146 lines
No EOL
4.1 KiB
Text
146 lines
No EOL
4.1 KiB
Text
###################################
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# Character Weighting Values
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# For a given character, each value will return a given score based on how relevant/important that character is to ROOT given the situation.
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###################################
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# Weight List:
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# captured_combatant_weights_for_root_participant - For evaluating importance of prisoners captured during war, for the participants of that war.
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# captured_combatant_weights_for_root_nonparticipant - For evaluating importance of prisoners captured during war for noncombatants (e.g., relatives of the prisoner).
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# slain_combatant_weights_for_root_participant - For evaluating importance of casualties slain during war, for the participants of that war.
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# slain_combatant_weights_for_root_nonparticipant - For evaluating importance of casualties slain during war for noncombatants (e.g., relatives of the deceased).
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captured_combatant_weights_for_root_participant = {
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value = 0
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if = {
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limit = {
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# Captured primary participants are worth 100% warscore, so are absolute #1 priority.
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exists = scope:combat_war
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OR = {
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this = scope:combat_war.primary_attacker
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this = scope:combat_war.primary_defender
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}
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}
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add = 5000
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}
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if = {
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limit = {
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# Captured heirs of primary participants are worth 50% warscore, so are #2 priority.
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exists = scope:combat_war
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OR = {
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is_heir_of = scope:combat_war.primary_attacker
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is_heir_of = scope:combat_war.primary_defender
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}
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}
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add = 1000
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}
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if = { limit = { this = root.player_heir } # My own heir is of 3rd importance, since they are very important in the long term but not immediately relevant to the ongoing war.
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add = 500
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}
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if = {
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limit = {
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# The person I just defeated in combat is of 4th importance, since they are defeated 'for good' (for the moment).
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exists = scope:combat_loser
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this = scope:combat_loser
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}
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add = 100
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}
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if = { limit = { is_close_family_of = root}
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add = 50
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}
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if = { limit = { is_of_major_interest_to_root_trigger = yes }
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add = 10
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}
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if = { limit = { is_of_minor_interest_to_root_trigger = yes}
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add = 5
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}
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add = this.highest_held_title_tier
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}
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captured_combatant_weights_for_root_nonparticipant = {
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value = 0
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if = { limit = { this = root.player_heir }
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add = 1000
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}
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if = { limit = { is_heir_of = root }
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add = 500
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}
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if = { limit = { is_of_major_interest_to_root_trigger = yes }
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add = 100
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}
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if = { limit = { is_consort_of = root }
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add = 50
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}
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if = { limit = { is_child_of = root }
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add = 25
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}
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if = { limit = { is_of_minor_interest_to_root_trigger = yes }
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add = 10
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}
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if = { limit = { is_courtier_of = root }
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add = 1
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}
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add = this.highest_held_title_tier
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}
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slain_combatant_weights_for_root_participant = {
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value = 0
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if = {
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limit = {
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# Slain primary participants do not give warscore, but can change the outcome of the ongoing war (esp. if their successors are reluctant to continue the war).
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exists = scope:combat_war
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OR = {
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this = scope:combat_war.primary_attacker
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this = scope:combat_war.primary_defender
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}
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}
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add = 1000
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}
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if = { limit = { this = root.player_heir } # I care about my heir in the long-term, even if not immediately relevant.
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add = 500
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}
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if = {
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limit = {
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# If I killed the person I just fought in battle, I don't have to worry about them any more!
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exists = scope:combat_loser
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this = scope:combat_loser
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}
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add = 100
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}
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if = { limit = { is_close_family_of = root}
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add = 50
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}
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if = { limit = { is_of_major_interest_to_root_trigger = yes }
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add = 10
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}
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if = { limit = { is_of_minor_interest_to_root_trigger = yes}
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add = 5
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}
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add = this.highest_held_title_tier
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}
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slain_combatant_weights_for_root_nonparticipant = {
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value = 0
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if = { limit = { this = root.player_heir }
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add = 1000
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}
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if = { limit = { is_heir_of = root }
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add = 500
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}
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if = { limit = { is_of_major_interest_to_root_trigger = yes }
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add = 100
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}
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if = { limit = { is_consort_of = root }
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add = 50
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}
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if = { limit = { is_child_of = root }
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add = 25
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}
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if = { limit = { is_of_minor_interest_to_root_trigger = yes }
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add = 10
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}
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if = { limit = { is_courtier_of = root }
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add = 1
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}
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add = this.highest_held_title_tier
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} |