test_value = 5 test_bool = yes #Gold stuff tiny_gold_value_check = 10 #tiny_gold_value = 10 minor_gold_value_check = 30 #minor_gold_value = 30 medium_gold_value_check = 100 #medium_gold_value = 100 major_gold_value_check = 300 #major_gold_value = 300 #Dynamic gold stuff tiny_gold_min_value = 5 tiny_gold_max_value_static = 50 tiny_gold_max_value = { value = tiny_gold_max_value_static if = { limit = { exists = culture } culture = { if = { limit = { has_cultural_era_or_later = culture_era_late_medieval } multiply = 3 } else_if = { limit = { has_cultural_era_or_later = culture_era_high_medieval } multiply = 1.5 } else_if = { limit = { has_cultural_era_or_later = culture_era_early_medieval } multiply = 1 } else = { multiply = 0.75 } } } } minor_gold_min_value = 15 minor_gold_max_value_static = 150 minor_gold_max_value = { value = minor_gold_max_value_static if = { limit = { exists = culture } culture = { if = { limit = { has_cultural_era_or_later = culture_era_late_medieval } multiply = 3 } else_if = { limit = { has_cultural_era_or_later = culture_era_high_medieval } multiply = 1.5 } else_if = { limit = { has_cultural_era_or_later = culture_era_early_medieval } multiply = 1 } else = { multiply = 0.75 } } } } medium_gold_min_value = 50 medium_gold_max_value_static = 300 medium_gold_max_value = { value = medium_gold_max_value_static if = { limit = { exists = culture } culture = { if = { limit = { has_cultural_era_or_later = culture_era_late_medieval } multiply = 3 } else_if = { limit = { has_cultural_era_or_later = culture_era_high_medieval } multiply = 1.5 } else_if = { limit = { has_cultural_era_or_later = culture_era_early_medieval } multiply = 1 } else = { multiply = 0.75 } } } } major_gold_min_value = 75 major_gold_max_value_static = 500 major_gold_max_value = { value = major_gold_max_value_static if = { limit = { exists = culture } culture = { if = { limit = { has_cultural_era_or_later = culture_era_late_medieval } multiply = 3 } else_if = { limit = { has_cultural_era_or_later = culture_era_high_medieval } multiply = 1.5 } else_if = { limit = { has_cultural_era_or_later = culture_era_early_medieval } multiply = 1 } else = { multiply = 0.75 } } } } massive_gold_min_value = 100 massive_gold_max_value_static = 750 massive_gold_max_value = { value = massive_gold_max_value_static if = { limit = { exists = culture } culture = { if = { limit = { has_cultural_era_or_later = culture_era_late_medieval } multiply = 3 } else_if = { limit = { has_cultural_era_or_later = culture_era_high_medieval } multiply = 1.5 } else_if = { limit = { has_cultural_era_or_later = culture_era_early_medieval } multiply = 1 } else = { multiply = 0.75 } } } } monumental_gold_min_value = 200 monumental_gold_max_value_static = 1500 monumental_gold_max_value = { value = monumental_gold_max_value_static if = { limit = { exists = culture } culture = { if = { limit = { has_cultural_era_or_later = culture_era_late_medieval } multiply = 3 } else_if = { limit = { has_cultural_era_or_later = culture_era_high_medieval } multiply = 1.5 } else_if = { limit = { has_cultural_era_or_later = culture_era_early_medieval } multiply = 1 } else = { multiply = 0.75 } } } } tiny_income_multiplier_value = 1.2 minor_income_multiplier_value = 3 medium_income_multiplier_value = 6 major_income_multiplier_value = 12 massive_income_multiplier_value = 18 monumental_income_multiplier_value = 36 current_gold_value = { value = gold floor = yes } # TIMERS default_event_cooldown_duration = 730 long_event_cooldown_duration = 1200 default_favor_duration = 3650 #SKILL RATINGS average_skill_rating = 8 #Tracks what we see as "typical". For use in duels, etc. low_skill_rating = 5 mediocre_skill_rating = 8 medium_skill_rating = 10 decent_skill_rating = 12 high_skill_rating = 15 very_high_skill_rating = 18 extremely_high_skill_rating = 20 monumentally_high_skill_rating = 25 inverted_low_skill_rating = { value = 0 subtract = low_skill_rating } inverted_mediocre_skill_rating = { value = 0 subtract = mediocre_skill_rating } inverted_medium_skill_rating = { value = 0 subtract = medium_skill_rating } inverted_decent_skill_rating = { value = 0 subtract = decent_skill_rating } inverted_high_skill_rating = { value = 0 subtract = high_skill_rating } inverted_very_high_skill_rating = { value = 0 subtract = very_high_skill_rating } inverted_extremely_high_skill_rating = { value = 0 subtract = extremely_high_skill_rating } # SKILL BONUS/PENALTIES minor_skill_bonus = 1 minor_skill_penalty = -1 medium_skill_bonus = 2 medium_skill_penalty = -2 major_skill_bonus = 3 major_skill_penalty = -3 massive_skill_bonus = 4 massive_skill_penalty = -4 #TEMPLATE SKILLS skill_variance = 2 guest_template_average_skill = 10 min_guest_template_skill = { add = guest_template_average_skill subtract = skill_variance } max_guest_template_skill = { add = guest_template_average_skill add = skill_variance } min_template_low_skill = { add = low_skill_rating subtract = skill_variance } max_template_low_skill = { add = low_skill_rating add = skill_variance } min_template_average_skill = { add = average_skill_rating subtract = skill_variance } max_template_average_skill = { add = average_skill_rating add = skill_variance } min_template_medium_skill = { add = medium_skill_rating subtract = skill_variance } max_template_medium_skill = { add = medium_skill_rating add = skill_variance } min_template_decent_skill = { add = decent_skill_rating subtract = skill_variance } max_template_decent_skill = { add = decent_skill_rating add = skill_variance } min_template_high_skill = { add = high_skill_rating subtract = skill_variance } max_template_high_skill = { add = high_skill_rating add = skill_variance } min_template_very_high_skill = { add = very_high_skill_rating subtract = skill_variance } max_template_very_high_skill = { add = very_high_skill_rating add = skill_variance } # SKILL LEVELS #Relates to the skill levels in the defines: DO NOT UPDATE THESE WITHOUT CHANGING THOSE, and vice versa. #Each level is everything below it that isn't part of another level, apart from excellency, which is everything at that number and above. terrible_skill_level = 3 poor_skill_level = 7 average_skill_level = 11 good_skill_level = 15 excellent_skill_level = 16 sum_of_all_skills_value = { add = intrigue add = diplomacy add = stewardship add = martial add = learning } sum_of_all_skills_and_prowess_value = { value = sum_of_all_skills_value add = prowess } average_of_all_skills = { value = sum_of_all_skills_value divide = 5 } average_of_all_skills_and_prowess = { value = sum_of_all_skills_value divide = 6 } sum_of_all_skills_threshold_terrible = { value = low_skill_rating multiply = 5 } sum_of_all_skills_threshold_poor = { value = medium_skill_rating multiply = 5 } sum_of_all_skills_threshold_average = { value = decent_skill_rating multiply = 5 } sum_of_all_skills_threshold_good = { value = high_skill_rating multiply = 5 } sum_of_all_skills_threshold_excellent = { value = very_high_skill_rating multiply = 5 } highest_skill_value = { value = 0 if = { limit = { highest_skill = diplomacy } add = diplomacy } else_if = { limit = { highest_skill = martial } add = martial } else_if = { limit = { highest_skill = stewardship } add = stewardship } else_if = { limit = { highest_skill = intrigue } add = intrigue } else = { add = learning } } #Piety ratings low_negative_piety_level = -1 low_piety_level = 1 medium_piety_level = 2 high_piety_level = 3 very_high_piety_level = 4 max_piety_level = 5 #Prestige levels low_prestige_level = 1 medium_prestige_level = 2 high_prestige_level = 3 very_high_prestige_level = 4 max_prestige_level = 5 # HEALTH miniscule_health_penalty = -0.25 minor_health_penalty = -0.5 medium_health_penalty = -1 major_health_penalty = -1.5 massive_health_penalty = -2 monumental_health_penalty = -3 miniscule_health_bonus = 0.25 minor_health_bonus = 0.5 medium_health_bonus = 1 major_health_bonus = 1.5 massive_health_bonus = 2 monumental_health_bonus = 3 #Pregnancy, Wounds, & Disease pregnancy_chance = 30 #Chance of becoming pregnant from the had_sex_with_effect seduce_pregnancy_chance = 50 wound_treatment_success_duration = 1095 wound_treatment_success_duration_plus_1 = 1096 wound_treatment_failure_duration = 365 wound_treatment_failure_duration_plus_1 = 366 disease_treatment_short_duration = 365 disease_treatment_short_duration_plus_1 = 366 disease_treatment_long_duration = 1825 disease_treatment_long_duration_plus_1 = 1826 # FERTILITY minor_fertility_penalty = -0.05 minor_fertility_bonus = 0.05 #Fertility rating low_fertility = 0.3 medium_fertility = 0.5 high_fertility = 0.8 #Dread miniscule_dread_loss = -5 minor_dread_loss = -10 medium_dread_loss = -20 major_dread_loss = -30 massive_dread_loss = -50 miniscule_dread_gain = 5 minor_dread_gain = 10 medium_dread_gain = 20 major_dread_gain = 30 massive_dread_gain = 50 monumental_dread_gain = 70 execute_interaction_minor_dread_gain = 5 execute_interaction_medium_dread_gain = 10 execute_interaction_major_dread_gain = 15 execute_interaction_massive_dread_gain = 30 torture_interaction_minor_dread_gain = 5 torture_interaction_medium_dread_gain = 10 torture_interaction_major_dread_gain = 15 torture_interaction_massive_dread_gain = 20 intimidated_reason_value = { value = 50 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } cowed_reason_value = { value = 100 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } intimidated_external_reason_value = { value = 10 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } cowed_external_reason_value = { value = 20 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } intimidated_halved_reason_value = { value = 25 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } cowed_halved_reason_value = { value = 50 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } intimidated_scheme_reason_value = { value = 15 if = { limit = { scope:owner = { exists = scope:owner.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } cowed_scheme_reason_value = { value = 30 if = { limit = { scope:owner = { exists = scope:owner.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } intimidated_scheme_external_reason_value = { value = 10 if = { limit = { scope:owner = { exists = scope:owner.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } cowed_scheme_external_reason_value = { value = 20 if = { limit = { scope:owner = { exists = scope:owner.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } intimidated_marriage_reason_value = { value = 75 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } cowed_marriage_reason_value = { value = 150 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } intimidated_marriage_not_secondary_reason_value = { value = 25 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } cowed_marriage_not_secondary_reason_value = { value = 50 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } intimidated_marriage_external_reason_value = { value = 10 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } cowed_marriage_external_reason_value = { value = 20 if = { limit = { scope:actor = { exists = scope:actor.dynasty dynasty = { has_dynasty_perk = guile_legacy_5 } } } multiply = 2 } } #DREAD VALUE low_dread = 20 medium_dread = 40 high_dread = 80 #PRESTIGE #Note! These are base values, use loss/gain below miniscule_prestige_value = 35 minor_prestige_value = 75 medium_prestige_value = 150 major_prestige_value = 350 massive_prestige_value = 750 monumental_prestige_value = 1500 miniscule_prestige_loss = { value = 0 subtract = miniscule_prestige_value } minor_prestige_loss = { value = 0 subtract = minor_prestige_value } medium_prestige_loss = { value = 0 subtract = medium_prestige_value } major_prestige_loss = { value = 0 subtract = major_prestige_value } massive_prestige_loss = { value = 0 subtract = massive_prestige_value } monumental_prestige_loss = { value = 0 subtract = monumental_prestige_value } miniscule_prestige_gain = miniscule_prestige_value minor_prestige_gain = minor_prestige_value medium_prestige_gain = medium_prestige_value major_prestige_gain = major_prestige_value massive_prestige_gain = massive_prestige_value monumental_prestige_gain = monumental_prestige_value knight_prestige_gain_on_wound = { value = minor_prestige_gain if = { limit = { exists = scope:enemy_knight.primary_title scope:enemy_knight.primary_title.tier > 0 } multiply = scope:enemy_knight.primary_title.tier } if = { limit = { exists = scope:enemy_knight scope:enemy_knight = { is_lowborn = yes } } divide = 2 } } knight_prestige_gain_on_kill = { value = medium_prestige_gain if = { limit = { exists = scope:enemy_knight.primary_title scope:enemy_knight.primary_title.tier > 0 } multiply = scope:enemy_knight.primary_title.tier } if = { limit = { exists = scope:enemy_knight scope:enemy_knight = { is_lowborn = yes } } divide = 2 } } knight_prestige_gain_on_wound_inverse = { value = minor_prestige_gain if = { limit = { exists = root.primary_title root.primary_title.tier > 0 } multiply = root.primary_title.tier } if = { limit = { root = { is_lowborn = yes } } divide = 2 } } knight_prestige_gain_on_kill_inverse = { value = medium_prestige_gain if = { limit = { exists = root.primary_title root.primary_title.tier > 0 } multiply = root.primary_title.tier } if = { limit = { root = { is_lowborn = yes } } divide = 2 } } #PIETY miniscule_piety_value = 25 minor_piety_value = 50 medium_piety_value = 100 major_piety_value = 250 massive_piety_value = 500 miniscule_piety_loss = { value = 0 subtract = miniscule_piety_value } minor_piety_loss = { value = 0 subtract = minor_piety_value } medium_piety_loss = { value = 0 subtract = medium_piety_value } major_piety_loss = { value = 0 subtract = major_piety_value } massive_piety_loss = { value = 0 subtract = massive_piety_value } miniscule_piety_gain = miniscule_piety_value minor_piety_gain = minor_piety_value medium_piety_gain = medium_piety_value major_piety_gain = major_piety_value massive_piety_gain = massive_piety_value omega_piety_gain = { value = massive_piety_value multiply = 4 } #FAME #Note! These are base values, use loss/gain below miniscule_fame_value = 20 minor_fame_value = 50 medium_fame_value = 100 major_fame_value = 200 massive_fame_value = 350 monumental_fame_value = 500 miniscule_fame_loss = { value = 0 subtract = miniscule_fame_value } minor_fame_loss = { value = 0 subtract = minor_fame_value } medium_fame_loss = { value = 0 subtract = medium_fame_value } major_fame_loss = { value = 0 subtract = major_fame_value } massive_fame_loss = { value = 0 subtract = massive_fame_value } miniscule_fame_gain = miniscule_fame_value minor_fame_gain = minor_fame_value medium_fame_gain = medium_fame_value major_fame_gain = major_fame_value massive_fame_gain = massive_fame_value monumental_fame_gain = monumental_fame_value #DEVOTION #Note! These are base values, use loss/gain below miniscule_devotion_value = 10 minor_devotion_value = 25 medium_devotion_value = 50 major_devotion_value = 100 massive_devotion_value = 250 miniscule_devotion_loss = { value = 0 subtract = miniscule_devotion_value } minor_devotion_loss = { value = 0 subtract = minor_devotion_value } medium_devotion_loss = { value = 0 subtract = medium_devotion_value } major_devotion_loss = { value = 0 subtract = major_devotion_value } massive_devotion_loss = { value = 0 subtract = massive_devotion_value } miniscule_devotion_gain = miniscule_devotion_value minor_devotion_gain = minor_devotion_value medium_devotion_gain = medium_devotion_value major_devotion_gain = major_devotion_value massive_devotion_gain = massive_devotion_value #FERVOR miniscule_fervor_value = 10 minor_fervor_value = 15 medium_fervor_value = 25 major_fervor_value = 50 massive_fervor_value = 100 miniscule_fervor_loss = { value = 0 subtract = miniscule_fervor_value } minor_fervor_loss = { value = 0 subtract = minor_fervor_value } medium_fervor_loss = { value = 0 subtract = medium_fervor_value } major_fervor_loss = { value = 0 subtract = major_fervor_value } massive_fervor_loss = { value = 0 subtract = massive_fervor_value } miniscule_fervor_gain = miniscule_fervor_value minor_fervor_gain = minor_fervor_value medium_fervor_gain = medium_fervor_value major_fervor_gain = major_fervor_value massive_fervor_gain = massive_fervor_value #OPINION very_high_positive_opinion = 80 # This is someone that trusts you quite a bit, and will be on your side regardless of if it's a major breach of their character - unless it's something that directly opposes them, of course. high_positive_opinion = 60 #A loyal subject, stalwart ally or respectful ruler. You shouldn't have much to fear from someone with this level of opinion, but they still won't support you should it be a major breach of character for them to do so. medium_positive_opinion = 40 #At this level a character would be more likely to support you than to keep the status quo, but they could still decide to undermine you should it be in line with their character. low_positive_opinion = 20 #Someone who has a degree of respect for you. While they are more likely to support you than undermine you, they'd rather prefer to keep the status quo than support you. neutral_opinion = 0 #Indifferent to you. Will want to keep the status quo, or actively undermine you. low_negative_opinion = -20 #Someone who doesn't care for you. They'd be amenable to join others in undermining you, but are not interested in starting anything themselves - unless it's something that would mean a great gain for them. medium_negative_opinion = -40 #Light contempt. These characters would actively work against you given the chance, though they would still need a reason for doing so. They might also not want to, for example, ruin the realm during an active war should they be your vassal. high_negative_opinion = -60 #Contempt. These characters will often work to undermine you, unless there are extreme circumstances (such as them being your parent). very_high_negative_opinion = -80 #This is someone who hates you. They will want to do anything in their power to undermine you, and frequently so. (edited) #WAR VALUES break_truce_prestige_loss = -250 break_truce_prestige_level_loss = -1 attack_ally_prestige_loss = -250 attack_ally_prestige_level_loss = -1 #TYRANNY VALUES minor_tyranny_value = 5 medium_tyranny_value = 10 major_tyranny_value = 20 massive_tyranny_value = 30 minor_tyranny_gain = minor_tyranny_value medium_tyranny_gain = medium_tyranny_value major_tyranny_gain = major_tyranny_value massive_tyranny_gain = massive_tyranny_value minor_tyranny_loss = { value = 0 subtract = minor_tyranny_value } medium_tyranny_loss = { value = 0 subtract = medium_tyranny_value } major_tyranny_loss = { value = 0 subtract = major_tyranny_value } massive_tyranny_loss = { value = 0 subtract = massive_tyranny_value } low_tyranny = 10 medium_tyranny = 40 high_tyranny = 80 imprisonment_tyranny_gain = { value = 20 if = { limit = { exists = scope:imprisonment_target scope:imprisonment_target = { has_no_real_status_trigger = yes } } add = -15 } } execution_tyranny_gain = { value = 10 if = { limit = { exists = scope:victim scope:victim = { has_no_real_status_trigger = yes } } add = -5 } } banishment_tyranny_gain = 5 revoke_title_tyranny_gain = 20 revoke_vassal_tyranny_gain = 5 #TRAIT VALUES commander_trait_limit = 3 childhood_personality_trait_gain_limit = 3 #Trigger in a compare modifier in child_personaluity.9999 childhood_fourth_personality_trait_chance = 5 #Percentage in a random chance in child_personaluity.9999 personality_trait_minimum = 2 personality_trait_standard = 3 personality_trait_limit = 4 #LIFESTYLE VALUES lifestyle_rank_up_1_threshold = 30 lifestyle_rank_up_2_threshold = 50 lifestyle_rank_up_3_threshold = 70 minimum_event_rank_up_threshold = 3 decline_rank_up_cost = -5 reimburse_declined_rank_up_cost = 2 #1 lower to prevent a new event from firing immediately standard_lifestyle_focus_progress = 1 ongoing_lifestyle_event_delay = 1 #Reveler rank up thresholds reveler_rank_up_1_threshold = 3 reveler_rank_up_2_threshold = 5 reveler_rank_up_3_threshold = 7 #Hunter rank up thresholds hunter_rank_up_1_threshold = 3 hunter_rank_up_2_threshold = 5 hunter_rank_up_3_threshold = 7 #Seduce progress chances and values monthly_seduce_lifestyle_progress_chance = 20 seduce_lifestyle_seduction_success_base_progress = 8 seduce_lifestyle_3_tiers_above_progress_multiplier = 2.5 seduce_lifestyle_2_tiers_above_progress_multiplier = 1.8 seduce_lifestyle_1_tier_above_progress_multiplier = 1.25 seduce_lifestyle_1_tier_below_progress_multiplier = 0.6 seduce_lifestyle_2_tiers_below_progress_multiplier = 0.4 seduce_lifestyle_3_tiers_below_progress_multiplier = 0.15 #BUILDINGS minor_building_cost = 400 medium_building_cost = 500 major_building_cost = 600 #ATTRACTION low_positive_attraction = 10 medium_positive_attraction = 20 high_positive_attraction = 30 low_negative_attraction = -10 medium_negative_attraction = -20 high_negative_attraction = -30 #DEVELOPMENT LEVEL VALUES terrible_development_level = 10 bad_development_level = 20 medium_development_level = 40 good_development_level = 60 great_development_level = 80 max_development_level = 100 #DEVELOPMENT CHANGE VALUES minor_development_level_loss = -10 medium_development_level_loss = -20 major_development_level_loss = -30 minor_development_level_gain = 10 medium_development_level_gain = 20 major_development_level_gain = 30 #DEVELOPMENT PROGRESS VALUES minimal_development_progress_loss = -10 minor_development_progress_loss = -20 medium_development_progress_loss = -40 major_development_progress_loss = -80 massive_development_progress_loss = -100 minimal_development_progress_gain = 10 minor_development_progress_gain = 20 medium_development_progress_gain = 40 major_development_progress_gain = 80 massive_development_progress_ = 100 #DEVELOPMENT GROWTH VALUES tiny_development_growth_gain = 0.05 small_development_growth_gain = 0.1 medium_development_growth_gain = 0.2 large_development_growth_gain = 0.3 very_large_development_growth_gain = 0.5 tiny_development_growth_loss = -0.1 small_development_growth_loss = -0.2 medium_development_growth_loss = -0.3 large_development_growth_loss = -0.5 very_large_development_growth_loss = -0.8 #HEALTH excellent_health = 7 good_health = 5 medium_health = 4 fine_health = 3 #The names of these should be updated to match the defines (HEALTH_STATE_LEVELS_VALUES, HEALTH_STATE_LEVELS_TEXTS) poor_health = 1 dying_health = 0 death_chance_starts_health = 3 death_chance_dying_health = 1.5 #Incest Opinion Values close_relative_known_incest_opinion_loss_value = -25 same_dynasty_known_incest_opinion_loss_value = -15 known_incest_opinion_loss_value = -10 #SIEGE VALUES siege_capture_chance = 50 #Relation values friend_opinion_impact = 50 rival_opinion_impact = -50 mentor_opinion_impact = 15 student_opinion_impact = 30 lover_opinion_impact = 40 guardian_opinion_impact = 15 ward_opinion_impact = 5 bully_opinion_impact = -30 victim_opinion_impact = -40 crush_opinion_impact = 30 #DYNASTY PRESTIGE #Note! These are base values, use loss/gain below miniscule_dynasty_prestige_value = { value = 25 multiply = { value = scale_dynasty_prestige_by_era } } minor_dynasty_prestige_value = { value = 50 multiply = { value = scale_dynasty_prestige_by_era } } medium_dynasty_prestige_value = { value = 75 multiply = { value = scale_dynasty_prestige_by_era } } major_dynasty_prestige_value = { value = 150 multiply = { value = scale_dynasty_prestige_by_era} } massive_dynasty_prestige_value = { value = 250 multiply = { value = scale_dynasty_prestige_by_era } } monumental_dynasty_prestige_value = 1000 excessive_dynasty_prestige_value = 2500 scale_dynasty_prestige_by_era = { value = 1 if = { limit = { exists = dynast.culture } dynast.culture = { if = { limit = { has_cultural_era_or_later = culture_era_late_medieval } add = 3 } else_if = { limit = { has_cultural_era_or_later = culture_era_high_medieval } add = 2 } else_if = { limit = { has_cultural_era_or_later = culture_era_early_medieval } add = 1 } } } } miniscule_dynasty_prestige_loss = { value = 0 subtract = miniscule_dynasty_prestige_value } minor_dynasty_prestige_loss = { value = 0 subtract = minor_dynasty_prestige_value } medium_dynasty_prestige_loss = { value = 0 subtract = medium_dynasty_prestige_value } major_dynasty_prestige_loss = { value = 0 subtract = major_dynasty_prestige_value } massive_dynasty_prestige_loss = { value = 0 subtract = massive_prestige_value } monumental_dynasty_prestige_loss = { value = 0 subtract = monumental_dynasty_prestige_value } excessive_dynasty_prestige_loss = { value = 0 subtract = excessive_dynasty_prestige_value } miniscule_dynasty_prestige_gain = { value = miniscule_dynasty_prestige_value } minor_dynasty_prestige_gain = { value = minor_dynasty_prestige_value } medium_dynasty_prestige_gain = { value = medium_dynasty_prestige_value } major_dynasty_prestige_gain = { value = major_dynasty_prestige_value } massive_dynasty_prestige_gain = { value = massive_dynasty_prestige_value } monumental_dynasty_prestige_gain = { value = monumental_dynasty_prestige_value } excessive_dynasty_prestige_gain = { value = excessive_dynasty_prestige_value } max_dynasty_prestige_level = 10 high_dynasty_prestige_level = 7 medium_dynasty_prestige_level = 4 low_dynasty_prestige_level = 2 min_dynasty_prestige_level = 0 #RANGES #For use in "squared_distance" triggers diplomatic_range = 1000000 #DE JURE DRIFT medium_de_jure_drift_progress_gain = 15 medium_de_jure_drift_progress_loss = -15 #Send Gift send_gift_opinion = { value = 5 add = { if = { limit = { scope:actor.diplomacy > 0 } add = { value = scope:actor.diplomacy multiply = 3 } } if = { limit = { scope:recipient.ai_greed > 0 } add = { value = scope:recipient.ai_greed divide = 3 } } if = { limit = { scope:recipient.liege = scope:actor } divide = 1.5 } if = { limit = { scope:recipient = scope:actor.faith.religious_head } divide = 3 } if = { limit = { scope:actor.culture ?= { has_innovation = fp3_innovation_fritware } } multiply = 1.2 } max = 100 } if = { limit = { scope:actor.culture = { has_cultural_parameter = more_gift_opinion } } multiply = 1.2 } if = { limit = { scope:actor = { has_perk = thoughtful_perk } } multiply = 2 } } gift_artifact_opinion = { value = 0 scope:target = { # Per level of Rarity if = { limit = { rarity = common } add = 10 } else_if = { limit = { rarity = masterwork } add = 25 } else_if = { limit = { rarity = famed } add = 50 } else = { add = 100 } if = { # AI Greed limit = { scope:recipient.ai_greed > 0 } multiply = { # Up to *2 value = 1 add = { value = scope:recipient.ai_greed divide = 100 } } } if = { limit = { artifact_durability <= define:NInventory|ARTIFACT_LOW_DURABILITY } divide = 3 # 1/3 for damaged artifacts } if = { limit = { artifact_durability <= define:NInventory|ARTIFACT_VERY_LOW_DURABILITY } divide = 3 # 1/3 for very damaged artifacts } if = { limit = { can_be_claimed_by = scope:recipient } multiply = 1.5 # 3/2 for claimed artifacts } if = { limit = { scope:recipient.liege = scope:actor } divide = 1.33 # 3/4 for vassals } floor = yes if = { limit = { scope:recipient = scope:actor.faith.religious_head } divide = 2 # 1/2 for religious heads } if = { limit = { OR = { AND = { has_variable = banner_house NOT = { var:banner_house = scope:recipient.house } } AND = { has_variable = banner_dynasty NOT = { var:banner_dynasty = scope:recipient.dynasty } } } } subtract = 100 # 1/10 for useless banners min = 0 } else_if = { limit = { scope:recipient = { NOR = { can_equip_artifact = scope:target can_benefit_from_artifact = scope:target } } } divide = 10 # 1/10 for useless artifacts } else_if = { limit = { scope:recipient = { OR = { NOT = { can_equip_artifact = scope:target } NOT = { can_benefit_from_artifact = scope:target } } } } divide = 5 # 1/5 for unfit artifacts } else = { min = 5 } } max = 150 } #POOL VALUES full_pool_size = 30 # CULTURE VALUES convert_to_local_culture_base_cost = 1000 # Sexuality default_heterosexuality_chance = { value = 100 subtract = define:NCharacter|PERCENTAGE_HOMOSEXUAL subtract = define:NCharacter|PERCENTAGE_BISEXUAL subtract = define:NCharacter|PERCENTAGE_ASEXUAL } heterosexuality_chance = { if = { limit = { has_game_rule = sexuality_distribution_default } value = default_heterosexuality_chance } else_if = { limit = { has_game_rule = sexuality_distribution_equal } value = 25 } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_homosexuality } value = define:NCharacter|PERCENTAGE_HOMOSEXUAL #Swapping with homosexual } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_bisexuality } value = define:NCharacter|PERCENTAGE_BISEXUAL #Swapping with bisexual } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_asexuality } value = define:NCharacter|PERCENTAGE_ASEXUAL #Swapping with asexuality } } homosexuality_chance = { if = { limit = { has_game_rule = sexuality_distribution_default } value = define:NCharacter|PERCENTAGE_HOMOSEXUAL } else_if = { limit = { has_game_rule = sexuality_distribution_equal } value = 25 } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_homosexuality } value = default_heterosexuality_chance #Swapped with heterosexuality } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_bisexuality } value = define:NCharacter|PERCENTAGE_HOMOSEXUAL } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_asexuality } value = define:NCharacter|PERCENTAGE_HOMOSEXUAL } } bisexuality_chance = { if = { limit = { has_game_rule = sexuality_distribution_default } value = define:NCharacter|PERCENTAGE_BISEXUAL } else_if = { limit = { has_game_rule = sexuality_distribution_equal } value = 25 } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_homosexuality } value = define:NCharacter|PERCENTAGE_BISEXUAL } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_bisexuality } value = default_heterosexuality_chance #Swapped with heterosexuality } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_asexuality } value = define:NCharacter|PERCENTAGE_BISEXUAL } } asexuality_chance = { if = { limit = { has_game_rule = sexuality_distribution_default } value = define:NCharacter|PERCENTAGE_ASEXUAL } else_if = { limit = { has_game_rule = sexuality_distribution_equal } value = 25 } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_homosexuality } value = define:NCharacter|PERCENTAGE_ASEXUAL } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_bisexuality } value = define:NCharacter|PERCENTAGE_ASEXUAL } else_if = { limit = { has_game_rule = sexuality_distribution_most_common_asexuality } value = default_heterosexuality_chance #Swapped with heterosexuality } } # Requires changed_obligations list to be set for contract obligations # This = Person who's obligation we are checking count_obligation_improvements_for_vassal = { value = 0 save_temporary_scope_as = vassal every_in_list = { list = changed_obligations vassal_contract_type = { save_temporary_scope_as = contract_type } add = { value = obligation_level_score subtract = "scope:vassal.vassal_contract_obligation_level_score( scope:contract_type )" } } } # Requires local_var: to be set for feudal obligations # Requires scope:recipient to be set # This = Person who's obligation we are checking count_obligation_improvements_for_vassal_include_hook = { value = count_obligation_improvements_for_vassal if = { limit = { always = scope:hook } subtract = 1 } if = { limit = { always = scope:diarch } subtract = 1 } } vassal_obligation_increase_tyranny_gain_base = 20 # Requires scope:recipient to bet set # Requires local_var: to be set for feudal obligations vassal_obligation_increase_tyranny_gain_multiplier = { subtract = scope:recipient.count_obligation_improvements_for_vassal # Good for vassal is bad for liege if = { limit = { always = scope:hook } subtract = 1 } min = 0 } # Requires scope:recipient to bet set # Requires local_var: to be set for feudal obligations # Use in the scope of the person getting tyranny vassal_obligation_increase_tyranny_gain = { value = vassal_obligation_increase_tyranny_gain_base multiply = vassal_obligation_increase_tyranny_gain_multiplier } #REALM SIZE ##About a moderate duchy. tiny_realm_size = 6 ##About x1 (de jure) Wales. minor_realm_size = 12 ##About x1 (de jure) Scotland. medium_realm_size = 24 ##About x1 (1066) England. major_realm_size = 40 ##About x1 (1066) France. massive_realm_size = 84 ##About x1 (1066) ERE. monumental_realm_size = 160 ##About x1 (1066) HRE. enormous_realm_size = 250 # Percentages of realm size for comparison. 75_percent_realm_size_value = { value = sub_realm_size multiply = 0.75 floor = yes } 50_percent_realm_size_value = { value = sub_realm_size multiply = 0.5 floor = yes } 33_percent_realm_size_value = { value = sub_realm_size multiply = 0.33 floor = yes } 25_percent_realm_size_value = { value = sub_realm_size multiply = 0.25 floor = yes } #FOR DIVORCE divorce_cost = 100 #PERKS sound_foundations_max = 5 embassies_max = 5 friendly_counsel_max = 5 decentralized_rule_max = 5 confidants_max = 5 #AMENITIES low_amenity_level = 1 medium_amenity_level = 2 high_amenity_level = 3 very_high_amenity_level = 4 max_amenity_level = 5 #COURT GRANDEUR LEVEL VALUES low_court_grandeur_level = 2 medium_court_grandeur_level = 4 high_court_grandeur_level = 6 very_high_court_grandeur_level = 8 max_court_grandeur_level = 10 #CURRENT COURT GRANDEUR VALUES miniscule_court_grandeur_value = 3 minor_court_grandeur_value = 6 medium_court_grandeur_value = 10 major_court_grandeur_value = 14 massive_court_grandeur_value = 18 monumental_court_grandeur_value = 25 ## Positives. miniscule_court_grandeur_gain = miniscule_court_grandeur_value minor_court_grandeur_gain = minor_court_grandeur_value medium_court_grandeur_gain = medium_court_grandeur_value major_court_grandeur_gain = major_court_grandeur_value massive_court_grandeur_gain = massive_court_grandeur_value monumental_court_grandeur_gain = monumental_court_grandeur_value ## Negatives. miniscule_court_grandeur_loss = { value = 0 subtract = miniscule_court_grandeur_value } minor_court_grandeur_loss = { value = 0 subtract = minor_court_grandeur_value } medium_court_grandeur_loss = { value = 0 subtract = medium_court_grandeur_value } major_court_grandeur_loss = { value = 0 subtract = major_court_grandeur_value } massive_court_grandeur_loss = { value = 0 subtract = massive_court_grandeur_value } monumental_court_grandeur_loss = { value = 0 subtract = monumental_court_grandeur_value } # SCALES OF POWER miniscule_sop_swing_value = 3 minor_sop_swing_value = 5 medium_sop_swing_value = 10 major_sop_swing_value = 20 massive_sop_swing_value = 30 monumental_sop_swing_value = 40 miniscule_sop_swing_diarch_gain = miniscule_sop_swing_value minor_sop_swing_diarch_gain = minor_sop_swing_value medium_sop_swing_diarch_gain = medium_sop_swing_value major_sop_swing_diarch_gain = major_sop_swing_value massive_sop_swing_diarch_gain = massive_sop_swing_value monumental_sop_swing_diarch_gain = monumental_sop_swing_value miniscule_sop_swing_liege_gain = { value = miniscule_sop_swing_value multiply = -1 } minor_sop_swing_liege_gain = { value = minor_sop_swing_value multiply = -1 } medium_sop_swing_liege_gain = { value = medium_sop_swing_value multiply = -1 } major_sop_swing_liege_gain = { value = major_sop_swing_value multiply = -1 } massive_sop_swing_liege_gain = { value = massive_sop_swing_value multiply = -1 } monumental_sop_swing_liege_gain = { value = monumental_sop_swing_value multiply = -1 } # STRIFE VALUES minor_strife_value = 10 medium_strife_value = 15 major_strife_value = 25 massive_strife_value = 35 monumental_strife_value = 50 minor_strife_gain = minor_strife_value medium_strife_gain = medium_strife_value major_strife_gain = major_strife_value massive_strife_gain = massive_strife_value monumental_strife_gain = monumental_strife_value minor_strife_loss = { value = minor_strife_value multiply = -1 } medium_strife_loss = { value = medium_strife_value multiply = -1 } major_strife_loss = { value = major_strife_value multiply = -1 } massive_strife_loss = { value = massive_strife_value multiply = -1 } monumental_strife_loss = { value = monumental_strife_value multiply = -1 } strife_harm_threshold_value = { value = 20 # Lower this for just or underhanded characters. ## Just if = { limit = { has_trait = just } add = -10 } ## Deceitful if = { limit = { has_trait = deceitful } add = -5 } ## Vengeful if = { limit = { has_trait = vengeful } add = -5 } # Increase it for arbitrary or honest ones. ## Arbitrary if = { limit = { has_trait = arbitrary } add = 20 } ## Honest if = { limit = { has_trait = honest } add = 10 } ## Forgiving if = { limit = { has_trait = forgiving } add = 10 } } # GLORY VALUES sub_minimal_glory_value = 5 minimal_glory_value = 10 minor_glory_value = 25 medium_glory_value = 50 major_glory_value = 100 massive_glory_value = 150 monumental_glory_value = 250 sub_minimal_glory_gain = sub_minimal_glory_value minimal_glory_gain = minimal_glory_value minor_glory_gain = minor_glory_value medium_glory_gain = medium_glory_value major_glory_gain = major_glory_value massive_glory_gain = massive_glory_value monumental_glory_gain = monumental_glory_value minimal_glory_loss = { value = minimal_glory_value multiply = -1 } minor_glory_loss = { value = minor_glory_value multiply = -1 } medium_glory_loss = { value = medium_glory_value multiply = -1 } major_glory_loss = { value = major_glory_value multiply = -1 } massive_glory_loss = { value = massive_glory_value multiply = -1 } monumental_glory_loss = { value = monumental_glory_value multiply = -1 } starting_provisions_value = 1500 microscopic_provisions_value = 20 miniscule_provisions_value = 75 minor_provisions_value = 200 medium_provisions_value = 400 major_provisions_value = 600 massive_provisions_value = 1200 monumental_provisions_value = 2000 microscopic_provisions_gain = microscopic_provisions_value miniscule_provisions_gain = miniscule_provisions_value minor_provisions_gain = minor_provisions_value medium_provisions_gain = medium_provisions_value major_provisions_gain = major_provisions_value massive_provisions_gain = massive_provisions_value monumental_provisions_gain = monumental_provisions_value microscopic_provisions_loss = { value = microscopic_provisions_value multiply = -1 } miniscule_provisions_loss = { value = miniscule_provisions_value multiply = -1 } minor_provisions_loss = { value = minor_provisions_value multiply = -1 } medium_provisions_loss = { value = medium_provisions_value multiply = -1 } major_provisions_loss = { value = major_provisions_value multiply = -1 } massive_provisions_loss = { value = massive_provisions_value multiply = -1 } monumental_provisions_loss = { value = monumental_provisions_value multiply = -1 }