N3OW/common/script_values/02_vassal_values.txt
2024-11-16 19:09:11 +00:00

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#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
}