N3OW/common/script_values/01_dlc_fp1_script_values.txt
2024-11-16 19:09:11 +00:00

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Text

#############
# 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
}