== 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. = { # 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 = ## 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 = ## Effect fired when a faction of this type is created. # # Scopes: # - root: the faction # on_creation = ## Effect fired when a faction of this type is destroyed. # # Scopes: # - root: the faction # on_destroy = ## Effect that will launch when the demand triggers. # # Scopes: # - root: the faction # demand = # Effect that will launch every NDefines::NFaction::UPDATE_INTERVAL_DAYS. # # Scopes: # - root: the faction # update_effect = ## Effect that will launch when the faction declares war. # # Scopes: # - root: the faction # on_declaration = ## Effect that will launch when a character leaves the faction. # # Scopes: # - root: the faction # - faction_member: The leaving faction member # character_leaves = ## Effect that will launch when the leader leaves the faction. # # Scopes: # - root: the faction # - faction_member: The leaving faction member # leader_leaves = ## 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 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 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 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 = ## 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 =