6703 lines
150 KiB
Text
6703 lines
150 KiB
Text
# INFLUENCE
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#Note! These are base values, use loss/gain below
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miniscule_influence_value = 10
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minor_influence_value = 30
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medium_influence_value = 60
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major_influence_value = 100
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massive_influence_value = 150
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monumental_influence_value = 250
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miniscule_influence_loss = {
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value = 0
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subtract = miniscule_influence_value
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}
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minor_influence_loss = {
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value = 0
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subtract = minor_influence_value
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}
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medium_influence_loss = {
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value = 0
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subtract = medium_influence_value
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}
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major_influence_loss = {
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value = 0
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subtract = major_influence_value
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}
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massive_influence_loss = {
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value = 0
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subtract = massive_influence_value
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}
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monumental_influence_loss = {
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value = 0
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subtract = monumental_influence_value
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}
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miniscule_influence_gain = miniscule_influence_value
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minor_influence_gain = minor_influence_value
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medium_influence_gain = medium_influence_value
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major_influence_gain = major_influence_value
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massive_influence_gain = massive_influence_value
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monumental_influence_gain = monumental_influence_value
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#Influence Levels
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low_negative_influence_level = -1
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low_influence_level = 1
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medium_influence_level = 2
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high_influence_level = 3
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very_high_influence_level = 4
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max_influence_level = 5
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max_dynasty_influence_level = 10
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high_dynasty_influence_level = 7
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medium_dynasty_influence_level = 4
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low_dynasty_influence_level = 2
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min_dynasty_influence_level = 0
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influence_modifier_scaling_value = {
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value = influence_level
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min = 1
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desc = MODIFIER_DEFINITION_MAIN_DESC_INFLUENCE_LEVEL
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}
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### Estate building cost values
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# Base costs
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estate_external_building_normal_base_cost_value = {
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if = {
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limit = {
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government_has_flag = government_is_celestial
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}
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value = 50
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}
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else = {
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value = 100
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}
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}
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estate_external_building_high_base_cost_value = {
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if = {
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limit = {
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government_has_flag = government_is_celestial
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}
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value = 75
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}
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else = {
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value = 150
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}
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}
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estate_internal_building_normal_base_cost_value = {
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if = {
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limit = {
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government_has_flag = government_is_celestial
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}
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value = 25
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}
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else = {
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value = 50
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}
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}
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estate_internal_building_high_base_cost_value = {
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if = {
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limit = {
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government_has_flag = government_is_celestial
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}
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value = 40
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}
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else = {
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value = 75
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}
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}
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# External building costs - normal
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estate_external_building_normal_cost_tier_1_value = {
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value = estate_external_building_normal_base_cost_value
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_normal_cost_tier_2_value = {
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value = {
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value = estate_external_building_normal_base_cost_value
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multiply = 2
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_normal_cost_tier_3_value = {
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value = {
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value = estate_external_building_normal_base_cost_value
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multiply = 3
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_normal_cost_tier_4_value = {
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value = {
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value = estate_external_building_normal_base_cost_value
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multiply = 4
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_normal_cost_tier_5_value = {
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value = {
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value = estate_external_building_normal_base_cost_value
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multiply = 5
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_normal_cost_tier_6_value = {
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value = {
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value = estate_external_building_normal_base_cost_value
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multiply = 6
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}
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multiply = estate_location_cost_modifier_value
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}
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# External building costs - high
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estate_external_building_high_cost_tier_1_value = {
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value = estate_external_building_high_base_cost_value
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_high_cost_tier_2_value = {
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value = {
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value = estate_external_building_high_base_cost_value
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multiply = 2
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_high_cost_tier_3_value = {
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value = {
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value = estate_external_building_high_base_cost_value
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multiply = 3
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_high_cost_tier_4_value = {
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value = {
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value = estate_external_building_high_base_cost_value
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multiply = 4
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_high_cost_tier_5_value = {
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value = {
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value = estate_external_building_high_base_cost_value
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multiply = 5
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_external_building_high_cost_tier_6_value = {
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value = {
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value = estate_external_building_high_base_cost_value
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multiply = 6
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}
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multiply = estate_location_cost_modifier_value
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}
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# Internal building costs - normal
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estate_internal_building_normal_cost_tier_1_value = {
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value = estate_internal_building_normal_base_cost_value
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_normal_cost_tier_2_value = {
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value = {
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value = estate_internal_building_normal_base_cost_value
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multiply = 2
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_normal_cost_tier_3_value = {
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value = {
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value = estate_internal_building_normal_base_cost_value
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multiply = 3
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_normal_cost_tier_4_value = {
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value = {
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value = estate_internal_building_normal_base_cost_value
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multiply = 4
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_normal_cost_tier_5_value = {
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value = {
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value = estate_internal_building_normal_base_cost_value
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multiply = 5
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_normal_cost_tier_6_value = {
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value = {
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value = estate_internal_building_normal_base_cost_value
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multiply = 6
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}
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multiply = estate_location_cost_modifier_value
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}
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# Internal building costs - high
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estate_internal_building_high_cost_tier_1_value = {
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value = estate_internal_building_high_base_cost_value
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_high_cost_tier_2_value = {
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value = {
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value = estate_internal_building_high_base_cost_value
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multiply = 2
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_high_cost_tier_3_value = {
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value = {
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value = estate_internal_building_high_base_cost_value
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multiply = 3
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_high_cost_tier_4_value = {
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value = {
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value = estate_internal_building_high_base_cost_value
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multiply = 4
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_high_cost_tier_5_value = {
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value = {
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value = estate_internal_building_high_base_cost_value
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multiply = 5
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}
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multiply = estate_location_cost_modifier_value
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}
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estate_internal_building_high_cost_tier_6_value = {
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value = {
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value = estate_internal_building_high_base_cost_value
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multiply = 6
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}
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multiply = estate_location_cost_modifier_value
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}
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# Estate location modifier value
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estate_location_cost_modifier_value = {
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value = 1
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if = { # Everything is a bit more expensive in the capital
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limit = {
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domicile.domicile_location = top_liege.capital_province
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}
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add = 0.2
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}
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else_if = { # Everything is a bit cheaper in themes along the borders
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limit = {
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any_top_realm_border_county = {
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duchy = root.domicile.domicile_location.county.duchy
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}
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}
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add = -0.2
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}
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}
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### Estate building AI values
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estate_building_ai_modifier_value = {
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if = {
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limit = { # Some characters should want to build in their estate before they construct buildings in holdings
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scope:owner = {
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OR = {
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has_trait = arbitrary
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has_trait = gluttonous
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has_trait = greedy
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}
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}
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}
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add = 10
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}
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if = { # Character's loyal to the realm should very slightly favor constructing buildings in holdings first
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limit = {
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scope:owner = {
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has_trait = loyal
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OR = {
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has_trait = diligent
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has_trait = just
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}
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}
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}
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add = -1 # This will generally (though not guaranteed) make the AI build estate buildings one tier later than normal
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}
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}
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#
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granary_modifier_scaling_value = {
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value = 1
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if = {
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limit = {
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exists = root
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}
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domicile ?= {
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if = {
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limit = {
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has_domicile_building_or_higher = grain_field_01
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}
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if = {
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limit = { has_domicile_building = grain_field_06 }
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add = 6
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}
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else_if = {
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limit = { has_domicile_building = grain_field_05 }
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add = 5
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}
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else_if = {
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limit = { has_domicile_building = grain_field_04 }
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add = 4
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}
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else_if = {
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limit = { has_domicile_building = grain_field_03 }
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add = 3
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}
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else_if = {
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limit = { has_domicile_building = grain_field_02 }
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add = 2
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}
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else = {
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add = 1
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}
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}
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if = {
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limit = {
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has_domicile_building_or_higher = east_asian_estate_rice_field_01
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}
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if = {
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limit = { has_domicile_building = east_asian_estate_rice_field_06 }
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add = 6
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}
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else_if = {
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limit = { has_domicile_building = east_asian_estate_rice_field_05 }
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add = 5
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}
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else_if = {
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limit = { has_domicile_building = east_asian_estate_rice_field_04 }
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add = 4
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}
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else_if = {
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limit = { has_domicile_building = east_asian_estate_rice_field_03 }
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add = 3
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}
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else_if = {
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limit = { has_domicile_building = east_asian_estate_rice_field_02 }
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add = 2
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}
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else = {
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add = 1
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}
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}
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if = {
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limit = {
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domicile_location = {
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this = root.top_liege.capital_province
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}
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}
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add = 2
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}
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if = {
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limit = {
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domicile_location = {
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OR = {
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terrain = farmlands
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terrain = floodplains
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terrain = terraced_hills
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}
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}
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}
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add = 5
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}
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if = {
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limit = {
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domicile_location.county = {
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county_control < 100
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}
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}
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add = {
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value = 100
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subtract = domicile.domicile_location.county.county_control
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multiply = 0.1
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round = yes
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min = 1
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}
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}
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if = {
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limit = {
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domicile_location.county = {
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development_level >= estate_granary_development_bonus_2_value
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}
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}
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multiply = 3
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}
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else_if = {
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limit = {
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domicile_location.county = {
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development_level >= estate_granary_development_bonus_1_value
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}
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}
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multiply = 2
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}
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if = {
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limit = {
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domicile_location = {
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any_province_epidemic = { }
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}
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}
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multiply = 2
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}
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}
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}
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desc = MODIFIER_DEFINITION_ESTATE_SCALING_DESC
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}
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estate_granary_development_bonus_1_value = 30
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estate_granary_development_bonus_2_value = 60
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estate_construction_influence_gain_value = {
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value = 20
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# Bonus from governing with Civilian Administration
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if = {
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limit = { vassal_contract_has_flag = admin_influence_construction_bonus }
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add = 20
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}
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# Increase from Estate Building
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if = {
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limit = {
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domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_5 }
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}
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multiply = {
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value = 1
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add = estate_construction_influence_bonus_5_value
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}
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}
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else_if = {
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limit = {
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domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_4 }
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}
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multiply = {
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value = 1
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add = estate_construction_influence_bonus_4_value
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}
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}
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else_if = {
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limit = {
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domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_3 }
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}
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multiply = {
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value = 1
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add = estate_construction_influence_bonus_3_value
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}
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}
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else_if = {
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limit = {
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domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_2 }
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}
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multiply = {
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value = 1
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add = estate_construction_influence_bonus_2_value
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}
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}
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else_if = {
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limit = {
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domicile ?= { has_domicile_parameter = estate_increase_influence_on_building_construction_1 }
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}
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multiply = {
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value = 1
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add = estate_construction_influence_bonus_1_value
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}
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}
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}
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estate_construction_influence_bonus_1_value = 0.2
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estate_construction_influence_bonus_2_value = 0.4
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estate_construction_influence_bonus_3_value = 0.6
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estate_construction_influence_bonus_4_value = 0.8
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estate_construction_influence_bonus_5_value = 1
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influence_inherit_large_bonus_value = 0.3
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influence_inherit_medium_bonus_value = 0.2
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influence_inherit_small_bonus_value = 0.1
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appointment_score_script_value = {
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value = "appointment_candidate_score(root.primary_title)"
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min = 1
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desc = APPOINTMENT_SCORE_SCRIPT_VALUE_DESC
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}
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# The cost for taking command of other theme troops - ROOT is the title the requested troops belong to
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admin_title_troop_command_cost_value = {
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save_temporary_scope_as = recipient_title
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# Base cost - Set in 00_defines.txt
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value = {
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value = define:NAdministrative|BASE_REASSIGN_COST
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format = "BASE_VALUE_FORMAT"
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desc = "BASE_VALUE"
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}
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if = { # Increase cost based on the total number of regiments - The first three regiments are not accounted for, we consider them a part of the base cost
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limit = {
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scope:recipient_title = {
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OR = {
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any_owned_title_maa_regiment = {
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count > 3
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}
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any_owned_title_maa_regiment = {
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maa_size > 3
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}
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AND = {
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any_owned_title_maa_regiment = {
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count > 2
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}
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any_owned_title_maa_regiment = {
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maa_size > 1
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}
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}
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AND = {
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any_owned_title_maa_regiment = {
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count > 1
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}
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any_owned_title_maa_regiment = {
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maa_size > 2
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}
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}
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}
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}
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|
}
|
|
add = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = {
|
|
value = {
|
|
scope:recipient_title = {
|
|
every_title_maa_regiment = {
|
|
add = maa_size
|
|
}
|
|
}
|
|
subtract = 3
|
|
divide = 20
|
|
}
|
|
}
|
|
desc = ADMIN_TITLE_TROOP_COST_ARMY_SIZE_DESC
|
|
}
|
|
}
|
|
|
|
# You are fighting a defensive war
|
|
if = {
|
|
limit = {
|
|
scope:actor = {
|
|
any_character_war = {
|
|
is_war_leader = scope:actor
|
|
is_defender = scope:actor
|
|
}
|
|
}
|
|
}
|
|
subtract = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = 0.25
|
|
desc = ADMIN_TITLE_TROOP_COST_DEFENDER_DESC
|
|
}
|
|
}
|
|
# You are fighting an offensive war, and the troop owner is far away
|
|
else_if = {
|
|
limit = {
|
|
scope:recipient_title.holder = { top_liege != this }
|
|
scope:actor = {
|
|
any_war_enemy = {
|
|
realm_to_title_distance_squared = {
|
|
target = scope:recipient_title
|
|
value > 100000
|
|
}
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = 0.25
|
|
desc = ADMIN_TITLE_TROOP_COST_ATTACKER_DESC
|
|
}
|
|
}
|
|
|
|
# The Troop owner is inside the war goal
|
|
if = {
|
|
limit = {
|
|
holder = {
|
|
target_is_liege_or_above = scope:actor
|
|
OR = {
|
|
any_held_title = { is_contested = yes }
|
|
any_vassal = {
|
|
any_held_title = { is_contested = yes }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
subtract = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = 0.25
|
|
desc = ADMIN_TITLE_TROOP_COST_OWNER_IN_WAR_GOAL_DESC
|
|
}
|
|
}
|
|
|
|
# If you are independent - The cost is reduced with your laws
|
|
# Imperial Bureaucracy for admin, and Army Command Structure for celestial
|
|
if = { # Admin
|
|
limit = {
|
|
scope:actor = {
|
|
top_liege = this
|
|
realm_law_use_imperial_bureaucracy = yes
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:actor = {
|
|
has_realm_law_flag = admin_title_troop_cost_reduction_high
|
|
}
|
|
}
|
|
subtract = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = admin_law_cost_reduction_high_value
|
|
desc = ADMIN_TITLE_TROOP_COST_LAW_2_DESC
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:actor = {
|
|
has_realm_law_flag = admin_title_troop_cost_reduction
|
|
}
|
|
}
|
|
subtract = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = admin_law_cost_reduction_value
|
|
desc = ADMIN_TITLE_TROOP_COST_LAW_1_DESC
|
|
}
|
|
}
|
|
}
|
|
else_if = { # Celestial
|
|
limit = {
|
|
scope:actor = {
|
|
top_liege = this
|
|
realm_law_use_celestial_bureaucracy = yes
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:actor = {
|
|
has_realm_law_flag = admin_title_troop_cost_reduction_very_high
|
|
}
|
|
}
|
|
subtract = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = admin_law_cost_reduction_very_high_value
|
|
desc = ADMIN_TITLE_TROOP_COST_LAW_3_CELESTIAL_DESC
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:actor = {
|
|
has_realm_law_flag = admin_title_troop_cost_reduction_high
|
|
}
|
|
}
|
|
subtract = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = admin_law_cost_reduction_high_value
|
|
desc = ADMIN_TITLE_TROOP_COST_LAW_2_CELESTIAL_DESC
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:actor = {
|
|
has_realm_law_flag = admin_title_troop_cost_reduction
|
|
}
|
|
}
|
|
subtract = {
|
|
value = define:NAdministrative|BASE_REASSIGN_COST
|
|
multiply = admin_law_cost_reduction_value
|
|
desc = ADMIN_TITLE_TROOP_COST_LAW_1_CELESTIAL_DESC
|
|
}
|
|
}
|
|
}
|
|
|
|
# In Meritocratic governments, we prefer to not let the AI borrow from players, since they can be
|
|
# called in via 'request_military_aid_interaction' / 'send_military_aid_interaction'
|
|
if = {
|
|
limit = {
|
|
scope:actor = {
|
|
government_has_flag = government_has_merit
|
|
is_ai = yes
|
|
}
|
|
scope:recipient_title = {
|
|
holder = {
|
|
is_ai = no
|
|
}
|
|
}
|
|
}
|
|
multiply = 100000
|
|
}
|
|
}
|
|
admin_law_cost_reduction_value = 0.25
|
|
admin_law_cost_reduction_high_value = 0.5
|
|
admin_law_cost_reduction_very_high_value = 0.75
|
|
|
|
admin_troops_reclaim_cost_cooldown_value = 5
|
|
|
|
# Some control values that we reference in loc.
|
|
diarch_more_efficient_administrative_emperor_promotion_candidate_massive_value = 1.5
|
|
diarch_more_efficient_administrative_emperor_promotion_candidate_major_value = 1
|
|
diarch_more_efficient_administrative_emperor_promotion_candidate_medium_value = 0.75
|
|
diarch_more_efficient_administrative_emperor_promotion_candidate_mild_value = 0.5
|
|
|
|
# For use when promoting a candidate via interaction.
|
|
appointment_score_interaction_multiplier_modifiers_value = {
|
|
value = 1
|
|
# Co-emperors are more efficient to promote.
|
|
if = {
|
|
limit = {
|
|
exists = scope:target
|
|
exists = scope:secondary_recipient
|
|
appointment_interactions_recipient_is_suitable_co_emperor_trigger = yes
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:actor.top_liege = { has_diarchy_active_parameter = diarch_more_efficient_administrative_emperor_promotion_candidate_massive }
|
|
}
|
|
add = diarch_more_efficient_administrative_emperor_promotion_candidate_massive_value
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:actor.top_liege = { has_diarchy_active_parameter = diarch_more_efficient_administrative_emperor_promotion_candidate_major }
|
|
}
|
|
add = diarch_more_efficient_administrative_emperor_promotion_candidate_major_value
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:actor.top_liege = { has_diarchy_active_parameter = diarch_more_efficient_administrative_emperor_promotion_candidate_medium }
|
|
}
|
|
add = diarch_more_efficient_administrative_emperor_promotion_candidate_medium_value
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:actor.top_liege = { has_diarchy_active_parameter = diarch_more_efficient_administrative_emperor_promotion_candidate_mild }
|
|
}
|
|
add = diarch_more_efficient_administrative_emperor_promotion_candidate_mild_value
|
|
}
|
|
}
|
|
}
|
|
|
|
# Eparch values
|
|
eparch_aptitude_modifier_scaling_value = {
|
|
value = 1
|
|
if = {
|
|
limit = { exists = root }
|
|
add = root.aptitude:eparch_court_position
|
|
}
|
|
desc = MODIFIER_DEFINITION_MAIN_DESC_EPARCH_APTITUDE
|
|
}
|
|
university_cost_reduction_value = 0.25
|
|
eparch_scheme_secrecy_bonus_value = {
|
|
if = {
|
|
limit = {
|
|
scope:owner ?= { has_court_position = eparch_court_position }
|
|
scope:target = {
|
|
domicile ?= { domicile_location = owner.top_liege.capital_province }
|
|
}
|
|
}
|
|
add = {
|
|
value = 15
|
|
desc = eparch_scheme_bonus_desc
|
|
}
|
|
}
|
|
}
|
|
|
|
# State Faith
|
|
ep3_state_faith_conversion_mult_value = 2
|
|
|
|
# Hold Triumph Decision
|
|
ep3_triumph_gold_cost = {
|
|
value = 100
|
|
if = {
|
|
limit = {
|
|
NOT = { government_allows = administrative }
|
|
}
|
|
add = 100
|
|
if = {
|
|
limit = {
|
|
NOT = {
|
|
has_variable = ep3_valid_triumph_victory
|
|
}
|
|
}
|
|
add = 200
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_triumph_influence_cost = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
government_allows = administrative
|
|
}
|
|
add = 50
|
|
if = {
|
|
limit = {
|
|
NOT = {
|
|
has_variable = ep3_valid_triumph_victory
|
|
}
|
|
}
|
|
add = 200
|
|
}
|
|
}
|
|
}
|
|
|
|
# Laamp
|
|
|
|
ep3_laamp_chance_score_value = {
|
|
value = 0
|
|
add = { value = sum_of_all_skills_and_prowess_value divide = 4 }
|
|
add = { value = piety_level multiply = 2 } # Devotion
|
|
add = { value = prestige_level multiply = 2 } # Fame
|
|
# Age
|
|
if = {
|
|
limit = { age < 25 }
|
|
add = 3
|
|
}
|
|
# Personality
|
|
if = {
|
|
limit = { has_trait = ambitious }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = brave }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = arrogant }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = stubborn }
|
|
add = 3
|
|
}
|
|
# Genetics
|
|
if = {
|
|
limit = { has_trait = beauty_good }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = intellect_good }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = physique_good }
|
|
add = 3
|
|
}
|
|
# Fame/Lifestyle/Commander
|
|
every_character_trait = {
|
|
limit = {
|
|
OR = {
|
|
has_trait_category = fame
|
|
has_trait_category = lifestyle
|
|
has_trait_category = commander
|
|
}
|
|
}
|
|
add = 3
|
|
}
|
|
# Education
|
|
if = {
|
|
limit = { has_trait = education_martial }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_trait = education_martial_prowess }
|
|
add = 5
|
|
}
|
|
# Bastardry
|
|
if = {
|
|
limit = { has_trait = bastard }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_trait = legitimized_bastard }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = wild_oat }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = child_of_concubine }
|
|
add = 3
|
|
}
|
|
# Cosmetics
|
|
if = {
|
|
limit = { has_trait = scarred }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = one_eyed }
|
|
add = 3
|
|
}
|
|
if = {
|
|
limit = { has_trait = disfigured }
|
|
add = 3
|
|
}
|
|
# Culture/Faith
|
|
if = {
|
|
limit = {
|
|
faith = { has_doctrine_parameter = unlock_voluntary_laampdom_faith }
|
|
}
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_parameter = unlock_voluntary_laampdom }
|
|
}
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_trait = nomadic_philosophy
|
|
}
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_parameter = much_more_likely_to_be_laamps }
|
|
}
|
|
add = 50
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_parameter = more_likely_to_be_laamps }
|
|
}
|
|
add = 25
|
|
}
|
|
# Too much to lose
|
|
every_heir_title = {
|
|
add = {
|
|
value = 0
|
|
subtract = tier
|
|
}
|
|
}
|
|
every_held_title = {
|
|
add = {
|
|
value = tier
|
|
multiply = -2
|
|
}
|
|
}
|
|
# Stop streaks
|
|
every_held_title = {
|
|
limit = {
|
|
previous_holder ?= {
|
|
is_alive = yes
|
|
government_has_flag = government_is_landless_adventurer
|
|
}
|
|
}
|
|
add = -75
|
|
}
|
|
# Encourage potential legitimists and such to go wandering.
|
|
if = {
|
|
limit = { realm_size <= 0 }
|
|
every_claim = {
|
|
limit = { tier >= tier_kingdom }
|
|
add = 30
|
|
}
|
|
}
|
|
}
|
|
|
|
request_laamp_invasion_sponsorship_gold_cost = {
|
|
value = 300
|
|
if = {
|
|
limit = { scope:recipient.highest_held_title_tier >= tier_empire }
|
|
add = 200
|
|
}
|
|
}
|
|
|
|
## Referenced in code
|
|
ep3_hire_laamp_mercs_cost_value = {
|
|
value = scope:recipient.current_military_strength
|
|
divide = 10
|
|
min = scope:actor.minor_gold_value
|
|
multiply = {
|
|
value = {
|
|
scope:actor = {
|
|
every_character_war = {
|
|
limit = {
|
|
is_war_leader = scope:actor
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
min = 1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:recipient.domicile = { has_domicile_parameter = camp_improved_mercenary_contract_rewards }
|
|
}
|
|
multiply = camp_improved_mercenary_contract_rewards_value
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:recipient = { has_perk = hard_rule_perk }
|
|
}
|
|
multiply = adventurer_hard_rule_contract_rewards_value
|
|
}
|
|
}
|
|
|
|
ep3_hire_laamp_mercs_payment_value = {
|
|
value = scope:war_contribution_value
|
|
divide = 10
|
|
min = scope:employer.medium_gold_value
|
|
if = {
|
|
limit = {
|
|
scope:laamp_temp.domicile ?= { has_domicile_parameter = camp_improved_mercenary_contract_rewards }
|
|
}
|
|
multiply = camp_improved_mercenary_contract_rewards_value
|
|
}
|
|
if = {
|
|
limit = {
|
|
exists = scope:war_valuable_prisoners
|
|
}
|
|
add = {
|
|
value = scope:war_valuable_prisoners
|
|
multiply = 20
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:laamp_temp ?= { has_perk = hard_rule_perk }
|
|
}
|
|
multiply = adventurer_hard_rule_contract_rewards_value
|
|
}
|
|
max = {
|
|
value = scope:employer.yearly_character_income
|
|
if = {
|
|
limit = {
|
|
scope:employer.gold > 0
|
|
}
|
|
add = scope:employer.gold
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_wildfires_min = 20
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_wildfires_max = 50
|
|
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_avalanches_min = 30
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_avalanches_max = 60
|
|
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_flash_floods_min = 20
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_flash_floods_max = 40
|
|
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_frozen_water_min = 15
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_frozen_water_max = 30
|
|
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_earthquake_min = 50
|
|
ep3_laamp_flavour_ewan_4041_regiment_damage_earthquake_max = 80
|
|
|
|
chariot_race_entrance_fee = {
|
|
value = 50
|
|
}
|
|
|
|
chariot_race_base_cost_value = {
|
|
value = 200
|
|
}
|
|
|
|
chariot_ordering_value = {
|
|
value = 0
|
|
add = aptitude:charioteer_court_position
|
|
round = yes
|
|
}
|
|
|
|
charioteer_chance_to_win = {
|
|
value = 1
|
|
add = prowess
|
|
add = aptitude:charioteer_court_position
|
|
round = yes
|
|
}
|
|
|
|
charioteer_chance_to_place = {
|
|
value = 1
|
|
add = prowess
|
|
add = aptitude:charioteer_court_position
|
|
round = yes
|
|
}
|
|
|
|
charioteer_chance_to_show = {
|
|
value = 1
|
|
add = prowess
|
|
add = aptitude:charioteer_court_position
|
|
round = yes
|
|
}
|
|
|
|
charioteer_victory_score_value = {
|
|
value = 0
|
|
if = {
|
|
limit = { is_alive = yes}
|
|
if = {
|
|
limit = { has_variable = chariot_race_victory_score }
|
|
add = var:chariot_race_victory_score
|
|
}
|
|
}
|
|
}
|
|
|
|
charioteer_passive_phase_gui_sort_value = {
|
|
value = 1
|
|
if = {
|
|
limit = { is_alive = yes }
|
|
add = this.aptitude:charioteer_court_position
|
|
}
|
|
}
|
|
|
|
charioteer_placement_middle = {
|
|
value = 0
|
|
add = {
|
|
value = involved_activity.var:num_charioteers
|
|
divide = 2
|
|
}
|
|
}
|
|
|
|
following_charioteer_index = {
|
|
value = var:current_place_in_race
|
|
add = 1
|
|
max = 12
|
|
}
|
|
|
|
ahead_charioteer_index = {
|
|
value = var:current_place_in_race
|
|
subtract = 1
|
|
min = 1
|
|
}
|
|
|
|
2_ahead_charioteer_index = {
|
|
value = var:current_place_in_race
|
|
subtract = 2
|
|
min = 1
|
|
}
|
|
|
|
bookkeeper_small_commission_value = {
|
|
value = 0.2
|
|
if = {
|
|
limit = {
|
|
scope:host.court_position:bookmaker_court_position ?= {
|
|
has_character_flag = bookmaker_cooking_the_books
|
|
}
|
|
}
|
|
multiply = 3
|
|
}
|
|
}
|
|
|
|
bookkeeper_medium_commission_value = {
|
|
value = 0.3
|
|
if = {
|
|
limit = {
|
|
scope:host.court_position:bookmaker_court_position ?= {
|
|
has_character_flag = bookmaker_cooking_the_books
|
|
}
|
|
}
|
|
multiply = 3
|
|
}
|
|
}
|
|
|
|
bookkeeper_large_commission_value = {
|
|
value = 0.4
|
|
if = {
|
|
limit = {
|
|
scope:host.court_position:bookmaker_court_position ?= {
|
|
has_character_flag = bookmaker_cooking_the_books
|
|
}
|
|
}
|
|
multiply = 3
|
|
}
|
|
}
|
|
|
|
# Distance value used instead of diplo range for LAAMP interactions range
|
|
ep3_laamp_interaction_max_range = 450000 #from Byzantion to west and east edges of ERE in 1066
|
|
|
|
purchase_land_county_cost_value = 400
|
|
purchase_land_duchy_cost_value = 1000
|
|
|
|
ep3_laamp_invasion_levies_size_value = {
|
|
value = 0
|
|
add = scope:supporter.max_military_strength
|
|
divide = 10
|
|
max = {
|
|
# Standard base max.
|
|
value = varangian_adventurers_standard_levy_cap_value
|
|
}
|
|
}
|
|
|
|
ep3_laamp_invasion_ai_targeting_value = {
|
|
value = 100
|
|
scope:attacker = {
|
|
# Weight up claims.
|
|
if = {
|
|
limit = {
|
|
scope:attacker = {
|
|
any_claim = {
|
|
OR = {
|
|
holder = scope:defender
|
|
holder.top_liege = scope:defender
|
|
}
|
|
}
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
# Weight up those who are already overwhelmed.
|
|
if = {
|
|
limit = {
|
|
scope:defender = { gold < 0 }
|
|
}
|
|
add = 100
|
|
}
|
|
# Weight up those who are already overwhelmed.
|
|
if = {
|
|
limit = {
|
|
scope:defender = { is_at_war = yes }
|
|
}
|
|
add = 100
|
|
}
|
|
# Weight up independent dukes.
|
|
if = {
|
|
limit = {
|
|
scope:defender = { highest_held_title_tier = tier_duchy }
|
|
}
|
|
add = 100
|
|
}
|
|
# Weight up independent kings.
|
|
if = {
|
|
limit = {
|
|
scope:defender = { highest_held_title_tier = tier_kingdom }
|
|
}
|
|
add = 50
|
|
}
|
|
# 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
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_laamp_invasion_cb_cost = {
|
|
add = {
|
|
if = {
|
|
limit = {
|
|
any_in_list = {
|
|
list = target_titles
|
|
tier >= tier_empire
|
|
}
|
|
}
|
|
add = 10000
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
any_in_list = {
|
|
list = target_titles
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = 5000
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
any_in_list = {
|
|
list = target_titles
|
|
tier >= tier_duchy
|
|
}
|
|
}
|
|
add = 2000
|
|
}
|
|
else = { add = 500 }
|
|
desc = "CB_BASE_COST"
|
|
}
|
|
|
|
# Reduce the cost to make this more feasible for the AI.
|
|
scope:attacker = {
|
|
if = {
|
|
limit = { is_ai = yes }
|
|
multiply = 0.1
|
|
}
|
|
}
|
|
|
|
#Halve cost if Lust for Land modifier
|
|
if = {
|
|
limit = {
|
|
scope:attacker = {
|
|
has_character_modifier = ep3_lust_for_land_modifier
|
|
}
|
|
}
|
|
divide = {
|
|
value = 2
|
|
desc = "lust_for_land_modifier_tt"
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_laamp_invasion_base_piety_cost = {
|
|
add = common_cb_impious_piety_cost
|
|
if = {
|
|
limit = {
|
|
scope:defender.faith = scope:attacker.faith
|
|
}
|
|
add = {
|
|
value = major_piety_value
|
|
desc = CB_SAME_FAITH_COST
|
|
}
|
|
}
|
|
}
|
|
|
|
# Governor efficiency used in code
|
|
# root - charater that is evaluated for the governorship
|
|
# End result should be a multiplier, but we add larger values to present it better in the breakdown. E.g. we add 10, but divide it with 100 to make it 0.1.
|
|
governor_efficiency = {
|
|
value = {
|
|
# Everyone will calculate their Efficiency according to the following:
|
|
# Skills
|
|
add = {
|
|
add = {
|
|
desc = diplomacy_concept
|
|
add = {
|
|
value = diplomacy
|
|
multiply = 1.7
|
|
}
|
|
round = yes
|
|
}
|
|
add = {
|
|
desc = martial_concept
|
|
add = {
|
|
value = martial
|
|
multiply = 1.7
|
|
}
|
|
round = yes
|
|
}
|
|
add = {
|
|
desc = stewardship_concept
|
|
add = {
|
|
value = stewardship
|
|
multiply = 1.7
|
|
}
|
|
round = yes
|
|
}
|
|
add = {
|
|
desc = intrigue_concept
|
|
add = {
|
|
value = intrigue
|
|
multiply = 1.7
|
|
}
|
|
round = yes
|
|
}
|
|
add = {
|
|
desc = learning_concept
|
|
add = {
|
|
value = learning
|
|
multiply = 1.7
|
|
}
|
|
round = yes
|
|
}
|
|
divide = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
realm_size >= 65
|
|
realm_size < 75
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -5
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 75
|
|
realm_size < 85
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -10
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 85
|
|
realm_size < 95
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -15
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 95
|
|
realm_size < 105
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -20
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 105
|
|
realm_size < 115
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -25
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 115
|
|
realm_size < 125
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -30
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 125
|
|
realm_size < 135
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -35
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 135
|
|
realm_size < 145
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -40
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 145
|
|
realm_size < 155
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -45
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 155
|
|
realm_size < 165
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -50
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 175
|
|
realm_size < 185
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -55
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 185
|
|
realm_size < 195
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -60
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 195
|
|
realm_size < 205
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -65
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 205
|
|
realm_size < 215
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -70
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 215
|
|
realm_size < 225
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -75
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 225
|
|
realm_size < 235
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -80
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 235
|
|
realm_size < 245
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -85
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 245
|
|
realm_size < 255
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -90
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 255
|
|
realm_size < 265
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -95
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 265
|
|
realm_size < 275
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -100
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 275
|
|
realm_size < 285
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -105
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 285
|
|
realm_size < 295
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -110
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
realm_size >= 300
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -115
|
|
desc = game_concept_realm_size
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else = {
|
|
}
|
|
# Rank 4 or 5 education trait
|
|
if = {
|
|
limit = {
|
|
has_trait_with_flag = level_5_education
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 4
|
|
desc = has_rank_5_education_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
has_trait_with_flag = level_4_education
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 2
|
|
desc = has_rank_4_education_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Governor trait
|
|
if = { # You only get a small bonus since the trait also provides skills that will increase Efficiency further
|
|
limit = {
|
|
has_trait = governor
|
|
has_trait_xp = {
|
|
trait = governor
|
|
value >= 25
|
|
}
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
has_trait_xp = {
|
|
trait = governor
|
|
value >= 100
|
|
}
|
|
}
|
|
add = 12
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
has_trait_xp = {
|
|
trait = governor
|
|
value >= 75
|
|
}
|
|
}
|
|
add = 9
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
has_trait_xp = {
|
|
trait = governor
|
|
value >= 50
|
|
}
|
|
}
|
|
add = 6
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
has_trait_xp = {
|
|
trait = governor
|
|
value >= 25
|
|
}
|
|
}
|
|
add = 3
|
|
}
|
|
desc = governor_trait_short_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Estate
|
|
if = {
|
|
limit = { domicile ?= { has_domicile_parameter = estate_governor_efficiency_bonus } }
|
|
add = {
|
|
add = {
|
|
value = estate_governor_efficiency_bonus_value
|
|
multiply = 100
|
|
desc = "[estate_buildings|E]"
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
house ?= {
|
|
house_head ?= {
|
|
domicile ?= { has_domicile_parameter = estate_governor_efficiency_bonus_for_house_members }
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
add = {
|
|
value = estate_governor_efficiency_house_bonus_value
|
|
multiply = 100
|
|
desc = "[domicile_buildings|E]"
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Aspirations
|
|
if = {
|
|
limit = { # Service
|
|
house ?= { has_house_power_parameter = service_house_governor_efficiency_bonus }
|
|
}
|
|
add = {
|
|
add = {
|
|
value = service_house_governor_efficiency_bonus_value
|
|
multiply = 100
|
|
desc = service_house_power
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = { # Governance
|
|
house ?= { has_house_power_parameter = governance_improved_governor_efficiency_bonus }
|
|
}
|
|
add = {
|
|
add = {
|
|
value = governance_improved_governor_efficiency_bonus_value
|
|
multiply = 100
|
|
desc = celestial_governor_name_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Bonuses from active Governorship Obligation/Administration
|
|
if = {
|
|
limit = { vassal_contract_has_flag = admin_martial_obligation_bonus }
|
|
add = {
|
|
add = {
|
|
value = martial
|
|
multiply = efficiency_skill_increase_value
|
|
desc = admin_martial_obligation_bonus_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = { vassal_contract_has_flag = admin_stewardship_obligation_bonus }
|
|
add = {
|
|
add = {
|
|
value = stewardship
|
|
multiply = efficiency_skill_increase_value
|
|
desc = admin_stewardship_obligation_bonus_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = { vassal_contract_has_flag = admin_prowess_obligation_bonus }
|
|
add = {
|
|
add = {
|
|
value = prowess
|
|
multiply = efficiency_skill_increase_value
|
|
desc = admin_prowess_obligation_bonus_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = { vassal_contract_has_flag = admin_prestige_obligation_bonus }
|
|
add = {
|
|
add = {
|
|
value = prestige_level
|
|
multiply = efficiency_currency_level_increase_value
|
|
desc = admin_prestige_obligation_bonus_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = { vassal_contract_has_flag = admin_tradeport_obligation_bonus }
|
|
add = {
|
|
add = {
|
|
every_sub_realm_barony = {
|
|
limit = {
|
|
title_province = { has_building_or_higher = common_tradeport_01 }
|
|
}
|
|
add = efficiency_building_increase_value
|
|
}
|
|
desc = admin_tradeport_obligation_bonus_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
# Celestial Obligation/Administration (we split these out to have separate loc)
|
|
if = {
|
|
limit = { vassal_contract_has_flag = celestial_province_protectorate }
|
|
add = {
|
|
add = {
|
|
value = martial
|
|
multiply = efficiency_skill_increase_value
|
|
desc = celestial_province_protectorate_name_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = { vassal_contract_has_flag = celestial_province_metropolitan }
|
|
add = {
|
|
add = {
|
|
value = diplomacy
|
|
multiply = efficiency_skill_increase_value
|
|
desc = celestial_province_metropolitan_name_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Dynasty Legacy Perk
|
|
if = {
|
|
limit = {
|
|
dynasty ?= { ep3_administrative_legacy_track_perks >= 1 }
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 5
|
|
desc = "[GetDynastyPerk('ep3_administrative_legacy_1').GetName]"
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
if = {
|
|
limit = {
|
|
dynasty ?= { has_dynasty_perk = tgp_chinese_legacy_3 }
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 5
|
|
desc = "[GetDynastyPerk('tgp_chinese_legacy_3').GetName]"
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Lifestyle Perks
|
|
# Positions of Power Stewardship Perk
|
|
if = {
|
|
limit = { has_perk = positions_of_power_perk }
|
|
add = {
|
|
add = {
|
|
value = 5
|
|
desc = "[GetPerk('positions_of_power_perk').GetName(GetPlayer)]"
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
# Strict Organization Martial Perk
|
|
if = {
|
|
limit = { has_perk = strict_organization_perk }
|
|
add = {
|
|
add = {
|
|
value = 5
|
|
desc = "[GetPerk('strict_organization_perk').GetName(GetPlayer)]"
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Eparch court position
|
|
if = {
|
|
limit = {
|
|
employs_court_position = eparch_court_position
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 1
|
|
court_position:eparch_court_position ?= {
|
|
add = aptitude:eparch_court_position
|
|
}
|
|
multiply = 2
|
|
desc = eparch_increase_efficiency_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
top_liege ?= {
|
|
employs_court_position = eparch_court_position
|
|
}
|
|
NOT = { has_court_position = eparch_court_position }
|
|
domicile ?= {
|
|
domicile_location = {
|
|
this = county.holder.top_liege.capital_province
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 1
|
|
top_liege ?= {
|
|
court_position:eparch_court_position ?= {
|
|
add = aptitude:eparch_court_position
|
|
}
|
|
}
|
|
desc = eparch_increase_efficiency_vassal_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
employs_court_position = grand_mentor_court_position
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 1
|
|
court_position:grand_mentor_court_position ?= {
|
|
add = aptitude:grand_mentor_court_position
|
|
}
|
|
multiply = 2
|
|
desc = grand_mentor_powerfuL_family_score_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
employs_court_position = grand_guardian_court_position
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 1
|
|
court_position:grand_guardian_court_position ?= {
|
|
add = aptitude:grand_guardian_court_position
|
|
}
|
|
multiply = 2
|
|
desc = grand_guardian_powerfuL_family_score_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
employs_court_position = grand_preceptor_court_position
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 1
|
|
court_position:grand_preceptor_court_position ?= {
|
|
add = aptitude:grand_preceptor_court_position
|
|
}
|
|
multiply = 2
|
|
desc = grand_preceptor_powerfuL_family_score_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Events
|
|
add = {
|
|
add = {
|
|
desc = gov_efficiency_events_desc
|
|
if = { #ep3_emperor_yearly.2150
|
|
limit = { has_character_flag = ep3_2150_found_truth }
|
|
add = 10
|
|
}
|
|
if = { #ep3_governor_yearly.3070
|
|
limit = {
|
|
has_character_modifier = contented_governing_countrymen_modifier
|
|
exists = capital_county
|
|
culture = capital_county.culture
|
|
}
|
|
add = 10
|
|
}
|
|
if = { #ep3_emperor_yearly.2160
|
|
limit = { has_character_flag = ep3_2160_success }
|
|
add = 5
|
|
}
|
|
if = { #ep3_emperor_yearly.2160
|
|
limit = { has_character_flag = ep3_2160_failure }
|
|
add = -5
|
|
}
|
|
if = { #ep3_governor_yearly.3100
|
|
limit = { has_character_modifier = ep3_ignoring_realm_decline_modifier }
|
|
add = -5
|
|
}
|
|
if = { #ep3_governor_yearly.3080
|
|
limit = { has_character_flag = ep3_governor_ignored_isolation }
|
|
add = -5
|
|
}
|
|
if = { #ep3_governor_yearly.3080
|
|
limit = { has_character_modifier = ep3_anxious_for_new_assignment_modifier }
|
|
add = -5
|
|
}
|
|
if = { #ep3_emperor_yearly.2170
|
|
limit = { has_character_flag = ep3_2170_success }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = restored_greek_theme_modifier }
|
|
add = 10
|
|
}
|
|
if = { #ep3_emperor_yearly.2190
|
|
limit = { has_character_flag = ep3_2190_honest }
|
|
add = 10
|
|
}
|
|
if = { #ep3_emperor_yearly.2200
|
|
limit = { has_character_flag = ep3_embezzling_governor }
|
|
add = -5
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_bolstered_governor_treasury_modifier }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_governor_yearly_8050_imperial_recruiter_modifier }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_character_flag = ep3_8060_efficiency_drop }
|
|
add = -5
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_governor_yearly_8050_imperial_resources_modifier }
|
|
add = -5
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_governor_yearly_8120_relief_rejected_modifier }
|
|
add = -5
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_governor_yearly_8130_raised_taxes_modifier }
|
|
add = -5
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_governor_yearly_8130_raised_almonage_modifier }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = noble_administrators_modifier }
|
|
add = 5
|
|
}
|
|
if = {
|
|
limit = { has_character_flag = ep3_governor_yearly_3050_neglect_duties }
|
|
add = -5
|
|
}
|
|
if = {
|
|
limit = { has_character_flag = ep3_governor_yearly_3002_landlord_fight }
|
|
add = -5
|
|
}
|
|
if = {
|
|
limit = { has_character_flag = ep3_governor_yearly_3002_landlord_wins }
|
|
add = -10
|
|
}
|
|
if = {
|
|
limit = { has_character_flag = ep3_governor_yearly_3002_landlord_dominates }
|
|
add = -15
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_governor_yearly_8040_domicile_development_modifier }
|
|
add = -10
|
|
}
|
|
}
|
|
divide = 100
|
|
}
|
|
|
|
# Interactions
|
|
add = {
|
|
add = {
|
|
desc = gov_efficiency_interactions_desc
|
|
if = {
|
|
limit = { has_character_modifier = ep3_boost_efficiency_modifier }
|
|
add = {
|
|
value = {
|
|
value = efficiency_interaction_change_value
|
|
if = {
|
|
limit = { exists = var:ep3_governor_efficiency_stack }
|
|
multiply = var:ep3_governor_efficiency_stack
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_damage_efficiency_modifier }
|
|
add = {
|
|
value = {
|
|
value = efficiency_interaction_change_value
|
|
multiply = -1 # Negativise
|
|
if = {
|
|
limit = { exists = var:ep3_governor_efficiency_stack }
|
|
multiply = var:ep3_governor_efficiency_stack
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
divide = 100
|
|
}
|
|
|
|
# Schemes
|
|
add = {
|
|
add = {
|
|
desc = "[GetModifier('scheme_slandered_modifier').GetNameWithTooltip]"
|
|
if = {
|
|
limit = { has_character_modifier = scheme_slandered_modifier }
|
|
add = efficiency_slandered_value
|
|
}
|
|
}
|
|
divide = 100
|
|
}
|
|
|
|
# Eunuch
|
|
if = {
|
|
limit = {
|
|
exists = liege
|
|
liege.culture ?= {
|
|
OR = {
|
|
has_cultural_parameter = eunuch_trait_bonuses
|
|
has_cultural_parameter = court_machinations_eunuch_trait_bonuses
|
|
}
|
|
}
|
|
has_trait = eunuch_1
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 10
|
|
desc = court_position_eunuch_trait
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
exists = liege
|
|
liege.culture ?= {
|
|
OR = {
|
|
has_cultural_parameter = eunuch_trait_bonuses
|
|
has_cultural_parameter = court_machinations_eunuch_trait_bonuses
|
|
}
|
|
}
|
|
has_trait = beardless_eunuch
|
|
}
|
|
add = {
|
|
add = {
|
|
value = 10
|
|
desc = court_position_beardless_eunuch_trait
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# Non-de jure governors get a penalty
|
|
if = {
|
|
limit = {
|
|
top_liege ?= { save_temporary_scope_as = top_liege_temp }
|
|
is_governor = yes
|
|
any_sub_realm_county = {
|
|
NOT = {
|
|
trigger_if = {
|
|
limit = { scope:top_liege_temp.highest_held_title_tier > tier_empire }
|
|
target_is_de_jure_liege_or_above = scope:top_liege_temp.primary_title
|
|
}
|
|
trigger_else_if = {
|
|
limit = { scope:top_liege_temp.highest_held_title_tier = tier_empire }
|
|
empire ?= scope:top_liege_temp.primary_title
|
|
}
|
|
trigger_else = { kingdom ?= scope:top_liege_temp.primary_title }
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
add = {
|
|
value = de_jure_governor_bonus
|
|
desc = de_jure_governor_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# TGP DYNASTIC CYCLE
|
|
if = {
|
|
limit = {
|
|
top_liege ?= {
|
|
has_title = title:h_china
|
|
top_participant_group:dynastic_cycle ?= {
|
|
has_participant_group_parameter = dynastic_cycle_governor_efficiency_penalty
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
add = {
|
|
value = {
|
|
add = corruption_phase_governor_efficiency_penalty_value
|
|
multiply = {
|
|
value = top_liege.legitimacy_level
|
|
subtract = 5
|
|
}
|
|
}
|
|
desc = corruption_phase_governor_efficiency_penalty_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = { # The Forbidden City special building bonus
|
|
limit = {
|
|
top_liege ?= {
|
|
capital_province = {
|
|
has_building_or_higher = forbidden_city_01
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
add = {
|
|
value = forbidden_city_bonus_value
|
|
desc = "[GetBuilding('forbidden_city_01').GetName]"
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
if = { # The Great Barracks duchy building bonus (great project)
|
|
limit = {
|
|
OR = {
|
|
vassal_contract_has_flag = celestial_military_appointment # Only for celestial military governors
|
|
government_has_flag = government_is_administrative # All regular admin types are eligible
|
|
is_independent_ruler = yes # The top liege can always use it
|
|
}
|
|
any_directly_owned_province ?= {
|
|
has_building_or_higher = celestial_great_barracks_01
|
|
}
|
|
}
|
|
add = {
|
|
add = {
|
|
value = great_barracks_bonus_value
|
|
desc = "[GetBuilding('celestial_great_barracks_01').GetName]"
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# TGP TREASURY BUDGET
|
|
if = {
|
|
limit = {
|
|
top_liege ?= {
|
|
OR = {
|
|
has_realm_law = budget_allocation_salary_0
|
|
has_realm_law = budget_allocation_salary_5
|
|
AND = {
|
|
has_realm_law = budget_allocation_salary_10
|
|
situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_stability_advancement }
|
|
}
|
|
AND = {
|
|
has_realm_law = budget_allocation_salary_15
|
|
situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_stability_advancement }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
add = {
|
|
value = -5
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
has_realm_law = budget_allocation_salary_0
|
|
has_realm_law = budget_allocation_salary_5
|
|
}
|
|
situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_stability_advancement }
|
|
}
|
|
add = -5
|
|
}
|
|
desc = low_salary_desc
|
|
}
|
|
divide = 100
|
|
}
|
|
}
|
|
|
|
# TGP JAPAN DOMICILE
|
|
if = {
|
|
limit = {
|
|
domicile ?= { has_domicile_parameter = japanese_archives_governor_efficiency_boost }
|
|
}
|
|
add = {
|
|
value = 2.5
|
|
domicile ?= {
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = japanese_archive_02 }
|
|
add = 2.5
|
|
}
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = japanese_archive_03 }
|
|
add = 2.5
|
|
}
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = japanese_archive_04 }
|
|
add = 2.5
|
|
}
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = japanese_archive_05 }
|
|
add = 2.5
|
|
}
|
|
}
|
|
desc = japanese_archives_governor_efficiency_boost_desc
|
|
}
|
|
}
|
|
#HOUSE BLOC
|
|
if = {
|
|
limit = {
|
|
confederation ?= { has_cohesion_level_parameter = any_member_house_governor_efficiency_boost }
|
|
}
|
|
multiply = {
|
|
value = 1.1
|
|
desc = SERVICE_BLOC_COHESION_DESC
|
|
}
|
|
}
|
|
|
|
min = 0.5 # Can't go lower than -50%
|
|
max = 1.5 # Can't go higher than +50%
|
|
}
|
|
}
|
|
|
|
# Governor efficiency as presented in the interface.
|
|
governor_efficiency_presented = {
|
|
value = {
|
|
add = governor_efficiency
|
|
multiply = 100 # Make percentile
|
|
subtract = 100 # Shift calculation to be between -50% and 50%
|
|
}
|
|
}
|
|
|
|
efficiency_skill_increase_value = 0.5
|
|
efficiency_currency_level_increase_value = 4
|
|
efficiency_building_increase_value = 2
|
|
efficiency_slandered_value = -5
|
|
admin_contract_cooldown_value = 5
|
|
|
|
governance_task_contract_tier_value = {
|
|
value = 1
|
|
|
|
if = {
|
|
limit = {
|
|
scope:task_contract.task_contract_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER
|
|
scope:task_contract.task_contract_tier < define:NTaskContract|HIGH_TASK_CONTRACT_TIER
|
|
}
|
|
add = 0.5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:task_contract.task_contract_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
governance_modifier_scaling_tier_value = {
|
|
value = 1
|
|
if = {
|
|
limit = {
|
|
scope:task_contract.task_contract_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER
|
|
scope:task_contract.task_contract_tier < define:NTaskContract|HIGH_TASK_CONTRACT_TIER
|
|
}
|
|
add = 1
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:task_contract.task_contract_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER
|
|
}
|
|
add = 2
|
|
}
|
|
desc = MODIFIER_DEFINITION_MAIN_DESC_GOVERNANCE_TIER
|
|
}
|
|
|
|
estate_governance_contract_bonus_value = 0.5
|
|
|
|
appointment_cost_multiplier_value = {
|
|
value = 1
|
|
if = {
|
|
limit = {
|
|
top_liege = { has_realm_law = male_preference_law }
|
|
is_female = yes
|
|
}
|
|
add = 1
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
top_liege = { has_realm_law = male_only_law }
|
|
is_female = yes
|
|
}
|
|
multiply = 3
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
top_liege = { has_realm_law = female_preference_law }
|
|
is_female = no
|
|
}
|
|
multiply = 1
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
top_liege = { has_realm_law = female_only_law }
|
|
is_female = no
|
|
}
|
|
multiply = 3
|
|
}
|
|
}
|
|
|
|
appointment_minor_influence_cost = {
|
|
value = 50
|
|
}
|
|
|
|
appointment_medium_influence_cost = {
|
|
value = 100
|
|
}
|
|
|
|
appointment_major_influence_cost = {
|
|
value = 250
|
|
}
|
|
|
|
appointment_score_minor_value = {
|
|
value = appointment_minor_influence_cost
|
|
multiply = 0.2
|
|
}
|
|
|
|
appointment_score_medium_value = {
|
|
value = appointment_medium_influence_cost
|
|
multiply = 0.2
|
|
}
|
|
|
|
appointment_score_major_value = {
|
|
value = appointment_major_influence_cost
|
|
multiply = 0.2
|
|
}
|
|
|
|
appointment_score_minor_loss_value = {
|
|
value = appointment_score_minor_value
|
|
multiply = -1
|
|
}
|
|
|
|
appointment_score_medium_loss_value = {
|
|
value = appointment_score_medium_value
|
|
multiply = -1
|
|
}
|
|
|
|
appointment_score_major_loss_value = {
|
|
value = appointment_score_major_value
|
|
multiply = -1
|
|
}
|
|
|
|
appointment_score_max_tt_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
exists = scope:target
|
|
exists = scope:secondary_recipient
|
|
NOT = { scope:secondary_recipient = scope:target.current_heir }
|
|
}
|
|
add = {
|
|
value = "scope:target.current_heir.appointment_candidate_score(scope:target)"
|
|
multiply = 1.1
|
|
}
|
|
subtract = "scope:secondary_recipient.appointment_candidate_score(scope:target)"
|
|
min = 4 # We do this to prevent cases when the default score of the candidate is already much higher than that the heir
|
|
}
|
|
multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value
|
|
}
|
|
|
|
appointment_score_medium_tt_value = {
|
|
value = appointment_score_medium_value
|
|
multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value
|
|
}
|
|
|
|
appointment_score_major_tt_value = {
|
|
value = appointment_score_major_value
|
|
multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value
|
|
}
|
|
|
|
appointment_score_medium_loss_tt_value = {
|
|
value = appointment_score_medium_loss_value
|
|
multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value
|
|
}
|
|
|
|
appointment_score_major_loss_tt_value = {
|
|
value = appointment_score_major_loss_value
|
|
multiply = scope:actor.appointment_score_interaction_multiplier_modifiers_value
|
|
}
|
|
|
|
appointment_non_preferred_gender_penalty_value = 0.8
|
|
appointment_opposite_gender_penalty_value = 1
|
|
|
|
admin_council_cost_value = {
|
|
add = {
|
|
add = {
|
|
value = monumental_influence_value
|
|
multiply = 2
|
|
}
|
|
desc = BASE
|
|
}
|
|
|
|
# Cost reduction from Estates
|
|
if = {
|
|
limit = {
|
|
scope:actor ?= {
|
|
domicile ?= { has_domicile_parameter = estate_reduce_council_position_cost }
|
|
}
|
|
}
|
|
multiply = {
|
|
value = {
|
|
value = 1
|
|
subtract = estate_reduce_council_position_cost_value
|
|
}
|
|
desc = market_02_domicile_building
|
|
}
|
|
}
|
|
|
|
# Cost reduction from lifestyles
|
|
if = {
|
|
limit = {
|
|
scope:actor ?= {
|
|
has_perk = positions_of_power_perk
|
|
}
|
|
}
|
|
multiply = {
|
|
value = {
|
|
value = 1
|
|
subtract = admin_council_cost_perk_value
|
|
}
|
|
desc = "[GetPerk('honored_to_serve_perk').GetName(GetPlayer)]"
|
|
}
|
|
}
|
|
|
|
# Being a Powerful or Dominant Family reduces the cost significantly
|
|
if = {
|
|
limit = {
|
|
scope:actor.house = { is_dominant_family = yes }
|
|
}
|
|
multiply = {
|
|
value = 0.25
|
|
desc = is_dominant_family_desc
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:actor.house = { is_powerful_family = yes }
|
|
}
|
|
multiply = {
|
|
value = 0.5
|
|
desc = is_powerful_family_desc
|
|
}
|
|
}
|
|
}
|
|
admin_council_loss_value = {
|
|
value = admin_council_cost_value
|
|
multiply = -1
|
|
}
|
|
admin_council_cost_perk_value = 0.3
|
|
|
|
admin_state_faith_cost_perk_value = 0.2
|
|
|
|
estate_move_cooldown_value = 180
|
|
estate_governor_efficiency_bonus_value = 0.1
|
|
estate_governor_efficiency_house_bonus_value = 0.05
|
|
estate_increased_governance_scheme_success_value = 10
|
|
estate_local_theme_cost_reduction_value = -0.25
|
|
estate_court_tutor_cost_reduction_low_value = 0.25
|
|
estate_court_tutor_cost_reduction_value = 0.5
|
|
estate_court_tutor_cost_reduction_high_value = 0.75
|
|
estate_increased_tutor_aptitude_value = 20
|
|
estate_increase_charioteer_aptitude_value = 20
|
|
estate_improved_wine_cellar_1_value = 0.1
|
|
estate_improved_wine_cellar_2_value = 0.25
|
|
estate_improved_wine_cellar_3_value = 0.5
|
|
estate_increase_bodyguard_aptitude_1_value = 5
|
|
estate_increase_bodyguard_aptitude_2_value = 15
|
|
estate_cheaper_feast_cost_value = 0.2
|
|
estate_reduce_council_position_cost_value = 0.2
|
|
estate_reduce_commission_artifact_cost_value = 0.5
|
|
estate_increase_antiquarian_aptitude_value = 20
|
|
estate_increase_physician_aptitude_value = 10
|
|
estate_increase_physician_aptitude_2_value = 15
|
|
estate_increase_physician_aptitude_3_value = 20
|
|
estate_increase_master_of_hunt_aptitude_value = 20
|
|
estate_increase_master_of_horse_aptitude_value = 20
|
|
estate_cheaper_hunt_cost_value = 0.2
|
|
estate_granary_gold_bonus_value = 0.5
|
|
estate_increase_powerful_famil_rating_per_dynasty_level_value = 3
|
|
estate_cheaper_funeral_cost_value = 0.2
|
|
estate_cheaper_pilgrimage_cost_value = 0.2
|
|
estate_powerful_family_rating_1_value = 10
|
|
estate_powerful_family_rating_2_value = 20
|
|
estate_powerful_family_rating_3_value = 30
|
|
estate_powerful_family_rating_4_value = 40
|
|
estate_powerful_family_rating_5_value = 50
|
|
estate_powerful_family_rating_6_value = 60
|
|
|
|
chariot_kathisma_access_difficulty_value = {
|
|
value = medium_skill_rating
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
is_powerful_vassal = yes
|
|
any_held_title = { is_noble_family_title = yes }
|
|
}
|
|
}
|
|
divide = 2
|
|
}
|
|
}
|
|
|
|
marshal_court_jester_contribution_value = {
|
|
add = diplomacy
|
|
divide = 60
|
|
}
|
|
|
|
camp_improved_court_physician_aptitude_value = 10
|
|
|
|
ep3_iconoclast_vassal_count = {
|
|
value = 0
|
|
every_vassal_or_below = {
|
|
limit = { faith = faith:iconoclast }
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
# DYNASTY LEGACY PERKS
|
|
|
|
|
|
#CONTRACTS
|
|
task_contract_tier_value = {
|
|
value = highest_held_title_tier
|
|
}
|
|
|
|
task_contract_escort_gold_value = {
|
|
value = minor_gold_max_value
|
|
if = {
|
|
limit = {
|
|
highest_held_title_tier > 1
|
|
}
|
|
multiply = highest_held_title_tier
|
|
}
|
|
}
|
|
#ratio between attacker's military strength and defender's strength
|
|
task_contract_join_war_attacker_strength_ratio_value = {
|
|
value = scope:attacker.current_military_strength
|
|
divide = scope:defender.current_military_strength
|
|
}
|
|
|
|
task_contract_war_duration_value = {
|
|
value = root.war_days
|
|
}
|
|
task_contract_attacker_war_score_value = {
|
|
value = root.attacker_war_score
|
|
}
|
|
task_contract_defender_war_score_value = {
|
|
value = root.defender_war_score
|
|
}
|
|
task_contract_t1_value = { value = define:NTaskContract|LOW_TASK_CONTRACT_TIER }
|
|
task_contract_t2_value = { value = define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER }
|
|
task_contract_t3_value = { value = define:NTaskContract|HIGH_TASK_CONTRACT_TIER }
|
|
|
|
council_task_contracts_limit_value = {
|
|
value = 1
|
|
}
|
|
|
|
##################################################
|
|
# Contract Reward Values
|
|
|
|
# Gold values for laamps.
|
|
## Basic gold values are based on domain/income size. This isn't useful for us, so we balance on a separate scale.
|
|
## Bear in mind that these are heavily scaled by _tier_ later on.
|
|
miniscule_gold_laamps_value = {
|
|
value = 5
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
|
}
|
|
multiply = 1.75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
|
}
|
|
multiply = 1
|
|
}
|
|
else = { multiply = 0.75 }
|
|
}
|
|
tiny_gold_laamps_value = {
|
|
value = 10
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
|
}
|
|
multiply = 1.75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
|
}
|
|
multiply = 1
|
|
}
|
|
else = { multiply = 0.75 }
|
|
}
|
|
minor_gold_laamps_value = {
|
|
value = 25
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
|
}
|
|
multiply = 1.75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
|
}
|
|
multiply = 1
|
|
}
|
|
else = { multiply = 0.75 }
|
|
}
|
|
medium_gold_laamps_value = {
|
|
value = 50
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
|
}
|
|
multiply = 1.75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
|
}
|
|
multiply = 1
|
|
}
|
|
else = { multiply = 0.75 }
|
|
}
|
|
major_gold_laamps_value = {
|
|
value = 80
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
|
}
|
|
multiply = 1.75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
|
}
|
|
multiply = 1
|
|
}
|
|
else = { multiply = 0.75 }
|
|
}
|
|
massive_gold_laamps_value = {
|
|
value = 120
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
|
}
|
|
multiply = 1.75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
|
}
|
|
multiply = 1
|
|
}
|
|
else = { multiply = 0.75 }
|
|
}
|
|
monumental_gold_laamps_value = {
|
|
value = 180
|
|
if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
|
}
|
|
multiply = 1.75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
|
}
|
|
multiply = 1
|
|
}
|
|
else = { multiply = 0.75 }
|
|
}
|
|
|
|
# Opinion.
|
|
## Default opinion reward for excelling when completing a contract.
|
|
task_contract_opinion_excelled_reward_value = 60
|
|
## Default opinion reward for successfully completing a contract.
|
|
task_contract_opinion_standard_reward_value = 30
|
|
## Default opinion reward for kinda completing a contract.
|
|
task_contract_opinion_reduced_reward_value = 20
|
|
## Default opinion penalty for goofing a contract.
|
|
task_contract_opinion_standard_failure_value = -30
|
|
## Default opinion penalty for _massively_ goofing a contract.
|
|
task_contract_opinion_critical_failure_value = -50
|
|
## Opinion penalty for successfully prosecuting a criminal contract against someone.
|
|
task_contract_opinion_crime_success_value = -60
|
|
## Opinion penalty for successfully prosecuting a criminal contract against someone.
|
|
task_contract_opinion_crime_failure_value = -30
|
|
## Opinion penalty for successfully prosecuting a criminal contract against someone.
|
|
task_contract_opinion_crime_backed_down_value = -10
|
|
|
|
# Extra rewards.
|
|
task_contract_extra_reward_multiplier_value = 1.5 # Update all relevant parameter tootlips if this is changed! e.g. improved_learning_contract_rewards
|
|
|
|
# How do we multiply the cash rewards in a task contract depending on the employer's tier?
|
|
task_contract_tier_gold_multiplier_value = {
|
|
value = 1 # Barons and counts are neutral, so no multiplier needed here.
|
|
if = {
|
|
limit = { exists = scope:task_contract.task_contract_employer }
|
|
# Kings'n'emperors.
|
|
if = {
|
|
limit = { scope:task_contract.task_contract_employer.highest_held_title_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER }
|
|
add = 3
|
|
}
|
|
# Dukes.
|
|
else_if = {
|
|
limit = { scope:task_contract.task_contract_employer.highest_held_title_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER }
|
|
add = 2
|
|
}
|
|
# Courtiers first, as we give them a bit less.
|
|
else_if = {
|
|
limit = { scope:task_contract.task_contract_employer.highest_held_title_tier <= 0 }
|
|
add = 0.5
|
|
ceiling = yes
|
|
}
|
|
}
|
|
}
|
|
# How do we multiply the non-cash rewards in a task contract depending on the employer's tier?
|
|
task_contract_tier_other_reward_multiplier_value = {
|
|
value = 1 # Barons and counts are neutral, so no multiplier needed here.
|
|
if = {
|
|
limit = { exists = scope:task_contract.task_contract_employer }
|
|
# Kings'n'emperors.
|
|
if = {
|
|
limit = { scope:task_contract.task_contract_employer.highest_held_title_tier >= define:NTaskContract|HIGH_TASK_CONTRACT_TIER }
|
|
add = 2.5
|
|
}
|
|
# Dukes.
|
|
else_if = {
|
|
limit = { scope:task_contract.task_contract_employer.highest_held_title_tier >= define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER }
|
|
add = 1.5
|
|
}
|
|
}
|
|
}
|
|
|
|
# PRESTIGE — NORMAL CONTRACTS
|
|
## Default scaling reward.
|
|
task_contract_success_prestige_gain_full_value = {
|
|
value = 150
|
|
multiply = task_contract_tier_other_reward_multiplier_value
|
|
if = {
|
|
limit = {
|
|
scope:taker ?= {
|
|
has_perk = firm_hand_perk
|
|
}
|
|
}
|
|
multiply = 1.2
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:taker ?= {
|
|
house = {
|
|
has_house_modifier = legacy_adventurer_house_modifier
|
|
}
|
|
}
|
|
}
|
|
multiply = 1.15
|
|
}
|
|
}
|
|
## Boosted scaling reward.
|
|
task_contract_success_prestige_gain_critical_value = {
|
|
value = task_contract_success_prestige_gain_full_value
|
|
multiply = 1.5
|
|
}
|
|
## Half default scaling reward.
|
|
task_contract_success_prestige_gain_half_value = {
|
|
value = task_contract_success_prestige_gain_full_value
|
|
multiply = 0.5
|
|
min = 25
|
|
}
|
|
## Default scaling loss on failure.
|
|
task_contract_failure_prestige_loss_full_value = {
|
|
value = -25
|
|
multiply = task_contract_tier_other_reward_multiplier_value
|
|
}
|
|
## Doubled prestige loss
|
|
task_contract_failure_prestige_loss_double_value = {
|
|
value = task_contract_failure_prestige_loss_full_value
|
|
multiply = 2
|
|
}
|
|
|
|
# PRESTIGE — CRIMINAL CONTRACTS
|
|
## Criminal scaling loss on failure.
|
|
### A little higher, for obvious reasons.
|
|
task_contract_failure_prestige_loss_crime_value = {
|
|
value = task_contract_failure_prestige_loss_full_value
|
|
multiply = task_contract_tier_other_reward_multiplier_value
|
|
}
|
|
task_contract_failure_prestige_loss_crime_half_value = {
|
|
value = task_contract_failure_prestige_loss_crime_value
|
|
multiply = 0.5
|
|
}
|
|
## Default award on invalidation.
|
|
task_contract_invalidated_prestige_gain_value = {
|
|
value = task_contract_success_prestige_gain_full_value
|
|
multiply = 0.5
|
|
}
|
|
|
|
# PIETY
|
|
## Default scaling reward.
|
|
task_contract_success_piety_gain_full_value = {
|
|
value = 100
|
|
multiply = task_contract_tier_other_reward_multiplier_value
|
|
}
|
|
##Critical scaling reward
|
|
task_contract_success_piety_gain_critical_value = {
|
|
value = task_contract_success_piety_gain_full_value
|
|
multiply = 2
|
|
}
|
|
## Half default scaling reward.
|
|
task_contract_success_piety_gain_half_value = {
|
|
value = task_contract_success_piety_gain_full_value
|
|
multiply = 0.5
|
|
min = 25
|
|
}
|
|
## Default scaling loss on failure.
|
|
task_contract_failure_piety_loss_full_value = {
|
|
value = -50
|
|
multiply = task_contract_tier_other_reward_multiplier_value
|
|
}
|
|
|
|
# GOLD — NORMAL CONTRACTS
|
|
## Default scaling reward.
|
|
task_contract_success_gold_gain_full_value = {
|
|
# Base value + multiplier.
|
|
value = 50
|
|
multiply = task_contract_tier_gold_multiplier_value
|
|
# Lifestyle perks.
|
|
if = {
|
|
limit = {
|
|
exists = scope:task_contract.task_contract_taker
|
|
scope:task_contract.task_contract_taker = { has_perk = at_any_cost_perk }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
# Stuff that NEEDS to stay at the bottom.
|
|
## Vary our final tally up a bit.
|
|
if = {
|
|
limit = {
|
|
exists = scope:task_contract.task_contract_taker
|
|
scope:task_contract.task_contract_employer.ai_greed != 0
|
|
}
|
|
add = {
|
|
value = scope:task_contract.task_contract_employer.ai_greed
|
|
multiply = -0.2
|
|
}
|
|
}
|
|
## Plus change the last digit around slightly so the values look a little less robotic.
|
|
if = {
|
|
limit = { exists = scope:gold_fuzz }
|
|
add = scope:gold_fuzz
|
|
}
|
|
## And boost a bit further for exceptional rewards, so that they're never beneath the common rewards.
|
|
if = {
|
|
limit = {
|
|
exists = scope:gold_safety_margin
|
|
scope:gold_safety_margin = flag:yes
|
|
}
|
|
add = 10
|
|
}
|
|
## Shouldn't happen but just in case someone is really, really, _really_ stingy: never pay less than at least a truly pathetic amount.
|
|
min = 25
|
|
}
|
|
## Critical scaling reward.
|
|
task_contract_success_gold_gain_critical_value = {
|
|
value = task_contract_success_gold_gain_full_value
|
|
if = {
|
|
limit = { exists = scope:task_contract_tier }
|
|
if = {
|
|
limit = { scope:task_contract_tier >= 3 }
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = { scope:task_contract_tier >= 2 }
|
|
multiply = 1.5
|
|
}
|
|
else = { multiply = 1.75 }
|
|
}
|
|
else = {
|
|
if = {
|
|
limit = { scope:task_contract.task_contract_tier >= 3 }
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = { scope:task_contract.task_contract_tier >= 2 }
|
|
multiply = 1.5
|
|
}
|
|
else = { multiply = 1.75 }
|
|
}
|
|
}
|
|
## Half default scaling reward.
|
|
task_contract_success_gold_gain_half_value = {
|
|
value = task_contract_success_gold_gain_full_value
|
|
multiply = 0.5
|
|
}
|
|
## One third default scaling reward.
|
|
task_contract_success_gold_gain_third_value = {
|
|
value = task_contract_success_gold_gain_full_value
|
|
multiply = 0.33
|
|
}
|
|
## Default award on invalidation.
|
|
task_contract_invalidated_gold_gain_value = {
|
|
value = task_contract_success_gold_gain_full_value
|
|
multiply = 0.1
|
|
}
|
|
|
|
# GOLD — TRAVEL CONTRACTS
|
|
## Travel scaling reward.
|
|
task_contract_success_gold_gain_travel_value = {
|
|
# Base value + multiplier.
|
|
value = 75
|
|
multiply = task_contract_tier_gold_multiplier_value
|
|
# Lifestyle perks.
|
|
if = {
|
|
limit = { exists = scope:task_contract.task_contract_taker }
|
|
if = {
|
|
limit = {
|
|
scope:task_contract.task_contract_taker = { has_perk = at_any_cost_perk }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:task_contract.task_contract_taker = { has_perk = malice_implicit_perk }
|
|
}
|
|
multiply = 2
|
|
}
|
|
}
|
|
# Stuff that NEEDS to stay at the bottom.
|
|
## Vary our final tally up a bit.
|
|
if = {
|
|
limit = {
|
|
exists = scope:task_contract.task_contract_employer
|
|
scope:task_contract.task_contract_employer.ai_greed != 0
|
|
}
|
|
add = {
|
|
value = scope:task_contract.task_contract_employer.ai_greed
|
|
multiply = -0.2
|
|
}
|
|
}
|
|
## Plus change the last digit around slightly so the values look a little less robotic.
|
|
if = {
|
|
limit = { exists = scope:gold_fuzz }
|
|
add = scope:gold_fuzz
|
|
}
|
|
## And boost a bit further for exceptional rewards, so that they're never beneath the common rewards.
|
|
if = {
|
|
limit = {
|
|
exists = scope:gold_safety_margin
|
|
scope:gold_safety_margin ?= flag:yes
|
|
}
|
|
add = 10
|
|
}
|
|
## Shouldn't happen but just in case someone is really, really, _really_ stingy: never pay less than at least a truly pathetic amount.
|
|
min = 25
|
|
}
|
|
## Travel critical scaling reward.
|
|
task_contract_success_gold_gain_critical_travel_value = {
|
|
value = task_contract_success_gold_gain_travel_value
|
|
if = {
|
|
limit = { exists = scope:task_contract_tier }
|
|
if = {
|
|
limit = { scope:task_contract_tier >= 3 }
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = { scope:task_contract_tier >= 2 }
|
|
multiply = 1.5
|
|
}
|
|
else = { multiply = 1.75 }
|
|
}
|
|
else = {
|
|
if = {
|
|
limit = { scope:task_contract.task_contract_tier >= 3 }
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = { scope:task_contract.task_contract_tier >= 2 }
|
|
multiply = 1.5
|
|
}
|
|
else = { multiply = 1.75 }
|
|
}
|
|
}
|
|
## Half travel scaling reward.
|
|
task_contract_success_gold_gain_half_travel_value = {
|
|
value = task_contract_success_gold_gain_travel_value
|
|
multiply = 0.5
|
|
}
|
|
|
|
# GOLD — CRIMINAL CONTRACTS
|
|
## Criminal scaling reward.
|
|
task_contract_success_gold_gain_crime_value = {
|
|
# Base value + multiplier.
|
|
value = 100
|
|
multiply = task_contract_tier_gold_multiplier_value
|
|
# Lifestyle perks.
|
|
if = {
|
|
limit = { exists = scope:task_contract.task_contract_taker }
|
|
if = {
|
|
limit = {
|
|
scope:task_contract.task_contract_taker = { has_perk = at_any_cost_perk }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:task_contract.task_contract_taker = { has_perk = malice_implicit_perk }
|
|
}
|
|
multiply = 2
|
|
}
|
|
}
|
|
# Stuff that NEEDS to stay at the bottom.
|
|
## Vary our final tally up a bit.
|
|
### This time, we add _more_ gold the greedier the employer is — it's a criminal reward, so the greedier they are, the more gold they have available (albeit not to the same degree as the inverse in normal contracts).
|
|
if = {
|
|
limit = { exists = scope:task_contract.task_contract_employer }
|
|
if = {
|
|
limit = { scope:task_contract.task_contract_employer.ai_greed > 1 }
|
|
add = {
|
|
value = scope:task_contract.task_contract_employer.ai_greed
|
|
multiply = 0.1
|
|
}
|
|
}
|
|
### Take it down only a marginal amount for generous chars, as we still want criminal contracts to almost always pay more.
|
|
else_if = {
|
|
limit = { scope:task_contract.task_contract_employer.ai_greed < -1 }
|
|
add = {
|
|
value = scope:task_contract.task_contract_employer.ai_greed
|
|
multiply = -0.05
|
|
}
|
|
}
|
|
}
|
|
## Plus change the last digit around slightly so the values look a little less robotic.
|
|
if = {
|
|
limit = { exists = scope:gold_fuzz }
|
|
add = scope:gold_fuzz
|
|
}
|
|
## And boost a bit further for exceptional rewards, so that they're never beneath the common rewards.
|
|
if = {
|
|
limit = {
|
|
exists = scope:gold_safety_margin
|
|
scope:gold_safety_margin = flag:yes
|
|
}
|
|
add = 10
|
|
}
|
|
## Shouldn't happen but just in case someone is really, really, _really_ stingy: never pay less than at least a truly pathetic amount.
|
|
min = 60
|
|
}
|
|
## Criminal critical scaling reward.
|
|
task_contract_success_gold_gain_critical_crime_value = {
|
|
value = task_contract_success_gold_gain_crime_value
|
|
if = {
|
|
limit = { exists = scope:task_contract_tier }
|
|
if = {
|
|
limit = { scope:task_contract_tier >= 3 }
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = { scope:task_contract_tier >= 2 }
|
|
multiply = 1.5
|
|
}
|
|
else = { multiply = 1.75 }
|
|
}
|
|
else = {
|
|
if = {
|
|
limit = { scope:task_contract.task_contract_tier >= 3 }
|
|
multiply = 1.25
|
|
}
|
|
else_if = {
|
|
limit = { scope:task_contract.task_contract_tier >= 2 }
|
|
multiply = 1.5
|
|
}
|
|
else = { multiply = 1.75 }
|
|
}
|
|
}
|
|
## Half criminal scaling reward.
|
|
task_contract_success_gold_gain_half_crime_value = {
|
|
value = task_contract_success_gold_gain_crime_value
|
|
multiply = 0.5
|
|
}
|
|
|
|
# Provisions.
|
|
## We don't scale these by tier.
|
|
task_contract_success_provisions_gain_minor_value = 250
|
|
task_contract_success_provisions_gain_medium_value = 500
|
|
task_contract_success_provisions_gain_major_value = 1000
|
|
task_contract_success_provisions_gain_massive_value = 1500
|
|
task_contract_failure_provisions_gain_minor_value = 0
|
|
|
|
adventurer_siege_replenish_amount = {
|
|
value = 0
|
|
add = scope:barony.title_province.available_loot
|
|
multiply = {
|
|
value = 2
|
|
if = {
|
|
limit = {
|
|
root = { has_perk = a_mans_home_perk }
|
|
}
|
|
add = 2
|
|
}
|
|
}
|
|
}
|
|
|
|
adventurer_siege_provisions_amount = {
|
|
value = 0
|
|
add = scope:barony.title_province.available_loot
|
|
multiply = 20
|
|
}
|
|
|
|
human_provision_value = {
|
|
value = 100
|
|
add = scope:recipient.current_weight
|
|
multiply = 3
|
|
}
|
|
|
|
# Gallowsbait XP
|
|
reduced_criminal_contract_xp_gain_value = 0.75
|
|
reduced_criminal_contract_xp_gain_loc_value = {
|
|
value = 1
|
|
subtract = reduced_criminal_contract_xp_gain_value
|
|
}
|
|
gallowsbait_xp_minor_gain = small_lifestyle_random_xp_low
|
|
gallowsbait_xp_medium_gain = {
|
|
value = gallowsbait_xp_minor_gain
|
|
multiply = 2 # Between low and mid
|
|
}
|
|
gallowsbait_xp_major_gain = small_lifestyle_random_xp_mid
|
|
gallowsbait_xp_massive_gain = small_lifestyle_random_xp_high
|
|
|
|
# Knight Errant XP
|
|
knight_errant_xp_minor_gain = small_lifestyle_random_xp_low
|
|
knight_errant_xp_medium_gain = {
|
|
value = knight_errant_xp_minor_gain
|
|
multiply = 2 # Between low and mid
|
|
}
|
|
knight_errant_xp_major_gain = small_lifestyle_random_xp_mid
|
|
knight_errant_xp_massive_gain = small_lifestyle_random_xp_high
|
|
|
|
laamp_base_0011_num_removable_potential_rivals_value = {
|
|
every_relation = {
|
|
type = potential_rival
|
|
limit = { laamp_base_0011_valid_potential_rival_trigger = yes }
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
laamp_base_2041_num_counties_to_rob_sans_capital_value = {
|
|
value = laamp_base_2041_num_counties_to_rob_value
|
|
add = -1
|
|
}
|
|
|
|
laamp_base_2041_num_counties_to_rob_value = {
|
|
add = highest_held_title_tier
|
|
add = 2
|
|
}
|
|
|
|
laamp_base_2011_desired_surveyable_holdings_per_tier_value = {
|
|
value = highest_held_title_tier
|
|
add = -1
|
|
multiply = 3
|
|
}
|
|
laamp_base_2011_actual_surveyable_holdings_per_tier_value = {
|
|
value = sub_realm_size
|
|
every_sub_realm_barony = {
|
|
limit = {
|
|
holder.highest_held_title_tier = tier_barony
|
|
title_province != root.domicile.domicile_location
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
laamp_base_contract_schemes_1301_min_troops_value = 750
|
|
laamp_base_contract_schemes_2661_other_skill_threshold_value = very_high_skill_rating
|
|
laamp_base_contract_schemes_2661_sacrifice_loan_length_min_value = 4
|
|
laamp_base_contract_schemes_2661_sacrifice_loan_length_max_value = 8
|
|
|
|
##################################################
|
|
# Camp Values
|
|
|
|
adventurer_hard_rule_contract_rewards_value = 1.25
|
|
|
|
# How much bonus gold do we get from warfare contracts for having the lockwagon upgrade?
|
|
## Applied within a script value, not as an extra modifier.
|
|
camp_improved_mercenary_contract_rewards_value = 1.5
|
|
## Shift the value around a bit for loc.
|
|
camp_improved_mercenary_contract_rewards_loc_value = {
|
|
value = camp_improved_mercenary_contract_rewards_value
|
|
add = -1
|
|
}
|
|
|
|
# How much a proportion of a camp building's cost do we get back on demolishing it?
|
|
camp_refund_mult_value = 0.5
|
|
|
|
# Camp additional buildings standard costs.
|
|
camp_building_upgrade_cost_t1_value = 60
|
|
camp_building_upgrade_cost_t2_value = 120
|
|
camp_building_upgrade_cost_t3_value = 180
|
|
camp_building_upgrade_cost_t4_value = 240
|
|
camp_building_upgrade_cost_t5_value = 300
|
|
camp_building_upgrade_cost_t6_value = 360
|
|
|
|
# Assorted gold costs for camp buildings.
|
|
camp_main_02_domicile_building_gold_cost_value = 200
|
|
camp_main_03_domicile_building_gold_cost_value = 350
|
|
camp_main_04_domicile_building_gold_cost_value = 500
|
|
supply_tent_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
supply_tent_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
supply_tent_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
supply_tent_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
supply_tent_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value
|
|
supply_tent_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value
|
|
supply_tent_sutler_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
supply_tent_mender_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
supply_tent_smithy_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
supply_tent_arsenal_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
supply_tent_reserve_provisions_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
supply_tent_reserve_water_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
supply_tent_climbing_gear_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
supply_tent_subdued_gear_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
barber_tent_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
barber_tent_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
barber_tent_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
barber_tent_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
barber_tent_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value
|
|
barber_tent_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value
|
|
barber_tent_surgeons_tools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
barber_tent_dentists_tools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
barber_tent_torturers_tools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
barber_tent_reference_corpus_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
barber_tent_morticians_tools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
baggage_train_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
baggage_train_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
baggage_train_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
baggage_train_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
baggage_train_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value
|
|
baggage_train_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value
|
|
baggage_train_ample_steeds_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
baggage_train_porters_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
baggage_train_trackers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
baggage_train_kennel_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
baggage_train_siege_engineers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
baggage_train_shrine_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
baggage_train_scribes_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
baggage_train_bartering_grounds_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
baggage_train_proof_of_claims_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
baggage_train_ransom_cages_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
baggage_train_negotiators_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
baggage_train_ascetics_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
baggage_train_pleasure_tents_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
mess_tent_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
mess_tent_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
mess_tent_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
mess_tent_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
mess_tent_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value
|
|
mess_tent_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value
|
|
mess_tent_herbalists_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
mess_tent_brewers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
mess_tent_curers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
mess_tent_bakers_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
mess_tent_cooks_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
camp_fire_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_fire_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
camp_fire_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
camp_fire_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
camp_fire_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value
|
|
camp_fire_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value
|
|
camp_fire_trailing_musicians_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
camp_fire_wandering_poets_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
camp_fire_capering_fools_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_fire_libations_for_the_lost_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_fire_local_hangers_on_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_fire_future_dreams_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
camp_fire_nightly_debates_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
camp_fire_juicy_rumors_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
proving_grounds_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
proving_grounds_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
proving_grounds_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
proving_grounds_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
proving_grounds_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value
|
|
proving_grounds_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value
|
|
proving_grounds_horse_run_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
proving_grounds_camel_run_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
proving_grounds_elephantry_reserve_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
proving_grounds_the_stump_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
proving_grounds_personal_bouts_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
proving_grounds_training_circle_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
proving_grounds_mock_battle_drills_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
proving_grounds_lockwagon_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
proving_grounds_martial_study_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
proving_grounds_the_stick_game_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
proving_grounds_bodyguard_drills_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
camp_perimeter_01_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_perimeter_02_domicile_building_gold_cost_value = camp_building_upgrade_cost_t2_value
|
|
camp_perimeter_03_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
camp_perimeter_04_domicile_building_gold_cost_value = camp_building_upgrade_cost_t4_value
|
|
camp_perimeter_05_domicile_building_gold_cost_value = camp_building_upgrade_cost_t5_value
|
|
camp_perimeter_06_domicile_building_gold_cost_value = camp_building_upgrade_cost_t6_value
|
|
camp_perimeter_good_siting_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_perimeter_fixed_layout_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_perimeter_extra_watch_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_perimeter_palisade_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
camp_perimeter_ditch_domicile_building_gold_cost_value = camp_building_upgrade_cost_t3_value
|
|
camp_perimeter_camp_hygiene_domicile_building_gold_cost_value = camp_building_upgrade_cost_t1_value
|
|
|
|
# Control weights for camp ai_will_do buildings.
|
|
## Base value.
|
|
camp_building_ai_base_t1 = 70
|
|
camp_building_ai_base_t2 = 80
|
|
camp_building_ai_base_t3 = 90
|
|
camp_building_ai_base_t4 = 100
|
|
### We use this for both highly useful buildings & for unique unlocks, so that camps prioritise stuff specific to their purpose.
|
|
camp_building_ai_base_t5 = 100
|
|
## Flavour bonuses.
|
|
camp_building_ai_bonus_t1 = 10
|
|
camp_building_ai_bonus_t2 = 20
|
|
camp_building_ai_bonus_t3 = 30
|
|
## Flavour penalties.
|
|
camp_building_ai_malus_t1 = -20
|
|
camp_building_ai_malus_t2 = -40
|
|
camp_building_ai_malus_t3 = -60
|
|
## Camp Purpose-specific bonuses.
|
|
camp_building_ai_camp_purpose_t1 = 20
|
|
camp_building_ai_camp_purpose_t2 = 40
|
|
camp_building_ai_camp_purpose_t3 = 60
|
|
## Try to pick matching upgrades depending on our lifestyle.
|
|
camp_building_ai_lifestyle_bias_value = 75
|
|
|
|
# Various camp ai_will_do building values.
|
|
camp_main_main_path_value = {
|
|
value = camp_building_ai_base_t3
|
|
# Traits.
|
|
## ++ Arrogant.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = arrogant }
|
|
}
|
|
add = camp_building_ai_bonus_t2
|
|
}
|
|
## ++ Ambitious.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = ambitious }
|
|
}
|
|
add = camp_building_ai_bonus_t2
|
|
}
|
|
## - Content.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = content }
|
|
}
|
|
add = camp_building_ai_malus_t1
|
|
}
|
|
## -- Humble.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = humble }
|
|
}
|
|
add = camp_building_ai_malus_t2
|
|
}
|
|
}
|
|
supply_tent_main_path_value = {
|
|
value = camp_building_ai_base_t4
|
|
# Traits.
|
|
## +++ Logistician.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = logistician }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## +++ Organiser.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = organizer }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## + Patient
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = patient }
|
|
}
|
|
add = camp_building_ai_bonus_t1
|
|
}
|
|
## + Diligent.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = diligent }
|
|
}
|
|
add = camp_building_ai_bonus_t1
|
|
}
|
|
## - Lazy.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = lazy }
|
|
}
|
|
add = camp_building_ai_malus_t1
|
|
}
|
|
# Camp Purpose.
|
|
if = {
|
|
limit = {
|
|
owner = {
|
|
OR = {
|
|
has_realm_law_flag = unlocks_supply_tent_reserve_provisions
|
|
has_realm_law_flag = unlocks_supply_tent_reserve_water
|
|
has_realm_law_flag = unlocks_supply_tent_climbing_gear
|
|
has_realm_law_flag = unlocks_supply_tent_subdued_gear
|
|
}
|
|
}
|
|
}
|
|
add = camp_building_ai_camp_purpose_t2
|
|
}
|
|
}
|
|
barber_tent_main_path_value = {
|
|
value = camp_building_ai_base_t2
|
|
# Traits.
|
|
## +++ Lifestyle Physician.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = lifestyle_physician }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## ++ Whole of Body.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = whole_of_body }
|
|
}
|
|
add = camp_building_ai_bonus_t2
|
|
}
|
|
## + Gregarious.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = gregarious }
|
|
}
|
|
add = camp_building_ai_bonus_t1
|
|
}
|
|
## + Eccentric.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = eccentric }
|
|
}
|
|
add = camp_building_ai_bonus_t1
|
|
}
|
|
# Camp Purpose.
|
|
if = {
|
|
limit = {
|
|
owner = {
|
|
OR = {
|
|
has_realm_law_flag = unlocks_barber_tent_reference_corpus
|
|
has_realm_law_flag = unlocks_barber_tent_morticians_tools
|
|
}
|
|
}
|
|
}
|
|
add = camp_building_ai_camp_purpose_t1
|
|
}
|
|
}
|
|
baggage_train_main_path_value = {
|
|
value = camp_building_ai_base_t4
|
|
# Traits.
|
|
## +++ Logistician.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = logistician }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## +++ Organiser.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = organizer }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## ++ Gregarious.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = gregarious }
|
|
}
|
|
add = camp_building_ai_bonus_t2
|
|
}
|
|
## ++ Diligent.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = diligent }
|
|
}
|
|
add = camp_building_ai_bonus_t2
|
|
}
|
|
## - Lazy.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = lazy }
|
|
}
|
|
add = camp_building_ai_malus_t1
|
|
}
|
|
## -- Shy.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = shy }
|
|
}
|
|
add = camp_building_ai_malus_t2
|
|
}
|
|
# Camp Purpose.
|
|
if = {
|
|
limit = {
|
|
owner = {
|
|
OR = {
|
|
has_realm_law_flag = unlocks_baggage_train_siege_engineers
|
|
has_realm_law_flag = unlocks_baggage_train_scribes
|
|
has_realm_law_flag = unlocks_baggage_train_proof_of_claims
|
|
has_realm_law_flag = unlocks_baggage_train_ransom_cages
|
|
has_realm_law_flag = unlocks_baggage_train_negotiators
|
|
has_realm_law_flag = unlocks_baggage_train_ascetics
|
|
}
|
|
}
|
|
}
|
|
add = camp_building_ai_camp_purpose_t3
|
|
}
|
|
}
|
|
mess_tent_main_path_value = {
|
|
value = camp_building_ai_base_t2
|
|
# Traits.
|
|
## +++ Gluttonous.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = gluttonous }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## + Greedy.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = greedy }
|
|
}
|
|
add = camp_building_ai_bonus_t1
|
|
}
|
|
## --- Temperate.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = temperate }
|
|
}
|
|
add = camp_building_ai_malus_t3
|
|
}
|
|
}
|
|
camp_fire_main_path_value = {
|
|
value = camp_building_ai_base_t3
|
|
# Traits.
|
|
## +++ Gregarious.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = gregarious }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## ++ Humble.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = humble }
|
|
}
|
|
add = camp_building_ai_bonus_t2
|
|
}
|
|
## --- Arrogant.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = arrogant }
|
|
}
|
|
add = camp_building_ai_malus_t3
|
|
}
|
|
## --- Shy.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = shy }
|
|
}
|
|
add = camp_building_ai_malus_t3
|
|
}
|
|
# Camp Purpose.
|
|
if = {
|
|
limit = {
|
|
owner = {
|
|
OR = {
|
|
has_realm_law_flag = unlocks_camp_fire_local_hangers_on
|
|
has_realm_law_flag = unlocks_camp_fire_future_dreams
|
|
has_realm_law_flag = unlocks_camp_fire_nightly_debates
|
|
has_realm_law_flag = unlocks_camp_fire_juicy_rumors
|
|
}
|
|
}
|
|
}
|
|
add = camp_building_ai_camp_purpose_t3
|
|
}
|
|
}
|
|
proving_grounds_main_path_value = {
|
|
value = camp_building_ai_base_t3
|
|
# Traits.
|
|
## +++ Wrathful.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = wrathful }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## +++ Athletic.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = athletic }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## - Calm.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = calm }
|
|
}
|
|
add = camp_building_ai_malus_t1
|
|
}
|
|
# Camp Purpose.
|
|
if = {
|
|
limit = {
|
|
owner = {
|
|
OR = {
|
|
has_realm_law_flag = unlocks_proving_grounds_lockwagon
|
|
has_realm_law_flag = unlocks_proving_grounds_martial_study
|
|
has_realm_law_flag = unlocks_proving_grounds_the_stick_game
|
|
has_realm_law_flag = unlocks_proving_grounds_bodyguard_drills
|
|
}
|
|
}
|
|
}
|
|
add = camp_building_ai_camp_purpose_t3
|
|
}
|
|
}
|
|
camp_perimeter_main_path_value = {
|
|
value = camp_building_ai_base_t1
|
|
# Traits.
|
|
## +++ Paranoid.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = paranoid }
|
|
}
|
|
add = camp_building_ai_bonus_t3
|
|
}
|
|
## ++ Deceitful.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = deceitful }
|
|
}
|
|
add = camp_building_ai_bonus_t2
|
|
}
|
|
## - Honest.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = honest }
|
|
}
|
|
add = camp_building_ai_malus_t1
|
|
}
|
|
## --- Trusting.
|
|
if = {
|
|
limit = {
|
|
owner = { has_trait = trusting }
|
|
}
|
|
add = camp_building_ai_malus_t3
|
|
}
|
|
# Camp Purpose.
|
|
if = {
|
|
limit = {
|
|
owner = {
|
|
OR = {
|
|
has_realm_law_flag = unlocks_camp_perimeter_extra_watch
|
|
has_realm_law_flag = unlocks_camp_perimeter_palisade
|
|
has_realm_law_flag = unlocks_camp_perimeter_ditch
|
|
}
|
|
}
|
|
}
|
|
add = camp_building_ai_camp_purpose_t1
|
|
}
|
|
}
|
|
|
|
##################################################
|
|
# Misc Values
|
|
|
|
prison_break_value = {
|
|
value = 1
|
|
if = {
|
|
limit = {
|
|
is_primary_heir_of = prev
|
|
}
|
|
add = 10
|
|
}
|
|
if = {
|
|
limit = {
|
|
this = prev.primary_spouse
|
|
}
|
|
add = 10
|
|
}
|
|
}
|
|
|
|
# Powerful Family Rating
|
|
# House power score is used in code to enable bonuses from powerful houses
|
|
# root - house under evaluation
|
|
house_power_score = {
|
|
value = {
|
|
value = 0
|
|
|
|
save_temporary_scope_as = target_house
|
|
# Add a small amount of score for each house member within the realm (less for Japan)
|
|
if = {
|
|
limit = {
|
|
exists = house_head
|
|
}
|
|
if = {
|
|
limit = {
|
|
house_head = { government_is_japanese_trigger = yes }
|
|
}
|
|
add = {
|
|
every_house_member = {
|
|
limit = { top_liege = scope:target_house.house_head.top_liege }
|
|
add = 1.5
|
|
}
|
|
desc = members_in_realm_desc
|
|
}
|
|
}
|
|
else = {
|
|
add = {
|
|
every_house_member = {
|
|
limit = { top_liege = scope:target_house.house_head.top_liege }
|
|
add = 3
|
|
}
|
|
desc = members_in_realm_desc
|
|
}
|
|
}
|
|
|
|
# Add scoring based on the House Head's Level of Influence
|
|
if = {
|
|
limit = {
|
|
house_head = {
|
|
NOT = { government_has_flag = government_has_merit }
|
|
influence_level >= 1
|
|
}
|
|
}
|
|
add = {
|
|
value = house_head.influence_level
|
|
multiply = 5
|
|
desc = house_head_influence_level_desc
|
|
}
|
|
}
|
|
|
|
# Add scoring based on the House head's Merit Rank
|
|
if = {
|
|
limit = {
|
|
house_head = {
|
|
government_has_flag = government_has_merit
|
|
merit_level >= 1
|
|
}
|
|
}
|
|
add = {
|
|
value = house_head.merit_level
|
|
multiply = 5
|
|
desc = house_head_merit_level_desc
|
|
}
|
|
}
|
|
|
|
# House head is a movement leader
|
|
if = {
|
|
limit = {
|
|
house_head = {
|
|
any_character_situation = { situation_type = dynastic_cycle }
|
|
is_any_movement_leader = yes
|
|
}
|
|
}
|
|
add = {
|
|
value = 10
|
|
desc = house_head_is_movement_leader_desc
|
|
}
|
|
}
|
|
|
|
# Add scoring for every house member on top liege's council - Higher for ministers
|
|
if = {
|
|
limit = {
|
|
exists = house_head.top_liege
|
|
house_head.top_liege = {
|
|
any_councillor = {
|
|
exists = house
|
|
scope:target_house ?= house
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
house_head.top_liege = {
|
|
every_councillor = {
|
|
limit = {
|
|
exists = house
|
|
scope:target_house ?= house
|
|
}
|
|
add = 15
|
|
}
|
|
if = {
|
|
limit = {
|
|
tgp_has_access_to_ministry_trigger = yes
|
|
}
|
|
multiply = 2
|
|
}
|
|
}
|
|
desc = house_members_on_council_desc
|
|
}
|
|
}
|
|
|
|
# A house member is the favored ministers
|
|
if = {
|
|
limit = {
|
|
house_head.top_liege ?= {
|
|
employs_court_position = favored_minister_court_position
|
|
court_position:favored_minister_court_position = {
|
|
house ?= scope:target_house
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
value = 10
|
|
desc = house_member_is_favored_minister_desc
|
|
}
|
|
}
|
|
|
|
# Malus for not practicing the state faith
|
|
if = {
|
|
limit = {
|
|
house_head.top_liege ?= { government_allows = state_faith }
|
|
NOT = { house_head.top_liege.primary_title.state_faith ?= scope:target_house.house_head.faith }
|
|
}
|
|
add = {
|
|
value = -25
|
|
desc = house_head_different_faith_powerful_family_rating
|
|
}
|
|
}
|
|
|
|
# Estate building bonuses
|
|
if = { # Market
|
|
limit = {
|
|
house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_6 }
|
|
}
|
|
add = {
|
|
value = estate_powerful_family_rating_6_value
|
|
desc = estate_buildings_desc
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_5 }
|
|
}
|
|
add = {
|
|
value = estate_powerful_family_rating_5_value
|
|
desc = estate_buildings_desc
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_4 }
|
|
}
|
|
add = {
|
|
value = estate_powerful_family_rating_4_value
|
|
desc = estate_buildings_desc
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_3 }
|
|
}
|
|
add = {
|
|
value = estate_powerful_family_rating_3_value
|
|
desc = estate_buildings_desc
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating_2 }
|
|
}
|
|
add = {
|
|
value = estate_powerful_family_rating_2_value
|
|
desc = estate_buildings_desc
|
|
}
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
house_head.domicile ?= { has_domicile_parameter = estate_increase_powerful_family_rating }
|
|
}
|
|
add = {
|
|
value = estate_powerful_family_rating_1_value
|
|
desc = estate_buildings_desc
|
|
}
|
|
}
|
|
if = { # Catacombs
|
|
limit = {
|
|
exists = house_head.dynasty
|
|
house_head.domicile ?= { has_domicile_parameter = estate_powerful_family_rating_per_dynasty_level }
|
|
}
|
|
add = {
|
|
value = estate_increase_powerful_famil_rating_per_dynasty_level_value
|
|
multiply = house_head.dynasty.dynasty_prestige_level
|
|
desc = estate_buildings_desc
|
|
}
|
|
}
|
|
|
|
# When your estate is located in the realm's capital
|
|
if = {
|
|
limit = {
|
|
house_head = {
|
|
exists = top_liege.capital_province
|
|
domicile ?= {
|
|
is_domicile_type = estate
|
|
domicile_location = prev.top_liege.capital_province
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
value = 10
|
|
desc = estate_in_capital_desc
|
|
}
|
|
}
|
|
|
|
# Obligation/Theme Administration bonus
|
|
if = {
|
|
limit = {
|
|
house_head = { vassal_contract_has_flag = admin_prestige_obligation_bonus }
|
|
}
|
|
add = {
|
|
value = 10
|
|
desc = imperial_theme_type_desc
|
|
}
|
|
}
|
|
|
|
# Heart of the Family Diplomacy Lifestyle Perk
|
|
if = {
|
|
limit = { house_head = { has_perk = familial_familiar_perk } }
|
|
add = {
|
|
value = 10
|
|
desc = familial_familiar_perk_name
|
|
}
|
|
}
|
|
|
|
# Base score increase from Power is a Ladder dynasty legacy perk
|
|
if = {
|
|
limit = {
|
|
house_head.dynasty ?= { ep3_administrative_legacy_track_perks >= 3 }
|
|
}
|
|
add = {
|
|
value = 15
|
|
desc = house_power_ep3_administrative_legacy_3
|
|
}
|
|
}
|
|
|
|
# Merit Dynasty Legacy Perk
|
|
if = {
|
|
limit = {
|
|
house_head.dynasty ?= { has_dynasty_perk = tgp_chinese_legacy_4 }
|
|
}
|
|
add = {
|
|
value = 15
|
|
desc = movement_power_chinese_legacy_4
|
|
}
|
|
}
|
|
|
|
# From Mass Arrests Decision
|
|
if = {
|
|
limit = { house_head = { has_character_flag = mass_arrests_house_power_malus } }
|
|
add = {
|
|
value = -15
|
|
desc = ep3_mass_arrests_house_power_malus
|
|
}
|
|
}
|
|
|
|
if = {
|
|
limit = { house_head.confederation ?= { leading_house ?= scope:target_house } }
|
|
add = {
|
|
value = 0
|
|
house_head.confederation = {
|
|
every_confederation_member_house = { add = 10 }
|
|
}
|
|
desc = led_bloc_size_desc
|
|
}
|
|
}
|
|
|
|
# The number of governorships the house holds
|
|
multiply = {
|
|
value = 1
|
|
every_house_member = {
|
|
limit = {
|
|
# Using the triggers of is_governor directly to save performance
|
|
is_landed = yes
|
|
government_allows = administrative
|
|
top_liege != this
|
|
highest_held_title_tier >= main_administrative_tier
|
|
house.house_head.top_liege ?= top_liege
|
|
}
|
|
add = 0.4 # Let's add a multiplier to the overall score for each governorship
|
|
}
|
|
desc = held_governoships_desc
|
|
}
|
|
|
|
# Bonus for being the Ceremonial house
|
|
if = {
|
|
limit = { house_head = { tgp_is_in_ceremonial_house_trigger = yes } }
|
|
add = {
|
|
value = 100
|
|
desc = tgp_ceremonial_house_desc
|
|
}
|
|
}
|
|
|
|
# Bonus for being the imperial house (we deliberately but this at the end, behind the governorship multiplier, as an added bonus on top of everything else)
|
|
if = {
|
|
limit = {
|
|
any_house_member = {
|
|
top_liege = this
|
|
#primary_title.tier >= tier_empire (this is commented out because the house in power should always get this big boost)
|
|
house.house_head.top_liege ?= top_liege
|
|
}
|
|
}
|
|
add = {
|
|
value = 100
|
|
if = {
|
|
limit = {
|
|
any_house_member = {
|
|
top_liege = this
|
|
primary_title.tier < tier_empire
|
|
house.house_head.top_liege ?= top_liege
|
|
}
|
|
}
|
|
subtract = 50 #For Kings and below the bonus is not quite as high - they are not a far ahead of everyone else as an emperor
|
|
}
|
|
desc = imperial_house_desc
|
|
}
|
|
}
|
|
|
|
# Status Challenged
|
|
if = {
|
|
limit = { has_variable_list = status_challenged_by }
|
|
save_temporary_value_as = temp_total
|
|
subtract = {
|
|
value = scope:temp_total
|
|
multiply = {
|
|
value = 0.05
|
|
multiply = {
|
|
value = 0
|
|
every_in_list = {
|
|
variable = status_challenged_by
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
desc = challenge_status_powerful_family_rating_modifier
|
|
}
|
|
}
|
|
}
|
|
else = {
|
|
add = {
|
|
value = -100
|
|
desc = house_is_lowborn_desc
|
|
}
|
|
}
|
|
}
|
|
|
|
round = yes
|
|
}
|
|
|
|
# Maximum investment a character can make to support a candidate for a title appointment
|
|
# root - investor
|
|
appointment_investment_cap = {
|
|
value = {
|
|
add = {
|
|
value = 50 # Base
|
|
desc = BASE_VALUE
|
|
}
|
|
##### FAMILY RATING
|
|
if = {
|
|
limit = { house.house_head ?= this }
|
|
add = {
|
|
value = house.house_power_score
|
|
desc = appointment_investment_cap_family_rating
|
|
}
|
|
}
|
|
##### AGE
|
|
if = { # ADULT - scaling bonus
|
|
limit = { is_adult = yes }
|
|
add = {
|
|
value = {
|
|
add = age
|
|
subtract = 16
|
|
divide = 2
|
|
ceiling = yes
|
|
}
|
|
desc = appointment_investment_cap_age
|
|
}
|
|
}
|
|
else = { # CHILD - scaling malus
|
|
add = {
|
|
value = {
|
|
add = age
|
|
subtract = 16
|
|
divide = 2
|
|
floor = yes
|
|
}
|
|
desc = appointment_investment_cap_age
|
|
}
|
|
}
|
|
##### INFLUENCE LEVEL
|
|
if = { # NEGATIVE
|
|
limit = { influence_level < 1 }
|
|
add = {
|
|
value = -20
|
|
desc = appointment_investment_cap_influence_level
|
|
}
|
|
}
|
|
else_if = { # POSITIVE
|
|
limit = { influence_level > 1 }
|
|
add = {
|
|
value = {
|
|
add = influence_level
|
|
multiply = 10
|
|
}
|
|
desc = appointment_investment_cap_influence_level
|
|
}
|
|
}
|
|
##### ESTATE BUILDINGS
|
|
if = {
|
|
limit = { exists = house.house_head.domicile }
|
|
house.house_head.domicile = {
|
|
add = {
|
|
value = 0
|
|
if = {
|
|
limit = { has_domicile_building = estate_main_02 }
|
|
add = 10
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = estate_main_03 }
|
|
add = 20
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = estate_main_04 }
|
|
add = 30
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = estate_main_05 }
|
|
add = 40
|
|
}
|
|
if = {
|
|
limit = { has_domicile_building = reception_hall_02 }
|
|
add = 10
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = reception_hall_03 }
|
|
add = 20
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = reception_hall_04 }
|
|
add = 30
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = reception_hall_05 }
|
|
add = 40
|
|
}
|
|
if = {
|
|
limit = { has_domicile_building = japanese_manor_office_01 }
|
|
add = 5
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = japanese_manor_office_02 }
|
|
add = 10
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = japanese_manor_office_03 }
|
|
add = 15
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = japanese_manor_office_04 }
|
|
add = 20
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = japanese_manor_office_05 }
|
|
add = 25
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = japanese_manor_office_06 }
|
|
add = 30
|
|
}
|
|
desc = appointment_investment_cap_estate_buildings
|
|
}
|
|
}
|
|
}
|
|
##### FAMILY ATTRIBUTES
|
|
house ?= {
|
|
add = {
|
|
value = 0
|
|
if = {
|
|
limit = { has_house_power_parameter = increased_investment_cap_bonus_3 }
|
|
add = increased_investment_cap_bonus_3_value
|
|
}
|
|
else_if = {
|
|
limit = { has_house_power_parameter = increased_investment_cap_bonus_2 }
|
|
add = increased_investment_cap_bonus_2_value
|
|
}
|
|
else_if = {
|
|
limit = { has_house_power_parameter = increased_investment_cap_bonus_1 }
|
|
add = increased_investment_cap_bonus_1_value
|
|
}
|
|
desc = political_meddlers_attribute_name_desc
|
|
}
|
|
}
|
|
##### EXPANDED POWER BASE
|
|
save_temporary_value_as = temp_total
|
|
if = {
|
|
limit = { has_character_modifier = ep3_expanded_power_base_minor_modifier }
|
|
add = {
|
|
value = scope:temp_total
|
|
multiply = 0.10
|
|
round = yes
|
|
min = 25
|
|
desc = ep3_expanded_power_base_minor_modifier
|
|
}
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_expanded_power_base_medium_modifier }
|
|
add = {
|
|
value = scope:temp_total
|
|
multiply = 0.20
|
|
round = yes
|
|
min = 50
|
|
desc = ep3_expanded_power_base_medium_modifier
|
|
}
|
|
}
|
|
if = {
|
|
limit = { has_character_modifier = ep3_expanded_power_base_major_modifier }
|
|
add = {
|
|
value = scope:temp_total
|
|
multiply = 0.30
|
|
round = yes
|
|
min = 75
|
|
desc = ep3_expanded_power_base_major_modifier
|
|
}
|
|
}
|
|
##### MERIT
|
|
if = {
|
|
limit = { merit_level >= 1 }
|
|
add = {
|
|
value = {
|
|
add = merit_level
|
|
multiply = 5
|
|
}
|
|
desc = "[merit_level|E]"
|
|
}
|
|
}
|
|
##### CELESTIAL MINISTER
|
|
if = {
|
|
limit = {
|
|
is_councillor = yes
|
|
liege ?= {
|
|
tgp_has_access_to_ministry_trigger = yes
|
|
}
|
|
}
|
|
add = {
|
|
value = 10
|
|
desc = is_a_minister_desc
|
|
}
|
|
}
|
|
min = 0
|
|
}
|
|
}
|
|
|
|
dominant_family_threshold_value = 0.25
|
|
|
|
ep3_governor_yearly_8150_total_count_value = {
|
|
value = 0
|
|
every_in_list = {
|
|
list = rebel_counties
|
|
add = 1
|
|
}
|
|
every_in_list = {
|
|
list = potential_rebel_counties
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
#special bonus to traveling friends from a court event
|
|
court_position_aptitude_traveling_friends_value = {
|
|
if = {
|
|
limit = {
|
|
has_character_flag = travelling_friend
|
|
liege ?= {
|
|
any_court_position_holder = {
|
|
OR = {
|
|
has_relation_best_friend = root
|
|
has_relation_friend = root
|
|
}
|
|
has_character_flag = travelling_friend
|
|
}
|
|
}
|
|
}
|
|
add = {
|
|
value = 20
|
|
desc = court_position_traveling_friend
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_foreign_ruler_interest_in_coup_value = {
|
|
value = 0
|
|
every_claim = {
|
|
limit = {
|
|
any_de_jure_top_liege = {
|
|
this = scope:target_char
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_relation_nemesis = scope:target_char }
|
|
add = 2
|
|
}
|
|
else_if = {
|
|
limit = { has_relation_rival = scope:target_char }
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
ep3_distance_to_comparator_claim = {
|
|
value = 0
|
|
add = "title_capital_county.squared_distance(scope:comparator.capital_county)"
|
|
abs = yes
|
|
multiply = -1
|
|
}
|
|
|
|
ep3_distance_to_comparator_capital_county = {
|
|
value = 0
|
|
add = "squared_distance(scope:comparator.capital_county)"
|
|
abs = yes
|
|
multiply = -1
|
|
}
|
|
|
|
number_of_granaries_in_egypt_value = {
|
|
value = 0
|
|
every_county_in_region = {
|
|
region = custom_roman_aegyptus
|
|
limit = {
|
|
any_county_province = {
|
|
has_building_or_higher = cereal_fields_05
|
|
}
|
|
}
|
|
add = 1
|
|
max = 10
|
|
}
|
|
min = 1
|
|
desc = MODIFIER_DEFINITION_MAIN_DESC_PER_EGYPT_GRANARY
|
|
}
|
|
|
|
grain_dole_cost = {
|
|
value = 1500
|
|
}
|
|
|
|
pay_off_crusaders_value = {
|
|
value = 0
|
|
every_in_list = {
|
|
list = paying_off_crusaders
|
|
add = 1
|
|
}
|
|
multiply = 150
|
|
}
|
|
|
|
ep3_byz_regiments_gained_value = {
|
|
value = 1
|
|
if = {
|
|
limit = {
|
|
exists = scope:regiment_1
|
|
highest_held_title_tier >= tier_kingdom
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = {
|
|
exists = scope:regiment_2
|
|
OR = {
|
|
highest_held_title_tier >= tier_duchy
|
|
this = scope:attacker
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
ep3_byz_regiments_ck_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
exists = scope:regiment_1
|
|
}
|
|
add = 2
|
|
}
|
|
if = {
|
|
limit = {
|
|
exists = scope:regiment_2
|
|
}
|
|
add = 3
|
|
}
|
|
}
|
|
|
|
ep3_byz_reward_levy_size_value = {
|
|
value = 100
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 5
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 10
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 15
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 20
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 25
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 30
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 35
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 40
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 50
|
|
}
|
|
}
|
|
add = 150
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 65
|
|
}
|
|
}
|
|
add = 200
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 80
|
|
}
|
|
}
|
|
add = 250
|
|
}
|
|
if = {
|
|
limit = {
|
|
highest_held_title_tier = tier_duchy
|
|
}
|
|
multiply = 1.33
|
|
}
|
|
if = {
|
|
limit = {
|
|
highest_held_title_tier >= tier_kingdom
|
|
}
|
|
multiply = 1.66
|
|
}
|
|
}
|
|
|
|
ep3_sacking_byz_capital_payoff_value = {
|
|
value = 220
|
|
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 5
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 10
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 15
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 20
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 25
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 30
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 35
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 40
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 50
|
|
}
|
|
}
|
|
add = 150
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 65
|
|
}
|
|
}
|
|
add = 200
|
|
}
|
|
if = {
|
|
limit = {
|
|
title:e_byzantium.holder.capital_county = {
|
|
development_level >= 80
|
|
}
|
|
}
|
|
add = 250
|
|
}
|
|
}
|
|
|
|
number_vassals_converting_to_new_state_faith = {
|
|
value = 0
|
|
every_vassal = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 30
|
|
}
|
|
faith != root.faith
|
|
NOT = { has_vassal_stance = zealot }
|
|
is_ai = yes
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
# Hasan Sabbah event troops
|
|
|
|
hasan_sabbah_max_levies_value = 20000
|
|
|
|
hasan_sabbah_event_troops_value = {
|
|
value = 0
|
|
|
|
# Add troops for each appropriate county.
|
|
root.location.county.holder.top_liege = {
|
|
every_sub_realm_county = {
|
|
limit = {
|
|
faith = root.faith
|
|
}
|
|
add = 500
|
|
}
|
|
}
|
|
|
|
max = {
|
|
# Standard base max.
|
|
value = hasan_sabbah_max_levies_value
|
|
}
|
|
divide = 5
|
|
}
|
|
|
|
maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult = 4
|
|
|
|
provision_refill_value = {
|
|
value = 0.125
|
|
if = {
|
|
limit = {
|
|
trigger_if = {
|
|
limit = { exists = scope:laamp_temp }
|
|
scope:laamp_temp = { has_perk = prepared_conscription_perk }
|
|
}
|
|
trigger_else = { always = no }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:laamp_temp ?= {
|
|
has_perk = personal_touch_perk
|
|
landless_inspector_king_of_the_wilds = yes
|
|
}
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:laamp_temp ?= {
|
|
is_ai = no
|
|
has_game_rule = hard_difficulty
|
|
}
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:laamp_temp ?= {
|
|
is_ai = no
|
|
has_game_rule = very_hard_difficulty
|
|
}
|
|
}
|
|
multiply = 0.2
|
|
}
|
|
}
|
|
|
|
provision_refill_value_tt = {
|
|
value = 0.125
|
|
if = {
|
|
limit = { has_perk = prepared_conscription_perk }
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_perk = personal_touch_perk
|
|
landless_inspector_king_of_the_wilds = yes
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
is_ai = no
|
|
has_game_rule = hard_difficulty
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
is_ai = no
|
|
has_game_rule = very_hard_difficulty
|
|
}
|
|
multiply = 0.2
|
|
}
|
|
}
|
|
|
|
gold_refill_value = {
|
|
value = 3
|
|
if = {
|
|
limit = {
|
|
scope:laamp_temp = { has_perk = cutting_corners_perk }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:laamp_temp ?= {
|
|
has_perk = personal_touch_perk
|
|
landless_inspector_king_of_the_wilds = yes
|
|
}
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:laamp_temp ?= {
|
|
government_has_flag = government_is_nomadic
|
|
}
|
|
}
|
|
multiply = 1.5
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:laamp_temp ?= {
|
|
is_ai = no
|
|
has_game_rule = hard_difficulty
|
|
}
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
scope:laamp_temp ?= {
|
|
is_ai = no
|
|
has_game_rule = very_hard_difficulty
|
|
}
|
|
}
|
|
multiply = 0.2
|
|
}
|
|
if = {
|
|
limit = {
|
|
trigger_if = {
|
|
limit = { exists = scope:laamp_temp }
|
|
scope:laamp_temp = { government_has_flag = government_is_nomadic }
|
|
}
|
|
trigger_else = { always = no }
|
|
}
|
|
multiply = {
|
|
add = scope:laamp_temp.martial
|
|
subtract = 8
|
|
divide = 100
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
|
|
gold_refill_value_tt = {
|
|
value = 2
|
|
if = {
|
|
limit = {
|
|
has_perk = cutting_corners_perk
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_perk = personal_touch_perk
|
|
landless_inspector_king_of_the_wilds = yes
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
government_has_flag = government_is_nomadic
|
|
}
|
|
multiply = 1.5
|
|
}
|
|
if = {
|
|
limit = {
|
|
is_ai = no
|
|
has_game_rule = hard_difficulty
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
is_ai = no
|
|
has_game_rule = very_hard_difficulty
|
|
}
|
|
multiply = 0.2
|
|
}
|
|
if = {
|
|
limit = {
|
|
government_has_flag = government_is_nomadic
|
|
}
|
|
multiply = {
|
|
add = martial
|
|
subtract = 8
|
|
divide = 100
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
|
|
replenishable_troops_value = {
|
|
value = maa_max_troops_count
|
|
subtract = maa_current_troops_count
|
|
if = {
|
|
limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes }
|
|
multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult
|
|
}
|
|
}
|
|
|
|
replenishable_troops_with_provisions_value = {
|
|
value = replenishable_troops_value
|
|
max = {
|
|
add = scope:current_provisions_max_value_scope
|
|
multiply = provision_refill_value
|
|
}
|
|
}
|
|
|
|
replenishable_troops_with_gold_value = {
|
|
value = replenishable_troops_value
|
|
max = {
|
|
add = scope:current_gold_max_value_scope
|
|
multiply = gold_refill_value
|
|
}
|
|
}
|
|
|
|
replenishable_troops_max_provisions_value = {
|
|
value = 0
|
|
scope:actor = {
|
|
every_maa_regiment = {
|
|
add = {
|
|
add = maa_max_troops_count
|
|
subtract = maa_current_troops_count
|
|
if = {
|
|
limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes }
|
|
multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult
|
|
}
|
|
}
|
|
}
|
|
}
|
|
max = scope:actor.domicile.provisions
|
|
divide = provision_refill_value
|
|
multiply = -1
|
|
}
|
|
|
|
replenishable_troops_payed_provisions_tt_value = {
|
|
value = 0
|
|
every_maa_regiment = {
|
|
add = {
|
|
add = maa_max_troops_count
|
|
subtract = maa_current_troops_count
|
|
if = {
|
|
limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes }
|
|
multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult
|
|
}
|
|
}
|
|
}
|
|
divide = provision_refill_value_tt
|
|
max = domicile.provisions
|
|
}
|
|
|
|
replenishable_troops_max_provisions_tt_value = {
|
|
value = 0
|
|
every_maa_regiment = {
|
|
add = {
|
|
add = maa_max_troops_count
|
|
subtract = maa_current_troops_count
|
|
}
|
|
}
|
|
max = {
|
|
value = domicile.provisions
|
|
multiply = provision_refill_value_tt
|
|
}
|
|
}
|
|
|
|
replenishable_troops_payed_gold_tt_value = {
|
|
value = 0
|
|
every_maa_regiment = {
|
|
add = {
|
|
add = maa_max_troops_count
|
|
subtract = maa_current_troops_count
|
|
if = {
|
|
limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes }
|
|
multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult
|
|
}
|
|
}
|
|
}
|
|
divide = gold_refill_value_tt
|
|
max = gold
|
|
}
|
|
|
|
replenishable_troops_max_gold_tt_value = {
|
|
value = 0
|
|
every_maa_regiment = {
|
|
add = {
|
|
add = maa_max_troops_count
|
|
subtract = maa_current_troops_count
|
|
if = {
|
|
limit = { maa_regiments_cost_more_to_reinforce_per_soldier_trigger = yes }
|
|
multiply = maa_regiments_cost_more_to_reinforce_per_soldier_trigger_mult
|
|
}
|
|
}
|
|
}
|
|
max = {
|
|
value = gold
|
|
multiply = gold_refill_value_tt
|
|
}
|
|
}
|
|
|
|
replenishable_troops_provision_cost_value = {
|
|
value = scope:actor.replenishable_troops_value
|
|
max = scope:actor.domicile.max_provisions
|
|
multiply = -1
|
|
}
|
|
|
|
reinforce_soldiers_regiment_soldiers_value = {
|
|
value = reinforce_soldiers_regiment_max_value
|
|
min = 1
|
|
max = reinforce_soldiers_max_value
|
|
}
|
|
|
|
reinforce_soldiers_regiment_max_value = {
|
|
value = 25
|
|
if = {
|
|
limit = {
|
|
scope:actor = { has_perk = soldiers_of_lesser_fortune_perk }
|
|
}
|
|
multiply = 4
|
|
}
|
|
}
|
|
|
|
reinforce_soldiers_regiment_max_value_tooltip = {
|
|
value = 25
|
|
if = {
|
|
limit = {
|
|
has_perk = soldiers_of_lesser_fortune_perk
|
|
}
|
|
multiply = 4
|
|
}
|
|
}
|
|
|
|
reinforce_soldiers_max_value = {
|
|
value = maa_max_troops_count
|
|
subtract = maa_current_troops_count
|
|
}
|
|
|
|
reinforce_soldiers_reinforcable_regiments_value = {
|
|
value = 0
|
|
every_maa_regiment = {
|
|
limit = { maa_current_troops_count < maa_max_troops_count }
|
|
# Cheaper cavalry
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
is_unit_type = light_cavalry
|
|
is_unit_type = heavy_cavalry
|
|
}
|
|
regiment_owner.domicile ?= { has_domicile_parameter = camp_cheaper_cavalry_reinforcement }
|
|
}
|
|
add = 0.5
|
|
}
|
|
else = { add = 1 }
|
|
}
|
|
min = 0.5
|
|
}
|
|
|
|
reinforce_soldiers_reinforcable_regiments_undiscounted_value = {
|
|
value = 0
|
|
every_maa_regiment = {
|
|
limit = { maa_current_troops_count < maa_max_troops_count }
|
|
add = 1
|
|
}
|
|
min = 1
|
|
}
|
|
|
|
reinforce_soldiers_gold_value = {
|
|
value = minor_gold_value
|
|
if = {
|
|
limit = {
|
|
domicile ?= { has_domicile_parameter = camp_improved_reinforcement_from_gold }
|
|
}
|
|
multiply = 0.5
|
|
}
|
|
multiply = reinforce_soldiers_reinforcable_regiments_value
|
|
}
|
|
|
|
reinforce_soldiers_dread_cost_value = {
|
|
value = 5
|
|
if = {
|
|
limit = {
|
|
scope:actor.domicile = { has_domicile_parameter = camp_improved_entice_local_mercenaries }
|
|
}
|
|
add = -2.5
|
|
}
|
|
multiply = reinforce_soldiers_reinforcable_regiments_value
|
|
}
|
|
|
|
small_empire_size_value = 75
|
|
large_empire_size_value = 125
|
|
|
|
current_size_empire_value = { add = root.realm_size }
|
|
|
|
laamp_improved_learning_contract_success_value = 20 # Update parameter tooltip if this is changed!
|
|
|
|
laamp_improved_tracker_contract_success_value = 20 # Update parameter tooltip if this is changed!
|
|
|
|
# Currently this define is set to 100, so adjust with that in mind.
|
|
provisions_privation_threshold_start = { value = define:NCharacter|PROVISIONS_LOW_WARNING }
|
|
provisions_privation_threshold_low = 66
|
|
provisions_privation_threshold_very_low = 33
|
|
provisions_privation_threshold_empty = 0
|
|
|
|
gather_provisions_forage_base_value = {
|
|
# TERRAIN
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
terrain = desert
|
|
terrain = desert_mountains
|
|
terrain = taiga
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
NOT = {
|
|
root = { has_perk = golden_aplomb_perk }
|
|
}
|
|
OR = {
|
|
terrain = drylands
|
|
terrain = jungle
|
|
terrain = mountains
|
|
terrain = wetlands
|
|
terrain = steppe
|
|
}
|
|
}
|
|
add = 250
|
|
}
|
|
else = { add = 500 }
|
|
# BUILDINGS
|
|
if = {
|
|
limit = { has_building_or_higher = pastures_01 }
|
|
add = 25
|
|
}
|
|
if = {
|
|
limit = { has_building_or_higher = orchards_01 }
|
|
add = 25
|
|
}
|
|
if = {
|
|
limit = { has_building_or_higher = farm_estates_01 }
|
|
add = 25
|
|
}
|
|
if = {
|
|
limit = { has_building_or_higher = cereal_fields_01 }
|
|
add = 25
|
|
}
|
|
if = {
|
|
limit = { has_building_or_higher = plantations_01 }
|
|
add = 25
|
|
}
|
|
if = {
|
|
limit = { has_building_or_higher = hill_farms_01 }
|
|
add = 25
|
|
}
|
|
# WINTER
|
|
if = {
|
|
limit = { has_province_modifier = winter_mild_modifier }
|
|
add = -50
|
|
}
|
|
else_if = {
|
|
limit = { has_province_modifier = winter_normal_modifier }
|
|
add = -100
|
|
}
|
|
else_if = {
|
|
limit = { has_province_modifier = winter_harsh_modifier }
|
|
add = -150
|
|
}
|
|
min = 50
|
|
# We deliberately apply this after the min, since it's a global boost.
|
|
if = {
|
|
limit = {
|
|
root.domicile = { has_domicile_parameter = camp_improves_gather_provisions_hunting }
|
|
}
|
|
multiply = camp_improves_gather_provisions_hunting_value
|
|
}
|
|
if = {
|
|
limit = {
|
|
root = { has_perk = it_is_my_domain_perk }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
if = { # Inspector Lifestyle Perk
|
|
limit = {
|
|
landless_inspector_terrain_knowing_the_land_trigger = yes
|
|
root = { has_perk = know_your_land_know_your_people_perk }
|
|
}
|
|
multiply = 1.5
|
|
}
|
|
}
|
|
# Parameter improvements from camp buildings.
|
|
camp_improves_gather_provisions_hunting_value = 1.5
|
|
camp_improves_gather_provisions_hunting_loc_value = {
|
|
value = camp_improves_gather_provisions_hunting_value
|
|
add = -1
|
|
}
|
|
|
|
gather_provisions_hunt_base_value = {
|
|
value = 50
|
|
# TERRAIN
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
terrain = farmlands
|
|
terrain = floodplains
|
|
terrain = wetlands
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
NOT = {
|
|
root = { has_perk = golden_aplomb_perk }
|
|
}
|
|
OR = {
|
|
terrain = desert
|
|
terrain = desert_mountains
|
|
terrain = mountains
|
|
terrain = taiga
|
|
terrain = steppe
|
|
}
|
|
}
|
|
add = 250
|
|
}
|
|
else = { add = 500 }
|
|
# HOLDING
|
|
if = {
|
|
limit = { has_holding = no }
|
|
add = 50
|
|
}
|
|
# BUILDINGS
|
|
if = {
|
|
limit = { has_building_or_higher = hunting_grounds_01 }
|
|
add = 50
|
|
}
|
|
if = {
|
|
limit = { has_building_or_higher = royal_forest_01 }
|
|
add = 100
|
|
}
|
|
min = 5
|
|
# We deliberately apply this after the min, since it's a global boost.
|
|
if = {
|
|
limit = {
|
|
root.domicile = { has_domicile_parameter = camp_improves_gather_provisions_foraging }
|
|
}
|
|
multiply = camp_improves_gather_provisions_foraging_value
|
|
}
|
|
if = {
|
|
limit = {
|
|
root = { has_perk = it_is_my_domain_perk }
|
|
}
|
|
multiply = 1.25
|
|
}
|
|
}
|
|
# Parameter improvements from camp buildings.
|
|
camp_improves_gather_provisions_foraging_value = 1.5
|
|
camp_improves_gather_provisions_foraging_loc_value = {
|
|
value = camp_improves_gather_provisions_foraging_value
|
|
add = -1
|
|
}
|
|
|
|
provisions_low_value = 10
|
|
|
|
adventurers_make_local_deals_option_value = {
|
|
value = 0
|
|
if = {
|
|
limit = { root.current_travel_plan.current_location.available_loot > 0 }
|
|
add = root.current_travel_plan.current_location.available_loot
|
|
divide = 4
|
|
}
|
|
}
|
|
|
|
strong_governor_military_value = {
|
|
value = 0
|
|
add = scope:emperor.max_military_strength
|
|
multiply = 0.2
|
|
}
|
|
|
|
ep3_emperors_war_strength_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
scope:emperor = {
|
|
is_defender_in_war = scope:war
|
|
}
|
|
}
|
|
scope:war = {
|
|
every_war_defender = {
|
|
add = current_military_strength
|
|
}
|
|
}
|
|
}
|
|
else = {
|
|
scope:war = {
|
|
every_war_attacker = {
|
|
add = current_military_strength
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_emperors_war_strength_double_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
scope:emperor = {
|
|
is_defender_in_war = scope:war
|
|
}
|
|
}
|
|
scope:war = {
|
|
every_war_defender = {
|
|
add = current_military_strength
|
|
}
|
|
}
|
|
}
|
|
else = {
|
|
scope:war = {
|
|
every_war_attacker = {
|
|
add = current_military_strength
|
|
}
|
|
}
|
|
}
|
|
multiply = 2
|
|
}
|
|
|
|
ep3_emperors_foe_war_strength_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
scope:emperor = {
|
|
is_defender_in_war = scope:war
|
|
}
|
|
}
|
|
scope:war = {
|
|
every_war_attacker = {
|
|
add = current_military_strength
|
|
}
|
|
}
|
|
}
|
|
else = {
|
|
scope:war = {
|
|
every_war_defender = {
|
|
add = current_military_strength
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_emperors_foe_war_strength_double_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
scope:emperor = {
|
|
is_defender_in_war = scope:war
|
|
}
|
|
}
|
|
scope:war = {
|
|
every_war_attacker = {
|
|
add = current_military_strength
|
|
}
|
|
}
|
|
}
|
|
else = {
|
|
scope:war = {
|
|
every_war_defender = {
|
|
add = current_military_strength
|
|
}
|
|
}
|
|
}
|
|
multiply = 2
|
|
}
|
|
|
|
ep3_governor_yearly_3050_regiment_size_value = {
|
|
value = 0
|
|
scope:regiment = {
|
|
add = maa_size
|
|
}
|
|
}
|
|
|
|
provisions_threshold_critical_low_value = { value = define:NCharacter|PROVISIONS_LOW_WARNING } #Will literally throw a warning in the UI if provisions go beneath this
|
|
|
|
provisions_threshold_low_value = {
|
|
value = max_provisions
|
|
multiply = 0.2
|
|
}
|
|
provisions_threshold_mid_value = {
|
|
value = max_provisions
|
|
multiply = 0.5
|
|
}
|
|
provisions_threshold_good_value = {
|
|
value = max_provisions
|
|
multiply = 0.8
|
|
}
|
|
|
|
ep3_legacy_domicile_artifact_counter_illustrious_score = {
|
|
value = var:ep3_legacy_domicile_artifact_counter_illustrious
|
|
multiply = 4
|
|
}
|
|
ep3_legacy_domicile_artifact_counter_famed_score = {
|
|
value = var:ep3_legacy_domicile_artifact_counter_famed
|
|
multiply = 3
|
|
}
|
|
ep3_legacy_domicile_artifact_counter_masterwork_score = {
|
|
value = var:ep3_legacy_domicile_artifact_counter_masterwork
|
|
multiply = 2
|
|
}
|
|
ep3_legacy_domicile_artifact_counter_common_score = {
|
|
value = var:ep3_legacy_domicile_artifact_counter_common
|
|
multiply = 1
|
|
}
|
|
cabinet_of_curiosities_artifact_score = {
|
|
value = 0
|
|
if = {
|
|
limit = { has_variable = ep3_legacy_domicile_artifact_counter_illustrious }
|
|
add = ep3_legacy_domicile_artifact_counter_illustrious_score
|
|
}
|
|
if = {
|
|
limit = { has_variable = ep3_legacy_domicile_artifact_counter_famed }
|
|
add = ep3_legacy_domicile_artifact_counter_famed_score
|
|
}
|
|
if = {
|
|
limit = { has_variable = ep3_legacy_domicile_artifact_counter_masterwork }
|
|
add = ep3_legacy_domicile_artifact_counter_masterwork_score
|
|
}
|
|
if = {
|
|
limit = { has_variable = ep3_legacy_domicile_artifact_counter_common }
|
|
add = ep3_legacy_domicile_artifact_counter_common_score
|
|
}
|
|
}
|
|
|
|
latin_emp_army_levies_value = {
|
|
value = 100
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_early_medieval
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
}
|
|
add = 200
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
}
|
|
add = 200
|
|
}
|
|
}
|
|
|
|
latin_emp_army_maa_value = {
|
|
value = 1
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_early_medieval
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
boost_efficiency_maximum_value = 40
|
|
damage_efficiency_minimum_value = -40
|
|
efficiency_interaction_cooldown_years_value = 5
|
|
efficiency_interaction_change_value = 4
|
|
|
|
ep3_governor_yearly_3070_governorship_value = {
|
|
value = 0
|
|
every_sub_realm_county = {
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
ep3_found_despotate_control_total_value = {
|
|
value = 0
|
|
primary_title.kingdom = {
|
|
every_de_jure_county = { add = 1 }
|
|
}
|
|
}
|
|
|
|
ep3_found_despotate_control_held_value = {
|
|
value = 0
|
|
save_temporary_scope_as = holder_temp
|
|
primary_title.kingdom = {
|
|
every_de_jure_county = {
|
|
limit = {
|
|
county_held_or_vassal_to_target_trigger = { TARGET = scope:holder_temp }
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_found_despotate_control_percent_value = {
|
|
value = ep3_found_despotate_control_held_value
|
|
divide = ep3_found_despotate_control_total_value
|
|
multiply = 100
|
|
}
|
|
|
|
military_strength_25_percent_value = {
|
|
value = current_military_strength
|
|
multiply = 0.25
|
|
}
|
|
|
|
military_strength_75_percent_value = {
|
|
value = current_military_strength
|
|
multiply = 0.75
|
|
}
|
|
|
|
number_of_counties_with_heresy_1 = {
|
|
value = 0
|
|
top_liege = {
|
|
every_realm_county = {
|
|
limit = {
|
|
faith = scope:heresy_1
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
|
|
number_of_counties_with_heresy_2 = {
|
|
value = 0
|
|
top_liege = {
|
|
every_realm_county = {
|
|
limit = {
|
|
faith = scope:heresy_2
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
|
|
number_of_counties_with_heresy_3 = {
|
|
value = 0
|
|
top_liege = {
|
|
every_realm_county = {
|
|
limit = {
|
|
faith = scope:heresy_3
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
|
|
number_of_counties_with_heresy_acceptance = {
|
|
value = 0
|
|
every_realm_county = {
|
|
limit = {
|
|
faith = scope:heresy
|
|
}
|
|
add = 10
|
|
}
|
|
}
|
|
|
|
number_of_vassals_with_heresy_acceptance = {
|
|
value = 0
|
|
every_vassal = {
|
|
limit = {
|
|
faith = scope:heresy
|
|
}
|
|
add = 5
|
|
}
|
|
}
|
|
|
|
influence_difference_value = {
|
|
value = scope:heretic.influence
|
|
subtract = root.influence
|
|
multiply = 0.1
|
|
}
|
|
|
|
architect_aptitude_scale_value = {
|
|
value = 1
|
|
multiply = root.court_position:royal_architect_court_position.aptitude:royal_architect_court_position
|
|
}
|
|
|
|
ep3_actor_governor_trait_level_value = {
|
|
value = -1
|
|
scope:actor ?= {
|
|
if = {
|
|
limit = { has_trait = governor }
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_trait_xp = { trait = governor value >= 25 } }
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_trait_xp = { trait = governor value >= 50 } }
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_trait_xp = { trait = governor value >= 75 } }
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_trait_xp = { trait = governor value >= 100 } }
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_recipient_governor_trait_level_value = {
|
|
value = -1
|
|
scope:recipient ?= {
|
|
if = {
|
|
limit = { has_trait = governor }
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_trait_xp = { trait = governor value >= 25 } }
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_trait_xp = { trait = governor value >= 50 } }
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_trait_xp = { trait = governor value >= 75 } }
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = { has_trait_xp = { trait = governor value >= 100 } }
|
|
add = 1
|
|
}
|
|
}
|
|
}
|
|
|
|
ep3_actor_recipient_governor_trait_level_diff_value = {
|
|
value = ep3_actor_governor_trait_level_value
|
|
subtract = ep3_recipient_governor_trait_level_value
|
|
}
|
|
|
|
event_troops_ep3_separatist_scale_value = {
|
|
value = 100
|
|
multiply = {
|
|
value = root.location.duchy.holder.primary_title.tier
|
|
}
|
|
}
|
|
|
|
hostile_scheme_variable_list_value = {
|
|
value = 0
|
|
scope:owner = {
|
|
every_in_list = {
|
|
variable = supporting_hostile_schemes
|
|
add = 5
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
personal_scheme_variable_list_value = {
|
|
value = 0
|
|
scope:owner = {
|
|
every_in_list = {
|
|
variable = supporting_personal_schemes
|
|
add = 5
|
|
}
|
|
}
|
|
}
|
|
|
|
political_scheme_variable_list_value = {
|
|
value = 0
|
|
scope:owner = {
|
|
every_in_list = {
|
|
variable = supporting_political_schemes
|
|
add = 5
|
|
}
|
|
}
|
|
}
|
|
|
|
hostile_scheme_base_bonus_per_character = 5
|
|
personal_scheme_base_bonus_per_character = 5
|
|
political_scheme_base_bonus_per_character = 5
|
|
|
|
# Laamps above this count must be exceptional characters or of interest to the player.
|
|
## This is because there are various things they do that are _fairly_ unperformant, so it's important that we put a good soft-cap on their numbers to stop them growing out of control and tanking performance.
|
|
### Code decisions were made assuming that there would be _maybe_ 200 on the map in the late game, give or take ~50.
|
|
#### More than that will work mechanically but prepare for substantial frame rate drops.
|
|
max_desired_laamps_value = {
|
|
value = 200
|
|
switch = {
|
|
trigger = has_game_rule
|
|
ai_laamp_numbers_25 = { value = 25 }
|
|
ai_laamp_numbers_50 = { value = 50 }
|
|
ai_laamp_numbers_100 = { value = 100 }
|
|
ai_laamp_numbers_150 = { value = 150 }
|
|
ai_laamp_numbers_200 = { value = 200 }
|
|
}
|
|
}
|
|
|
|
seventyfive_percent_of_max_desired_laamps_value = {
|
|
value = max_desired_laamps_value
|
|
multiply = 0.75
|
|
}
|
|
|
|
too_many_laamps_value = {
|
|
value = max_desired_laamps_value
|
|
switch = {
|
|
trigger = has_game_rule
|
|
ai_laamp_numbers_25 = { add = 2 }
|
|
ai_laamp_numbers_50 = { add = 5 }
|
|
ai_laamp_numbers_100 = { add = 10 }
|
|
ai_laamp_numbers_150 = { add = 15 }
|
|
ai_laamp_numbers_200 = { add = 20 }
|
|
}
|
|
}
|
|
|
|
wipe_slate_min_xp_to_remove_trait_value = 5
|
|
crusader_absolution_min_xp_to_remove_trait_value = 25
|
|
crusader_absolution_xp_removed_per_track_value = {
|
|
value = 100
|
|
subtract = crusader_absolution_min_xp_to_remove_trait_value
|
|
multiply = -1
|
|
}
|
|
|
|
camp_party_province_reference_value = {
|
|
value = 15
|
|
}
|
|
|
|
amount_of_followers_value = {
|
|
value = 0
|
|
every_courtier = {
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
current_camp_temperament_average_value = {
|
|
value = 0
|
|
every_courtier = {
|
|
add = "opinion(root)"
|
|
}
|
|
divide = amount_of_followers_value
|
|
}
|
|
|
|
low_camp_temperament_value = define:NDomicile|TEMPERAMENT_THRESHOLD_LOW
|
|
high_camp_temperament_value = define:NDomicile|TEMPERAMENT_THRESHOLD_HIGH
|
|
|
|
default_temperament_high_value_scale = {
|
|
value = prestige_level
|
|
if = {
|
|
limit = {
|
|
has_perk = absolute_control_perk
|
|
}
|
|
add = {
|
|
value = dread
|
|
divide = 20
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_perk = honored_to_serve_perk
|
|
}
|
|
add = {
|
|
every_courtier = {
|
|
add = 1
|
|
}
|
|
divide = 5
|
|
min = 0
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_perk = scientific_perk
|
|
}
|
|
add = {
|
|
every_courtier = {
|
|
limit = {
|
|
learning >= 15
|
|
}
|
|
add = 1
|
|
}
|
|
min = 0
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_perk = gracious_host_impeccable_guest_perk
|
|
}
|
|
add = num_of_known_languages
|
|
}
|
|
}
|
|
|
|
default_temperament_low_value_scale = {
|
|
value = prestige_level
|
|
}
|
|
|
|
estate_increase_gardener_aptitude_value_1 = 5
|
|
estate_increase_gardener_aptitude_value_2 = 10
|
|
estate_increase_gardener_aptitude_value_3 = 15
|
|
estate_increase_gardener_aptitude_value_4 = 20
|
|
estate_increase_gardener_aptitude_value_5 = 25
|
|
estate_increase_gardener_aptitude_value_6 = 30
|
|
|
|
estate_increased_personal_scheme_success_1_value = 5
|
|
estate_increased_personal_scheme_success_2_value = 15
|
|
estate_increased_personal_scheme_success_3_value = 25
|
|
|
|
kennels_more_successful_hunts_1_value = 10
|
|
kennels_more_successful_hunts_2_value = 15
|
|
|
|
cultivated_sophistication_development_gain = minor_development_progress_gain
|
|
|
|
slander_appointment_score_value = -25
|
|
slander_acclamation_score_value = -50
|
|
|
|
promote_appointment_score_value = 30
|
|
promote_acclamation_score_value = 50
|
|
|
|
ep3_requested_faith_support_0_value = {
|
|
value = major_influence_gain
|
|
}
|
|
ep3_requested_faith_support_1_value = {
|
|
value = ep3_requested_faith_support_0_value
|
|
multiply = 1.5
|
|
}
|
|
ep3_requested_faith_support_2_value = {
|
|
value = ep3_requested_faith_support_0_value
|
|
multiply = 2
|
|
}
|
|
ep3_requested_faith_support_3_value = {
|
|
value = ep3_requested_faith_support_0_value
|
|
multiply = 2.5
|
|
}
|
|
ep3_requested_faith_support_4_value = {
|
|
value = ep3_requested_faith_support_0_value
|
|
multiply = 3
|
|
}
|
|
ep3_requested_faith_support_5_value = {
|
|
value = ep3_requested_faith_support_0_value
|
|
multiply = 3.5
|
|
}
|
|
ep3_requested_faith_support_6_value = {
|
|
value = ep3_requested_faith_support_0_value
|
|
multiply = 4
|
|
}
|
|
|
|
chancellor_integrate_title_admin_top_liege_bonus = 1
|
|
chancellor_integrate_title_admin_target_bonus = 0.5
|
|
|
|
de_jure_governor_bonus = -20
|
|
|
|
greek_anarchy_army_levy_value = {
|
|
value = 50
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_duchy
|
|
}
|
|
}
|
|
add = 150
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = 200
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_empire
|
|
}
|
|
}
|
|
add = 200
|
|
}
|
|
}
|
|
|
|
greek_anarchy_army_weak_maa_value = {
|
|
value = 1
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
}
|
|
add = 2
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_duchy
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = 2
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_empire
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
greek_anarchy_army_maa_value = {
|
|
value = 1
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
}
|
|
add = 2
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_duchy
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
greek_anarchy_army_heavy_cav_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
culture = {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_duchy
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
if = {
|
|
limit = {
|
|
scope:defender = {
|
|
highest_held_title_tier >= tier_empire
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
greek_anarchy_development_value = -50
|
|
|
|
faction_power_existing_threshold_value = {
|
|
value = faction_power
|
|
multiply = 2
|
|
}
|
|
|
|
ep3_invite_to_faction_war_strength_compare_defender_value = {
|
|
value = 0
|
|
every_war_defender = { add = current_military_strength }
|
|
}
|
|
|
|
ep3_invite_to_faction_war_strength_compare_attacker_value = {
|
|
value = 0
|
|
every_war_attacker = { add = current_military_strength }
|
|
}
|
|
|
|
admin_convert_influence_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
has_character_flag = latin_emp_force_admin_flag
|
|
}
|
|
add = major_influence_gain
|
|
}
|
|
else = {
|
|
add = monumental_influence_gain
|
|
}
|
|
}
|
|
|
|
admin_convert_legitimacy_value = {
|
|
value = 0
|
|
if = {
|
|
limit = {
|
|
has_character_flag = latin_emp_force_admin_flag
|
|
}
|
|
add = minor_legitimacy_gain
|
|
}
|
|
else = {
|
|
add = medium_legitimacy_gain
|
|
}
|
|
}
|
|
|
|
chance_to_be_educated_while_educating_value = {
|
|
value = 2.5
|
|
if = {
|
|
limit = { has_perk = learn_on_the_job_perk }
|
|
multiply = 2
|
|
}
|
|
}
|
|
|
|
learning_task_contract_qualified_score_value = 1
|
|
learning_task_contract_medium_score_value = 2
|
|
learning_task_contract_major_score_value = 3
|
|
|
|
laamp_base_contract_schemes_2661_modifier_duration_value = {
|
|
value = 5
|
|
if = {
|
|
limit = {
|
|
root = { is_ai = no }
|
|
}
|
|
add = 20
|
|
}
|
|
}
|
|
|
|
rebuke_roman_revanchism_sicily_requirements_no_ere_county_value = 10
|
|
rebuke_roman_revanchism_sicily_requirements_some_ere_county_value = 13
|
|
rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value = 5
|
|
rebuke_roman_revanchism_sicily_fame_reward_value = 1000
|
|
|
|
# How many provisions do we give out per modifier removed?
|
|
butcher_animals_decision_cat_provision_value = 50
|
|
butcher_animals_decision_dog_provision_value = 75
|
|
butcher_animals_decision_dog_building_provision_value = 750
|
|
butcher_animals_decision_horse_provision_value = 150
|
|
butcher_animals_decision_horse_building_provision_value = 1250
|
|
butcher_animals_decision_elephant_building_provision = 2500
|
|
|
|
# How long before you can rebuild buildings/sacrifice the animals again?
|
|
butcher_animals_decision_regular_cooldown_value = 25
|
|
butcher_animals_decision_elephant_cooldown_value = 50
|
|
|
|
add_camp_officer_aptitude_value = {
|
|
if = {
|
|
limit = { has_court_position = second_camp_officer }
|
|
add = "aptitude(second_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = quartermaster_camp_officer }
|
|
add = "aptitude(quartermaster_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = armorer_camp_officer }
|
|
add = "aptitude(armorer_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = chief_forager_camp_officer }
|
|
add = "aptitude(chief_forager_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = master_thief_camp_officer }
|
|
add = "aptitude(master_thief_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = head_porter_camp_officer }
|
|
add = "aptitude(head_porter_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = head_groom_camp_officer }
|
|
add = "aptitude(head_groom_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = huntperson_camp_officer }
|
|
add = "aptitude(huntperson_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = kennelperson_camp_officer }
|
|
add = "aptitude(kennelperson_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = chief_engineer_camp_officer }
|
|
add = "aptitude(chief_engineer_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = witness_camp_officer }
|
|
add = "aptitude(witness_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = person_haggler_camp_officer }
|
|
add = "aptitude(person_haggler_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = camp_cook_camp_officer }
|
|
add = "aptitude(camp_cook_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = master_bard_camp_officer }
|
|
add = "aptitude(master_bard_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = stooge_camp_officer }
|
|
add = "aptitude(stooge_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = master_of_arms_camp_officer }
|
|
add = "aptitude(master_of_arms_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = light_cavalry_captain_camp_officer }
|
|
add = "aptitude(light_cavalry_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = camelry_captain_camp_officer }
|
|
add = "aptitude(camelry_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = elephantry_captain_camp_officer }
|
|
add = "aptitude(elephantry_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = heavy_cavalry_captain_camp_officer }
|
|
add = "aptitude(heavy_cavalry_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = horse_archer_captain_camp_officer }
|
|
add = "aptitude(horse_archer_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = archer_captain_camp_officer }
|
|
add = "aptitude(archer_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = heavy_infantry_captain_camp_officer }
|
|
add = "aptitude(heavy_infantry_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = light_infantry_captain_camp_officer }
|
|
add = "aptitude(light_infantry_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = pike_captain_camp_officer }
|
|
add = "aptitude(pike_captain_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = master_of_spoils_camp_officer }
|
|
add = "aptitude(master_of_spoils_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = laureate_camp_officer }
|
|
add = "aptitude(laureate_camp_officer)"
|
|
}
|
|
else_if = {
|
|
limit = { has_court_position = camp_priest_camp_officer }
|
|
add = "aptitude(camp_priest_camp_officer)"
|
|
}
|
|
}
|
|
|
|
laamp_base_contract_schemes_1301_maa_damage_catastrophic_value = -0.6
|
|
laamp_base_contract_schemes_1301_maa_damage_heavy_value = -0.45
|
|
laamp_base_contract_schemes_1301_maa_damage_moderate_value = -0.3
|
|
laamp_base_contract_schemes_1301_maa_damage_light_value = -0.2
|
|
|
|
# Thomas Aquinas was born in 1225, more or less
|
|
ep3_thomas_aquinas_age_value = {
|
|
value = current_year
|
|
add = -1225
|
|
}
|
|
|
|
ep3_interactions_events_0500_troops_count_value = 100
|
|
|
|
ep3_adventurer_ai_contracts_per_employer_max_value = 3
|
|
ep3_adventurer_ai_contracts_per_employer_min_value = 1
|
|
ep3_adventurer_ai_employers_per_kingdom_max_value = 8
|
|
ep3_adventurer_ai_employers_per_kingdom_min_value = 4
|
|
|
|
procure_estate_interaction_cost_base_gold = 1000
|
|
procure_estate_interaction_cost_base_prestige = 2000
|
|
procure_estate_interaction_cost_base_piety = 1000
|
|
|
|
request_co_emperor_interaction_gold_cost_value = { value = monumental_gold_value }
|
|
request_co_emperor_interaction_influence_cost_value = {
|
|
value = monumental_influence_value
|
|
multiply = 2
|
|
}
|
|
|
|
see_how_its_done_gold_reward_value = {
|
|
value = 20
|
|
multiply = been_there_done_that_check_multiplier_value
|
|
}
|
|
|
|
visit_settlement_paid_training_value = {
|
|
value = 0
|
|
if = {
|
|
limit = { prowess < low_skill_rating }
|
|
value = tiny_gold_laamps_value
|
|
}
|
|
else_if = {
|
|
limit = { prowess < mediocre_skill_rating }
|
|
value = minor_gold_laamps_value
|
|
}
|
|
else_if = {
|
|
limit = { prowess < decent_skill_rating }
|
|
value = medium_gold_laamps_value
|
|
}
|
|
else_if = {
|
|
limit = { prowess < high_skill_rating }
|
|
value = major_gold_laamps_value
|
|
}
|
|
else_if = {
|
|
limit = { prowess < extremely_high_skill_rating }
|
|
value = massive_gold_laamps_value
|
|
divide = 2
|
|
}
|
|
else = {
|
|
value = massive_gold_laamps_value
|
|
}
|
|
}
|
|
|
|
harrying_miniscule_increase_value = 0.3
|
|
harrying_minor_increase_value = 0.5
|
|
harrying_medium_increase_value = 1
|
|
|
|
laamp_marriable_women_value = {
|
|
if = {
|
|
limit = { laamp_request_likely_marriable_woman_trigger = yes }
|
|
add = 1
|
|
}
|
|
every_courtier = {
|
|
limit = { laamp_request_likely_marriable_woman_trigger = yes }
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
laamp_marriable_women_realistic_value = {
|
|
every_courtier = {
|
|
limit = {
|
|
laamp_request_likely_marriable_woman_trigger = yes
|
|
NOR = {
|
|
is_close_family_of = root
|
|
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = root }
|
|
is_councillor_of = root
|
|
is_concubine_of = root
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
laamp_marriable_men_value = {
|
|
if = {
|
|
limit = { laamp_request_likely_marriable_man_trigger = yes }
|
|
add = 1
|
|
}
|
|
every_courtier = {
|
|
limit = { laamp_request_likely_marriable_man_trigger = yes }
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
laamp_marriable_men_realistic_value = {
|
|
every_courtier = {
|
|
limit = {
|
|
laamp_request_likely_marriable_man_trigger = yes
|
|
NOR = {
|
|
is_close_family_of = root
|
|
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = root }
|
|
is_councillor_of = root
|
|
is_concubine_of = root
|
|
}
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
laamp_city_construction_year_value = {
|
|
value = scope:year_of_construction
|
|
add = 100
|
|
}
|
|
|
|
estate_increase_tutor_aptitude_value_1 = 5
|
|
estate_increase_tutor_aptitude_value_2 = 10
|
|
estate_increase_tutor_aptitude_value_3 = 15
|
|
estate_increase_tutor_aptitude_value_4 = 20
|
|
estate_increase_tutor_aptitude_value_5 = 25
|
|
estate_increase_tutor_aptitude_value_6 = 30
|
|
|
|
force_step_down_interaction_gold_cost_value = {
|
|
value = 0
|
|
scope:recipient = {
|
|
if = {
|
|
limit = { highest_held_title_tier = tier_empire }
|
|
add = scope:actor.monumental_gold_value
|
|
multiply = 3
|
|
}
|
|
else_if = {
|
|
limit = { highest_held_title_tier = tier_kingdom }
|
|
add = scope:actor.monumental_gold_value
|
|
}
|
|
else_if = {
|
|
limit = { highest_held_title_tier = tier_duchy }
|
|
add = scope:actor.massive_gold_value
|
|
}
|
|
else_if = {
|
|
limit = { highest_held_title_tier = tier_county }
|
|
add = scope:actor.major_gold_value
|
|
}
|
|
}
|
|
multiply = scope:recipient.number_of_held_governorships
|
|
}
|
|
|
|
force_step_down_interaction_influence_cost_value = {
|
|
value = 0
|
|
scope:recipient = {
|
|
if = {
|
|
limit = { highest_held_title_tier = tier_empire }
|
|
add = scope:actor.monumental_influence_value
|
|
multiply = 3
|
|
}
|
|
else_if = {
|
|
limit = { highest_held_title_tier = tier_kingdom }
|
|
add = scope:actor.monumental_influence_value
|
|
}
|
|
else_if = {
|
|
limit = { highest_held_title_tier = tier_duchy }
|
|
add = scope:actor.massive_influence_value
|
|
}
|
|
else_if = {
|
|
limit = { highest_held_title_tier = tier_county }
|
|
add = scope:actor.major_influence_value
|
|
}
|
|
}
|
|
multiply = 2
|
|
multiply = scope:recipient.number_of_held_governorships
|
|
multiply = -1
|
|
}
|
|
|
|
number_of_held_governorships = {
|
|
value = 0
|
|
save_temporary_scope_as = governor_temp
|
|
every_held_title = {
|
|
limit = {
|
|
tier = scope:governor_temp.highest_held_title_tier
|
|
is_landless_type_title = no
|
|
is_noble_family_title = no
|
|
}
|
|
add = 1
|
|
}
|
|
}
|
|
|
|
# Family attribute values
|
|
increased_investment_cap_bonus_1_value = 10
|
|
increased_investment_cap_bonus_2_value = 20
|
|
increased_investment_cap_bonus_3_value = 40
|
|
|
|
improved_siphon_treasury_scheme_1_value = 4
|
|
improved_siphon_treasury_scheme_2_value = 8
|
|
improved_siphon_treasury_scheme_3_value = 12
|
|
|
|
gain_dynasty_prestige_on_building_construction_1_value = 10
|
|
gain_dynasty_prestige_on_building_construction_2_value = 20
|
|
gain_dynasty_prestige_on_building_construction_3_value = 30
|
|
|
|
building_construction_dynasty_prestige_gain_value = {
|
|
value = 0
|
|
scope:character.house ?= {
|
|
if = {
|
|
limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_3 }
|
|
add = gain_dynasty_prestige_on_building_construction_3_value
|
|
}
|
|
else_if = {
|
|
limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_2 }
|
|
add = gain_dynasty_prestige_on_building_construction_2_value
|
|
}
|
|
else_if = {
|
|
limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_1 }
|
|
add = gain_dynasty_prestige_on_building_construction_1_value
|
|
}
|
|
}
|
|
}
|
|
|
|
increased_request_troops_acceptance_1_value = 10
|
|
increased_request_troops_acceptance_2_value = 20
|
|
increased_request_troops_acceptance_3_value = 30
|
|
|
|
swing_scales_cost_reduction_1_value = -0.1
|
|
swing_scales_cost_reduction_2_value = -0.15
|
|
swing_scales_cost_reduction_3_value = -0.2
|
|
|
|
swing_scales_cost_multipler_value = {
|
|
value = 1
|
|
house ?= {
|
|
if = {
|
|
limit = { has_house_power_parameter = respected_despots }
|
|
if = {
|
|
limit = { has_house_power_parameter = swing_scales_cost_reduction_3 }
|
|
add = swing_scales_cost_reduction_3_value
|
|
}
|
|
else_if = {
|
|
limit = { has_house_power_parameter = swing_scales_cost_reduction_2 }
|
|
add = swing_scales_cost_reduction_2_value
|
|
}
|
|
else_if = {
|
|
limit = { has_house_power_parameter = swing_scales_cost_reduction_1 }
|
|
add = swing_scales_cost_reduction_1_value
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
improved_raid_estate_scheme_1_value = 5
|
|
improved_raid_estate_scheme_2_value = 10
|
|
improved_raid_estate_scheme_3_value = 15
|
|
|
|
increased_request_appointment_acceptance_1_value = 10
|
|
increased_request_appointment_acceptance_2_value = 25
|
|
increased_request_appointment_acceptance_3_value = 50
|
|
|
|
occupations_give_bonuses_1_value = 20
|
|
occupations_give_bonuses_2_value = 40
|
|
occupations_give_bonuses_3_value = 60
|
|
|
|
increased_marriage_acceptance_1_value = 10
|
|
increased_marriage_acceptance_2_value = 20
|
|
increased_marriage_acceptance_3_value = 40
|
|
|
|
increased_clerical_influence_acceptance_1_value = 10
|
|
increased_clerical_influence_acceptance_2_value = 25
|
|
increased_clerical_influence_acceptance_3_value = 40
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candidate_score_per_piety_level_1_value = 4
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candidate_score_per_piety_level_2_value = 8
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candidate_score_per_piety_level_3_value = 12
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liquidate_camp_main_value_1 = 25
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liquidate_camp_main_value_2 = 50
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liquidate_camp_main_value_3 = 75
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liquidate_camp_main_value_4 = 100
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liquidate_camp_external_value_1 = 10
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liquidate_camp_external_value_2 = 20
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liquidate_camp_external_value_3 = 30
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liquidate_camp_external_value_4 = 40
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liquidate_camp_external_value_5 = 50
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liquidate_camp_external_value_6 = 60
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liquidate_camp_internal_value = 10
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