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

1395 lines
22 KiB
Text

# Various character difficulty values for use with Choose your Destiny
skill_difficulty_measurement_value = {
value = {
value = 50
subtract = diplomacy
subtract = stewardship
subtract = martial
subtract = intrigue
subtract = learning
if = {
limit = {
is_adult = no
}
subtract = 10
}
multiply = 10
desc = skills_difficulty
}
}
legitimacy_difficulty_value = {
if = {
limit = {
is_ruler = yes
highest_held_title_tier <= tier_county
government_allows = legitimacy
legitimacy_level <= 0
}
add = {
value = 100
desc = legitimacy_difficulty
}
}
else_if = {
limit = {
highest_held_title_tier = tier_duchy
government_allows = legitimacy
legitimacy_level <= 1
}
add = {
value = {
value = 100
if = {
limit = {
legitimacy_level <= 0
}
add = 100
}
}
desc = legitimacy_difficulty
}
}
else_if = {
limit = {
highest_held_title_tier > tier_duchy
government_allows = legitimacy
legitimacy_level <= 2
}
add = {
value = {
value = 200
if = {
limit = {
legitimacy_level <= 1
}
add = 200
}
if = {
limit = {
legitimacy_level <= 0
}
add = 300
}
}
desc = legitimacy_difficulty
}
}
else_if = {
limit = {
government_allows = legitimacy
legitimacy_level >= 5
}
add = {
value = {
value = -100
}
desc = legitimacy_difficulty
}
}
else_if = {
limit = {
highest_held_title_tier <= tier_duchy
government_allows = legitimacy
legitimacy_level >= 4
}
add = {
value = {
value = -50
}
desc = legitimacy_difficulty
}
}
}
extreme_trait_difficulty = 500
very_high_trait_difficulty = 200
high_trait_difficulty = 100
medium_trait_difficulty = 50
medium_low_trait_difficulty = 20
low_trait_difficulty = 10
negative_extreme_trait_difficulty = -250
negative_very_high_trait_difficulty = -100
negative_high_trait_difficulty = -50
negative_medium_trait_difficulty = -25
negative_medium_low_trait_difficulty = -10
negative_low_trait_difficulty = -5
trait_difficulty_values = {
#Positives!
if = {
limit = {
num_virtuous_traits > 0
}
add = {
value = negative_high_trait_difficulty
multiply = num_virtuous_traits
desc = virtuous_traits_difficulty
}
}
if = {
limit = {
has_trait = physique_good_3
}
add = {
value = negative_high_trait_difficulty
desc = physique_good_3_difficulty
}
}
if = {
limit = {
has_trait = physique_good_2
}
add = {
value = negative_medium_trait_difficulty
desc = physique_good_2_difficulty
}
}
if = {
limit = {
has_trait = physique_good_1
}
add = {
value = negative_medium_low_trait_difficulty
desc = physique_good_1_difficulty
}
}
if = {
limit = {
has_trait = intellect_good_3
}
add = {
value = negative_high_trait_difficulty
desc = intellect_good_3_difficulty
}
}
if = {
limit = {
has_trait = intellect_good_2
}
add = {
value = negative_medium_trait_difficulty
desc = intellect_good_2_difficulty
}
}
if = {
limit = {
has_trait = intellect_good_1
}
add = {
value = negative_medium_low_trait_difficulty
desc = intellect_good_1_difficulty
}
}
if = {
limit = {
has_trait = beauty_good_3
}
add = {
value = negative_high_trait_difficulty
desc = beauty_good_3_difficulty
}
}
if = {
limit = {
has_trait = beauty_good_2
}
add = {
value = negative_medium_trait_difficulty
desc = beauty_good_2_difficulty
}
}
if = {
limit = {
has_trait = beauty_good_1
}
add = {
value = negative_medium_low_trait_difficulty
desc = beauty_good_1_difficulty
}
}
if = {
limit = {
has_trait = shrewd
}
add = {
value = negative_medium_trait_difficulty
desc = shrewd_difficulty
}
}
if = {
limit = {
has_trait = strong
}
add = {
value = negative_medium_trait_difficulty
desc = strong_difficulty
}
}
#Negatives!
if = {
limit = {
num_sinful_traits > 0
}
add = {
value = medium_trait_difficulty
multiply = num_sinful_traits
desc = sinful_traits_difficulty
}
}
if = {
limit = {
has_trait = incapable
}
add = {
value = extreme_trait_difficulty
desc = incapable_difficulty
}
}
if = {
limit = {
has_trait = leper
}
add = {
value = extreme_trait_difficulty
desc = leper_difficulty
}
}
if = {
limit = {
has_trait = maimed
}
add = {
value = extreme_trait_difficulty
desc = maimed_difficulty
}
}
if = {
limit = {
has_trait = inbred
}
add = {
value = extreme_trait_difficulty
desc = inbred_difficulty
}
}
if = {
limit = {
OR = {
has_trait = wounded_2
has_trait = wounded_3
}
}
add = {
value = extreme_trait_difficulty
desc = severely_wounded_difficulty
}
}
if = {
limit = {
has_trait = disinherited
}
add = {
value = high_trait_difficulty
desc = disinherited_difficulty
}
}
if = {
limit = {
has_trait = sickly
}
add = {
value = high_trait_difficulty
desc = sickly_difficulty
}
}
if = {
limit = {
OR = {
has_trait = early_great_pox
has_trait = great_pox
}
}
add = {
value = high_trait_difficulty
desc = poxed_difficulty
}
}
if = {
limit = {
has_trait = blind
}
add = {
value = high_trait_difficulty
desc = blind_difficulty
}
}
if = {
limit = {
has_trait = infirm
}
add = {
value = high_trait_difficulty
desc = infirm_difficulty
}
}
if = {
limit = {
is_eunuch_trigger = yes
}
add = {
value = high_trait_difficulty
desc = eunuch_difficulty
}
}
if = {
limit = {
has_trait = lunatic
}
add = {
value = high_trait_difficulty
desc = lunatic_difficulty
}
}
if = {
limit = {
has_trait = murderer
}
add = {
value = high_trait_difficulty
desc = murderer_difficulty
}
}
if = {
limit = {
has_trait = excommunicated
}
add = {
value = high_trait_difficulty
desc = excommunicated_difficulty
}
}
if = {
limit = {
has_trait = bleeder
}
add = {
value = high_trait_difficulty
desc = bleeder_difficulty
}
}
if = {
limit = {
has_trait = physique_bad_3
}
add = {
value = high_trait_difficulty
desc = physique_bad_3_difficulty
}
}
if = {
limit = {
has_trait = physique_bad_2
}
add = {
value = medium_trait_difficulty
desc = physique_bad_2_difficulty
}
}
if = {
limit = {
has_trait = physique_bad_1
}
add = {
value = medium_low_trait_difficulty
desc = physique_bad_1_difficulty
}
}
if = {
limit = {
has_trait = intellect_bad_3
}
add = {
value = high_trait_difficulty
desc = intellect_bad_3_difficulty
}
}
if = {
limit = {
has_trait = intellect_bad_2
}
add = {
value = medium_trait_difficulty
desc = intellect_bad_2_difficulty
}
}
if = {
limit = {
has_trait = intellect_bad_1
}
add = {
value = medium_low_trait_difficulty
desc = intellect_bad_1_difficulty
}
}
if = {
limit = {
has_trait = beauty_bad_3
}
add = {
value = high_trait_difficulty
desc = beauty_bad_3_difficulty
}
}
if = {
limit = {
has_trait = beauty_bad_2
}
add = {
value = medium_trait_difficulty
desc = beauty_bad_2_difficulty
}
}
if = {
limit = {
has_trait = beauty_bad_1
}
add = {
value = medium_low_trait_difficulty
desc = beauty_bad_1_difficulty
}
}
if = {
limit = {
has_trait = dull
}
add = {
value = medium_trait_difficulty
desc = dull_difficulty
}
}
if = {
limit = {
has_trait = weak
}
add = {
value = medium_trait_difficulty
desc = weak_difficulty
}
}
if = {
limit = {
has_trait = sodomite
trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = faith GENDER_CHARACTER = this }
}
add = {
value = medium_trait_difficulty
desc = sodomite_difficulty
}
}
if = {
limit = {
has_trait = incestuous
trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = faith GENDER_CHARACTER = this }
}
add = {
value = medium_trait_difficulty
desc = incestuous_difficulty
}
}
if = {
limit = {
has_trait = fornicator
trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = faith GENDER_CHARACTER = this }
}
add = {
value = medium_trait_difficulty
desc = fornicator_difficulty
}
}
if = {
limit = {
has_trait = adulterer
trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = faith GENDER_CHARACTER = this }
}
add = {
value = medium_trait_difficulty
desc = adulterer_difficulty
}
}
if = {
limit = {
has_trait = deviant
trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = deviant FAITH = faith GENDER_CHARACTER = this }
}
add = {
value = medium_trait_difficulty
desc = adulterer_difficulty
}
}
if = {
limit = {
has_trait = cannibal
trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = faith GENDER_CHARACTER = this }
}
add = {
value = medium_trait_difficulty
desc = cannibal_difficulty
}
}
if = {
limit = {
has_trait = witch
trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = witch FAITH = faith GENDER_CHARACTER = this }
}
add = {
value = medium_trait_difficulty
desc = witch_difficulty
}
}
if = {
limit = {
OR = {
has_trait = kinslayer_1
has_trait = kinslayer_2
has_trait = kinslayer_3
}
trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = kinslayer_1 FAITH = faith GENDER_CHARACTER = this }
}
add = {
value = medium_trait_difficulty
desc = kinslayer_difficulty
}
}
if = {
limit = {
has_trait = flagellant
}
add = {
value = medium_trait_difficulty
desc = flagellant_difficulty
}
}
if = {
limit = {
has_trait = improvident
}
add = {
value = medium_trait_difficulty
desc = improvident_difficulty
}
}
if = {
limit = {
has_trait = profligate
}
add = {
value = medium_trait_difficulty
desc = profligate_difficulty
}
}
if = {
limit = {
has_trait = disfigured
}
add = {
value = medium_trait_difficulty
desc = disfigured_difficulty
}
}
if = {
limit = {
has_trait = drunkard
}
add = {
value = medium_trait_difficulty
desc = drunkard_difficulty
}
}
if = {
limit = {
has_trait = possessed
}
add = {
value = medium_trait_difficulty
desc = possessed_difficulty
}
}
if = {
limit = {
has_trait = depressed
}
add = {
value = medium_trait_difficulty
desc = depressed_difficulty
}
}
if = {
limit = {
has_trait = infertile
}
add = {
value = medium_trait_difficulty
desc = infertile_difficulty
}
}
if = {
limit = {
has_trait = spindly
}
add = {
value = medium_trait_difficulty
desc = spindly_difficulty
}
}
if = {
limit = {
has_trait = paranoid
}
add = {
value = medium_trait_difficulty
desc = paranoid_difficulty
}
}
if = {
limit = {
has_trait = gout_ridden
}
add = {
value = medium_low_trait_difficulty
desc = gout_difficulty
}
}
if = {
limit = {
has_trait = wheezing
}
add = {
value = medium_low_trait_difficulty
desc = wheezing_difficulty
}
}
if = {
limit = {
has_trait = craven
}
add = {
value = medium_low_trait_difficulty
desc = craven_difficulty
}
}
if = {
limit = {
has_trait = shy
}
add = {
value = medium_low_trait_difficulty
desc = shy_difficulty
}
}
if = {
limit = {
has_trait = decadent
}
add = {
value = medium_low_trait_difficulty
desc = decadent_difficulty
}
}
if = {
limit = {
has_trait = denounced
}
add = {
value = medium_low_trait_difficulty
desc = denounced_difficulty
}
}
if = {
limit = {
OR = {
has_trait = bastard
has_trait = legitimized_bastard
}
}
add = {
value = low_trait_difficulty
desc = bastard_difficulty
}
}
if = {
limit = {
OR = {
has_trait = child_of_concubine
has_trait = wild_oat
has_trait = disputed_heritage
}
}
add = {
value = low_trait_difficulty
desc = weak_heritage_difficulty
}
}
if = {
limit = {
has_trait = comfort_eater
}
add = {
value = low_trait_difficulty
desc = comfort_eater_difficulty
}
}
if = {
limit = {
has_trait = inappetetic
}
add = {
value = low_trait_difficulty
desc = inappetetic_difficulty
}
}
if = {
limit = {
has_trait = reclusive
}
add = {
value = low_trait_difficulty
desc = reclusive_difficulty
}
}
if = {
limit = {
has_trait = irritable
}
add = {
value = low_trait_difficulty
desc = irritable_difficulty
}
}
if = {
limit = {
has_trait = rakish
}
add = {
value = low_trait_difficulty
desc = rakish_difficulty
}
}
if = {
limit = {
has_trait = hashishiyah
}
add = {
value = low_trait_difficulty
desc = hashishiyah_difficulty
}
}
if = {
limit = {
has_trait = celibate
}
add = {
value = low_trait_difficulty
desc = celibate_difficulty
}
}
if = {
limit = {
has_trait = lovers_pox
}
add = {
value = low_trait_difficulty
desc = lovers_pox_difficulty
}
}
if = {
limit = {
has_trait = wounded_1
}
add = {
value = low_trait_difficulty
desc = wounded_difficulty
}
}
if = {
limit = {
has_trait = albino
}
add = {
value = low_trait_difficulty
desc = albino_difficulty
}
}
if = {
limit = {
has_trait = lisping
}
add = {
value = low_trait_difficulty
desc = lisping_difficulty
}
}
if = {
limit = {
has_trait = stuttering
}
add = {
value = low_trait_difficulty
desc = stuttering_difficulty
}
}
if = {
limit = {
has_trait = giant
}
add = {
value = low_trait_difficulty
desc = giant_difficulty
}
}
if = {
limit = {
has_trait = scaly
}
add = {
value = low_trait_difficulty
desc = scaly_difficulty
}
}
if = {
limit = {
has_trait = clubfooted
}
add = {
value = low_trait_difficulty
desc = clubfooted_difficulty
}
}
if = {
limit = {
has_trait = dwarf
}
add = {
value = low_trait_difficulty
desc = dwarf_difficulty
}
}
if = {
limit = {
has_trait = hunchbacked
}
add = {
value = low_trait_difficulty
desc = hunchbacked_difficulty
}
}
if = {
limit = {
has_trait = lazy
}
add = {
value = low_trait_difficulty
desc = lazy_difficulty
}
}
if = {
limit = {
has_trait = gluttonous
}
add = {
value = low_trait_difficulty
desc = gluttonous_difficulty
}
}
}
factions_and_war_values = {
if = {
limit = {
is_at_war = yes
}
add = {
value = 50
desc = at_war_difficulty
}
}
if = {
limit = {
is_at_war = yes
any_character_war = {
is_war_leader = root
OR = {
AND = {
primary_defender = root
attacker_war_score >= 40
}
AND = {
primary_attacker = root
defender_war_score >= 40
}
}
}
}
add = {
value = {
value = 100
if = {
limit = {
any_character_war = {
is_war_leader = root
OR = {
AND = {
primary_defender = root
attacker_war_score >= 60
}
AND = {
primary_attacker = root
defender_war_score >= 60
}
}
}
}
add = 200
}
if = {
limit = {
any_character_war = {
is_war_leader = root
OR = {
AND = {
primary_defender = root
attacker_war_score >= 80
}
AND = {
primary_attacker = root
defender_war_score >= 80
}
}
}
}
add = 200
}
}
desc = losing_war_difficulty
}
}
if = {
limit = {
any_targeting_faction = {
count >= 1
NOT = { faction_is_type = peasant_faction }
target_of_powerful_faction_trigger = yes
}
}
add = {
value = {
value = 0
every_targeting_faction = {
limit = {
NOT = { faction_is_type = peasant_faction }
target_of_powerful_faction_trigger = yes
}
add = 500
}
}
desc = faction_difficulty
}
}
if = {
limit = {
is_independent_ruler = yes
any_neighboring_top_liege_realm_owner = {
has_any_cb_on = root
current_military_strength >= root.one_and_a_half_times_current_military_strength
}
}
add = {
value = {
value = 0
every_neighboring_top_liege_realm_owner = {
limit = {
has_any_cb_on = root
current_military_strength >= root.one_and_a_half_times_current_military_strength
}
add = 50
}
if = {
limit = {
any_neighboring_top_liege_realm_owner = {
count = all
has_any_cb_on = root
current_military_strength >= root.one_and_a_half_times_current_military_strength
}
}
add = 150
}
}
desc = powerful_neighbors_difficulty
}
}
if = {
limit = {
is_ruler = yes
current_military_strength < max_military_strength
}
add = {
value = {
value = 50
if = {
limit = {
current_military_strength < eighty_percent_of_max_military_strength
}
add = 50
}
if = {
limit = {
current_military_strength < fifty_percent_of_max_military_strength
}
add = 50
}
if = {
limit = {
current_military_strength < twenty_percent_of_max_military_strength
}
add = 50
}
if = {
limit = {
is_at_war = yes
current_military_strength < eighty_percent_of_max_military_strength
}
add = 50
}
if = {
limit = {
is_at_war = yes
current_military_strength < fifty_percent_of_max_military_strength
}
add = 150
}
if = {
limit = {
is_at_war = yes
current_military_strength < twenty_percent_of_max_military_strength
}
add = 250
}
}
desc = military_difficulty
}
}
}
circumstantial_difficulty_values = {
if = {
limit = {
num_of_relation_rival >= 1
}
add = {
value = {
add = 10
multiply = num_of_relation_rival
}
desc = rivals_difficulty
}
}
if = {
limit = {
exists = primary_heir
primary_heir = {
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
NOT = { primary_heir.dynasty = root.dynasty }
}
add = {
value = 500
desc = primary_heir_wrong_dynasty_difficulty
}
}
if = {
limit = {
any_child = {
count >= 1
}
any_child = {
count = all
NOT = { dynasty = root.dynasty }
}
}
add = {
value = 1000
desc = children_wrong_dynasty_difficulty
}
}
if = {
limit = {
liege ?= {
faith = {
faith_hostility_level = {
target = root.faith
value >= faith_hostile_level
}
}
}
}
add = {
value = 100
desc = hostile_faith_liege_difficulty
}
}
if = {
limit = {
OR = {
AND = {
is_female = yes
faith = { has_doctrine = doctrine_gender_male_dominated }
}
AND = {
is_female = no
faith = { has_doctrine = doctrine_gender_female_dominated }
}
}
}
add = {
value = 100
desc = nonpreferred_gender_difficulty
}
}
if = {
limit = {
OR = {
AND = {
is_female = yes
patrilinear_marriage = yes
}
AND = {
is_female = no
matrilinear_marriage = yes
}
}
}
add = {
value = 200
desc = wrong_lineality_difficulty
}
}
if = {
limit = {
stress_level >= 1
}
add = {
value = {
add = 25
multiply = stress_level
if = {
limit = {
stress_level >= 3
}
multiply = 3
}
}
desc = stress_level_difficulty
}
}
if = {
limit = {
gold >= 500
gold >= major_gold_value
}
add = {
value = {
value = -50
if = {
limit = {
gold >= 1000
gold >= massive_gold_value
}
add = -100
}
}
desc = gold_difficulty
}
}
if = {
limit = {
monthly_character_income > 0
debt_level > 0
}
add = {
value = 100
multiply = debt_level
desc = debt_level_difficulty
}
}
if = {
limit = {
has_trait_with_flag = debilitating_illness
}
add = {
value = high_trait_difficulty
desc = is_ill_difficulty
}
}
if = {
limit = {
is_imprisoned = yes
}
add = {
value = 500
desc = imprisoned_difficulty
}
}
if = {
limit = {
is_landed = yes
domain_size < domain_limit
}
add = {
value = {
value = 25
if = {
limit = {
domain_size < 3
}
add = 25
}
if = {
limit = {
domain_size < 2
}
add = 50
}
}
desc = weak_domain_difficulty
}
}
if = {
limit = {
is_ruler = no
}
add = {
value = 50
desc = unlanded_difficulty
}
}
if = {
limit = {
is_independent_ruler = no
}
add = {
value = 25
desc = is_a_vassal_difficulty
}
}
}
health_difficulty_values = {
if = {
limit = {
age >= 50
}
add = {
value = {
value = 100
if = {
limit = {
age >= 55
}
add = 50
}
if = {
limit = {
age >= 60
}
add = 50
}
if = {
limit = {
age >= 65
}
add = 50
}
if = {
limit = {
age >= 70
}
add = 100
}
if = {
limit = {
age >= 75
}
add = 100
}
if = {
limit = {
age >= 80
}
add = 100
}
}
desc = elder_difficulty
}
}
if = {
limit = {
health <= 4
}
add = {
value = {
add = 100
if = {
limit = {
health <= 3.5
}
add = 150
}
if = {
limit = {
health <= 3
}
add = 300
}
}
desc = poor_health_difficulty
}
}
if = {
limit = {
is_adult = no
}
add = {
value = {
value = 50
if = {
limit = {
age < 10
}
add = 50
}
}
desc = non_adult_difficulty
}
}
}
difficulty_bulk_add_values = {
add = skill_difficulty_measurement_value
add = legitimacy_difficulty_value
add = trait_difficulty_values
add = factions_and_war_values
add = health_difficulty_values
add = circumstantial_difficulty_values
}
# Main Character Difficulty Score
character_difficulty_value = {
add = difficulty_bulk_add_values
max = 10000
}