################################### # Character Weighting Values # For a given character, each value will return a given score based on how relevant/important that character is to ROOT given the situation. ################################### # Weight List: # captured_combatant_weights_for_root_participant - For evaluating importance of prisoners captured during war, for the participants of that war. # captured_combatant_weights_for_root_nonparticipant - For evaluating importance of prisoners captured during war for noncombatants (e.g., relatives of the prisoner). # slain_combatant_weights_for_root_participant - For evaluating importance of casualties slain during war, for the participants of that war. # slain_combatant_weights_for_root_nonparticipant - For evaluating importance of casualties slain during war for noncombatants (e.g., relatives of the deceased). captured_combatant_weights_for_root_participant = { value = 0 if = { limit = { # Captured primary participants are worth 100% warscore, so are absolute #1 priority. exists = scope:combat_war OR = { this = scope:combat_war.primary_attacker this = scope:combat_war.primary_defender } } add = 5000 } if = { limit = { # Captured heirs of primary participants are worth 50% warscore, so are #2 priority. exists = scope:combat_war OR = { is_heir_of = scope:combat_war.primary_attacker is_heir_of = scope:combat_war.primary_defender } } add = 1000 } if = { limit = { this = root.player_heir } # My own heir is of 3rd importance, since they are very important in the long term but not immediately relevant to the ongoing war. add = 500 } if = { limit = { # The person I just defeated in combat is of 4th importance, since they are defeated 'for good' (for the moment). exists = scope:combat_loser this = scope:combat_loser } add = 100 } if = { limit = { is_close_family_of = root} add = 50 } if = { limit = { is_of_major_interest_to_root_trigger = yes } add = 10 } if = { limit = { is_of_minor_interest_to_root_trigger = yes} add = 5 } add = this.highest_held_title_tier } captured_combatant_weights_for_root_nonparticipant = { value = 0 if = { limit = { this = root.player_heir } add = 1000 } if = { limit = { is_heir_of = root } add = 500 } if = { limit = { is_of_major_interest_to_root_trigger = yes } add = 100 } if = { limit = { is_consort_of = root } add = 50 } if = { limit = { is_child_of = root } add = 25 } if = { limit = { is_of_minor_interest_to_root_trigger = yes } add = 10 } if = { limit = { is_courtier_of = root } add = 1 } add = this.highest_held_title_tier } slain_combatant_weights_for_root_participant = { value = 0 if = { limit = { # Slain primary participants do not give warscore, but can change the outcome of the ongoing war (esp. if their successors are reluctant to continue the war). exists = scope:combat_war OR = { this = scope:combat_war.primary_attacker this = scope:combat_war.primary_defender } } add = 1000 } if = { limit = { this = root.player_heir } # I care about my heir in the long-term, even if not immediately relevant. add = 500 } if = { limit = { # If I killed the person I just fought in battle, I don't have to worry about them any more! exists = scope:combat_loser this = scope:combat_loser } add = 100 } if = { limit = { is_close_family_of = root} add = 50 } if = { limit = { is_of_major_interest_to_root_trigger = yes } add = 10 } if = { limit = { is_of_minor_interest_to_root_trigger = yes} add = 5 } add = this.highest_held_title_tier } slain_combatant_weights_for_root_nonparticipant = { value = 0 if = { limit = { this = root.player_heir } add = 1000 } if = { limit = { is_heir_of = root } add = 500 } if = { limit = { is_of_major_interest_to_root_trigger = yes } add = 100 } if = { limit = { is_consort_of = root } add = 50 } if = { limit = { is_child_of = root } add = 25 } if = { limit = { is_of_minor_interest_to_root_trigger = yes } add = 10 } if = { limit = { is_courtier_of = root } add = 1 } add = this.highest_held_title_tier }