers_100 = { value = 100 } - ai_laamp_numbers_150 = { value = 150 } - ai_laamp_numbers_200 = { value = 200 } - } -} - -seventyfive_percent_of_max_desired_laamps_value = { - value = max_desired_laamps_value - multiply = 0.75 -} - -too_many_laamps_value = { - value = max_desired_laamps_value - switch = { - trigger = has_game_rule - ai_laamp_numbers_25 = { add = 2 } - ai_laamp_numbers_50 = { add = 5 } - ai_laamp_numbers_100 = { add = 10 } - ai_laamp_numbers_150 = { add = 15 } - ai_laamp_numbers_200 = { add = 20 } - } -} - -wipe_slate_min_xp_to_remove_trait_value = 5 -crusader_absolution_min_xp_to_remove_trait_value = 25 -crusader_absolution_xp_removed_per_track_value = { - value = 100 - subtract = crusader_absolution_min_xp_to_remove_trait_value - multiply = -1 -} - -camp_party_province_reference_value = { - value = 15 -} - -amount_of_followers_value = { - value = 0 - every_courtier = { - add = 1 - } -} - -current_camp_temperament_average_value = { - value = 0 - every_courtier = { - add = "opinion(root)" - } - divide = amount_of_followers_value -} - -low_camp_temperament_value = define:NDomicile|TEMPERAMENT_THRESHOLD_LOW -high_camp_temperament_value = define:NDomicile|TEMPERAMENT_THRESHOLD_HIGH - -default_temperament_high_value_scale = { - value = prestige_level - if = { - limit = { - has_perk = absolute_control_perk - } - add = { - value = dread - divide = 20 - } - } - if = { - limit = { - has_perk = honored_to_serve_perk - } - add = { - every_courtier = { - add = 1 - } - divide = 5 - min = 0 - } - } - if = { - limit = { - has_perk = scientific_perk - } - add = { - every_courtier = { - limit = { - learning >= 15 - } - add = 1 - } - min = 0 - } - } - if = { - limit = { - has_perk = gracious_host_impeccable_guest_perk - } - add = num_of_known_languages - } -} - -default_temperament_low_value_scale = { - value = prestige_level -} - -estate_increase_gardener_aptitude_value_1 = 5 -estate_increase_gardener_aptitude_value_2 = 10 -estate_increase_gardener_aptitude_value_3 = 15 -estate_increase_gardener_aptitude_value_4 = 20 -estate_increase_gardener_aptitude_value_5 = 25 -estate_increase_gardener_aptitude_value_6 = 30 - -estate_increased_personal_scheme_success_1_value = 5 -estate_increased_personal_scheme_success_2_value = 15 -estate_increased_personal_scheme_success_3_value = 25 - -kennels_more_successful_hunts_1_value = 10 -kennels_more_successful_hunts_2_value = 15 - -cultivated_sophistication_development_gain = minor_development_progress_gain - -slander_appointment_score_value = -25 -slander_acclamation_score_value = -50 - -promote_appointment_score_value = 30 -promote_acclamation_score_value = 50 - -ep3_requested_faith_support_0_value = { - value = major_influence_gain -} -ep3_requested_faith_support_1_value = { - value = ep3_requested_faith_support_0_value - multiply = 1.5 -} -ep3_requested_faith_support_2_value = { - value = ep3_requested_faith_support_0_value - multiply = 2 -} -ep3_requested_faith_support_3_value = { - value = ep3_requested_faith_support_0_value - multiply = 2.5 -} -ep3_requested_faith_support_4_value = { - value = ep3_requested_faith_support_0_value - multiply = 3 -} -ep3_requested_faith_support_5_value = { - value = ep3_requested_faith_support_0_value - multiply = 3.5 -} -ep3_requested_faith_support_6_value = { - value = ep3_requested_faith_support_0_value - multiply = 4 -} - -chancellor_integrate_title_admin_top_liege_bonus = 1 -chancellor_integrate_title_admin_target_bonus = 0.5 - -de_jure_governor_bonus = -20 - -greek_anarchy_army_levy_value = { - value = 50 - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_high_medieval - } - } - add = 100 - } - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_late_medieval - } - } - add = 100 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_duchy - } - } - add = 150 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_kingdom - } - } - add = 200 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_empire - } - } - add = 200 - } -} - -greek_anarchy_army_weak_maa_value = { - value = 1 - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_high_medieval - } - } - add = 1 - } - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_late_medieval - } - } - add = 2 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_duchy - } - } - add = 1 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_kingdom - } - } - add = 2 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_empire - } - } - add = 1 - } -} - -greek_anarchy_army_maa_value = { - value = 1 - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_late_medieval - } - } - add = 2 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_duchy - } - } - add = 1 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_kingdom - } - } - add = 1 - } -} - -greek_anarchy_army_heavy_cav_value = { - value = 0 - if = { - limit = { - culture = { - has_cultural_era_or_later = culture_era_late_medieval - } - } - add = 1 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_duchy - } - } - add = 1 - } - if = { - limit = { - scope:defender = { - highest_held_title_tier >= tier_empire - } - } - add = 1 - } -} - -greek_anarchy_development_value = -50 - -faction_power_existing_threshold_value = { - value = faction_power - multiply = 2 -} - -ep3_invite_to_faction_war_strength_compare_defender_value = { - value = 0 - every_war_defender = { add = current_military_strength } -} - -ep3_invite_to_faction_war_strength_compare_attacker_value = { - value = 0 - every_war_attacker = { add = current_military_strength } -} - -admin_convert_influence_value = { - value = 0 - if = { - limit = { - has_character_flag = latin_emp_force_admin_flag - } - add = major_influence_gain - } - else = { - add = monumental_influence_gain - } -} - -admin_convert_legitimacy_value = { - value = 0 - if = { - limit = { - has_character_flag = latin_emp_force_admin_flag - } - add = minor_legitimacy_gain - } - else = { - add = medium_legitimacy_gain - } -} - -chance_to_be_educated_while_educating_value = { - value = 2.5 - if = { - limit = { has_perk = learn_on_the_job_perk } - multiply = 2 - } -} - -learning_task_contract_qualified_score_value = 1 -learning_task_contract_medium_score_value = 2 -learning_task_contract_major_score_value = 3 - -laamp_base_contract_schemes_2661_modifier_duration_value = { - value = 5 - if = { - limit = { - root = { is_ai = no } - } - add = 20 - } -} - -rebuke_roman_revanchism_sicily_requirements_no_ere_county_value = 10 -rebuke_roman_revanchism_sicily_requirements_some_ere_county_value = 13 -rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value = 5 -rebuke_roman_revanchism_sicily_fame_reward_value = 1000 - -# How many provisions do we give out per modifier removed? -butcher_animals_decision_cat_provision_value = 50 -butcher_animals_decision_dog_provision_value = 75 -butcher_animals_decision_dog_building_provision_value = 750 -butcher_animals_decision_horse_provision_value = 150 -butcher_animals_decision_horse_building_provision_value = 1250 -butcher_animals_decision_elephant_building_provision = 2500 - -# How long before you can rebuild buildings/sacrifice the animals again? -butcher_animals_decision_regular_cooldown_value = 25 -butcher_animals_decision_elephant_cooldown_value = 50 - -add_camp_officer_aptitude_value = { - if = { - limit = { has_court_position = second_camp_officer } - add = "aptitude(second_camp_officer)" - } - else_if = { - limit = { has_court_position = quartermaster_camp_officer } - add = "aptitude(quartermaster_camp_officer)" - } - else_if = { - limit = { has_court_position = armorer_camp_officer } - add = "aptitude(armorer_camp_officer)" - } - else_if = { - limit = { has_court_position = chief_forager_camp_officer } - add = "aptitude(chief_forager_camp_officer)" - } - else_if = { - limit = { has_court_position = master_thief_camp_officer } - add = "aptitude(master_thief_camp_officer)" - } - else_if = { - limit = { has_court_position = head_porter_camp_officer } - add = "aptitude(head_porter_camp_officer)" - } - else_if = { - limit = { has_court_position = head_groom_camp_officer } - add = "aptitude(head_groom_camp_officer)" - } - else_if = { - limit = { has_court_position = huntperson_camp_officer } - add = "aptitude(huntperson_camp_officer)" - } - else_if = { - limit = { has_court_position = kennelperson_camp_officer } - add = "aptitude(kennelperson_camp_officer)" - } - else_if = { - limit = { has_court_position = chief_engineer_camp_officer } - add = "aptitude(chief_engineer_camp_officer)" - } - else_if = { - limit = { has_court_position = witness_camp_officer } - add = "aptitude(witness_camp_officer)" - } - else_if = { - limit = { has_court_position = person_haggler_camp_officer } - add = "aptitude(person_haggler_camp_officer)" - } - else_if = { - limit = { has_court_position = camp_cook_camp_officer } - add = "aptitude(camp_cook_camp_officer)" - } - else_if = { - limit = { has_court_position = master_bard_camp_officer } - add = "aptitude(master_bard_camp_officer)" - } - else_if = { - limit = { has_court_position = stooge_camp_officer } - add = "aptitude(stooge_camp_officer)" - } - else_if = { - limit = { has_court_position = master_of_arms_camp_officer } - add = "aptitude(master_of_arms_camp_officer)" - } - else_if = { - limit = { has_court_position = light_cavalry_captain_camp_officer } - add = "aptitude(light_cavalry_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = camelry_captain_camp_officer } - add = "aptitude(camelry_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = elephantry_captain_camp_officer } - add = "aptitude(elephantry_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = heavy_cavalry_captain_camp_officer } - add = "aptitude(heavy_cavalry_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = horse_archer_captain_camp_officer } - add = "aptitude(horse_archer_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = archer_captain_camp_officer } - add = "aptitude(archer_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = heavy_infantry_captain_camp_officer } - add = "aptitude(heavy_infantry_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = light_infantry_captain_camp_officer } - add = "aptitude(light_infantry_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = pike_captain_camp_officer } - add = "aptitude(pike_captain_camp_officer)" - } - else_if = { - limit = { has_court_position = master_of_spoils_camp_officer } - add = "aptitude(master_of_spoils_camp_officer)" - } - else_if = { - limit = { has_court_position = laureate_camp_officer } - add = "aptitude(laureate_camp_officer)" - } - else_if = { - limit = { has_court_position = camp_priest_camp_officer } - add = "aptitude(camp_priest_camp_officer)" - } -} - -laamp_base_contract_schemes_1301_maa_damage_catastrophic_value = -0.6 -laamp_base_contract_schemes_1301_maa_damage_heavy_value = -0.45 -laamp_base_contract_schemes_1301_maa_damage_moderate_value = -0.3 -laamp_base_contract_schemes_1301_maa_damage_light_value = -0.2 - -# Thomas Aquinas was born in 1225, more or less -ep3_thomas_aquinas_age_value = { - value = current_year - add = -1225 -} - -ep3_interactions_events_0500_troops_count_value = 100 - -ep3_adventurer_ai_contracts_per_employer_max_value = 3 -ep3_adventurer_ai_contracts_per_employer_min_value = 1 -ep3_adventurer_ai_employers_per_kingdom_max_value = 8 -ep3_adventurer_ai_employers_per_kingdom_min_value = 4 - -procure_estate_interaction_cost_base_gold = 1000 -procure_estate_interaction_cost_base_prestige = 2000 -procure_estate_interaction_cost_base_piety = 1000 - -request_co_emperor_interaction_gold_cost_value = { value = monumental_gold_value } -request_co_emperor_interaction_influence_cost_value = { - value = monumental_influence_value - multiply = 2 -} - -see_how_its_done_gold_reward_value = { - value = 20 - multiply = been_there_done_that_check_multiplier_value -} - -visit_settlement_paid_training_value = { - value = 0 - if = { - limit = { prowess < low_skill_rating } - value = tiny_gold_laamps_value - } - else_if = { - limit = { prowess < mediocre_skill_rating } - value = minor_gold_laamps_value - } - else_if = { - limit = { prowess < decent_skill_rating } - value = medium_gold_laamps_value - } - else_if = { - limit = { prowess < high_skill_rating } - value = major_gold_laamps_value - } - else_if = { - limit = { prowess < extremely_high_skill_rating } - value = massive_gold_laamps_value - divide = 2 - } - else = { - value = massive_gold_laamps_value - } -} - -harrying_miniscule_increase_value = 0.3 -harrying_minor_increase_value = 0.5 -harrying_medium_increase_value = 1 - -laamp_marriable_women_value = { - if = { - limit = { laamp_request_likely_marriable_woman_trigger = yes } - add = 1 - } - every_courtier = { - limit = { laamp_request_likely_marriable_woman_trigger = yes } - add = 1 - } -} - -laamp_marriable_women_realistic_value = { - every_courtier = { - limit = { - laamp_request_likely_marriable_woman_trigger = yes - NOR = { - is_close_family_of = root - has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = root } - is_councillor_of = root - is_concubine_of = root - } - } - add = 1 - } -} - -laamp_marriable_men_value = { - if = { - limit = { laamp_request_likely_marriable_man_trigger = yes } - add = 1 - } - every_courtier = { - limit = { laamp_request_likely_marriable_man_trigger = yes } - add = 1 - } -} - -laamp_marriable_men_realistic_value = { - every_courtier = { - limit = { - laamp_request_likely_marriable_man_trigger = yes - NOR = { - is_close_family_of = root - has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = root } - is_councillor_of = root - is_concubine_of = root - } - } - add = 1 - } -} - -laamp_city_construction_year_value = { - value = scope:year_of_construction - add = 100 -} - -estate_increase_tutor_aptitude_value_1 = 5 -estate_increase_tutor_aptitude_value_2 = 10 -estate_increase_tutor_aptitude_value_3 = 15 -estate_increase_tutor_aptitude_value_4 = 20 -estate_increase_tutor_aptitude_value_5 = 25 -estate_increase_tutor_aptitude_value_6 = 30 - -force_step_down_interaction_gold_cost_value = { - value = 0 - scope:recipient = { - if = { - limit = { highest_held_title_tier = tier_empire } - add = scope:actor.monumental_gold_value - multiply = 3 - } - else_if = { - limit = { highest_held_title_tier = tier_kingdom } - add = scope:actor.monumental_gold_value - } - else_if = { - limit = { highest_held_title_tier = tier_duchy } - add = scope:actor.massive_gold_value - } - else_if = { - limit = { highest_held_title_tier = tier_county } - add = scope:actor.major_gold_value - } - } - multiply = scope:recipient.number_of_held_governorships -} - -force_step_down_interaction_influence_cost_value = { - value = 0 - scope:recipient = { - if = { - limit = { highest_held_title_tier = tier_empire } - add = scope:actor.monumental_influence_value - multiply = 3 - } - else_if = { - limit = { highest_held_title_tier = tier_kingdom } - add = scope:actor.monumental_influence_value - } - else_if = { - limit = { highest_held_title_tier = tier_duchy } - add = scope:actor.massive_influence_value - } - else_if = { - limit = { highest_held_title_tier = tier_county } - add = scope:actor.major_influence_value - } - } - multiply = 2 - multiply = scope:recipient.number_of_held_governorships - multiply = -1 -} - -number_of_held_governorships = { - value = 0 - save_temporary_scope_as = governor_temp - every_held_title = { - limit = { - tier = scope:governor_temp.highest_held_title_tier - is_landless_type_title = no - is_noble_family_title = no - } - add = 1 - } -} - -# Family attribute values -increased_investment_cap_bonus_1_value = 10 -increased_investment_cap_bonus_2_value = 20 -increased_investment_cap_bonus_3_value = 40 - -improved_siphon_treasury_scheme_1_value = 4 -improved_siphon_treasury_scheme_2_value = 8 -improved_siphon_treasury_scheme_3_value = 12 - -gain_dynasty_prestige_on_building_construction_1_value = 10 -gain_dynasty_prestige_on_building_construction_2_value = 20 -gain_dynasty_prestige_on_building_construction_3_value = 30 - -building_construction_dynasty_prestige_gain_value = { - value = 0 - scope:character.house ?= { - if = { - limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_3 } - add = gain_dynasty_prestige_on_building_construction_3_value - } - else_if = { - limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_2 } - add = gain_dynasty_prestige_on_building_construction_2_value - } - else_if = { - limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_1 } - add = gain_dynasty_prestige_on_building_construction_1_value - } - } -} - -increased_request_troops_acceptance_1_value = 10 -increased_request_troops_acceptance_2_value = 20 -increased_request_troops_acceptance_3_value = 30 - -swing_scales_cost_reduction_1_value = -0.1 -swing_scales_cost_reduction_2_value = -0.15 -swing_scales_cost_reduction_3_value = -0.2 - -swing_scales_cost_multipler_value = { - value = 1 - house ?= { - if = { - limit = { has_house_power_parameter = respected_despots } - if = { - limit = { has_house_power_parameter = swing_scales_cost_reduction_3 } - add = swing_scales_cost_reduction_3_value - } - else_if = { - limit = { has_house_power_parameter = swing_scales_cost_reduction_2 } - add = swing_scales_cost_reduction_2_value - } - else_if = { - limit = { has_house_power_parameter = swing_scales_cost_reduction_1 } - add = swing_scales_cost_reduction_1_value - } - } - } -} - -improved_raid_estate_scheme_1_value = 5 -improved_raid_estate_scheme_2_value = 10 -improved_raid_estate_scheme_3_value = 15 - -increased_request_appointment_acceptance_1_value = 10 -increased_request_appointment_acceptance_2_value = 25 -increased_request_appointment_acceptance_3_value = 50 - -occupations_give_bonuses_1_value = 20 -occupations_give_bonuses_2_value = 40 -occupations_give_bonuses_3_value = 60 - -increased_marriage_acceptance_1_value = 10 -increased_marriage_acceptance_2_value = 20 -increased_marriage_acceptance_3_value = 40 - -increased_clerical_influence_acceptance_1_value = 10 -increased_clerical_influence_acceptance_2_value = 25 -increased_clerical_influence_acceptance_3_value = 40 - -candidate_score_per_piety_level_1_value = 4 -candidate_score_per_piety_level_2_value = 8 -candidate_score_per_piety_level_3_value = 12 - -liquidate_camp_main_value_1 = 25 -liquidate_camp_main_value_2 = 50 -liquidate_camp_main_value_3 = 75 -liquidate_camp_main_value_4 = 100 -liquidate_camp_external_value_1 = 10 -liquidate_camp_external_value_2 = 20 -liquidate_camp_external_value_3 = 30 -liquidate_camp_external_value_4 = 40 -liquidate_camp_external_value_5 = 50 -liquidate_camp_external_value_6 = 60 -liquidate_camp_internal_value = 10