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716404767f
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4618ca7ce3
| Author | SHA1 | Date | |
|---|---|---|---|
| 4618ca7ce3 | |||
| fd2137de30 | |||
| 884ac18c56 |
20 changed files with 14040 additions and 1592 deletions
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@ -21,7 +21,7 @@ codex_template = {
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learning = 2
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stress_gain_mult = 0.15
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negate_health_penalty_add = 0.10
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catholic_religion_opinion = 20
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# catholic_religion_opinion = 20
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}
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ai_score = {
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@ -1473,9 +1473,9 @@ negotiate_settlement_interaction = {
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}
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# Story blockers.
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## Hereward cannot be exiled by active participants in the Harrying of the North.
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disable_interaction_for_hereward_trigger = yes
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# disable_interaction_for_hereward_trigger = yes
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## Hasan cannot be exiled by anyone during his story.
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disable_interaction_for_hasan_trigger = yes
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# disable_interaction_for_hasan_trigger = yes
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}
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on_send = {
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@ -5700,9 +5700,9 @@ evict_adventurer_interaction = {
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}
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# Story blockers.
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## Hereward cannot be exiled by active participants in the Harrying of the North.
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disable_interaction_for_hereward_trigger = yes
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# disable_interaction_for_hereward_trigger = yes
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## Hasan cannot be exiled by anyone during his story.
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disable_interaction_for_hasan_trigger = yes
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# disable_interaction_for_hasan_trigger = yes
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}
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on_send = {
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@ -1,319 +1,319 @@
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@default_tile_multiplier = 0.009702
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smallpox = {
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trait = smallpox
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color = { 88 12 31 }
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priority = 3
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shader_data = {
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strength = 0.8
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edge_fade = 0.25
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tile_multiplier = 0.004702
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texture_index = 0
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channel = alpha
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}
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name = {
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first_valid = {
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triggered_desc = {
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trigger = {
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outbreak_intensity = apocalyptic
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outbreak_province = province:3045
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}
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desc = epidemic_bonifacy_gift
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}
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triggered_desc = {
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trigger = {
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outbreak_intensity = apocalyptic
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outbreak_province = province:7596
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}
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desc = epidemic_raqguul_plague
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}
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random_valid = {
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triggered_desc = {
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trigger = {
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outbreak_intensity = apocalyptic
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outbreak_province = {
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geographical_region = ghw_region_egypt
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county.faith.religion = { is_in_family = rf_abrahamic }
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}
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}
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desc = epidemic_eleventh_plague
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}
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desc = epidemic_rulers_pox
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desc = epidemic_titled_rulers_pox
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desc = epidemic_animal_pox # Monkeypox, chickenpox and the like
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desc = epidemic_realm_pox
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desc = epidemic_holder_pox
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desc = epidemic_culture_pox
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desc = epidemic_location_pox
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}
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desc = trait_smallpox
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}
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}
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on_start = {
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# LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK
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epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province }
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#if = {
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# limit = {
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# outbreak_intensity = apocalyptic
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# }
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# if = {
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# limit = {
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# NOT = {
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# exists = global_var:epidemic_smallpox_apocalyptic
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# }
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# }
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# set_global_variable = {
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# name = epidemic_smallpox_apocalyptic
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# value = 1
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# }
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# }
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# else = {
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# change_global_variable = {
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# name = epidemic_smallpox_apocalyptic
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# add = 1
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# }
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# }
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#}
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#else_if = {
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# limit = {
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# outbreak_intensity = major
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# }
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# if = {
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# limit = {
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# NOT = {
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# exists = global_var:epidemic_smallpox_major
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# }
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# }
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# set_global_variable = {
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# name = epidemic_smallpox_major
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# value = 1
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# }
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# }
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# else = {
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# change_global_variable = {
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# name = epidemic_smallpox_major
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# add = 1
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# }
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# }
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#}
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#else = {
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# if = {
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# limit = {
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# NOT = {
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# exists = global_var:epidemic_smallpox_minor
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# }
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# }
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# set_global_variable = {
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# name = epidemic_smallpox_minor
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# value = 1
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# }
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# }
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# else = {
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# change_global_variable = {
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# name = epidemic_smallpox_minor
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# add = 1
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# }
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# }
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#}
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}
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on_monthly = {
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trigger_event = {
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on_action = epidemic_ongoing_events
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}
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}
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character_infection_chance = {
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value = character_infection_chance_default_value
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}
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can_infect_character = {
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can_contract_disease_trigger = { DISEASE = smallpox }
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immune_to_epidemic = { EPIDEMIC = scope:epidemic }
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}
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on_character_infected = {
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contract_disease_notify_effect = { DISEASE = smallpox }
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if = {
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limit = {
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is_commanding_army = yes
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}
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trigger_event = epidemic_events.0001 #we infect your army
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}
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}
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infection_levels = {
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10 = {
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province_modifier = {
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county_opinion_add = -2
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epidemic_travel_danger = 10
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development_decline = -1
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}
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}
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50 = {
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province_modifier = {
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county_opinion_add = -3
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epidemic_travel_danger = 20
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development_decline = -2
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}
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}
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80 = {
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province_modifier = {
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monthly_county_control_decline_add = -0.1
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supply_limit_mult = -0.2
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county_opinion_add = -5
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epidemic_travel_danger = 30
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development_decline = -3
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}
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}
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}
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outbreak_intensities = {
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minor = {
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outbreak_chance = {
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value = outbreak_chance_minor_default_value
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multiply = outbreak_chance_minor_mult_value
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multiply = recent_epidemics_outbreak_mult_value
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### NO DLC - We increase the chance to make up for the locked diseases ###
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if = {
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limit = {
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NOT = { has_dlc_feature = legends_of_the_dead }
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}
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multiply = 2
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}
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if = {
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limit = {
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has_game_rule = epidemic_frequency_disabled
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}
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multiply = 0
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}
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}
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spread_chance = {
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value = spread_chance_epidemics_default_value
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multiply = spread_chance_epidemics_mult_value
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}
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max_provinces = { 30 55 }
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infection_duration = {
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months = { 6 8 }
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}
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infection_progress_duration = {
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days = { 80 120 }
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}
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infection_recovery_duration = {
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days = { 15 22 }
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}
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}
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major = {
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outbreak_chance = {
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value = outbreak_chance_major_default_value
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multiply = outbreak_chance_major_mult_value
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multiply = recent_epidemics_outbreak_mult_value
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### NO DLC - We increase the chance to make up for the locked diseases ###
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if = {
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limit = {
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NOT = { has_dlc_feature = legends_of_the_dead }
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}
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multiply = 1.5
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}
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if = {
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limit = {
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has_game_rule = epidemic_frequency_disabled
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}
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multiply = 0
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}
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}
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spread_chance = {
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value = spread_chance_epidemics_default_value
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multiply = spread_chance_epidemics_mult_value
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}
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max_provinces = { 85 130 }
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infection_duration = {
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months = { 10 20 }
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}
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infection_progress_duration = {
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days = { 40 60 }
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}
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infection_recovery_duration = {
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days = 25
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}
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}
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apocalyptic = {
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outbreak_chance = {
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value = outbreak_chance_apocalyptic_default_value
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multiply = outbreak_chance_apocalyptic_mult_value
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multiply = recent_epidemics_outbreak_mult_value
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### NO DLC - We increase the chance to make up for the locked diseases ###
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if = {
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limit = {
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NOT = { has_dlc_feature = legends_of_the_dead }
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||||
}
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multiply = 1.25
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}
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if = {
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||||
limit = {
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has_game_rule = epidemic_frequency_disabled
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}
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multiply = 0
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||||
}
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}
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spread_chance = {
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value = spread_chance_epidemics_default_value
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multiply = spread_chance_epidemics_mult_value
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}
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max_provinces = { 220 325 }
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infection_duration = {
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months = { 22 40 }
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}
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infection_progress_duration = {
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days = { 15 20 }
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}
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infection_recovery_duration = {
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days = { 25 35 }
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}
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}
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}
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on_province_infected = {
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county = {
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apply_infection_development_loss = { BASE = 5 }
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}
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cant_touch_this_achievement_effect = yes
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}
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on_province_recovered = {
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county = {
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remove_isolated_capital_modifiers_effect = yes
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}
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add_to_variable_list = {
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name = epidemic_cooldown
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target = scope:epidemic.epidemic_type
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years = 50
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}
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set_variable = {
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name = epidemic_cooldown_general
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years = 15
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}
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# Prosperity event
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plague_recovery_event_effect = yes
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}
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}
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#smallpox = {
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# trait = smallpox
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# color = { 88 12 31 }
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# priority = 3
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#
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# shader_data = {
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# strength = 0.8
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# edge_fade = 0.25
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# tile_multiplier = 0.004702
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# texture_index = 0
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# channel = alpha
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||||
# }
|
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#
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||||
# name = {
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# first_valid = {
|
||||
# triggered_desc = {
|
||||
# trigger = {
|
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# outbreak_intensity = apocalyptic
|
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# outbreak_province = province:3045
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# }
|
||||
# desc = epidemic_bonifacy_gift
|
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# }
|
||||
# triggered_desc = {
|
||||
# trigger = {
|
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# outbreak_intensity = apocalyptic
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# outbreak_province = province:7596
|
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# }
|
||||
# desc = epidemic_raqguul_plague
|
||||
# }
|
||||
# random_valid = {
|
||||
# triggered_desc = {
|
||||
# trigger = {
|
||||
# outbreak_intensity = apocalyptic
|
||||
# outbreak_province = {
|
||||
# geographical_region = ghw_region_egypt
|
||||
# county.faith.religion = { is_in_family = rf_abrahamic }
|
||||
# }
|
||||
# }
|
||||
# desc = epidemic_eleventh_plague
|
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# }
|
||||
# desc = epidemic_rulers_pox
|
||||
# desc = epidemic_titled_rulers_pox
|
||||
# desc = epidemic_animal_pox # Monkeypox, chickenpox and the like
|
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# desc = epidemic_realm_pox
|
||||
# desc = epidemic_holder_pox
|
||||
# desc = epidemic_culture_pox
|
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# desc = epidemic_location_pox
|
||||
# }
|
||||
# desc = trait_smallpox
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# on_start = {
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||||
# # LEGITIMACY LOSS FROM EPIDEMIC OUTBREAK
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# epidemic_outbreak_legitimacy_effect = { PROVINCE = root.outbreak_province }
|
||||
# #if = {
|
||||
# # limit = {
|
||||
# # outbreak_intensity = apocalyptic
|
||||
# # }
|
||||
# # if = {
|
||||
# # limit = {
|
||||
# # NOT = {
|
||||
# # exists = global_var:epidemic_smallpox_apocalyptic
|
||||
# # }
|
||||
# # }
|
||||
# # set_global_variable = {
|
||||
# # name = epidemic_smallpox_apocalyptic
|
||||
# # value = 1
|
||||
# # }
|
||||
# # }
|
||||
# # else = {
|
||||
# # change_global_variable = {
|
||||
# # name = epidemic_smallpox_apocalyptic
|
||||
# # add = 1
|
||||
# # }
|
||||
# # }
|
||||
# #}
|
||||
# #else_if = {
|
||||
# # limit = {
|
||||
# # outbreak_intensity = major
|
||||
# # }
|
||||
# # if = {
|
||||
# # limit = {
|
||||
# # NOT = {
|
||||
# # exists = global_var:epidemic_smallpox_major
|
||||
# # }
|
||||
# # }
|
||||
# # set_global_variable = {
|
||||
# # name = epidemic_smallpox_major
|
||||
# # value = 1
|
||||
# # }
|
||||
# # }
|
||||
# # else = {
|
||||
# # change_global_variable = {
|
||||
# # name = epidemic_smallpox_major
|
||||
# # add = 1
|
||||
# # }
|
||||
# # }
|
||||
# #}
|
||||
# #else = {
|
||||
# # if = {
|
||||
# # limit = {
|
||||
# # NOT = {
|
||||
# # exists = global_var:epidemic_smallpox_minor
|
||||
# # }
|
||||
# # }
|
||||
# # set_global_variable = {
|
||||
# # name = epidemic_smallpox_minor
|
||||
# # value = 1
|
||||
# # }
|
||||
# # }
|
||||
# # else = {
|
||||
# # change_global_variable = {
|
||||
# # name = epidemic_smallpox_minor
|
||||
# # add = 1
|
||||
# # }
|
||||
# # }
|
||||
# #}
|
||||
# }
|
||||
#
|
||||
# on_monthly = {
|
||||
# trigger_event = {
|
||||
# on_action = epidemic_ongoing_events
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# character_infection_chance = {
|
||||
# value = character_infection_chance_default_value
|
||||
# }
|
||||
#
|
||||
# can_infect_character = {
|
||||
# can_contract_disease_trigger = { DISEASE = smallpox }
|
||||
# immune_to_epidemic = { EPIDEMIC = scope:epidemic }
|
||||
# }
|
||||
#
|
||||
# on_character_infected = {
|
||||
# contract_disease_notify_effect = { DISEASE = smallpox }
|
||||
# if = {
|
||||
# limit = {
|
||||
# is_commanding_army = yes
|
||||
# }
|
||||
# trigger_event = epidemic_events.0001 #we infect your army
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# infection_levels = {
|
||||
# 10 = {
|
||||
# province_modifier = {
|
||||
# county_opinion_add = -2
|
||||
# epidemic_travel_danger = 10
|
||||
# development_decline = -1
|
||||
# }
|
||||
# }
|
||||
# 50 = {
|
||||
# province_modifier = {
|
||||
# county_opinion_add = -3
|
||||
# epidemic_travel_danger = 20
|
||||
# development_decline = -2
|
||||
# }
|
||||
# }
|
||||
# 80 = {
|
||||
# province_modifier = {
|
||||
# monthly_county_control_decline_add = -0.1
|
||||
# supply_limit_mult = -0.2
|
||||
# county_opinion_add = -5
|
||||
# epidemic_travel_danger = 30
|
||||
# development_decline = -3
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# outbreak_intensities = {
|
||||
# minor = {
|
||||
# outbreak_chance = {
|
||||
# value = outbreak_chance_minor_default_value
|
||||
# multiply = outbreak_chance_minor_mult_value
|
||||
# multiply = recent_epidemics_outbreak_mult_value
|
||||
#
|
||||
# ### NO DLC - We increase the chance to make up for the locked diseases ###
|
||||
# if = {
|
||||
# limit = {
|
||||
# NOT = { has_dlc_feature = legends_of_the_dead }
|
||||
# }
|
||||
# multiply = 2
|
||||
# }
|
||||
# if = {
|
||||
# limit = {
|
||||
# has_game_rule = epidemic_frequency_disabled
|
||||
# }
|
||||
# multiply = 0
|
||||
# }
|
||||
# }
|
||||
# spread_chance = {
|
||||
# value = spread_chance_epidemics_default_value
|
||||
# multiply = spread_chance_epidemics_mult_value
|
||||
# }
|
||||
# max_provinces = { 30 55 }
|
||||
#
|
||||
# infection_duration = {
|
||||
# months = { 6 8 }
|
||||
# }
|
||||
#
|
||||
# infection_progress_duration = {
|
||||
# days = { 80 120 }
|
||||
# }
|
||||
#
|
||||
# infection_recovery_duration = {
|
||||
# days = { 15 22 }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# major = {
|
||||
# outbreak_chance = {
|
||||
# value = outbreak_chance_major_default_value
|
||||
# multiply = outbreak_chance_major_mult_value
|
||||
# multiply = recent_epidemics_outbreak_mult_value
|
||||
#
|
||||
# ### NO DLC - We increase the chance to make up for the locked diseases ###
|
||||
# if = {
|
||||
# limit = {
|
||||
# NOT = { has_dlc_feature = legends_of_the_dead }
|
||||
# }
|
||||
# multiply = 1.5
|
||||
# }
|
||||
# if = {
|
||||
# limit = {
|
||||
# has_game_rule = epidemic_frequency_disabled
|
||||
# }
|
||||
# multiply = 0
|
||||
# }
|
||||
# }
|
||||
# spread_chance = {
|
||||
# value = spread_chance_epidemics_default_value
|
||||
# multiply = spread_chance_epidemics_mult_value
|
||||
# }
|
||||
# max_provinces = { 85 130 }
|
||||
#
|
||||
# infection_duration = {
|
||||
# months = { 10 20 }
|
||||
# }
|
||||
#
|
||||
# infection_progress_duration = {
|
||||
# days = { 40 60 }
|
||||
# }
|
||||
#
|
||||
# infection_recovery_duration = {
|
||||
# days = 25
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# apocalyptic = {
|
||||
# outbreak_chance = {
|
||||
# value = outbreak_chance_apocalyptic_default_value
|
||||
# multiply = outbreak_chance_apocalyptic_mult_value
|
||||
# multiply = recent_epidemics_outbreak_mult_value
|
||||
#
|
||||
# ### NO DLC - We increase the chance to make up for the locked diseases ###
|
||||
# if = {
|
||||
# limit = {
|
||||
# NOT = { has_dlc_feature = legends_of_the_dead }
|
||||
# }
|
||||
# multiply = 1.25
|
||||
# }
|
||||
# if = {
|
||||
# limit = {
|
||||
# has_game_rule = epidemic_frequency_disabled
|
||||
# }
|
||||
# multiply = 0
|
||||
# }
|
||||
# }
|
||||
# spread_chance = {
|
||||
# value = spread_chance_epidemics_default_value
|
||||
# multiply = spread_chance_epidemics_mult_value
|
||||
# }
|
||||
# max_provinces = { 220 325 }
|
||||
#
|
||||
# infection_duration = {
|
||||
# months = { 22 40 }
|
||||
# }
|
||||
#
|
||||
# infection_progress_duration = {
|
||||
# days = { 15 20 }
|
||||
# }
|
||||
#
|
||||
# infection_recovery_duration = {
|
||||
# days = { 25 35 }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
#
|
||||
# on_province_infected = {
|
||||
# county = {
|
||||
# apply_infection_development_loss = { BASE = 5 }
|
||||
# }
|
||||
# cant_touch_this_achievement_effect = yes
|
||||
# }
|
||||
#
|
||||
# on_province_recovered = {
|
||||
# county = {
|
||||
# remove_isolated_capital_modifiers_effect = yes
|
||||
# }
|
||||
# add_to_variable_list = {
|
||||
# name = epidemic_cooldown
|
||||
# target = scope:epidemic.epidemic_type
|
||||
# years = 50
|
||||
# }
|
||||
# set_variable = {
|
||||
# name = epidemic_cooldown_general
|
||||
# years = 15
|
||||
# }
|
||||
# # Prosperity event
|
||||
# plague_recovery_event_effect = yes
|
||||
# }
|
||||
#}
|
||||
|
||||
bubonic_plague = {
|
||||
trait = bubonic_plague
|
||||
|
|
|
|||
578
common/factions/00_nomadic_faction.txt
Normal file
578
common/factions/00_nomadic_faction.txt
Normal file
|
|
@ -0,0 +1,578 @@
|
|||
nomadic_faction = {
|
||||
casus_belli = nomadic_war
|
||||
|
||||
leaders_allowed_to_leave = no
|
||||
player_can_join = no
|
||||
|
||||
sort_order = 3
|
||||
|
||||
name = FACTION_NOMAD_DYNAMIC_NAME
|
||||
|
||||
short_effect_desc = nomadic_faction_short_effect_desc
|
||||
|
||||
discontent_progress = {
|
||||
base = 0
|
||||
|
||||
modifier = {
|
||||
add = 5
|
||||
desc = "BASE_COLON"
|
||||
}
|
||||
}
|
||||
|
||||
power_threshold = 0
|
||||
|
||||
requires_county = yes
|
||||
requires_character = no
|
||||
|
||||
is_valid = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
is_county_valid = {
|
||||
# Counties can only be in a faction against the top liege in their realm (who is inherently independent).
|
||||
scope:faction.faction_target = holder.top_liege
|
||||
holder.top_liege = {
|
||||
NOR = {
|
||||
has_government = herder_government
|
||||
any_owned_story = {
|
||||
OR = {
|
||||
story_type = story_greatest_of_khans
|
||||
story_type = story_mongol_invasion
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
title_province = {
|
||||
OR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_character_join = {
|
||||
joined_faction = scope:faction
|
||||
}
|
||||
|
||||
can_county_join = {
|
||||
title_province = {
|
||||
OR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_county_create = {
|
||||
county_opinion < 0
|
||||
|
||||
# Can only join factions against our top liege (not direct liege)
|
||||
scope:target = holder.top_liege
|
||||
holder.top_liege = {
|
||||
NOR = {
|
||||
has_government = herder_government
|
||||
any_owned_story = {
|
||||
OR = {
|
||||
story_type = story_greatest_of_khans
|
||||
story_type = story_mongol_invasion
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
title_province = {
|
||||
OR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
|
||||
####
|
||||
# BLOCKERS
|
||||
####
|
||||
# General Faction immunity
|
||||
custom_description = {
|
||||
text = character_is_immune_to_factions
|
||||
subject = scope:target
|
||||
NOT = { scope:target = { immune_to_factions_trigger = yes } }
|
||||
}
|
||||
}
|
||||
|
||||
can_character_become_leader = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
county_create_score = {
|
||||
base = -5
|
||||
|
||||
compare_modifier = { # Non-nomads get it at -15 county opinion
|
||||
trigger = {
|
||||
scope:target = {
|
||||
NOT = { government_has_flag = government_is_nomadic }
|
||||
}
|
||||
}
|
||||
value = county_opinion
|
||||
multiplier = -2
|
||||
|
||||
desc = "FACTION_REASON_COUNTY_OPINION"
|
||||
}
|
||||
|
||||
compare_modifier = { # Nomads get it at roughly -35 county opinion
|
||||
trigger = {
|
||||
scope:target = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
}
|
||||
value = county_opinion
|
||||
multiplier = -1
|
||||
|
||||
desc = "FACTION_REASON_COUNTY_OPINION"
|
||||
}
|
||||
|
||||
# If the targeted ruler isn't nomadic... time to rumble
|
||||
modifier = {
|
||||
add = 20
|
||||
scope:target = {
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
desc = "FACTION_REASON_DISLIKE_NON_NOMADS"
|
||||
}
|
||||
|
||||
legalism_virtue_and_sin_modifier = {
|
||||
TARGET = scope:target
|
||||
SCORE_PER_TRAIT = 10
|
||||
}
|
||||
|
||||
# Realm Stability Settings
|
||||
modifier = {
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
add = -25
|
||||
has_game_rule = higher_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
add = -50
|
||||
has_game_rule = extreme_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -25
|
||||
has_game_rule = higher_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -50
|
||||
has_game_rule = extreme_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Conquerors
|
||||
modifier = {
|
||||
add = -100
|
||||
scope:target = { ai_should_get_conqueror_bonuses = yes }
|
||||
}
|
||||
modifier = {
|
||||
add = -200
|
||||
scope:target = { ai_should_get_extreme_conqueror_bonuses = yes }
|
||||
}
|
||||
|
||||
# 10-year 'grace period' from nomadic factions forming after game start
|
||||
modifier = {
|
||||
years_from_game_start <= 10
|
||||
factor = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = { years_from_game_start >= 5 }
|
||||
add = years_from_game_start
|
||||
subtract = 5
|
||||
divide = 5 # In year 6 factions can begin forming, but at 20% weighting. This increases to 40% in year 7, 60% in year 8, etc., up to 100% in year 10 where things are then normal.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_join_score = {
|
||||
base = 0
|
||||
|
||||
compare_modifier = { # Non-nomads get it at -10 county opinion
|
||||
trigger = {
|
||||
scope:faction.faction_target = {
|
||||
NOT = { government_has_flag = government_is_nomadic }
|
||||
}
|
||||
}
|
||||
value = county_opinion
|
||||
multiplier = -2
|
||||
|
||||
desc = "FACTION_REASON_COUNTY_OPINION"
|
||||
}
|
||||
|
||||
compare_modifier = { # Nomads get it at roughly -30 county opinion
|
||||
trigger = {
|
||||
scope:faction.faction_target = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
}
|
||||
value = county_opinion
|
||||
multiplier = -1
|
||||
|
||||
desc = "FACTION_REASON_COUNTY_OPINION"
|
||||
}
|
||||
|
||||
# If the targeted ruler isn't nomadic... time to rumble
|
||||
modifier = {
|
||||
add = 10
|
||||
scope:faction.faction_target = {
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
desc = "FACTION_REASON_DISLIKE_NON_NOMADS"
|
||||
}
|
||||
|
||||
legalism_virtue_and_sin_modifier = {
|
||||
TARGET = scope:faction.faction_target
|
||||
SCORE_PER_TRAIT = 10
|
||||
}
|
||||
|
||||
# Realm Stability Settings
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -25
|
||||
has_game_rule = higher_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -50
|
||||
has_game_rule = extreme_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -25
|
||||
has_game_rule = higher_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -50
|
||||
has_game_rule = extreme_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Conquerors
|
||||
modifier = {
|
||||
add = -100
|
||||
scope:faction.faction_target = { ai_should_get_conqueror_bonuses = yes }
|
||||
}
|
||||
modifier = {
|
||||
add = -200
|
||||
scope:faction.faction_target = { ai_should_get_extreme_conqueror_bonuses = yes }
|
||||
}
|
||||
}
|
||||
|
||||
county_power = county_horde_riders_to_raise_power
|
||||
|
||||
ai_join_score = {
|
||||
}
|
||||
|
||||
on_creation = {
|
||||
random_faction_county_member = {
|
||||
save_scope_as = founding_county
|
||||
}
|
||||
|
||||
set_variable = {
|
||||
name = faction_culture
|
||||
value = scope:founding_county.culture
|
||||
}
|
||||
set_variable = {
|
||||
name = faction_faith
|
||||
value = scope:founding_county.faith
|
||||
}
|
||||
}
|
||||
|
||||
on_destroy = {
|
||||
set_variable = {
|
||||
name = peasant_destroying
|
||||
value = yes
|
||||
}
|
||||
if = {
|
||||
limit = { exists = special_character }
|
||||
special_character = {
|
||||
save_temporary_scope_as = destroyer_of_titles
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = peasant_title
|
||||
exists = this.var:peasant_title.holder
|
||||
}
|
||||
destroy_title = this.var:peasant_title
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
has_character_flag = successful_nomad_revolt_leader
|
||||
}
|
||||
}
|
||||
every_held_title = {
|
||||
limit = {
|
||||
is_landless_type_title = yes
|
||||
}
|
||||
scope:destroyer_of_titles = { destroy_title = prev }
|
||||
}
|
||||
if = {
|
||||
limit = { # To make sure we aren't in debt
|
||||
gold > 0
|
||||
}
|
||||
remove_long_term_gold = gold # Zero out our wallet since the revolt is over and we're going back to being unlanded.
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes # To prevent dead people from being checked for variables
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = rebel_leader_peasants
|
||||
}
|
||||
remove_variable = rebel_leader_peasants
|
||||
}
|
||||
remove_variable = peasant_title
|
||||
remove_character_flag = peasant_faction_random_peasant
|
||||
remove_character_flag = peasant_faction_claimant_without_title
|
||||
if = {
|
||||
limit = {
|
||||
has_character_flag = peasant_faction_random_peasant
|
||||
NOT = { has_character_flag = peasant_revolt_do_not_kill }
|
||||
}
|
||||
death = {
|
||||
death_reason = death_vanished
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
demand = {
|
||||
setup_nomadic_leader_effect = yes
|
||||
# Faction leader is unhappy if they reach the point of needing to issue an ultimatim.
|
||||
faction_leader = {
|
||||
add_opinion = {
|
||||
modifier = angry_opinion
|
||||
target = root.faction_target
|
||||
opinion = -50
|
||||
}
|
||||
}
|
||||
|
||||
# Save scopes that will be used in the demand event.
|
||||
save_scope_as = faction
|
||||
special_character = {
|
||||
save_scope_as = peasant_leader
|
||||
}
|
||||
|
||||
# Check for relevant vassals that owns any land targeted by the faction.
|
||||
save_temporary_scope_as = county_faction
|
||||
every_faction_county_member = {
|
||||
limit = {
|
||||
holder = {
|
||||
NOT = { this = scope:faction.faction_target }
|
||||
NOT = { is_in_list = nomadic_faction_vassal_targets }
|
||||
}
|
||||
}
|
||||
holder = {
|
||||
add_to_list = nomadic_faction_vassal_targets
|
||||
}
|
||||
}
|
||||
every_faction_county_member = {
|
||||
holder = {
|
||||
every_liege_or_above = {
|
||||
limit = {
|
||||
NOT = { this = scope:faction.faction_target }
|
||||
NOT = { is_in_list = nomadic_faction_vassal_targets }
|
||||
}
|
||||
add_to_list = nomadic_faction_vassal_targets
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Check if there is a player affected by the faction. AI rulers are blocked from accepting the faction demand if so.
|
||||
if = {
|
||||
limit = {
|
||||
any_in_list = {
|
||||
list = nomadic_faction_vassal_targets
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
scope:faction = {
|
||||
set_variable = {
|
||||
name = faction_targets_player
|
||||
value = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Fire the demand event. A follow up event will be sent to affected vassals.
|
||||
scope:faction.faction_target = {
|
||||
trigger_event = faction_demand.9998
|
||||
}
|
||||
}
|
||||
|
||||
ai_demand_chance = {
|
||||
base = 100
|
||||
|
||||
modifier = {
|
||||
add = -1000
|
||||
faction_target = {
|
||||
involved_activity ?= {
|
||||
has_activity_type = activity_coronation
|
||||
activity_host = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_war_start = {
|
||||
# Duchy initialization so we can concentrate the rebels in just a few important counties instead of spreading them over the entire realm.
|
||||
every_faction_county_member = {
|
||||
duchy = {
|
||||
if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
is_in_list = areas_of_rebellion
|
||||
}
|
||||
}
|
||||
add_to_list = areas_of_rebellion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Check where in the duchy the rebellion troops should spawn, then spawn them.
|
||||
every_in_list = {
|
||||
list = areas_of_rebellion
|
||||
save_temporary_scope_as = this_duchy
|
||||
|
||||
# Determine where in the duchy those troops should spawn.
|
||||
ordered_in_de_jure_hierarchy = {
|
||||
# Troops can only spawn in counties that belong to our faction!
|
||||
limit = {
|
||||
tier = tier_county
|
||||
any_title_joined_faction = {
|
||||
this = root
|
||||
}
|
||||
}
|
||||
|
||||
order_by = county_fertility
|
||||
|
||||
title_province = {
|
||||
save_temporary_scope_as = local_center_of_rebellion
|
||||
}
|
||||
}
|
||||
|
||||
# Spawn the faction troops in the designated location.
|
||||
root.faction_leader = {
|
||||
spawn_nomadic_revolt_troops = yes
|
||||
}
|
||||
|
||||
# Give the populist leader a commander for each stack of troops.
|
||||
create_character = {
|
||||
template = new_commander_character
|
||||
location = scope:local_center_of_rebellion
|
||||
faith = root.faction_leader.faith
|
||||
culture = root.faction_leader.culture
|
||||
save_scope_as = new_populist_commander
|
||||
gender_female_chance = {
|
||||
if = {
|
||||
limit = { root.faction_leader.culture = { has_cultural_parameter = martial_custom_male_only_combatant } }
|
||||
add = 0
|
||||
}
|
||||
else_if = {
|
||||
limit = { root.faction_leader.culture = { has_cultural_parameter = martial_custom_female_only_combatant } }
|
||||
add = 100
|
||||
}
|
||||
else = {
|
||||
add = 50
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:new_populist_commander = {
|
||||
set_employer = root.faction_leader
|
||||
add_trait = nomadic_philosophy
|
||||
}
|
||||
}
|
||||
|
||||
# Give the populist leader a small purse so they don't immediately go bankrupt with army maintenance.
|
||||
every_faction_county_member = {
|
||||
root.faction_leader = {
|
||||
add_gold = 25
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
leader_leaves = {
|
||||
# Should only trigger when the leader is captured in battle.
|
||||
if = {
|
||||
limit = {
|
||||
special_character ?= {
|
||||
is_alive = no
|
||||
}
|
||||
}
|
||||
faction_war = {
|
||||
end_war = defender
|
||||
}
|
||||
destroy_faction = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_variable = peasant_destroying }
|
||||
exists = faction_war
|
||||
}
|
||||
faction_war = {
|
||||
end_war = defender
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
character_allow_create = no
|
||||
|
||||
special_character_title = "FACTIONS_WINDOW_LEADER"
|
||||
|
||||
inherit_membership = no
|
||||
|
||||
multiple_targeting = no
|
||||
}
|
||||
|
||||
740
common/factions/00_peasant_faction_new.txt
Normal file
740
common/factions/00_peasant_faction_new.txt
Normal file
|
|
@ -0,0 +1,740 @@
|
|||
@base_peasant_discontent_progress = 2
|
||||
|
||||
peasant_faction = {
|
||||
casus_belli = peasant_war
|
||||
|
||||
short_effect_desc = peasant_faction_short_effect_desc
|
||||
|
||||
sort_order = 5
|
||||
|
||||
leaders_allowed_to_leave = no
|
||||
player_can_join = no
|
||||
power_threshold = 0 # Peasant Factions place their demand regardless of their Power
|
||||
|
||||
discontent_progress = {
|
||||
base = @base_peasant_discontent_progress
|
||||
# modifier = {
|
||||
# faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
|
||||
# add = 10
|
||||
# desc = ep3_story_cycle_restoring_rome_faction_discontent
|
||||
# }
|
||||
modifier = {
|
||||
faction_target = { can_vassals_be_attacked = yes }
|
||||
add = 2
|
||||
desc = border_war_increased_peasant_discontent
|
||||
}
|
||||
modifier = {
|
||||
faction_target = {
|
||||
top_participant_group:dynastic_cycle ?= {
|
||||
has_participant_group_parameter = dynastic_cycle_more_peasant_factions
|
||||
}
|
||||
}
|
||||
add = 2
|
||||
desc = instability_increased_peasant_discontent
|
||||
}
|
||||
}
|
||||
|
||||
name = FACTION_PEASANT_NAME
|
||||
|
||||
requires_county = yes
|
||||
requires_character = no
|
||||
|
||||
is_valid = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
is_county_valid = {
|
||||
# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
|
||||
holder = scope:faction.faction_target
|
||||
title_province = {
|
||||
NOR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
is_character_valid = {
|
||||
has_valid_faction_members_trigger = yes
|
||||
}
|
||||
|
||||
demand = {
|
||||
save_scope_as = faction
|
||||
setup_peasant_leader_effect = yes
|
||||
special_character = {
|
||||
save_scope_as = peasant_leader
|
||||
}
|
||||
|
||||
faction_leader = {
|
||||
add_opinion = {
|
||||
modifier = angry_opinion
|
||||
target = root.faction_target
|
||||
opinion = -50
|
||||
}
|
||||
}
|
||||
scope:faction.faction_target = {
|
||||
trigger_event = faction_demand.1101
|
||||
}
|
||||
}
|
||||
|
||||
ai_demand_chance = {
|
||||
base = 0
|
||||
|
||||
modifier = {
|
||||
add = 100
|
||||
any_faction_county_member = {}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
add = -1000
|
||||
faction_target = {
|
||||
involved_activity ?= {
|
||||
has_activity_type = activity_coronation
|
||||
activity_host = prev
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_creation = {
|
||||
random_faction_county_member = {
|
||||
save_scope_as = founding_county
|
||||
}
|
||||
|
||||
set_variable = {
|
||||
name = faction_culture
|
||||
value = scope:founding_county.culture
|
||||
}
|
||||
set_variable = {
|
||||
name = faction_faith
|
||||
value = scope:founding_county.faith
|
||||
}
|
||||
}
|
||||
|
||||
on_destroy = {
|
||||
set_variable = {
|
||||
name = peasant_destroying
|
||||
value = yes
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { exists = special_character }
|
||||
special_character = {
|
||||
if = {
|
||||
#Verify that the title exists before trying to destroy it
|
||||
limit = {
|
||||
has_variable = peasant_title
|
||||
exists = this.var:peasant_title
|
||||
NOT = { has_variable = peasant_war_escalates }
|
||||
}
|
||||
destroy_title = this.var:peasant_title
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = { is_alive = yes }
|
||||
# Zero out our wallet since the revolt is over.
|
||||
if = {
|
||||
limit = { # To make sure we're not in debt
|
||||
gold > 0
|
||||
}
|
||||
remove_long_term_gold = gold
|
||||
}
|
||||
|
||||
# The peasant leader mysteriously vanishes on the next game tick.
|
||||
if = {
|
||||
limit = { NOT = { has_character_flag = peasant_revolt_do_not_kill } }
|
||||
trigger_event = {
|
||||
id = faction_demand.1102
|
||||
days = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_join_score = {
|
||||
base = 0
|
||||
compare_modifier = {
|
||||
desc = "FACTION_REASON_COUNTY_OPINION"
|
||||
value = county_opinion
|
||||
multiplier = -1.0
|
||||
}
|
||||
|
||||
# If a suitable Popular Faction exists, perfer to join it instead.
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_PREFER_POPULIST_FACTION"
|
||||
add = -10
|
||||
AND = {
|
||||
county_opinion <= -15
|
||||
scope:faction.faction_target = {
|
||||
top_liege = {
|
||||
any_targeting_faction = {
|
||||
faction_type = populist_faction
|
||||
any_faction_county_member = {
|
||||
this.title_province.faith = root.title_province.faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# If a suitable Escalated Faction exists, prefer to join it instead.
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_PREFER_ESCALATED_FACTION"
|
||||
add = -10
|
||||
scope:faction.faction_target = {
|
||||
any_targeting_faction = {
|
||||
faction_type = escalated_peasant_faction
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Reduced weight for a character's own capital to join a revolt against them.
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_CAPITAL_COUNTY"
|
||||
add = -10
|
||||
this.title_province = scope:faction.faction_target.capital_province
|
||||
}
|
||||
|
||||
legalism_virtue_and_sin_modifier = {
|
||||
TARGET = scope:faction.faction_target
|
||||
SCORE_PER_TRAIT = 10 # Worth 10 opinion per virtue.
|
||||
}
|
||||
|
||||
# Ruling Caste
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_RULING_CASTE"
|
||||
add = -25
|
||||
culture != scope:faction.faction_target.culture
|
||||
scope:faction.faction_target.culture = { has_cultural_parameter = peasant_and_populist_factions_less_common }
|
||||
}
|
||||
|
||||
# Defiant Ambushers
|
||||
modifier = {
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
culture != scope:faction.faction_target.culture
|
||||
culture = { has_cultural_parameter = county_peasant_and_populist_factions_more_common }
|
||||
}
|
||||
|
||||
# Difficulty Settings
|
||||
modifier = { # Easy
|
||||
desc = "FACTION_REASON_DIFFICULTY_EASY"
|
||||
add = -50
|
||||
has_game_rule = easy_difficulty
|
||||
scope:faction.faction_target = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
modifier = { # Very Easy
|
||||
desc = "FACTION_REASON_DIFFICULTY_VERY_EASY"
|
||||
add = -150
|
||||
has_game_rule = very_easy_difficulty
|
||||
scope:faction.faction_target = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
modifier = { # Hard
|
||||
desc = "FACTION_REASON_DIFFICULTY_HARD"
|
||||
add = -50
|
||||
has_game_rule = hard_difficulty
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = { # Very Hard
|
||||
desc = "FACTION_REASON_DIFFICULTY_VERY_HARD"
|
||||
add = -150
|
||||
has_game_rule = very_hard_difficulty
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Conquerors
|
||||
desc = "NO_FRIVOLOUS_ACTIVITIES_REASON"
|
||||
add = -85
|
||||
scope:faction.faction_target = {
|
||||
ai_should_get_conqueror_bonuses = yes
|
||||
}
|
||||
}
|
||||
|
||||
modifier = { # Conquerors
|
||||
desc = "NO_FRIVOLOUS_ACTIVITIES_REASON"
|
||||
add = -150
|
||||
scope:faction.faction_target = {
|
||||
ai_should_get_extreme_conqueror_bonuses = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Realm Stability Settings
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -50
|
||||
has_game_rule = higher_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -100
|
||||
has_game_rule = extreme_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -50
|
||||
has_game_rule = higher_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -100
|
||||
has_game_rule = extreme_realm_stability_ai_only
|
||||
scope:faction.faction_target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Conquerors
|
||||
modifier = {
|
||||
add = -100
|
||||
scope:faction.faction_target = { ai_should_get_conqueror_bonuses = yes }
|
||||
}
|
||||
modifier = {
|
||||
add = -200
|
||||
scope:faction.faction_target = { ai_should_get_extreme_conqueror_bonuses = yes }
|
||||
}
|
||||
|
||||
# stay if at war with the target
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_AT_WAR_WITH_TARGET"
|
||||
add = 1000
|
||||
exists = joined_faction
|
||||
joined_faction = {
|
||||
faction_is_at_war = yes
|
||||
}
|
||||
}
|
||||
# TGP Dynastic Cycle in Instability phase
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY"
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
scope:faction.faction_target = {
|
||||
top_participant_group:dynastic_cycle ?= {
|
||||
has_participant_group_parameter = dynastic_cycle_more_peasant_factions
|
||||
}
|
||||
}
|
||||
}
|
||||
# Pure Land
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_POPULIST_PEASANT_MORE_LIKELY"
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
faith != scope:faction.faction_target.faith
|
||||
faith = {
|
||||
has_doctrine_parameter = peasant_and_populist_factions_more_common
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_create_score = {
|
||||
base = 0
|
||||
|
||||
####
|
||||
# AI Modifiers
|
||||
####
|
||||
|
||||
compare_modifier = {
|
||||
value = county_opinion
|
||||
multiplier = -1.0
|
||||
}
|
||||
|
||||
# If a suitable Popular Faction exists, perfer to join it instead.
|
||||
modifier = {
|
||||
add = -10
|
||||
AND = {
|
||||
county_opinion <= -15
|
||||
scope:target = {
|
||||
top_liege = {
|
||||
any_targeting_faction = {
|
||||
faction_type = populist_faction
|
||||
any_faction_county_member = {
|
||||
this.title_province.faith = root.title_province.faith
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
# If a suitable Escalated Faction exists, prefer to join it instead.
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_PREFER_ESCALATED_FACTION"
|
||||
add = -100
|
||||
scope:target = {
|
||||
any_targeting_faction = {
|
||||
faction_type = escalated_peasant_faction
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Reduced weight for a character's own capital to join a revolt against them.
|
||||
modifier = {
|
||||
add = -20
|
||||
exists = scope:target.capital_province
|
||||
this.title_province = scope:target.capital_province
|
||||
}
|
||||
|
||||
legalism_virtue_and_sin_modifier = {
|
||||
TARGET = scope:target
|
||||
SCORE_PER_TRAIT = 10 # Worth 10 opinion per virtue.
|
||||
}
|
||||
|
||||
# Ruling Caste
|
||||
modifier = {
|
||||
add = -25
|
||||
culture != scope:target.culture
|
||||
scope:target.culture = {
|
||||
has_cultural_parameter = peasant_and_populist_factions_less_common
|
||||
}
|
||||
}
|
||||
|
||||
# Defiant Ambushers
|
||||
modifier = {
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
culture != scope:target.culture
|
||||
culture = { has_cultural_parameter = county_peasant_and_populist_factions_more_common }
|
||||
}
|
||||
|
||||
# Difficulty Settings
|
||||
modifier = { # Easy
|
||||
add = -50
|
||||
has_game_rule = easy_difficulty
|
||||
scope:target = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
modifier = { # Very Easy
|
||||
add = -150
|
||||
has_game_rule = very_easy_difficulty
|
||||
scope:target = {
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
modifier = { # Hard
|
||||
desc = "FACTION_REASON_DIFFICULTY_HARD"
|
||||
add = -50
|
||||
has_game_rule = hard_difficulty
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = { # Very Hard
|
||||
desc = "FACTION_REASON_DIFFICULTY_VERY_HARD"
|
||||
add = -150
|
||||
has_game_rule = very_hard_difficulty
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = { # Conquerors
|
||||
add = -150
|
||||
scope:target = {
|
||||
ai_should_get_extreme_conqueror_bonuses = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
# Realm Stability Settings
|
||||
modifier = {
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
add = -50
|
||||
has_game_rule = higher_realm_stability
|
||||
}
|
||||
modifier = {
|
||||
add = -100
|
||||
has_game_rule = extreme_realm_stability
|
||||
}
|
||||
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
|
||||
add = 25
|
||||
has_game_rule = lesser_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
|
||||
add = -50
|
||||
has_game_rule = higher_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
|
||||
add = -100
|
||||
has_game_rule = extreme_realm_stability_ai_only
|
||||
scope:target = {
|
||||
is_ai = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Conquerors
|
||||
modifier = {
|
||||
add = -100
|
||||
scope:target = { ai_should_get_conqueror_bonuses = yes }
|
||||
}
|
||||
modifier = {
|
||||
add = -200
|
||||
scope:target = { ai_should_get_extreme_conqueror_bonuses = yes }
|
||||
}
|
||||
# TGP Dynastic Cycle in Instability phase
|
||||
modifier = {
|
||||
desc = "FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY"
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
scope:target = {
|
||||
top_participant_group:dynastic_cycle ?= {
|
||||
has_participant_group_parameter = dynastic_cycle_more_peasant_factions
|
||||
}
|
||||
}
|
||||
}
|
||||
# Pure Land
|
||||
modifier = {
|
||||
add = 25
|
||||
county_opinion < 0
|
||||
faith != scope:target.faith
|
||||
faith = {
|
||||
has_doctrine_parameter = peasant_and_populist_factions_more_common
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_join_score = {
|
||||
}
|
||||
|
||||
can_character_join = {
|
||||
custom_tooltip = {
|
||||
text = can_join_escalated_peasant_faction_tt
|
||||
OR = {
|
||||
joined_faction = scope:faction
|
||||
domicile ?= {
|
||||
has_domicile_parameter = can_join_peasant_factions
|
||||
}
|
||||
has_trait = peasant_leader
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_county_join = {
|
||||
# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
|
||||
|
||||
holder = scope:faction.faction_target
|
||||
|
||||
title_province = {
|
||||
NOR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_county_create = {
|
||||
# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
|
||||
|
||||
holder = scope:target
|
||||
|
||||
scope:target = {
|
||||
NAND = {
|
||||
is_ai = yes
|
||||
OR = {
|
||||
has_trait = greatest_of_khans
|
||||
has_character_modifier = the_great_khan_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
####
|
||||
# BLOCKERS
|
||||
####
|
||||
# General Faction immunity
|
||||
custom_description = {
|
||||
text = character_is_immune_to_factions
|
||||
subject = scope:target
|
||||
NOT = { scope:target = { immune_to_factions_trigger = yes } }
|
||||
}
|
||||
|
||||
title_province = {
|
||||
NOR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_character_become_leader = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
on_war_start = {
|
||||
# Give the peasant leader a small purse so they don't immediately go bankrupt with army maintenance.
|
||||
every_faction_county_member = {
|
||||
root.faction_leader = {
|
||||
add_gold = 10
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { has_variable = ep3_governor_yearly_8150_ignored }
|
||||
root.faction_leader = {
|
||||
spawn_army = {
|
||||
name = ep3_governor_yearly_8150_troop_name
|
||||
men_at_arms = {
|
||||
type = light_footmen
|
||||
stacks = 2
|
||||
}
|
||||
war = root.faction_war
|
||||
location = root.faction_leader.location
|
||||
origin = root.faction_leader.location
|
||||
inheritable = no
|
||||
}
|
||||
}
|
||||
remove_variable = ep3_governor_yearly_8150_ignored
|
||||
}
|
||||
|
||||
# If the target is Restoring Rome, the faction gets a military boon
|
||||
# if = {
|
||||
# limit = {
|
||||
# root.faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
|
||||
# }
|
||||
# save_scope_value_as = {
|
||||
# name = spawn_army_size_levies
|
||||
# value = {
|
||||
# value = 1
|
||||
# root = {
|
||||
# every_faction_county_member = {
|
||||
# add = building_levies
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# root.faction_leader = {
|
||||
# spawn_army = {
|
||||
# name = ep3_restoring_rome_citizen_army_name
|
||||
# levies = scope:spawn_army_size_levies
|
||||
# men_at_arms = {
|
||||
# type = pikemen_unit
|
||||
# stacks = 16
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = mangonel
|
||||
# stacks = 6
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = armored_footmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = light_footmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = bowmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# war = root.faction_war
|
||||
# location = root.faction_leader.location
|
||||
# origin = root.faction_leader.location
|
||||
# inheritable = no
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
root.faction_leader = {
|
||||
spawn_army = {
|
||||
name = peasant_leader_army_name
|
||||
men_at_arms = {
|
||||
type = pikemen_militia
|
||||
stacks = {
|
||||
value = root.faction_leader.location.county.county_levies_to_raise
|
||||
divide = 100
|
||||
multiply = {
|
||||
value = "root.faction_leader.has_trait_xp(peasant_leader)"
|
||||
multiply = 0.05
|
||||
}
|
||||
round = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
men_at_arms = {
|
||||
type = torch_bearers
|
||||
stacks = {
|
||||
value = "root.faction_leader.has_trait_xp(peasant_leader)"
|
||||
multiply = 0.1
|
||||
round = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
war = root.faction_war
|
||||
location = root.faction_leader.location
|
||||
origin = root.faction_leader.location
|
||||
inheritable = no
|
||||
war_keep_on_attacker_victory = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
leader_leaves = {
|
||||
# Should only trigger when the leader is captured in battle.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_variable = peasant_destroying }
|
||||
exists = faction_war
|
||||
}
|
||||
faction_war = {
|
||||
end_war = defender
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_power = {
|
||||
value = county_levies_to_raise
|
||||
# if = {
|
||||
# limit = {
|
||||
# scope:faction.faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
|
||||
# }
|
||||
# multiply = 2
|
||||
# }
|
||||
if = {
|
||||
limit = {
|
||||
faith = { has_doctrine_parameter = peasant_and_populist_factions_more_common }
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
character_allow_create = no
|
||||
|
||||
special_character_title = "FACTIONS_WINDOW_LEADER"
|
||||
|
||||
inherit_membership = no
|
||||
|
||||
county_can_switch_to_other_faction = yes
|
||||
}
|
||||
1825
common/factions/00_populist_faction.txt
Normal file
1825
common/factions/00_populist_faction.txt
Normal file
File diff suppressed because it is too large
Load diff
1491
common/factions/10_tgp_factions.txt
Normal file
1491
common/factions/10_tgp_factions.txt
Normal file
File diff suppressed because it is too large
Load diff
378
common/factions/_factions.info
Normal file
378
common/factions/_factions.info
Normal file
|
|
@ -0,0 +1,378 @@
|
|||
== Structure ==
|
||||
This documentation does not currently include all possible parameters due to the limited knowledge of the author.
|
||||
|
||||
|
||||
# Identifier for the faction is also used for localizing the name & description.
|
||||
<faction key> = {
|
||||
|
||||
# Dynamic name, will look for the identifier of the type (faction_name) if doesn't exist or if it's empty.
|
||||
name = [loc_key|dynamic descriotion]
|
||||
|
||||
# Dynamic description, will look for the identifier of the type + _desc (faction_name_desc) if doesn't exist or if it's empty.
|
||||
description = [loc_key|dynamic description]
|
||||
|
||||
# Dynamic description of the effect, used to summarize faction goals
|
||||
short_effect_desc = [loc_key|dynamic description]
|
||||
|
||||
## Faction with claimant for a title
|
||||
#
|
||||
# Faction needs a character and a title to properly function.
|
||||
# Used for claimant factions where a character and a title must be provided by the player.
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
claimant = <yes/no>
|
||||
|
||||
## Character interaction creates the faction (optional)
|
||||
#
|
||||
# Used for claimant factions where a character and a title must be provided by the player.
|
||||
#
|
||||
# Enabling this will replace the original behaviour of the faction buttons in the faction window.
|
||||
# Instead of starting a faction it will pop up a window for a character interaction.
|
||||
# The character interaction is then responsible for starting the faction.
|
||||
#
|
||||
character_interaction = <character interaction key>
|
||||
|
||||
## Effect fired when a faction of this type is created.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
on_creation = <effets>
|
||||
|
||||
## Effect fired when a faction of this type is destroyed.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
on_destroy = <effects>
|
||||
|
||||
## Effect that will launch when the demand triggers.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
demand = <effects>
|
||||
|
||||
# Effect that will launch every NDefines::NFaction::UPDATE_INTERVAL_DAYS.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
update_effect = <effects>
|
||||
|
||||
## Effect that will launch when the faction declares war.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
on_declaration = <effects>
|
||||
|
||||
## Effect that will launch when a character leaves the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
# - faction_member: The leaving faction member
|
||||
#
|
||||
character_leaves = <effects>
|
||||
|
||||
## Effect that will launch when the leader leaves the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
# - faction_member: The leaving faction member
|
||||
#
|
||||
leader_leaves = <effects>
|
||||
|
||||
## Does AI character want to join?
|
||||
#
|
||||
# MTTH that calculates the the score to join an active faction of this type.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: character that might join.
|
||||
# - faction: target is the active faction.
|
||||
#
|
||||
# Note that the score is then modified by code to weigh in the effects of Boldness/Dread, Energy and Rationality.
|
||||
# See NFaction AI defines.
|
||||
#
|
||||
ai_join_score = <mtth>
|
||||
|
||||
# MTTH that calculates the the score to create an active faction of this type.
|
||||
#
|
||||
# Uses the SCOPE_CHARACTER of the character that tries to create it.
|
||||
# - target: target is the targeted character.
|
||||
#
|
||||
# The claimant faction has two additional scopes:
|
||||
# - claimant: (who is the potential claimant)
|
||||
# - title: (the title to claim for).
|
||||
#
|
||||
# Note that the score is then modified by code to weigh in the effects of Boldness/Dread, Energy and Rationality. See NFaction AI defines.
|
||||
ai_create_score = <mtth>
|
||||
|
||||
## MTTH that calculates the score to join an active faction of this type.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the title that tries to join
|
||||
# - faction: target is the active faction.
|
||||
#
|
||||
county_join_score = <mtth>
|
||||
|
||||
## MTTH that calculates the score to create an active faction of this type.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the title that tries to create it.
|
||||
# - target: the targeted character.
|
||||
#
|
||||
# If the score is >= NDefines::NFaction::COUNTY_CREATE_MIN_SCORE, and it gets a random chance 0-100 on a monthly update.
|
||||
#
|
||||
county_create_score = <mtth>
|
||||
|
||||
## Script value defining the absolute power of a single county member.
|
||||
#
|
||||
# The final power is calculated as ratio of this power and the target's military strength.
|
||||
#
|
||||
county_power = <script value>
|
||||
|
||||
## MTTH that calculates the score to trigger the demand effect of active faction of this type.
|
||||
#
|
||||
# Scope:
|
||||
# - root: the faction
|
||||
#
|
||||
# Checked once a month
|
||||
#
|
||||
ai_demand_chance = <mtth>
|
||||
|
||||
## MTTH that calculates the discontent progress change of the active faction.
|
||||
#
|
||||
# Scope:
|
||||
# - root: the faction
|
||||
#
|
||||
discontent_progress = <mtth>
|
||||
|
||||
## MTTH for power threshold at which the discontent starts ticking up.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
# NFaction::DEFAULT_POWER_THRESHOLD define if not set
|
||||
#
|
||||
power_threshold = <mtth>
|
||||
|
||||
## Trigger to check if the faction is still valid.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the faction
|
||||
#
|
||||
is_valid = <triggers>
|
||||
|
||||
## Trigger to check if the faction type should be shown to the player
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the player
|
||||
#
|
||||
is_shown = <triggers>
|
||||
|
||||
## Trigger to check if a character is still valid to be part of the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the member character
|
||||
# - faction: the faction
|
||||
#
|
||||
is_character_valid = <triggers>
|
||||
|
||||
## Trigger to check if a county is still valid to be part of the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the county county
|
||||
# - faction: the active faction
|
||||
#
|
||||
is_county_valid = <triggers>
|
||||
|
||||
## Trigger to check if a character can join the active faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the character that tries to join.
|
||||
# - faction: the active faction.
|
||||
#
|
||||
# The is_character_valid check ais automatically included, so its triggers should not be repeated here.
|
||||
#
|
||||
can_character_join = <triggers>
|
||||
|
||||
## Trigger to check if a character can create the active faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the character that tries to create.
|
||||
# - SCOPE:target target is target character of the faction.
|
||||
#
|
||||
can_character_create = <triggers>
|
||||
|
||||
## Can faction be created by a player?
|
||||
#
|
||||
# Trigger to check if the button to create a faction will be enabled.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the character that might create a faction of this type
|
||||
# - target: target character of the faction
|
||||
#
|
||||
# Falls back to the regular can_character_create triggers if left empty.
|
||||
#
|
||||
can_character_create_ui = <triggers> # ???
|
||||
|
||||
## Trigger to check if a member character can become the leader of the faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the character attempting to become leader
|
||||
# - faction: the faction
|
||||
#
|
||||
can_character_become_leader = <triggers>
|
||||
|
||||
## Trigger to check if a title can join the active faction
|
||||
#
|
||||
# Scopes:
|
||||
# - root: landed title that tries to join
|
||||
# - faction: the active faction.
|
||||
#
|
||||
# Note: is_county_valid is automatically included and its triggers should not be repeated here.
|
||||
#
|
||||
can_county_join = <triggers>
|
||||
|
||||
# Trigger to check if a title can create the active faction.
|
||||
#
|
||||
# Scopes:
|
||||
# - root: the title that tries to create this faction
|
||||
# - target: character that the faction is intended to target
|
||||
#
|
||||
can_county_create = <triggers>
|
||||
|
||||
## Are characters allowed to create this at all?
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
character_allow_create = <yes/no>
|
||||
|
||||
## Are characters allowed to join all?
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
character_allow_join = <yes/no>
|
||||
|
||||
## Is county allowed to create this faction type?
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
county_allow_create = <yes>
|
||||
|
||||
## Is a county allow joint this faction type?
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
county_allow_join = <yes/no>
|
||||
|
||||
## Is the leader allowed to leave the faction?
|
||||
#
|
||||
# (used for faction that create leaders)
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
leaders_allowed_to_leave = <yes/no>
|
||||
|
||||
## Are player characters allowed to join?
|
||||
#
|
||||
# When not allowed the join button for this faction type will be hidden for players.
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
player_can_join = <yes/no>
|
||||
|
||||
## Can the target have more of one faction of this type targeting them?
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
multiple_targeting = <yes/no>
|
||||
|
||||
# The casus belly to be executed for the war
|
||||
casus_belli = <casus belly key>
|
||||
|
||||
# How the special character of this faction will be called
|
||||
special_character_title = <loc key>
|
||||
|
||||
## Will this faction ignore the faction soft block?
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
ignore_soft_block = <yes/no>
|
||||
|
||||
## Inherit membership?
|
||||
#
|
||||
# Heirs that changed liege or tier as a result of succession will inherit faction membership.
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
inherit_membership = <yes/no>
|
||||
|
||||
## Requires at least one county member, otherwise it will be destroyed.
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
requires_county = <yes/no>
|
||||
|
||||
## Requires at least one character member, otherwise it will be destroyed.
|
||||
#
|
||||
# Default: yes
|
||||
#
|
||||
requires_character = <yes/no>
|
||||
|
||||
## Requires a valid faction leader, otherwise it will be destroyed.
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
requires_leader = <yes/no>
|
||||
|
||||
## Will counties switch factions?
|
||||
#
|
||||
# Make counties leave this faction if there's a better factions available for them to join or create
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
county_can_switch_to_other_faction = <yes/no>
|
||||
|
||||
# Order to sort factions in the UI. Lower value => higher in list.
|
||||
#
|
||||
# Default: 0
|
||||
#
|
||||
sort_order = 1..n
|
||||
|
||||
## Should the special title be shown in the interface or not?
|
||||
#
|
||||
# Default: no
|
||||
#
|
||||
show_special_title = <yes/no>
|
||||
}
|
||||
|
||||
== Event targets ==
|
||||
[SCOPE_FACTION.faction_target] - Links to the character targeting the faction
|
||||
[SCOPE_FACTION.faction_leader] - Links to the character leading the faction
|
||||
[SCOPE_FACTION.faction_war] - Links to the faction war
|
||||
[SCOPE_FACTION.special_character] - Links to the special character
|
||||
[SCOPE_FACTION.special_title] - Links to the special title
|
||||
[SCOPE_CHARACTER.leading_faction] - Links to the faction is leading. Null faction if it's not leading any faction
|
||||
[SCOPE_CHARACTER.joined_faction] - Links to the faction the character is in. Null faction if it's not in any faction
|
||||
|
||||
== Related loc/UI functions ==
|
||||
[Faction.GetName] - Gets the name of the faction type. E.G., "Independent Faction"
|
||||
[Faction.GetDescription] - Gets the description of the faction type
|
||||
[Faction.GetDiscontent] - Gets the current dicontent of the faction
|
||||
[Faction.IsAtWar] - Gets if the faction is currently at war
|
||||
[Faction.GetPower] - Gets tthe current power of the faction
|
||||
[Faction.GetTarget] - Gets the target character of the faction
|
||||
[Faction.GetLeader] - Gets the leader of the faction
|
||||
[Faction.GetSpecialCharacter] - Gets the special character of the faction
|
||||
[Faction.GetSpecialTitle] - Gets the special title of the faction
|
||||
[Faction.GetSpecialCharacterTitle] - Gets the title for the faction's special character eg: Claimant, Leader etc.
|
||||
[Faction.HasSpecialCharacter] - Checks if there is a special character of the faction
|
||||
[Faction.HasSpecialTitle] - Checks if there is a special title of the faction
|
||||
|
||||
== Related lists ==
|
||||
[targeting_faction] - List of the factions targeting the SCOPE_CHARCTER
|
||||
[faction_member] - List of the character members in the SCOPE_FACTION
|
||||
[faction_county_member] - List of the county members in the SCOPE_FACTION
|
||||
|
|
@ -384,7 +384,7 @@ count_theocracy_male_bon_religion = {
|
|||
tier = county
|
||||
priority = 18
|
||||
governments = { theocracy_government }
|
||||
religions = { taoism_religion zunism_religion }
|
||||
religions = { taoism_religion }
|
||||
flavourization_rules = {
|
||||
top_liege = no
|
||||
}
|
||||
|
|
@ -396,7 +396,7 @@ count_theocracy_female_bon_religion = {
|
|||
tier = county
|
||||
priority = 18
|
||||
governments = { theocracy_government }
|
||||
religions = { taoism_religion zunism_religion }
|
||||
religions = { taoism_religion }
|
||||
flavourization_rules = {
|
||||
top_liege = no
|
||||
}
|
||||
|
|
@ -456,7 +456,7 @@ emperor_feudal_male_novelist_religion = {
|
|||
religions = { novelist_religion }
|
||||
heritages = { heritage_french }
|
||||
flavourization_rules = {
|
||||
independent = yes
|
||||
only_independent = yes
|
||||
}
|
||||
}
|
||||
emperor_feudal_female_novelist_religion = {
|
||||
|
|
@ -469,7 +469,7 @@ emperor_feudal_female_novelist_religion = {
|
|||
religions = { novelist_religion }
|
||||
heritages = { heritage_french }
|
||||
flavourization_rules = {
|
||||
independent = yes
|
||||
only_independent = yes
|
||||
}
|
||||
}
|
||||
empire_feudal_novelist_religion = {
|
||||
|
|
@ -479,7 +479,7 @@ empire_feudal_novelist_religion = {
|
|||
religions = { novelist_religion }
|
||||
heritages = { heritage_french }
|
||||
flavourization_rules = {
|
||||
independent = yes
|
||||
only_independent = yes
|
||||
}
|
||||
priority = 103
|
||||
}
|
||||
|
|
@ -494,7 +494,7 @@ duke_feudal_male_novelist_religion = {
|
|||
religions = { novelist_religion }
|
||||
heritages = { heritage_french }
|
||||
flavourization_rules = {
|
||||
independent = yes
|
||||
only_independent = yes
|
||||
}
|
||||
}
|
||||
duke_feudal_female_novelist_religion = {
|
||||
|
|
@ -507,7 +507,7 @@ duke_feudal_female_novelist_religion = {
|
|||
religions = { novelist_religion }
|
||||
heritages = { heritage_french }
|
||||
flavourization_rules = {
|
||||
independent = yes
|
||||
only_independent = yes
|
||||
}
|
||||
}
|
||||
duke_feudal_novelist_religion = {
|
||||
|
|
@ -517,7 +517,7 @@ duke_feudal_novelist_religion = {
|
|||
religions = { novelist_religion }
|
||||
heritages = { heritage_french }
|
||||
flavourization_rules = {
|
||||
independent = yes
|
||||
only_independent = yes
|
||||
}
|
||||
priority = 40
|
||||
}
|
||||
|
|
@ -950,7 +950,7 @@ barony_theocracy_germanic_religion = {
|
|||
}
|
||||
priority = 7
|
||||
holding = church_holding
|
||||
religions = { folkgerman_religion theomach_religion taoism_religion zunism_religion }
|
||||
religions = { folkgerman_religion theomach_religion taoism_religion }
|
||||
}
|
||||
count_theocracy_male_germanic_religion = {
|
||||
type = character
|
||||
|
|
@ -984,7 +984,7 @@ county_theocracy_germanic_religion = {
|
|||
}
|
||||
priority = 18
|
||||
governments = { theocracy_government }
|
||||
religions = { folkgerman_religion theomach_religion taoism_religion zoroastrianism_religion zunism_religion }
|
||||
religions = { folkgerman_religion theomach_religion taoism_religion zoroastrianism_religion }
|
||||
}
|
||||
king_theocracy_male_germanic_religion = {
|
||||
type = character
|
||||
|
|
@ -1926,7 +1926,7 @@ baron_theocracy_male_paganism_religion = {
|
|||
top_liege = no
|
||||
}
|
||||
governments = { theocracy_government }
|
||||
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion } #tengrism_religion
|
||||
religions = { hungaric_religion baltic_religion slavic_religion finnic_religion } #tengrism_religion
|
||||
}
|
||||
baron_theocracy_female_paganism_religion = {
|
||||
type = character
|
||||
|
|
@ -1950,30 +1950,30 @@ barony_theocracy_paganism_religion = {
|
|||
holding = church_holding
|
||||
religions = { hungaric_religion baltic_religion slavic_religion finnic_religion } #west_african_religion west_african_bori_religion west_african_roog_religion tengrism_religion paganism_religion
|
||||
}
|
||||
count_theocracy_male_paganism_religion = {
|
||||
type = character
|
||||
gender = male
|
||||
special = holder
|
||||
tier = county
|
||||
priority = 18
|
||||
flavourization_rules = {
|
||||
top_liege = no
|
||||
}
|
||||
governments = { theocracy_government }
|
||||
religions = { paganism_religion } #tengrism_religion
|
||||
}
|
||||
count_theocracy_female_paganism_religion = {
|
||||
type = character
|
||||
gender = female
|
||||
special = holder
|
||||
tier = county
|
||||
priority = 18
|
||||
flavourization_rules = {
|
||||
top_liege = no
|
||||
}
|
||||
governments = { theocracy_government }
|
||||
religions = { paganism_religion } #tengrism_religion
|
||||
}
|
||||
#count_theocracy_male_paganism_religion = {
|
||||
# type = character
|
||||
# gender = male
|
||||
# special = holder
|
||||
# tier = county
|
||||
# priority = 18
|
||||
# flavourization_rules = {
|
||||
# top_liege = no
|
||||
# }
|
||||
# governments = { theocracy_government }
|
||||
# religions = { } #tengrism_religion
|
||||
#}
|
||||
#count_theocracy_female_paganism_religion = {
|
||||
# type = character
|
||||
# gender = female
|
||||
# special = holder
|
||||
# tier = county
|
||||
# priority = 18
|
||||
# flavourization_rules = {
|
||||
# top_liege = no
|
||||
# }
|
||||
# governments = { theocracy_government }
|
||||
# religions = { } #tengrism_religion
|
||||
#}
|
||||
county_theocracy_paganism_religion = {
|
||||
type = title
|
||||
tier = county
|
||||
|
|
@ -2016,7 +2016,7 @@ duchy_theocracy_paganism_religion = {
|
|||
}
|
||||
priority = 27
|
||||
governments = { theocracy_government }
|
||||
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion
|
||||
religions = { hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion
|
||||
}
|
||||
king_theocracy_male_paganism_religion = {
|
||||
type = character
|
||||
|
|
@ -2050,7 +2050,7 @@ kingdom_theocracy_paganism_religion = {
|
|||
}
|
||||
priority = 47
|
||||
governments = { theocracy_government }
|
||||
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion theomach_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion
|
||||
religions = { hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion theomach_religion zunism_religion zoroastrianism_religion bon_religion taoism_religion buddhism_religion hinduism_religion jainism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion
|
||||
}
|
||||
emperor_theocracy_male_paganism_religion = {
|
||||
type = character
|
||||
|
|
@ -2062,7 +2062,7 @@ emperor_theocracy_male_paganism_religion = {
|
|||
top_liege = no
|
||||
}
|
||||
governments = { theocracy_government }
|
||||
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion taoism_religion zoroastrianism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion
|
||||
religions = { hungaric_religion baltic_religion slavic_religion finnic_religion taoism_religion zoroastrianism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion
|
||||
}
|
||||
emperor_theocracy_female_paganism_religion = {
|
||||
type = character
|
||||
|
|
@ -2074,7 +2074,7 @@ emperor_theocracy_female_paganism_religion = {
|
|||
top_liege = no
|
||||
}
|
||||
governments = { theocracy_government }
|
||||
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion taoism_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zoroastrianism_religion }
|
||||
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion taoism_religion zoroastrianism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion
|
||||
}
|
||||
empire_theocracy_paganism_religion = {
|
||||
type = title
|
||||
|
|
@ -2084,7 +2084,7 @@ empire_theocracy_paganism_religion = {
|
|||
}
|
||||
priority = 102
|
||||
governments = { theocracy_government }
|
||||
religions = { paganism_religion hungaric_religion baltic_religion slavic_religion finnic_religion tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion folkgerman_religion theomach_religion taoism_religion zunism_religion zoroastrianism_religion judaism_religion }
|
||||
religions = { hungaric_religion baltic_religion slavic_religion finnic_religion folkgerman_religion theomach_religion taoism_religion zoroastrianism_religion judaism_religion } #tengrism_religion west_african_religion west_african_bori_religion west_african_roog_religion zunism_religion
|
||||
}
|
||||
|
||||
# Baltic
|
||||
|
|
|
|||
|
|
@ -8752,7 +8752,7 @@ on_game_start_after_lobby = {
|
|||
}
|
||||
|
||||
events = {
|
||||
game_rule.1011 #Hungarian Migration management.
|
||||
# game_rule.1011 #Hungarian Migration management.
|
||||
historical_artifacts.0023 # Historical Artifacts Generator
|
||||
coronation_events.0302 # ACH crown giveaway
|
||||
}
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -1237,7 +1237,7 @@
|
|||
doctrine = doctrine_deviancy_accepted
|
||||
doctrine = doctrine_witchcraft_virtuous
|
||||
doctrine = doctrine_deviancy_accepted
|
||||
doctrine = doctrine_clerical_function_control
|
||||
doctrine = doctrine_clerical_function_recruitment
|
||||
doctrine = doctrine_adultery_men_accepted
|
||||
doctrine = doctrine_adultery_women_accepted
|
||||
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ slavic_religion = { #placeholder
|
|||
#Clerical Functions | placeholder
|
||||
doctrine = doctrine_clerical_function_recruitment
|
||||
doctrine = doctrine_clerical_marriage_allowed
|
||||
doctrine = doctrine_clerical_succession_temporal_revokeable
|
||||
doctrine = doctrine_clerical_succession_temporal
|
||||
doctrine = doctrine_clerical_gender_either
|
||||
|
||||
#Allow pilgrimages | placeholder
|
||||
|
|
@ -269,7 +269,7 @@ slavic_religion = { #placeholder
|
|||
doctrine = doctrine_no_head
|
||||
doctrine = doctrine_pilgrimage_local_rites
|
||||
doctrine = doctrine_funeral_bewailment # Keening
|
||||
doctrine = doctrine_witchcraft_criminal
|
||||
doctrine = doctrine_witchcraft_crime
|
||||
doctrine = doctrine_clerical_gender_male_only
|
||||
doctrine = doctrine_theocracy_temporal
|
||||
|
||||
|
|
|
|||
|
|
@ -1570,51 +1570,51 @@ great_holy_war_target_kingdom_weight = {
|
|||
}
|
||||
add = ghw_target_fringe
|
||||
}
|
||||
# Zunist heartlands
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:the_faith.religion = religion:zunism_religion
|
||||
title_capital_county.title_province = { geographical_region = ghw_region_afghanistan }
|
||||
}
|
||||
add = ghw_target_heartlands
|
||||
}
|
||||
# Zunist frontier
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:the_faith.religion = religion:zunism_religion
|
||||
title_capital_county.title_province = {
|
||||
OR = {
|
||||
geographical_region = ghw_region_western_india
|
||||
geographical_region = ghw_region_persia
|
||||
geographical_region = ghw_region_transoxiana
|
||||
}
|
||||
}
|
||||
}
|
||||
add = ghw_target_frontier
|
||||
}
|
||||
# Zunist fringe
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:the_faith.religion = religion:zunism_religion
|
||||
title_capital_county.title_province = {
|
||||
OR = {
|
||||
geographical_region = ghw_region_caucasus
|
||||
geographical_region = ghw_region_holy_land
|
||||
geographical_region = ghw_region_near_east
|
||||
geographical_region = ghw_region_southwestern_india
|
||||
}
|
||||
}
|
||||
}
|
||||
add = ghw_target_fringe
|
||||
}
|
||||
# Zunist stretch goal
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:the_faith.religion = religion:zunism_religion
|
||||
title_capital_county.title_province = { geographical_region = ghw_region_egypt }
|
||||
}
|
||||
add = ghw_target_stretch
|
||||
}
|
||||
# # Zunist heartlands
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# scope:the_faith.religion = religion:zunism_religion
|
||||
# title_capital_county.title_province = { geographical_region = ghw_region_afghanistan }
|
||||
# }
|
||||
# add = ghw_target_heartlands
|
||||
# }
|
||||
# # Zunist frontier
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# scope:the_faith.religion = religion:zunism_religion
|
||||
# title_capital_county.title_province = {
|
||||
# OR = {
|
||||
# geographical_region = ghw_region_western_india
|
||||
# geographical_region = ghw_region_persia
|
||||
# geographical_region = ghw_region_transoxiana
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# add = ghw_target_frontier
|
||||
# }
|
||||
# # Zunist fringe
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# scope:the_faith.religion = religion:zunism_religion
|
||||
# title_capital_county.title_province = {
|
||||
# OR = {
|
||||
# geographical_region = ghw_region_caucasus
|
||||
# geographical_region = ghw_region_holy_land
|
||||
# geographical_region = ghw_region_near_east
|
||||
# geographical_region = ghw_region_southwestern_india
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# add = ghw_target_fringe
|
||||
# }
|
||||
# # Zunist stretch goal
|
||||
# else_if = {
|
||||
# limit = {
|
||||
# scope:the_faith.religion = religion:zunism_religion
|
||||
# title_capital_county.title_province = { geographical_region = ghw_region_egypt }
|
||||
# }
|
||||
# add = ghw_target_stretch
|
||||
# }
|
||||
# Hellenic heartlands
|
||||
else_if = {
|
||||
limit = {
|
||||
|
|
|
|||
|
|
@ -62,6 +62,18 @@ physician_high_character_template = {
|
|||
medium_lifestyle_random_xp_high
|
||||
}
|
||||
}
|
||||
random = {
|
||||
chance = 10
|
||||
if = {
|
||||
limit = {
|
||||
root.capital_province = {
|
||||
geographical_region = world_europe
|
||||
}
|
||||
}
|
||||
add_character_flag = ai_will_not_convert
|
||||
set_character_faith = faith:trenchsinger
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -104,5 +116,17 @@ physician_excellent_character_template = {
|
|||
add_trait = lifestyle_herbalist
|
||||
}
|
||||
}
|
||||
random = {
|
||||
chance = 33
|
||||
if = {
|
||||
limit = {
|
||||
root.capital_province = {
|
||||
geographical_region = world_europe
|
||||
}
|
||||
}
|
||||
add_character_flag = ai_will_not_convert
|
||||
set_character_faith = faith:trenchsinger
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -58,25 +58,25 @@ setup_tributaries_effect = {
|
|||
## $TRIBUTARY$ = the new tributary
|
||||
## $SUZERAIN$ = their suzerain
|
||||
## $WAR$ = determines if this was caused by war or agreement, yes or no
|
||||
#break_subject_contract_and_establish_tributary_effect = {
|
||||
# if = {
|
||||
# limit = { liege != this }
|
||||
# create_title_and_vassal_change = {
|
||||
# type = independency
|
||||
# save_scope_as = change
|
||||
# add_claim_on_loss = no
|
||||
# }
|
||||
# becomes_independent = {
|
||||
# change = scope:change
|
||||
# }
|
||||
# resolve_title_and_vassal_change = scope:change
|
||||
# }
|
||||
# start_tributary_interaction_effect = {
|
||||
# SUZERAIN = $SUZERAIN$
|
||||
# TRIBUTARY = $TRIBUTARY$
|
||||
# }
|
||||
#}
|
||||
#
|
||||
break_subject_contract_and_establish_tributary_effect = {
|
||||
if = {
|
||||
limit = { liege != this }
|
||||
create_title_and_vassal_change = {
|
||||
type = independency
|
||||
save_scope_as = change
|
||||
add_claim_on_loss = no
|
||||
}
|
||||
becomes_independent = {
|
||||
change = scope:change
|
||||
}
|
||||
resolve_title_and_vassal_change = scope:change
|
||||
}
|
||||
start_tributary_interaction_effect = {
|
||||
SUZERAIN = $SUZERAIN$
|
||||
TRIBUTARY = $TRIBUTARY$
|
||||
}
|
||||
}
|
||||
|
||||
#mpo_867_tributary_setup_effect = {
|
||||
##
|
||||
## #### k_magyar
|
||||
|
|
|
|||
|
|
@ -1,4 +1,6 @@
|
|||
historical_artifacts.999 = {
|
||||
namespace = historical_artifacts
|
||||
|
||||
historical_artifacts.999 = {
|
||||
scope = none
|
||||
hidden = yes
|
||||
|
||||
|
|
@ -12,9 +14,6 @@
|
|||
create_artifact_crown_wenceslas_effect = { OWNER = this }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
if = {
|
||||
limit = {
|
||||
has_dlc_feature = royal_court
|
||||
|
|
@ -24,9 +23,6 @@
|
|||
create_artifact_codex_gigas_effect = { OWNER = this }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
if = {
|
||||
limit = {
|
||||
has_dlc_feature = royal_court
|
||||
|
|
@ -36,15 +32,10 @@
|
|||
create_artifact_sword_wenceslas_effect = { OWNER = this }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
title:d_bacs.holder = {
|
||||
create_artifact_crown_stephen_effect = { OWNER = this }
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
immediate = {
|
||||
title:k_france.holder = {
|
||||
create_artifact_crown_charlemagne_effect = { OWNER = this }
|
||||
}
|
||||
|
|
|
|||
7421
events/game_rule_events.txt
Normal file
7421
events/game_rule_events.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -212,7 +212,7 @@
|
|||
epidemic_events.1110.a: "Very well."
|
||||
epidemic_events.1110.b: "That site is only for me and mine."
|
||||
epidemic_events.1120.t: "A Gruesome Gift"
|
||||
epidemic_events.1120.desc: "As we enter [flung_corpse_location.GetName], a devilish idea crosses my mind. A few troops lie on the brink of death with [epidemic_scope.GetName] and soon will depart from this world. It is possible, however, for them to serve me in this war even in death.\n\nThe miasma from the corpses will surely cause more of my soldiers to fall ill, unless we were to dispose of the bodies somehow. Perhaps we may bring [corpse_flingee.GetName] to [corpse_flingee.GetHerHis] knees by sending [corpse_flingee.GetHerHim] a gift via catapult..."
|
||||
epidemic_events.1120.desc: "As we enter [flung_corpse_location.GetName], a devilish idea crosses my mind. A few troops lie on the brink of death with [epidemic_scope.GetName] and soon will depart from this world. It is possible, however, for them to serve me in this war even in death.\n\nThe germs from the corpses will surely cause more of my soldiers to fall ill, unless we were to dispose of the bodies somehow. Perhaps we may bring [corpse_flingee.GetName] to [corpse_flingee.GetHerHis] knees by sending [corpse_flingee.GetHerHim] a gift via catapult..."
|
||||
epidemic_events.1120.a: "Load up the bodies!"
|
||||
epidemic_events.1120.b: "This is obscene!"
|
||||
epidemic_events.1121.t: "A Gift From Above"
|
||||
|
|
|
|||
|
|
@ -1,13 +1,13 @@
|
|||
l_english:
|
||||
physician_epidemic_events.1000.t: "Unorthodox Treatment"
|
||||
physician_epidemic_events.1000.desc: "My [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] and [zealous_courtier.Custom2('MyCharacterIntroduction', ROOT.Char)] are at each other's throats over how to handle the spreading [epidemic_scope.GetName].\n\n"I am a physician!" Talāra insists. "Let me purge this plague!"\n\n"Heresy!" Mahakala snarls. "We must anoint the dead and give them proper [zealous_courtier.GetFaith.GetAdjective] rites.""
|
||||
physician_epidemic_events.1000.desc: "My [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] and [zealous_courtier.Custom2('MyCharacterIntroduction', ROOT.Char)] are at each other's throats over how to handle the spreading [epidemic_scope.GetName].\n\n"I am a physician!" [physician.GetFirstNameNoTooltip] insists. "Let me purge this plague!"\n\n"Heresy!" [zealous_courtier.GetFirstNameNoTooltip] snarls. "We must anoint the dead and give them proper [zealous_courtier.GetFaith.GetAdjective] rites.""
|
||||
physician_epidemic_events.1000.a: "Perhaps we should simply keep the bodies away from the living."
|
||||
physician_epidemic_events.1000.b: "We must do whatever we can to end this plague."
|
||||
physician_epidemic_events.1000.b.success: "The treatment works"
|
||||
physician_epidemic_events.1000.b.failure: "The treatment fails"
|
||||
physician_epidemic_events.1000.c: "We will not defile these bodies."
|
||||
physician_epidemic_events.1010.t: "Quarantine"
|
||||
physician_epidemic_events.1010.desc: "As [epidemic_scope.GetName] spreads, my [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] urges a drastic course: seal off the sick. "Miasma clings to corpses," [physician.GetSheHe] warns, "and bad air feeds the plague."\n\n[physician.GetSheHe|U] wants quarantine — no one in or out of infected lands.\n\n"In desperate times, my Kaiser, we must do what we must.""
|
||||
physician_epidemic_events.1010.desc: "As [epidemic_scope.GetName] spreads, my [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] urges a drastic course: seal off the sick. "Germs cling to corpses," [physician.GetSheHe] warns, "and unsanitary conditions feed the plague."\n\n[physician.GetSheHe|U] wants quarantine — no one in or out of infected lands.\n\n"In desperate times, my [ROOT.Char.GetTitleAsNameNoTooltip|U], we must do what we must.""
|
||||
physician_epidemic_events.1010.a: "Seal the roads. Quarantine the sick."
|
||||
physician_epidemic_events.1010.b: "This is too extreme."
|
||||
physician_epidemic_events.1020.t: "[epidemic.GetNameNoTooltip|U]: Early Prevention"
|
||||
|
|
@ -26,7 +26,7 @@
|
|||
physician_epidemic_events.1021.desc: "It would seem the moderate approach has proven successful, with a slow in spread of disease symptoms among the commoners. Though the impact is quite minimal, it should at least grant more time to work on a more permanent solution."
|
||||
physician_epidemic_events.1021.a: "Wonderful!"
|
||||
physician_epidemic_events.1022.t: "Early Prevention: Failure"
|
||||
physician_epidemic_events.1022.desc: "Not only have [physician.GetNamePossessive] preventative measures failed, they seem to have actually irritated the humors and made the corruption both more infectious and more severe."
|
||||
physician_epidemic_events.1022.desc: "Not only have [physician.GetNamePossessive] preventative measures failed, they seem to have actually invigorated the germs and made the pathogen both more infectious and more severe."
|
||||
physician_epidemic_events.1023.t: "$physician_epidemic_events.1021.t$"
|
||||
physician_epidemic_events.1023.desc: "The disease which was set to spread like a flame to paper across my realm has slowed to a crawl. The radical measures proposed by [physician.GetFirstName] have taken a toll on the economy in the short term, but [epidemic.GetName] may not quite be the threat we had all feared."
|
||||
physician_epidemic_events.1023.a: "$physician_epidemic_events.1021.a$"
|
||||
|
|
@ -48,7 +48,7 @@
|
|||
physician_epidemic_events.1040.a: "Let them feel the royal touch."
|
||||
physician_epidemic_events.1040.b: "Let the priests handle the poor."
|
||||
physician_epidemic_events.1050.t: "The [ROOT.Char.GetPrimaryTitle.GetAdjectiveNoTooltip|U] Inn"
|
||||
physician_epidemic_events.1050.desc: "My guards drag [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] before me in irons. [physician.GetSheHe]'s been treating wounded soldiers — friend and foe alike — after every battle.\n\nThey call [physician.GetHerHis] shelter the "[ROOT.Char.GetPrimaryTitle.GetAdjective|U] Inn", and my commanders demand it shut down. But Edaraja only says, "They bleed and suffer like our own. Who am I to turn them away?""
|
||||
physician_epidemic_events.1050.desc: "My guards drag [physician.Custom2('MyCharacterIntroduction', ROOT.Char)] before me in irons. [physician.GetSheHe]'s been treating wounded soldiers — friend and foe alike — after every battle.\n\nThey call [physician.GetHerHis] shelter the "[ROOT.Char.GetPrimaryTitle.GetAdjective|U] Inn", and my commanders demand it shut down. But [physician.GetFirstNameNoTooltip] only says, "They bleed and suffer like our own. Who am I to turn them away?""
|
||||
physician_epidemic_events.1050.a: "[physician.GetSheHe|U] has my leave to continue."
|
||||
physician_epidemic_events.1050.b: "You only serve #EMP me!#!"
|
||||
physician_epidemic_events.1060.t: "A Desperate Banishment"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue