N3OW/common/script_values/06_ce1_legends_values.txt
2024-11-16 19:09:11 +00:00

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Text

######################
# Legends
######################
#### SPREAD CHANCE ###
# Chance for an legend of this quality to spread to an adjacent province per month
# % from 0-100 inclusive
# root = potential province
# scope:legend = the legend
### CONTROL VALUES ###
# These should be enough to change the balance of legends
# legend seed drop chance
legend_seed_chance_very_low = 5
legend_seed_chance_low = 15
legend_seed_chance_medium = 40
legend_seed_chance_high = 75
# Spread
legend_spread_chance_base = 0.5
legend_spread_increase_add_miniscule = 0.06
legend_spread_increase_add_very_low = 0.12
legend_spread_increase_add_low = 0.25
legend_spread_increase_add_medium = 0.5
legend_spread_increase_add_high = 1
legend_spread_increase_add_very_high = 1.5
legend_spread_decrease_add_very_low = -0.12
legend_spread_decrease_add_low = -0.25
legend_spread_decrease_add_medium = -0.5
legend_spread_decrease_add_high = -1
legend_spread_increase_mult_low = 0.25
legend_spread_increase_mult_medium = 0.75
legend_spread_increase_mult_high = 1.5
legend_spread_decrease_mult_low = -0.15
legend_spread_decrease_mult_medium = -0.25
legend_spread_decrease_mult_high = -0.5
legend_spread_decrease_mult_unlikely = -0.99
spread_chance_legends_default_value = {
value = legend_spread_chance_base
if = {
limit = {
scope:legend = { legend_quality = illustrious }
}
add = legend_spread_increase_add_low
}
else_if = {
limit = {
scope:legend = { legend_quality = mythical }
}
add = legend_spread_increase_add_medium
}
#Buildings in which people gossip
if = {
limit = {
has_building_or_higher = common_tradeport_01
}
add = legend_spread_increase_add_miniscule
}
if = {
limit = {
has_building_or_higher = common_tradeport_03
}
add = legend_spread_increase_add_very_low
}
if = {
limit = {
has_building_or_higher = common_tradeport_05
}
add = legend_spread_increase_add_low
}
if = {
limit = {
has_building_or_higher = common_tradeport_07
}
add = legend_spread_increase_add_low
}
if = {
limit = {
has_building_or_higher = city_02
}
add = legend_spread_increase_add_miniscule
}
if = {
limit = {
has_building_or_higher = city_03
}
add = legend_spread_increase_add_low
}
if = {
limit = {
has_building_or_higher = market_villages_01
}
add = legend_spread_increase_add_miniscule
}
if = {
limit = {
has_building_or_higher = market_villages_02
}
add = legend_spread_increase_add_low
}
# Legend type bonuses
if = {
limit = {
has_building_or_higher = warrior_lodges_03
scope:legend.legend_type = legend_type:heroic
}
add = legend_spread_increase_add_low
}
if = {
limit = {
has_building_or_higher = warrior_lodges_05
scope:legend.legend_type = legend_type:heroic
}
add = legend_spread_increase_add_low
}
if = {
limit = {
faith = scope:legend.legend_owner.faith
scope:legend.legend_type = legend_type:holy
}
add = legend_spread_increase_add_very_low
}
else_if = {
limit = {
scope:legend.legend_type = legend_type:holy
faith = {
faith_hostility_level = {
target = scope:legend.legend_owner.faith
value >= faith_astray_level
}
}
}
add = legend_spread_decrease_add_medium
}
else_if = {
limit = {
scope:legend.legend_type = legend_type:holy
faith = {
faith_hostility_level = {
target = scope:legend.legend_owner.faith
value > faith_astray_level
}
}
}
add = legend_spread_decrease_add_high
}
if = {
limit = {
scope:legend.legend_type = legend_type:legitimizing
OR = {
county.holder.dynasty = scope:legend.legend_owner.dynasty
county.holder.top_liege.dynasty = scope:legend.legend_owner.dynasty
}
}
add = legend_spread_increase_add_very_low
}
else_if = {
limit = {
scope:legend.legend_type = legend_type:legitimizing
}
add = legend_spread_decrease_add_low
}
#Terrain
if = {
limit = {
OR = {
terrain = hills
terrain = drylands
terrain = forest
terrain = floodplains
terrain = wetlands
}
}
add = legend_spread_decrease_add_low
}
else_if = {
limit = {
OR = {
terrain = jungle
terrain = taiga
}
}
add = legend_spread_decrease_add_medium
}
else_if = {
limit = {
OR = {
terrain = desert
terrain = desert_mountains
terrain = mountains
}
}
add = legend_spread_decrease_add_high
}
#Island?
if = {
limit = {
geographical_region = divergence_island_regions
}
add = legend_spread_decrease_add_medium
}
#prestige levels
if = {
limit = {
scope:legend = {
legend_owner = {
prestige_level > 4
}
}
}
add = legend_spread_increase_add_low
}
else_if = {
limit = {
scope:legend = {
legend_owner = {
prestige_level > 3
}
}
}
add = legend_spread_increase_add_very_low
}
if = {
limit = {
scope:legend = {
any_legend_promoter = {
prestige_level > 4
}
}
}
add = legend_spread_increase_add_low
}
#Less patchy
if = {
limit = {
county = {
any_county_province = {
any_province_legend = {
this = scope:legend
}
}
}
}
add = legend_spread_increase_add_very_low
}
#Is this in your realm?
if = {
limit = { county.holder = scope:legend.legend_owner }
add = legend_spread_increase_add_very_high
}
else_if = {
limit = {
scope:legend = {
any_legend_promoter = {
root.county.holder = this
}
}
}
add = legend_spread_increase_add_high
}
else_if = {
limit = { county.holder.top_liege = scope:legend.legend_owner }
add = legend_spread_increase_add_medium
}
else_if = {
limit = {
scope:legend = {
any_legend_promoter = {
root.county.holder.top_liege = this
}
}
}
add = legend_spread_increase_add_low
}
else = {
add = legend_spread_decrease_add_low
}
#Languages
if = {
limit = {
culture = { has_same_culture_language = scope:legend.legend_owner.culture }
}
add = legend_spread_increase_add_low
}
else_if = {
limit = {
county.holder = { knows_language_of_culture = scope:legend.legend_owner.culture }
}
add = legend_spread_increase_add_very_low
}
else_if = {
limit = {
scope:legend.legend_owner = {
has_royal_court = yes
has_dlc_feature = royal_court
}
county.holder = { knows_court_language_of = scope:legend.legend_owner }
}
add = legend_spread_increase_add_very_low
}
else_if = {
limit = {
scope:legend = {
any_legend_promoter = {
this.culture = { has_same_culture_language = root.culture }
}
}
}
add = legend_spread_increase_add_miniscule
}
else_if = {
limit = {
culture = { has_same_culture_heritage = scope:legend.legend_owner.culture }
}
add = legend_spread_increase_add_miniscule
}
else_if = {
limit = {
scope:legend.legend_owner = {
has_royal_court = yes
has_dlc_feature = royal_court
}
OR = {
county.holder.top_liege = {
has_royal_court = yes
has_same_court_language = scope:legend.legend_owner
}
county.holder = {
has_royal_court = yes
has_same_court_language = scope:legend.legend_owner
}
}
}
add = legend_spread_decrease_add_very_low
}
else_if = {
limit = {
culture = {
cultural_acceptance = { target = scope:legend.legend_owner.culture value > 40 }
}
}
add = legend_spread_decrease_add_low
}
else_if = {
limit = {
culture = {
cultural_acceptance = { target = scope:legend.legend_owner.culture value > 20 }
}
}
add = legend_spread_decrease_add_medium
}
else_if = {
limit = {
scope:legend = {
any_legend_promoter = {
this.culture = {
cultural_acceptance = { target = root.culture value > 40 }
}
}
}
}
add = legend_spread_decrease_add_medium
}
else = {
add = legend_spread_decrease_add_high
}
#County holder opinion of legend owner
if = {
limit = {
OR = {
OR = {
county.holder = { has_any_good_relationship_with_character_trigger = { CHARACTER = scope:legend.legend_owner } }
}
}
}
add = legend_spread_increase_add_medium
}
else_if = {
limit = {
OR = {
county.holder = { has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:legend.legend_owner } }
}
}
add = legend_spread_decrease_add_high
}
else_if = {
limit = {
scope:legend = {
any_legend_promoter = {
this = { has_any_good_relationship_with_character_trigger = { CHARACTER = root.county.holder } }
}
}
}
add = legend_spread_increase_add_high
}
else = {
add = legend_spread_decrease_add_low
}
#Coastal Statistics Squash
if = {
limit = {
OR = {
is_coastal = yes
is_riverside_province = yes
}
NOR = {
county = {
any_county_province = {
any_province_legend = {
this = scope:legend
}
}
}
culture = { has_same_culture_language = scope:legend.legend_owner.culture }
}
}
add = legend_spread_decrease_add_high
}
}
spread_chance_legends_mult_value = {
#NO ADD AFTER THIS POINT
#NO ADD ONLY MULT
value = 1
min = 0.001
#Coastal Statistics Squash
if = {
limit = {
OR = {
is_coastal = yes
is_riverside_province = yes
}
NOR = {
county = {
any_county_province = {
any_province_legend = {
this = scope:legend
}
}
}
}
}
add = legend_spread_decrease_mult_high
}
#Is this in your realm?
if = {
limit = {
county.holder = scope:legend.legend_owner
}
add = legend_spread_increase_mult_medium
}
else_if = {
limit = {
OR = {
county.holder.top_liege = scope:legend.legend_owner
scope:legend = {
any_legend_promoter = {
OR = {
root.county.holder = this
root.county.holder.top_liege = this
}
}
}
}
}
add = legend_spread_increase_mult_low
}
else = {
add = legend_spread_decrease_mult_medium
}
#Cultural Traditions
if = {
limit = {
county.culture = {
OR = {
has_cultural_tradition = tradition_chanson_de_geste
has_cultural_tradition = tradition_fp1_northern_stories
has_cultural_tradition = tradition_storytellers
has_cultural_tradition = tradition_poetry
}
}
}
add = legend_spread_increase_mult_medium
}
else_if = {
limit = {
county.culture = {
OR = {
has_cultural_tradition = tradition_esteemed_hospitality
has_cultural_tradition = tradition_horse_lords
has_cultural_tradition = tradition_caravaneers
has_cultural_tradition = tradition_seafaring
has_cultural_tradition = tradition_city_keepers
has_cultural_tradition = tradition_maritime_mercantilism
}
}
}
add = legend_spread_increase_mult_low
}
else_if = {
limit = {
county.culture = {
OR = {
has_cultural_tradition = tradition_practiced_pirates
has_cultural_tradition = tradition_parochialism
}
}
}
add = legend_spread_increase_mult_low
}
#Development
if = {
limit = {
county.development_level >= good_development_level
}
add = legend_spread_decrease_mult_medium
}
else_if = {
limit = {
county.development_level >= medium_development_level
}
add = legend_spread_decrease_mult_low
}
#County holder and top liege opinion of legend owner
if = {
limit = { #slight mult increase for owner and promoter domain
OR = {
county.holder = scope:legend.legend_owner
county.holder = { promoted_legend ?= scope:legend }
}
}
add = legend_spread_increase_mult_medium
}
else_if = {
limit = {
OR = {
county.holder.top_liege = { has_any_good_relationship_with_character_trigger = { CHARACTER = scope:legend.legend_owner } }
county.holder = { has_any_good_relationship_with_character_trigger = { CHARACTER = scope:legend.legend_owner } }
}
}
add = legend_spread_increase_mult_low
}
else_if = {
limit = {
OR = {
county.holder.top_liege = { has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:legend.legend_owner } }
county.holder = { has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:legend.legend_owner } }
}
}
add = legend_spread_decrease_mult_high
}
else = {
add = legend_spread_decrease_mult_low
}
# Game rules
if = {
limit = {
has_game_rule = legend_spread_chance_high
}
add = legend_spread_increase_mult_low
}
else_if = {
limit = {
has_game_rule = legend_spread_chance_very_high
}
add = legend_spread_increase_mult_medium
}
else_if = {
limit = {
has_game_rule = legend_spread_chance_low
}
add = legend_spread_decrease_mult_low
}
else_if = {
limit = {
has_game_rule = legend_spread_chance_very_low
}
add = legend_spread_decrease_mult_medium
}
}
### GOLD COSTS ###
legend_base_cost_value = {
value = 200
}
legend_base_cost = {
value = legend_base_cost_value
#Scale by tier
multiply = {
value = root.primary_title.tier
subtract = 1
multiply = 0.5
min = 1
}
if = {
limit = {
root = {
government_has_flag = government_is_tribal
}
}
multiply = 0.8
}
#Scale by era
add = {
value = legend_base_cost_value
multiply = legend_cost_scale_by_era
subtract = legend_base_cost_value
desc = legend_cost_scale_by_era_desc
}
#Legends Dynasty Track discounts
add = legend_cost_dynasty_discounts
# Game rules
if = {
limit = {
has_game_rule = legend_cost_high
}
multiply = 2
}
else_if = {
limit = {
has_game_rule = legend_cost_very_high
}
multiply = 4
}
else_if = {
limit = {
has_game_rule = legend_cost_low
}
divide = 2
}
else_if = {
limit = {
has_game_rule = legend_cost_very_low
}
divide = 4
}
}
legend_cost_scale_by_era = {
value = 0
if = {
limit = {
exists = culture
}
culture = {
if = {
limit = {
has_cultural_era_or_later = culture_era_late_medieval
}
add = 1.6
}
else_if = {
limit = {
has_cultural_era_or_later = culture_era_high_medieval
}
add = 1.4
}
else_if = {
limit = {
has_cultural_era_or_later = culture_era_early_medieval
}
add = 1.2
}
else = {
add = 1
}
}
}
}
legend_cost_dynasty_discounts = {
if = {
limit = {
dynasty ?= {
ce1_heroic_track_perks >= 4
}
}
multiply = 0.75
}
else_if = {
limit = {
dynasty ?= {
ce1_heroic_track_perks >= 3
}
}
multiply = 0.85
}
}
legend_upgrade_cost = {
value = legend_base_cost #includes scaling by era, tier and game rules
multiply = 0.8
if = {
limit = {
promoted_legend ?= { has_variable = legend_quality_progress }
}
subtract = {
#Legend costs until now
value = legend_base_cost
multiply = 0.6
#We give you 50% discount max based on your progress
multiply = {
value = promoted_legend.var:legend_quality_progress
divide = 200
}
}
}
}
legend_era_cost = {
value = monthly_character_income
multiply = legend_cost_scale_by_era
subtract = monthly_character_income
desc = legend_cost_scale_by_era_desc
}
legend_game_rule_multiplier = {
value = 1
# Game rules
if = {
limit = {
has_game_rule = legend_cost_high
}
value = 2
}
else_if = {
limit = {
has_game_rule = legend_cost_very_high
}
value = 4
}
else_if = {
limit = {
has_game_rule = legend_cost_low
}
value = 0.5
}
else_if = {
limit = {
has_game_rule = legend_cost_very_low
}
value = 0.25
}
}
famed_legend_owner_cost = {
value = monthly_character_income
multiply = 0.1
min = 3
add = 1
multiply = legend_cost_scale_by_era
multiply = legend_game_rule_multiplier
max = 300
}
illustrious_legend_owner_cost = {
value = monthly_character_income
multiply = 0.15
min = 4.5
add = 2
multiply = legend_cost_scale_by_era
multiply = legend_game_rule_multiplier
max = 450
}
mythical_legend_owner_cost = {
value = monthly_character_income
multiply = 0.25
min = 8
add = 4
multiply = legend_cost_scale_by_era
multiply = legend_game_rule_multiplier
max = 800
}
# Promoter costs
famed_legend_promoter_cost = {
value = monthly_character_income
multiply = 0.05
add = 0.5
multiply = legend_cost_scale_by_era
multiply = legend_game_rule_multiplier
}
illustrious_legend_promoter_cost = {
value = monthly_character_income
multiply = 0.1
add = 1
multiply = legend_cost_scale_by_era
multiply = legend_game_rule_multiplier
}
mythical_legend_promoter_cost = {
value = monthly_character_income
multiply = 0.2
add = 1.5
multiply = legend_cost_scale_by_era
multiply = legend_game_rule_multiplier
}
# We want higher AI income than cost when starting promoting, so we do not toggle start/stop promoting too much, or spend all their income on it
ai_famed_legend_promoter_start_required_income = {
value = famed_legend_promoter_cost
multiply = 1.4
}
ai_illustrious_legend_promoter_start_required_income = {
value = illustrious_legend_promoter_cost
multiply = 1.4
}
ai_mythical_legend_promoter_start_required_income = {
value = mythical_legend_promoter_cost
multiply = 1.4
}
### Prestige costs ###
legend_prestige_cost = {
value = 200
#Scale by tier
multiply = {
value = root.primary_title.tier
subtract = 1
multiply = 0.5
min = 1
}
if = {
limit = {
root = {
government_has_flag = government_is_tribal
}
}
multiply = 0.8
}
#Scale by era
add = {
value = legend_base_cost_value
multiply = legend_cost_scale_by_era
subtract = legend_base_cost_value
desc = legend_cost_scale_by_era_desc
}
# Game rules
if = {
limit = {
has_game_rule = legend_cost_high
}
multiply = 2
}
else_if = {
limit = {
has_game_rule = legend_cost_very_high
}
multiply = 4
}
else_if = {
limit = {
has_game_rule = legend_cost_low
}
divide = 2
}
else_if = {
limit = {
has_game_rule = legend_cost_very_low
}
divide = 4
}
}
### Piety costs ###
legend_piety_cost = {
value = 200
#Scale by tier
multiply = {
value = root.primary_title.tier
subtract = 1
multiply = 0.5
min = 1
}
if = {
limit = {
root = {
government_has_flag = government_is_tribal
}
}
multiply = 0.8
}
#Scale by era
add = {
value = legend_base_cost_value
multiply = legend_cost_scale_by_era
subtract = legend_base_cost_value
desc = legend_cost_scale_by_era_desc
}
# Game rules
if = {
limit = {
has_game_rule = legend_cost_high
}
multiply = 2
}
else_if = {
limit = {
has_game_rule = legend_cost_very_high
}
multiply = 4
}
else_if = {
limit = {
has_game_rule = legend_cost_low
}
divide = 2
}
else_if = {
limit = {
has_game_rule = legend_cost_very_low
}
divide = 4
}
}
### COURT POSITION TASKS ###
monthly_court_position_task_cost_value = {
value = 0.1
}
monthly_court_position_task_cost = {
value = monthly_court_position_task_cost_value
#Scale by tier
multiply = {
value = scope:liege.primary_title.tier
subtract = 1
min = 1
}
#Scale by era
add = {
value = monthly_court_position_task_cost_value
multiply = legend_cost_scale_by_era
subtract = monthly_court_position_task_cost_value
desc = legend_cost_scale_by_era_desc
}
}
monthly_court_position_task_cost_double = {
value = monthly_court_position_task_cost
multiply = 2
}
### DYNAMIC VALUES ###
legend_piety_gain = {
value = 0
if = {
limit = { root = { legend_quality = famed } }
value = minor_piety_gain
}
else_if = {
limit = { root = { legend_quality = illustrious } }
value = medium_piety_gain
}
else = { #mythical
value = major_piety_gain
}
}
legend_prestige_gain = {
value = 0
if = {
limit = { root = { legend_quality = famed } }
value = minor_prestige_gain
}
else_if = {
limit = { root = { legend_quality = illustrious } }
value = medium_prestige_gain
}
else = { #mythical
value = major_prestige_gain
}
}
legend_dynasty_prestige_gain = {
value = 0
if = {
limit = { root = { legend_quality = famed } }
value = miniscule_dynasty_prestige_gain
}
else_if = {
limit = { root = { legend_quality = illustrious } }
value = minor_dynasty_prestige_gain
}
else = { #mythical
value = major_dynasty_prestige_gain
}
}
major_legend_quality_increase = 50
medium_legend_quality_increase = 20
minor_legend_quality_increase = 10
minor_legend_quality_decrease = {
value = 0
subtract = minor_legend_quality_increase
}
medium_legend_quality_decrease = {
value = 0
subtract = medium_legend_quality_increase
}
major_legend_quality_decrease = {
value = 0
subtract = major_legend_quality_increase
}
base_legend_create_ai = {
value = 10
add = {
value = ai_greed
multiply = -1
}
if = {
limit = {
highest_held_title_tier <= tier_duchy
}
add = -10
}
if = {
limit = {
monthly_character_income < mythical_legend_owner_cost
}
multiply = 0.2
}
if = {
limit = {
monthly_character_income <= monthly_character_expenses
}
multiply = 0
}
if = {
limit = {
has_trait = arrogant
}
multiply = 2
}
if = {
limit = {
has_trait = ambitious
}
multiply = 2
}
#you need to be this rich to create legends
if = {
limit = {
OR = {
is_at_war = yes
monthly_character_income < illustrious_legend_owner_cost
}
}
value = 0
}
if = {
limit = {
ai_has_conqueror_personality = yes
gold < 2500
}
multiply = 0
}
if = {
limit = {
ai_should_focus_on_building_in_their_capital = yes
}
multiply = 0
}
}
heroic_legend_create_ai = {
value = base_legend_create_ai
add = ai_honor
if = {
limit = {
ai_has_warlike_personality = yes
}
multiply = 2
}
if = {
limit = {
ai_has_cautious_personality = yes
}
multiply = 0.1
}
if = {
limit = {
ai_has_economical_boom_personality = yes
}
multiply = 0.75
}
if = {
limit = {
ai_has_conqueror_personality = yes
gold < 2500
}
multiply = 0
}
if = {
limit = {
ai_should_focus_on_building_in_their_capital = yes
}
multiply = 0
}
}
holy_legend_create_ai = {
value = base_legend_create_ai
add = ai_zeal
if = {
limit = {
ai_has_warlike_personality = yes
}
multiply = 1.1
}
if = {
limit = {
ai_has_cautious_personality = yes
}
multiply = 0.9
}
if = {
limit = {
ai_has_economical_boom_personality = yes
}
multiply = 0.75
}
if = {
limit = {
ai_has_conqueror_personality = yes
gold < 2500
}
multiply = 0
}
if = {
limit = {
ai_should_focus_on_building_in_their_capital = yes
}
multiply = 0
}
}
legitimizing_legend_create_ai = {
value = base_legend_create_ai
add = ai_rationality
if = {
limit = {
ai_has_warlike_personality = yes
}
multiply = 1.1
}
if = {
limit = {
ai_has_cautious_personality = yes
}
multiply = 0.1
}
if = {
limit = {
ai_has_economical_boom_personality = yes
}
multiply = 0.9
}
if = {
limit = {
ai_has_conqueror_personality = yes
gold < 2500
}
multiply = 0
}
if = {
limit = {
ai_should_focus_on_building_in_their_capital = yes
}
multiply = 0
}
}
illustrious_legend_create_ai = {
add = 25
if = {
limit = {
monthly_character_income < illustrious_legend_promoter_cost
}
value = 0
}
}
mythical_legend_create_ai = {
add = 50
if = {
limit = {
monthly_character_income < mythical_legend_promoter_cost
}
value = 0
}
}
base_legend_promote_ai = {
value = 0
if = {
limit = {
has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:legend.legend_owner }
}
add = 20
}
else_if = {
limit = {
has_friendly_relationship_with_character_trigger = { CHARACTER = scope:legend.legend_owner }
}
add = 8
}
else_if = {
limit = {
likes_character_trigger = { CHARACTER = scope:legend.legend_owner }
}
add = 2
}
if = {
limit = {
culture = {
OR = {
has_cultural_tradition = tradition_chanson_de_geste
has_cultural_tradition = tradition_fp1_northern_stories
has_cultural_tradition = tradition_storytellers
has_cultural_tradition = tradition_poetry
}
}
}
add = 2
}
if = { # The protag is my relative
limit = {
is_close_or_extended_family_of = scope:legend.legend_owner
}
add = 2
}
if = {
limit = {
has_trait = arrogant # I want to create my own legend >:(
}
add = -4
}
if = {
limit = {
has_trait = cynical
}
add = -4
}
if = {
limit = {
is_independent_ruler = no
}
add = -4
}
add = {
value = "opinion(scope:legend.legend_owner)"
multiply = 0.05
}
if = {
limit = {
any_character_to_title_neighboring_county = {
any_county_province = {
any_province_legend = {
this = scope:legend
}
}
}
}
add = 2
}
else = {
add = -8
}
if = { #no free meals
limit = {
primary_title.tier = tier_empire
}
add = -16
}
else_if = {
limit = {
primary_title.tier = tier_kingdom
}
add = -8
}
else_if = { #you need to be this tall to promote legends
limit = {
primary_title.tier < tier_duchy
}
value = 0
}
if = {
limit = {
scope:legend = {
legend_quality = illustrious
}
}
multiply = 1.2
}
else_if = {
limit = {
scope:legend = {
legend_quality = mythical
}
}
multiply = 1.4
}
if = {
limit = {
OR = {
# War is no time for idle spending
is_at_war = yes
# Opt out if we do not have enough income to promote this legend
# (only for legends we're not currently promoting - stopping the currently promoting legend is handled by code)
AND = {
NOT = { promoted_legend ?= scope:legend }
OR = {
AND = {
scope:legend = {
legend_quality = famed
}
monthly_character_income < ai_famed_legend_promoter_start_required_income
}
AND = {
scope:legend = {
legend_quality = illustrious
}
monthly_character_income < ai_illustrious_legend_promoter_start_required_income
}
AND = {
scope:legend = {
legend_quality = mythical
}
monthly_character_income < ai_mythical_legend_promoter_start_required_income
}
}
}
}
}
value = 0
}
#to prevent AI switching promoters too often
if = {
limit = {
exists = promoted_legend
}
multiply = 0.4
}
if = {
limit = {
ai_has_conqueror_personality = yes
gold < 2500
}
multiply = 0
}
if = {
limit = {
ai_should_focus_on_building_in_their_capital = yes
}
multiply = 0
}
}
base_legend_complete_ai = {
value = 0
if = { # I cannot afford the current levels monthly cost anymore
limit = {
scope:can_afford_current_level = no
}
add = 100
}
if = { # My legend is done
limit = {
scope:legend = { legend_quality = mythical }
}
add = 100
}
if = { # This legend is going nowhere :(
limit = {
current_year >= {
value = scope:legend.legend_start_date
add = 100
}
}
add = 10
}
if = {
limit = {
current_year >= {
value = scope:legend.legend_start_date
add = 200
}
}
add = 20
}
if = {
limit = {
scope:legend = {
any_spread_province > { count = 350 }
}
}
add = 40
}
if = {
limit = {
monthly_character_income <= monthly_character_expenses
debt_level = 2 #Is one year in debt.
}
add = 10
}
else_if = {
limit = {
monthly_character_income <= monthly_character_expenses
debt_level > 2 # Is two years in debt.
}
add = 25
}
if = {
limit = {
debt_level = 5 # Is four years in debt
}
add = 40
}
}
base_chronicler_promote_legend_realm_cost = {
value = 0
if = {
limit = {
scope:liege = {
promoted_legend ?= {
legend_owner = scope:liege
}
}
}
add = scope:liege.famed_legend_owner_cost
}
else = {
add = scope:liege.famed_legend_promoter_cost
}
multiply = 0.8
}