############# # Fury of the Northmen Scripted Values ############# ################################################## # Decisions defiant_high_monarch_conversion_boost_value = { value = 0 add = court_chaplain_conversion_base_total multiply = 1.25 } hold_gruesome_festival_decision_value = { value = 0 if = { limit = { religion = religion:germanic_religion } # This actually probably *isn't* Biblical numerology creeping into accounts of pagan worship, since we have records of fighting in Sweden that was probably about this around every nine years or so between Christians and pagans. add = 9 } else = { add = 10 } } gruesome_festival_prestige_cost_value = 200 gruesome_festival_key_sacrifice_piety_value = { value = 0 # For a base, take the general stand of human sacrifice. if = { limit = { scope:activity.var:blot_sacrifice = flag:humans_regular } add = gruesome_festival_regular_human_piety_value } if = { limit = { scope:activity.var:blot_sacrifice = flag:humans_magnificent } add = gruesome_festival_magnificent_human_piety_value } # Landless faith hostility block. if = { limit = { scope:sacrifice = { is_landed_or_landless_administrative = no } } # HumSac'ing a hostile faith. if = { limit = { scope:gf_faith = { faith_hostility_level = { target = scope:sacrifice.faith value = faith_hostile_level } # Exempt faiths/families you syncretise with. NOR = { # Eastern Family syncretism. AND = { has_doctrine = tenet_eastern_syncretism scope:sacrifice.religion = { is_in_family = rf_eastern } } # Unreformed pagans syncretism. AND = { has_doctrine = tenet_unreformed_syncretism scope:sacrifice.faith = { has_doctrine_parameter = unreformed } } # Christian syncretism. AND = { has_doctrine = tenet_christian_syncretism scope:sacrifice.religion = religion:christianity_religion } # Islamic syncretism. AND = { has_doctrine = tenet_islamic_syncretism scope:sacrifice.religion = religion:islam_religion } # Jewish syncretism. AND = { has_doctrine = tenet_jewish_syncretism scope:sacrifice.religion = religion:judaism_religion } } } } add = minor_piety_gain } # HumSac'ing an evil faith. if = { limit = { scope:gf_faith = { faith_hostility_level = { target = scope:sacrifice.faith value = faith_evil_level } } } add = medium_piety_gain } } # Landed rank block. scope:sacrifice = { if = { limit = { is_landed_or_landless_administrative = yes # Exempt HoFs: they get their own block. NOT = { this = faith.religious_head } } # No extra gain for HumSac'ing a baron. # HumSac'ing a count. if = { limit = { highest_held_title_tier = tier_county } add = miniscule_piety_gain } # HumSac'ing a duke. if = { limit = { highest_held_title_tier = tier_duchy } add = minor_piety_gain } # HumSac'ing a king. if = { limit = { highest_held_title_tier = tier_kingdom } add = medium_piety_gain } # HumSac'ing an emperor. if = { limit = { highest_held_title_tier = tier_empire } add = major_piety_gain } } } # HoF block. ## Weigh up HoFs that are not scope:gf_faith's own. if = { limit = { scope:sacrifice = { this = faith.religious_head NOT = { faith = scope:gf_faith } } } add = major_piety_gain } ## Weigh up HoFs that *are* the HoF for scope:gf_faith. scope:sacrifice = { if = { limit = { this = faith.religious_head faith = scope:gf_faith } ## HumSac'ing scope:gf_faith's own HoF, but they're sinful. if = { limit = { num_sinful_traits >= 2 } add = minor_piety_loss } ## HumSac'ing scope:gf_faith's own HoF, and they're virtuous. else_if = { limit = { num_virtuous_traits >= 2 } add = major_piety_loss } ## HumSac'ing scope:gf_faith's own HoF, and they're neutral. else = { add = medium_piety_loss } } } } gruesome_festival_regular_animal_piety_value = { value = minor_piety_gain # If not of the faith, invert this & reduce it a little. if = { limit = { NOT = { faith = scope:gf_faith } } # HumSac faiths still aren't happy. if = { limit = { faith = { OR = { has_doctrine_parameter = flower_war_cb_active has_doctrine_parameter = human_sacrifice_active has_doctrine_parameter = gruesome_festivals_active } } } multiply = -0.25 } # Non-HumSac faiths are horrified. else = { multiply = -0.75 } } } gruesome_festival_magnificent_animal_piety_value = { value = medium_piety_gain # If not of the faith, invert this & reduce it a little. if = { limit = { NOT = { faith = scope:gf_faith } } # HumSac faiths still aren't happy. if = { limit = { faith = { OR = { has_doctrine_parameter = flower_war_cb_active has_doctrine_parameter = human_sacrifice_active has_doctrine_parameter = gruesome_festivals_active } } } multiply = -0.25 } # Non-HumSac faiths are horrified. else = { multiply = -0.75 } } } gruesome_festival_regular_human_piety_value = { value = medium_piety_gain # If not of the faith, invert this & reduce it a little. if = { limit = { NOT = { faith = scope:gf_faith } } # HumSac faiths still aren't happy. if = { limit = { faith = { OR = { has_doctrine_parameter = flower_war_cb_active has_doctrine_parameter = human_sacrifice_active has_doctrine_parameter = gruesome_festivals_active } } } multiply = -0.25 } # Non-HumSac faiths are horrified. else = { multiply = -0.75 } } } gruesome_festival_magnificent_human_piety_value = { value = major_piety_gain # If not of the faith, invert this & reduce it a little. if = { limit = { NOT = { faith = scope:gf_faith } } # HumSac faiths still aren't happy. if = { limit = { faith = { OR = { has_doctrine_parameter = flower_war_cb_active has_doctrine_parameter = human_sacrifice_active has_doctrine_parameter = gruesome_festivals_active } } } multiply = -0.25 } # Non-HumSac faiths are horrified. else = { multiply = -0.75 } } } gruesome_festival_gf_guests_rejecting_invite_list_max_value = { value = 0 # Add +1 for every entity in the list. every_in_list = { variable = gf_guests_rejecting_invite_list add = 1 } # Cap it out at the max for the event. max = 5 } raise_stele_gold_cost = { value = medium_gold_value } raise_stele_county_preference_cap_value = { value = 0 # Add +1 for every entity in the list. every_in_list = { list = personally_held_counties_list add = 1 } # Cap it out at the max for the event. max = 3 } raise_stele_variant_ancestor_value = { value = 0 # Weight up for stele-celebrating culture. if = { limit = { fp1_can_raise_stele_title_scope_trigger = yes } add = 25 } # Weight up for low popular opinion. add = { value = this.county_opinion multiply = -1 } # Weight down for existing stele. if = { limit = { exists = this.var:stele_slot_occupied } add = -100 } } raise_stele_variant_conquest_value = { value = 0 # Weight up for stele-celebrating culture. if = { limit = { fp1_can_raise_stele_title_scope_trigger = yes } add = 25 } # Weight up for low control. add = { value = 100 subtract = this.county_control } # Weight down for existing stele. if = { limit = { exists = this.var:stele_slot_occupied } add = -100 } } raise_stele_variant_promotion_value = { value = 0 # Weight up for stele-celebrating culture. if = { limit = { fp1_can_raise_stele_title_scope_trigger = yes } add = 25 } # Weight up for development. add = this.development_level # Weight down for existing stele. if = { limit = { exists = this.var:stele_slot_occupied } add = -100 } } fp1_stele_duration_value = { value = 50 # Tone the power down for promotion stelae, as they're quite powerful. if = { limit = { scope:stele_type = flag:promotion } add = -30 } } fp1_stele_desc_normal_weight_value = 1 fp1_stele_desc_upweight_weight_value = 5 fp1_stele_desc_heavy_upweight_weight_value = 50 fp1_stele_desc_always_upweight_weight_value = 10000 ################################################## # Adventurer System scandinavian_adventurer_priority_value = { value = 0 # Weight up preferred adventurers. if = { limit = { has_character_flag = prioritised_scandinavian_adventurer } add = 1000 } #Add martial score directly add = martial #Add prowess score directly add = prowess #Add reduced diplomacy score add = { value = diplomacy multiply = 0.5 } #Add reduced intrigue score add = { value = intrigue multiply = 0.5 } #Weight up for prestige level add = { value = prestige_level multiply = 10 } #+++Ambitious if = { limit = { has_trait = ambitious } add = 15 } #+++Viking if = { limit = { has_trait = viking } add = 15 } #++Strategist if = { limit = { has_trait = strategist } add = 10 } #++Brave if = { limit = { has_trait = brave } add = 10 } #++Stubborn if = { limit = { has_trait = stubborn } add = 10 } #++Varangian if = { limit = { has_trait = varangian } add = 10 } #+Any blademaster if = { limit = { has_trait = lifestyle_blademaster } add = 5 } #+Diligent if = { limit = { has_trait = diligent } add = 5 } #+Wrathful if = { limit = { has_trait = wrathful } add = 5 } #+Impatient if = { limit = { has_trait = impatient } add = 5 } #+Arrogant if = { limit = { has_trait = arrogant } add = 5 } #+Vengeful if = { limit = { has_trait = vengeful } add = 5 } #+Berserker if = { limit = { has_trait = berserker } add = 5 } #+Shieldmaiden if = { limit = { has_trait = shieldmaiden } add = 5 } #-Forgiving if = { limit = { has_trait = forgiving } add = -5 } #-Humble if = { limit = { has_trait = humble } add = -5 } #-Patient if = { limit = { has_trait = patient } add = -5 } #-Calm if = { limit = { has_trait = calm } add = -5 } #-Lazy if = { limit = { has_trait = lazy } add = -5 } #--Craven if = { limit = { has_trait = craven } add = -10 } #---Content if = { limit = { has_trait = content } add = -15 } #Weight down heavily for pacifist faith. if = { limit = { faith = { has_doctrine_parameter = pacifist_opinion_active } } add = -30 } #Weight up substantially if they have a (potential) relationship with a player. if = { limit = { OR = { any_relation = { type = soulmate this = { is_ai = no } } any_relation = { type = best_friend this = { is_ai = no } } any_relation = { type = nemesis this = { is_ai = no } } } } add = 300 } else_if = { limit = { OR = { any_relation = { type = lover this = { is_ai = no } } any_relation = { type = friend this = { is_ai = no } } any_relation = { type = rival this = { is_ai = no } } } } add = 200 } else_if = { limit = { OR = { any_relation = { type = potential_lover this = { is_ai = no } } any_relation = { type = potential_friend this = { is_ai = no } } any_relation = { type = potential_rival this = { is_ai = no } } } } add = 100 } } scandinavian_adventurer_target_title_priority_value = { value = 0 #Mark up larger sub-realms add = { value = 5 multiply = holder.domain_size } #Mark up coastal counties. if = { limit = { is_coastal_county = yes } add = 10 } #Mark up potential rivals & rivals. if = { limit = { holder = { any_relation = { type = potential_rival this = scope:scandi_adventurer } } } add = 25 } if = { limit = { scope:scandi_adventurer = { any_relation = { type = rival this = scope:scandi_adventurer } } } add = 50 } #Mark down potential friends & friends. if = { limit = { scope:scandi_adventurer = { any_relation = { type = potential_friend this = scope:scandi_adventurer } } } add = -25 } if = { limit = { scope:scandi_adventurer = { any_relation = { type = friend this = scope:scandi_adventurer } } } add = -50 } #Mark down potential lovers & lovers. if = { limit = { scope:scandi_adventurer = { any_relation = { type = potential_lover this = scope:scandi_adventurer } } } add = -25 } if = { limit = { scope:scandi_adventurer = { any_relation = { type = lover this = scope:scandi_adventurer } } } add = -50 } #Mark up Northern Germanic culture group counties. if = { limit = { culture = { has_cultural_pillar = heritage_north_germanic } } add = 20 } #Mark up farmland, as it's good terrain. if = { limit = { title_province = { terrain = farmlands } } add = 15 } #Mark up plains, as it's not bad terrain. if = { limit = { title_province = { terrain = plains } } add = 10 } #Mark up wetlands, as it beats forests & taiga. if = { limit = { title_province = { terrain = wetlands} } add = 5 } #Mark down hills, as there who wants to walk uphill? if = { limit = { title_province = { terrain = hills } } add = -5 } #Non-tribal lands are desirable, since they're richer. if = { limit = { holder = { NOT = { government_has_flag = government_is_tribal } } } add = 10 } #Mark down players a little more, since we don't want them to be constantly fending off pagans unless they've got the juciest lands around. if = { limit = { holder = { is_ai = no } } add = -20 } #Mark down if holder has same faith. if = { limit = { holder.faith = scope:scandi_adventurer.faith } add = -20 } } scandinavian_adventurer_fp1_0041_gold_value = { value = massive_gold_value } scandinavian_adventurer_efficacy_loan_value = 500 ################################################## # Yearlies fp1_funeral_longship_preferred_mourner_value = { value = 0 # Weight up the player heir dramatically. if = { limit = { exists = root.player_heir this = root.player_heir } add = 100 } # Soulmates get a boost. if = { limit = { any_relation = { type = soulmate this = root } } add = 75 } # Best friends get a similar boost. if = { limit = { any_relation = { type = best_friend this = root } } add = 60 } # Close family get a minor boost. if = { limit = { is_close_family_of = root } add = 25 } # Players get a generic boost regardless. if = { limit = { is_ai = no } add = 50 } } fp1_best_available_riddler_value = { value = 0 # Wordy characters first and foremost. add = learning add = diplomacy # Weight up a little for wordsy trait-havers. if = { limit = { has_trait = journaller } add = 5 } if = { limit = { has_trait = scholar } add = 5 } if = { limit = { has_trait = theologian } add = 5 } if = { limit = { has_trait = architect } add = 5 } } fp1_0091_standard_ship_gold_cost = { value = major_gold_value } fp1_0111_sorcerer_intrigue_high = very_high_skill_rating fp1_0111_sorcerer_learning_high = very_high_skill_rating fp1_0111_sorcerer_intrigue_low = mediocre_skill_rating fp1_0111_sorcerer_learning_low = mediocre_skill_rating ################################################## # Wars varangian_adventurers_standard_levy_cap_value = 2000 varangian_adventurers_bonus_levies_value = { value = 0 # Add troops for each appropriate county. every_sub_realm_county = { limit = { title_province = { geographical_region = dlc_fp1_region_core_mainland_scandinavia } culture = scope:attacker.culture faith = scope:attacker.faith } add = 1 } max = { # Standard base max. value = varangian_adventurers_standard_levy_cap_value } } varangian_adventurer_cb_cost = { add = { value = 1000 desc = "CB_BASE_COST" } if = { limit = { scope:attacker = { has_variable = va_cb_tally } } multiply = scope:attacker.var:va_cb_tally desc = "PREVIOUS_VARANGIAN_ADVENTURES_COST" } # Reduce the cost to make this more feasible for the AI. scope:attacker = { if = { limit = { is_ai = yes } multiply = -0.75 } } } varangian_adventures_bounty_amount_value = { # Base value for the minimum pot. value = 200 # Add another 100g for non-tribals, since they're generally in harder spots. if = { limit = { scope:defender = { NOT = { government_has_flag = government_is_tribal } } } add = 100 } # *Another* 100g per rank of scope:defender over ducal. if = { limit = { scope:defender = { highest_held_title_tier >= tier_kingdom } } add = 100 } if = { limit = { scope:defender = { highest_held_title_tier >= tier_empire } } add = 100 } } varangian_adventure_ai_targeting_value = { value = 100 scope:attacker = { # Weight up independent dukes. if = { limit = { scope:defender = { highest_held_title_tier = tier_duchy} } add = 100 } # Weight up for coastal counties. every_in_list = { list = target_titles limit = { tier = tier_county is_coastal_county = yes } add = 50 } # Weight down independent religious heads. if = { limit = { scope:defender = scope:defender.faith.religious_head } add = -1000 } # Weight down independent counts. if = { limit = { scope:defender = { highest_held_title_tier = tier_county } } add = -200 } # Weight down small players. if = { limit = { scope:defender = { is_ai = no realm_size <= minor_realm_size } } add = -1000 } } } ################################################## # Shieldmaidens shieldmaiden_veterancy_cap = 20 ################################################## # Laws authority_cooldown_breaker_value = { value = 0 # Tribals get a slightly milder penalty, as their base cost is already high. if = { limit = { government_has_flag = government_is_tribal } add = 4 } # Everyone else gets the standard multiplier. else = { add = 5 } } ################################################## # Trade Events fp1_trade_events_eligible_settlement_value = { value = 0 # Add fort level multiplied by 1000. if = { limit = { scope:barony.title_province = { fort_level = 1 } } add = 1000 } if = { limit = { scope:barony.title_province = { fort_level = 2 } } add = 2000 } if = { limit = { scope:barony.title_province = { fort_level = 3 } } add = 3000 } if = { limit = { scope:barony.title_province = { fort_level = 4 } } add = 4000 } if = { limit = { scope:barony.title_province = { fort_level = 5 } } add = 5000 } if = { limit = { scope:barony.title_province = { fort_level = 6 } } add = 6000 } if = { limit = { scope:barony.title_province = { fort_level = 7 } } add = 7000 } if = { limit = { scope:barony.title_province = { fort_level = 8 } } add = 8000 } if = { limit = { scope:barony.title_province = { fort_level = 9 } } add = 9000 } if = { limit = { scope:barony.title_province = { fort_level >= 10 } } add = 10000 } # Subtract 500 to give room for error. add = -500 } fp1_trade_events_cash_settlement_value = { value = 0 # Every point of development is worth 1g extra. add = scope:county.development_level # Keeping to a sensible minimum & a balanced maximum. min = 10 max = 50 } fp1_trade_events_truce_length_value = 3650 fp1_trade_events_truce_renewal_date_value = { value = fp1_trade_events_truce_length_value add = -30 } ################################################## # Jomsvikings fp1_jomsvikings_coup_priority_value = { value = 0 # Weight up the Jomsvikings historical home, Walin. if = { limit = { this = title:c_kolobrzeg } add = 1000 } # Weight up OCMs. if = { limit = { holder = { any_held_title = { tier = tier_county count = 1 } NOT = { any_vassal = { highest_held_title_tier >= tier_county } } } } add = 100 } # Weight up holders who have poor martial. add = { value = 50 subtract = holder.martial } # Weight down larger realms. if = { limit = { holder = { realm_size >= minor_realm_size } } add = -20 } if = { limit = { holder = { realm_size >= medium_realm_size } } add = -20 } if = { limit = { holder = { realm_size >= major_realm_size } } add = -20 } if = { limit = { holder = { realm_size >= massive_realm_size } } add = -20 } } fp1_jomvsvikings_raid_value = { value = 0 # Weight up for development. add = development_level # Weight up high control. add = county_control # Weight up for coastal counties. if = { limit = { is_coastal_county = yes } add = 50 } # Weight down for fort level. if = { limit = { title_province = { fort_level >= 2 } } add = -25 } if = { limit = { title_province = { fort_level >= 3 } } add = -25 } if = { limit = { title_province = { fort_level >= 4 } } add = -25 } if = { limit = { title_province = { fort_level >= 5 } } add = -25 } if = { limit = { title_province = { fort_level >= 6 } } add = -25 } # Weight down for capital. if = { limit = { this = root.capital_county } add = -200 } } number_of_huscarls = { value = 50 multiply = { value = scope:recruiting_character.primary_title.tier add = -1 } } number_of_bondi = { value = 100 multiply = { value = scope:recruiting_character.primary_title.tier add = -1 } } huscarls_gold_value = { value = monthly_character_income multiply = 24 min = 30 max = 225 #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } bondi_gold_value = { value = monthly_character_income multiply = 12 min = 15 max = 125 #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 }