###################### # excavation STUFF ###################### excavation_activity_base_cost = { value = standard_activity_base_cost # Adventurer if = { limit = { has_government = landless_adventurer_government } multiply = 0.25 } } excavation_normal_option_cost = { value = 10 multiply = activity_cost_scale_by_tier multiply = activity_cost_scale_by_era } excavation_good_option_cost = { value = 35 multiply = activity_cost_scale_by_tier multiply = activity_cost_scale_by_era } standard_excavationing_cooldown_time = { value = 2 } excavation_prestige_reward_value = { # Standard value for most chars. value = minor_prestige_value } excavation_piety_reward_value = { # Standard value for most chars. value = minor_piety_value } excavation_secondary_outcome = 1 excavation_participants = 10 excavation_event_delay_min = 25 excavation_event_delay_max = 35 min_default_excavation_events = 2 max_default_excavation_events = 3 chance_of_extra_excavation_events = 25 min_excavation_event_spacing = 2 max_excavation_event_spacing = 4 excavation_activity_guest_list_size_value = { value = 4 if = { limit = { primary_title.tier = tier_duchy } add = 2 } else_if = { limit = { primary_title.tier = tier_kingdom } add = 4 } if = { limit = { primary_title.tier >= tier_empire } add = 6 } } excavation_prestige_guest_gain_value = { value = excavation_prestige_reward_value divide = 2 } excavation_piety_guest_gain_value = { value = excavation_piety_reward_value divide = 2 } excavation_activity_success_increase_minor_value = 3 excavation_activity_success_increase_medium_value = 5 excavation_activity_success_increase_major_value = 10 excavation_activity_success_increase_massive_value = 15 # use very sparingly, this is huge excavation_activity_success_increase_adventurer_initial_medium_value = 30 excavation_activity_success_increase_adventurer_initial_high_value = 50 excavation_activity_success_decrease_minor_value = { value = excavation_activity_success_increase_minor_value multiply = -1 } excavation_activity_success_decrease_medium_value = { value = excavation_activity_success_increase_medium_value multiply = -1 } excavation_activity_success_decrease_major_value = { value = excavation_activity_success_increase_major_value multiply = -1 } excavation_activity_success_decrease_massive_value = { value = excavation_activity_success_increase_massive_value multiply = -1 } excavation_success_chance_value = { activity_host = { ### HOST # SKILLS add = { value = learning divide = 4 ceiling = yes max = 10 desc = learning_modifier } add = { value = martial divide = 8 ceiling = yes max = 10 desc = martial_modifier } add = { value = prowess divide = 4 ceiling = yes max = 10 desc = prowess_modifier } # TRAIT add = { value = 0 if = { limit = { has_trait = lifestyle_antiquarian } add = 3 } desc = excavation_success_chance.trait } } # GUESTS if = { # excavationers limit = { any_attending_character = { NOR = { this = prev.activity_host # prev.activity_host.court_position:master_of_excavation_court_position ?= this } OR = { has_trait = lifestyle_antiquarian } } } add = { value = 0 every_attending_character = { limit = { NOR = { this = prev.activity_host # prev.activity_host.court_position:master_of_excavation_court_position ?= this } has_trait = lifestyle_antiquarian } add = 3 } desc = excavation_success_chance.attending_excavationers } } min = 10 max = 80 } excavation_success_chance_inverse_value = { value = 100 subtract = excavation_success_chance_value } # PARTY SIZE # These should ALWAYS be synced with the relevant activity option select_travel_entourage_max parameter. excavation_entourage_party_size_small_max_value = 5 excavation_entourage_party_size_normal_max_value = 10 excavation_entourage_party_size_many_max_value = 15 excavation_entourage_base_set_weighting_value = { if = { limit = { is_available_healthy_adult = yes bannable_serving_diarch_trigger = no OR = { has_court_position = master_of_hunt_court_position has_court_position = huntperson_camp_officer has_court_position = bodyguard_court_position has_court_position = court_physician_court_position has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host } has_trait = lifestyle_antiquarian } } # Base add = 50 add = ai_energy add = ai_boldness # We want to have MoH most of all. if = { limit = { has_court_position = master_of_hunt_court_position } add = 100000 } if = { limit = { has_court_position = huntperson_camp_officer } add = 100000 } # We want bodyguards too. if = { limit = { has_court_position = bodyguard_court_position } add = 50000 } # We want doctors too. if = { limit = { has_court_position = court_physician_court_position } add = 50000 } # Adventurers bring their court. if = { limit = { scope:host = { has_government = landless_adventurer_government } } add = 500 } # We want friends too. if = { limit = { has_any_good_relationship_with_character_trigger = { CHARACTER = scope:host } } add = 500 } } if = { limit = { bannable_serving_diarch_trigger = yes } add = -1000 } } excavation_entourage_extras_set_weighting_value = { value = 0 if = { limit = { is_available_healthy_adult = yes is_designated_diarch = no } # Base add = 150 } } excavation_entourage_sodding_everyone_set_weighting_value = { value = 0 if = { limit = { is_available_healthy_adult = yes is_designated_diarch = no } # Base add = 50 # Alright, now we're just grabbing everyone. ## Anyone who can fight. } } excavation_province_reference_value = { value = 0 # TERRAIN if = { limit = { exists = var:recent_excavation_held } add = { value = -10 multiply = var:recent_hunt_held desc = hunt_success_chance.recent_hunt_held } } }