# Various character difficulty values for use with Choose your Destiny skill_difficulty_measurement_value = { value = { value = 50 subtract = diplomacy subtract = stewardship subtract = martial subtract = intrigue subtract = learning if = { limit = { is_adult = no } subtract = 10 } multiply = 10 desc = skills_difficulty } } legitimacy_difficulty_value = { if = { limit = { is_ruler = yes highest_held_title_tier <= tier_county government_allows = legitimacy legitimacy_level <= 0 } add = { value = 100 desc = legitimacy_difficulty } } else_if = { limit = { highest_held_title_tier = tier_duchy government_allows = legitimacy legitimacy_level <= 1 } add = { value = { value = 100 if = { limit = { legitimacy_level <= 0 } add = 100 } } desc = legitimacy_difficulty } } else_if = { limit = { highest_held_title_tier > tier_duchy government_allows = legitimacy legitimacy_level <= 2 } add = { value = { value = 200 if = { limit = { legitimacy_level <= 1 } add = 200 } if = { limit = { legitimacy_level <= 0 } add = 300 } } desc = legitimacy_difficulty } } else_if = { limit = { government_allows = legitimacy legitimacy_level >= 5 } add = { value = { value = -100 } desc = legitimacy_difficulty } } else_if = { limit = { highest_held_title_tier <= tier_duchy government_allows = legitimacy legitimacy_level >= 4 } add = { value = { value = -50 } desc = legitimacy_difficulty } } } extreme_trait_difficulty = 500 very_high_trait_difficulty = 200 high_trait_difficulty = 100 medium_trait_difficulty = 50 medium_low_trait_difficulty = 20 low_trait_difficulty = 10 negative_extreme_trait_difficulty = -250 negative_very_high_trait_difficulty = -100 negative_high_trait_difficulty = -50 negative_medium_trait_difficulty = -25 negative_medium_low_trait_difficulty = -10 negative_low_trait_difficulty = -5 trait_difficulty_values = { #Positives! if = { limit = { num_virtuous_traits > 0 } add = { value = negative_high_trait_difficulty multiply = num_virtuous_traits desc = virtuous_traits_difficulty } } if = { limit = { has_trait = physique_good_3 } add = { value = negative_high_trait_difficulty desc = physique_good_3_difficulty } } if = { limit = { has_trait = physique_good_2 } add = { value = negative_medium_trait_difficulty desc = physique_good_2_difficulty } } if = { limit = { has_trait = physique_good_1 } add = { value = negative_medium_low_trait_difficulty desc = physique_good_1_difficulty } } if = { limit = { has_trait = intellect_good_3 } add = { value = negative_high_trait_difficulty desc = intellect_good_3_difficulty } } if = { limit = { has_trait = intellect_good_2 } add = { value = negative_medium_trait_difficulty desc = intellect_good_2_difficulty } } if = { limit = { has_trait = intellect_good_1 } add = { value = negative_medium_low_trait_difficulty desc = intellect_good_1_difficulty } } if = { limit = { has_trait = beauty_good_3 } add = { value = negative_high_trait_difficulty desc = beauty_good_3_difficulty } } if = { limit = { has_trait = beauty_good_2 } add = { value = negative_medium_trait_difficulty desc = beauty_good_2_difficulty } } if = { limit = { has_trait = beauty_good_1 } add = { value = negative_medium_low_trait_difficulty desc = beauty_good_1_difficulty } } if = { limit = { has_trait = shrewd } add = { value = negative_medium_trait_difficulty desc = shrewd_difficulty } } if = { limit = { has_trait = strong } add = { value = negative_medium_trait_difficulty desc = strong_difficulty } } #Negatives! if = { limit = { num_sinful_traits > 0 } add = { value = medium_trait_difficulty multiply = num_sinful_traits desc = sinful_traits_difficulty } } if = { limit = { has_trait = incapable } add = { value = extreme_trait_difficulty desc = incapable_difficulty } } if = { limit = { has_trait = leper } add = { value = extreme_trait_difficulty desc = leper_difficulty } } if = { limit = { has_trait = maimed } add = { value = extreme_trait_difficulty desc = maimed_difficulty } } if = { limit = { has_trait = inbred } add = { value = extreme_trait_difficulty desc = inbred_difficulty } } if = { limit = { OR = { has_trait = wounded_2 has_trait = wounded_3 } } add = { value = extreme_trait_difficulty desc = severely_wounded_difficulty } } if = { limit = { has_trait = disinherited } add = { value = high_trait_difficulty desc = disinherited_difficulty } } if = { limit = { has_trait = sickly } add = { value = high_trait_difficulty desc = sickly_difficulty } } if = { limit = { OR = { has_trait = early_great_pox has_trait = great_pox } } add = { value = high_trait_difficulty desc = poxed_difficulty } } if = { limit = { has_trait = blind } add = { value = high_trait_difficulty desc = blind_difficulty } } if = { limit = { has_trait = infirm } add = { value = high_trait_difficulty desc = infirm_difficulty } } if = { limit = { is_eunuch_trigger = yes } add = { value = high_trait_difficulty desc = eunuch_difficulty } } if = { limit = { has_trait = lunatic } add = { value = high_trait_difficulty desc = lunatic_difficulty } } if = { limit = { has_trait = murderer } add = { value = high_trait_difficulty desc = murderer_difficulty } } if = { limit = { has_trait = excommunicated } add = { value = high_trait_difficulty desc = excommunicated_difficulty } } if = { limit = { has_trait = bleeder } add = { value = high_trait_difficulty desc = bleeder_difficulty } } if = { limit = { has_trait = physique_bad_3 } add = { value = high_trait_difficulty desc = physique_bad_3_difficulty } } if = { limit = { has_trait = physique_bad_2 } add = { value = medium_trait_difficulty desc = physique_bad_2_difficulty } } if = { limit = { has_trait = physique_bad_1 } add = { value = medium_low_trait_difficulty desc = physique_bad_1_difficulty } } if = { limit = { has_trait = intellect_bad_3 } add = { value = high_trait_difficulty desc = intellect_bad_3_difficulty } } if = { limit = { has_trait = intellect_bad_2 } add = { value = medium_trait_difficulty desc = intellect_bad_2_difficulty } } if = { limit = { has_trait = intellect_bad_1 } add = { value = medium_low_trait_difficulty desc = intellect_bad_1_difficulty } } if = { limit = { has_trait = beauty_bad_3 } add = { value = high_trait_difficulty desc = beauty_bad_3_difficulty } } if = { limit = { has_trait = beauty_bad_2 } add = { value = medium_trait_difficulty desc = beauty_bad_2_difficulty } } if = { limit = { has_trait = beauty_bad_1 } add = { value = medium_low_trait_difficulty desc = beauty_bad_1_difficulty } } if = { limit = { has_trait = dull } add = { value = medium_trait_difficulty desc = dull_difficulty } } if = { limit = { has_trait = weak } add = { value = medium_trait_difficulty desc = weak_difficulty } } if = { limit = { has_trait = sodomite trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = faith GENDER_CHARACTER = this } } add = { value = medium_trait_difficulty desc = sodomite_difficulty } } if = { limit = { has_trait = incestuous trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = faith GENDER_CHARACTER = this } } add = { value = medium_trait_difficulty desc = incestuous_difficulty } } if = { limit = { has_trait = fornicator trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = faith GENDER_CHARACTER = this } } add = { value = medium_trait_difficulty desc = fornicator_difficulty } } if = { limit = { has_trait = adulterer trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = faith GENDER_CHARACTER = this } } add = { value = medium_trait_difficulty desc = adulterer_difficulty } } if = { limit = { has_trait = deviant trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = deviant FAITH = faith GENDER_CHARACTER = this } } add = { value = medium_trait_difficulty desc = adulterer_difficulty } } if = { limit = { has_trait = cannibal trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = faith GENDER_CHARACTER = this } } add = { value = medium_trait_difficulty desc = cannibal_difficulty } } if = { limit = { has_trait = witch trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = witch FAITH = faith GENDER_CHARACTER = this } } add = { value = medium_trait_difficulty desc = witch_difficulty } } if = { limit = { OR = { has_trait = kinslayer_1 has_trait = kinslayer_2 has_trait = kinslayer_3 } trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = kinslayer_1 FAITH = faith GENDER_CHARACTER = this } } add = { value = medium_trait_difficulty desc = kinslayer_difficulty } } if = { limit = { has_trait = flagellant } add = { value = medium_trait_difficulty desc = flagellant_difficulty } } if = { limit = { has_trait = improvident } add = { value = medium_trait_difficulty desc = improvident_difficulty } } if = { limit = { has_trait = profligate } add = { value = medium_trait_difficulty desc = profligate_difficulty } } if = { limit = { has_trait = disfigured } add = { value = medium_trait_difficulty desc = disfigured_difficulty } } if = { limit = { has_trait = drunkard } add = { value = medium_trait_difficulty desc = drunkard_difficulty } } if = { limit = { has_trait = possessed } add = { value = medium_trait_difficulty desc = possessed_difficulty } } if = { limit = { has_trait = depressed } add = { value = medium_trait_difficulty desc = depressed_difficulty } } if = { limit = { has_trait = infertile } add = { value = medium_trait_difficulty desc = infertile_difficulty } } if = { limit = { has_trait = spindly } add = { value = medium_trait_difficulty desc = spindly_difficulty } } if = { limit = { has_trait = paranoid } add = { value = medium_trait_difficulty desc = paranoid_difficulty } } if = { limit = { has_trait = gout_ridden } add = { value = medium_low_trait_difficulty desc = gout_difficulty } } if = { limit = { has_trait = wheezing } add = { value = medium_low_trait_difficulty desc = wheezing_difficulty } } if = { limit = { has_trait = craven } add = { value = medium_low_trait_difficulty desc = craven_difficulty } } if = { limit = { has_trait = shy } add = { value = medium_low_trait_difficulty desc = shy_difficulty } } if = { limit = { has_trait = decadent } add = { value = medium_low_trait_difficulty desc = decadent_difficulty } } if = { limit = { has_trait = denounced } add = { value = medium_low_trait_difficulty desc = denounced_difficulty } } if = { limit = { OR = { has_trait = bastard has_trait = legitimized_bastard } } add = { value = low_trait_difficulty desc = bastard_difficulty } } if = { limit = { OR = { has_trait = child_of_concubine has_trait = wild_oat has_trait = disputed_heritage } } add = { value = low_trait_difficulty desc = weak_heritage_difficulty } } if = { limit = { has_trait = comfort_eater } add = { value = low_trait_difficulty desc = comfort_eater_difficulty } } if = { limit = { has_trait = inappetetic } add = { value = low_trait_difficulty desc = inappetetic_difficulty } } if = { limit = { has_trait = reclusive } add = { value = low_trait_difficulty desc = reclusive_difficulty } } if = { limit = { has_trait = irritable } add = { value = low_trait_difficulty desc = irritable_difficulty } } if = { limit = { has_trait = rakish } add = { value = low_trait_difficulty desc = rakish_difficulty } } if = { limit = { has_trait = hashishiyah } add = { value = low_trait_difficulty desc = hashishiyah_difficulty } } if = { limit = { has_trait = celibate } add = { value = low_trait_difficulty desc = celibate_difficulty } } if = { limit = { has_trait = lovers_pox } add = { value = low_trait_difficulty desc = lovers_pox_difficulty } } if = { limit = { has_trait = wounded_1 } add = { value = low_trait_difficulty desc = wounded_difficulty } } if = { limit = { has_trait = albino } add = { value = low_trait_difficulty desc = albino_difficulty } } if = { limit = { has_trait = lisping } add = { value = low_trait_difficulty desc = lisping_difficulty } } if = { limit = { has_trait = stuttering } add = { value = low_trait_difficulty desc = stuttering_difficulty } } if = { limit = { has_trait = giant } add = { value = low_trait_difficulty desc = giant_difficulty } } if = { limit = { has_trait = scaly } add = { value = low_trait_difficulty desc = scaly_difficulty } } if = { limit = { has_trait = clubfooted } add = { value = low_trait_difficulty desc = clubfooted_difficulty } } if = { limit = { has_trait = dwarf } add = { value = low_trait_difficulty desc = dwarf_difficulty } } if = { limit = { has_trait = hunchbacked } add = { value = low_trait_difficulty desc = hunchbacked_difficulty } } if = { limit = { has_trait = lazy } add = { value = low_trait_difficulty desc = lazy_difficulty } } if = { limit = { has_trait = gluttonous } add = { value = low_trait_difficulty desc = gluttonous_difficulty } } } factions_and_war_values = { if = { limit = { is_at_war = yes } add = { value = 50 desc = at_war_difficulty } } if = { limit = { is_at_war = yes any_character_war = { is_war_leader = root OR = { AND = { primary_defender = root attacker_war_score >= 40 } AND = { primary_attacker = root defender_war_score >= 40 } } } } add = { value = { value = 100 if = { limit = { any_character_war = { is_war_leader = root OR = { AND = { primary_defender = root attacker_war_score >= 60 } AND = { primary_attacker = root defender_war_score >= 60 } } } } add = 200 } if = { limit = { any_character_war = { is_war_leader = root OR = { AND = { primary_defender = root attacker_war_score >= 80 } AND = { primary_attacker = root defender_war_score >= 80 } } } } add = 200 } } desc = losing_war_difficulty } } if = { limit = { any_targeting_faction = { count >= 1 NOT = { faction_is_type = peasant_faction } target_of_powerful_faction_trigger = yes } } add = { value = { value = 0 every_targeting_faction = { limit = { NOT = { faction_is_type = peasant_faction } target_of_powerful_faction_trigger = yes } add = 500 } } desc = faction_difficulty } } if = { limit = { is_independent_ruler = yes any_neighboring_top_liege_realm_owner = { has_any_cb_on = root current_military_strength >= root.one_and_a_half_times_current_military_strength } } add = { value = { value = 0 every_neighboring_top_liege_realm_owner = { limit = { has_any_cb_on = root current_military_strength >= root.one_and_a_half_times_current_military_strength } add = 50 } if = { limit = { any_neighboring_top_liege_realm_owner = { count = all has_any_cb_on = root current_military_strength >= root.one_and_a_half_times_current_military_strength } } add = 150 } } desc = powerful_neighbors_difficulty } } if = { limit = { is_ruler = yes current_military_strength < max_military_strength } add = { value = { value = 50 if = { limit = { current_military_strength < eighty_percent_of_max_military_strength } add = 50 } if = { limit = { current_military_strength < fifty_percent_of_max_military_strength } add = 50 } if = { limit = { current_military_strength < twenty_percent_of_max_military_strength } add = 50 } if = { limit = { is_at_war = yes current_military_strength < eighty_percent_of_max_military_strength } add = 50 } if = { limit = { is_at_war = yes current_military_strength < fifty_percent_of_max_military_strength } add = 150 } if = { limit = { is_at_war = yes current_military_strength < twenty_percent_of_max_military_strength } add = 250 } } desc = military_difficulty } } } circumstantial_difficulty_values = { if = { limit = { num_of_relation_rival >= 1 } add = { value = { add = 10 multiply = num_of_relation_rival } desc = rivals_difficulty } } if = { limit = { exists = primary_heir primary_heir = { OR = { is_child_of = root is_grandchild_of = root is_great_grandchild_of = root } } NOT = { primary_heir.dynasty = root.dynasty } } add = { value = 500 desc = primary_heir_wrong_dynasty_difficulty } } if = { limit = { any_child = { count >= 1 } any_child = { count = all NOT = { dynasty = root.dynasty } } } add = { value = 1000 desc = children_wrong_dynasty_difficulty } } if = { limit = { liege ?= { faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } } } } add = { value = 100 desc = hostile_faith_liege_difficulty } } if = { limit = { OR = { AND = { is_female = yes faith = { has_doctrine = doctrine_gender_male_dominated } } AND = { is_female = no faith = { has_doctrine = doctrine_gender_female_dominated } } } } add = { value = 100 desc = nonpreferred_gender_difficulty } } if = { limit = { OR = { AND = { is_female = yes patrilinear_marriage = yes } AND = { is_female = no matrilinear_marriage = yes } } } add = { value = 200 desc = wrong_lineality_difficulty } } if = { limit = { stress_level >= 1 } add = { value = { add = 25 multiply = stress_level if = { limit = { stress_level >= 3 } multiply = 3 } } desc = stress_level_difficulty } } if = { limit = { gold >= 500 gold >= major_gold_value } add = { value = { value = -50 if = { limit = { gold >= 1000 gold >= massive_gold_value } add = -100 } } desc = gold_difficulty } } if = { limit = { monthly_character_income > 0 debt_level > 0 } add = { value = 100 multiply = debt_level desc = debt_level_difficulty } } if = { limit = { has_trait_with_flag = debilitating_illness } add = { value = high_trait_difficulty desc = is_ill_difficulty } } if = { limit = { is_imprisoned = yes } add = { value = 500 desc = imprisoned_difficulty } } if = { limit = { is_landed = yes domain_size < domain_limit } add = { value = { value = 25 if = { limit = { domain_size < 3 } add = 25 } if = { limit = { domain_size < 2 } add = 50 } } desc = weak_domain_difficulty } } if = { limit = { is_ruler = no } add = { value = 50 desc = unlanded_difficulty } } if = { limit = { is_independent_ruler = no } add = { value = 25 desc = is_a_vassal_difficulty } } } health_difficulty_values = { if = { limit = { age >= 50 } add = { value = { value = 100 if = { limit = { age >= 55 } add = 50 } if = { limit = { age >= 60 } add = 50 } if = { limit = { age >= 65 } add = 50 } if = { limit = { age >= 70 } add = 100 } if = { limit = { age >= 75 } add = 100 } if = { limit = { age >= 80 } add = 100 } } desc = elder_difficulty } } if = { limit = { health <= 4 } add = { value = { add = 100 if = { limit = { health <= 3.5 } add = 150 } if = { limit = { health <= 3 } add = 300 } } desc = poor_health_difficulty } } if = { limit = { is_adult = no } add = { value = { value = 50 if = { limit = { age < 10 } add = 50 } } desc = non_adult_difficulty } } } difficulty_bulk_add_values = { add = skill_difficulty_measurement_value add = legitimacy_difficulty_value add = trait_difficulty_values add = factions_and_war_values add = health_difficulty_values add = circumstantial_difficulty_values } # Main Character Difficulty Score character_difficulty_value = { add = difficulty_bulk_add_values max = 10000 }