###################### # EXPERIENCE VALUES FOR PERK POINTS (used for add_focus_lifestyle_xp) ###################### # Use these values miniscule_lifestyle_xp = 25 minor_lifestyle_xp = 50 medium_lifestyle_xp = 100 major_lifestyle_xp = 300 massive_lifestyle_xp = 500 # Half of xp needed for 1 perk point monumental_lifestyle_xp = 1000 # Enough for 1 perk point... but why give XP instead of just awarding a full perk? travel_minor_lifestyle_xp = { value = minor_lifestyle_xp multiply = 1.5 if = { limit = { has_perk = been_there_done_that_perk } multiply = been_there_done_that_multiplier_value } } travel_medium_xp = { value = medium_lifestyle_xp multiply = 1.5 if = { limit = { has_perk = been_there_done_that_perk } multiply = been_there_done_that_multiplier_value } } travel_major_xp = { value = major_lifestyle_xp multiply = 1.5 if = { limit = { has_perk = been_there_done_that_perk } multiply = been_there_done_that_multiplier_value } } # DEPRECATED VALUES - DO NOT USE - WILL BE DELETED! miniscule_lifestyle_experience = 25 minor_lifestyle_experience = 50 medium_lifestyle_experience = 100 major_lifestyle_experience = 300 massive_lifestyle_experience = 500 # Half of xp needed for 1 perk point monumental_lifestyle_experience = 1000 # Enough for 1 perk point ####################################### # LIFESTYLE PERK VALUES ####################################### max_perk_amount_per_lifestyle = 30 ############### # INTRIGUE ############### # Digging for Dirt digging_for_dirt_perk_percentage = 25 # Court of Shadows court_of_shadows_perk_percentage = 50 # Court of Shadows Admin Bonus court_of_shadows_perk_admin_percentage = 10 # Prepared for Anything prepared_for_anything_perk_secondary_percentage = 15 #Dark Insights perk values dark_insights_stat_increase_chance = 50 # The chance of gaining a stat point from torturing people dark_insights_prowess_increase_maximum = 5 # The maximum amount of Prowess that can be gained from Dark Insights dark_insights_intrigue_increase_maximum = 5 # The maximum amount of Intrigue that can be gained from Dark Insights home_advantage_perk_bonus = 50 # Bonus granted to seduce schemes against courtiers smooth_operator_perk_bonus = 25 # Bonus granted to seduce schemes ################ # MARTIAL ################ # Courtship Perk values courtship_court_success_chance_bonus_value = 30 elope_court_success_chance_bonus_value = 30 # Promising Prospects Perk promising_prospects_self_value = 50 promising_prospects_other_value = 25 # Peacemaker Perk peacemaker_value = 10 # Bellum Justum Perk bellum_justum_discount_percentage = 50 # Strict Organization Perk strict_organization_percentage = 20 # Hard Rule hard_rule_military_power_increase = 20 ################# # DIPLOMACY ################# # Adaptive Traditions Perk adaptive_traditions_perk_impact_percent = 25 # Accomplished Forger Perk accomplished_forger_percentage = 75 # Thicker Than Water Perk thicker_than_water_bonus = 25 # Flatterer Perk flatterer_bonus = 30 # True Ruler Perk true_ruler_value = 20 # Accomplished Forger minor_buy_claim_prestige_value = { value = minor_prestige_value multiply = 5 } medium_buy_claim_prestige_value = { value = minor_buy_claim_prestige_value multiply = 2 } major_buy_claim_prestige_value = { value = medium_buy_claim_prestige_value multiply = 2 } massive_buy_claim_prestige_value = { value = major_buy_claim_prestige_value multiply = 2 } minor_buy_claim_prestige_loss = { value = 0 subtract = minor_buy_claim_prestige_value } medium_buy_claim_prestige_loss = { value = 0 subtract = medium_buy_claim_prestige_value } major_buy_claim_prestige_loss = { value = 0 subtract = major_buy_claim_prestige_value } massive_buy_claim_prestige_loss = { value = 0 subtract = massive_buy_claim_prestige_value } groomed_to_rule_value = 20 ################ # STEWARDSHIP ################ # Tax Man tax_man_perk_percentage = 25 # Chains of Loyalty chains_of_loyalty_percentage = 25 planned_cultivation_percentage = 20 demand_payment_current_gold_value = { value = scope:recipient.gold } demand_payment_gold_to_pay = { value = scope:recipient.golden_obligation_value } duty_focus_value = -20 ############### # LEARNING ############### # Clerical Justifications clerical_justifications_percentage = 20 # Learn on the Job learn_on_the_job_percentage = 20 # Zealous Proselytizer zealous_proselytizer_percentage = 25 # Sanctioned Loopholes minor_buy_claim_piety_value = { value = minor_piety_value multiply = 5 } medium_buy_claim_piety_value = { value = minor_buy_claim_piety_value multiply = 2 } major_buy_claim_piety_value = { value = medium_buy_claim_piety_value multiply = 2 } massive_buy_claim_piety_value = { value = major_buy_claim_piety_value multiply = 2 } minor_buy_claim_piety_loss = { value = 0 subtract = minor_buy_claim_piety_value } medium_buy_claim_piety_loss = { value = 0 subtract = medium_buy_claim_piety_value } major_buy_claim_piety_loss = { value = 0 subtract = major_buy_claim_piety_value } massive_buy_claim_piety_loss = { value = 0 subtract = massive_buy_claim_piety_value } ############################################## # EVENT VALUES ################################################ ########################### # LIFESTYLE FRIEND VALUES # ########################### diplomacy_foreign_affairs_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = diplomacy_lifestyle diplomacy >= decent_skill_rating } } add = diplomacy subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = diplomacy_foreign_affairs_focus } } add = 10 } if = { limit = { has_trait = gregarious } add = 5 } if = { limit = { has_council_position = councillor_chancellor } add = 10 } } } diplomacy_majesty_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = diplomacy_lifestyle diplomacy >= decent_skill_rating } } add = diplomacy subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = diplomacy_majesty_focus } } add = 10 } if = { limit = { has_trait = arrogant } add = 5 } add = highest_held_title_tier add = prestige_level } } diplomacy_family_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = diplomacy_lifestyle diplomacy >= decent_skill_rating } } add = diplomacy subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = diplomacy_family_focus } } add = 10 } every_child = { limit = { opinion = { target = root value >= medium_positive_opinion } } add = 3 } add = { value = ai_compassion divide = high_positive_ai_value multiply = 10 } } } martial_strategy_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = martial_lifestyle martial >= decent_skill_rating } } add = martial subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = martial_strategy_focus } } add = 10 } add = { value = number_of_commander_traits multiply = 3 } if = { limit = { has_council_position = councillor_marshal } add = 10 } } } martial_authority_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = martial_lifestyle martial >= decent_skill_rating } } add = martial subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = martial_authority_focus } } add = 10 } if = { limit = { has_council_position = councillor_marshal } add = 10 } } } martial_chivalry_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = martial_lifestyle prowess >= decent_skill_rating } } add = prowess subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = martial_chivalry_focus } } add = 10 } if = { limit = { has_trait = lifestyle_blademaster } add = 10 } if = { limit = { has_trait = brave } add = 5 } if = { limit = { is_knight = yes } add = 10 } } } stewardship_wealth_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = stewardship_lifestyle stewardship >= decent_skill_rating } } add = stewardship subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = stewardship_wealth_focus } } add = 10 } add = { value = ai_greed divide = high_positive_ai_value multiply = 10 } if = { limit = { has_council_position = councillor_steward } add = 10 } } } stewardship_domain_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = stewardship_lifestyle stewardship >= decent_skill_rating } } add = stewardship subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = stewardship_domain_focus } } add = 10 } if = { limit = { has_council_position = councillor_steward } add = 10 } } } stewardship_duty_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = stewardship_lifestyle stewardship >= decent_skill_rating } } add = stewardship subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = stewardship_duty_focus } } add = 10 } if = { limit = { has_trait = diligent } add = 10 } every_vassal = { limit = { is_powerful_vassal = yes opinion = { target = root value >= medium_positive_opinion } } add = 3 } } } intrigue_skulduggery_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = intrigue_lifestyle intrigue >= decent_skill_rating } } add = intrigue subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = intrigue_skulduggery_focus } } add = 10 } if = { limit = { has_trait = patient } add = 5 } add = { value = ai_honor divide = high_negative_ai_value multiply = 10 } } } intrigue_temptation_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = intrigue_lifestyle intrigue >= decent_skill_rating } } add = intrigue subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = intrigue_temptation_focus } } add = 10 } if = { limit = { has_trait = lustful } add = 5 } add = { value = ai_honor divide = high_negative_ai_value multiply = 10 } every_relation = { type = lover add = 3 } add = { value = attraction divide = high_positive_attraction multiply = 10 } if = { limit = { is_deviant_trigger = yes } add = 5 } if = { limit = { has_trait = celibate } add = -100 } if = { limit = { OR = { has_trait = chaste has_sexuality = asexual } } add = -10 } } } intrigue_intimidation_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = intrigue_lifestyle intrigue >= decent_skill_rating } } add = intrigue subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = intrigue_intimidation_focus } } add = 10 } if = { limit = { has_trait = sadistic } add = 5 } add = { value = ai_compassion divide = high_negative_ai_value multiply = 10 } add = { value = dread divide = high_dread multiply = 10 } } } learning_medicine_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = learning_lifestyle learning >= decent_skill_rating } } add = learning subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = learning_medicine_focus } } add = 10 } if = { limit = { has_trait = lifestyle_physician } add = 10 } if = { limit = { has_trait = lifestyle_herbalist } add = 10 } if = { limit = { has_trait = temperate } add = 5 } add = { value = ai_compassion divide = high_negative_ai_value multiply = 5 } } } learning_scholarship_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = learning_lifestyle learning >= decent_skill_rating } } add = learning subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = learning_scholarship_focus } } add = 10 } if = { limit = { has_trait = diligent } add = 5 } add = { value = ai_rationality divide = high_positive_ai_value multiply = 5 } add = { value = ai_zeal divide = high_negative_ai_value multiply = 3 } } } learning_theology_focus_friend_points = { value = 0 if = { limit = { OR = { #You must have a matching focus or a high skill has_lifestyle = learning_lifestyle learning >= decent_skill_rating } } add = learning subtract = low_skill_rating if = { limit = { has_focus_or_focus_trait_trigger = { FOCUS = learning_theology_focus } } add = 10 } if = { limit = { has_trait = lifestyle_mystic } add = 10 } add = { value = ai_zeal divide = high_positive_ai_value multiply = 5 } add = { value = num_virtuous_traits multiply = 4 } } } ############# # DIPLOMACY # ############# # Returns a total value between 0.0 and 1.0 based on how relevant this character is to root's chosen focus. # Irrelevant characters tend towards 0.0 and 0.1, while highly relevant ones will tend towards 0.75 and 1.0 # Examples of highly relevant characters include a powerful vassal while in the Majesty focus, or a neighboring independent King while in the Foreign Affairs focus. diplomacy_roots_focus_based_character_relevance_weighting = { value = 0 if = { # Majesty-focused charaters prefer someone in their realm of high standing. limit = { root = { has_focus = diplomacy_majesty_focus } } if = { limit = { # Target is my direct liege. this = root.liege } add = 1.0 } else_if = { limit = { # Target is one of my powerful vassals. is_powerful_vassal_of = root } add = 0.70 } else_if = { limit = { # Target is one of my direct vassals. is_vassal_of = root } add = 0.35 } else_if = { limit = { # Target is one of my courtiers. is_courtier_of = root } add = 0.05 } } if = { # Family-focused characters prefer direct relations or those who are part of their dynasty. limit = { root = { has_focus = diplomacy_family_focus } } # Family Check if = { limit = { is_close_family_of = root } add = 0.40 } else_if = { limit = { is_extended_family_of = root } add = 0.25 } # Consort Check if = { limit = { is_spouse_of = root } add = 0.45 } else_if = { limit = { is_concubine_of = root } add = 0.05 } # Dynasty Check if = { limit = { house = root.house } add = 0.15 } else_if = { limit = { dynasty = root.dynasty } add = 0.05 } } if = { # Foreign Affairs-focused characters prefer those who are not in their realm. limit = { root = { has_focus = diplomacy_foreign_affairs_focus } } if = { limit = { # Is the ruler of a completely independent realm. is_independent_ruler = yes } add = 0.50 } else_if = { limit = { # We are at least in different realms. NOT = { top_liege = root.top_liege } } add = 0.35 } else_if = { limit = { # We are at least not part of the same vassal-liege chain. save_temporary_scope_as = this_character NOT = { target_is_liege_or_above = root root = { target_is_liege_or_above = scope:this_character } } } add = 0.10 } # Foreign Affairs-focused characters also have a stronger preference for foreigners of an equal or higher rank! if = { limit = { # Same tier as us (or higher) NOT = { top_liege = root.top_liege } tier_difference = { target = root value = 0 } } add = 0.25 } else_if = { limit = { # Only 1 tier below us NOT = { top_liege = root.top_liege } tier_difference = { target = root value = 1 } } add = 0.10 } # It is a little weird for a vassal ruler to be debating an independent ruler of a higher rank, so we should avoid it where possible! if = { limit = { root = { is_independent_ruler = no } is_independent_ruler = yes highest_held_title_tier > root.highest_held_title_tier } add = -0.50 } } } ############################# # LIFESTYLE TRAIT VALUES ############################# ### Mystic mystic_first_rank_up_threshold = 2 mystic_second_rank_up_threshold = 3 small_lifestyle_random_xp_low = 5 small_lifestyle_random_xp_mid = 20 small_lifestyle_random_xp_high = 40 medium_lifestyle_random_xp_low = 55 medium_lifestyle_random_xp_high = 80 lifestyle_mystic_xp_gain_minor_value = { value = { 3 5 } } lifestyle_blademaster_xp_gain_minor_value = { value = { 3 7 } } negative_small_lifestyle_random_xp_low = -5 negative_small_lifestyle_random_xp_mid = -20 negative_small_lifestyle_random_xp_high = -40 negative_medium_lifestyle_random_xp_low = -55 negative_medium_lifestyle_random_xp_high = -80 trait_third_level_value = 60 ################################ # LIFESTYLE WANDERER VALUES ################################ wanderer_current_lifestyle_monthly_bonus = { value = 0 if = { limit = { has_trait = lifestyle_traveler } add = 10 } if = { limit = { has_trait_xp = { trait = lifestyle_traveler track = travel value = 100 } } add = 40 } else_if = { limit = { has_trait_xp = { trait = lifestyle_traveler track = travel value >= 50 } } add = 20 } } voyager_journey_planner_value = { value = 0.8 } wanderer_destination_prestige_value = { value = 50 } wanderer_finally_there_prestige_value = { value = 10 } been_there_done_that_multiplier_value = { value = 1.3 } point_of_interest_prestige_value = { add = { add = medium_prestige_gain multiply = been_there_done_that_check_multiplier_value } add = wanderer_destination_prestige_value_with_effects } point_of_interest_piety_value = { value = medium_piety_gain if = { limit = { root = { has_perk = been_there_done_that_perk } } multiply = been_there_done_that_multiplier_value } } wanderer_destination_prestige_value_with_effects = { if = { limit = { root = { has_focus = wanderer_destination_focus } } add = { add = wanderer_destination_prestige_value multiply = been_there_done_that_check_multiplier_value } } if = { limit = { root = { has_perk = finally_there_perk } } add = { add = wanderer_finally_there_prestige_value multiply = been_there_done_that_check_multiplier_value } } } been_there_done_that_check_multiplier_value = { value = 1 if = { limit = { root = { has_perk = been_there_done_that_perk } } multiply = been_there_done_that_multiplier_value } } voyager_souvenirs_aplenty_script_value = { value = { add = location.county.development_level subtract = root.capital_county.development_level divide = 5 # Dividing it down, so there needs to be a noticeable difference between destination and capital to have an effect if = { limit = { is_ai = yes } divide = 2 # Dividing it down extra much for AI, so we don't see a huge boost across the world } multiply = 100 # We are multiplying it, because it will be used for development progress, rather than outright development min = 10 max = voyager_souvenirs_aplenty_max_value } } voyager_souvenirs_aplenty_max_value = { value = 200 } # Know your land, know your people, Perk surveyor_marriage_perk_self_value = 50 surveyor_marriage_perk_other_value = 25 inspection_unfitting_ruler_value = { value = 1 county.holder = { add = dread } desc = MODIFIER_DEFINITION_UNFITTING_RULER_DESC } internal_affairs_local_corruption_value = { value = 100 subtract = county_control min = 1 max = 100 desc = MODIFIER_DEFINITION_LOCAL_CORRUPTION_DESC }