############################ # STRESS CHANGES ############################ miniscule_stress_gain = 10 minor_stress_gain = 20 medium_stress_gain = 40 major_stress_gain = 60 massive_stress_gain = 100 monumental_stress_gain = 150 miniscule_stress_loss = -5 minor_stress_loss = -10 medium_stress_loss = -20 major_stress_loss = -40 massive_stress_loss = -60 monumental_stress_loss = -100 #Thresholds minor_stress_gain_threshold = 100 medium_stress_gain_threshold = 200 major_stress_gain_threshold = 300 max_stress_gain_threshold = 400 #Values to be used in "stress_impact" miniscule_stress_impact_gain = 10 minor_stress_impact_gain = 20 medium_stress_impact_gain = 40 major_stress_impact_gain = 80 massive_stress_impact_gain = 100 miniscule_stress_impact_loss = -5 minor_stress_impact_loss = -15 medium_stress_impact_loss = -30 major_stress_impact_loss = -65 massive_stress_impact_loss = -100 # For certain traits 'nullifying' most of a medium stress gain, but some left for flavor. sub_medium_stress_impact_loss = -30 sub_medium_stress_impact_gain = 30 refund_perks_stress_impact = 100 mental_break_opt_out_stress_gain = 25 hunt_stress_loss_value = -30 meager_feast_stress_loss_value = -10 feast_stress_loss_value = -30 medium_feast_stress_loss_value = -35 lavish_feast_stress_loss_value = -40 exotic_feast_stress_loss_value = -45 activity_stress_loss_impact = -15 activity_stress_gain_impact = 15 #Duration of stress-induced opinion penalties in days default_stress_opinion_duration = 3650 #Cost of changing a child's traits child_trait_change_stress_penalty = 30 depart_from_own_trait_stress_cost = 10 #Stress trigger values very_low_stress = 10 low_stress = 25 lower_than_baseline_stress = 50 normal_baseline_stress = 75 higher_than_baseline_stress = 100 low_medium_stress = 125 medium_stress = 150 high_medium_stress = 175 high_stress = 200 very_high_stress = 250 extremely_high_stress = 300 # Mental Break values stress_threshold_cooldown_duration = { value = 1824 # 1 day less than 5 years if = { limit = { has_perk = mental_resilience_perk } add = 1095 # 3 years extra } floor = yes # Should be unneccessary, but ensures it's an int } stress_threshold_cooldown_duration_in_years = { value = 5 if = { limit = { has_perk = mental_resilience_perk } add = 3 } } stress_threshold_second_check_timing = { value = 1825 # 5 years if = { limit = { has_perk = mental_resilience_perk } add = 1095 # 3 years extra } floor = yes # Should be unneccessary, but ensures it's an int } generous_title_grant_value = { value = 0 # Base stress value scaled on title tier. every_in_list = { list = target_titles add = { value = 0 if = { limit = { this.tier = tier_county } add = minor_stress_loss # 10 base } else_if = { limit = { this.tier = tier_duchy } add = { value = medium_stress_loss multiply = 1.25 # 25 base } } else_if = { limit = { this.tier = tier_kingdom } add = { value = major_stress_loss multiply = 2 # 80 base } } else_if = { limit = { this.tier = tier_empire } add = { value = monumental_stress_loss multiply = 2 # 200 base } } # Lose more stress for giving away titles of your primary tier; lose less stress for giving away titles far below your primary in tier. multiply = { value = this.tier add = 1 divide = scope:actor.primary_title.tier } # Round to the nearest multiple of 5. divide = 5 round = yes multiply = 5 # For a Duke, this will be x1.25 for Duchies (-30) and x1 for Counties(-10) # For a King, this will be x1.25 for a Kingdom (-100), x1 for a Duchy (-25) and x0.75 for Counties(-10) # For an Emperor, this will be x1.25 for an Empire(-200), x1 for a Kingdom(-80), x0.75 for a Duchy(-20) and x0.4 for a Counties (-5) } } }