#Needs to be loaded after ################ # Stop War attacker chance calculation ################ stop_war_diplomacy_modifier = { value = diplomacy multiply = 5 } stop_war_relation_penalties = { # Opinion Penalties if = { limit = { opinion = { target = scope:actor value < -49 } } add = -50 } else_if = { limit = { opinion = { target = scope:actor value < 0 } } add = -25 } # Relationship Penalty if = { limit = { has_relation_rival = scope:actor } add = -100 } } stop_war_relation_bonuses = { # Opinion Bonuses if = { limit = { opinion = { target = scope:actor value >= 50 } } add = 50 } else_if = { limit = { opinion = { target = scope:actor value > 0 } } add = 25 } # Relationship Bonus if = { limit = { has_relation_friend = scope:actor } add = 25 } } #Calculated in scope:recipient stop_war_attacker_likelihood_calculation = { if = { # Cowed characters always accept. limit = { has_dread_level_towards = { target = scope:actor level = 2 } } value = 100 } else = { # Calculate chance of character accepting. # Penalties are added first, which then get reduced by Intimidation (if applicable). # Then bonuses are added, and finally circumstantial modifiers. ################### # Negative Values # ################### subtract = stop_war_diplomacy_modifier add = stop_war_relation_penalties # Trait Penalties if = { limit = { has_trait = stubborn } add = -50 } if = { limit = { has_trait = ambitious } add = -30 } if = { limit = { has_trait = disloyal } add = -25 } ######################### # Indimidation Modifier # ######################### if = { limit = { has_dread_level_towards = { target = scope:actor level = 1 } } multiply = 0.5 # Reduces all current penalties by 50% } ################### # Positive Values # ################### # Liege's Diplomacy add = scope:actor.stop_war_diplomacy_modifier add = stop_war_relation_bonuses # Traits if = { limit = { has_trait = fickle } add = 30 } if = { limit = { has_trait = loyal } add = 50 } ####################### # Other Circumstances # ####################### # Warscore if = { limit = { exists = scope:target } subtract = scope:target.attacker_war_score } # Admin if = { limit = { is_governor = yes } add = 50 if = { limit = { scope:target = { has_realm_law = imperial_bureaucracy_3 } } add = 30 } else_if = { limit = { scope:target = { has_realm_law = imperial_bureaucracy_2 } } add = 20 } else_if = { limit = { scope:target = { has_realm_law = imperial_bureaucracy_1 } } add = 10 } } #TODO: Strong claim/Weak claim difference #TODO: Laws min = 5 max = 95 } } stop_war_defender_likelihood_calculation = { if = { # Cowed characters always accept. limit = { has_dread_level_towards = { target = scope:actor level = 2 } } value = 100 } else_if = { #If it's a war over the defender's last county, they won't say yes. if = { limit = { exists = scope:target any_held_title = { count = 1 tier = tier_county always = yes save_temporary_scope_as = last_county_title } scope:target.casus_belli = { any_target_title = { this = scope:last_county_title } } } value = 0 } } else = { # Calculate chance of character accepting. # Penalties are added first, which then get reduced by Intimidation (if applicable). # Then bonuses are added, and finally circumstantial modifiers. ################### # Negative Values # ################### subtract = stop_war_diplomacy_modifier add = stop_war_relation_penalties # Traits if = { limit = { has_trait = arrogant } add = -50 } if = { limit = { has_trait = ambitious } add = -30 } if = { limit = { has_trait = disloyal } add = -25 } if = { limit = { has_trait = greedy } add = -20 } ######################### # Intimidation Modifier # ######################### if = { limit = { has_dread_level_towards = { target = scope:actor level = 1 } } multiply = 0.75 # Reduces all current penalties by 25% (Intentionally less than the 50% reduction for attackers, because defenders have more to lose). } ################### # Positive Values # ################### # Liege's Diplomacy add = scope:actor.stop_war_diplomacy_modifier add = stop_war_relation_bonuses # Traits if = { limit = { has_trait = humble } add = 20 } if = { limit = { has_trait = loyal } add = 50 } ####################### # Other Circumstances # ####################### # Warscore if = { limit = { exists = scope:target } subtract = scope:target.defender_war_score } # Admin if = { limit = { is_governor = yes } add = 50 if = { limit = { scope:target = { has_realm_law = imperial_bureaucracy_3 } } add = 30 } else_if = { limit = { scope:target = { has_realm_law = imperial_bureaucracy_2 } } add = 20 } else_if = { limit = { scope:target = { has_realm_law = imperial_bureaucracy_1 } } add = 10 } } #TODO: Strong claim/Weak claim difference #TODO: Laws min = 1 max = 95 } } stop_war_attacker_bribe_size = { value = medium_gold_value multiply = 2 } stop_war_defender_bribe_size = { value = medium_gold_value multiply = 4 }