################### # FACTION VALUES # ################### base_discontent_progress = 3 minor_discontent_gain = 10 medium_discontent_gain = 20 major_discontent_gain = 30 minor_discontent_loss = -10 medium_discontent_loss = -20 major_discontent_loss = -30 massive_discontent_loss = -50 faction_war_white_peace_cooldown = 5 # years faction_war_defeat_cooldown = 10 # years faction_nation_fracturing_war_white_peace_cooldown = 15 # years faction_nation_fracturing_war_defeat_cooldown = 30 # years liberty_war_victory_cooldown = 5 # Values for the AI to evaluate how powerful factions are relative to each other. faction_power_minimal = { value = faction_power_threshold multiply = 0.25 } faction_power_halfway_threshold = { value = faction_power_threshold multiply = 0.50 } faction_power_pushing_threshold = { value = faction_power_threshold multiply = 0.75 } faction_weight_factor_power_minimal_penalty = 0.5 faction_weight_factor_power_halfway_threshold = 1.20 # +20% total faction weight faction_weight_factor_power_pushing_threshold = 1.5 # +50% total faction weight faction_weight_factor_power_exceeds_threshold = 2 # +100% total faction weight faction_discontent_for_extra_power = { value = base_discontent_progress multiply = { # We want discontent to increase gradually as a faction grows their military power. value = faction_power subtract = faction_power_threshold divide = faction_power_threshold # To get the % over the power threshold we are. multiply = 4 # At 25% bonus faction power, discontent increases 100% faster (compared to the base gain). } round = yes # To avoid having it say +0... max = 10 # Minimum 8 months to reach 100% discontent (no insta-revolts, no matter how powerful the faction is). } total_county_levies = { value = 0 # Get the base levies from each province. every_in_de_jure_hierarchy = { limit = { tier = tier_barony } title_province = { add = building_levies } } # Levy size multipliers (excluding ruler-specific modifiers, such as Martial skill). multiply = { # 100% Levy Base value = 1 # Adds bonus levies from Development (at base 20 development, +20% levies). add = { add = development_level multiply = 0.01 } # Adds bonus levies from cultural innovations. if = { limit = { culture = { has_innovation = innovation_bannus } } add = 0.1 } } } county_levies_to_raise = { value = total_county_levies # Will summon between 75% and 175% of total county levy strength, depending on how much they hate you (most commonly will be 95-110% though, scores between -20 and -35 are the most common) multiply = { value = county_opinion multiply = -0.01 add = 0.5 } min = { value = building_max_garrison multiply = 1.2 } } county_maa_to_raise = { value = total_county_levies # Based on county levy strength, summon an appropiate number of MAAs that scales with popular opinion. multiply = { value = county_opinion multiply = -0.00003 } round = yes min = 1 } peasant_war_victory_county_control_loss = -75 peasant_war_starts_county_control_loss = -25 liege_opinion_value = { value = scope:opinion_of_current_liege } # How many years of truce do you get with a faction's members for appointing their leader as co-emperor? faction_counter_offer_appointed_co_emperor_value = 10