# Can't reference a named value that hasn't been defined yet, so this file is late in the load order # Feel free to use other files as well, but be careful about load order # Please remove the example formulas once there's a few real formulas #GOLD #Based on income + limits tiny_gold_value = { #To be used as flavor (paying a stablehand, throwing coins in a wishing well) value = monthly_character_income multiply = tiny_income_multiplier_value # 1.2 months min = tiny_gold_min_value max = tiny_gold_max_value #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } tiny_gold_value_static_max = { #To be used as flavor (paying a stablehand, throwing coins in a wishing well) value = monthly_character_income multiply = tiny_income_multiplier_value # 1.2 months min = tiny_gold_min_value max = tiny_gold_max_value_static #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } minor_gold_value = { #To be used as a run-of-the-mill amount value = monthly_character_income multiply = minor_income_multiplier_value # 3 months min = minor_gold_min_value max = minor_gold_max_value #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } minor_gold_value_static_max = { #To be used as a run-of-the-mill amount value = monthly_character_income multiply = minor_income_multiplier_value # 3 months min = minor_gold_min_value max = minor_gold_max_value_static #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } medium_gold_value = { value = monthly_character_income multiply = medium_income_multiplier_value # 6 months min = medium_gold_min_value max = medium_gold_max_value #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } medium_gold_value_static_max = { value = monthly_character_income multiply = medium_income_multiplier_value # 6 months min = medium_gold_min_value max = medium_gold_max_value_static #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } major_gold_value = { value = monthly_character_income multiply = major_income_multiplier_value # 12 months, a year min = major_gold_min_value max = major_gold_max_value #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } major_gold_value_static_max = { value = monthly_character_income multiply = major_income_multiplier_value # 12 months, a year min = major_gold_min_value max = major_gold_max_value_static #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } massive_gold_value = { #Highest gold to be used in events, very rare value = monthly_character_income multiply = massive_income_multiplier_value # 18 months, one and a half years min = massive_gold_min_value max = massive_gold_max_value #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } massive_gold_value_static_max = { #Highest gold to be used in events, very rare value = monthly_character_income multiply = massive_income_multiplier_value # 18 months, one and a half years min = massive_gold_min_value max = massive_gold_max_value_static #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } monumental_gold_value = { # Only to be used in extreme cases, primarily for player-initiated actions. value = monthly_character_income multiply = monumental_income_multiplier_value # 36 months, three years min = monumental_gold_min_value max = monumental_gold_max_value #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } monumental_gold_value_static_max = { # Only to be used in extreme cases, primarily for player-initiated actions. value = monthly_character_income multiply = monumental_income_multiplier_value # 36 months, three years min = monumental_gold_min_value max = monumental_gold_max_value_static #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } ## Negative Gold Values tiny_gold_value_negative = { value = tiny_gold_value multiply = -1 } minor_gold_value_negative = { value = minor_gold_value multiply = -1 } medium_gold_value_negative = { value = medium_gold_value multiply = -1 } major_gold_value_negative = { value = major_gold_value multiply = -1 } massive_gold_value_negative = { value = massive_gold_value multiply = -1 } monumental_gold_value_negative = { value = monumental_gold_value multiply = -1 } ## End negative gold values tiny_gold_loss = { add = tiny_gold_value multiply = -1 } minor_gold_loss = { add = minor_gold_value multiply = -1 } medium_gold_loss = { add = medium_gold_value multiply = -1 } major_gold_loss = { add = major_gold_value multiply = -1 } massive_gold_loss = { add = massive_gold_value multiply = -1 } monumental_gold_loss = { add = monumental_gold_value multiply = -1 } gift_interaction_cutoff = { value = yearly_character_income multiply = 3 min = 10 max = 300 } head_of_faith_gold_value = { value = monthly_character_income multiply = massive_income_multiplier_value min = massive_gold_min_value max = monumental_gold_max_value } minor_treasury_value = { value = yearly_character_income multiply = 1 } medium_treasury_value = { value = yearly_character_income multiply = 3 } major_treasury_value = { value = yearly_character_income multiply = 5 } massive_treasury_value = { value = yearly_character_income multiply = 7 } monumental_treasury_value = { value = yearly_character_income multiply = 10 } seek_indulgences_major_criminal_trait_value = { value = head_of_faith_gold_value multiply = 2.5 } seek_indulgences_medium_criminal_trait_value = { value = head_of_faith_gold_value multiply = 2.0 } seek_indulgences_minor_criminal_trait_value = { value = head_of_faith_gold_value multiply = 1.5 } seek_indulgences_buy_piety_value = { value = head_of_faith_gold_value multiply = 1.0 } holy_order_gold_value = { value = monthly_character_income multiply = major_income_multiplier_value min = medium_gold_max_value max = massive_gold_max_value } create_duchy_title_value = { add = 300 multiply = { value = 1 #Legitimacy discounts if = { limit = { legitimacy_level = 5 } subtract = 0.35 } if = { limit = { legitimacy_level = 4 } subtract = 0.25 } if = { limit = { legitimacy_level = 3 } subtract = 0.2 } if = { limit = { legitimacy_level = 2 } subtract = 0.15 } if = { limit = { has_perk = ducal_conquest_perk } # Ducal Conquest subtract = 0.2 } if = { limit = { culture = { has_innovation = innovation_divine_right } # Divine Right } subtract = 0.2 } if = { limit = { government_has_flag = government_is_tribal } # Tribal subtract = 0.5 } if = { limit = { faith = { has_doctrine = tenet_pursuit_of_power } # Pursuit of Power } subtract = 0.5 } if = { limit = { culture = { has_cultural_pillar = ethos_courtly } # Courtly } subtract = 0.15 } if = { limit = { culture = { has_cultural_tradition = tradition_legalistic } # Legalistic } subtract = 0.3 } if = { limit = { dynasty = { has_dynasty_perk = law_legacy_2 } # Faithful Magistrates } subtract = 0.2 } min = 0.2 # 80% max discount from defines } } create_kingdom_title_value = { add = 600 multiply = { value = 1 #Legitimacy discounts if = { limit = { legitimacy_level = 5 } subtract = 0.35 } if = { limit = { legitimacy_level = 4 } subtract = 0.25 } if = { limit = { legitimacy_level = 3 } subtract = 0.2 } if = { limit = { legitimacy_level = 2 } subtract = 0.15 } if = { limit = { has_perk = ducal_conquest_perk } # Ducal Conquest subtract = 0.2 } if = { limit = { culture = { has_innovation = innovation_divine_right } # Divine Right } subtract = 0.2 } if = { limit = { government_has_flag = government_is_tribal } # Tribal subtract = 0.5 } if = { limit = { faith = { has_doctrine = tenet_pursuit_of_power } # Pursuit of Power } subtract = 0.5 } if = { limit = { culture = { has_cultural_pillar = ethos_courtly } # Courtly } subtract = 0.15 } if = { limit = { culture = { has_cultural_tradition = tradition_legalistic } # Legalistic } subtract = 0.3 } if = { limit = { dynasty = { has_dynasty_perk = law_legacy_2 } # Faithful Magistrates } subtract = 0.2 } min = 0.2 # 80% max discount from defines } } create_empire_title_value = { add = 1200 multiply = { value = 1 #Legitimacy discounts if = { limit = { legitimacy_level = 5 } subtract = 0.35 } if = { limit = { legitimacy_level = 4 } subtract = 0.25 } if = { limit = { legitimacy_level = 3 } subtract = 0.2 } if = { limit = { legitimacy_level = 2 } subtract = 0.15 } if = { limit = { has_perk = ducal_conquest_perk } # Ducal Conquest subtract = 0.2 } if = { limit = { culture = { has_innovation = innovation_divine_right } # Divine Right } subtract = 0.2 } if = { limit = { government_has_flag = government_is_tribal } # Tribal subtract = 0.5 } if = { limit = { faith = { has_doctrine = tenet_pursuit_of_power } # Pursuit of Power } subtract = 0.5 } if = { limit = { culture = { has_cultural_pillar = ethos_courtly } # Courtly } subtract = 0.15 } if = { limit = { culture = { has_cultural_tradition = tradition_legalistic } # Legalistic } subtract = 0.3 } if = { limit = { dynasty = { has_dynasty_perk = law_legacy_2 } # Faithful Magistrates } subtract = 0.2 } min = 0.2 # 80% max discount from defines } } #DUEL duel_skill_multiplier_base = { #How many more skill points an extremely skilled character has than the averagely skilled character add = extremely_high_skill_rating subtract = medium_skill_rating } #When used in a duel_value compare modifier, where the duel character has extremely good skill and the target has avarage skill, these modifiers will add... #10 tiny_positive_duel_skill_multiplier = { add = 10 divide = duel_skill_multiplier_base } #25 low_positive_duel_skill_multiplier = { add = 25 divide = duel_skill_multiplier_base } #50 medium_positive_duel_skill_multiplier = { add = 50 divide = duel_skill_multiplier_base } #75 high_positive_duel_skill_multiplier = { add = 75 divide = duel_skill_multiplier_base } #10 tiny_negative_duel_skill_multiplier = { add = -10 divide = duel_skill_multiplier_base } #-25 low_negative_duel_skill_multiplier = { add = -25 divide = duel_skill_multiplier_base } #-50 medium_negative_duel_skill_multiplier = { add = -50 divide = duel_skill_multiplier_base } #-75 high_negative_duel_skill_multiplier = { add = -75 divide = duel_skill_multiplier_base } # Referenced by code. Amount of gold gained by the winning side per 1000 men who died in battle (hard casualties) # Root is the winner main participant # scope:enemy_battle_owner is the main enemy participant # scope:combat is the combat itself battle_winner_gold_gain = { value = 0 if = { # Cultural tradition limit = { culture = { has_cultural_parameter = gain_gold_from_battles } } add = 10 } if = { # Bonus for legacy limit = { exists = dynasty dynasty = { has_dynasty_perk = fp1_pillage_legacy_4 } } add = 50 } if = { # Master of Spoils Camp Officer limit = { employs_court_position = master_of_spoils_camp_officer } add = { value = court_position:master_of_spoils_camp_officer.aptitude:master_of_spoils_camp_officer add = 1 multiply = 10 } } } # Referenced by code. Amount of prestige gained by the winning side per 1000 men who died in battle (hard casualties) # Root is the winner main participant # scope:enemy_battle_owner is the main enemy participant # scope:combat is the combat itself battle_winner_prestige_gain = { value = 75 if = { # Bonus for tribals limit = { government_has_flag = government_is_tribal } add = 75 } if = { # Leading the troops yourself adds a bit limit = { OR = { scope:combat = { combat_attacker = { exists = side_commander side_commander = { this = root } } } scope:combat = { combat_defender = { exists = side_commander side_commander = { this = root } } } } } add = 40 } if = { # Bonus for legacy limit = { exists = dynasty dynasty = { has_dynasty_perk = fp1_pillage_legacy_1 } } multiply = 2 } if = { # Cultural tradition limit = { culture = { has_cultural_parameter = less_prestige_from_battles } } multiply = 0.1 } # Fighting Peasants Rebellion if = { limit = { scope:enemy_battle_owner = { has_variable = rebel_leader_peasants } } multiply = 0.25 # to test } if = { # Reduced for LAAMPs limit = { is_landless_adventurer = yes } multiply = 0.75 } if = { # Master of Spoils Camp Officer limit = { employs_court_position = master_of_spoils_camp_officer } add = { value = court_position:master_of_spoils_camp_officer.aptitude:master_of_spoils_camp_officer add = 1 multiply = 10 } } if = { # BP3 - Kings of the Wilds Perk limit = { has_perk = personal_touch_perk landless_inspector_king_of_the_wilds = yes } multiply = 1.5 } } # Referenced by code. Amount of piety gained by the winning side per 1000 men who died in battle (hard casualties) # Root is the winner main participant # scope:enemy_battle_owner is the main enemy participant # scope:combat is the combat itself battle_winner_piety_gain = { value = 0 if = { limit = { faith = { faith_hostility_level = { target = scope:enemy_battle_owner.faith value >= religious_cb_enabled_hostility_level } } } value = 35 if = { # Bonus for tribals limit = { government_has_flag = government_is_tribal } add = 50 } if = { # Leading the troops yourself adds a bit limit = { OR = { scope:combat = { combat_attacker = { exists = side_commander side_commander = { this = root } } } scope:combat = { combat_defender = { exists = side_commander side_commander = { this = root } } } } } add = 20 } if = { # Master of Spoils Camp Officer limit = { employs_court_position = master_of_spoils_camp_officer } add = { value = court_position:master_of_spoils_camp_officer.aptitude:master_of_spoils_camp_officer add = 1 multiply = 10 } } } # Fighting Peasants Rebellion if = { limit = { scope:enemy_battle_owner = { has_variable = rebel_leader_peasants } } multiply = 0.25 # to test } if = { # Reduced for LAAMPs limit = { is_landless_adventurer = yes } multiply = 0.75 } } # Referenced by code. Chance 0-100 that a randomly created ruler will be female # Root is the new liege or previous holder of the title random_ruler_chance_for_female = { value = 0 faith = { if = { limit = { has_dominant_ruling_gender = dummy_female } # if faith allows females to rule, then add 50% chance add = 50 } if = { limit = { NOT = { has_dominant_ruling_gender = dummy_male } } # if faith forbids males to rule, then add 50% chance add = 50 } } } # Referenced by code. Chance 0-100 that a randomly created ruler for a temple will be female # Root is the new liege or previous holder of the title random_theocratic_ruler_chance_for_female = { value = 0 faith = { if = { limit = { has_doctrine = doctrine_clerical_gender_female_only } add = 100 } if = { limit = { has_doctrine = doctrine_clerical_gender_male_only } add = 0 } if = { limit = { has_doctrine = doctrine_clerical_gender_either } add = 50 } } } age_compared_to_root_plus_ten = { add = age subtract = root.age add = 10 } age_compared_to_root_minus_ten = { add = age subtract = root.age subtract = 10 } age_compared_to_root_plus_ten_always_adult = { add = age subtract = root.age add = 10 if = { limit = { is_male = yes } min = define:NCharacter|MALE_ADULT_AGE } if = { limit = { is_female = yes } min = define:NCharacter|FEMALE_ADULT_AGE } } age_compared_to_root_minus_ten_always_adult = { add = age subtract = root.age subtract = 10 if = { limit = { is_male = yes } min = define:NCharacter|MALE_ADULT_AGE } if = { limit = { is_female = yes } min = define:NCharacter|FEMALE_ADULT_AGE } } #EXAMPLES example_total_family_age = { add = age add = father.age add = mother.age modulo = 10 } example_fancy_gold = { add = gold multiply = 3 divide = 2 subtract = 500 max = 2500 min = 1000 } example_age_based_gold = { add = 1000 if = { limit = { age > 30 } divide = 2 } else_if = { limit = { age < 20 } divide = 4 } else = { divide = 8 } } genetic_character_value = { value = 0 #BEAUTY if = { limit = { has_trait = beauty_bad_1 } add = -1 } if = { limit = { has_trait = beauty_bad_2 } add = -2 } if = { limit = { has_trait = beauty_bad_3 } add = -3 } if = { limit = { has_trait = beauty_good_1 } add = 1 } if = { limit = { has_trait = beauty_good_2 } add = 2 } if = { limit = { has_trait = beauty_good_3 } add = 3 } #INTELLECT if = { limit = { has_trait = intellect_bad_1 } add = -1 } if = { limit = { has_trait = intellect_bad_2 } add = -2 } if = { limit = { has_trait = intellect_bad_3 } add = -3 } if = { limit = { has_trait = intellect_good_1 } add = 1 } if = { limit = { has_trait = intellect_good_2 } add = 2 } if = { limit = { has_trait = intellect_good_3 } add = 3 } #PHYSIQUE if = { limit = { has_trait = physique_bad_1 } add = -1 } if = { limit = { has_trait = physique_bad_2 } add = -2 } if = { limit = { has_trait = physique_bad_3 } add = -3 } if = { limit = { has_trait = physique_good_1 } add = 1 } if = { limit = { has_trait = physique_good_2 } add = 2 } if = { limit = { has_trait = physique_good_3 } add = 3 } #MISC GOOD GENETIC if = { limit = { has_trait = fecund } add = 1 } #MISC BAD GENETIC if = { limit = { has_trait = clubfooted } add = -1 } if = { limit = { has_trait = hunchbacked } add = -1 } if = { limit = { has_trait = lisping } add = -1 } if = { limit = { has_trait = stuttering } add = -1 } if = { limit = { has_trait = giant } add = -1 } if = { limit = { has_trait = inbred } add = -3 } if = { limit = { has_trait = spindly } add = -1 } if = { limit = { has_trait = scaly } add = -1 } if = { limit = { has_trait = albino } add = -1 } if = { limit = { has_trait = wheezing } add = -1 } if = { limit = { has_trait = bleeder } add = -1 } if = { limit = { has_trait = infertile } add = -1 } if = { limit = { has_trait = depressed_genetic } add = -1 } if = { limit = { has_trait = lunatic_genetic } add = -1 } if = { limit = { has_trait = possessed_genetic } add = -1 } } individual_recruit_guest_interaction_cost = { add = 15 ###CLAIMS### if = { limit = { save_temporary_scope_as = claim_holder any_claim = { courtier_or_guest_claim_trigger = { RULER = scope:claim_holder.host } } } if = { limit = { save_temporary_scope_as = claim_holder any_claim = { courtier_or_guest_claim_trigger = { RULER = scope:claim_holder.host } tier >= tier_duchy } } add = 50 } else_if = { limit = { save_temporary_scope_as = claim_holder any_claim = { courtier_or_guest_claim_trigger = { RULER = scope:claim_holder.host } tier = tier_county } } add = 25 } } ###DYNASTY### if = { limit = { exists = dynasty } add = { value = dynasty.dynasty_prestige_level #0-10 multiply = 5 #Max 50 } } ###GENETIC TRAITS### add = { value = genetic_character_value multiply = 3 min = -15 max = 15 } ###COMMANDER TRAITS### if = { limit = { number_of_commander_traits >= 1 } add = { value = number_of_commander_traits multiply = 5 min = 0 } } ###COURT PHYSICIAN TRAITS### if = { limit = { OR = { AND = { has_trait = lifestyle_physician has_trait_xp = { trait = lifestyle_physician value >= 100 } } AND = { has_trait = lifestyle_mystic has_trait_xp = { trait = lifestyle_mystic value >= 100 } } } } add = 20 } else_if = { limit = { OR = { has_trait = lifestyle_herbalist AND = { has_trait = lifestyle_physician has_trait_xp = { trait = lifestyle_physician value >= 50 } } AND = { has_trait = lifestyle_mystic has_trait_xp = { trait = lifestyle_mystic value >= 50 } } } } add = 15 } else_if = { limit = { OR = { has_trait = lifestyle_physician has_trait = lifestyle_mystic } } add = 10 } ###SKILLS### if = { limit = { diplomacy >= good_skill_level } add = 5 } if = { limit = { martial >= good_skill_level } add = 5 } if = { limit = { stewardship >= good_skill_level } add = 5 } if = { limit = { intrigue >= good_skill_level } add = 5 } if = { limit = { learning >= good_skill_level } add = 5 } if = { limit = { prowess >= good_skill_level } add = 5 } ###PERSONALITY MULTIPLIER### if = { limit = { OR = { ai_greed >= high_positive_ai_value has_trait = arrogant } } multiply = 1.2 } else_if = { limit = { OR = { ai_greed <= high_negative_ai_value has_trait = humble } } multiply = 0.8 } ###AMENITIES MULTIPLIER### if = { limit = { host = { has_royal_court = yes has_dlc_feature = royal_court court_owner = { amenity_level = { type = court_servants value = medium_amenity_level } } } } multiply = 0.8 } else_if = { limit = { host = { has_royal_court = yes has_dlc_feature = royal_court court_owner = { amenity_level = { type = court_servants value = high_amenity_level } } } } multiply = 0.7 } else_if = { limit = { host = { has_royal_court = yes has_dlc_feature = royal_court court_owner = { amenity_level = { type = court_servants value = very_high_amenity_level } } } } multiply = 0.6 } else_if = { limit = { host = { has_royal_court = yes has_dlc_feature = royal_court court_owner = { amenity_level = { type = court_servants value = max_amenity_level } } } } multiply = 0.5 } min = 10 #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 if = { # Cultural Traditions limit = { host = { culture = { has_cultural_parameter = cheaper_guest_recruitment } } } multiply = 0.8 min = 8 } if = { # Dynasty legacy limit = { host = { exists = dynasty dynasty = { has_dynasty_perk = erudition_legacy_1 } } } multiply = 0.7 min = 7 } if = { # Tribal rulers pay less limit = { host = { government_has_flag = government_is_tribal } } multiply = 0.5 min = 10 } } recruit_guest_interaction_cost = { value = 0 every_traveling_family_member = { add = individual_recruit_guest_interaction_cost } } recruit_guest_interaction_cost_with_list = { value = 0 every_in_list = { list = recruiting_family add = individual_recruit_guest_interaction_cost } } root_attraction_based_female_chance = { if = { limit = { root = { is_attracted_to_women = yes is_attracted_to_men = no } } add = 100 } else_if = { limit = { root = { is_attracted_to_women = yes is_attracted_to_men = yes } } add = 50 } else = { add = 0 } } scope_attraction_based_female_chance = { if = { limit = { scope:attraction_check = { is_attracted_to_women = yes is_attracted_to_men = no } } add = 100 } else_if = { limit = { scope:attraction_check = { is_attracted_to_women = yes is_attracted_to_men = yes } } add = 50 } else = { add = 0 } } root_faith_clergy_gender_female_chance = { if = { limit = { root.faith = { has_doctrine_parameter = clergy_must_be_male } } add = 0 } else_if = { limit = { root.faith = { has_doctrine_parameter = clergy_must_be_female } } add = 100 } else = { add = 50 } } scope_value_target_soldier_female_chance = { if = { limit = { NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:value_target } } } dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:value_target } } } add = 0 } else_if = { limit = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:value_target } } NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:value_target } } } } add = 100 } else = { add = 50 } } root_soldier_female_chance = { if = { limit = { NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } add = 0 } else_if = { limit = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } add = 100 } else = { add = 50 } } root_non_combatant_female_chance = { if = { limit = { NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } add = 100 } else_if = { limit = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } add = 0 } else = { add = 50 } } actor_soldier_female_chance = { if = { limit = { NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } } } dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } } } add = 0 } else_if = { limit = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } } NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } } } } add = 100 } else = { add = 50 } } recipient_soldier_female_chance = { if = { limit = { NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient } } } dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient } } } add = 0 } else_if = { limit = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient } } NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient } } } } add = 100 } else = { add = 50 } } root_faith_dominant_gender_female_chance = { if = { limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } activity_location_faith_dominant_gender_female_chance = { if = { limit = { scope:activity.activity_location.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { scope:activity.activity_location.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } location_faith_dominant_gender_female_chance = { if = { limit = { location.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { location.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } root_faith_dominant_gender_female_reversed_chance = { if = { limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 100 } else_if = { limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 0 } else = { add = 50 } } root_faith_dominant_gender_adjusted_female_chance = { if = { limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 20 } else_if = { limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 80 } else = { add = 50 } } root_self_based_female_chance = { if = { limit = { root = { is_female = yes } } add = 100 } else = { add = 0 } } marriage_gender_adjusted_female_chance = { if = { limit = { allowed_to_marry_same_sex_trigger = yes is_female = yes is_attracted_to_women = yes is_attracted_to_men = no OR = { #Already have an heir of their dynasty or don't care AND = { exists = primary_heir exists = dynasty dynasty = primary_heir.dynasty } is_lowborn = yes } } add = 100 } else_if = { limit = { allowed_to_marry_same_sex_trigger = yes is_female = yes is_attracted_to_women = yes is_attracted_to_men = yes OR = { #Already have an heir of their dynasty or don't care AND = { exists = primary_heir exists = dynasty dynasty = primary_heir.dynasty } is_lowborn = yes } } add = 50 } else_if = { limit = { is_female = yes } add = 0 } else_if = { limit = { allowed_to_marry_same_sex_trigger = yes is_male = yes is_attracted_to_men = yes is_attracted_to_women = no OR = { #Already have an heir of their dynasty or don't care AND = { exists = primary_heir exists = dynasty dynasty = primary_heir.dynasty } is_lowborn = yes } } add = 0 } else_if = { limit = { allowed_to_marry_same_sex_trigger = yes is_male = yes is_attracted_to_men = yes is_attracted_to_women = yes OR = { #Already have an heir of their dynasty or don't care AND = { exists = primary_heir exists = dynasty dynasty = primary_heir.dynasty } is_lowborn = yes } } add = 50 } else = { add = 100 } } root_sexuality_female_chance = { if = { limit = { root = { is_attracted_to_women = yes is_attracted_to_men = no } } add = 100 } else_if = { limit = { root = { is_attracted_to_women = no is_attracted_to_men = yes } } add = 0 } else = { # Asexual/bi add = 50 } } # Referenced by code when auto-assigning perks. Root is a character. Supports the use of randomization num_perk_points = { add = age subtract = 16 divide = 3 min = 0 max = 20 } stewardship_wealth_5002_investment_duration = 30 stewardship_wealth_5002_good_tax_increase = 0.1 stewardship_wealth_5002_great_tax_increase = 0.2 stewardship_wealth_5002_payment = { value = capital_province.monthly_income multiply = 12 multiply = stewardship_wealth_5002_investment_duration multiply = stewardship_wealth_5002_good_tax_increase #Now we're at the amount of extra tax you'd make divide = 3 #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } stewardship_wealth_5002_one_time_gain = { value = stewardship_wealth_5002_payment divide = 2 #Rounds up to the closest number divisible by 5 divide = 5 ceiling = yes multiply = 5 } infidelity_event_delay = 3 half_monthly_character_income = { value = monthly_character_income multiply = 0.5 } monthly_character_income_minus_expenses = { value = monthly_character_income subtract = monthly_character_expenses } monthly_character_expenses_plus_fourty_percent = { value = monthly_character_expenses multiply = 1.4 } monthly_character_expenses_times_three = { value = monthly_character_expenses multiply = 3 } ai_war_chest_desired_gold_value = { value = yearly_character_income multiply = 3 min = 100 max = 2000 } ai_inspiration_desired_gold_value = { value = yearly_character_income min = basic_fund_inspiration_cost max = 2000 } ai_war_chest_defender_holy_war_gold_value = { value = yearly_character_income multiply = 2 min = 50 max = 2000 } steward_convert_culture_value = { value = yearly_character_income multiply = 5 min = 150 } steward_increase_development_value = { value = yearly_character_income multiply = 3 min = 100 } minimum_ai_gold_value_for_tyranny_wars = { value = yearly_character_income min = 10 } comfortable_ai_gold_value_for_tyranny_wars = { value = yearly_character_income multiply = 3 min = 25 } uncomfortable_ai_bancruptcy_for_wars = { value = yearly_character_income multiply = -2 } very_uncomfortable_ai_bancruptcy_for_wars = { value = yearly_character_income multiply = -4 } ai_economic_preference_value = { value = 1 if = { limit = { scope:holder.capital_province = this free_building_slots <= 0 } add = 1 } if = { limit = { has_building_or_higher = tax_assessor_01 free_building_slots <= 0 } add = 1 } } dislikes_maa_value = -9 compensate_conflict_maa_bonus = 9 likes_maa_value = 1 stationed_maa_bonus = 3 non_stationed_maa_bonus = -3 really_likes_maa_value = 2 stacking_bonus_value = 4 anti_synergy_penalty_value = -9 fp2_2007_calculate_architect_competence = { # Intended for use with fp2_2007 in specific, not for general architects. value = 0 if = { limit = { culture = { has_cultural_parameter = architect_trait_prestige } } add = 15 } # Collapsed into one line for compactness if = { limit = { has_trait = organizer } add = 2 } if = { limit = { has_trait = logistician } add = 5 } if = { limit = { has_trait = military_engineer } add = 15 } if = { limit = { has_trait = strategist } add = 4 } if = { limit = { has_trait = shrewd } add = 5 } if = { limit = { has_trait = diligent } add = 5 } if = { limit = { has_trait = temperate } add = 3 } if = { limit = { has_trait = patient } add = 2 } if = { limit = { has_trait = paranoid } add = 2 } if = { limit = { has_trait = scholar } add = 1 } if = { limit = { has_trait = architect } add = 12 } if = { limit = { has_trait = content } subtract = 1 } if = { limit = { has_trait = fickle } subtract = 5 } if = { limit = { has_trait = arrogant } subtract = 10 } if = { limit = { has_trait = lazy } subtract = 4 } if = { limit = { has_trait = impatient } subtract = 5 } if = { limit = { has_trait = greedy } subtract = 2 } if = { limit = { has_trait = avaricious } subtract = 1 } if = { limit = { has_trait = dull } subtract = 10 } } activity_host_faith_dominant_gender_adjusted_female_chance = { if = { limit = { scope:activity.activity_host.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 20 } else_if = { limit = { scope:activity.activity_host.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 80 } else = { add = 50 } } activity_host_clergy_gender_female_chance = { if = { limit = { scope:activity.activity_host.faith = { has_doctrine_parameter = clergy_must_be_male } } add = 0 } else_if = { limit = { scope:activity.activity_host.faith = { has_doctrine_parameter = clergy_must_be_female } } add = 100 } else = { add = 50 } } five_times_monumental_value = { add = monumental_gold_value multiply = 5 }